No worries bud, and sorry about the big font earlier, I was replying from my phone at work 😅
I really appreciate the response! I’ve been loving the mod so far—everything works great overall.
If I end up figuring it out, I’ll quote my original comment and share the solution in case anyone else runs into it. It just caught me off guard since in my 5 years of LSPDFR modding, I’ve never seen that behavior before. UB + EUP has always worked smoothly for me in the past.
Appreciate the reply! I thought that might be the case at first too, so I tested in wide open areas with no obstructions—no guardrails, no slope, no parked cars. Still getting the behavior where the officer stands near the headlight and doesn’t approach the window.
Only happens when I use custom EUP peds and DLC vehicles. If I switch back to default peds (like s_m_y_cop_01) and default vehicles (police, police3), the officer walks up like normal.
Just wondering if it might be a ped or vehicle tasking issue, or if newer RageNativeUI builds affect task priority. Either way, not game-breaking—just a weird quirk I hadn’t seen before.
Been using this EUP UB setup for a few weeks now. Everything works great—officers spawn in with correct outfits and vehicles, behave normally in chases, make arrests, and respond to suspects just fine.
Only issue: when I call for traffic stop backup, the responding officer doesn’t walk up to the window. He spawns in, parks properly behind me, and stands near my headlight, but never approaches. He also doesn’t mirror my flashlight or weapon unless the suspect escalates (like fleeing or resisting arrest), at which point the officer behaves normally again.
I’m using custom DLC vehicles. Code 2 and Code 3 backup units do mirror weapon/flashlight behavior, but traffic stop units don’t. No errors in the F4 console. Everything’s stable otherwise.
Anyone else run into this? Wondering if it’s a ped model issue or just a limitation of using EUP peds with the current Ultimate Backup version.