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File Comments posted by DLM3
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30 minutes ago, Albo1125 said:
Thank you! I'll provide a workaround for this in the next update. @LukeD, something you might want to look into.
Thanks, that's cool. I guess a safety check that allows us to still get back in the world in case our vehicle disappears since the infinite loading screen was the biggest issue, then we can still reload the plugins that crashed.
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It seems that there is a conflict with More Control V when you want to drop off a suspect yourself (hasn't run into any issue when I let NPCs take care of them). I didn't dare trying again since I had to restart the game.
Upon being teleported to the cells More Control crashed and when I exited the cells LSPDFR crashed, most likely because there was no car to be teleported to anymore. Though there was no way to recover from this last crash, I ended with a black screen and an infinite loading.
Last log entries:
Spoiler[21/01/2016 18:45:05.483] LSPD First Response: Mimicking
[21/01/2016 18:45:10.957] LSPD First Response: Done mimicking
[21/01/2016 18:45:44.886] 15770896
[21/01/2016 18:45:46.454] [TRACE] Removing ped from TrafficStop #33 (GameplayMandatory)
[21/01/2016 18:45:46.454] [TRACE] Asked thread TrafficStop #33 to abort: Ped left traffic stop
[21/01/2016 18:45:46.455] [TRACE] Instance cleaned (TrafficStop #33)
[21/01/2016 18:45:46.455] [TRACE] Assigned ped to PlayerArrest #49 (Blocker)
[21/01/2016 18:45:46.456] [TRACE] Thread TrafficStop #33 has been shut down
[21/01/2016 18:45:46.491] [TRACE] Thread PlayerArrest #49 initialized
[21/01/2016 18:45:48.855] [TRACE] Removing ped from PlayerArrest #49 (Blocker)
[21/01/2016 18:45:48.855] [TRACE] Asked thread PlayerArrest #49 to abort: Ped left Arrest (left)
[21/01/2016 18:45:48.855] [TRACE] Instance cleaned (PlayerArrest #49)
[21/01/2016 18:45:48.856] [TRACE] Assigned ped to PlayerArrest #50 (Blocker)
[21/01/2016 18:45:48.856] [TRACE] PlayerArrest #49 is aborting already
[21/01/2016 18:45:48.889] [TRACE] Thread PlayerArrest #49 has been shut down
[21/01/2016 18:45:48.889] [TRACE] Thread PlayerArrest #50 initialized
[21/01/2016 18:45:54.330] setting up new cop: S_F_Y_Sheriff_01
[21/01/2016 18:45:54.330] [TRACE] New ped recognized as cop
[21/01/2016 18:45:58.593] Prompting Arresting
[21/01/2016 18:45:59.024] 21/01/2016 18:45:59 - released
[21/01/2016 18:46:01.440] [TRACE] Instance cleaned ( #63)
[21/01/2016 18:46:01.441] LSPD First Response: Contains key after add
[21/01/2016 18:46:05.381] [TRACE] Transfering control from PlayerArrest #50 (Blocker) to PlayerSuspectTransport #40
[21/01/2016 18:46:05.381] [TRACE] Removing ped from PlayerArrest #50 (Blocker)
[21/01/2016 18:46:05.381] [TRACE] Asked thread PlayerArrest #50 to abort: Ped left Arrest (left)
[21/01/2016 18:46:05.381] [TRACE] Instance cleaned (PlayerArrest #50)
[21/01/2016 18:46:05.381] [TRACE] Assigned ped to PlayerSuspectTransport #40 (Blocker)
[21/01/2016 18:46:05.381] [TRACE] PlayerSuspectTransport #40 received control over ped
[21/01/2016 18:46:05.381] [TRACE] PlayerArrest #50 is aborting already
[21/01/2016 18:46:05.411] [TRACE] Thread PlayerArrest #50 has been shut down
[21/01/2016 18:46:05.411] [TRACE] Changed priority to Blocker (PlayerSuspectTransport #40)
[21/01/2016 18:46:05.411] [TRACE] Thread PlayerSuspectTransport #40 initialized
[21/01/2016 18:46:14.357] LSPD First Response: Adding suspect not arrested by player
[21/01/2016 18:47:15.769] Removing options for Menu
[21/01/2016 18:47:15.769] In vehicle so added just one
[21/01/2016 18:47:32.976] LSPD First Response: In method
[21/01/2016 18:47:32.976] LSPD First Response: In method1
[21/01/2016 18:47:33.042] LSPD First Response: In method2
[21/01/2016 18:47:33.042] LSPD First Response: In method3
[21/01/2016 18:47:33.142] LSPD First Response: In method
[21/01/2016 18:47:33.143] LSPD First Response: In method1
[21/01/2016 18:47:33.209] LSPD First Response: In method2
[21/01/2016 18:47:33.209] LSPD First Response: In method3
[21/01/2016 18:47:33.310] LSPD First Response: In method
[21/01/2016 18:47:33.310] LSPD First Response: In method1
[21/01/2016 18:47:33.374] LSPD First Response: In method2
[21/01/2016 18:47:33.374] LSPD First Response: In method3
[21/01/2016 18:47:33.477] LSPD First Response: In method
[21/01/2016 18:47:33.477] LSPD First Response: In method1
[21/01/2016 18:47:33.542] LSPD First Response: In method2
[21/01/2016 18:47:33.542] LSPD First Response: In method3
[21/01/2016 18:47:33.641] LSPD First Response: In method
[21/01/2016 18:47:33.641] LSPD First Response: In method1
[21/01/2016 18:47:33.707] LSPD First Response: In method2
[21/01/2016 18:47:33.708] LSPD First Response: In method3
[21/01/2016 18:47:33.807] LSPD First Response: In method
[21/01/2016 18:47:33.808] LSPD First Response: In method1
[21/01/2016 18:47:33.875] LSPD First Response: In method2
[21/01/2016 18:47:33.875] LSPD First Response: In method3
[21/01/2016 18:47:33.974] LSPD First Response: In method
[21/01/2016 18:47:33.974] LSPD First Response: In method1
[21/01/2016 18:47:34.040] LSPD First Response: In method2
[21/01/2016 18:47:34.041] LSPD First Response: In method3
[21/01/2016 18:47:34.141] LSPD First Response: In method
[21/01/2016 18:47:34.141] LSPD First Response: In method1
[21/01/2016 18:47:34.208] LSPD First Response: In method2
[21/01/2016 18:47:34.209] LSPD First Response: In method3
[21/01/2016 18:47:34.307] LSPD First Response: In method
[21/01/2016 18:47:34.307] LSPD First Response: In method1
[21/01/2016 18:47:34.374] LSPD First Response: In method2
[21/01/2016 18:47:34.374] LSPD First Response: In method3
[21/01/2016 18:47:34.375] LSPD First Response: In if statement
[21/01/2016 18:47:40.309] MoreControlV:
[21/01/2016 18:47:40.309] MoreControlV: ==============================
[21/01/2016 18:47:40.309] MoreControlV: UNHANDLED EXCEPTION DURING GAME THREAD TICK
[21/01/2016 18:47:40.309] MoreControlV: ------------------------------
[21/01/2016 18:47:40.309] MoreControlV: Origin: Game fiber "Plugin "MoreControlV" main thread".
[21/01/2016 18:47:40.310] MoreControlV: ------------------------------
[21/01/2016 18:47:40.310] MoreControlV: Exception type: System.ArgumentException
[21/01/2016 18:47:40.310] MoreControlV: Exception message: The specified vehicle is invalid.
[21/01/2016 18:47:40.310] Nom du paramètre : vehicle
[21/01/2016 18:47:40.310] MoreControlV: ------------------------------
[21/01/2016 18:47:40.310] MoreControlV: Inner exceptions:
[21/01/2016 18:47:40.311] MoreControlV: ------------------------------
[21/01/2016 18:47:40.311] MoreControlV: Stack trace:
[21/01/2016 18:47:40.311] MoreControlV: à Rage.Ped.IsInVehicle(Vehicle vehicle, Boolean atGetIn)
[21/01/2016 18:47:40.311] à MoreControlV.EntryPoint.Main()
[21/01/2016 18:47:40.311] à Rage.GameFiber.Main()
[21/01/2016 18:47:40.311] MoreControlV: ==============================
[21/01/2016 18:47:40.311] MoreControlV:
[21/01/2016 18:47:40.801] setting up new cop: null
[21/01/2016 18:47:40.802] [TRACE] New ped recognized as cop
[21/01/2016 18:47:42.608] [TRACE] Assigned ped to PoliceStationManager #1 (Ambient)
[21/01/2016 18:47:42.609] [TRACE] Assigned ped to PoliceStationManager #1 (Ambient)
[21/01/2016 18:47:42.609] [TRACE] Assigned ped to PoliceStationManager #1 (Ambient)
[21/01/2016 18:47:42.610] [TRACE] Assigned ped to PoliceStationManager #1 (Ambient)
[21/01/2016 18:47:42.618] [TRACE] Populated PD
[21/01/2016 18:47:42.823] setting up new cop: null
[21/01/2016 18:47:42.823] [TRACE] New ped recognized as cop
[21/01/2016 18:47:42.823] setting up new cop: null
[21/01/2016 18:47:42.823] [TRACE] New ped recognized as cop
[21/01/2016 18:47:42.823] setting up new cop: null
[21/01/2016 18:47:42.823] [TRACE] New ped recognized as cop
[21/01/2016 18:47:42.823] setting up new cop: null
[21/01/2016 18:47:42.823] [TRACE] New ped recognized as cop
[21/01/2016 18:47:42.823] setting up new cop: S_F_Y_Cop_01
[21/01/2016 18:47:42.823] [TRACE] New ped recognized as cop
[21/01/2016 18:47:42.823] setting up new cop: null
[21/01/2016 18:47:42.823] [TRACE] New ped recognized as cop
[21/01/2016 18:47:42.823] setting up new cop: null
[21/01/2016 18:47:42.823] [TRACE] New ped recognized as cop
[21/01/2016 18:47:42.823] setting up new cop: null
[21/01/2016 18:47:42.823] [TRACE] New ped recognized as cop
[21/01/2016 18:47:42.823] setting up new cop: null
[21/01/2016 18:47:42.823] [TRACE] New ped recognized as cop
[21/01/2016 18:47:42.823] setting up new cop: null
[21/01/2016 18:47:42.823] [TRACE] New ped recognized as cop
[21/01/2016 18:47:42.823] setting up new cop: null
[21/01/2016 18:47:42.823] [TRACE] New ped recognized as cop
[21/01/2016 18:47:47.414] setting up new cop: null
[21/01/2016 18:47:47.414] [TRACE] New ped recognized as cop
[21/01/2016 18:47:47.414] setting up new cop: null
[21/01/2016 18:47:47.414] [TRACE] New ped recognized as cop
[21/01/2016 18:48:05.849] setting up new cop: null
[21/01/2016 18:48:05.849] [TRACE] New ped recognized as cop
[21/01/2016 18:48:05.849] setting up new cop: null
[21/01/2016 18:48:05.849] [TRACE] New ped recognized as cop
[21/01/2016 18:48:18.526] LSPD First Response:
[21/01/2016 18:48:18.527] LSPD First Response: ==============================
[21/01/2016 18:48:18.527] LSPD First Response: UNHANDLED EXCEPTION DURING GAME THREAD TICK
[21/01/2016 18:48:18.527] LSPD First Response: ------------------------------
[21/01/2016 18:48:18.527] LSPD First Response: Origin: Game fiber "<UNNAMED THREAD>".
[21/01/2016 18:48:18.527] LSPD First Response: ------------------------------
[21/01/2016 18:48:18.527] LSPD First Response: Exception type: Rage.Exceptions.InvalidHandleableException
[21/01/2016 18:48:18.528] LSPD First Response: Exception message: Operation is not valid because the specified Rage.Vehicle is invalid.
[21/01/2016 18:48:18.528] LSPD First Response: ------------------------------
[21/01/2016 18:48:18.528] LSPD First Response: Inner exceptions:
[21/01/2016 18:48:18.528] LSPD First Response: ------------------------------
[21/01/2016 18:48:18.528] LSPD First Response: Stack trace:
[21/01/2016 18:48:18.528] LSPD First Response: à Rage.Ped.WarpIntoVehicle(Vehicle vehicle, Int32 seatIndex)
[21/01/2016 18:48:18.528] à Arrest_Manager.EntryPoint.?????????????????????????????????????????.?????????????????????????????????????????()
[21/01/2016 18:48:18.529] à Rage.GameFiber.Main()
[21/01/2016 18:48:18.529] LSPD First Response: ==============================
[21/01/2016 18:48:18.529] LSPD First Response:
No big deal as the old drop off method still works.
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56 minutes ago, Albo1125 said:
Yes!
I have my hands full updating & fixing existing stuff atm though.
No worry. It was great to see updates pushed so fast

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Cheers! Thank you, it was much needed. Things seem a little stale without that kind of must-have.
Are you still considering adding a couple of drop-off at hospitals for the few nuts that we can arrest for immersion sake?

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On 3/1/2016 at 3:14 PM, Pumpk1in said:
The lightings are perfect at daytime, but at night... the rear red lights and brake lights are too much powerfull.
When I play 3rd person view its really hurting my eyes ^^'Even if I reduce a lot the power of the emmiters its so powerfull (I reduced it from 30 to 5). I suppose that its due to the power of the coronas that are enormous at night, but if I reduce it, I suppose that the day lights will be less powerfull so... I don't know what to do. Actually, I play only during day time to avoid this problem :)
That's pretty much my experience with all the lighting tweaks around. It really (I mean really, really) improves how lights are seen during daytime but:
- at night they are way too powerful and you end with too much contrast between your lights and the darkness around (if you are not in the city) that it's hard to see things like the road.
- taxis that look like moving lighthouses. Their advertisement is so bright and nothing can reduce it but to make lights less powerful which defeats the purpose of the tweaks since it applies to all lighting effects.
So in the end I mostly use it when I am outside the city (no taxis), during daytime.
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9 hours ago, nic227 said:
Finally, now the world looks like it actually snowed. No more snowhair or snow interior. Loving it!
Newsflash when it is snowing you get snow on you!
3 hours ago, AlexVonShep said:What the difference between this plugin and the last Simple Trainer update?
Visually, none.
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42 minutes ago, TheUniT said:
The thing in the video is not the actual snow that GTA includes, it's a mod that apparently just puts white stuff over everything. LMS' mod brings the actual Online snow to singleplayer.
This is how snow used to work before the last update on Dec. 17th: cars and also people were covered with snow but it also came with the downside of interiors being also covered.
They have fixed this issue with the Executives & Other Criminals patch in preparation for the Xmas event but it seems that both effects were tied so by removing snow from the inside it was removed altogether from vehicles. That would be great if there was a way to get this back.
- magiobiwan, TheUniT and Chypres
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3
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Is there a way to add snow back on cars, like it used to be before the last update broke it?
https://youtu.be/hGgLFiVfPRw?t=9s
I know that the downside was having snow inside our vehicle but I personally didn't mind it at all, snow falling with clean cars looks really weird and the snow on vehicles really looked good.
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13 hours ago, Pandemic4444 said:
i was just trying to find out how to get a modifier key to work. it has a modifier key to work but i wanted a specific one like Left Shift.
I use Shift+W for Vehicle (and Ped) Search. The modifier key line in the INI file is Shift. So Shift works...
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2 hours ago, Pandemic4444 said:
Yes please do. A modifier key is a must in most of the mods i use.
I am not sure what the issue is... Technically Shit and LShiftKey are the same thing, this is still the same key that you are pressing on your keyboard. I am not sure who uses the right one.
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On 5/8/2015 16:59:35, Stealth22 said:
Don't load the plugin twice. That will cause conflicts and make the game unstable.
Now, as for the plugin "not working", there are a few things to be aware of. I am going to try to explain this as best as I can, but its not a simple process.
First and foremost, you guys need to understand that we are attempting to circumvent a core aspect of Grand Theft Auto V. Rockstar Games has programmed these peds to freak out at the sight of a firearm. They are specifically and explicitly designed to act in a certain way. Even if a third party plugin or modification changes an aspect of the game, GTA V is still trying to do what it's designed to do. The peds will be getting conflicting instructions. We tell them to drink Pepsi, Rockstar tells them to drink Coca-Cola. Guess who they're going to listen to more? Therefore, even when Keep Calm is successful in "calming" a ped, GTA V can reverse or override the effect at any time. And as we saw with v0.5.0, calming the peds too much was causing conflicts elsewhere, namely peds being spawned for callouts. So we're treading on very fragile ground here. It's a little bit like juggling bowling balls, while riding a unicycle down Interstate 405 in the Los Angeles morning rush.
Secondly, Grand Theft Auto V is designed to perform at a high level on a wide variety of computer systems. You may not always get the best graphics if you haven't got the latest and greatest video card, but the game will be relatively smooth, and above all, stable. This was not the case with Grand Theft Auto IV, as we are all aware. In order to have an application (not just a game, but any piece of software) perform efficiently, a developer has to manage the system's resources efficiently. This means disposing objects when they are not being used, among many other things. Grand Theft Auto V is continuously creating and disposing of objects, including peds, vehicles, models, textures, you name it. So if a ped is being explicitly given instructions by GTA V, or if that ped is being brought into or disposed from the game world, GTA V is not going to provide access to it. Or, if the plugin gains access to it, GTA V can override or reverse anything being done to that ped. So when Keep Calm says, "give me all the peds within this area", GTA is not going to provide each and every ped, for varying reasons that are out of our control.
Third of all, the effect that Keep Calm attempts to apply cannot be applied to every ped in the game world at once. In fact, due to the nature of how the structure of the game is set up, each ped must be modified individually. I'm sure you can imagine how inefficient of a process this can be. So if the plugin is not finished with the peds in your area, you're going to get some people panicking. Plus, both the player and peds around the area are always moving. As some peds get further away (and are disposed from the world), other peds are coming in, and because they have just entered the world, they do not have the calming effect applied to them, until Keep Calm triggers itself again. Also, the initial versions of Keep Calm were running this effect every 5 seconds. As everyone knows, as soon as build 393 of GTA came out, this was too much for our systems to handle, and everyone was commenting about the lag. One of the things that was done to combat the lag was to increase this time interval to 15 seconds. In 15 seconds, you could drive 6 blocks in this game. Is 15 seconds too long? Perhaps. But we need to strike a balance between performance and being able to calm every single ped. I am going to look at making the time interval customizable, but I'm nervous about that. Making the value too low or too high can have unexpected results, or make the game unstable.
Remember, this is not going to get every ped 100% of the time. The goal is to minimize the panic effect, because frankly, it will probably never be eliminated.
That was an interesting reading on how things work and what we can expect (or not) from a mod.
I was wondering, instead of fighting a symptom and taking each ped one by one to tell them how to behave, isn't it possible to actually change how the AI is programed in general? Obviously it would no longer be a plugin since modifying an existing file would be required but wouldn't that be more effective?
(To make it clear I am not asking you to look into it! It is simple curiosity, one of the many game files has to have the key to the AI's behaviour?)
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Is there any way to fix the taxi advertisement that is way too bright without affecting the lightbar?
I decreased the value for car.defaultlight.day.emissive.on and car.defaultlight.night.emissive.on, so taxis now look fine but the lightbar looks horrible. So I guess it's that or we have a nice looking lightbar but lighthouses driving around the city?
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On 31/10/2015 11:00:19, 911FordPoliceInterceptor said:
What are the differences (if any) between this and your other 2011 Sheriff Charger?
The main difference for me is that this upgraded model allows you to create several liveries. I added a total of 10 LSPD liveries each with a different unit number which avoids (mostly) clone cars when you call for backup. The ytd comes with one texture (hemi_sign_1.png), you just need to name the other ones 2, 3, etc. (I stop at 10, in my past experience with other models going higher creates issues) and import them and there you go, you now have a pool of 10 "different" cars.
The first Sheriff Charger comes with a unique texture. Which is sad because I love it and would happily customize it with various unit numbers

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I like a spotlight on my car (at least it is functional on this one) but sadly the model with a spotlight comes with no lightbar. Anyway given the randomness of the vehicle that you get, sorry but that won't be that my choice for a police car.
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It is pretty neat but the spotlight is not functional (I mean being light up when you cycle the lights)?
This is actually the only reason I drive an Interceptor.
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EDIT 2 : Fixed. There was an extra file to modify, sheriff+hi.ytd.
Can I get some advice please? I used the "Amber lights and Clear Lightbar" mod to fix the orange lights. So it is working on police and police4 models (my police.ytd and police4.ytd are both under x64e.rpf, there is no other duplicates elsewhere).
But it won't work on the sheriff model, no matter what I do. I have 3 sheriff.ytd, the first one is under x64e.rpf along with police and police4, the second one is under update > x64 > dlcpacks > patchday1ng > dlc.rpf and the last one under update > x64 > dlcpacks > patchday3ng > dlc.rpf). I am 100% confident that there is no other file used elsewhere since I did a search to find them in the first place. I tried editing the PNG image to keep the blue/red lightbar instead of transparent (it is more to my liking), I have played with the colors of the LED only while keeping the lightbar transparent from the Amber lights mod then my colored lightbar. Nothing. What seems to happen is that the game doesn't want to use the new texture because the Amber lights mod adds an orange part on the headlights that will appear when I check the model with OpenIV but then won't appear in game.
sheriff.ytd under x64e.rpf so that you can see that it is correctly updated (same update for the 2 other sheriff.ytd):
the car model as seen in OpenIV (orange indicator lights and orange part on the healdlights):
Is the MipMaps value of any importance? Because the default sheriff_lights texture has a MipMaps value of 7 but my texture won't go higher than 4...
now the sheriff car in game (as you can see the headlights and indicator lights are all white):
So it is like the game refuses to use the sheriff texture in my mods folder and goes with the default one.
What is also odder is that seen from afar the lights look right, the blue is darker and the red light is actually red. The furthest car looks fine while the closest looks wrong:
The closest car now shown from afar, now it looks right:
What should I do to correct the lights on this car? Thanks in advance!
___________________________________________________________________
EDIT: a couple of notes.
1. sheriff_lights under update > x64 > dlcpacks > patchday3ng > dlc.rpf > x64 > levels > gta5 > vehicles.rpf has a size of 128x128 unlike the other ones. I tried with both 128x128 and 256x256 and it didn't change anything. I am not sure what the halved size means.
2. Here are the various sheriff_lights files that I used along with the one from the Amber lights mod.
None of them have fixed the issue.
3. Since it felt like the game wasn't using the modded file from the mods folder I went to great lengths by modding the files from the GTA folder directly (I have a backup!)... and it didn't fix anything either. Is it possible that the sheriff model uses the LED lights from another car so that editing the LED from sheriff_lights changes nothing?
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I don't know if it happens to anyone else but every time that I present evidences to the court my car vanishes when I come back to the world.
Either way I enjoy the new scenario and I can't wait for this to be fixed

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What headlights are you talking about ? Pics will help.
It was just me being an idiot I guess. It was most likely some bright indicators on the front that made them look like headlights. The tweak did the trick :)
Thanks, I love the mod!
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Right in the description.
I saw it but I was asking because it is not just the indicator lights but also the head lights. I'll give it a try, thanks.
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Since I installed this mod all parked vehicles have their lights on at night... What do I need to tweak to fix this?
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@DLM3 Only in the IVDashCam view.
Thanks for the clarification. I wasn't sure if I was missing an option to turn on.

.png.fdab16d62ab8306ef34cec59284f4b12.png.9d5e6cf9427ad028178843acb6c725cb.png)

Arrest Manager (Grab Peds, More Jail Points, Prisoner Transport & more)
in Script Modifications & Plugins
Posted
Yeah my bad, didn't realize that More Control hadn't been updated. I hadn't had any issue till these crashes.
PMing you :)