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1803 Creations

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Everything posted by 1803 Creations

  1. I have not tested it, I assume it works with any police mod as all it does it spawn a police ped that drives around or can be called for backup
  2. Added a poaching callout, Still needs tested and refined so its not pefect but take a look and let me know how it looks. I am aware I need to fix issues with callout peds exiting the scene on callout end, but here is the testing version if you wanna give it a try, should be fixed/uploaded when I add at least one more callout (trying to add at least 2 callouts per update) https://github.com/1803creations/1803RangerCalllouts
  3. Thanks for your update/kind words. Yes, I have seen the train tracks issue you are referring to, I will have to change/mess around with the AI driving. AI driving is currently set to follow road nodes, I will have to figure out which roads nodes those are and remove them and/or try to have the AI drivers avoid train tracks that are not on a main road. I will try my best to get an update in by the weekend but I am also trying to build my own game in nReal engine so that is where alot of my time is right now.
  4. Okay, I have not updated and mine still works in legacy. Have heard it is working in enhanced last time I checked
  5. I am not sure if it works with any other mod, It is opensource and the database used is an open Sql Lite Database so anyone that knows how to make a mod that can read/write a SQL Lite Database will be compatible. Stop the Ped is compatible for name and plate info because this mod changes the LSPDFR Persona and also changes the license plates for matching names in the database so as long as other mods are reading the LSPDFR persona data, the names should work like they do for STP, however, any other computer system including STP's CompuLite would not be compatible because they don't know about the local database, they are reading/writing to their own databases, not the local SQL Lite database.
  6. Testing a new version now, I uploaded it on Github if you wanna test it On Github: Check the persistentworld folder then the bin/debug folder and replace the files in your GTAV/plugins/lspdfr folder: PersistentWorld.dll Persistentworld.pdb Delete your vehicleattach.xml file in your persistentworld folder in plugins/lspdfr and it will re-create your vehicleattach during first boot. Let me know if this fixes your issues
  7. I know that one of the recent GTAV updates caused Scripthookdotnet to fail and it needed an update. Not sure if this happened again, I know you already said you have the latest version, I would just double check that you do. I haven't noticed that it broke yet but I also try to avoid updating if things are running stable for me until the game forces me to update so I'm not sure if it was an update or not. My script is still working as of now.
  8. Okay, this is the first time I am hearing about it in four months of uploading projects, Ill try to stay consistent with future uploads/updates.
  9. Yes, I do not change the "assembly" version, or "assembly file version" I will look into changing the assembly name every time if you think its a big deal but I'm not going back and editing all of my current projects to match. When I upload a new version, the file/folder names/structure is how I keep track of versions. I also post comments when I upload to Github so when you look in the repository, it is clear which versions are out there.
  10. The assembly number does not change. The build number changes. If you install V1.0, or V1.1, they are different versions of the C# project.
  11. The assembly number does not change. The build number changes. If you install V1.0, or V1.1, they are different versions of the C# project.
  12. The assembly number does not change. The build number changes. If you install V1.0, V1.1, V1.2, V1.3, or V1.4, they all are different versions of the C# project.
  13. Technically yes, the dll files for the speed limit shower can go in the root of GTAV but it makes more sense to put them in the scripts folder for organization. If it is still not working, take a look at the ragepluginhook.log and it should at least tell you it loaded/failed to load and why.
  14. My guess is you don't have the newtsonsoft dll file which is used to read/use JSON files. I will include it in the next update, you can find it here: https://www.nuget.org/packages/Newtonsoft.Json/
  15. You can create a new folder called scripts at the root of your GTAV directory and place any/all script files in there. You also must have scripthookdotnet for these scripts to work.
  16. Thanks for your suggestions. Thanks for your suggestions, Usually the NPC's that are in the callout are supposed to be witnesses and/or stayed on scene when crashing into something. I will look into them being invincible as they should not be. Speed Trap: I always see lots of speeders but I also use my speeders mod that spawns speeders near the player on the highway. Try spawning on Great Ocean HWY and set the radar down? The Speed Limit is 50 mph there. Racers: I will look into ending the callout if all spawned speeders die but if only one dies, I wont end it. Suspicious Vehicle: I'll add a delay Highway Patrol Traffic Stop has four scenarios, I will look into adding the a ticket prop for the ticket scenario. I personally think using a key to end a callout is annoying, I try to use my keyboard as least as possible. I use the StopThePed menu which can be opened on my controller and it works to end every/any callout every time. If its a huge deal and many people request it, Ill look into adding it. Also: This is an open-source callout pack so if you have the time and want to make improvements/changes, I have no problems with that as long as you don't sell and give me (1803 creations) original credit if you upload. Not sure when I will get around to updating this as I am focusing/learning on how to create my own game in nReal engine but you will likely see some of your suggestions in the next update.
  17. Did you change something in the file? If you changed the file, just replace it from the download or scan it to AI, AI will fix it for you.
  18. Thank you! Ironically someone gave me a 1 star rating on my speeders script on the other site because they didn't read the description and said there was no install instructions, LOL! I appreciate the kind words and feedback! If you do use/download any of my mods, let me know what you think/if you have any ideas for improvements!
    • 700 downloads
    • Version 1.2
    This is release V1.2 of my Car HUD. This is a scripthookdotnet script. Files go into the GTAV\Scripts folder. Showcase: https://www.youtube.com/watch?v=3bs_zvPYR5w The Car HUD Shows: Speed, Gear, Direction, Road, Fuel Levels Fuel system can be turned on or off in JSON file. Other settings are configurable in the json file. There is also a separate json file to manage refueling stations. Settings like fuel range, screen placement, and MIles/Kilometers are in the CarHUDDisplay.json file. Also included and can be turned on/off is a refueling system. Fuel System settings are in the CarHUDDisplay.json Locations for refueling has its own file: CarHUDDisplay.RefuelLocations Here is a picture of what it looks like:
  19. I have not seen the Train Tracks issue, I will look into it. I think I need to change the spawn point in North Chumash, Ill take a look and test, thanks.

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