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Gruntelicious

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  1.    ChrisTheHellene reacted to a post in a topic: Issue with keybinds
  2.    ChrisTheHellene reacted to a post in a topic: Issue with keybinds
  3. I don't own "Impulse Tactics" and never heard of it. I can't even see a discription on Patreon without subscribing. According to Gemini it's a plugin to improve pursuit tactics, so my next guess would be this plugin to affect the metas related to the pursuit behavior. Is it a plugin, a script, or an override of gamefiles/metas via OpenIV? If it's legal to share only the Readme I would like to have a view into it. If the Dev of this mod is like me and hates the AI to be aggressive and "pitty" as default behavior I could imagine that he did something to address this. But tbh, before making my opinion or guessing into the blue I would like to have a deeper look into this mod.
  4. Looks like you gave the engine the room to breathe for EUP by adjusting everything else around ^^ To be fair, at some point years ago I just started throwing a list of Adjusters etc. on my game when I start to setup a new LSPDFR Installation. Speaking about texture loss: I got your back, try this: Adding "fwBoxStreamerVariable" Adding "Ressource Adjuster" Set "Main.PreloadAllModels" to false within the LSPDFR.ini This combination of .asi's + this particular setting in the LSPDFR config fixed any kind of texture loss to me. Since then I'm using VisualV + Reshade + Road-Textures from LA Revo on highest settings without any problems.
  5.    Roman ZocKt reacted to a comment on a file: NPCAI (NPCI 3.0) - German Translation
  6. Try the PedProp Limit Adjuster, this fixed your mentioned issue for me a couple of years ago when it was relevant to me. If this is the cause, it's just a engine-related issue. The game is struggling with everything what exceeds it's original boundaries. That's why people experience texture loss when adding stuff to the world or replacing graphics, that's why some mods need WeaponLimit Adjusters, that's why a Soundcontainer gets silent if the replaced soundfiles are just to large.... or like you atm a PedProp Limit Adjuster. EUP adds lots of stuff, looks like the engine just couldn't show everything relevant at once without a Adjuster.asi adjusting the core values.
  7. Does it crash immediatly or only when triggering an certain action? (i.e. when trying to load an outfit, or even you try to open the menu itself)
  8. Awesome! I totally relate to your struggle, It took me a decade of LSPDFR and GTA RP to find a combination of ... yeah, everything that sounded like a fix to find this solution for me.
  9. No worry, I wished I had the same help on everything 10 years ago :'D
  10.    Gruntelicious reacted to a post in a topic: Texture loss on the freeway
  11.    fwevxf reacted to a post in a topic: Texture loss on the freeway
  12.    Gan Ceann reacted to a post in a topic: Issue with keybinds
  13.    Gan Ceann reacted to a post in a topic: Texture loss on the freeway
  14. Just hit ESC, it's a main tab somewhere between "Career", "Online", "Settings" etc... The Tabs you could switch left/right within the Pause Menu.
  15. Ja genau, das hier sind nur die unveränderten Prompt-Dateien, in die ich lediglich einen Prompt zum Deutschsprechen ergänzt habe. Das Plugin selbst musst du natürlich selbst organisieren, damit es zu keiner Verwechslung mit der veralteten 2.1.0 Version hier auf LCPDFR.com kommt habe ich auch extra die Version 3.0 betont. Sobald du das Plugin korrekt installiert hast kannst du mit meinen Dateien bequem noch die Prompts überschreiben, sofern du sie dir nicht einfach selbst in die Configs einträgst. Ich bin gerade auf Arbeit, aber ergänze später am besten noch die externe Abhängigkeit zur Klarstellung.
  16. Hard to tell what's the problem/cause without further information. If not done yet, I would clean up my complete installation back to a untouched vanilla installation and then install nothing but LSPDFR with it's included RPH. Ignoring the time to clean up and repair GTA, this should be done in seconds. If it's still not working afterwards then there is something off further.
  17. To me, this particular area was (along with the area around the upper entrance of the Pillbox Hill Medical Center when driving the Elgin Ave from south to north crossing the bridge to the townhall) an always bugging Area while using most of the common graphic mods. I don't know how my own experiences could be linked to yours, but it makes me thinking. Have you ever used any kind of Graphic Mods, Map/Vegitation-Mods or MLOs in this area? I don't think LSPDFR is THE cause of your symptons, but maybe it's the one drop of water that overflows the barrel. Anyways: As someone with an old unperformaning 16GB RAM, 8GB GPU and an outdated 2019 CPU I did following things to completely eliminate any kind of Texture loss in combination with VisualV/Reshade while playing LSPDFR: Adding "fwBoxStreamerVariable" Adding "Ressource Adjuster" Set "Main.PreloadAllModels" to false within the LSPDFR.ini Those two .asi in combination with the disabled PreloadAllModels from LSPDFR.ini are the ONLY combination of actions I took that eliminated texture loss successfully while using a light graphic mod and LSPDFR.
  18. There is another Keybind area in the dedicated LSPDFR tab. They're not mixed with the vanilla ones in the "Settings" tab.
  19. How are you able to dismiss via UltimateBackup in the Pursuit State? Fellow Cops should act like vanilla cops, chasing your suspect like it's the player. In this state, they are not supposed to be dedicated units linked to your scene or dismissable by command, only requestable and linked to the pursuit itself without any kind of Dismissing. Are you calling via GrammarPolice or via UI? If UI, are you triggering "Pursuit Backup" or persistent Code 2/3 Backup? You can see the difference by the Blips on the map, the persistend "dismissable" Backup has the large, lightblue Blips on the map while the Pursuit Backup just looks like the red-blue-flashing manhunting Vanilla Police on the map. My guess would be you're triggering the wrong type of Backup, and after dismissing from the "scene-bounded" Code 2/3 Backup they become free and join the pursuit as unit as originally intended. P.S.: Have you done any other changes or tweakings to AI behavior, regardless of via plugin, scripts or edits of meta-files? --- EDIT: Just tested it. It's possible to call the wrong "Code 3" (on purpose by switching tabs in the UI) during a chase, which is dismissable via Enter-Key. I either can't find another way to reproduce your situation, or I'm just not able to use those plugins "wrong enough" to find another possible cause, If my guess is wrong. You can check this by yourself by looking on the messages above the map. If it says "Requesting Code 3", you're requesting the wrong Backup during pursuits, if it says "Requesting Pursuit Backup" you're doing it right. You need to request via "Pursuit"-Tab in the Backup Menu, not the "Code 3"-Tab. If this is your actual problem but you're using GrammarPolice, then you need to check your files in the "Grammar"-Folder, you either fucked them up while editing, or you just operating GrammarPolice with unmatching slang/speech to the intended type of request. In any case, "Pursuit Backup" doesn't turn automatically into persistent Backup in the end of a chase which stays on scene until you dismiss. Maybe you're calling Code 3 Backup with the intent to have them staying on scene after pursuit? This would explain to me why, if I'm right, you probably change manually to the "Code 3"-Tab to order Pursuit Backup. Let me know if I'm right. P.S.: As someone who always starts his pursuits with deactivating pursuit-tactics via "N" in early stages of pursuits, you might showed me a workaround to achieve this behavior on another way.
  20.    Gruntelicious reacted to a review on a file: NPCAI (NPCI 3.0) - German Translation
    • 108 downloads
    • Version 1.0.0
    FIRST OF ALL: BIG SHOUTOUT TO @doublehook for his awesome Plugin. Gerade bei "Roman Zockt" auf Youtube gesehen, wie er in seinen Videos zu Beginn jeder Konversation mit dem NPCAI-Plugin den NPC bittet, Deutsch zu sprechen. Hat mich ein bisschen verwundert, ich selbst hab mir das einfach als fixen Prompt in die Dateien eingetragen. Daher hier einmal nichts anderes als die Vanilla Prompts für NPCAI (Version 3.0), ergänzt um einen "Sprich Deutsch"-Prompt. Vielleicht nehme ich mir irgendwann noch Zeit, die Prompts generell sauber zu übersetzen, zu ergänzen und zu überarbeiten und etwaige Problemchen die sich zwischen deutschem Gameplay und Live-Übersetzung der Prompts einschleichen auszumerzen, aber um NPCAI ohne zusätzlichen Aufwand auf Deutsch spielen zu können reicht der kleine, eingebaute Prompt. Just saw "Roman Zockt" on Youtube, how he opens every Conversation with an NPC with the request to speak german. I was a bit confused about that, as I just added an general Prompt for that to my files. So here are the plain Vanilla Prompts for NPCAI (Version 3.0), just with a extra "Speak german" Prompt.
  21. Errol Armstrong     Arrested Alice West in Little Seoul, Lindsay Circus
  22. Errol Armstrong     Reported a PC240 in Little Seoul, Palomino Ave
  23. Errol Armstrong     Finished responding to a [SC] Injured Cop in GWC Golf Club, Mad Wayne Thunder Dr
  24. Errol Armstrong     Responded to a [SC] Injured Cop in Rockford Hills, West Eclipse Blvd
  25. Errol Armstrong     Responded to a [SC] Vandalizing in Legion Square, Vespucci Blvd
  26. Errol Armstrong     Went on-duty at Misson Row Police Station in Mission Row, Atlee St
  27. Errol Armstrong     Finished responding to a [SC] Knife Attack in Little Seoul, San Andreas Ave
  28. Errol Armstrong     Responded to a [SC] Knife Attack in Little Seoul, Lindsay Circus
  29. Errol Armstrong     Finished responding to a [SC] VehicleFire in Hawick, Hawick Ave
  30. Errol Armstrong     Responded to a [SC] VehicleFire in Burton, Hawick Ave
  31. Errol Armstrong     Finished responding to a Pursuit in Vinewood Hills, Marlowe Dr
  32. Errol Armstrong     Responded to a Pursuit in Pillbox Hill, Vespucci Blvd
  33. Errol Armstrong     Finished responding to a [SC] Call Dropped in Little Seoul, La Puerta Fwy
  34. Errol Armstrong     Responded to a [SC] Call Dropped in Rockford Hills, Olympic Fwy
  35. Errol Armstrong     Finished responding to a [SC] Injured Cop in Vinewood, Olympic Fwy
  36. Errol Armstrong     Responded to a [SC] Injured Cop in Alta, Alta St
  37. Errol Armstrong     Performed a traffic stop on a Matte Red Cavalcade with registration 74OUZ463 in Textile City, San Andreas Ave
  38. Errol Armstrong     Went on-duty at Misson Row Police Station in Mission Row, Atlee St
  39. Errol Armstrong     Responded to a [SC] Suspicious Vehicle in Mission Row, Atlee St
  40. Errol Armstrong     Went on-duty at Misson Row Police Station in Mission Row, Atlee St
  41.    CoolyGG reacted to a comment on a file: Suspect Motor Failure (SMF) v3.4.1
  42. Heyho! I love your script, like a cherry on my icecream. Is it possible to add a chance/possibility to the AI's footpursuit? Like, "x% of the 70% of non-fire crashes are staying in the car" to wait for Officers/Player to approach? Just like the basic LSPDFR/STP-behavior, if you could add a random chance of "affected by flight-script" or "not affected by flight-script" to the logic you already should achieve this behavior. Just asking, this would make it more random, complete and even more awesome 💪
  43.    BlueLine Vibes reacted to a comment on a file: Kuchera Callouts
  44. Heyho! Love that mod, tried it as replace for Compulite after switching to PR insteed of using Reports+ and fell in love with the features. Only problem I got so far is having most of the time someone else than the owner as driver of a vehicle and the Driver doesn't show up in the MDT when not present (= not spawned). Can you check this? I expect the plugin to generate some data of the owner instead of a "Could not find ped in database" message.

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