Everything posted by AvalancheArmy501
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Need help understanding XML files found in lspdfr > data folder
Hello! Today I managed to get around to messing with all the XML files in the lspdfr > data folder and did a couple of custom XMLs for different agencies (with the help of the LSPDFR wiki of course). When I got in game, I noticed a couple of inconsistencies that (unlike my big brain dumb moments when configuring Ultimate Backup where I overlooked something) I'm completely stumped on how to resolve as it's my first time ever in my many years playing with LSPDFR that I edit those. Some of the inconsistencies I've noticed are: - MP ped units not spawning with uniforms all the time (example: if you go to a police station you might see an MP ped with the EUP I defined and another wearing the generic jeans and t-shirt that you spawn with when you run the ReloadAllPlugins command) - Stations like Beaver Bush (defined as an FWC station), Sandy Shores (defined as a BCSO station), Paleto Bay (defined as a BCSO station), and La Mesa (defined as an SAHP station) are devoid of ambient spawns - Scarcity of ambient patrol vehicles driving around (don't know if that's just a default LSPDFR or GTA V setting, or if I did something) I'll include all XML files I've made for anyone to revise and let me know if I missed something somewhere. Thanks in advanced for any help stations_florida.xml agency_florida.xml backup_florida.xml outfits_florida.xml regions_florida.xml
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Traverse Vest Pack
What's the error code that the game gives when it crashes? My game was perfectly fine and now it's been crashing stating its got corrupt data after I installed the vests Forget everything I just said. The error was not these vests on my end, but some other DLC that got corrupted
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Ultimate Backup - System.ArgumentException when running ForceDuty command
Oh good to know that ChatGPT can aid with reading files and seeing where my error is. I think it's weird, though, that you can't have the same regions under different backup types under the same region. You'd think (at least I did) that you could since, for example, Wildlife Conservation and US National Parks and Landmarks are 2 separate backup types
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Ultimate Backup - System.ArgumentException when running ForceDuty command
Hello again. As I continue working through getting Ultimate Backup configured and working properly for LSPDFR I'm now getting hit with a System.ArgumentException whenever I run the ForceDuty command. I've narrowed the problematic file to the CustomRegions.xml. The error message doesn't specify where the error is, only that "An item with the same key has already been added". I've gone over the file several times and I can't see what's wrong with the file. I don't see anything that's repeating itself multiple times, all the zones I specified for my patrol units is only listed once, and XML Validator says that the XML is indeed valid even though LSPDFR keeps giving me this error. Only plugins loaded are ELS, Extra Manager, Stop The Ped, and Ultimate Backup. Included is my latest log file and the customregions.xml for anyone to take a look and see where my problem might be. Thanks in advance for any help RagePluginHook.log CustomRegions.xml
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Unhandled exception when running ForceDuty command with UB installed
I'll head on over and enable that option now. As for the incorrectly edited .ini/.xml that's what I'm having trouble finding. I've gone over the files for UB and everything appears to be in order on the files I edited, but LSPDFR is saying otherwise hence why I included the files in hopes that someone seeing them for the first time would have a better time of finding the problem over someone that's been staring an XML code for the past week
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Unhandled exception when running ForceDuty command with UB installed
Hello! While working on configuring Ultimate Backup with all the vehicle's and EUP I want it to use (been at it for months on 2 different installs of LSPDFR) I'm running into the problem that when I do the ForceDuty command it gives me an unhandled exception error and fails to load my UB config files. I've been debugging LSPDFR to see what was going on and narrowed the problem down to the Ultimate Backup XML files I modified (I only have StopThePed, UB, and ExtraManager installed and already discarded the other plugins being the problem. Even a clean install of UB works fine). I've been manually reviewing them and pasted all XMLs in https://codebeautify.org/xmlvalidator and haven't noticed any problems (then again I've been working on these files for days so I'm more than likely code blind at this point). I also updated LSPDFR, ScriptHookVDotNet, RageNativeUI, and ScriptHookV and the problem is still present. I'll include the RAGE log and the XML files for review in case someone is able to spot where I messed up as I can't seem to find any problems in my conde, but again I've been working on the files for days. Any help would be much appreciated, and thanks in advanced! P.S.: Yes I have a lot of peds for some of the backup types so brace yourself for a major text wall upon opening the defaultregions.xml. EDIT 1: Problem found. I just realized now what my error was. Forgot to declare textures using the tex_ prefix. SpecialUnits.xml CustomRegions.xml DefaultRegions.xml RagePluginHook.log
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BCSO EUP Mega Pack V2
Is there supposed to be a narcotics task force version of the vanilla combat shirt as shown in the screenshots? I'm setting up EUP for LSPDFR and I noticed that only the SRT texture is there
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[ELS][Addon/Replace][NON/Reflective] San Andreas Highway Patrol Pack
You're absolutely right. I didn't realize that it only showed washed out in OpenIV. I learned something new today
- 173 comments
- 17 reviews
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[ELS][Addon/Replace][NON/Reflective] San Andreas Highway Patrol Pack
Loving your NHP pack and how it's 1:1 to the actual NHP fleet. I am experiencing one problem that I want to verify if it's a me thing or if it's a problem with the pack. All the liveries on the pack come with pixel format BC7 which causes the liveries to look washed out (the blues instead of being dark blue it's almost a light blue and the greys look borderline white). Changing it to DXT5, DXT1, or some other format doesn't correct the liveries on my end. Is it something I'm doing on my end when installing the pack that causes it to default to BC7, or does the pack require a hotfix of the .ytd files?
- 173 comments
- 17 reviews
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Dynamic Lighting System
- 272 comments
- 20 reviews
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Dynamic Lighting System
This might seem like a stupid question (and it's probably been asked before, but I can't find the answer), but can ELS cars be used with this plugin without having to install the actual ELS script? The reason I'm asking is because I have several ELS packs (of which I doubt there are proper non-ELS replacements for as I can't find them) I'd love to use alongside my non-ELS vehicles, but ELS now has a bug that AI non-ELS cars spawn in without extras even if you define them on the agency.xml, vehicles.meta, or in Ultimate Backup's configuration XML files.
- 272 comments
- 20 reviews
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Emergency Lighting System
Idk if there's a solution to this problem I'm having, but I recently discovered after much troubleshooting that ELS is preventing non-ELS vehicles from spawning with extras enabled via Ultimate Backup, the agency.xml, or the vehicles.meta. I remember setting up LSPDFR with non-ELS vehicles and using ELS with them and all the extras worked fine. I doubt ELS will receive an update since Lt. Caine hasn't been on since 2016, but if anyone has ran into the same problem recently and has found a solution do let me know as changing from ELS to DLS will more than likely axe the ELS vehicles I want to use.
- 2,655 comments
- 234 reviews
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Units not spawning with extras specified on XML
Hey man thanks for the reply. I'll be keeping what you said in mind when assigning chance values and working on all the other configs. As for the reason I listed all the extras on ultimate Backup is because I'm using non-ELS vehicles so each extra is a car component (unlike ELS vehicles were the extras control the light patterns) like the lightbar, rambar, traffic advisor, ALPRs, etc. (to list a few as examples) which is where I'm having my problem. Many years ago I remember modding LSPDFR and configuring which extras appear on vehicles and it worked perfectly, but now it doesn't seem to be working properly which I'm totally lost on why it's doing so
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Units not spawning with extras specified on XML
Hello everyone! I find myself in the process of setting up LSPDFR and I'm working on configuring all the Ultimate Backup XML files, but I've noticed that all my backup units are spawning with none of the extras I specified on the XML files. They either spawn with no extras or with random extras, unless I hold the backspace key to cause them to teleport closer at which point all the extras I specified in the XML files appear (by the way, I'm also using non-ELS cars installed as addon cars via LML). And it's not like they're not getting applied, they apparently are (I hopped into one vehicle and saw all the extras I wanted enabled using Enhanced Native Trainer), but they were not showing on the vehicle unless I manually fixed the vehicle. Has anyone ran into this problem before, and does anyone have any suggestions to correct it? I've been searching all throughout the internet (Google, YouTube, Reddit, here on the LSPDFR forums, and the comment section on Bejoljo's website) and have not found a solution to this problem. I even checked Bejoljo's Discord where I made a post about it and haven't gotten a reply (I have found one other person who is also having the same problem as me, but no one has replied to him either with a solution). I've also verified the XML files to ensure everything is coded out correctly, and there are no errors in the code. Thanks in advanced for any help! I'll include the XML files I've modified here as well in case I butchered something and I'm not seeing it (at present the ones I'm trying to debug to fix the rest are city local backup and city local SWAT). EDIT 1: So after much tinkering I discovered that this problem is happening with LSPDFR agency.xml as well. I don't know if this is a problem LSPDFR or the GTA V version, but any help in narrowing down the issue is still appreciated DefaultRegions.xml SpecialUnits.xml
- San Andreas Rangers SWAT (Texas based)
- San Andreas Rangers SWAT (Texas based)
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Fish & Wildlife Commission EUP Textures
The pack is beautiful. Love the work you make. Though I have to ask, where do the liveries for the trucks shown in the screenshots come from? Would love to rock those liveries as well alongside the EUP
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Adding LEO cars with modkit parts (not modkit liveries) to agency.xml
Preface: If this post is in the wrong forum, I apologize in advanced. Feel free to direct me to the correct forum Hello! After a long hiatus from LSPDFR I'm considering coming back to it. I have a few car packs from a vehicle dev called Paul Modifications and many of his vehicles have some of the parts (like ALPRs, rambars, antennae, etc.) placed as modkits. I was curious if there's a way to be able to add a vehicle's modkits to the agency.xml like how you can define what extras it spawns with. I've gone through all the relevant documentation and haven't seen anything so I figured I'd ask to see if there's a way (or even if there's a way to get the vehicle to spawn with a specific set of modkit parts as an acceptable workaround). Thanks in advanced for any help ^_^
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How can I retexture vests using a camo pattern?
I'm trying to retextute some of Hanako's vest from his Vest & Earpiece mod by changing the colors to a multicam color pattern, but I have no clue how to do this while maintaining all the intricate details of the vest's textures, and would appreciate if I could be pointed in the right direction of how to do this. The tools I'm using are both Gimp and Paint.NET. Any help would be greatly appreciated ^_^
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Fire Callouts ( Structure Fires, Brush Fires, Extraction Saw & More)
Hello Panos. I don't know if it's already been reported, but I believe the HAZMAT callout might be bugged. The reason I say this is because after speaking to the firefighters on scene, the callout doesn't progress. By this I mean that the dialogue box to talk to the other firefighters stays on the screen if you walk away. If you walk back to try and talk to them again, pressing Y does nothing. If you head to the incident location, you don't get any prompts to stop the leak and there are no other instructions in regards to what to do with the two victims. Also, the red blip stays over the location of the firefighters that you need to talk to and doesn't move elsewhere to signify where to go next. Regardless of this, I'm loving this callout plugin so far and can't wait to see more!
- 364 comments
- 19 reviews
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Tactical Gear Retexture Mega Pack
2 quick questions. The first one is if maybe you could also add a multicam texture for Patrick's Battle Bet (link here The second thing I wanted to ask if if the base textures (which I can only assume might be blank textures with no LSPD, LCSO, BCSO, or SAHP text) are no longer available? Reason I ask is because both your page here and your readme say that there are five texture options (Base, Police, LCSO, BCSO, SAHP) but the only ones on file are Police, BCSO, LSCO, and SAHP. Regardless of this, excellent job with your textures. You did a phenomenal job.
- 43 comments
- 1 review
- Policia de Puerto Rico New-Livery Skin Pack - Puerto Rico, USA
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Coastal Callouts SUPPORT Thread
Hello Parks. So after much tinkering around I come to you with news. First of all, you're right about my community using a script to handle lights and sirens of emergency vehicles. The script we use (and the one used by most communities) is Luxart Vehicle Controls made by the creator of the ELS mod for LSPDFR. When I started looking into how to make the RBS' sirens and lights with with this script, I initially thought that I needed to add FLAG_EMERGENCY_SERVICE to the flags category of the vehicles.meta. I quickly learned that said flag isn't what makes vehicle sirens and light work with the script. This was further confirmed when I looked at the Coast Guard Silverado (model name cgtruck) which worked fine with the script, but didn't have said flag. After much looking I noticed that the class of cgtruck was VC_EMERGENCY and the class of the rbs2 was VC_BOAT. I changed the vehicle class of rbs2 to VC_EMERGENCY and the vehicle control script immediately recognized the RBS allowing the sirens and lights to work with it. I'm letting you know this information in case you wish to make a note within the FiveM resources .zip letting developers interested in using your assets for a FiveM server to switch the vehicle class from VC_BOAT to VC_EMERGENCY in order for Luxart's Vehicle Control script to function. I hope you have a wonderful day. Sincerely: Avalanche_Army501rst
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Coastal Callouts SUPPORT Thread
Thank you for your reply Parks. I will be sitting down with the other devs to see what script we're using to control the sirens and lights on the server for our non-ELS vehicles. I have a suspicion that it might be because it doesn't have FLAG_EMERGENCY_SERVICES in the vehicles.meta which I did notice that Rylan Givens' Defender boat has on its vehicles.meta. I'll definitely be checking in again here if I find a solution in case you wish to add it to the docs found in the FiveM repository. I also checked the link for the vehicle templates in the modding guide and can confirm that it now works as intended. Again, thank you very much for your reply and keep up the good work!
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Coastal Callouts SUPPORT Thread
Hello Parks. Excellent job you did with this mod. I truly LOVE IT!!! I wanted ask for a helping hand with one of your assets, specifically the RBS boat (model name rbs2) from the FiveM resources repository. Currently, I am helping getting this asset working on the servers of a FiveM community called Southern County Roleplay (we're a community that's just recently starting up) as I'm interested in using it for my subdivision (I'm currently the coordinator for BCSO's wildlife subdivision), but I noticed that the emergency lights and sirens of the RBS don't work properly. By this I mean that you can't turn on the emergency lights using the emergency lights keybind (Q on keyboard and D-Pad Left on Xbox controller) which in turn doesn't let you use the siren (Left Alt for main siren, Up Arrow for additional siren, or R to change siren tone on keyboard | D-Pad Down for main siren, D-Pad Up for additional siren, or B Button (or PlayStation equivalent) to change siren tone on Xbox controller), and the horn used is a default car horn instead of the horn for emergency vehicles. Instead, I noticed that any of the aforementioned keybinds either do nothing or instead activate the car radio (Q for keyboard and D-Pad Left for Xbox Controller) and the emergency lights are tied to the horn keybind like on SP GTA V. I'm assuming that I must change something on either the carcols.meta or the vehicles.meta in order for the RBS to work the way I'm intending it to, but I have no idea what it is. Any help would be much appreciated. I'm also including a small snippet of what I'm describing it and comparing it to the Defender Boat made by Rylan Givens so you can get a clear picture of the issue at hand. I hope to hear from you and that you have a wonderful evening ^_^ Video describing issue: https://streamable.com/zv2ry1 P.S. : I also wanted to say that the link for the vehicle templates in the Coastal Callouts Customization Guide seems to have restricted access in Google Drive and requests that I sent a request for access. I don't know if you locked the templates because you're doing work on them or if the link is outdated, but I wished to let you know