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BB.

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Everything posted by BB.

  1. Hi, thanks for sending the log. I checked it and the callout itself is not crashing. In the log, the first attempts were marked as not accepted by LSPDFR, and on the later attempt the OIS callout did start and the scene began spawning. In general the Callout sould work for everyone I found two things: The custom OIS dispatch audio was missing on your installation, so the scanner could not find Officer_involved. The city/highway OIS scene did not log enough information, and the first route/blip could fail or look like nothing happened. I already changed this for the next build: The OIS callout now creates a safer route/blip immediately after accepting. It now logs exactly which OIS variant is used and whether the scene entities spawned correctly. If the custom OIS audio is missing, it now falls back to a default scanner audio instead of silently failing. So it looks more like an install/audio/route issue than a full callout crash. This should be improved in the next update (1.5.0.2). Please keep me updated if the issue then still continues!
  2. I have specific dispatch audio overhaul for this pack, its not generic.
  3. Thanks for the log. I checked it, but this log does not show the Officer Involved Shooting callout being accepted or failing. ChillLSCallouts loads correctly and the OIS callout is registered, but there is no OIS error or spawn error in this file. Could you please reproduce the issue, then immediately close the game and send the fresh RagePluginHook.log from that same session? That should show me what happens when you accept the OIS on the city highway.
  4. It should work, I‘ve tested it many times. But I will take a Look. May you provide me with your rph log in my dms?
  5. Do you have all requirements installed and did you Set a maximum Radius for your calls to appear?
  6. Thanks for the heads up! I really appreciate you letting me know. I’ll take a look at the assembly.xml and get it fixed in the next update. Glad to hear the manual installation works in the meantime, and thanks for the kind words about the mod!
  7. You should also use the latest ScriptHookVDotNet Nightly build, especially with newer GTA V versions. Make sure ScriptHookV, ScriptHookVDotNet Nightly, LemonUI for SHVDN3, and the interiors mod are installed correctly. The interiors mod and LemonUI SHVDN3 usually go into the GTA V/scripts folder. This is not an issue with ChillLS Callouts itself, it is most likely an installation issue with the interiors mod or its dependencies. But if it still does not work, send me your ScriptHookVDotNet.log and I can take a look at it for you.
  8. Thank you for this great plugin! I really like how customizable it is. It is a very good alternative to the existing options and offers a lot of flexibility.
  9. Die Ideen klingen wirklich gut, ich schaue welche wir in Zukunft implementieren können, aktuell haben wir ja noch einiges vor uns, siehe coming soon. Ich bedanke mich für das nette Kompliment
  10. Thank you for your suggestions and kind words. I'll definitely take a look and see if we can implement something like that in a future update.
  11. Thank you for downloading. Thank you very much for downloading the pack! If you encounter any bugs or have any suggestions for future updates, please let me know. I read every comment and will reply as soon as possible. Thank you for the suggestions! These callouts are already planned and will be added in future updates. Stay tuned! Thank you! That's a great suggestion. I might add more details like that to the OIS callout in the future. In general, I want to focus more on investigative callouts, as I think they offer a different and more immersive gameplay experience. In fact, the new Mansion Raid Assistance callout already includes several investigative elements and plots that you'll have to work through during the scene. Yes, I could definitely do something like that. However, I don't want to make it a typical gang shootout, since there are already plenty of callout packs that feature those. I'd rather approach it differently, for example, by having you investigate the aftermath of a gang shootout, or having a gang shootout unexpectedly break out while you're already investigating another callout. I think that would make the experience more unique and immersive.
  12. Thank you for your compliments! I really appreciate your support. I hope you enjoy the callouts, and if you encounter any bugs or have suggestions for future updates, feel free to let me know.
  13. Unfortunately, I don't have a Discord server. Feel free to contact me here via private message.
  14. Thanks a lot for the feedback. Yes, removing the extra dialogue step for NPCAI users could be an option in the future. The main issue right now is that the next scenario stage is normally triggered through the built-in dialogue system, and so far I haven’t found a reliable way to progress the callout only through NPCAI conversations. We are looking into it though, and if we find a stable way to make it work, we will definitely consider adding it. The limited spawn locations are also something we are aware of. We are already working on adding more locations, especially around Sandy Shores, Grapeseed, and Paleto Bay, so calls should feel less spread out and more varied in future updates. More callouts are also planned, including some that should make better use of NPCAI, like investigations, interrogations, and more dialogue-heavy situations. You can also check the “coming soon” section for some of the planned content. If you have any specific callout ideas or scenarios you would like to see, feel free to send them over.
  15. Yes, please let me know if the issue only occurs with this call or if it’s a general problem, so I can implement a proper bug fix. Thank you in advance

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