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TimmyLuke017 Gaming

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Everything posted by TimmyLuke017 Gaming

  1. No but it locates the crash of what plugin it came from in the logs. But it should automatically make the logs once there is a force duty crash if you're not experiencing a force duty crash then it will not automatically make the logs plus it stops the annoying sound from force duty crash sound that most of us hate.
  2. I have updated the AI disclosure AI was used as a development assistant, not as an automated code generator. It supported the creation of Force Duty Diagnostics. AI was used as a development assistant to help design the diagnostic architecture All logic and behavior were directed and validated by the developer.
  3. Check your RagePluginHook.log and send me the error you're getting, and I will update it in the plugin I might remove the RageNativeUI dependency from the plugin itself because it is not required.
  4. There are logs that log stuff separately from different plugins in Crashlogs. This is mainly useful for Developers and Non-Developers. It helps identify which plugin is causing a crash. RPH log does not. They should have implemented this a long time ago.
  5. Thank you! Let me know if it is working for you right now it's in Alpha. I have tested it like 4 to 5 times already. I have never seen anyone create a plugin like this one. I have worked tiredness on this plugin since 3 AM Est this morning.
    • 752 downloads
    • Version 2.0.0
    Force Duty DiagnosticsA LSPDFR plugin that provides advanced crash detection, plugin fingerprinting, and diagnostic logging during the LSPDFR duty‑switch process. This tool identifies which plugin crashes when going on duty, generates detailed crash reports, and scans your plugin installation for missing or broken files. No More Force Duty Crash The correct response to criticismForceDuty Diagnostics is not a replacement for RPH.log. It solves a specific problem RPH.log cannot: identifying which plugin crashes during the duty‑switch event. RPH.log does not show which plugin threw the exception — it only shows that the event failed. This plugin fingerprints each handler, logs the responsible plugin, reconstructs its path, and generates a dedicated crash report. Developers still request RPH.log because it contains startup information and unrelated plugin logs, but ForceDuty Diagnostics provides the missing link: the exact plugin responsible for ForceDuty crashes. What the plugin actually does (and RPH.log cannot)1. It identifies which plugin crashed during duty switchRPH.log does not tell you which plugin threw the exception. It only shows: Unhandled exception in OnDutyStateChanged Your plugin shows: PLUGIN CRASH DETECTED during duty switch! Plugin: StopThePed Path: Plugins/LSPDFR/StopThePed/StopThePed.dll Exception: Object reference not set... That is the entire purpose of the mod. This is not “copying exceptions.” This is fingerprinting plugin handlers, something RPH cannot do. 2. It reconstructs plugin paths even when assemblies load from memoryRPH.log cannot do this. Your plugin can show: Exact DLL path Plugin folder Plugin name Whether the plugin was loaded from memory This is critical for debugging. 3. It isolates duty‑switch crashes from unrelated noiseRPH.log is full of: Fiber ticks Native calls Game events Unrelated plugin spam LSPDFR internal logs Your plugin produces a clean, focused diagnostic log. 4. It generates per‑plugin crash reportsRPH.log is one giant file. Your plugin creates: CrashReports/StopThePed/StopThePed_Crash_2026-06-02.log This is far more useful for mod developers. 5. It detects missing dependencies BEFORE crashes happenRPH.log only shows the crash after it happens. Your plugin warns: ERROR: RAGENativeUI.dll is missing! StopThePed may crash. This is preventative diagnostics, not reactive logging. Why developers still ask for RPH.logDevelopers ask for RPH.log because: It contains startup logs It contains plugin load order It contains game version It contains RPH version It contains native call failures It contains fiber exceptions It contains non‑duty‑switch crashes Your plugin is not meant to replace RPH.log. It is meant to fill the one gap RPH.log cannot fill: That’s it. That’s the mission. And it does that perfectly. Features Crash FingerprintingWhen LSPDFR switches duty states, Force Duty Diagnostics: Wraps every plugin subscribed to OnOnDutyStateChanged Detects when a plugin throws an exception Identifies the exact plugin responsible Logs the plugin name and DLL path Captures the full exception and stack trace This makes it easy to pinpoint which plugin is breaking ForceDuty or causing duty‑switch crashes. Timestamped Crash ReportsEvery detected crash generates a standalone crash report: Saved per‑plugin Timestamped down to the millisecond Includes plugin name, path, exception, and stack trace Organized for long‑term debugging and tracking Crash reports are stored in: Plugins/LSPDFR/ForceDutyDiagnostics/CrashReports/ Plugin Integrity ScannerOn startup and every duty change, the plugin scans: Plugins\ Plugins\LSPDFR\ All subfolders recursively It checks for: Missing DLLs Missing config files Empty or incomplete plugin folders Incorrectly installed plugins This helps identify installation issues before they cause crashes. Duty Change DiagnosticsWhenever the player goes on duty or off duty, the plugin logs: Duty state Thread ID Game time Player position Plugin scan results Crash fingerprints (if any) This creates a complete picture of what happened during the duty switch. Cleanup & StabilityForceDuty Diagnostics is fully passive: Does not modify LSPDFR behavior Does not interfere with other plugins Only observes, logs, and reports Generates clean, timestamped logs All logs are stored in: Plugins/LSPDFR/ForceDutyDiagnostics/ForceDutyDiagnostics.log RequirementsRagePluginHook LSPDFR InstallationPlace ForceDutyDiagnostics.dll into: Grand Theft Auto V\Plugins\LSPDFR\ The plugin loads automatically when LSPDFR starts. Known BugsThere are currently no confirmed bugs, but the plugin is actively monitored and updated as needed. If you encounter any issues, check the RPH.log for my plugin to see if there are any encounters. Latest Game Version 3751.0 Current Game Version 3788.0
  6. Yes and it wasn't working correctly with the LSPDFR API and the ini file wasn't working but I got the mod to work on my end but for everyone else it wasn't working for them. It was werid that it was working on my end. I still have the source code it you want to take a look at it. I can inbox it to you.
  7. When pressing the N button and it was not working When you are in a pursuit the K9 wouldn't go after the targeted suspect that you were chasing In a foot pursuit. It wasn't compatible with STP (Stop The Ped) or Policing Redifined. Plus being updated and trying to get it to work was being a pain.
  8. Yes I am the author of that mod. I have discontinued the mod due to issues of the mod not working correctly. I have the source code still if anyone wants to help me work on it.
    • 142 downloads
    • Version 1.0.0
    INJURED MobilityA LSPDFR plugin that adds a realistic post‑injury recovery system, automatically equipping the player with medical crutches after they are revived at the hospital. Features Recovery StateAfter the player dies and respawns at the hospital, they automatically enter a Recovery State. During this state: The player moves slower Uses a limp‑style animation A crutch is equipped for support This creates a natural and immersive post‑injury experience. Automatic Crutch AttachmentWhen the player is revived at the hospital: The plugin detects the fade‑in Spawns and attaches the crutch model v_med_crutch01 Uses stable bone attachment Applies custom offsets and rotation Prevents duplicate props from spawning The crutch remains equipped until the player fully recovers. LimpingWhile in Recovery State, the player uses a limp movement animation to simulate injury. The limp ends automatically once the recovery period is over. Model Switching SupportIf the player switches to a new ped model: The plugin automatically re‑applies the crutch Only if the model is Freemode Removes the crutch for non‑Freemode models No configuration required. Cleanup & StabilityThe plugin automatically removes the crutch when: The player recovers The recovery timer expires The player dies The player switches models No leftover props. No duplicates. Requirements:RagePluginHookLSPDFR Installation: Place InjuredMobility.dll into Grand Theft Auto V\Plugins\LSPDFR\ LET ME KNOW IF ANY Fixes Needs To Be Fixed. Known Bugs I'm aware that there are unknown bugs at this time. Latest Game Version 3751.0 Current Game Version 3788.0
  9. Actual there is one in the config it's called BeepDuration you can change it in the config to whatever number.
  10. You're Welcome. I have not changed the file version because it wasn't a big update. It's still version 5.0.0 until there's another update.
  11. @Michael21107 Thank you for helping me I sincerely do apologize for coming out rude towards you in any compacity. I really appreciated the help from you.
  12. This is what is in the file its RealisticLightbarResponseStatus there no other name I don't know where you're getting that from but that's not true information I'm a new learner at making scripts and plugins. So, I don't know why you are coming off on me like that. public class RealisticLightbarResponseStatus { public static readonly string PluginFolder = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Plugins", "RealisticLightbarResponseStatus"); public static readonly string BeepPath = Path.Combine(PluginFolder, "beep.wav"); public static readonly string IniPath = Path.Combine(PluginFolder, "RealisticLightbarResponseStatus.ini"); private static readonly string LogPath = Path.Combine(PluginFolder, "detected_models.log"); It was this that I had to fix now its renamed how it is supposed to be [assembly: AssemblyTitle("Realistic Lightbar Response Status")]
  13. @TheTechSupportDude Thank you for cleaning up the file mess. I have also cleaned up the README with the correct names inside of it. Sorry for the confusion and all of the constant updates because some people wanted features for the plugin and the menu was having trouble, so I took it out the menu of the script. And I don't know of what kind of issues is other people having so they wanted me to update the script.
  14. The name of the mod is supposed to be RealisticLightbarResponseStatus name the folder with the sound that's in it. It's not EmergencyLightingResponseStatus no more the file should work because it is in the script public class RealisticLightbarResponseStatus { public static readonly string PluginFolder = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Plugins", "RealisticLightbarResponseStatus"); public static readonly string BeepPath = Path.Combine(PluginFolder, "beep.wav"); public static readonly string IniPath = Path.Combine(PluginFolder, "RealisticLightbarResponseStatus.ini"); private static readonly string LogPath = Path.Combine(PluginFolder, "detected_models.log");
  15. @carkiller25 I have now updated it try and test the mod out to see if it works for you I have removed the menu for the Plugin altogether.
  16. I'm trying to work on a fix for it I may have to redo the mod all over again.
  17. Yeah its not working for me now i see the problem. Its loading but the menu is not working
  18. This is in the plugin except the sound folder was not change but I have an update coming for it. public static readonly string PluginFolder = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Plugins", "RealisticLightbarResponseStatus"); public static readonly string BeepPath = Path.Combine(PluginFolder, "beep.wav"); public static readonly string IniPath = Path.Combine(PluginFolder, "RealisticLightbarResponseStatus.ini"); private static readonly string LogPath = Path.Combine(PluginFolder, "detected_models.log"); it's a fivem version one that I had lennys mod loader to convert it's a private model which is also Non-ELS, I may release it somewhere else like on my Patreon for free.
  19. Thank you for pointing out the error for the ini file all of the errors have been fixed. Let me know if there is anymore. You don't have to do it manual in the ini you can pick the key for the menu in the menu, and it will update the key binding automatically in the ini file.
  20. @TheTechSupportDude u have to download the other part that is under the extras it is for the sound.wav file that has In It. @magaven u have to download the other part that is under the extras it is for the sound.wav file that has In It.
  21. @DieselDude10 I'm currently working on a new update for this mod. This feature will definitely be added to it sometime once I get around to work on the rest of the script. Thanks for being patient.
  22. I'll have to look into this and fix this for ya. There's no keybinding right now until I fix the issue. I'll try and work on it.

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