Everything posted by ZPhDevs
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Lore Callouts
If you attach a log from one of your sessions I will take a look and see what causes the issue for you.
- 201 comments
- 18 reviews
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- rph
- lspdfr callout
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Lore Wardrobe
No, EUP and Lore Wardrobe shares some game files and will overwrite one another. EUP is huge and I highly recommend it if you want loads of cool uniforms. Lore Wardrobe is for the minimalist who prefers a few uniforms true to lore, used by law enforcement in GTA V.
- 23 comments
- 2 reviews
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Lore Callouts
- 201 comments
- 18 reviews
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- rph
- lspdfr callout
- legacy
- rph
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Lore Callouts
Intresting, I myself do not use UltimateBackup so it was never considered during development. It would be intresting to see if others have this issue as well. Could you please send me your log from any session you've crashed out from due to calling prisoner transport and I'll take a look into why this happens for you (or others as well, potentially) 🙂
- 201 comments
- 18 reviews
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- rph
- lspdfr callout
- legacy
- rph
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Game keeps crashing after installed car mods
It seems like it could be a gameconfig issue. I don't use these personally, because I do not run the game with car mods, so I couldn't tell you which one to use. There are however plenty of them available both on this website and others. I hope you can get your game to work, good luck! 🙂
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Lore Wardrobe
I will take your suggestion and try to add those as soon as I get some extra spare time to work further on this modification.
- 23 comments
- 2 reviews
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Lore Callouts
The arrest warrant callout cannot be triggered by a console command or through the LSPDFR menu. It will only trigger once the script-wide database has recieved a suspect through another callout, such as the Burglarly callout for example. The script keeps track of any suspects you didn't arrest in your session and if there are sufficient evidence items collected it will then give you the arrest warrant. Good luck! 🙂
- 201 comments
- 18 reviews
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- rph
- lspdfr callout
- legacy
- rph
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Lore Callouts
Lore Wardrobe is a minimalistic mod and also strictly based on uniforms used by NPCs in the GTA universe. I honestly can not compare it to EUP because EUP is in a different league because of how massive and realistic it is. EUP expands your game with more agencies and Lore Wardrobe gives you uniforms for the main agencies identical to those worn by NPCs in game. I hope this answers your question 🙂
- 201 comments
- 18 reviews
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- rph
- lspdfr callout
- legacy
- rph
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Lore Callouts
Thank you for your report, I will take a look at your log and see what led to this. By default, the script is told to set the prison van as busy and it should not engage in pursuits. If there is an issue with the script I'll make sure to hotfix it as soon as possible. The callout pack loads itself into LSPDFR and you should get a verification when going on duty, something along the lines of "Lore Callouts has loaded", can't remember the exact wording of the popup right now. The uniform pack is separate and does not work together with EUP as it replaces models, textures and configurations shared by EUP (such as the multiplayer cop uniform from mp_heists upddate). If you want to use the uniforms I made, I suggest you remove EUP alltogether and then re-install the uniforms with the .oiv provided. Best of luck!
- 201 comments
- 18 reviews
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- rph
- lspdfr callout
- legacy
- rph
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Lore Callouts
Hello! I'm pretty sure that's an intended feature based on what you're saying. Basically, this plugin determines if the witness is reliable for you, and will only present relevant information. So if the evidence pop-up appears, and you're left without a description then this witness wasn't useful. Report back to me if this is the case for you every single time, if so it might be a bug.
- 201 comments
- 18 reviews
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- rph
- lspdfr callout
- legacy
- rph
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Lore Callouts
Please provide a snippet from your log file. Also Make sure you have: - The latest version of LSPDFR (as of writing, 0.4.9) - The latest, and legal, version of GTA V. - ZPhDevsCommon.dll in your main GTA V folder - LoreCalloutsAudio in lspdfr/audio/scanner - LoreCallouts.dll and LoreCallouts.ini inside of your plugins/lspdfr folder. If you are running a heavily modified game, disable all modifications and enable them one by one to see which one causes the issue. Lore Callouts is not activated during startup. It only activates when you go on duty. Any crashes before that stage is most likely caused by another modification or corrupted game files. I hope your issue gets resolved.
- 201 comments
- 18 reviews
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- rph
- lspdfr callout
- legacy
- rph
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Lore Callouts
I'm sorry to hear that. Please provide a snippet from your rage plugin hook-log so I can look into why this happens to you. You can send it in a message on this website or on the development discord (link up above in the description).
- 201 comments
- 18 reviews
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- rph
- lspdfr callout
- legacy
- rph
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Lore Callouts
There should be no such thing happening. The script is never activated until you are on duty and out in the world. If the game crashes before then, during loading screens and such, it is most likely caused by another plugin or corrupted game files. In that case you should definitely try removing plugins and add them back one by one to see which one causes the issue or repair your game files through either Rockstar Games Launcher or Steam, depending on what you are using.
- 201 comments
- 18 reviews
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- rph
- lspdfr callout
- legacy
- rph
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Tagged with:
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Lore Callouts
- 201 comments
- 18 reviews
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- rph
- lspdfr callout
- legacy
- rph
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Tagged with:
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Lore Callouts
Basically what hardcore mode does is that it disables blips and overhead arrows on intresting objects. It could be used either to keep UI to its minimum for the realism striving community out there, or if you end up with graphical errors because the game was heavily modified. I will make sure to make it more obvious in the upcoming patch release! I thought that was almost certainly the case already, I will definitely take a closer look as to why it doesn't spawn a police ped. Thank you for your contribution! The caller was designed to walk away when police arrive, but should update you with a new location. I will take a closer look as to why you're left with nothing when you arrive at the caller in this specific situation. If you come out empty handed you can end the callout safely. The warrant call will have recieved all the details from any items you picked up already. It triggers on a low chance for realism purposes so it might take a little while. This I will look into and see if I can patch in the upcoming hotfix release. Apparently there seems to be a chance for this to happen when there isn't enough room for the item to spawn safely. That's actually a good idea, I will get one up running as soon as possible and come back to you when it's done. I highly appreciate you wanting to help resolve any issues you've found.
- 201 comments
- 18 reviews
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- rph
- lspdfr callout
- legacy
- rph
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Tagged with:
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Lore Callouts
Thank you, a lot of effort went into the presentation as well. I hope you will get tons of enjoyment out of this first public version.
- 201 comments
- 18 reviews
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- rph
- lspdfr callout
- legacy
- rph
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Lore Callouts
- 112,753 downloads
- Version 1.1.7
Official GitHub with plugin documentation and guides for Lore Callouts https://github.com/ZPhDevs/Lore-Callouts- 201 comments
- 18 reviews
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- rph
- lspdfr callout
- legacy
- rph
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ACTION_CRIME_REPORT
That sounds great. I think it should be crimes such as resisting arrest, obstruction of justice, damage to property and outstanding warrants. Generally crimes where officer discretion is involved as well maybe? I am not an expert in law enforcement but these are the types I could come up with for now. I must say LSPDFR handles felonies like violent crimes and evading (by vehicle) fluently already so it'd be uneccessary to have those. Then it would be up to callout developers to define under what conditions their ped suspect gets flagged for a "not obvious to game logic"-crime. They could use that AddCrimeToPed function when those conditions are met.
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ACTION_CRIME_REPORT
Yeah, basically something like that. You could then have a BOLO type situation. Today, my plugin can request the ped persona and set certain conditions for it. Like if the ped is wanted by police for example. I do that for my Informant callout, which basically is a police informant calling the police to say "Hey, look up Trevor Philips. He's a funny guy." I then go do his whereabouts and before that my plugin has already set Trevor Philips persona as wanted by police. So I look up his name and picture in the police computer, then I look for him. Ideally, I don't want to trigger a pursuit automatically in his vicinity nor do I want him to stop and comply every time I hold down E. This is where I think it could be handy to have a feature like that. I think it'd be cool if when I roll up and spot him, I could hold down B to call it it. It'd be even better if it would only trigger a crime when he runs. So my plugin can decide under what conditions he will leg it. If he's just walking or standing still, holding down B would do nothing. But if he runs, that's when it becomes a crime. I don't know, I'm just brainstorming.
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[WIP] Lore Interaction (iFruit expansion for LSPDFR with events))
I am in need of people willing to help me test this plugin (along with my other projects). Please contact me if you are interested! This plugin has been gathering dust long enough now and I figured it was time to get going. Contact me on these forums!
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ACTION_CRIME_REPORT
Thank you for clarifying. So if I got that right it means that LSPDFR picks up crimes happening in game. These crimes are what AI vanilla cops normally would pick up on I assume. To trigger a crime, the ped must actually do what LSPDFR considers a crime, e.g steal a car. What follows now is more of a wish than anything. If a ped has been identified through LSPDFR's HasPedBeenIdentified and carries a wanted flag in its persona, (e.g the player recognizes the ped from a photo), could that be a crime in a future build? Also, you guys rock for providing such an awesome plugin by the way!
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ACTION_CRIME_REPORT
Hello, I have a few questions regarding ACTION_CRIME_REPORT (holding B to report a crime). What does LSPDFR consider a crime? Can you forcefully trigger a crime? Is it the game or LSPDFR that decides what is a criminal offence in this case? ZPhDevs
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[SOLVED]Character's selected apartment and saved personal vehicle
I'm not sure if I could do the same for the personal vehicle though, because I think LSPDFR uses BlipSprite ID 1 for the personal vehicle. That blip sprite is also shared with your character's last vehicle. GTA uses blip id 225 for the personal vehicle, which is unique.
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[SOLVED]Character's selected apartment and saved personal vehicle
That's a useful tool! However in this case the string needs to be exactly the coords of the blip, so I made it so the blip vector looks for either of the 4 apartment strings. Like this private static Vector3 safehouseVector() { int blip = NativeFunction.Natives.GET_FIRST_BLIP_INFO_ID<int>(40); //Safehouse blip sprite return NativeFunction.Natives.GET_BLIP_COORDS<Vector3>(blip); //Blip to vector3 } ... var safehouseCoords = safehouseVector(); // the actual vector3 of the selected apartment through LSPDFR Interaction menu ... if (safehouseCoords.ToString().Contains("X:-48.8711 Y:-589.5564 Z:37.958")) { apartmentName = "4 Integrity Way"; }
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[SOLVED]Character's selected apartment and saved personal vehicle
Unfortunately that didn't work as espected. I was trying Blip safehouseBlip = NativeFunction.Natives.GET_FIRST_BLIP_INFO_ID(40) safehouseCoords = NativeFunction.Natives.GET_BLIP_COORDS(safehouseBlip) but the log tells me that safehouseCoords wasn't set to an instance of an object. Which makes me think that the first native didn't work properly. ID 40 is supposed to be the Safehouse blipSprite. EDIT This worked, however. private static Vector3 safehouseVector() { int blip = NativeFunction.Natives.GET_FIRST_BLIP_INFO_ID<int>(40); return NativeFunction.Natives.GET_BLIP_COORDS<Vector3>(blip); } Now I "only" need to figure out the exact coords of the apartments so I have something to compare it to. 🙂 SECOND EDIT: I resolved the issue by doing this work-around. I got the blip coords using the code above, compared the result to a string which contains the X,Y and Z of the blip. If it matches either of the 4 apartments, it will display the one currently selected on the plugin UI.