Reputation Activity
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1803 Creations got a reaction from Trooper Mack for a file, 1803's More Speeders on HighwaysAre you tired of clocking AI drivers at a max speed of 78 MPH? Then this the script for you! This is probably my favorite script I've been working on. This really does add a new layer to speed traps/patrols.
Files go into the GTA/scripts folder. DO NOT run both the scripts, one is a test script, one is the fully functioning script. The .cs /txt files are for open source reference. I plan to continue to update this. Any community notes/suggestions will be taken into consideration.
Showcase:
https://www.youtube.com/watch?v=muJ_mrpz3Zg
Version 1.6 (Updated 3/2/26):
-rename to 1803 Speeders, ini file does not need replaced, just renamed if updating.
-Rewrite from Scripthookdotnet V2 to V3.
-Added over 100 ped models to now spawn
-Game chooses name so should be random and not often repeating
Version 1.5 (Updated 2/4/26):
Added and removed locations. Maps of locations also added with download.
Fixed issue with spawning cars driving through scenes. They should now stop if they see cars with EMS lights blocking the road instead of driving through them.
Version 1.4 (Updated 1/23/25):
Turned off notifications by default. Notifications can be turned on/off in the ini file now.
Version 1.3: (Updated 1/19/25)
Fixed cleanup logic in code, now when drivers exit their car and/or are arrested, they do not delete.
Cars/drivers only delete if driving and over 1000M away from player.
Version 1.2: (Updated 1/18/25)
.INI file added. This file goes into the scripts folder. You can now customize: cars (add-on if you wish), Min and Max spawn distance, and how often cars spawn (currently set to every 10 seconds if distance checks pass). Make sure to update all files (MoreSpeeders) in the scripts folder for this to work. Old versions will not read/use the .ini file.
-Includes spawn points for all highways. All LS and BL county highways now have spawn points. The only possible dead zone (no speeders) could be near LSIA airport. If you all really want a speeding spawn point near the airport, I can add one in a later release.
Note: Testing script still included and has not changed. Will still spawn Infernus at the one spawn point shown in the Version 1.1 testing Youtube video link.
Just a fun note: I clocked a new speeding record during my recent testing. I clocked the (add-on) car "teslax" at 106 MPH.
What's New in Version 1.1
NOW INCLUDED: MoreSpeedersSpawnTest FILES. Use these files if you think you are having issues with the script. The test script spawns only at one location and does not have the distance checks on so you can see exactly what/how the script is spawning cars. DO NOT install/run both at the same time. You will get a notification when the Infernus car spawns.
Video for testing spawner:
https://youtu.be/ZZPelfO7U2E
Script (non-testing version) description is below:
How to update:
Replace old files. They have the same name. DO NOT run the test script and the morespeeders scripts together. Run only one at a time.
Cars now spawn at fixed locations on the highway, (currently in Blaine County only as testing continues)
Spawn point is less than 600M but greater than 300M away, checks right before spawning so if traveling fast or in pursuit, new point is changed if distance checks fail.
AI drivers should be able to engage in normal pull over behavior. Does work with Riskier Traffic Stops and vanilla lspdfr pull over.
Clean-up added to delete vehicles/peds once they are over 1000M away.
-Notification for each spawned car. Currently using just the Infernus for easy testing and visibility. Will expand this later on.
Plans Version 1.2:
-Add more locations like Los Santos County Highways
-Add more Cars
-.ini file coming in the future for add-on cars. Working on getting it to work right with game cars first.
Version 1.0
This script spawns a car every 10 seconds at approx. 350 meters away from the player.
Once spawned and snapped to the road, the AI driver is able to drive up to approx 100 MPH if on a straight road with no other cars in the way.
When testing this mod, I have been able to clock AI drivers around 80-90 MPH on highways, at least one every 30 seconds.
I have told the script to change driving behavior and let the game control driving behavior f near EMS lights which allows the cars to be slowed down to be pulled over and/or allows for them not to wreck scene management during other callouts or scenes.
--This will spawn cars everywhere you are near. If you are in the middle of a forest, beach, airport, or military base, you will notice the cars spawning inside those locations.
--If you are in a pursuit and/or traveling over 100MPH, you will likely see the cars spawn on the map, if you are stationary/driving under 80 mph, you shouldn't see the cars spawn on the map.
--Sometimes the spawned cars will drive off the road or not drive correctly. Just use a "clean world" mod if you see more than a couple of cars off the road. All/any spawned units can be safely deleted without any issues. I would say over 90% of the spawned cars spawn correctly so you may get a couple every 5 mins that are not driving right.
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1803 Creations got a reaction from 901Breezy for a file, Ambient AI Police, Sitting patrols and Traffic StopsOverview:
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1803 Creations got a reaction from Noah M.1k27 for a file, GTAPatrols2026 HWYCallouts V1.3Welcome to my second callout pack! This is a Highway Patrol Based callout pack. You can obviously be other police when using this, just be aware that the police that spawn in this mod are highway patrol officers. You can change cars in the ini file including add-on. Default is policeb and Police2 so the game will run without you changing the ini file.
How to install: Place the files that are not located in the open-source folder into the plugins/lspdfr folder. The open-source folder is for open source reference.
V 1.3
-INI file updated. Now has the ability to turn callouts on or off. Will still show up in callout manager but callout will not launch if false in ini file.
-contains two more new callouts: Racers reported and Pedestrian struck by vehicle. Each have at least two scenarios
-slight adjustment to all callouts ensuring pursuits properly register in LSPDFR if a pursuit scenario is started
V1.2 contains two new callouts. Suspicious vehicle and a large animal struck by vehicle. Each callout has multiple scenarios.
V 1.1 contains one new callout, a speed trap callout. The other three callouts remain unchanged.
---------------------------------------------------
Current / Future Callout Plans:(Blue Underline indicates in newest version)
Racers reported, get ready to call backup once you spot them
Suspicious/Passed out driver
Speed Trap
Traffic Stop Backup
MVA Accident
Highway Pursuit
Large Animal Struck by vehicle on highway
Pedestrian Struck by Vehicle
Highway Patrol is recieving calls about a commercial load spilling on highway
More accidents/MVA's and scenarios
Traffic Control: Tow truck, road workers, powerlines, construction,
Spike Strips
Speed trap showcase: (Skip to 3:40 to see multiple cars get clocked and one pulled over if you wish)
How the speed trap works:
Once callout is accepted, driver needs to be close to AI Cop that is blipped for them to activate radar for the first time. There is also a ten second wait the first time to allow you to get in a good position. Once radar is activated, AI cop will clock drivers and blip any drivers over speed defined in .ini file (70 MPH default). The cop should be able to radar about three lanes. AI cop will only clock traffic in the right of way lanes of traffic. If its on the left side on the highway, it will radar the right lanes and ignore opposite lane traffic. Same goes for if sitting on right side, it will radar the left lanes and ignore the opposite lanes of traffic. You can press Y on the keyboard to deactivate/reactivate the AI cops radar. A max of two blips per 20 seconds can be blipped by the AI cop. Blips automatically disappear after about 20 seconds if player did not pull over a blipped car. Player needs to manually end the callout, this allows callout to last as long as player wants.
V 1.0 Showcase:
Version 1.0 contains three callouts.
Highway Patrol requesting Traffic Stop Backup:
Spawns 1 of 4 scenarios: Tow Truck assistance
officer requests for you to take over traffic stop
Pursuit starts when player arrives
First officer writes ticket and then callout ends
Serious MVA: 2-4 cars can spawn in a crash. When you arrive, control the scene, Call EMS and/or coroners. Call Tow trucks.
Note: Not seen in video, added a clipboard for police to write on. Its not perfect but its about as good as its going to get for V1.0
Third callout is a sports car pursuit on the highway
All 3 callouts use a location helper I created so they should spawn on highway within 2 miles of player but not too close.
.ini file allows you to choose which highway patrol cars you would like to spawn with this mod.
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1803 Creations got a reaction from boomer2840 for a file, Turn on Emergency Car HeadlightsFiles go into the GTAV\Scripts folder. The .cs file is for open source reference.
Video Showcase:
This is a simple open-source script I have created that turns on the headlights of all emergency cars (excluding the player, the player is allowed to control their own lights).
In some countries/states/territories, it is law that police must have their headlights/taillights on during patrol. This script will do that.
By default: Sitting police patrols have their lights off. If you want to keep the lights off, don't use this script. If you want sitting police patrols to have headlights/taillights on, then use the script.
This works well with my other mod that spawns ambient AI police. The sitting patrols will now have their headlights/taillights on when on patrol.
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1803 Creations got a reaction from 08mada for a file, 1803's More Speeders on HighwaysAre you tired of clocking AI drivers at a max speed of 78 MPH? Then this the script for you! This is probably my favorite script I've been working on. This really does add a new layer to speed traps/patrols.
Files go into the GTA/scripts folder. DO NOT run both the scripts, one is a test script, one is the fully functioning script. The .cs /txt files are for open source reference. I plan to continue to update this. Any community notes/suggestions will be taken into consideration.
Showcase:
https://www.youtube.com/watch?v=muJ_mrpz3Zg
Version 1.6 (Updated 3/2/26):
-rename to 1803 Speeders, ini file does not need replaced, just renamed if updating.
-Rewrite from Scripthookdotnet V2 to V3.
-Added over 100 ped models to now spawn
-Game chooses name so should be random and not often repeating
Version 1.5 (Updated 2/4/26):
Added and removed locations. Maps of locations also added with download.
Fixed issue with spawning cars driving through scenes. They should now stop if they see cars with EMS lights blocking the road instead of driving through them.
Version 1.4 (Updated 1/23/25):
Turned off notifications by default. Notifications can be turned on/off in the ini file now.
Version 1.3: (Updated 1/19/25)
Fixed cleanup logic in code, now when drivers exit their car and/or are arrested, they do not delete.
Cars/drivers only delete if driving and over 1000M away from player.
Version 1.2: (Updated 1/18/25)
.INI file added. This file goes into the scripts folder. You can now customize: cars (add-on if you wish), Min and Max spawn distance, and how often cars spawn (currently set to every 10 seconds if distance checks pass). Make sure to update all files (MoreSpeeders) in the scripts folder for this to work. Old versions will not read/use the .ini file.
-Includes spawn points for all highways. All LS and BL county highways now have spawn points. The only possible dead zone (no speeders) could be near LSIA airport. If you all really want a speeding spawn point near the airport, I can add one in a later release.
Note: Testing script still included and has not changed. Will still spawn Infernus at the one spawn point shown in the Version 1.1 testing Youtube video link.
Just a fun note: I clocked a new speeding record during my recent testing. I clocked the (add-on) car "teslax" at 106 MPH.
What's New in Version 1.1
NOW INCLUDED: MoreSpeedersSpawnTest FILES. Use these files if you think you are having issues with the script. The test script spawns only at one location and does not have the distance checks on so you can see exactly what/how the script is spawning cars. DO NOT install/run both at the same time. You will get a notification when the Infernus car spawns.
Video for testing spawner:
https://youtu.be/ZZPelfO7U2E
Script (non-testing version) description is below:
How to update:
Replace old files. They have the same name. DO NOT run the test script and the morespeeders scripts together. Run only one at a time.
Cars now spawn at fixed locations on the highway, (currently in Blaine County only as testing continues)
Spawn point is less than 600M but greater than 300M away, checks right before spawning so if traveling fast or in pursuit, new point is changed if distance checks fail.
AI drivers should be able to engage in normal pull over behavior. Does work with Riskier Traffic Stops and vanilla lspdfr pull over.
Clean-up added to delete vehicles/peds once they are over 1000M away.
-Notification for each spawned car. Currently using just the Infernus for easy testing and visibility. Will expand this later on.
Plans Version 1.2:
-Add more locations like Los Santos County Highways
-Add more Cars
-.ini file coming in the future for add-on cars. Working on getting it to work right with game cars first.
Version 1.0
This script spawns a car every 10 seconds at approx. 350 meters away from the player.
Once spawned and snapped to the road, the AI driver is able to drive up to approx 100 MPH if on a straight road with no other cars in the way.
When testing this mod, I have been able to clock AI drivers around 80-90 MPH on highways, at least one every 30 seconds.
I have told the script to change driving behavior and let the game control driving behavior f near EMS lights which allows the cars to be slowed down to be pulled over and/or allows for them not to wreck scene management during other callouts or scenes.
--This will spawn cars everywhere you are near. If you are in the middle of a forest, beach, airport, or military base, you will notice the cars spawning inside those locations.
--If you are in a pursuit and/or traveling over 100MPH, you will likely see the cars spawn on the map, if you are stationary/driving under 80 mph, you shouldn't see the cars spawn on the map.
--Sometimes the spawned cars will drive off the road or not drive correctly. Just use a "clean world" mod if you see more than a couple of cars off the road. All/any spawned units can be safely deleted without any issues. I would say over 90% of the spawned cars spawn correctly so you may get a couple every 5 mins that are not driving right.
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1803 Creations got a reaction from NUV3X for a file, 1803's More Speeders on HighwaysAre you tired of clocking AI drivers at a max speed of 78 MPH? Then this the script for you! This is probably my favorite script I've been working on. This really does add a new layer to speed traps/patrols.
Files go into the GTA/scripts folder. DO NOT run both the scripts, one is a test script, one is the fully functioning script. The .cs /txt files are for open source reference. I plan to continue to update this. Any community notes/suggestions will be taken into consideration.
Showcase:
https://www.youtube.com/watch?v=muJ_mrpz3Zg
Version 1.6 (Updated 3/2/26):
-rename to 1803 Speeders, ini file does not need replaced, just renamed if updating.
-Rewrite from Scripthookdotnet V2 to V3.
-Added over 100 ped models to now spawn
-Game chooses name so should be random and not often repeating
Version 1.5 (Updated 2/4/26):
Added and removed locations. Maps of locations also added with download.
Fixed issue with spawning cars driving through scenes. They should now stop if they see cars with EMS lights blocking the road instead of driving through them.
Version 1.4 (Updated 1/23/25):
Turned off notifications by default. Notifications can be turned on/off in the ini file now.
Version 1.3: (Updated 1/19/25)
Fixed cleanup logic in code, now when drivers exit their car and/or are arrested, they do not delete.
Cars/drivers only delete if driving and over 1000M away from player.
Version 1.2: (Updated 1/18/25)
.INI file added. This file goes into the scripts folder. You can now customize: cars (add-on if you wish), Min and Max spawn distance, and how often cars spawn (currently set to every 10 seconds if distance checks pass). Make sure to update all files (MoreSpeeders) in the scripts folder for this to work. Old versions will not read/use the .ini file.
-Includes spawn points for all highways. All LS and BL county highways now have spawn points. The only possible dead zone (no speeders) could be near LSIA airport. If you all really want a speeding spawn point near the airport, I can add one in a later release.
Note: Testing script still included and has not changed. Will still spawn Infernus at the one spawn point shown in the Version 1.1 testing Youtube video link.
Just a fun note: I clocked a new speeding record during my recent testing. I clocked the (add-on) car "teslax" at 106 MPH.
What's New in Version 1.1
NOW INCLUDED: MoreSpeedersSpawnTest FILES. Use these files if you think you are having issues with the script. The test script spawns only at one location and does not have the distance checks on so you can see exactly what/how the script is spawning cars. DO NOT install/run both at the same time. You will get a notification when the Infernus car spawns.
Video for testing spawner:
https://youtu.be/ZZPelfO7U2E
Script (non-testing version) description is below:
How to update:
Replace old files. They have the same name. DO NOT run the test script and the morespeeders scripts together. Run only one at a time.
Cars now spawn at fixed locations on the highway, (currently in Blaine County only as testing continues)
Spawn point is less than 600M but greater than 300M away, checks right before spawning so if traveling fast or in pursuit, new point is changed if distance checks fail.
AI drivers should be able to engage in normal pull over behavior. Does work with Riskier Traffic Stops and vanilla lspdfr pull over.
Clean-up added to delete vehicles/peds once they are over 1000M away.
-Notification for each spawned car. Currently using just the Infernus for easy testing and visibility. Will expand this later on.
Plans Version 1.2:
-Add more locations like Los Santos County Highways
-Add more Cars
-.ini file coming in the future for add-on cars. Working on getting it to work right with game cars first.
Version 1.0
This script spawns a car every 10 seconds at approx. 350 meters away from the player.
Once spawned and snapped to the road, the AI driver is able to drive up to approx 100 MPH if on a straight road with no other cars in the way.
When testing this mod, I have been able to clock AI drivers around 80-90 MPH on highways, at least one every 30 seconds.
I have told the script to change driving behavior and let the game control driving behavior f near EMS lights which allows the cars to be slowed down to be pulled over and/or allows for them not to wreck scene management during other callouts or scenes.
--This will spawn cars everywhere you are near. If you are in the middle of a forest, beach, airport, or military base, you will notice the cars spawning inside those locations.
--If you are in a pursuit and/or traveling over 100MPH, you will likely see the cars spawn on the map, if you are stationary/driving under 80 mph, you shouldn't see the cars spawn on the map.
--Sometimes the spawned cars will drive off the road or not drive correctly. Just use a "clean world" mod if you see more than a couple of cars off the road. All/any spawned units can be safely deleted without any issues. I would say over 90% of the spawned cars spawn correctly so you may get a couple every 5 mins that are not driving right.
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1803 Creations got a reaction from Dippa for a file, Ambient AI Police, Sitting patrols and Traffic StopsOverview:
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1803 Creations got a reaction from TankXking21 for a file, 1803's More Speeders on HighwaysAre you tired of clocking AI drivers at a max speed of 78 MPH? Then this the script for you! This is probably my favorite script I've been working on. This really does add a new layer to speed traps/patrols.
Files go into the GTA/scripts folder. DO NOT run both the scripts, one is a test script, one is the fully functioning script. The .cs /txt files are for open source reference. I plan to continue to update this. Any community notes/suggestions will be taken into consideration.
Showcase:
https://www.youtube.com/watch?v=muJ_mrpz3Zg
Version 1.6 (Updated 3/2/26):
-rename to 1803 Speeders, ini file does not need replaced, just renamed if updating.
-Rewrite from Scripthookdotnet V2 to V3.
-Added over 100 ped models to now spawn
-Game chooses name so should be random and not often repeating
Version 1.5 (Updated 2/4/26):
Added and removed locations. Maps of locations also added with download.
Fixed issue with spawning cars driving through scenes. They should now stop if they see cars with EMS lights blocking the road instead of driving through them.
Version 1.4 (Updated 1/23/25):
Turned off notifications by default. Notifications can be turned on/off in the ini file now.
Version 1.3: (Updated 1/19/25)
Fixed cleanup logic in code, now when drivers exit their car and/or are arrested, they do not delete.
Cars/drivers only delete if driving and over 1000M away from player.
Version 1.2: (Updated 1/18/25)
.INI file added. This file goes into the scripts folder. You can now customize: cars (add-on if you wish), Min and Max spawn distance, and how often cars spawn (currently set to every 10 seconds if distance checks pass). Make sure to update all files (MoreSpeeders) in the scripts folder for this to work. Old versions will not read/use the .ini file.
-Includes spawn points for all highways. All LS and BL county highways now have spawn points. The only possible dead zone (no speeders) could be near LSIA airport. If you all really want a speeding spawn point near the airport, I can add one in a later release.
Note: Testing script still included and has not changed. Will still spawn Infernus at the one spawn point shown in the Version 1.1 testing Youtube video link.
Just a fun note: I clocked a new speeding record during my recent testing. I clocked the (add-on) car "teslax" at 106 MPH.
What's New in Version 1.1
NOW INCLUDED: MoreSpeedersSpawnTest FILES. Use these files if you think you are having issues with the script. The test script spawns only at one location and does not have the distance checks on so you can see exactly what/how the script is spawning cars. DO NOT install/run both at the same time. You will get a notification when the Infernus car spawns.
Video for testing spawner:
https://youtu.be/ZZPelfO7U2E
Script (non-testing version) description is below:
How to update:
Replace old files. They have the same name. DO NOT run the test script and the morespeeders scripts together. Run only one at a time.
Cars now spawn at fixed locations on the highway, (currently in Blaine County only as testing continues)
Spawn point is less than 600M but greater than 300M away, checks right before spawning so if traveling fast or in pursuit, new point is changed if distance checks fail.
AI drivers should be able to engage in normal pull over behavior. Does work with Riskier Traffic Stops and vanilla lspdfr pull over.
Clean-up added to delete vehicles/peds once they are over 1000M away.
-Notification for each spawned car. Currently using just the Infernus for easy testing and visibility. Will expand this later on.
Plans Version 1.2:
-Add more locations like Los Santos County Highways
-Add more Cars
-.ini file coming in the future for add-on cars. Working on getting it to work right with game cars first.
Version 1.0
This script spawns a car every 10 seconds at approx. 350 meters away from the player.
Once spawned and snapped to the road, the AI driver is able to drive up to approx 100 MPH if on a straight road with no other cars in the way.
When testing this mod, I have been able to clock AI drivers around 80-90 MPH on highways, at least one every 30 seconds.
I have told the script to change driving behavior and let the game control driving behavior f near EMS lights which allows the cars to be slowed down to be pulled over and/or allows for them not to wreck scene management during other callouts or scenes.
--This will spawn cars everywhere you are near. If you are in the middle of a forest, beach, airport, or military base, you will notice the cars spawning inside those locations.
--If you are in a pursuit and/or traveling over 100MPH, you will likely see the cars spawn on the map, if you are stationary/driving under 80 mph, you shouldn't see the cars spawn on the map.
--Sometimes the spawned cars will drive off the road or not drive correctly. Just use a "clean world" mod if you see more than a couple of cars off the road. All/any spawned units can be safely deleted without any issues. I would say over 90% of the spawned cars spawn correctly so you may get a couple every 5 mins that are not driving right.
-
1803 Creations got a reaction from error404vibes for a file, Ambient AI Police, Sitting patrols and Traffic StopsOverview:
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1803 Creations got a reaction from TankXking21 for a file, License Plate (number/letters) changer.The license plate changer and json files go in the GTA/Scripts folder. The .cs file is for open-source reference.
See here for some of my plate textures: https://www.lcpdfr.com/downloads/gta5mods/datafile/53443-plate-textures/
Showcase: (Add-on plates mod at the beginning, my mod towards the end)
This is an open-source ScripthookVdotnet script that changes the license plate format (not the design but the actual number/letters on the plate)
There is an included json file to change any car to any plate. The json file is already written to show examples of how to change plates of a specific car (or set of cars)
Updated 2/11/26
Version 1.3:
Small update, took out leading "zeros" in numbering scheme. So "07" is now "7", "08" is now "8" etc.
Updated (1/23/26)
-Now includes .ini file, no more json file
.ini file can now have the ability to include a range, see syntax below: (Note: The underscore " _ " is a blank space).
Here is how to Spawn Sheriff and Sheriff2 cars with license Plate " S##" with the numbers being a range from 0-50:
[Sheriff]
Models="sheriff,"sheriff2"
PlateFormat=__S{0-50}
Here is how to Spawn LSPD cars with license Plate " ##" with the numbers being a range from 0-30:
[LSPD]
Models="police","police2","police3"
PlateFormat=__{0-30}
Another example, if you want sheriff to be an LS Sheriff car and plate, and sheriff2 to be a blaine county car and plate, you can do this. Here is an example below that will spawn "LS" with two numbers for LS sheriff cars and will spawn "BL" and two numbers for BL sheriff cars. I use logos on license plates (like police badges, highway patrol badges) so I have added some extra spaces at the beginning to offset the lettering for the logo. # is used for random number, * is used for random letter. Underscore is a blank space.
{
"Models": ["Sheriff", "LSSD2", "LSSD3", "LSSD4", "LSSD8", "LSSD5","LSSD6", "LSSD7"],
"PlateFormat": "_LS##"
},
{
"Models": ["sheriff2", "BCSD1", "BCSD2", "BCSD3", "BCSD4", "BCSD5","BCSD6", "BCSD7"],
"PlateFormat": "_BL##"
},
Here is how to change the designs of plates:
Modify vehshare file, here is where the plate designs are. Change designs here.
GTAV\mods\update\x64\dlcpacks\patchday27ng\dlc.rpf\x64\levels\gta5\vehicles.rpf\vehshare.ytd
Then locate carcols.ymt file after remembering the plate number(s) you just modified.
carcols.ymt is in update.rpf/x64/data is where plate data is, so you will see the names for the plate (like plate05=police guv plate)
-also change color of text here
To change license plate per car:
go to carvariations.meta file for car, it will be in a different place depending on if add on car or stock car
then in carvarations.meta, set plate probabilities for each car.
<plateProbabilities>
<Probabilities>
<Item>
<Name>police guv plate</Name>
<Value value="100"/>
</Item>
</Probabilities>
</plateProbabilities>
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1803 Creations got a reaction from TankXking21 for a file, Ambient AI Police, Sitting patrols and Traffic StopsOverview: