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BenZayb

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  1. Hi, I tried the latest update and I really like the progress so far. The mod is getting there, and I wanted to share some feedback and observations. 🙂 This part is when it's my first time opening the game after installing the mod: 1. I'm using Franklin at this time. Once you press LCtrl + L (By Default), it activates the mod. It would notify me that I don't have a car to save, which is nice. I entered a random/spawned car and it automatically saves it. I knew it saved because a white blip appeared on the minimap. Brought it somewhere just to check if mod works as stated, upgraded the car before leaving it there. Went back to my safehouse via a stolen car, I noticed that it automatically saved the car as a white blip also appeared. This is the first issue/concern I have. How can I unsave it? because it automatically saves the car I didn't intend to save at all since I just wanted to go back to my safehouse quicker so I stole it. If it's automatically saving cars, maybe it's nice to have an option to unsave a car or maybe instead of auto-saving, player should press default key or another keybind to save the car manually? 2. As I went back to the safehouse, I double checked the auto-save function, so I randomly stole a car from an npc and drove it somewhere near the safehouse and confirmed that it's auto saving. So I have 3 saved cars now in total. Ran back to the safehouse and saved the game. Instead of reloading the game, I thought of switching characters first, so I did went as Michael. As Michael, I saw the car blips, which is good. Went to Franklin's house via Teleport so I won't save any cars again since it's auto saave. I headed to the saved cars which is shown as blips in the map. I've check all 3 saved cars, cars are not there. This is my second issue/concern. I think it's because the game generates it's .json file once you save a car, so at that current session, all the cars you saved are actually not saved. 3. Due to the issue on #2, I decided to reload the save I did on #2. So I'm Franklin again, checked the first 2 near saved cars on the safehouse, they're there. I rode F's bike, and went to the first car I saved and modded. I got off the bike and it's auto-saved. So I tried unlocking the first saved and modded car. Third issue/concern comes in. It's unlocking/locking the Bike, since it's near me even though im near the first saved modded car. On this issue, I'm not sure what to suggest on. 4. Due to the issue on 3, I rode the bike and brought it somewhere far from the first saved modded car. Ran back to the car and I was able to unlock/lock it. I was able to enter and drive it. Which solved the issue from the previous version. Since it's modded,I've checked if it saved the modifications. This is my fourth issue/concern. It saved some modifications, but not all. It didn't save the ff: Interior and Dashboard Color, HSW Headlight Color (Can be done with trainer as well), Open Wheel, Street, Track Wheels and Color, and exhaust. For the Wheels and Exhaust, it's modded but not the correct modification i did. 5. After doing that, I went back to F's Safehouse by riding his bike back to it. Saved the game again and switched to michael. I teleported again to F's Safehouse just to check if the saved cars + F's bike is saved. Fifth issue/concern, F's bike was saved and I was able to drive it as michael. I'm not sure if it's because it's actually like a "secondary" ride of Franklin and not his Main Ride. Checking the other Saved cars, it's completely there even the first saved modded car (I even double checked modifications again by changing it before switching to michael). Suggestions: Add a save/unsave vehicle option Option to disable auto-save and use manual saving instead Improve lock/unlock targeting or reduce interaction range Optional per-character vehicle persistence (vehicles saved by Franklin only appear for Franklin, etc.). It might help stability and performance as well. Sorry for the long feedback, and I hope this helps ☹️ I really like the direction of the mod and I’m looking forward to future updates.
  2. === ESPADA HUD LOG START === [02:50:08.702] DllMain: DLL_PROCESS_ATTACH hModule=00007FF850A60000 [02:51:15.158] === ESPADA HUD ScriptMain START === [02:51:15.158] LoadConfig: reading from disk [02:51:15.158] LoadConfig: done [02:51:15.158] ScriptMain: initial temperature=73.0 [02:51:15.158] ScriptMain: waiting for player... [02:51:15.159] ScriptMain: player ready [02:51:15.159] ScriptMain: registering Present callback with Script Hook SDK [02:51:15.159] ScriptMain: Present callback registered successfully [02:51:15.159] ScriptMain: entering main loop [02:51:15.159] UpdateTemperature: target=70.2 daytime=0 [02:56:15.154] UpdateTemperature: target=70.5 daytime=0 [03:01:15.158] UpdateTemperature: target=67.9 daytime=0 [03:01:41.118] === ESPADA HUD ScriptMain START === [03:01:41.118] LoadConfig: reading from disk [03:01:41.118] LoadConfig: done [03:01:41.119] ScriptMain: initial temperature=57.0 [03:01:41.119] ScriptMain: waiting for player... [03:01:41.119] ScriptMain: player ready [03:01:41.119] ScriptMain: registering Present callback with Script Hook SDK Also the SHV Critical Error: FATAL: IDXGISwapChain::Present() callback is already registered 0x00007FF850A65DC0 Sorry. I tried to replicate the SHV Error.
  3. Yes, all the numbers are displayed (Time, Temp, HP, Armor, Compass, Speedometer, and Car name). But I'm not sure if the behavior is also the same or it's an issue with Enhanced edition. Speedo doesn't disappear if you're not in a car. Before you ride any vehicle, there's no speedo, but once you ride one, it won't disappear anymore. Also had a crash with SDVN, maybe because I'm using SDVNE version
  4. Thank you so much for confirming. I was able to run it, but yea no Indicators. What a great mod though!
  5. Hi, I'm having problems with the mod. I don't see my Indicators (HP, Armor, Speedo). Is it because I'm using enhanced version?
  6.    xDuvii reacted to a comment on a file: Advanced Vehicle Persistence (1.2 HOTFIX)
  7. Hi, I tried the mod and unfortunately ran into several issues almost immediately. There are no clear instructions on how to use it. I noticed that AVPConfig.ini is generated after launching the game, and AdvancedVehiclePersistance.json appears after saving a vehicle. The config itself is a bit confusing, but I figured out that LCtrl + L is used to lock/unlock (and possibly save) a vehicle. It would really help to have proper documentation or clearer keybind explanations. I accidentally saved Franklin’s default car. It seems like the mod saves vehicles just by being near them, although I’m not sure about the exact range. I drove that car somewhere else, left it there, then returned to the safehouse using a different vehicle. When I got back, there were two Buffalos spawning in the driveway, one with a green blip and one with a white blip. It looks like the mod is also tracking story vehicles, which causes duplication. It would be helpful if there was a way to exclude main or character vehicles from being saved. After reloading the game, the saved vehicle stayed where I left it, which is good, but I couldn’t use it anymore. Pressing F just plays the locked door animation. Using LCtrl + L shows a message that the vehicle is unlocked, but it still remains locked and unusable. Because of this, the vehicle basically becomes stuck after reloading. The duplicate vehicle at the safehouse also remains. Vehicle modifications don’t seem to save. Any upgrades or customizations I made were gone after reloading, and the vehicle reverted back to stock. I also noticed that saved vehicles show a white blip, but it disappears once you move far away. If you have multiple saved cars, it becomes hard to keep track of them. It would be really helpful if the white blips remained visible on the map at all times, so players can easily locate all their saved vehicles. Overall, the idea of the mod is really good, but these issues make it difficult to use properly. Hope this feedback helps.

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