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ApparentlyRohan

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Everything posted by ApparentlyRohan

  1. The o in oldest is not capital but the n in newest is. This is for comments on files
  2. Fixed in the latest version 😂 Thanks for the bug report
  3. No. Mainly for two reasons. 1) Its hard to detect modifier keys and which modifier key pairs to which "normal" key. 2) Im not really updating any of my mods. Sorry :(
  4. So I probably did not add detection for modifier keys. So I probably did not add detection for modifier keys.
  5. If you press Numpad9, does it detect? I do not think I added support for modifier keybinds when detecting. Open source, maybe...probably not. The mod is a very simple C# script. As much as I hate AI slop, ChatGPT can make this script in a second. Simple GUI: No. Reason why: With this mod, there is no need to search multiple ini files. You know what mod has the conflicting keybind so the difficulty of searching multiple inis has been solved. Thus, I do think the feature is a bit overkill.
  6. Hello, I am a developer for the mod MTFO: Move the F*** Over. @Guess1m also develops the mod with me. Before the site design, it was very visible who all the developers were in a project. I had added him onto the mod before and it showed. Currently, I do not see any of that information anymore. I also do not see a place to add new developers.
  7. 🤣🤣 I could fix that. Thanks for the bug report. Workaround would be to do “full auto” on the fire extinguisher.
  8. Depending on what actions/events and what the dev implements, yes
    • 580 downloads
    • Version 1.0.0
    Dialogue SystemThe DialogueSystem is a framework designed to give developers the tools to create interactive, branching conversations for their plugins or callout packs. It provides the underlying logic and data handling needed for dynamic dialogues, including linked questions, multiple answers, and conditional outcomes that react to player choices. Web Editor IntegrationTo make building complex conversations easier, the DialogueSystem is fully integrated with a custom built web editor: https://dialoguesystem.vercel.app The Web Editor allows creators to visually design branching dialogue trees by connecting questions and answers, setting conditions, and defining outcomes. The editor exports your dialogue as a JSON file, which mods or callout packs can load using the DialogueSystem’s API. Developers and advanced players can edit these exported JSON files directly or modify them through the Web Editor to change how in‑game interrogations, conversations, or roleplay interactions unfold. This makes it possible for the community to customize existing dialogues, add new lines, or adapt tone and pacing without altering core gameplay logic. The combination of the DialogueSystem framework and the Web Editor tool creates a powerful, modular system where both mod creators and players can shape dialogue experiences to fit their worlds, from simple Q&A interactions to deep, branching narrative systems. Note It’s important to note that the DialogueSystem itself does not add any gameplay content or dialogue by default. Instead, it acts as a foundation that other mods, callout packs, or plugins can build upon. Without a supporting mod or callout that uses it, the DialogueSystem will not trigger or display any conversations on its own. Its purpose is to supply the necessary structure (data parsing, state handling, and runtime management) so that mod authors can easily integrate interactive dialogue into their own creations. For a full overview of how conversations flow and how to design your own dialogues, see the Github Wiki: https://github.com/DialogueSystemV/DialogueSystem/wiki. FinallyIf you enjoy immersive roleplay, investigative storytelling, or natural-feeling character interactions, encourage your favorite mod developers and callout creators to integrate the DialogueSystem into their work. Your feedback and requests help developers see the value of integration. The more mods that use the DialogueSystem, the richer and more interactive the game world becomes for everyone. Support/Hangout: https://discord.gg/pqHurm4W2V
  9. This is more complicated unfortunately and probably will not be included in this mod. Plugins/LSPDFR
  10. Why do you not want the mod to use clearing and neutral? Special weathers/snow arent even implemented yet.
  11. I can help on discord. https://bluelinevibes.com/discord
  12. The transition weather might cause that. Nothing I can do to fix it other than removing the transition completely which would look shit
  13. No the location you put whatever location. I’m not stealing ur ip address in this mod. If you are using the real life weather sync, you can sync with irl time using simple trainer.
  14. In the xml, there is a setting “UseFreedomUnits”
  15. One texture might be not be accurate due to QuantV changing how a weather is.
  16. Why not try it before someone recommends it lol? Too used to crappy plugins? 💀
    • 10,728 downloads
    • Version 1.1.0
    DynamicWeather By ApparentlyRohan Disclosure: I am not really updating this mod anymore or fixing bugs. You are welcome to install it. Expect bugs! This mod gives GTA its own realistic weather system! Weathers transition as the day continues in game giving more variety in the sky. Read below to see what this mod has to offer: This mod is open source and includes APIs for developers. Features: Weather Sync to a real life location(Requires API key(API is free..DO NOT SHARE YOUR API KEY) and some setup in order to use) BROKEN Custom realistic forecast Temperature and weather condition included Predicted (in game) time when the weather will occur On screen UI Forecast Current Weather For real life weather sync and forecast BROKEN Ability to customize the position and scale of UI Customizable temperature for different weather conditions yes there is a way to switch to Celsius but default is Fahrenheit cuz 'Murica! APIs: bool IsRealLifeWeatherSyncRunning(); void PauseWeatherSystem() void ResumeWeatherSystem() List<Weather> GetCurrentForecast(out int currentWeatherIndex) # returns an empty list if real life weather sync is running Events: OnWeatherChanged Installation: Drag and drop Plugins folder into main game directory. Install OIV by dragging and dropping into OpenIV. The OIV file is mandatory. The time interval in the ini file is representative of in game time. A conversion from in game time to real life time was kindly made by Krazy Manuel and is provided down below. IMPORTANT THINGS TO NOTE: The Severe Weather Event from ImmersiveAmbientEvents by @Echooo is not compatible yet with DynamicWeather. Please disable that event if you want to use DynamicWeather. You cannot have freeze time OR force weather enabled in any trainer. Otherwise, DynamicWeather will not transition between weather. Some graphic mods consider weather differently. Thus, the graphic shown for different weather settings in GTA may not represent the weather accurately. You are welcome to edit the image names yourself to fit your graphic mods. I do not log the location from the ini in the RagePluginHook.log. However, if you have trouble with the api working, I will need to know what the location is so please choose something more generic so any identifying information is not revealed while I am trying to debug. The time interval in the INI is measured by IN GAME HOURS. Customization: All textures can be customized. Just make sure the weather textures is optimized for 96x96 and the notification texture is optimized for 64x64. Console Commands: PauseForecast ResumeForecast RegenerateForecast RefreshWeather SwitchToIRLWeather SwitchToForecast ReloadDynamicWeatherINISettings Credits: @Haze Studio for the notification texture @Scorpionfam for the thumbnail @HeyPalu for the on screen textures Krazy Manuel for the conversion chart @BlueLine Vibes for making a showcase video of a beta (it is outdated but gives good idea of what the mod does) and providing the discord as a platform to help beta test(Thank you all the beta testers in the discord!). @khorio for the coding help with time and API integration @Echooo for weather transition code

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