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DLM3

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  1. Wait... were you talking about Further Adventures in Finance and Felony update? Because it is coming out today... These are the major updates that break the mods.
  2. No worry Also at that time I had this callout only a couple of times, I imagined there was a possibility to have more than one robber so given the current scenario being automatically kicked out makes sense since there is nothing left to check. A probability for a second robber would be nice.
  3. No worry, thanks for taking a look :)
  4. So, some system specs. MB: Gigabyte GA-Z170XP-SLI Intel Z170 Express - CPU: i5-6600K CPU @ 3.50GHz I have gone into my BIOS but I am not sure what I am supposed to check, I don't think my CPU is overclocked (I am clueless so haven't touched it and settings should be default). So here's a bunch of data if there is any relevant: BCLK: 100.00 MHz CPU Frequency: 3865 MHz Memory Frequency: 2666 MHz Total Memory Size: 8192 MB VCore: 1.224V CPU Base Clock: 100.00 MHz Graphics Slice Ratio: 30.00 Graphics Unslice Ratio: 30.00 CPU Clock Ratio: 35 CPU Frequency: 3.50 Ghz System Memory Multiplier: 26.67
  5. I am running as administrator but regarding base clock overclock I am unable to tell. I would have to check in the BIOS setup?
  6. 8 Gb, I don't think it is related to this memory. The exception message in french would read as: "Attempt to read or write a protected memory. This often means that another memory is damaged."
  7. I am asking because I seem to experience most of my issues when the AI is performing actions far from me. I just had the mod crash on me after a chase involving several suspects. I engaged in a foot pursuit with one of them while 2 other were fleeing so I requested a couple of helis to stay on them. After arresting my suspect, while waiting for the prisoner transport to arrive I requested 2 additional units to keep the other perps busy, a few blocks away. After my suspect was picked up as I reached my car I heard a shootout and that's where the mod crashed. Since the suspects were still red on the map with cop units blinking around as if the pursuit was still going on I still rushed to the scene (I actually had been able to catch up on a pursuit after a crash in the past, just restarting LSPDFR during the pursuit): one suspect was dead, the other one had been arrested awaiting for transport. Here's the log: So it does seem to me that being distant from any action from the AI has a chance to lead to a crash (especially an arrest), which is rather understantable although I am becoming more and more wary about sending backups after a suspect while I am dealing with another one. I was wondering if anyone had seen it happen too. As a side note, I had to quit the game as I was unable to reload LSPDFR following this crash. I was notified it was successfully loaded but it wasn't: I couldn't open the interaction menu, I couldn't perform a traffic stop, I couldn't force a callout, etc.
  8. Thanks for the update! Just making sure that I am setting up the INI file correctly, callout frequency is back to a scale from 1 to 5 (no more 10), right?
  9. I actually did some research a few weeks ago about this to have a definitive idea of what is going in that case: here's how things are handled in NY State. DRIVING WHILE YOUR LICENSE IS SUSPENDED OR REVOKED Aggravated Unlicensed Operation (AUO) is driving while your license is under suspension or revocation. AUO-3rd degree. This is a misdemeanor for driving with a suspended or revoked license or privilege to drive. It is punishable by a mandatory fine of $200–$500, a mandatory surcharge, and possible imprisonment up to 30 days or probation. AUO-2nd degree. This is a misdemeanor. If the driver is convicted of driving with a license previously suspended or revoked within the prior 18 months due to a conviction of AUO-3rd degree, it is punishable by a minimum fine of $500, a mandatory surcharge, and mandatory imprisonment up to 180 days or probation. Punishment includes a mandatory fine of $500–$1000, a mandatory surcharge, and mandatory imprisonment of 7–180 days or probation, if the driver is convicted of driving while suspended or revoked and one of the following: • The original suspension or revocation had resulted from either a conviction for an alcohol- or drug-related violation or a chemical test refusal; or, • The original suspension was a mandatory suspension pending prosecution of an alcohol or drug-related offense; or, • The driver has in effect three or more license suspensions, imposed on at least three different dates, for failure to respond to tickets. AUO-1st degree. This is a felony. It is punishable by a mandatory fine of $500–$5000, mandatory imprisonment up to four years or probation, and possible seizure and forfeiture of the vehicle driven. A driver may be convicted of AUO-1st degree if driving while suspended or revoked and: • The driver is impaired or intoxicated, with a license or privilege currently under suspension or revocation for an alcohol or drug-related violation or a chemical test refusal; or, • The driver has in effect 10 or more license suspensions, imposed on at least 10 different dates, for failure to respond to tickets. So technically to be detained you have to be a repeat offender and/or impaired but since LSPDFR doesn't really come with a detailed history of the suspects (which would be really great) it is hard to make a decision regarding the original reason for the suspension and if the person already was pulled over for driving with a suspended license. What I am doing is: - except for the suspended license if the suspects are clean (especially not drinking and driving and if I didn't pull them over for being involved in an accident) I give them a min. fine of $200 (or more if I deal with a jerk) - if the suspect is drunk and/or was involved in an accident, if the suspect is piling up other breaches (speeding, no insurance, no tax, etc.) this is jail time.
  10. No need for a mod, maybe 1/5 of my suspects glitch out and get out of the car. Or they try to fight, even after being cuffed, when there is a shootout around...
  11. I don't think this is the issue. Good modders are well known within the community so if feeling important was their intention, sharing the mod would brush their ego as much. I think it is just a matter of owning something unique, look at MMOs people look for the rare pieces of gear, the rare titles to show off so they can stand out in the crowd. And this is something that I can understand. This is more about not looking like everyone else than feeling important.
  12. The global.gxt2 files are definitely the correct files. The vehicle.meta file handles the names under the rug, that's the names (notice the upper case) the callouts come up with because that's most likely the easiest references to access (BXJL for instance) but the global files do handle the "real" names (BeeJay XL). As you can see the game uses the new name when I get in the car. I think the problem is that POLICE3 uses the same name as POLICE (set as Ford CVPI for me) and it comes up as the CVPI. I even tried to add a line for POLICE3 with no luck, it still uses the same name as POLICE so I guess there is no answer
  13. It is a small thing but I have always been annoyed by the fact that when I get inside a vehicle and can see its name it doesn't match the one from my modded car. So I figured out the location of the file storing these names, under update > update.rpf > x64 > data > lang > american_rel.rpf > global.gxt2 I have found all the vehicles, including SHERIFF2 hidden behind a num code (0x72935408) but I can't figure out where to find POLICE3. I have checked the other global.gxt2 files for the various DLCs with no luck. Does anyone where I can find it? Thanks in advance!
  14. Loved the new callout! Nice job May I suggest to use the same command (Ctrl+E) to leave the house instead of being automatically kicked out, just for RP sake (there may be more robbers so better check the whole place) and keep us on our toes?
  15. I think that's the issue. My backup XML is set so that local and NOOSE heli have only one person inside and on top of it I have set IsArmed as no to make sure no one will shoot at suspects yet I still have air units shooting at people evading from a simple traffic stop... Is there any way to calm down the heli units patrolling the city?
  16. 0.3 AI is definitely way too compliant as they hardly ever resist if they are not part of a callout that includes that possibility (even pulled over vehicles seem less encline to take off). Just an obvious example: the random GTA V pursuits, in 0.2 I used to help units that were engaging in a pursuit and it would always end in a shootout as these suspects would be armed and dangerous, in 0.3 they just run out of the vehicles and usually just give up. That coupled with the AI that keeps tripping over and over when you engage in a foot pursuit and arrests became a little too easy to the point where it turns to be somewhat boring because we're missing that unpredictable element from the previous version. TLDR: 0.2 AI was perfect.
  17. I will never figure out Steam The last thing I could do was turning it back online... it has updated another game in my library but left GTA alone so I have been able to run the previous version!
  18. Yeah I honestly have no clue how to go around the automatic updates from Steam. - I have restored the exe and update.rpf to 1.0.617.1 - to make sure that Steam wouldn't update the game I have turned off my routeur, launched Steam which asked what to do since it couldn't find a connection, I selected offline mode - I launched RagePluginHook - Rockstar launcher was showing offline mode and saying that a connection was required - so I turned my routeur on again (I am connected to the interwebs... I am posting!) - I launched RagePluginHook again - Rockstar launcher is still in offline mode, even when I click Retry it still won't connect So at that point I guess that the issue is that Steam is in offline mode... but I can safely bet that the minute I go online it will update GTA. Sometimes I really hate Steam.
  19. I haven't played for a few weeks so I am catching up on the various updates Your other mods use Albo1125.Common 5.4.0.0, if I replace it with 5.4.0.1 for Arrest Manager is it going to mess with the other plugins or that's fine?
  20. @joe25 What I meant is that plugins installed under plugins/LSPDFR/ are managed by LSPDFR, so when you load it it also loads the plugins automatically. Conversely when you unload LSPDFR it also unloads them. But I forgot that Traffic Control was located under /plugins/ so that made sense that unloading LSPDFR didn't work to stop it.
  21. Not sure how to change the setting either, Google is not very helpful as it mostly returns a bunch of Verbose logs... Actually it doesn't remove the road block. I know, I tried that. It will remove the blip on the map but vehicles going through will be either stopped or slowed depending on the block you have used. I had a pursuit coming to a stop till I realized it was the place I used a roadblock earlier Scratch that, I unloaded LSPDFR but Traffic Control is not a LSPDFR plugin, so that explains why the road block was still in effect.
  22. Yes I also tried the menu but that wouldn't remove the roadblock. If I set a new roadblock and removes it, I'll get the notification that "roadblock #2" was removed but I can't do anything with #1 that will stay (and stop traffic) for as long as I play. The log that I have added was after a pursuit where I arrested the driver while other units took care of the passenger and I am pretty sure it was the same scenario when that happened before. I am wondering if for some reason the pick up unit wouldn't mess with the roadblock (I mean that I don't get the "specified Rage.Vehicle is invalid").
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