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SkaroCult

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File Comments posted by SkaroCult

    XScanner

       118,331    502
    10 minutes ago, khorio said:

    Can you upload the log

    Apologies, Khorio.  I just noticed that you updated again.  When you click the notification bell, it takes you right to the comments, so I thought that we were still talking about version  2.1.312.993.  I had major issues with it all weekend.  Couldn't get past "Forced Duty" at all. Read the Rage Log, and saw what was causing it, as mentioned above, switched back to the prior version of 2.0.309.796,  and no issues at all.  Unfortunately, I didn't think to save the log.  At present,  I have the log showing the last time I ran the game, which was a smooth, no issue patrol.  But for the record, the log stated that the plugin was not hooking to the game.  I'll try out the latest version later today,  and see what happens.  Thanks for the speedy response, as well as, for this awesome plugin.  It's one of my favs.  Been using it forever.  This was the first time I've ever had any issues with it, so I wanted to give you a heads-up. Once again, sorry for the confusion. Keep up the amazing work!

    XScanner

       118,331    502
    3 hours ago, khorio said:

    You probably didn't update khorio.common.dll

    I had the same issue after updating.  I updated everything as usual, including khorio.common.dll.  However, everytime I would go on duty using Force Duty, I would get the "Unhandled exception occurred/fatal error" notification and LSPDFR would crash.  After checking my Rage Logs and figuring out it was XScanner causing the issue, I reverted back to an older version of XScanner, and the game began working just fine again.  No crashes.

  1. Question about the new section of the ini. in which one can add peds/vehicles the plugin should not use as event items.  Do you have to add entire add-on vehicle packs, or just vehicles being used from those add-on packs?  Having played this game since the beginning of time (LOL), I have more than a few add-on emergency vehicles in use, not counting those not being used from certain packs, if you know what I mean.  It would take quite a bit of time to add every emergency vehicle from every add-on pack, so basically I'm just curious as to whether or not I have to add those within the packs which are not being used since the game reads the dlclist.xml  (which contains the packs) to decide which vehicles to use.  Btw, love the work.  Been using it since your first iteration.  Keep it up!  

  2. No worries!  The more I read it the more I thought it was just me missing something.  Lol.  Glad I could help, and thank you for replying.  This callout pack has been one of my favs for quite some time, so thank you for all the work you put into it, as well.  Have a good one Charlie686!

  3. So after the 1.5.0 update, is AutoEndCall the same as the old ManualCallStatus?  Just wanted to double check since the description is the same in the new ini.  For some reason, it seems that it should now say, "If false" instead of: (//If true, when the suspect is arrested or killed the call will continue running allowing you to stay unavailable while you clean up the scene etc. //For some callouts, automatic ending may not be available.)  Wasn't ManualCallStatus the opposite of the call ending automatically, or am I just totally confused here?  Lol.

     

  4. On 10/28/2022 at 12:05 PM, Deputy. McIntosh said:

    hello, yes i didnt abandon this mod just had alot come up i am working on getting a new update released hopefully within the next month and it wont be with map builder maybe menyoo but it will fully display all the props and objects within grapeseeds town area. sorry for the long wait but it will be released soon and im glad you and others find this mod interesting as i didnt expect it to get as much attention as it did.

    That is wonderful to hear!  I'm looking forward to it. Thank you for the reply. 👍

  5. Is there going to be a future (stable) ymap update that gets everything to show up?  This is an awesome idea/undertaking, but with Map Builder not properly working on several fronts, this mod has been a pain in the backside to work with in terms of installing the xml version as suggested.  There are several issues with Map Builder mentioned on its page, mine personally, is not being able to get it to launch with F7 or any other method.  I see above that you responded on June 16 that it works fine for you, but over a period of weeks now I've done the exact drag and drop methods that you mentioned in that response, pressed F7, and nothing happens.  I was able to get this mod to only work once, and that was using the ymap version.  However, as mentioned, most of the objects do not show up, and there are some glitchy items at the gas staion and in the trailer park.

  6. On 3/19/2022 at 12:11 AM, BLKThePower said:

    Yes, it will. I've been really busy for the last 2 months during the weekends, which is when I usually have time to work on this. An update is coming out this weekend with 2 callouts reworked and bug fixes 😁

     

     

    Awesome, bro!  I know how it is. 😄  Keep up the good work.  As I previously said, it's very much appreciated. 👍

  7. Love this pack.  I've been using it for a couple of months now, and it's definitely a breath of fresh air when patrolling as a trooper.  Just curious, though. Is the pack still moving out of the alpha stage?  It would be a shame if not, because it's an awesome callout pack with much needed callouts.  Very much appreciated.

  8. On 1/1/2022 at 12:07 AM, Lieutenant Oliver said:

    Does anybody know if this plugin conflicts with any other popular ones or whether it's incompatible now? None of the features are working.

    I still use this mod and love it.  The only issue I encounter is when on traffic stops, multiple AI units drive by (as in 2 or 3 at most) slowly with their lights and sirens on. Can't seem to figure out why, but I've grown to accept it and it doesn't bother me b/c everything else works just as advertised. 👍

  9. On 11/28/2021 at 12:35 PM, cooloman1 said:

    Hey folks,

     

    I myself was sad when this mod would not work, however after looking at everybody's problems it looks like an RPH update broke the mod.

     

    Solution: Don't install the RPH part,  even in the mod descrip it says "if". As long as you have as ASI loader and the ASI mod file is in your GTA5 directory, it works in game and creates the file too. Just by installing it a lot of my conflicts were solved without me having to touch anything.

     

    Hope it works for you folks too, had to log in to comment on this discovery, I'm usually just a lurker

    Thank you for the heads up solution! It worked like a charm! I was wondering if this would work, but was afraid to test it out after reading so many posts about the error and the mod being outdated. You just saved me from having to replace a vehicle pack that I truly enjoy.  I've had it for months, then all of a sudden the lights on certain vehicles went haywire.  Your solution fixed everything, though.  Very much appreciated.  Have a good one, and thanks again!

  10. Update:  Like I said, great vehicle.  After sorting out my issue and fixing my ELS file, all of my other vehicles work properly ELS-wise.  I'm using the charger in your pack, and I have found that the lighting in stage two is frozen with the exception of the traffic strobe.   Is it supposed to be like that?  Stages 1 and 3 work normally.  Additionally, after installing the Blue BlueXML, the lights are still red and blue.

  11. I'm fairly new to all of this, but so far I've had success with installing cars into my game.  However, for some reason I can't get these particular vehicles (a 2014 and 2018 Charger) to spawn into my game.  Everything is good to go with my OpenIV, and I just dragged and dropped as usual.  Is there something I'm missing here with these particular vehicles?  Great looking pack, btw.

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