Reputation Activity
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PattyB0Y reacted to LMS in GTA IV Complete EditionI updated most things for the latest patch, but it is quite unstable unfortunately. I will see if I can fix a few things here and there but I fear that LCPDFR will not work as well as on the older builds.
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PattyB0Y reacted to Yankee6 in GTA IV Complete EditionEven if it doesnt work as well, just having it up will be awesome. Thank you!
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PattyB0Y reacted to EveryBodyOnHp in GTA IV Complete EditionI have the same concern. Although it is true, the number of users that we play in GTA IV is still minimal, but I would also not like to stop playing in GTA IV because the updates for LCPDFR ended in version 1.0.
I would like to at least consider compatibility with the new version.
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PattyB0Y reacted to Lukez3218 in Custom sirens do not workI ran into the same exact issue. I believe it's due to the fact that OpenIV was updated last week and some of the audio files in the vehicles.awc have been renamed from the hex number they used to be (0xSOMETHING.wav) to actual names. I found that the main siren is now SIREN_PA20A_WAIL, the airhorn became AIRHORN_EQD and the rest are still SIREN_2, AMBULANCE_WARNING and POLICE_WARNING. What you should try is get the vehicles.awc file, extract it to open formats to your desktop and then take your custom siren and before dropping it in there, rename 0x0D329446.wav to SIREN_PA20A_WAIL.wav and 0x0EA58C7C.wav to AIRHORN_EQD.wav and then make sure that when you drop them into the vehicles folder you get a prompt to replace all of the ones you're dragging (usually it's the 5 I listed).
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PattyB0Y reacted to Sam in LSPDFR 0.4.2 - Coming Soon!Hot off the release of LSPDFR 0.4 a couple of months ago, we're upping the ante with another update which brings not only sweeping improvements to the LSPDFR 0.4 API, but also some unique features which have long been requested.
Originally, the plan was merely to release 0.4.2 as a quick follow-up to 0.4 and 0.4.1 - just simple fixes and changes, plus the API improvements to help developers make the most of 0.4. Necessary changes, but not really cool enough, right? So, with that in mind we took a little time to dig back into the archives of LSPDFR and revisit some of our old concepts and ideas. Now, while some of these are actually in the mod - they're most likely either tucked away as 'easter eggs' or just disabled because they weren't quite right.
If you're a connoisseur of traffic stops, for example, you might've noticed that occasionally the unexpected and oh so demoralizing experience of pulling over a federal agent hits you right in the feels as they arrogantly flash their shiny badge, tell you where to stick your comparatively less shiny badge, and drive off. (If you haven't seen this before, here's a video: https://www.youtube.com/watch?v=HNOxZR2ak0M)
Originally the plan was to add this as a feature for players to use, but it just didn't quite fit in with 0.3, and we had some trouble with the animation not being quite as fluid as we'd like. That was then, though, and given that you now play as your own character both on and off duty, we thought it'd be a bit of a must-have now, so we've tidied it up and are introducing it as a player action in 0.4.2.
With one quick glance at the shimmering shield, her problems are suddenly your problems. (Note, a custom badge model is shown instead of the default FIB one - you will be able to define custom models to use on a per-agency basis)
Now, not only does this look exceedingly awesome, but it serves a practical purpose too. Available both on and off-duty, showing your badge will clear any wanted level and may also instill the fear of the law in nearby citizens, potentially de-escalating the otherwise unavoidable confrontations that flare when you walk around Mirror Park without the latest iFruit phone, for example!
Of course, that's not all. Continuing with the idea of adding things that are just generally cool, we know that people have wanted a ballistic shield feature in LSPDFR for quite some time. Sure, you can spawn one with a trainer or download another mod, but it's just not quite the same is it?
We thought it'd be particularly sweet to have it at your fingertips instead, fully integrated with LSPDFR, ready to kick some butt.
As if being Frank Tenpenny isn't cool enough...
Our ballistic shield, accessed from the Interaction Menu, uses our new animation system in 0.4.2 which we think looks absolutely gorgeous. There's also the freedom to switch between Stealth and Action mode which will vary your pose accordingly, compatibility with most weapons and the potential for future AI support.
Oh yeah, did we mention you can actually arrest people at gunpoint while holding a freaking shield?!
Keep your eyes open for LSPDFR 0.4.2, coming soon.
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PattyB0Y reacted to CrazyJoker in RAGE Plugin doesn't work in-gameHey!
To fix this problem you must go to "Game Setting" (when you launch the game with RPH click on the thing to the left of the red cross) and after check case "DirectX 11" and "Force Windowed Mode" .
Save and launch the game! :)
(For me it's work!)
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PattyB0Y reacted to Hightflyer1 in Peel regional policeSomeone really really need to make a peel regional police texture pack, i remember someone posted on a year or two ago but got rid of it, it was amazing, i would really like someone to make another pack like that but better
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Police2, Sheriff 1 & 2 - update\x64\dlcpacks\patchday3ng\dlc.rpf\x64\levels\gta5\vehicles.rpf\
Police4, Police, FBI - x64e.rpf\levels\gta5\vehicles.rpf\
Police3 - update\x64\dlcpacks\patchday4ng\dlc.rpf\x64\levels\gta5\vehicles.rpf\
I might be missing 1 or 2 cars but this should help.
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PattyB0Y reacted to Will in Error in script LCPDFR_loader.loaderYour topic has been moved to LCPDFR Support Requests.
Please post in the correct location in the future.
Remove MSVCR110.DLL from the game folder and install this: http://www.microsoft.com/en-us/download/details.aspx?id=30679
Be sure to pick the x86 version.
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PattyB0Y reacted toOfficer19in LSPDFR 0.3 - "Busted!"As usually it's awesome work and usually when it's done
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PattyB0Y reacted to Sam in LSPDFR 0.3 Announcement + First PreviewAfter a short break from the non-stop development of the first couple of versions of LSPDFR, we're really excited to officially announce the next installment in the series - LSPDFR 0.3. As you might have come to expect, LSPDFR 0.3 takes strongly after its predecessors, introducing a big bunch of groundbreaking new features and gameplay.
With actually only a few weeks of development, it is amazing how far this next version of LSPDFR has come, and the extent of fresh, new content and possibilities that it offers.
You asked, we listened. Arresting suspects has been drastically improved, especially with the brand new addition of interactive cuffing - no guns required!
With 0.3, we've taken the time to rebuild some of the core mechanics of the modification, particularly as it comes to arresting suspects. With a brand new interactive system, you can now easily and seamlessly place stopped suspects in handcuffs. The animations for this are incredibly fluid, as is the way in which the process works, with interactivity being a key component. In 0.3, when you arrest someone, there's a very tangible feeling of control - a massive improvement from earlier versions where, due to a reliance on normal playback, it could often feel as though you had been taken out of the game as you waited for an animation to finish.
The Vapid Police Interceptor makes its LSPDFR debut in 0.3. Well, with our entirely new and seriously powerful XML based backup unit customization, so does every other vehicle (and ped) in your game too!
We'll be sharing more about the features and changes in LSPDFR 0.3 over the next week or so, as we take a more in-depth look at what 0.3 brings to the table, including the full Downtown Police Station interior, amazingly improved interaction with suspects, and much more!