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BLacKHaLLoW

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  1.    Operation reacted to a file: Flashlight 3.0
  2.    Ragepqt reacted to a file: Flashlight 3.0
  3.    LoneWolf911 reacted to a file: Flashlight 3.0
  4.    unitedOrange66 reacted to a file: Flashlight 3.0
  5. Officer Beachboy started following BLacKHaLLoW
  6.    PattyB0Y reacted to a file: Road Flare!
  7. Firefighterboy started following BLacKHaLLoW
  8.    medicbobs reacted to a comment on a file: Flashlight 3.0
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  15.    Boz reacted to a file: Flashlight 3.0
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  18.    The Sheriff reacted to a file: Flashlight 3.0
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  21. I'm curious, is there a way to customize the modifier to be Ctrl instead of Alt? I might be missing the option in the ini but from what I can see I am unable to swap the modifier.
  22.    BLacKHaLLoW reacted to a post in a topic: FiveReborn Security Risk - Important
  23.    BLacKHaLLoW reacted to a post in a topic: FiveReborn Security Risk - Important
  24. Congratulations, Albo! I couldn't imagine my LSPDFR build without your scripts. They are as important to my game as you are to this community! I stand by what I said the other day, that it'll only be a matter of time before you are writing scripts for Rockstar and other developers. I can't wait to see what you release next!
  25.    BLacKHaLLoW reacted to a post in a topic: One Million Downloads
  26. My Maglite has a range of roughly 400 meters, depending on weather conditions. The Maze Bank building in GTA is about 1,000 feet tall.
  27. I absolutely agree with this. In my experience, my range isn't off but rather the diameter that it grows to is a bit ridiculous. I should be able to shine a light on the Maze Bank Building up to the roof, but it should stay a reasonable size. After I figured out how to change the texture of the light itself, I adjusted nearly every aspect of this mod. I'm hoping to release the final version tomorrow, and I'll also add in a "half-range" option for people who aren't as crazy as I am about light.
  28. Thank you! This mod had several interesting hurdles to navigate around. In the end I think it turned out the best that I could make it, especially with the new texture option. I tried many times to make this adjustment with no luck. GTA shoots the light out in a cone, and while I am able to alter the general diameter of the light, it will still grow as it gets shined out farther. The diameter was decided on not by shining it at a distance, but rather by shining it into cars up close. Too small of a diameter = unable to shine into a vehicle. You're not alone there. If I could change it, I would. The light texture was hidden for quite some time, but I found it in a native rpf file and released a new version without the starburst patterns. As far as the shadows are concerned - anyone who has shined a high power flashlight in the middle of the night knows how sharp, large, and dark the shadows are. I set out to change the range of the flashlight and not to alter how GTA interprets the behavior of light & shadows on a global scale.
  29. Updated with tame shadows. Let me know your thoughts. I have tried very hard to find a way to do this with no luck. The light size could be much smaller if the angle was better. Most of my shortcomings in designing this was the fact that the light is held at thigh-level. Finish and release it! People need options.
    • 29,785 downloads
    • Version 3.0
    THIS MODIFICATION IMPROVES THE FUNCTIONALITY & REALISM OF THE EXISTING GTA V FLASHLIGHT. I like using my flashlight on patrol - I hate the default flashlight. It is on par with the flashlight in Luigi's Haunted Mansion. For whatever the reason, the beam is restricted to just 10 feet in front of you. I'm no rocket scientist, but I'm fairly certain that this isn't an accurate representation of the physical properties of light. Another small gripe I have is directed at the trace effects leaving the flashlight. They make it seem like it is foggy/smoggy out when in actuality it isn't. Even on a Maglight, this beam is minimal and it depends on current weather conditions. This mod doesn't have variety like my past ones do - one size fits all. I have spent about 20 hours perfecting this modification, and I am very happy with the results. RECOMMENDATIONS I recommend that you install ECED, as that what this mod was designed around. (However, I see no reason that this wont work with other visualsettings.dat files. I simply haven't tried it.) I recommend lowering your shadow quality if you experience an FPS drop. I recommend you try shining the light in tall grass and in the middle of the city to ensure stability. Understand that this light casts shadows. If you have a lower end GPU or CPU, you may experience an FPS drop. My YouTube Channel - https://www.youtube.com/channel/UCxuYnQmCq_9FTZSq_fgKDCA UPDATED DEMO VIDEO BACK UP YOUR ORIGINAL FILES. I AM NOT RESPONSIBLE FOR LOST META FILES. DO NOT REDISTRIBUTE WITHOUT GIVING PROPER CREDIT. 20+ HOURS WENT INTO THIS. NO OTHER MODS DO WHAT THIS ONE DOES. THIS IS UNIQUE AND I WILL KNOW IF YOU RIP IT OFF. ASK FOR MY PERMISSION TO INCLUDE IN A PACK. IF YOU INCLUDE MY MODIFICATIONS WITH A PACK, YOU MUST PRESERVE THE ORIGINAL, UNALTERED, ENTIRE FOLDER INCLUDING MY README FILE. DO NOT REUPLOAD TO ANOTHER SITE AS A STANDALONE FILE. I ONLY UPLOAD TO LSPDFR.COM
    Far more reliable than double tapping the exit vehicle key. 100% of the time it works every time.
  30. They are in the game, and you can spawn them into your inventory by using the simple trainer. You should see them near the fire extinguisher. I have been experimenting with this. Unfortunately, everything I have tried makes the game unstable since peds being alarmed by a flare is native to the game. The easy workaround for the time being is to install Keep Calm - I personally have cars set to calm while peds are unaffected. If I throw a flare, I want to clear the scene :D
  31. Thank you so much! I feel like the flare is so underestimated and underappreciated. Hopefully this encourages people to use them more! This was a LOT of trial and error, just like it was with ECED. I don't have much knowledge of modding but I am addicted to treasure hunting and puzzles, and I'm a fair bit OCD. Also, the burn time is still the default in this release, so keep an eye out for the next update where the flare will have two stages of brightness so that it doesn't just fizzle out in a couple seconds' time. I'm playing with it in my game atm and so far it is fairly stable, but I want to be sure.
  32. You are right, the value for increasing render distance is in the visualsettings file. The timecycle files help beef up the coronas at a distance while keeping them tame up close, so you may find that headlight coronas are much smaller than usual, along with a couple other things like streetlights and traffic lights. I'm working on a version at the moment that will not include timecycle files. I'm hoping that will be out within a week or so. Download ELR, Enhanced Emergency Lighting, or Environmental Emergency Lights. They are all great mods.
    • 1,970 downloads
    • Version 1.1
    ROAD FLARE! This simple modification will improve the reflections and reduce or eliminate the smoke that emits from a road flare in GTA V. This also increases the carrying capacity of flares in your inventory to a more appropriate amount. I love using road flares in my patrols, but there have always been a few problems that kept me from including them in a video. Emergency flares are very bright. GTA flares are NOT. Strontium nitrate burns a deep red, and illuminates everything in the vacinity. GTA flares are about as bright as a BIC lighter's last breath. Only specific flares emit huge plumes of smoke, mainly maritime flares. This is so the light will reflect off the smoke for better visibility when out on the ocean. GTA flares emit a comically large, colored plume - realistic for a smoke bomb, but not a road flare. It makes my MVA scenes look like the Gates of Hell are opening up from below the streets of Los Santos. This modification sets out to fix these issues, and also give a little flexibility so you can personalize it to your tastes. I'm working on an update to this mod which will be released soon, allowing for a more realistic burn from the flares. Also, it will increase the burn duration. I find myself replacing extinguished flares more often than I want to be. THERE ARE THREE BRIGHTNESS LEVELS WITHIN EACH LEVEL, THERE ARE TWO VARIATIONS OF RED THERE ARE FOUR SMOKE LEVELS IF YOU WANT SMOKE THERE IS A FILE WITH NO SMOKE IF YOU WANT IT REMOVED COMPLETELY - RECOMMENDATIONS - I recommend USING road flares. It adds another layer to certain situations like MVAs and street shootouts. To quickly deploy a road flare, just aim with any weapon and hit G on the keyboard! This keybinding is configurable in the game settings. I recommend that you try installing ECED, as that what this mod was designed around. (I see no reason that this wont work with other visual settings. I simply haven't tried it.) I recommend BRIGHT settings when combined with Prophet's MemeEnhancer. I recommend testing your chosen brightness level with multiple flares in a populated or heavily forested area to ensure stability. I recommend lowering your shadow quality if you have an FPS drop when 7+ flares are deployed. I recommend you try both variations of red. The screenshots included are with the MORE RED option on BRIGHTEST settings. Understand that each flare's reflections will vary slightly. The corona is at ground level once the flare lands. This can result in a portion of the emissive light clipping slightly under the ground. My Youtube - https://www.youtube.com/channel/UCxuYnQmCq_9FTZSq_fgKDCA DISCLAIMER DO NOT REDISTRIBUTE WITHOUT GIVING PROPER CREDIT. 10+ HOURS WENT INTO THIS. NO OTHER MODS DO WHAT THIS ONE DOES. THIS IS UNIQUE AND I WILL KNOW IF YOU RIP IT OFF. IF YOU INCLUDE MY MODIFICATIONS WITH A PACKAGE OF MODS, YOU MUST PRESERVE THE ORIGINAL, UNALTERED, ENTIRE FOLDER INCLUDING MY README FILE. DO NOT REUPLOAD TO ANOTHER SITE AS A STANDALONE FILE. I ONLY UPLOAD TO LSPDFR.COM ASK FOR MY PERMISSION TO INCLUDE IN A PACK.
  33. They are the default game files and are included for the sole purpose of overwriting potential VisualV or any other edited timecycle files back to the original values. Bxbugs123 helped me identify that issue, as he was the first person to run ECED alongside VisualV. They aren't in the prerelease version because Jeff and I don't have VisualV installed; in hindsight they probably should be in there. I'll keep that in mind for the next potential update. Thank you for the review, Narobic!
  34. You need both file sets to increase the render distance. I have attached a custom visualsettings file for you - ECED on bright settings with the default indicator values. Hope that helps! visualsettings.dat
  35. Its been a long time coming and I am very grateful that Jeff used the mod from the beginning. There is a script called "Pursuit on the Fly!" by TheUniT here on LSPDFR. It is fantastic and I use it all the time.

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