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Fogest

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  1. Big JMan     Performed a traffic stop on a Graphite Black Huntley S with registration 68VZJ859 in La Mesa, Popular St
  2. Big JMan     Performed a traffic stop on a Graphite Black Rhapsody with registration 89HYU464 in La Mesa, Popular St
  3. Big JMan     Performed a traffic stop on a Graphite Black Rhapsody with registration 89HYU464 in La Mesa, Popular St
  4. Big JMan     Responded to a Pedestrian Hit By Vehicle in La Mesa, Olympic Fwy
  5. Big JMan     Finished responding to a OfficerDown in La Mesa, Popular St
  6. Big JMan     Arrested Carly Red in La Mesa, Olympic Fwy
  7. Big JMan     Performed a traffic stop on a Gasoline Blue Green Glendale with registration 64LOQ608 in La Mesa, Olympic Fwy
  8. Big JMan     Performed a traffic stop on a Silver Premier with registration 41NTI802 in La Mesa, Popular St
  9. Big JMan     Performed a traffic stop on a Worn Light blue Pigalle with registration 25VVW353 in La Mesa, Vespucci Blvd
  10. Big JMan     Arrested Joe Loyola in La Mesa, Popular St
  11. Big JMan     Responded to a OfficerDown in La Mesa, Olympic Fwy
  12. Big JMan     Performed a traffic stop on a Black Washington with registration 49IHQ880 in La Mesa, Capital Blvd
  13. Big JMan     Arrested Junior Thompson in La Mesa, Popular St
  14. Big JMan     Performed a traffic stop on a Ice White Youga with registration 20JJU839 in La Mesa, Capital Blvd
  15. Big JMan     Finished responding to a Bar Fight in La Mesa, Capital Blvd
  16. Big JMan     Performed a traffic stop on a Midnight Silver Pounder with registration 09YBQ468 in La Mesa, Popular St
  17. Big JMan     Responded to a [686] Fare Dodger in La Mesa, Popular St
  18. Big JMan     Finished responding to a TankPursuit in La Mesa, Popular St
  19. Big JMan     Responded to a TankPursuit in La Mesa, Olympic Fwy
  20. Big JMan     Went on-duty at Downtown Police Station in Mission Row, Atlee St
  21.    Fogest reacted to a comment on a file: HypersCallouts
  22. Ah okay, that may be the problem then as I simply grabbed the latest version of EUP without thinking that a minor version difference would be an issue. Once LSPDFR and RagePlugin get updated for the latest GTA update I'll give it a shot again with the older EUP version. These are the only uniforms I use anyway so I really have no need for EUP 8.2 anyway :). Edit: Unfortunately EUP doesn't seem to have the old versions on their project pages and only has the latest versions 😞
  23. I installed the OIV file and when I try to use the uniforms via the EUP menu on the wardrobes page I do not get a correct looking uniform. Did I do something wrong? I didn't modify the outfits.xml file as I first just want to make sure it works on my own character before getting AI to do it. I did add to the wardrobes file and see all the different options listed in game. They just don't look right at all and have a lot of clipping clothing. I have both EUP packs. I have it installed in the mods folder when I used the OIV package installer but I assume that is fine. I have used this in the past without issues but that was many months ago so I am unsure if I messed up this time or if an update broke something?
  24.    magaven reacted to a comment on a file: Chill Callouts
  25.    Steve6645 reacted to a comment on a file: [ELS] Unmarked 2018 Dodge Charger
  26. Do you have the handling file added? From what I remember it flips super easily without it properly installed.
  27. Fogest started following EUP Menu and Chill Callouts
  28. The author maybe could consider open sourcing it and then maybe the community can update it to use Stop the Ped instead and clean up the bugs you mention. Also would probably be a good learning tool for people.
  29. Same issue as the above user. Here is the error relevant to the EUP menu: I also at one point was getting an error saying that EUP wasn't found however EUP is definitely loading in properly from LML as I can see some of the custom uniforms in the normal loadout selection. I just cannot open the EUP menu anymore since the last GTA update. I have tried reinstalling ALL the EUP stuff including the basic and ultimate config packs. I have both L+O and S+R EUP packs installed via LML. All that has changed is that I am now on the new GTA version. It worked fine in the previous version and I didn't change anything and none of the EUP files updated since then. Also tried on the Unofficial LSPDFR Discord and EUP discord and nobody on either Discord could figure out the issue. Makes me think it may be a bug or problem relating to the new GTA version.
  30.    Fogest reacted to a comment on a file: EUP Menu
  31.    Fogest reacted to a comment on a file: EUP Menu
  32. I am having this same issue as you. Here is the relevant log when I try to load the EUP Menu: I have tried loading the eup l&o and s+r via LML and via the manual OIV method. They were working fine for me before the last GTA update, but now it is broken for me.
  33.    Fogest reacted to a comment on a file: Emergency uniforms pack - Law & Order
  34.    Fogest reacted to a comment on a file: Fort Zancudo Callouts
  35. Hey I can't get any trainer to work. Like the menu's won't open when I press the keys for them. I have tried Menyoo, ENT, NativeTrainer, and SimpleTrainer. None of them are working. The ScriptHookV logs seem to indicate the scripts are being loaded properly. Here is the log from the scripthookv log: // GTA V SCRIPT HOOK (build Feb 12 2021, v1.0.2215.0) // (C) Alexander Blade 2015-2021 [23:02:30] INIT: Started [23:02:30] INIT: Success, game version is VER_1_0_2215_0_STEAM [23:02:30] INIT: Registering script 'NativeTrainer.asi' (0x00007FFFE95FA3C0) [23:02:30] INIT: Registering script 'OpenInteriors.asi' (0x00007FFFE863B950) [23:02:30] INIT: Registering script 'ScriptHookVDotNet.asi' (0x00007FF801341480) [23:02:30] INIT: Registering script 'TrainerV.asi' (0x00007FFF74E7E6B0) [23:02:45] INIT: Pool 1 extended [23:02:45] INIT: Pool 3 extended [23:02:45] INIT: Pool 4 extended [23:02:50] INIT: GtaThread collection size 189 [23:02:50] INIT: wnd proc 0x00000000FFFF0C9D [23:02:50] INIT: IDXGISwapChain 0x00007FF81F26B438 (0x0000000C0001F210) [23:02:50] INIT: IDXGISwapChain set [23:02:50] INIT: DX init started [23:02:50] INIT: DX feature level B000 [23:02:50] INIT: DX init succeeded And my asiloader.log file looks pretty similar: // GTA V ASI LOADER (build May 2 2015) // (C) Alexander Blade 2015 LIB: "C:\WINDOWS\system32\dinput8.dll" => 00007FFD94B40000 API: "DirectInput8Create" => 00007FFD94B42230 API: "DllCanUnloadNow" => 00007FFD94B55220 API: "DllGetClassObject" => 00007FFD94B55330 API: "DllRegisterServer" => 00007FFD94B64740 API: "DllUnregisterServer" => 00007FFD94B649C0 LOADER: Loading *.asi plugins ASI: Loading "C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V\HeapAdjuster.asi" "HeapAdjuster.asi" => 00007FFD926D0000 ASI: Loading "C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V\NativeTrainer.asi" "NativeTrainer.asi" => 00007FFD92690000 ASI: Loading "C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V\OpenInteriors.asi" "OpenInteriors.asi" => 00007FFD90A80000 ASI: Loading "C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V\OpenIV.asi" "OpenIV.asi" => 00007FFD90A50000 ASI: Loading "C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V\ScriptHookVDotNet.asi" "ScriptHookVDotNet.asi" => 00007FFDF7250000 ASI: Loading "C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V\SirenSetting_Limit_Adjuster.asi" "SirenSetting_Limit_Adjuster.asi" => 00007FFDF1130000 ASI: Loading "C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V\TrainerV.asi" "TrainerV.asi" => 00007FFD8F7A0000 LOADER: Finished loading *.asi plugins So the trainers seems to be loading but whenever I press any of the trainers hotkeys no menu opens. Even when I change their hotkeys to try other free keys still nothing. I've tried reinstalling ScriptHookV with fresh new files and no change. I've tried uninstalling the OpenIV asi loader, restarting computer, and then reinstalling the loader. Still no change. I also have the scripthookvdotnet installed too. I am pretty sure some ASI files are working as from my understanding to load stuff from the mods folder you need the OpenIV.asi file loading. Things in my mods folder are appearing in the game as expected without issue. Edit: Problem was solved. I had old Lenny's Mod Loader DLL files that were trying to load old Coastal Callout files as well as an old Gameconfig.xml that I previous had it using. In my current setup I am not using any plugins that require LML so I have removed all the LML files and it fixed the problems.
  36.    YobB1n reacted to a comment on a file: MechanicBackupBridge
  37.    Vincentsgm reacted to a comment on a file: MechanicBackupBridge
  38. Agree with Vincent, you should update your original mechanic plugin and just include it in their. That way more people will be able to use both without having to keep two separate files up to date.
  39.    Fogest reacted to a comment on a file: MechanicBackupBridge
  40.    Fogest reacted to a comment on a file: Deadly Weapons
  41.    Fogest reacted to a comment on a file: Deadly Weapons
  42.    Fogest reacted to a review on a file: Yobbin Callouts
  43.    Fogest reacted to a review on a file: Yobbin Callouts
  44. I ended up getting it. Per a suggestion on a Discord I made use of Menyoo's Object Spooner, which is now apart of Menyoo PC as a trainer. With this trainer I was able to turn on the object spooner mode and spawn in the npc cellphone. I then could choose an option right in the trainer to "attach" the phone to another entity. I had added the ped to the database already in Menyoo's PC so I was able to attach the phone to the ped. I could then adjust the phone to be attached to the leftHand bone id just like I did in the code. From here I was able to update the xyz and rotator values right from the trainer and see the changes live. I was able to position the phone nicely in the hand. I then just put the values I figured out in the trainer, right into my codes vector3 and rotator values and poof the result of that is what you see in the image below. I would highly suggest anyone else working on a similar issue to use the object spooner. It allowed me to quickly figure out the values needed.
  45. Okay so I am trying to get a person that looks like they are holding a phone recording a video with it. Based on some things I have seen on these forums I managed to get what you see in the image below so far. Is there some way to figure out which vector3 values or rotator3 values to use? I tried using a trainer in the game to spawn in an object, and I can get values but those don't help as the person moves around so those positions can change. Is there some proper way to do this? I have included my code I have to do this below: Object phone = new Object("prop_npc_phone", Vector3.Zero); if (phone.Exists()) phone.AttachTo(ped, ped.GetBoneIndex(PedBoneId.LeftHand), new Vector3(, -0.5619f, -0.5837f), new Rotator(-15f, -2.414763f, 3.98779f)); ped.Tasks.PlayAnimation("cellphone@", "cellphone_photo_idle", 1.3f, AnimationFlags.Loop | AnimationFlags.UpperBodyOnly | AnimationFlags.SecondaryTask); ped.BlockPermanentEvents = true;
  46. Fogest changed their profile photo
  47. Sounds great! Just yesterday when I was playing I noticed that it did seem to work. I took a few hits from a rifle and I had a spec of health remaining and had started with full body armour. It does seem to be the case that maybe some hits are not triggering 100% of the time. Or maybe the problem is that it isn't as deadly as I expected and I need to increase some of the values in the ini file ;).
  48. Fogest started following Bleddyn Welch
  49. If you're talking to me, yes the AI seem to die quite easily but it's hard to tell if that is default or not. That also relates to my other problem where one shotgun blast with or without rubber bullets on at any distance does the same damage. At mid range it kills them whether rubber bullets are on or not. I'd definitely love to have the rubber bullets working too as it seems like a nice feature! Would be great having more less lethal options!
  50. I haven't tested this yet but I am kinda wondering if some other common plugin is maybe also modifying this? I personally am using all of the plugins from Bejoljo (https://www.bejoijo.com/). I know when I press "G" with StopThePed plugin there is an option there related to enabling and disabling the "Realistic Weapon System". I am curious if maybe that is also doing things that are causing conflict. Also the rubber bullets don't seem to work for me. When I go grab either a rifle or a shotgun from my vehicle neither of them have rubber bullets. I tested both the rifle and shotgun as the INI file mentions the shotgun has the rubber bullets whereas this post seems to mention the rifle. Toggling on and off less lethal and lethal correctly indicates the switch in the top right but there seems to be no difference with it on or off with either weapon. In both cases my guns seem just as lethal whether I am close or far from the ped and regardless of where I shoot them.
  51. Okay I thought I did something wrong because I have the same problem. In my case I disabled the backup as I use Immersive Dispatch/Grammar Police to get immediate backup. However I also seem able to take quite a few hits, the vest even when super low still seems to be helping. I have yet to be gunned down when using this. The enemy accuracy I think does appear to be worse however as I think this plugin does. I have no altered the config values other than the calling for backup on gun fire.
  52. @hfd350 Great, thanks for the information! I am going to go with the better and brighter emergency lights mod and it seems to be working well. I don't think I care for the other graphics mods for the time being. I applied the taxi fix as well just in case!

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