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boxvader

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  1. Thanks
    boxvader got a reaction from RonyNDS in [SOLVED] ELS Lights not working   
    I do not.
     
    Update I found a solution that worked for me. 
     
    Go to open IV and select ASI manager, once there uninstall ASI loader and Open ASI. Then reinstall both and restart your computer. It worked for me so hopefully it solves your problem.
  2. Love
    boxvader got a reaction from JohnnyTheRealRada in [SOLVED] ELS Lights not working   
    I do not.
     
    Update I found a solution that worked for me. 
     
    Go to open IV and select ASI manager, once there uninstall ASI loader and Open ASI. Then reinstall both and restart your computer. It worked for me so hopefully it solves your problem.
  3. Like
    boxvader reacted to Sam in LSPDFR 0.4 - Coming February, 2019   
    We'll provide documentation for the core stuff, but I honestly don't think we'll be able to come up with a complete changelog. 
  4. Like
    boxvader reacted to Sam in LSPDFR 0.4 - Coming February, 2019   
    So, it's been a while since we've provided an update on LSPDFR 0.4.  As you might've guessed from the title, though, there's a good reason for this...  It has taken us a lot of work to get to this point, and in the last couple of months alone we've made hundreds and hundreds of changes.  Anyway, here we are - who knows how many months late - but we're here.  No riddles, no treasure hunts, no @MSA (at least I'm pretty sure they're not here), but straight to the point!  We can now confirm that we'll be releasing LSPDFR 0.4 in February, 2019.  
     
    Anyway... with the scary part out of the way, I wanted to take the opportunity to explain ourselves a little.  No, @LMS wasn't renditioned to an IAA black site, no I didn't fall victim to the Orbital Cannon, and no...  the ghost of @ineseri didn't drive a train into us.  Perfectly plausible scenarios given our silence about 0.4 as of late, but we're actually still alive.  Instead, we've been pretty busy rushing to the finish line as far as 0.4 is concerned, and to complement the big news above, we thought we'd throw in a couple of sweeteners below to show just how much 0.4 is going to change things. 
     
    We've talked a lot about our Character system in LSPDFR 0.4.  It's one of the biggest changes to the mod, but we also think it represents an entirely new direction in general.  I say this because, not only does it allow us to have a bunch of really cool stuff natively integrated into the mod, like customizing a character, but it also lets us have a bunch of other really cool stuff natively integrated into the mod!  Having your own character dials up the immersion quite substantially, but we wanted to take things to another level.  We thought, for example, wouldn't it be cool if instead of spawning as Franklin in Franklin's house, you could instead, say, I don't know?  Actually spawn as your own character, in their house.  Or maybe, instead of switching to Trevor and your camera panning down to him being pursued by the LSPD, you could switch to one of your other characters, and "Google Earth" down to them being the LSPD. 
     
    LSPDFR 0.4 introduces a fully functional GTA Online Apartment to single-player, complete with transition sequences, working interactions and more Steve Haines than you can handle.
     
    It's not just that, though, we really wanted to dial it up.  Having your own character, them having an apartment, switching, customizing, it's all cool, right?  But you might be thinking, what's the point?  These are "multiplayer features".  And sure, LSPDFR is and most likely always will be a single-player mod, but that doesn't mean we can't think outside of the box every once in a while. 
     
    Recently, @Cyan, in addition to all of her work on the website, has also been developing an all new framework called LSPDFR Sync.  LSPDFR Sync lets you connect up to your LSPDFR.com account in-game, and you can then synchronize your LSPDFR characters with your LSPDFR.com profile.  To top it off, we've brought back statistics too.  Ever wanted to know how many shots your character has fired?  It's as simple as taking a look at your character's profile on the site - which, we should add, you can actually edit.
     

     

     
    LSPDFR Sync provides all-new, seamless connectivity with your LSPDFR.com profile.
     
    And frankly, it doesn't even end there.  When I said before that we wanted to dial the immersion up to the max, I guess I lied.  What I actually meant to say was that we'd just ripped the dial clean off the controls, strapped it to a rocket, and sent the damn thing up to the moon.  Not only can you now create a character, customize them, share them, spawn as them...  You can actually do things as them too!  Like, actual game things.  Ever wanted to run the triathalon as your LSPDFR Character?  Now you can.  Or, how about practicing with your sidearm down at the range?  Yep, got that too.  Simply want a can of sprunk from a vending machine?  No problem.
     

     
    With the introduction of a new innovative system by @LMS, it's now possible to do many of the single-player minigames while playing as your LSPDFR Character.
     
    Of course, with the Character system, and all of the features that come with it, being such a huge part of LSPDFR 0.4 it'd be easy to forget that this is a police mod.  Indeed, I think we almost did given the grotesquely gargantuan amount of work that has gone into it.  Fear not, though, as we have also been working on some incredible new gameplay features too, including massive improvements to interaction with suspects and people that you arrest.
     
    LSPDFR 0.4 introduces, in a game-changing way, the ability to take hold of and drag arrested suspects.  Yes, we know that there's some great API mods which have held the fort, and we're grateful for that, but this is something we wanted to get absolutely right, and indeed, we think the result is simply stunning.  The possibilities are pretty far-reaching too and encompass just about everything from shoving suspects up against cruisers, to personally escorting them into their cells.  
     

     

     
    No, these aren't cutscenes.  No, they're not edited screenshots.  With 0.4, this is real.
  5. Like
    boxvader reacted to Pavy in PSA GTA V Updated Today 10/16/18   
    The update was v1493.1 
    64.2mb in size
    Simply revert to the backup with ragepluginhook that you shoud've done and problem solved.
    Scripthookv will not work with the new update until it is updated. 
    Your game will crash if you try to play.
  6. Like
    boxvader reacted to PNWParksFan in [REL] Coastal Callouts Discussion Thread   
    I have no idea how long it might take LSPDFR 0.4 to be released. If it happens to be released before Coastal Callouts, then I'll have to postpone my release to update it. But I think that's very unlikely given the slow pace of LSPDFR development, and I'm not going to sit around waiting for no reason. I've kept you all hanging long enough! 
     
    As Lewis mentioned, the Super Puma has been integrated to the Coastal Callouts DLC, although it will also be released publicly by Skyline as a separate download sometime soon. I am working on some mountain rescue callouts as we speak! There are already a few callouts that aren't only coast guard related, and I have a few others like that planned. It'll be "Mostly Coastal But Also Other Stuff I Thought Was Fun Callouts". 
     

     

  7. Like
    boxvader got a reaction from MercilessJester in LSPDFR 0.4 - Announcement + First Preview   
    HOLY SHIT!!
     
    Glad to see you guys are still alive gotta say I have gotten pretty pessimistic over the years after not hearing anything. I have been following this mod all the way back since LCPDFR so it's absolutely fantastic to see you guys are still hard at work wit this project. I am highly looking forward to future updates. Keep doing a great job!
  8. Like
    boxvader reacted to OfficerGlock in LSPDFR 0.4 - Announcement + First Preview   
    For me just a build it partner system
  9. Like
    boxvader reacted to Sam in LSPDFR 0.4 - Announcement + First Preview   
    Been a while, huh?
     
    You know, when we first started making LSPDFR, the whole process was pretty much one big roller-coaster that didn't have any brakes:  there were the obvious highs when we'd finally add in something cool, but the low points were pretty hard as well - the amount of work that went into simply researching how things worked really took its toll as well.  And, of course, while this was all going on there just simply wasn't any stopping, we were a couple of (somewhat) real people who essentially lived in Los Santos for just about all of 2015, spending month after month pushing forward and trying to come up with things that everyone here would like to see.
     
    So, of course, the grind and the pace of everything simply just wasn't sustainable and after 0.3, it's no secret that while the numbers and everything for our site are still on the up, month after month, things did slow down quite substantially for the actual mod itself.  But, we can tell you, this wasn't all bad news - it's afforded us the opportunity to take a step back and really look at the mod and figure out where we want to go next with it.  While our approach before was all about cramming as much new stuff as we could into a couple of months of development, we've now been able to look back at many of the original ideas and concepts that we had for LSPDFR and build on them.  Of course, with that being said, there's still a lot of new stuff crammed into 0.4!
     

     
    With 0.4, we've taken the time to fix a couple of those "how the hell didn't they add this yet" moments :)
     
    Aside from the cool little additions like this, though, the major theme of 0.4 is Character.  Ever since seeing the character system for GTA Online, it was always our goal to implement something similar in LSPDFR.  There's just something that much more personal and immersive about playing a game with your own character, and the possibilities that it offers are staggering too.  And yes, while mods like EUP are fantastic (and awesomely compatible with 0.4!), they still feel somewhat separate or distant.  With 0.4, this separation is gone.
     

     

     
    No, these shots aren't taken from GTA Online.  This is our own, fully-featured, LSPDFR Character Creator.
     
    Of course, we'll talk more about the new Character features in LSPDFR 0.4 later.  The Character Creator menu shown above is obviously only one part of what's new in this regard, although hopefully it emphasizes the effort that we've gone to.  Thanks to some of the new additions like this, much of 0.4 actually looks and feels like an entirely new mod altogether.
     

     
    Officer Ronson and his clones obviously couldn't make it to the flashlight party. 
     
    Stay tuned!  We'll be sharing more about 0.4 soon.
  10. Like
    boxvader reacted to PNWParksFan in [REL] Coastal Callouts Discussion Thread   
    Time for another update on Coastal Callouts progress! 
    Training callout has been updated and improved to help new users. Vastly improved the handling of the 47' Motor Lifeboat. It's both more realistic and more fun to drive now! Planning to work on the Response Boat Medium handling more at some point too.  @SkylineGTRFreak did some great work recently with updating the aircraft models - the C-130 fleet has been updated with better LODs and model quality, 3 variants (C-130J, C-130H, and EC-130V), and I even created a USCG Aviation Centennial livery for the C-130H. The Jayhawk got updated to be multi-livery, got a new and improved spotlight, FLIR camera, better rescue basket model, and an Aviation Centennial livery as well. The Dolphin got a new spotlight and FLIR too, and some improvements to the UV mapping.  I finally figured out what was causing the reflection material glitch on the Defender boat, and Skyline remodeled a portion to fix that.  Skyline also modeled a new stokes litter basket, and I've set it up to work with the rescue hoist. It looks way better than the old one!  I've done a ton of bug fixes and performance improvements to the core script.  I'm almost done making a new Yacht on Fire callout.  Some important things left to do: 
    I still need to make a custom installer. That's going to be quite a bit of work, but will make the user experience much smoother for public release.  I still need to add and clarify information provided to the user during rescue callouts to make them less confusing.  I'd like to add at least three more callouts before release: something involving a downed plane, something involving pirates, and some sort of mountain rescue. I might also do one involving the new submarine added in the Doomsday DLC.  Over all, progress was a bit slow over the holidays as I was quite busy spending time with friends and family. Development has picked up more lately though and I'm looking forward to a release sometime later this year (although I don't know exactly when yet). In the meantime, enjoy a few screenshots: 
     

     

     

     

     

     
  11. Like
    boxvader reacted to PNWParksFan in [REL] Coastal Callouts Discussion Thread   
    Eventually, but probably not in the initial release. There's a lot of issues with large boats in GTA V. We are working on a National Security Cutter which does have a heli landing pad. But there's a lot of issues with that model still and a lot of work to be done with the script to accommodate that. 
  12. Like
    boxvader reacted to PNWParksFan in [REL] Coastal Callouts Discussion Thread   
    It's still under development. I think we can safely say at this point (looks at calendar) yeah it's not going to be released in 2017, but it'll certainly be released in 2018. Most of the core features are now complete, so now I'm working on touching up all the vehicle models, adding a few more callouts, and designing and configuring the installer for it. I'll share more news here when there's updates!
  13. Like
    boxvader got a reaction from PB420 in Police3   
    Quite a condescending reply to someone offering you the correct solution.
    Your friend was incorrect adding the vehicle to the latest patch folder will ensure that it appears in game. 
  14. Like
    boxvader got a reaction from Jon. in GTA V ELS issue - lights flashing but look like grey blocks   
    This has to do with the incorrect siren setting in the car variations file. I assume this vehicles where not made to go into the slots you placed them into. Did the vehicles happen to come with a carvaritions file?
  15. Like
    boxvader reacted to Spectre32A in Invalid operation exception   
    I reinstalled lspdfr and it over wrote the backup.xml file and as of yet... I have no issues. I'm not sure how the file was changed but so far so good. I appreciate all the help. It's been an issue for a long time!! 
  16. Like
    boxvader reacted to Kalleboston in help with vehicle.meta   
    YOu should install this plugin. It will roxxor your boxxors!
    its more advanced than the stock backup.xml. 
     
     
  17. Like
    boxvader reacted to Reddington in Cars Not Showing Up?   
    I know,  It's just easier to have him install all of them.  OpenCamera doesn't hurt anything.
  18. Like
    Unfortunately the log doesn't identify a specific model as the reason for your crash. The best way to discover which one is causing a problem is to remove them all and add them back in 1 by 1. I know this is a pain in the ass but that's what happens sometimes when you modify a game, it's part of the process however annoying it may be.
  19. Like
    boxvader got a reaction from Reddington in Car stuck in underground streetcar track   
    Probably didn't realize they would be able to trace the vehicle back to the rental agency by the VIN number.
  20. Like
    Haven't noticed any issues like this while using ELS.
    What are your computer specs?
  21. Like
    boxvader got a reaction from Reddington in Police3   
    Quite a condescending reply to someone offering you the correct solution.
    Your friend was incorrect adding the vehicle to the latest patch folder will ensure that it appears in game. 
  22. Like
    boxvader got a reaction from seanbforhockey in Plugins Help   
    Very strange, all of these are working plugins so there is no outward reason as to why they would be broken. 
     
    I can personally attest to all of these working as I am running them in my game currently with no issues.
    ELS OJCallouts Assortedcallouts PeterUCallouts TrafficPolicer Computer+ ScriptHookV (Except an odd error that doesn't seem to effect gameplay) SimpleTrainer LSPDFR+ As for the others, I checked over the comments section and saw no one else reporting any types of errors. My suggestion to you is that you remove all plugins from your game and slowly add them back in 1 by 1 till you find the one that is breaking the game. Other then that  I can't really offer you much considering no one else is having these issues and I am unable to replicate the problem myself.
     
    If you do find a solution I encourage you to post it as it may help somebody in the future.
  23. Like
    boxvader got a reaction from aciaca in ELS Lights Not Working   
    Does ELS load into the game properlly? Can you pull up the control pannel? Do only the headlights and tail lights flash on vehichles?
  24. Like
    boxvader reacted to Jedahdiah in Jedahdiah's Vehicle Mods.   
    For a new pack, I'm planning on making an LSPD themed pack based off the Toronto PD. For this I've been working for about 7 hours on getting the middle rotor to be multi-coloured, featuring two coronas. 
     
    This is the closest I've come, and I feel I'm able to share this with you now. Yes, the timing it still off by a few milli-seconds (seen best in slow-mo) but I don't think I can come any closer to this. 
     
    The video (and eventually GIFs) below shows off the light bar's features:
     
    Video
     
    GIFs:
     
  25. Like
    boxvader reacted to PNWParksFan in [REL] Coastal Callouts Discussion Thread   
    It's been a little while since I posted an update here, so here's a quick summary of what's going on with Coastal Callouts development: 
     
    I finally implemented a custom Grab feature, which allows the player to grab any human ped (even dead, injured, and cop peds). This has allowed for quite a few new related features, including different grab animations when carrying a ped in the water or carrying a dead or injured ped, and auto-grabbing peds when you reel in the life ring.  Related to the grab feature is the new dual hoist capability, which lets the player grab a ped while using the hoist. This is really helpful for rescues in dangerous scenarios where you may not want to or be able to get off the hoist safely, such as cliff rescues.  Dead peds can now be placed in the rescue stretcher, meaning it's now possible to recover any peds you find who are deceased.  I've created a new callout called "capsized boater", which features various recreational boaters who have fallen out of their watercraft and are in distress. This includes kayaks, canoes, jet skis, and even surfers on surf boards! Over 200 different spawn points for the new callout, taking advantage of some really cool parts of the map which don't get seen much. Did you know there's a giant underwater cave on the east coast of the map?  Work continues on several vehicles, including some enhancements to the existing boats and aircraft, and development of a new 87' Marine Protector Class Patrol Boat and a miniaturized dinghy to go along with it.  So I know a lot of folks are of course interested to know what my plans are in terms of an eventual release date. Believe me, as soon as I know when it'll be ready to release, I'll tell you guys! Getting the grab update finished was a huge step towards that goal. The next major tasks to complete before I feel comfortable with a public release are as follows:
    Update the training callout to guide the user through the important new features which I've added since I created the training callout.  Improve the help messages and guidance to the user in the other callouts. Make key callout information easier to understand.  Create a custom installer. As anyone in the beta program can tell you, installing Coastal Callouts is very complicated - it involves setting up a custom DLC, modifying other game files, installing quite a few plugin and config files, etc. To minimize support requests and maximize user satisfaction, I will be making a custom installer to guide the user through the process. I am also working with various modders who are creating non-US Coastal packs, and will need to figure out some way to facilitate installing those customized packs.  Add a couple more callouts and some detail to the existing ones. There's actually quite a few callouts now in the pack, but there's a couple more I'd like to add before release. Of course, after the initial public release, I'll continue to develop new features and add more callouts over time.  Thanks to everybody for following this project, and extra thanks to everyone who has donated to support the development. As always, I'm still hard at work and look forward to sharing the mod with everyone when it's ready!
     

     

     

     

     

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