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Gyeongeun

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  1. Love
    Status Updates
    LSPDFR for Enhanced
    We're very excited to announce that LSPDFR Enhanced, after months of development and testing, is now entering the next phase of the development process and is now available to our Insiders. We are deeply grateful to everyone in our staff team and closed testing community for their feedback and support that have brought us to this point.
     
    The current build is largely stable, though a handful of bugs remain and we are not yet feature complete with Legacy. Development is advancing quickly, and each new revision brings us closer to a fully polished release.
     
    Several community members have asked whether the Legacy edition will continue to receive attention. Both RAGEPluginHook and LSPDFR have been engineered to accommodate the Legacy and Enhanced branches side‑by‑side. With most of the heavy lifting complete, our goal is to roll out updates to both editions in parallel.
     
    As soon as we’ve smoothed out the last few wrinkles and made sure everything runs flawlessly, we can’t wait to roll out LSPDFR Enhanced to everyone.
     
    The new LCPDFR.com
    Work on the redesigned LCPDFR.com is progressing steadily. The site and its companion, RDR2Mods.com, run on the same underlying codebase.
    An early version of the community upgrade is already live on RDR2Mods.com, allowing us to gather real‑world feedback, refine new concepts, and further stabilize the platform before bringing the enhancements to LCPDFR.com.
     
     
    We thank you all for your patience and continued enthusiasm, and hope to share even more with you soon.
  2. Like
    Gyeongeun got a reaction from drmaynard in Guide to using the LSPDFR API and Documentation   
    https://github.com/LMSDev/LSPDFR-API/blob/master/API Documentation/Guide to using the LSPDFR API and Documentation - Albo1125.pdf
  3. Like
    Gyeongeun reacted to Cyan in LSPDFR 0.4.9 - Updated for "The Criminal Enterprises"   
    We've released a minor compatibility update for LSPDFR 0.49 (Build 8242) which adds compatibility for the new version of GTA V (v2699) - "The Criminal Enterprises".
     
    This includes a fix in RAGE Plugin Hook for a long standing issue where if you used the NVIDIA GeForce Experience overlay (which is enabled by default on some installations), RAGE Plugin Hook may fail to hook. It also includes a feature which allows developers to load dependencies from other folders, hopefully leading to more tidy game folders in the future.
     
    Although by the time of this post we have already fixed two major issues, the first being an issue with non-Steam versions of the game and the other being a change in behaviour of a fairly crucial native method, please report any issues or bugs with LSPDFR on the new game version, if you find any, on the support forums.  If you do think you've found an issue, please make sure you're on the latest patch (your RPH log should mention you are on version 1.96) and you've tested the issue is not your mods folder needing an update.
     
    Note that the new version of the RAGE Plugin Hook which is required for LSPDFR to work on the new GTA V update is included with the new LSPDFR download.  The RAGE Plugin Hook website has not yet been updated, so you should not download the RAGE Plugin Hook from there but instead use the included version with LSPDFR.
     
    Please ensure that you now update your game to the latest version of GTA V before playing this new version of LSPDFR 0.4.9, which you can find as normal on the main LSPDFR page.
  4. Love
    Gyeongeun reacted to Sam in LSPDFR 0.4.9 - Updated for "The Contract"   
    We've released a minor compatibility update for LSPDFR 0.49 (Build 8021) which adds compatibility for the new version of GTA V (v2545) - "The Contract".
     
    There are no changes in this version other than those necessary to make the mod work on the new game version, although we may release another update in the near future to expand upon this.
     
    Please report any issues or bugs with LSPDFR on the new game version, if you find any, on the support forums.  As we want to get the mod in your hands as quickly as possible after a game update, we often don't have as much time as we'd like to fully test things through.
     
    Note that the new version of the RAGE Plugin Hook which is required for LSPDFR to work on the new GTA V update is included with the new LSPDFR download.  The RAGE Plugin Hook website has not yet been updated, so you should not download the RAGE Plugin Hook from there but instead use the included version with LSPDFR.
     
    Special thanks to fingaweg for their assistance in updating the RAGE Plugin Hook.
     
    Please ensure that you now update your game to the latest version of GTA V before playing this new version of LSPDFR 0.4.9, which you can find as normal on the main LSPDFR page.
     
     
    If you are having problems with LSPDFR 0.4.9, please do not post about them in this topic, but use the support forums instead.
    Before you do, though, read through this topic: https://www.lcpdfr.com/forums/topic/89691-read-will-save-your-time-common-issues-fixes-and-bugs
     
    There are a lot of fixes for common problems in there.
  5. Like
    Gyeongeun reacted to word in Je n'arrive plus a jouer au online   
    Si tu veux jouer en online le mieux est de réinstaller le jeu ( avec une backup sans mod c'est mieux )
    Sinon tu risque le ban .
  6. Like
    Gyeongeun reacted to Geekoo in [GUIDE] Common crash and texture loss   
    After several years of experience I made a personal list of what could cause crashes or loss of textures with LSPDFR.
    Some will already be known to you and some that you will not know will save you a lot of time that you will thank me 🙂

    - Have your GTA 5 in English.
    Quite a few scripts are only functional in English and can cause crashes such as Player Location Display.

    - Add your GTA 5 folder to your antivirus exception list even if you just have Windows Defender.

    - Make sure you have the following prerequisites and download them as needed.
    Microsoft .NET Framework 4.6, or higher.
    Microsoft Visual C ++ 2010 SP1 Redistributable Package (x64)
    Visual C ++ Redistributable for Visual Studio 2015 (x64)
     
    - Install Resource Adjuster (The most important one)
    https://www.gta5-mods.com/misc/gameconfig-xml-dilapidated

    - Have a gameconfig and the following files if you have a mods folder.
    https://fr.gta5-mods.com/misc/gta-5-gameconfig-300-cars
    https://fr.gta5-mods.com/tools/heap-limit-adjuster-600-mb-of-heap
    https://fr.gta5-mods.com/tools/packfile-limit-adjuster

    - Pass the tiemout threshold plugin to 60000 in the configuration of RagePluginHook (When you launch your game)
     
    - Open the lspdfr.ini and make sure  Main.PreloadAllModels is set to false

    - Disable WorldEvents in lspdfr.ini (May be unstable. To be checked ...)
    WorldEvents.IntervalMultiplier 0.0f
    WorldEvents.MaxNumberOfEvents 0

    - Try loads plugins only after loading of the game or vice versa.

    - When you add vehicles or skins with OpenIV make sure that the skins (..._ sign_1, ..._ sign_2, ..._ sign_3, ...) are in 2k (resolution in 2048x2048) to avoid overloading the memory of your games and avoid loss of textures.
    However there is an exception for vehicles coming with a ... + hi.ytd file that you can put your skin in 4k (4096x4096) because these are the vehicle files which are loaded only at short distance. Make sure however that they are the same files despite the different resolution otherwise you will have different skins depending on your distance.

    - Disable any overlay that may interfere with your game such as Geforce Experience and Discord (I noticed that this often causes crash randoms for no reason. Also to be checked thoroughly ...)

    - And finally one of the most important make sure to keep your mods up to date and avoid old mods not compatible with the latest version.
    Do not hesitate to give feedback it helped you and if I forgot something else 🙂
  7. Like
    I tried this and it still was losing textures, so is there any other way to keep away from losing textures???
  8. Like
    Gyeongeun reacted to ineseri in Emergency Vehicle File Names   
    fbi - FIB Buffalo
    fbi2 - FIB Granger
    police - Police Cruiser (Stanier)
    police2 - Police Buffalo
    police3 - Police Interceptor
    police4 - Unmarked Police Cruiser (Stanier)
    policeold, policeold2 - Yankton State Trooper Cruiser + SUV
    sheriff - Sheriff Cruiser (Stanier)
    sheriff2 - Sheriff Granger
    riot - Police Riot Truck
    policet - Police Transporter
    policeb - SAHP Bike
  9. Like
    Gyeongeun reacted to LostBoyLazarus in Applying a Specific Livery (SOLVED)   
    Hey community,
     
    So I'm trying to edit the DefaultRegions.xml file that comes with Ultimate Backup to add a specific livery to a vehicle. I know what I'm doing with the file except I'm unsure about liveries so need some help please.
     
    Currently, the lines look like:
     
    <Vehicle chance="50">POLICE4</Vehicle>
    <Vehicle chance="50">SHERIFF2</Vehicle>
     
    That's what I want and they work perfectly. Now, say I want to change the SHERIFF2 line to look like:
     
    <Vehicle livery="4">SHERIFF2</Vehicle>
     
    But I still want it to retain the vehicle chance as well, how would the line look? Something like this? I just can't get it to work:
     
    <Vehicle livery="4" Vehicle chance="50">SHERIFF2</Vehicle>
     
    Thanks.
     
    *SOLUTION*
    <Vehicle chance="50" livery="4" >SHERIFF2</Vehicle>
  10. Like
    Gyeongeun reacted to CanadaCop in Your best LSPDFR 0.4 screenshots?   
    Look who I pulled over (and ended up arresting) this evening!

  11. Like
    Gyeongeun reacted to LukeD in API Development Hub - Information, Resources & Guides   
    This thread will remain pinned and locked and used by moderation and management staff to maintain the API forum section. Please try to avoid pinning too many threads. Instead edit this hub thread with any information you deem relevant. If information is critical (i.e some things Cyan posts) it can be pinned, and added to the hub. Then unpinned later when it is no longer critical. The hub thread will then maintain the link to that thread.
    Welcome to the API Development Forums
    "Hello fellow developers. Welcome to our brand new LSPDFR API Development forum. Great to see you made it here! This is the place to ask questions about working with the API, as well as requesting features. More examples and proper documentation will follow soon as we focus on the mod itself currently. If you have any feedback regarding the very early API implementation though, feel free to share." - LMS
     
    API Changes & Important Information
    Download Centre API - Cyan
     - Documentation post for the newly introduced download centre API for update and version comparison and beta authorization.
    New API Functions in LSPDFR 0.2a - Sam
     - Information regarding new API functionality provided by 0.2a
    Keeping Users Safe - Cyan
     - Update information regarding the upload of plugins which contact personal servers or use .EXE programs
     
    Resources
    GitHub Repository (This link directs you to GitHub.com)
     - Link to the github repository. Here you can find developer resources such as custom classes to help you with development
    Vector3Extension Class (This link directs you to pastebin.com)
     - Link to the C# code that was removed from public access in LSPDFR code, simply add this class to your own plugin to make use of functions like Around(start, radius) and DistanceTo(start, end)
    API Quick Start Guide & Example Project
     - A quick start pdf guide and zip file containing a basic LSPDFR plugin solution, for use in Visual Studio
    RagePluginHook Documentation (This link directs you straight to the RPH online documentation)
     - Online documentation for the Rage Plugin Hook
    GTA V Prop List (This link directs you to a prop list, hosted on GitHub.com)
     - A list of all known GTA V prop model names
    GTA V Natives Database (This link directs you to the GTA V Natives DB, hosted on dev-c.com)
     - GTA V Natives database created by Alexander Blade.
    GTA Animations List (This link directs you to the ls-multiplayer website)
     - A larger list of all known animations in GTA V (It contains more than the RPH Documentation)
    CoordSaverV - LtFlash
     - Downloadable tool that helps the process of manually collecting callout spawn points
    Guides & Other Useful Topics
    Standardisation of API Plugin Colours - AlconH
     - Thread detailing a universal colour scheme for text and blips for API developers to use when writing plugins
    Guide to using the LSPDFR API & Documentation - Albo1125
     - A nice guide to making use of the LSPDFR API
    Guide to Creating a Callouts Plugin - ToastinYou
     - A nice guide with images on how to create a callouts plugin with the LSPDFR API and RagePluginHook
    LSPDFR Developers Discord Server - Stealth22 (This link directs to the Discord website, directly to the chat room)
     - A free chat client for LSPDFR developers to make use of for general chat, help and guidance.
    This discord server uses a bot which requires the user to verify themselves as a developer in order to prevent general "my game is broke help" requests. 
    Tips For Developers - Stealth22
     - A general thread of useful tips for all developers, whether you're new to programming or not.
     
    General Guidelines For Using This Forum
    Please adhere to these where possible, as they will help to keep the forum clean and useable. Remember that your posts act as information sources to users as well, not just means to get help.
    •  Make use of title tags: [Solved] [Resource] [Guide] [Request] etc (I would recommend putting these at the start of your title)
    •  Make sure your titles are crystal clear, not single words. Remember users may search for similar issues, you wouldn't search Google for "help" and hope one of the 4,890,000,000 results is the one you need.
    •   Always put your log files either as an attachment or copied into a spoiler, similarly code snippets should be placed inside the code tags
     
    Suggesting Content For This Hub Thread
    If you have any suggestions for threads, resources or useful links that you think deserve to be highlighted in this thread please PM myself (LukeD) with your suggestion. Make sure you title your PM "API Dev Forum Idea" or similar so I can keep track of them. Alternatively you can direct message or tag me on the discord server mentioned above, please note I only respond to this on desktop however, so replies may be slow.
    If you want to send me resources, be considerate of user safety and concerns regarding links.
    •  Don't post advertising or shortened URL's, I want a full link to the resource that I can read.
    •  Do give me a brief description of what you're sending, not just "hey this is useful".
    •  Do provide reasons for why you think it's needed in the hub thread. The more you justify it the better.
    In cases where you link a post or thread to me, I will parse that post for direct links. If I can avoid bouncing users around the forum I will. For example the discord server link above was taken out of Stealth22's post. Posts may then be subject to removal if necessary.
    I will credit all links where applicable, all I'm doing is concatenating the information into one thread, credits are deserved for those providing the resources or guides.
     
    This hub thread is an attempt at cutting down the increasing number of pinned threads. Please don't ask for threads to be pinned in this forum section. Only critical, need to know information will be pinned. After a while it will then be moved to this hub when it is no longer critical, but still useful.
     
    This forum section is subject to moderation as per usual. Any thread that is linked in this hub however, will be exempt from the necro posting rules. As they will be acting as pinned threads (which are already exempt).
     
    <iframe src="https://discordapp.com/widget?id=191266053861539840&theme=dark" width="350" height="500" allowtransparency="true" frameborder="0"></iframe>
  12. Like
    Gyeongeun reacted to teha112 in Texture Loss problem   
    Yes I did as I had mention in the main topic but still I have big texture loss...
  13. Like
    Gyeongeun reacted to teha112 in Texture Loss problem   
    No.   After lowering the textures size like you said it's much betterbut still when there are much suspect on a callout and I call some backup peds and players are wlaking a above the road and some textures dissapears.
  14. Like
    Gyeongeun reacted to Ryannmc in Texture loss   
    Anyone else have issues with parts of the map like buildings or roads dissapearing or even going super low res after 30 mins of playing?
    what i've tried so far
    Through LSPDFR i've disabled preloading models
    I have turned down my graphics settings
    I have removed all callouts/plugins one by one or even just all of them to see if it fixes it, Still nothing
    Even with a clean installation of gta, With lspdfr this happens

    This has pretty much always happened to me throughout multiple resets of my pc, So i'd assume its nothing on that end either.

    To prevent it from being asked and to better assist anyone in providing suggestions here is what im running on RTX 2070, i7-10700kf, 32GB DDR4 Corsair ram & my game is on a samsung 970 evo nvme m.2 If anyone could help it would be massively appreciated as this has been bugging me for almost a year now.


    I will add two screenshots below *note these are not my screenshots but as i am currently busy i dont have time to wait for the game to eventually start doing this.



  15. Like
    Hey all,
    Recently the OpenIV team has made the carcols.ymt file available as an XML file which allows editing. Big thanks to them for that as this is what makes this project possible. You can find the carcols.xml here: https://www.gta5-mods.com/tools/carcols-ymt-converted-into-xml-format
     
    Anyways on to the meat of it. The carcols is where all vehicle sirensettings are configured. Vehicle developers are probably familiar with this and most, but not all, vehicles currently released have been configured to work with sirensettings 1. Looking in the carcols we can see exactly where siren setting 1 is configured and learn about the structure of sirens. This is a shortened portion of the configuration for siren setting 1:
    The full xml contains definitions for all 20 siren elements in order, but I have removed sirens 2-20 for the sake of making it easier to read. So far, here is what I have learned:
    The game engine caps the maximum number of sirens at 20 per sirensetting. Custom sirensettings can be added to the file and used. Corona colors and intensity can be edited for each individual siren (format for color: AARRGGBB). They can also be removed completely. Each individual siren can have it's own individual flash pattern (and these can be user created, not just selected from a list) Headlight and taillight flashing can be configured with custom flash patterns - one user has already released a modification that enables headlight flashing. You can set the number of "beats" per minute that the lights will flash using sequencerBPM value. This value will apply to all of the sirens for that specific sirensetting. You can set individual sirens to be rotating or non-rotating and configure their speeds.  
    So far I have not done any work with rotating lights. For non-rotating lights, the flash pattern can be custom configured by editing the sequencer value under "flashiness" for each siren. In the snippet of code posted above, the siren uses the following configuration:
    <sequencer value="1431655765"/> At first glance it looks to be just a random number. This is actually a 32-bit integer, and when you view it in binary, the flash pattern becomes clear:
    01010101010101010101010101010101 So this siren uses a simple alternating flash pattern - off, on, off, on, off, on, etc. These can be configured to create new and far more complex flash patterns than are currently in the game. Along with increasing the sequencer beats per minute you can create some neat stuff.
     
    Here is a (very quickly) thrown together demo to showcase possible patterns. This vehicle uses 6 sirens: two for all the red and blue lights, two for the traffic advisor (which is an extra), and two for the headlight strobes. The headlight strobe coronas have been modified to be white and the vehicle uses a completely custom sirensetting. The pattern for the red and blue lights has been customized for alternating speeds.
     
    Again, this is just rough stages of research so far, but I wanted to share what I had found with the community. Hopefully this will be useful for vehicle developers in designing cars which are non-ELS but offer similar levels of functionality. I will be updating this thread with further research as I discover new things.
     
    Thanks for reading and happy modding!
  16. Like
    Sadly no fix in 0.4.9
  17. Like
    guess what, i am experiencing same issue  with the 0.48, the texture loss still there and i already turn of the preload. I only replace the police vehicles, and 5 cars. I am using a 2060 with 16 GB
  18. Like
    Gyeongeun reacted to PCa in [Tutorial] How to Fix Texture Loss Caused by LSPDFR   
    I have similar issues... I turned off the preload, which helped a lot, but I still start losing textures after about 10 minutes
    The only other thing that seems to help, is reducing the amount of add-on cars and high-poly cars. I had about 20+ cars and my game would be unplayable almost immediately after going on duty. After I cut it down to about 10, it still does it, but it's after 30-ish minutes.
  19. Like
    Agreed, game running very smooth with massive texture loss even with the most recent gameconfig.
  20. Like
    Gyeongeun reacted to MattTaylor in Single Player Garage mod   
    Sorry if this is a bit late.
    Theres a mod named "Single Player Garage" that you can get off GTA5 Mods.
    https://www.gta5-mods.com/scripts/single-player-garage
  21. Like
    Gyeongeun reacted to zach016 in Please Help (LSPDFR Custom Agencies)   
    This actually gets a little harder to explain, the deeper down the rabbit hole you go. Much of this can be done with the use of the custom folder, however im just going to describe straight edits.
     
    You can modify existing agencies/create new ones by editing the Agency.xml
     
     
    Each Agency needs one or more loadouts. These are where you specify the Clothing and Vehicles. (Check LSPD entry for how to set up EUP type models)
     
     
    Alright, so at this point we have our custom agency, but we want it to spawn ingame.
     
    In the regions.xml, we can define a custom set of zones for our new agency. (LSPDFR wiki will direct you to what each zone encompases)
     
     
    Next, we need to edit the backup.xml This is where we will define our custom agency to spawn in our custom region.
     
     
    We only need to worry about Local Patrol to have the units spawn, however if your custom region does not overlap with an existing region (Which would only happen if you remove zones from existing regions), you may wish to define the custom region in the rest of the entries in the backup.xml, so the game will send the correct back-up when requested to the region.
     
     
    I know it looks a little messy, just give a shout about any particular area that needs a little more explanation.
     
  22. Like
    Gyeongeun reacted to ineseri in What agencies are available?   
    I can't remember all of them when on mobile :)
  23. Like
    Gyeongeun reacted to ineseri in What agencies are available?   
    The only difference between these peds is purely aesthetic. 
    LSPD = local police Sheriff FIB (Federal Investigation Bureau) which is based upon the FBI DOA (Drug Observation Agency) which is based upon the DEA NOOSE (National Office of Security Enforcement, which in turn is divided into two groups, the Patriotism and Immigration Authority and Tactical Response Unit). It's based upon heavily armed police response, Department of homeland security and SWAT. Park rangers SAHP (Highway Patrol). Closest you'll get to state trooper.
  24. Like
    I was looking at something called "PoliceLife S" which you had to work a shift to get a salary, etc. But it is rather old and didn't seem to work anymore. Code was open source and I considered trying to re-write it but I am still new to coding and don't think I have the skills to pull it off.
  25. Like
    Gyeongeun reacted to Brometheus in Making money in LSPDFR 4.3   
    The past couple days I've been trying to find a way to make money on my custom ped in LSPDFR 4.3. After pain staking trail and error, I've actually found a way.
     
    Using Character Swap, change your model to Michael, you will still remain as your custom ped but will now be able to make money through other mods. The only mod I've tested so far was simple jobs but it worked. I did this off duty, also tested going on duty and everything worked fine. I'm going to see if the cabs work as well using the enhanced cabs mod and I'll get back on that.
     
    Link for Character swap
    https://www.gta5-mods.com/scripts/character-swap
     
    I turned google upside down looking for a way to do this so I hope it helps someone. lol
    Happy RPing 🙂
     
     
    Edit: I actually did run into a major issue. Trying to change outfits in my car through EUP screwed up my custom ped. So I would only recommend doing this off duty, you can switch back to freemode male or freemode female. I'll keep testing to see if there are anymore issues.

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