zach016
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zach016 got a reaction from UpperMidnight in making a new agency has me stumpedStep 1: Add the following to your Agency.xml, right after <Agencies> will work fine. Double check the bolded lines (Your vehicle models)
Step 2: Next, edit the stations .xml. All of the BCSO stations are currently LSSD controlled, so do a search for any station with "<Agency>lssd</Agency>", and replace "lssd" with "bcso" for any location you wish the BCSO vehicles and people to spawn immediately outside of (Note: They will not be patrolling at this step, however it's extremely useful for step 3)
Step 3: Load the game, make sure nothing blows up, and go to one of the stations you changed in step 2, to check if things are spawning their correctly. This step should eliminate step 1 or 2 as being the source of an issue, if things blow up later.
Step 4: Edit dutyselection.xml, and add the line "<Agency>bcso</Agency>" between the <Vehicles></vehicles> tags. This will make the vehicles selectable from the garage.
Step 5: Edit the Regions.xml
Blaine County is already set-up as a distinct region in lspdfr 0.4, so all you need to do, is under local patrol, edit <BlaineCounty><Agency>lssd</Agency></BlaineCounty> to read <BlaineCounty><Agency>bcso</Agency></BlaineCounty>
Now your agency will ambiently spawn in the designated location, and respond as local backup from the back-up menu.
If you want to get into what edits need to be done for an air unit, or a swat child agency, just let me know. You can also give me a heads up once you figure out the cop models needed, for their relevant edits.
For the actual cop models themselves, a good source would be to install RDE (Make a copy of your GTAV folder first, RDE has an auto-installer which will destroy your game at the moment, as it is very outdated), extract the bcso cop models from that mod, and then insert them into your copy of GTA.
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zach016 got a reaction from Lennox bgs in Please Help (LSPDFR Custom Agencies)Choosing uniforms is a lot easier then it sounds. Focusing in on the area of the Agency.xml that impacts uniforms.
What we need to do is determine what components you want the ped to have. If you open the .ydd file of the ped in openiv, you will see all of the components available to that ped, such as:
accs_000_u
accs_001_u
head_000_r
head_001_r
So, to force the ped to use one of these components, you just put
comp_accs="0" to use accs_000_u OR comp_accs="1" to use accs_001_u
etc for each category of component. If you do not specify a specific component, the game will randomly choose one of the available options.
So in the end, <Ped chance="15" inventory="patrol">s_m_y_sheriff_01</Ped> can turn into something like:
Just add as much, or as little as you wish to create the perfect set of cops for your game.
I haven't actually customized EUP peds, but I believe they are basically the same, except the amount of components available vastly outnumber the base models. To get the set of components you want, simply load into the game, visit a police station to customize your character (assuming it's not the first time), and go into the customization menu. Each number corresponds to a similar component as listed above.
0 -> head
1 -> berd
2 -> hair
3 -> upper
4 -> lower
5-> head
6-> feet
7 -> teef
8 -> accs
9 -> task
10 -> decal
11 -> jbib
Record the section number, and component number, that you want the ped to have
Now, in the agency.xml, the ped's refer to outfits. (Also note the model names, as that should stay the same for EUP peds.
In the outfits.xml, you just need to create new outfits, based on the components that you determined beforehand.
Furthermore, you can add further variations to any one outfit (by creating a new <variation></variation> between the <variations></variations> tags to have peds spawn with different variations of the same outfit.
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zach016 got a reaction from Lennox bgs in Please Help (LSPDFR Custom Agencies)Not sure I fully understand what exactly you're looking to do, however to make vehicles choose-able from the garage, all you need to do is add the vehicle to the loadout of an agency in the agency.xml
If it is an existing agency, it will already be selectible. If it is a custom agency, you need to edit the duty_selection.xml
Now, your vehicle will be selectable, however it's name will be the same as the model name. To give it a proper name, simply add it to the <VehicleDescriptions></VehicleDescriptions> section of the duty_selection.xml. A simple copy/paste/edit job of one of the existing entries will do the trick.
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zach016 got a reaction from robims99 in no police4 vehicle when choosing patrol carThe reason you can not choose it, is it is not set to any of the agency related loadouts in Agency.xml
In the Agency.xml, you can either add it to an existing loadout, or create a new loadout in an existing agency (depending on how you want it to show up naturally in your game), and it will become select-able as a vehicle in the garage as well.
Just note custom agency vehicles have an extra step or two to make them selectable in the garage
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zach016 got a reaction from sinusphi in Please Help (LSPDFR Custom Agencies)That will have the game use the standard cop model (or whatever variation of it that you have installed overtop). However, it will spawn with any of the available components (So for example, short sleeve and long sleeved versions will both spawn.
You have to specify the components, as noted above, if you only want specific versions of it to spawn (For example, short sleeve variations).
As for the skin itself, I find the easiest way to overwrite existing models is to use albo's modding dlc pack, so you don't have to track down which specific patch last overwrote the basic cop model, or any other model.
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zach016 got a reaction from sinusphi in Please Help (LSPDFR Custom Agencies)Not sure I fully understand what exactly you're looking to do, however to make vehicles choose-able from the garage, all you need to do is add the vehicle to the loadout of an agency in the agency.xml
If it is an existing agency, it will already be selectible. If it is a custom agency, you need to edit the duty_selection.xml
Now, your vehicle will be selectable, however it's name will be the same as the model name. To give it a proper name, simply add it to the <VehicleDescriptions></VehicleDescriptions> section of the duty_selection.xml. A simple copy/paste/edit job of one of the existing entries will do the trick.
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zach016 got a reaction from sinusphi in Please Help (LSPDFR Custom Agencies)This actually gets a little harder to explain, the deeper down the rabbit hole you go. Much of this can be done with the use of the custom folder, however im just going to describe straight edits.
You can modify existing agencies/create new ones by editing the Agency.xml
Each Agency needs one or more loadouts. These are where you specify the Clothing and Vehicles. (Check LSPD entry for how to set up EUP type models)
Alright, so at this point we have our custom agency, but we want it to spawn ingame.
In the regions.xml, we can define a custom set of zones for our new agency. (LSPDFR wiki will direct you to what each zone encompases)
Next, we need to edit the backup.xml This is where we will define our custom agency to spawn in our custom region.
We only need to worry about Local Patrol to have the units spawn, however if your custom region does not overlap with an existing region (Which would only happen if you remove zones from existing regions), you may wish to define the custom region in the rest of the entries in the backup.xml, so the game will send the correct back-up when requested to the region.
I know it looks a little messy, just give a shout about any particular area that needs a little more explanation.
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zach016 got a reaction from Gyeongeun in Please Help (LSPDFR Custom Agencies)This actually gets a little harder to explain, the deeper down the rabbit hole you go. Much of this can be done with the use of the custom folder, however im just going to describe straight edits.
You can modify existing agencies/create new ones by editing the Agency.xml
Each Agency needs one or more loadouts. These are where you specify the Clothing and Vehicles. (Check LSPD entry for how to set up EUP type models)
Alright, so at this point we have our custom agency, but we want it to spawn ingame.
In the regions.xml, we can define a custom set of zones for our new agency. (LSPDFR wiki will direct you to what each zone encompases)
Next, we need to edit the backup.xml This is where we will define our custom agency to spawn in our custom region.
We only need to worry about Local Patrol to have the units spawn, however if your custom region does not overlap with an existing region (Which would only happen if you remove zones from existing regions), you may wish to define the custom region in the rest of the entries in the backup.xml, so the game will send the correct back-up when requested to the region.
I know it looks a little messy, just give a shout about any particular area that needs a little more explanation.
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zach016 got a reaction from northcutt615 in making a new agency has me stumpedStep 1: Add the following to your Agency.xml, right after <Agencies> will work fine. Double check the bolded lines (Your vehicle models)
Step 2: Next, edit the stations .xml. All of the BCSO stations are currently LSSD controlled, so do a search for any station with "<Agency>lssd</Agency>", and replace "lssd" with "bcso" for any location you wish the BCSO vehicles and people to spawn immediately outside of (Note: They will not be patrolling at this step, however it's extremely useful for step 3)
Step 3: Load the game, make sure nothing blows up, and go to one of the stations you changed in step 2, to check if things are spawning their correctly. This step should eliminate step 1 or 2 as being the source of an issue, if things blow up later.
Step 4: Edit dutyselection.xml, and add the line "<Agency>bcso</Agency>" between the <Vehicles></vehicles> tags. This will make the vehicles selectable from the garage.
Step 5: Edit the Regions.xml
Blaine County is already set-up as a distinct region in lspdfr 0.4, so all you need to do, is under local patrol, edit <BlaineCounty><Agency>lssd</Agency></BlaineCounty> to read <BlaineCounty><Agency>bcso</Agency></BlaineCounty>
Now your agency will ambiently spawn in the designated location, and respond as local backup from the back-up menu.
If you want to get into what edits need to be done for an air unit, or a swat child agency, just let me know. You can also give me a heads up once you figure out the cop models needed, for their relevant edits.
For the actual cop models themselves, a good source would be to install RDE (Make a copy of your GTAV folder first, RDE has an auto-installer which will destroy your game at the moment, as it is very outdated), extract the bcso cop models from that mod, and then insert them into your copy of GTA.
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zach016 got a reaction from SNOWFr in Window Tint Problem - 0x00FFFFFF solution doesn't workFor the models in the vanilla slots, the vehicles.meta (and other relevant .meta's), are overridden by the base game vehicles.meta.
So for me, I need to edit the vehicles.meta in mods -> update -> update.rpf -> common -> data - > levels -> gta5 -> vehicles.meta for it to have an impact on the vanilla slots. This is the .meta that for me, would have the rouge tint line that needs to be changed. Your mileage for location may vary, however the underlying issue is going to be the same.
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zach016 got a reaction from aleex96 in Please Help (LSPDFR Custom Agencies)Not sure I fully understand what exactly you're looking to do, however to make vehicles choose-able from the garage, all you need to do is add the vehicle to the loadout of an agency in the agency.xml
If it is an existing agency, it will already be selectible. If it is a custom agency, you need to edit the duty_selection.xml
Now, your vehicle will be selectable, however it's name will be the same as the model name. To give it a proper name, simply add it to the <VehicleDescriptions></VehicleDescriptions> section of the duty_selection.xml. A simple copy/paste/edit job of one of the existing entries will do the trick.
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zach016 got a reaction from aleex96 in Please Help (LSPDFR Custom Agencies)This actually gets a little harder to explain, the deeper down the rabbit hole you go. Much of this can be done with the use of the custom folder, however im just going to describe straight edits.
You can modify existing agencies/create new ones by editing the Agency.xml
Each Agency needs one or more loadouts. These are where you specify the Clothing and Vehicles. (Check LSPD entry for how to set up EUP type models)
Alright, so at this point we have our custom agency, but we want it to spawn ingame.
In the regions.xml, we can define a custom set of zones for our new agency. (LSPDFR wiki will direct you to what each zone encompases)
Next, we need to edit the backup.xml This is where we will define our custom agency to spawn in our custom region.
We only need to worry about Local Patrol to have the units spawn, however if your custom region does not overlap with an existing region (Which would only happen if you remove zones from existing regions), you may wish to define the custom region in the rest of the entries in the backup.xml, so the game will send the correct back-up when requested to the region.
I know it looks a little messy, just give a shout about any particular area that needs a little more explanation.
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zach016 reacted to MrBox15 in RPH Splash screen do not appearSolved! Needed to clean the commandline.txt and rename mods folder into _mods
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zach016 reacted to A Stranger in Crash before start the game (like 5 beeps)1. Please sort by name.
2. Verify your game files and remove any visual mods (like enbseries or fov) you might have.
3. Open Commandline.txt and delete everything in it.
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zach016 got a reaction from Slick Sloth in making a new agency has me stumpedStep 1: Add the following to your Agency.xml, right after <Agencies> will work fine. Double check the bolded lines (Your vehicle models)
Step 2: Next, edit the stations .xml. All of the BCSO stations are currently LSSD controlled, so do a search for any station with "<Agency>lssd</Agency>", and replace "lssd" with "bcso" for any location you wish the BCSO vehicles and people to spawn immediately outside of (Note: They will not be patrolling at this step, however it's extremely useful for step 3)
Step 3: Load the game, make sure nothing blows up, and go to one of the stations you changed in step 2, to check if things are spawning their correctly. This step should eliminate step 1 or 2 as being the source of an issue, if things blow up later.
Step 4: Edit dutyselection.xml, and add the line "<Agency>bcso</Agency>" between the <Vehicles></vehicles> tags. This will make the vehicles selectable from the garage.
Step 5: Edit the Regions.xml
Blaine County is already set-up as a distinct region in lspdfr 0.4, so all you need to do, is under local patrol, edit <BlaineCounty><Agency>lssd</Agency></BlaineCounty> to read <BlaineCounty><Agency>bcso</Agency></BlaineCounty>
Now your agency will ambiently spawn in the designated location, and respond as local backup from the back-up menu.
If you want to get into what edits need to be done for an air unit, or a swat child agency, just let me know. You can also give me a heads up once you figure out the cop models needed, for their relevant edits.
For the actual cop models themselves, a good source would be to install RDE (Make a copy of your GTAV folder first, RDE has an auto-installer which will destroy your game at the moment, as it is very outdated), extract the bcso cop models from that mod, and then insert them into your copy of GTA.
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zach016 got a reaction from theceo95 in Still waiting...The problem is, while a person who is forum banned can certainly ban evade, if they continue their ban-able behavior, such behavior is done publicly, which can allow the next account to be identified and banned as well. Therefore they can realistically perform a rolling ban of that person as long as they continue their ban-able behavior, without even having to identify that the accounts actually belong to a singular person.
For a ripper to ban evade, all they need to do is create a second account, and not disclose the new account that was created. The actual ban-able behavior is neither done publicly, or in view of the websites logs, and therefore the person ban evading, cannot be identified after the initial ban evasion unless they themselves do something to make it obvious.
Im not against banning someone who is ripping content, but reality is such a ban is merely security theatre, where-as forum bans can realistically encourage someone to change their behavior to stay, or get bored and leave. The staff are rightfully so pointing out that nothing they do will realistically prevent someone from taking content that is made public, and changing, or utilizing it in unintended ways once the content is on that person's hard-drive.
Sadly, changing websites for content security purposes won't actually result in that content being secure, as long as the content is still public.
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zach016 got a reaction from theceo95 in Still waiting...Man, this thread is a dumpster fire full of ridiculousness.
Having read through the majority of the comments, I have yet to see a single reasonable request of the staff of the website. I have no idea how people expect their work to be made public on any website, and also be protected from theft, etc. You're trying to impose an impossible task upon the staff, of which the only solutions are to not post the content, or to only allow a select list of pre-screened people to download the item (Which is a nonsensical solution for a website of this nature).
The staff hosting the content on your behalf, only makes them responsible in so far as whether the content breaches their own rules, or applicable laws. That's like expecting walmart to prevent people from renting the movies purchased at their store to other people, or from people taking their item purchased on sale from Walmart, and trying to return it for full price at Zellars. The site is a point of distribution, not a content management system on your behalf.
The effort required to circumvent additional security measures, such as requiring a membership, is so laughingly small compared to the effort to rip models/extract source code/etc., that it would only actually serve to hamper legitimate users. I also have no idea what the expectation of people is if they were to actually move to a different site to publicly release their model's. Public by nature means they will be accessible to the very people you wish to be protected from, as they are an unfortunate part of said public.
I also find it funny that content creators here are using the excuse "well, have you ever had your content stolen?", as if that provides any special perspective on the situation. Im in the opposite boat, in that I can't release any of my created content (only skins), because each one borrow's from someone else's work in some capacity, and i respect the author's wishes of the borrowed content. I don't need my content to be stolen, to have the perspective that having content stolen sucks.
Even banning a person becomes an iffy proposition, as different people can have the same username for different applications. Evidence only goes so far to say that a person named billy-joe-bob on discord (As an example) ripped the files, when the same billy-joe-bob on here could be from an entirely different country.
As to the way staff treated "the community", I didn't see the original thread, however this thread really isn't making me sympathize, as reasonableness is quite clearly not a requirement for entry.
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zach016 got a reaction from 11john11 in Having issues with LSPDFR 0.4?Or don't pile in old modifications/custom content, and expect everything to be dandy. That works pretty well too.
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zach016 got a reaction from noobcrafting in Textures not loading / loading in lateLSPDFR 0.4 uses more memory then 0.3, likely due in part to the new ambient spawning system.
However, by itself, it still runs fine. Custom cars however, are significantly higher poly then the vanilla vehicles, and have significantly larger texture files (In total, they tend to be 7x-10x larger). The issue seems to happen independent of hardware, and appears to be an issue with memory limitations the game imposes.
The best solution, is to only use vanilla, and vanilla sized vehicles.
However, you can get by using custom vehicles, but it's going to take a lot of testing to find a comfortable medium.
Step 1) You start by editing the LSPDFR ini, and change preloadmodels from "true" to "false"
Depending on the custom cars you have installed, this may be enough. If it isn't,
Step 2) Use a program such as paint.net, to change the texture sizes of the vehicle textures. Many people aim at the vehicle skin (Changing them from 4k to 2k for example), however you can lower any texture, and good targets are excessively sized textures for small items not directly in view)
Just changing the skin sizes may work, or it may not.
If changing the texture sizes doesn't work,
Step 3) Start removing custom vehicles altogether. This doesn't mean remove all of them, but try removing extra's, that exist only for the purpose of variety, that also go beyond the vanilla slots.
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zach016 got a reaction from BlueLine Vibes in Any fixes out there for texture loss with 0.4?The issue is 100% custom content (including vehicles). In simple terms, LSPDFR is designed to use the headroom offered by vanilla. LSPDFR works absolutely fine with said vanilla content. Custom content lowers, and/or removes this headroom. The issue could be replicated in 0.3, it was just not nearly as common, as 0.3 didn't require as much headroom as 0.4 does. Such is trade-off of new features.
The answer you're looking for, is to open the custom vehicles, and reduce the texture sizes. Many people suggest targeting the sizes of the skins (From 4k to 2k is a good start), however any texture file included with the vehicle is a viable target, as interior textures on them tend to be excessive as well.
The actual amount of reducing you need to do, will depend on the specific cars you have installed (Some are higher poly then others, and some have more unique texture surfaces then others), and the amount of cars you have (Having 6 different vehicles all spawn in the same area is more taxing then 5 variants, etc.). Any other custom content that goes above and beyond the vanilla content (Guns, general textures, etc.) will all contribute to the issue, cars just tend to be the most common dominater.
If you cannot find a satisfying combination of reduced textures that gets rid of the issue, it's time to start trimming the custom vehicles you have installed just for varieties sake. At some point, you will hit a happy medium where texture loss either doesn't occur, or takes so long to occur that you don't run into the issue.
I've also seen someone mention turning down the texture settings ingame to compensate, and that solving the issue for them.
You need to stop thinking in terms of what worked fine in 0.3.
0.4 has a new ambient spawn system that likely eats up more memory, I wouldn't be surprised if EUP peds are more taxing then regular peds, and 0.4 allows a person to easily have more vehicles beyond the vanilla slots all spawn in the same area. At some point, you just start hitting the limitations of the game. (For reference, I ran into the texture pop issue in 0.3, it is not an issue solely caused by 0.4, it's a memory issue on the games side)
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zach016 got a reaction from MostlyPalone in 0.4 - Police slotsNegative on the infinite vehicle slots, you need to go about the add-on process the same as prior to 0.4
What 0.4 does do, is allow you to have any of those add-on vehicles spawn ingame, or be choose-able from the garage.
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zach016 got a reaction from billiarboy in How do I get 4.0 too have Blaine Patrolling Blaine And LSSD patrollingJust a note, it's the backup.xml that needs to be edited, not the regions.xml
Blaine County already exists as a distinct region.
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zach016 got a reaction from LTX260 in Rendering IssueYou're dead on the money, it's a mixture of the higher poly count of custom models, as well as the much higher resolution textures packed into custom models. (The filesizes for example of custom models versus vanilla tend to be 7x-10x larger)
A partial solution is to set preloadmodels=false in the lspdfr.ini
If you still have issues, you can reduce the resolution of the skins, and other textures of the vehicles yourself using paint.net to relieve the stress on the game. A fella posted a little tutorial regarding this.
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zach016 got a reaction from NolanPatrol in No more Texture failures.Just to throw in two cents.
This can be used in conjunction with setting preloadmodels=false (The amount of steps you need to take will vary depending on a host of factors)
If the above does not solve your problems completely, you can also lower the resolution of the other textures contained in the vehicle texture files (Such as the interiors, extra prop's, etc.) for additional gains.
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zach016 got a reaction from Dominik W in Still waiting...The problem is, while a person who is forum banned can certainly ban evade, if they continue their ban-able behavior, such behavior is done publicly, which can allow the next account to be identified and banned as well. Therefore they can realistically perform a rolling ban of that person as long as they continue their ban-able behavior, without even having to identify that the accounts actually belong to a singular person.
For a ripper to ban evade, all they need to do is create a second account, and not disclose the new account that was created. The actual ban-able behavior is neither done publicly, or in view of the websites logs, and therefore the person ban evading, cannot be identified after the initial ban evasion unless they themselves do something to make it obvious.
Im not against banning someone who is ripping content, but reality is such a ban is merely security theatre, where-as forum bans can realistically encourage someone to change their behavior to stay, or get bored and leave. The staff are rightfully so pointing out that nothing they do will realistically prevent someone from taking content that is made public, and changing, or utilizing it in unintended ways once the content is on that person's hard-drive.
Sadly, changing websites for content security purposes won't actually result in that content being secure, as long as the content is still public.