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JakeKindaSus

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  1. Like
    First thing I do when installing ELS is disabling the traffic control feature in the els.ini. That does not explain the swerving but it doesn't help as it causes drivers to floor it and crash. My other guess would be the realistic traffic AI mod. In my experience those types of plugins cause more problems than fixes. I have RiskierTrafficStops and Custom Pullover with no serious issues. You could try renaming your mods folder temporarily (which would disable all mods installed in there and make the game revert to the vanilla files) and see what happens with the AI.

    I second the removal of SuspectSense, I had a lot of issues with that mod and had to remove it a while back.
  2. Love
    JakeKindaSus reacted to Cyan in Marking AI Content on Your Files   
    Generative AI is being used more and more in mod creation, and we believe transparency around its use is important. While AI offers exciting new possibilities, we understand that not everyone wants to engage with AI-made content. We hope that clear disclosure helps everyone make an informed choice before downloading a mod, and makes it easy to filter out AI-made content.

    Starting today, we’re rolling out a new AI disclosure system. It allows authors to disclose the extent of their AI usage, and to be specific about which parts of a mod were AI-made or AI-assisted.
    The following AI disclosure options are available:

    Description
    Tick this if your description was generated or rewritten/refined using AI.
    We would also like to note: if you use AI to help write your description in any way, please make sure you verify all claims about your mod. We’re seeing an increase in AI-written descriptions that mention features the mod doesn’t actually include, so this is now enforced under our File Guidelines.
    Images
    Tick this if any images on your mod page were generated or edited/refined using AI.
    Mod & Mod Content
    Minor: AI helped with small refinements to the mod or its content (for example: using a chatbot/agent for assistance, or generating assets used in the mod).
    Moderate: AI contributed more than 50% of the mod’s content (code, images, data, etc.).
    Significant: AI created most or all of the mod (for example: full generation). Tick this as well if you wouldn’t have been able to make the mod without AI.

    Some light use doesn’t need disclosure — for example, basic autocomplete or bouncing ideas off an AI.

    Disclosures will appear below the file description. If you've ticked Mod & Mod Content, you will be asked for a 'Reason'. You should enter more information (why and how AI is being used) in here.
    If you select Mod & Mod Content at Moderate or Significant, your file will also be tagged with the “ai” tag. This makes it easier for the community to filter AI-involved mods if they want to, and makes AI usage clear at a glance.

    This is now required for new submissions, and we ask that creators also start updating their submissions if they have an AI disclosure to make. We'd like to request that all disclosures are made by the end of February.

    We are hoping we do not have to enforce this too broadly, and creators will come forward and be honest about their work. There are ways of detecting AI work in images, description and content and our moderation team will kindly remind you to make a disclosure if they receive a report of AI work that looks valid. If our staff feel that the AI disclosure is inaccurate or incomplete, files may be hidden until we believe they are in compliance. Making inaccurate AI disclosures may also lead to negative reputation by our automated approval systems.

    This is a first step toward balancing the new possibilities AI brings with individual preferences and a changing modding landscape.
    Thanks for helping us keep things clear and transparent for everyone.

    And to support that same goal of clarity and choice, we’ll be sharing more soon about global filtering options for mod discovery. Separately, we’ll also have some news to share shortly regarding the new LCPDFR.com website API.
  3. Love
    JakeKindaSus got a reaction from irishtimezones in ENB   
    Fixed it 
    1)set GTA5.exe to windows7 compatibility mode
    2) copy & past d3d11.dll in main dir
    3) rename d3d11-copy to d3d12.dll (make sure you have both d3d11 and d3d12 in dir)
    4) edit enb local and change the Proxylib to d3d12.dll instead of d3d11
    5) Now start your game it should work good without crashes
    if you want SSLA(Sirensettinglimitadjust) to work you need to remove the compatibility mode from gta5.exe and no it wont crash as long as you do step 3 tp 4 if you have enb
  4. Love
    JakeKindaSus got a reaction from EvanGaming2022 in ENB   
    Fixed it 
    1)set GTA5.exe to windows7 compatibility mode
    2) copy & past d3d11.dll in main dir
    3) rename d3d11-copy to d3d12.dll (make sure you have both d3d11 and d3d12 in dir)
    4) edit enb local and change the Proxylib to d3d12.dll instead of d3d11
    5) Now start your game it should work good without crashes
    if you want SSLA(Sirensettinglimitadjust) to work you need to remove the compatibility mode from gta5.exe and no it wont crash as long as you do step 3 tp 4 if you have enb
  5. Like
    so hear me out, wouldn't this technically have more performance in enhanced due to the new antialiasing 
  6. Like
    JakeKindaSus reacted to Rosebuddy in Liberty City Preservation Project   
    Many may not know but the Liberty City Preservation Project just released their first public version. It's a million times better than the old Liberty City Remix mod. However, LSPDFR working on it is a gamble. It works for me but others it don't.

    The devs stated that it's issues with RPH that is causing this. Hopefully that can get fixed soon. Some callouts work most don't. My request is if you have made a callout plugin and you can get lspdfr running on the map please consider adding liberty city calls to your plugins.

    Just wanted to get this out there to bring more attention to the LCPP mod and maybe developers can keep this in mind.
  7. Like
    Hey guys,
     
    I compiled an incomplete list of the zones for the South-East version of the Liberty City V Remix V 20 map mod for GTA V just in case anyone plans on using it some how (either for designing future callouts for the map or making Ultimate Backup/LSPDFR zone configurations for Liberty City). Here are the ones I was able to compile thus far (in alphabetical order with respect to the first letter):
     
     
    I will try to update them frequently. It takes a long time to get them; I am essentially brute forcing this by driving (I think flying will work too, I will give that shot) through every single part/street of the map and catch their corresponding zone names in the RPH logs.
     
    LSPDFR tries to spawn ambient police units in your vicinity, but if it is an unrecognized zone, it throws a warning message indicating there are no ambient units configured for that particular zone such as this: "[TRACE] No valid backup data found for area for LocalPatrol in LosSantosCity in BREBB using SpawnsAmbiently".
     
    But many times, the GPS coordinates of countless places on the map simply don't have a corresponding zone that is recognizable so you end getting a warning in the log that says, "[WARN] No game zone found for X:6066.384 Y:-2520.521 Z:10.59935". This is out of my hands and I do not know how to fix this. but it's better than nothing I guess.
     
    If anyone wants to contribute to this list, feel free to do so (provided you already installed the South-East version of the Liberty City map mod first).
     
    I don't know if the Centered or East version of the map mod also works, but if it does, that would be great.
  8. Like
    JakeKindaSus reacted to FirefighterProdigy in Upcoming Indiana Police Packs   
    Hey, ya'll! If there are any Hoosiers in here, you are sure gonna love this one!! 

    First off, I'd like to announce both a Columbus, Indiana Police Department pack, AND a Fishers, Indiana Police Department pack. Fishers will be it's own public release, however, I do not have an ETA for when that will be. I'm not sure what I'll be doing with Columbus, however, that'll likely also be a public release. Going forward, I have a few other packs planned, so be sure stay tuned for an announcement on those!

    The images seen below are JUST showing off the textures. The vehicle models seen below are not mine; however, I am currently working on the most realistic models I can make! More updates will be posted soon, so make sure to come back and check them out!!





  9. Like
    JakeKindaSus reacted to LMS in No siren sound on added cars   
    Make sure you are using police audio in the "audioNameHash" tag in your vehicles.meta file, such as POLICE3. A lot of cars do not have this by default.
  10. Like
    JakeKindaSus reacted to Cyan in LSPDFR and future   
    It's likely LSPDFR will enter maintenance mode and receive less updates, just like LCPDFR. Although it really depends on how "alive" the GTA V modding scene remains after GTA VI is released.
    It's our intention that there will be a new version of the First Response series for GTA6. As for plans, considering there's not even a release date for GTA6 PC, it's hard for there to be anything solid on our side at the moment.
  11. Like
    Hello!
    For 1.0.8.0 Game version you need: LCPDFR 1.1 Legacy Edition + Compatibility Patch
    For 1.0.7.0 Game version you need: LCPDFR 1.1 (Not Legacy) without Compatibility Patch

    1.0.8.0 Game version does not support plugins + scripts.
    1.0.7.0 Game version does support plugins and scripts.

    So I prefer to use 1.0.7.0 - there is more possibilities.
    For downgrade you can use Downgrader from:
    Or use Rockstar Games 1.0.7.0 patch from:
    http://updates.rockstargames.com/patches/gtaiv/title_update_7_EN.zip

    If you need help with RG patch contact me via my Discord server:
    https://discord.com/invite/AnJmaYkUfr
  12. Like
    JakeKindaSus got a reaction from Tyder in ENB   
    Fixed it 
    1)set GTA5.exe to windows7 compatibility mode
    2) copy & past d3d11.dll in main dir
    3) rename d3d11-copy to d3d12.dll (make sure you have both d3d11 and d3d12 in dir)
    4) edit enb local and change the Proxylib to d3d12.dll instead of d3d11
    5) Now start your game it should work good without crashes
    if you want SSLA(Sirensettinglimitadjust) to work you need to remove the compatibility mode from gta5.exe and no it wont crash as long as you do step 3 tp 4 if you have enb
  13. Love
    So you downloaded a fancy 2015 Tahoe and installed it in the police3 slot, only to find that it rolls more than your eyes when your boss is talking to you.  Does your Silverado not drive like a truck should? or maybe your '15 Charger doesn't feel right.    There are a lot of options to choose from when deciding which handlingid you want to use for your car.  I've compiled a list of what I use for handling lines, and thus far, all have worked just fine.  For some of them, such as the Silverado and Expedition, someone else might of found a better handling, and if that's the case, please comment below letting me know what you're using and I'll give it a shot. 
     
    Some people like to edit the handling.meta.  This is not a requirement, the handlingid is all you need to touch if you just want the basics.  Handling.meta is there for those who know a bit about modding and want to refine the handling lines to feel realistic.
     
    For those that might be confused on what the handlingid is, it's one of the top lines in the vehicles.meta.
     
    Here's an example:
     
    <handlingId>police3</handlingId>  
    All of these will be for police vehicles, I will not be covering modded civilian cars.  Also note that this topic really only applies to those who have modded their police fleet.
     
     
    Crown Vic
     
    police  
     
    Dodge Charger
     
    If 09-10 version, police2  If 2013+ version, buffalo2  
     
    Ford Taurus, Chevrolet Caprice and Chevrolet Impala 
     
    police3 (this is meant for smaller vehicles, such as the Impala) premier (this is an alternative for smaller vehicles, such as the Impala.  Use this if you don't like the way police3 feels)  fugitive (this is meant for bigger/heavier cars, such as the Taurus) felon (this is an alternative for bigger/heavier cars in case you don't like Fugitive)  
     
    Ford Explorer 
     
    gresley  
     
    Chevrolet Tahoe 
     
    baller baller2  
    Ford Expedition
     
    fbi2  
    Chevrolet Silverado
     
    sandking  
    Dodge Durango
     
    baller  
    Dodge Challenger
     
    gauntlet  
    Ford Mustang
     
    dominator  
    Ford Fusion
     
    tailgater (There is most likely a very better choice out there, I'm just not sure which would work)  
    BMW motorcycle
     
    policeb  
    Ford F-150
     
    sandking  
    Ford F-350
     
    sadler  sandking - may work for this as well, not confirmed  
    Chevrolet Corvette
     
    coquette  
    Chevrolet Avalanche
     
    sandking  
    Chevrolet Camaro
     
    gauntlet  
    Nissan GTR
     
    elegy  
    Land Rover
     
    baller  
    Hearse
     
    romero  
    Dodge Polara
     
    glendale
  14. Like
    2 years gone... where is it M8?
  15. Love
    JakeKindaSus reacted to Charlie686 in Lspdfr Crashing   
    No one is obligated to help, just got to wait and be patient I'm afraid or seek alternative ways of receiving support.
    Anyway, we should stop hijacking this thread!
  16. Love
    my spreadsheet with optimized models (all models do not overload the system more than the original, because doesnt have more than 100 000 polygons) 
  17. Like
    If you were to replace "ALL" the vehicles then you will notice extreme performance decrease and in some cases, common cases, your game will crash after adding so many extra mb/gb of cars.
  18. Like
    I am trying to find a good mod for realistic vehicle damage. When I'm in a pursuit if I hit something hard enough or fast enough my car shouldn't be able to just keep driving away. 
     
    What mod do y'all use to fix that issue and make lspdfr more realistic. 
  19. Like
    JakeKindaSus reacted to Charlie686 in Lspdfr Crashing   
    Most likely random then.
    Well, if you run into any more issues let me know!
  20. Like
    JakeKindaSus reacted to Will in ScriptHookV Alternative   
    This plugin called "AsiSupport" by Pursuit converts ASI mods to work with RPH. It will work even after the game is updated, so it makes a good alternative to ScriptHook while we wait for it to be updated. Once ScriptHook is updated, it is advisable to install and use that instead.
     
    Installation:
    Make sure you have the requirements linked below installed. Download link: https://github.com/fr-Pursuit/AsiSupport/releases/ Copy the contents of "Installation" to your root GTA V folder. Load AsiSupport.dll with RPH (either through using the commands ReloadAllPlugins or LoadPlugin "AsiSupport.dll"; or selecting it to load in the RPH settings dialogue.) Your ASI mods should now be loaded. If it crashes while loading them, it's likely you are using an unsupported ASI mod.   
    Requirements:
    .NET Framework 4.6 Visual C++ Redistributable 2017 (x64) RagePluginHook, of course GTA V (why are you even here if you don't have GTA V installed?)  
    Note: You will need to copy any ini files for asi mods to the AsiPlugins folder. This is especially important for Simple Trainer. 
    Note: ScriptHookVDotNet is not compatible with this.
     
    (Thanks to @theninja35 for his original topic from last year).
  21. Like
    JakeKindaSus reacted to Hystery in Vehicle Skins Wont Show   
    See this? 
     
    On the top right of the website. It's a search bar. If you used it, you could have found the solution to your problem, which is there:
     
     
    Save a click, save a life, make search bar great again.
  22. Like
    JakeKindaSus reacted to WildManDan in Good news, OAC file size limit increase   
    This comment may be months late but this info was useful, Thank you.
  23. Like
    JakeKindaSus reacted to UnknownBastion in FIX THE GAME!   
    Im sorry but time changes things....most people moved on to LSPDFR...and with his...LCPDFR will most likely die out...just like LSPDFR will (when GTA 6 is eventually released...if ever.). It was an amazing mod and a lot of people put a lot of hard work and effort into it...but the same people have also moved on to bigger and better things. Its the world of games and mods...they come and they go. Such is life. One must accept it and move on. 🙂
  24. Like
    JakeKindaSus reacted to ineseri in FIX THE GAME!   
    So for starters... Which people? There's 2 developers, all focused on RDRFR & LSPDFR. Hardly a team of AAA game developers. Secondly, the fix for LCPDFR was released as a fun thing for LMS to do as a proof of concept. The latest officially supported version was LCPDFR 1.1 and it's supported on GTA IV patch 1070 only. Thirdly, I think most people moved on to LSPDFR when it was released. The numbers speak for it. As for RDRFR, hard to say that no one cares about it since it only just released. Please keep in mind, I say this not to be rude only to state the facts. We've no dedicated support team, only fans kind enough to lend their time and aid. 
     
    So, in closing, your only chance of playing LCPDFR (for now) is to downgrade your game version to an earlier version. I think Rockstar still keeps them around. 
  25. Like
    JakeKindaSus reacted to LMS in FIX THE GAME!   
    LCPDFR itself works fine on the latest version of GTA IV, it is the underlying hooks that need fixes. I have released a compatibility patch for the Complete Edition when it was released, but I think R* has updated the game again and broke that. I cannot say when/if I will have another look at GTA IV, but you are more than welcome to have a look at the bad offsets yourself and see what broke.

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