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DanX

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  1. Josh Andrews     Finished responding to a Holdup in Downtown Vinewood, Meteor St
  2. Josh Andrews     Arrested Fionn Wallace in Downtown Vinewood, Clinton Ave
  3. Josh Andrews     Responded to a Holdup in Vinewood Hills, Vinewood Park Dr
  4. Josh Andrews     Finished responding to a [UC] Hostage Situation Reported in East Vinewood, Mirror Park Blvd
  5. Josh Andrews     Responded to a [UC] Hostage Situation Reported in Little Seoul, Palomino Ave
  6. Josh Andrews     Performed a traffic stop on a Worn Blue Emperor with registration 23ZOH941 in Vespucci Canals, San Andreas Ave
  7. Josh Andrews     Finished responding to a MVA_Truck.Spawn.High in Morningwood, Morningwood Blvd
  8. Josh Andrews     Finished responding to a HotPursuit in West Vinewood, San Vitus Blvd
  9. Josh Andrews     Arrested John Tron in West Vinewood, San Vitus Blvd
  10. Josh Andrews     Responded to a HotPursuit in Rancho, Roy Lowenstein Blvd
  11. Josh Andrews     Performed a traffic stop on a Black Super Diamond with registration 27CWA309 in Puerto Del Sol, Magellan Ave
  12. Josh Andrews     Finished responding to a Robbery in Progress in Morningwood, Prosperity St
  13. Josh Andrews     Responded to a Robbery in Progress in Del Perro, Boulevard Del Perro
  14. Josh Andrews     Finished responding to a AAIC-OfficerUnderFire in Del Perro, Bay City Ave
  15. Josh Andrews     Responded to a AAIC-OfficerUnderFire in Del Perro, Boulevard Del Perro
  16. Josh Andrews     Performed a traffic stop on a Black Feltzer with registration 60PJG370 in Del Perro, Bay City Ave
  17. Josh Andrews     Finished responding to a PrisonTransport in Del Perro, Bay City Ave
  18. Josh Andrews     Responded to a PrisonTransport in Rockford Hills, Boulevard Del Perro
  19. Josh Andrews     Finished responding to a Refused Passenger in Backlot City, Marathon Ave
  20. Josh Andrews     Responded to a Refused Passenger in Little Seoul, Vespucci Blvd
  21.    sjain reacted to a post in a topic: Callout text falls off screen.
  22.    Deactivated Member reacted to a post in a topic: Callout text falls off screen.
  23. Alright, my modification just got approved. It removes all Pull over speech from LCPD officers. Let me know if it works out for you. '?do=embed' frameborder='0' data-embedContent>>
    • 1,341 downloads
    Does "Pull over, now!" or "Pull over! Assh*le!" not fit your tastes? Tired of the same yells over the PA system, letting the whole neighborhood know that you are conducting a traffic stop? Then this simple mod is for you. I got tired of the same "Pull over" speeches and I've decided to share this mod with the community. So what does it do? This mod simply removes the "Pull over!" speech while conducting a traffic stop, allowing you to conduct them in peace. No other police dialogue is affected, so your officer can still tell them why they were pulled over. The readme is contained in the zip folder detailing install instructions. Enjoy! And remember, always back up your original files. Please let me know if I missed any pull over speeches or other problems with this mod so I can patch them out.
  24. I've modded my police voices to get rid of the pull over speech, but keep everything else. I can upload it for you if you want. However, I also got rid of some of the police voices that I found annoying (Like the one that sounds like Gilbert Godfried, etc) so there is that side effect to my modification.
  25. I had this exact same problem. It doesn't seem very common since google didn't yield many results. Fortunately I fixed the problem (for me at least, I hope it works for you) It turns out that, if you are running "larger windows and text" on your desktop ,it will affect the callout text in game as well. So here's out to fix it. Go to Control panel > displays. (If you're on windows 7) If you have it set to Medium (125%) or Larger (150%) it will bump the callout text off your screen. Set it back to standard and it will fix your issue. The only side affect is the font on your desktop will be smaller as well.
  26. I posted a few weeks ago about my game stuttering while trying to spawn the blip for the chase on the "Officer down" callout (I haven't had a chance to test it on a fresh install until now). What my LCPDFR.log shows is below. I tried the game with a fresh download of GTA4 off of steam, with only callouts +, a trainer, and LCPDFR installed. (No other mods). There might be something outside of the game causing issues, but I'm not sure what. I have all the dependencies, and a decent rig laid out below as well. Do you have any thoughts on a possible solution? I'm running with Read-only unchecked as well as running as ADMIN. I have other issues as well (looping static on the radio instead of control dispatching a call, as well as a pathfinding issue when chasing suspects that brings my game to a crawl until the suspect is killed, which brings the game back to its normal state.) These issues only happen occasionally, but I'm not sure if all these issues are linked somehow. Specs: Intel I5 2500k. 8gb of RAM 64 bit system (win 7) Radeon HD 7850 2gb.
  27. I just wanted to pop in and say I was looking for the same thing at one point. I'm in Omaha too.
  28. I'm really glad you added the officer down callout. But I'm having an issue with it. Specifically when it spawns the yellow blip for the search for the suspects car. On the map it seems that it leaves a trail of blips, while the game comes to a stutter (reloading scripts brings the game back however). Here is what the log shows: These lines repeat themselves many more times in the log.
  29. I like using it when I'm driving. But I can't stand to use it during traffic stops. I feel like my ped is leaning over to kiss the guy or something.
  30.    RexCramer reacted to a post in a topic: Callout Idea: Traffic stop, shots fired.
  31. This is exactly what I wanted to see in LCPD:FR. Typical police work. These callouts sound like a lot of fun.
  32. I use your Callouts+ script so, as a dev, you know the mechanics better than I. I was thinking of the yellow blip in "Wouters Callouts" that expands as the AI drives beyond the parameters (Such as the Fuel theft callout and the Indecent Exposure callout). But this would be a call that I would definitely like to see in Callouts+ for sure.
  33.    Shekure reacted to a post in a topic: Callout Idea: Traffic stop, shots fired.
  34.    sebek91 reacted to a post in a topic: Callout Idea: Traffic stop, shots fired.
  35.    iNTERNAL reacted to a post in a topic: Callout Idea: Traffic stop, shots fired.
  36.    Nightwater reacted to a post in a topic: Callout Idea: Traffic stop, shots fired.
  37.    Oatmeal reacted to a post in a topic: Callout Idea: Traffic stop, shots fired.
  38.    Sentinel55 reacted to a post in a topic: Callout Idea: Traffic stop, shots fired.
  39. We've all been there where we've been shot during a traffic stop while walking up to the window. How about a call where we respond to an incident like this? We could get a rare callout of "Shots fired at an officer." When we arrive at the scene, we would see the police vehicle with the AI officer lying on the ground (dead or injured) with the yellow circle to search the area for the matching vehicle. Just something for your consideration for a callout in a future release (or for other callout modders). I think it would be interesting to have.
  40. Unfortunately I still get a steady static sound that continues endlessly over the radio when a street name isn't found. I'm not sure what to do besides copy and paste an audio file and rename it to a street that has no .wav file.

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