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Posts posted by lilmisschloe
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I want to use HeroCop 0.2 but apparently I need RageHook 0.24 :(
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I currently have 0.22 of RageHook, my question is, if I update it to 0.24 will it break mods that work on 0.22?
I know that The upgrade from 0.20 to 0.22 broke a lot of animations, will the upgrade from 0.22 to 0.24 break them once again?
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Dont rush it - we would much rather wait and have a more polished mod with clean code. :)
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Issues I have experienced so far....
- The cops I have patrolling LS stop driving, they try to drive but get stopped instantly ONLY when this mod is running.
- Pressing F6 to go off duty does not end the mod and when you go back on duty the mod thinks its running multiple times.
- Lots of GUI flickering.
- When reviving peds, the progress bar goes up regardless of what you do.
- That same progress bar can only fit approx 70% then goes off the edge of the GUI...
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Load the game using the RageHook.exe and select yes if it asks to unblock files.
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Load the game via the RageHook.exe and click yes to unblock the .dll's
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Everytime I try and load any new plugins on GTA V after installing the latest Rage Hook. All the plugins crash. Including LSPDFR.
Get the previous version of Rage then.
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All callout packs should be installed to Plugins>LSPDFR
They usually consist of a .dll and maybe a .ini file.
You do not need to add anything to the startup.rhps
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I went through this thought process - Use 0.22 and use the mods that are updated and specifically mention 0.22.
If you used 0.20 you will be far behind and have inferior versions which lack features you would actually want.
DO NOT get 0.23 until at least 70% of your mods are updated to support that.
Those are just my opinions.
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Ive backed up my game fully modded using RageHook 0.22
To be safe xD Thanks
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There is another ScriptHook and Rage released today....
I know I wont be updating it anytime soon, Im sick of them breaking mods, we go through this every two weeks now its getting stupid.
Does anyone else get frustrated when your constantly setting up mods, making sure you have them all working, and keeping them up to date day after day after day?
Its becoming a bit of a chore IMO and to be quite honest, the devs of the mods usually can't keep up. I mean we still have mods from back in July that arnt compatable with anything anymore, and when they do get updated, another Rage or ScriptHook will come along to out date it again....grrrrr.
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Let the mod breaking commence! -.-
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Let the mod breaking commence! -.-
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"Officer, please dont look me up!" haha
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Install these.....and just to be sure - if it asks x86 or x64 just download and install both, for each page I have linked...
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Jeff has equipment in his house next to his PC, some sort of audio control box and mic or something, so he just speaks into that and it artificially adds the distortion you hear.
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If you have any other sound mods, like for weapons for example, just find the file it needs in the mod.....copy that file from your game and put it in the "sfx" folder you made :)
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A way to get a list of running mods while in game is actually pretty simple.
Open the console
Type "recordperformance true"
Then type "printperformance"
It will list all RUNNING mods so make sure you load them all.
It will also show you how long they took to process in ms.
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Are you able to accept the callouts and complete them?
calloutsV are working?I am getting this in log
and also i can use flashlight from this mod
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To clarify on more callouts, most of them work perfect except lewd conduct which crashes on accept, due to the animation needed. Just thought I would throw that out there

Yeah thats what I thought, I want to install as many as I can on RPH 0.22, but Im scared too, hense the reason for this thread.
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- Go to your game directory
- create a new folder and call it "mods" (all in lowercase)
- inside that folder create another folder and call it "x64"
- go into that x64 folder and create another folder and call it "audio" (lowercase)
- inside that audio folder create yet another folder and call it "sfx"
- now go back to your main game directory and copy RESIDENT.RPF
NOTE: The original RESIDENT.RPF is in GTA V>x64>audio>sfx
(Your essentially copying the path but in your mods folder so the game uses it.)
- paste RESIDENT.RPF into that "sfx" folder you made.
Then from here, follow the instructions that come with your siren mod BUT USE THIS NEW DIRECTORY YOU JUST CREATED instead of the main one in the normal location.
The game will now correctly use your new sirens assuming you install all the right files from the mod.

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RageHook 0.24
in GTA V Discussion & Media
Posted
Thank you so much guys for your input and clarification :) I updated to 0.24