Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.
Due to overzealous filtering on Microsoft’s side, some emails to Outlook and Hotmail addresses may not be delivered. If you’re affected, please use a different email address or try again later.

Will

Management Team
  • Joined

  • Last visited

Everything posted by Will

  1. Update: the issue with RPH has been fixed. Please install the latest version of RPH from the RPH Discord #necessities channel or the LSPDFR Manual Install.
  2. For context, the issue I found with RPH is that getting the Asset property of a Weapon is causing an exception. For instance, the below code snippet results in an AccessViolationException on line 3: Ped ped = Game.LocalPlayer.Character; var currentWeaponObject = ped.Inventory.EquippedWeaponObject; var currentWeaponAsset = currentWeaponObject.Asset; uint currentWeaponHash = currentWeaponAsset.Hash; Game.LogTrivial(currentWeaponHash.ToString()); I use the asset property to then get the hash of the equipped weapon in my mod. Although I might be able to get around it, it's been so long since I made the plugin so I'm worried about breaking it even more. I think it's better to hope it can fixed on an RPH level at this point, although if not I can try to fix it myself. Edit: looking into this more (and remembering why I did it this way) - you can only get the hash from a WeaponAsset or WeaponDescriptor, not from a Weapon directly. When I create the weapon to be stowed, it is creating a Weapon, so in order to compare it to the currently equipped weapon, which can be a WeaponDescriptor (ped.Inventory.EquippedWeapon) or a Weapon (ped.Inventory.EquippedWeaponObject), I need to get the hash of the stowed Weapon through the WeaponAsset. Considering this is broken in the latest update, and I think there have been other issues with recent GTA updates as well, I wouldn't be surprised if something else is broken causing more crashing than usual from other plugins.
  3. Unfortunately the crashing is an issue with RPH itself. Until an update is released for RPH, this mod will not work on the latest version of GTA V. I already informed LMS (RPH dev) of this. Sorry about that!
  4. It should as of 2.0.5, unless there have been new ones added in updates since then. Those specific ones are definitely in the code and should work on that version.
  5. Thank you for confirming this. I don't have any time to make significant changes or updates to this mod (I don't even know the last time I launched RPH), but I would definitely like to make sure it continues to work through the ongoing GTA V and RPH updates. If it ever actually breaks due to an update I will be sure to attempt to fix it.
  6. Your topic has been moved to LSPDFR 0.4 Support. Please post in the correct location in the future.
  7. Your topic has been moved to LSPDFR 0.4 Support. Please post in the correct location in the future.
  8. No. This is a RAGEPluginHook plugin and must be installed in the plugins folder.
  9. Will commented on LMS's file in GTA5 Mods Misc
    Have you installed the latest version of LML? I just launched the game with 25 mods installed through LML that were almost all downloaded and installed 1-2 years ago, so I seriously doubt there's suddenly an issue.
  10. Will commented on LMS's file in GTA5 Mods Misc
    No, your mods are messed up. The version.dll file is what loads LML, with it renamed LML is not loaded, and hence, neither are your mods. I would wager that your game would also load if you renamed the lml folder to _lml, which would mean LML is working perfectly fine, just not your mods.
  11. EUP has an LML package already. If you install that version, installing any mod that changes EUP should be as easy as just replacing the default EUP files within its LML directory with the contents of the mod's rpf files. See below image for EUP's LML download: Specifically, if you open your mod's eup_componentpeds.rpf, you should find a bunch of folders called "mp_f_freemode_01" or similar. You would just extract these folders to Grand Theft Auto V\lml\EUP_L&O_Public\content\stream\peds
  12. Your topic has been moved to LSPDFR 0.4 Support. Please post in the correct location in the future.
  13. Your topic has been moved to LSPDFR 0.4 Support. Please post in the correct location in the future.
  14. That's quite a harsh assumption based on literally nothing. Obviously no one can talk about what specifically the study is looking to achieve at the moment, but it's not like they're just going to make baseless assumptions without considering the fact that it's a video game played by people from all walks of life for the purpose of entertainment. These are academics we're talking about, not YouTube "journalists" who don't know what they're doing and just take any single data point that supports their theory and focus solely on that.
  15. Wow, that's an outdated link. The topic is 6 years old and it's been deleted for 3 years. I'm guessing you got that from the installation guide page so I went ahead and fixed that. Surprisingly, I didn't break the entire site. The support forum link was also outdated so I fixed that as well. Also, it said LSPDFR was linked in there but it never actually is, so I fixed that too. I think that's my quota of website fixes met for now.
  16. When you upload a file, there should be a message telling you whether your files are automatically or manually approved. If they are manually approved, or if the file fails the automatic security check process, a moderator needs to manually review the file. Moderators are volunteer staff -- we have no full time staff team. When a file gets approved is completely dependent on when someone checks the approval queue. If your file is not approved, generally a moderator will contact you to explain why, but if they do not you can tell by looking at the file and seeing if there is a message indicating it is awaiting approval or not. If that message is gone, but the file is still hidden, you should be able to hover over the hidden icon to see the reason it was hidden.
  17. Your topic has been moved to GTA V Support, this is not LSPDFR related. Please post in the correct location in the future.
  18. els

    Will replied to partytime336's topic in Legacy
    Your topic has been moved to GTA V Support, this is not LSPDFR related. Please post in the correct location in the future.
  19. Your topic has been moved to GTA V Support, this is not LSPDFR related. Please post in the correct location in the future.
  20. Your topic has been moved to GTA V Support, this is not LSPDFR related. Please post in the correct location in the future.
  21. Your topic has been moved to LSPDFR 0.4 Support. Please post in the correct location in the future.
  22. The crash in your log there is this: If you notice, the suspect is lost then the UnitedCallouts plugin crashed, meaning the author did not include an existence check. You should send this log to the author so it can be fixed.
  23. That's unrelated. It seems the plugin attempts to check if the suspect has been arrested after the suspect has been deleted. I also noticed in the log that you died just before the crash, likely leading to the deletion of the suspect. I recommend sending this info and the log to the creator of YobinCallouts.
  24. This is an issue with the weapon itself. If you do "spawn w_ar_carbinerifle" in RPH you can see the weapon object it spawns does the same thing. I believe this is due to the modded weapon not having a low LOD version of it.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.