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Will

Management Team
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Everything posted by Will

  1. Your topic has been moved to LCPDFR Support Requests. Please post in the correct location in the future. This topic has been closed by LCPDFR.com staff as it is a support topic concerning an unsupported version of LCPDFR. We do not support old versions of LCPDFR, and recommend you use and download the latest version (http://www.lcpdfr.com/files/file/4607-lcpd-first-response/) If you feel that this topic has been closed in error, please report this post.
  2. I believe you need to add FLAG_EXTRAS_STRONG to the car's <flags> section of vehicles.meta.
  3. The model would need to be mapped first.
  4. This topic has been moved to the appropriate forum. Please post in the correct location in the future.
  5. Run "uninst.exe" in your GTA IV directory, it should have the "FR" icon. This might also remove parts of .95 though, so make sure to back it up if you want to keep it. However, we do not provide support for old versions of the mod.
  6. Sounds like you have two versions of LCPDFR installed. Follow this tutorial to uninstall the old version, then download the manual installation of the latest version and install that.
  7. Your thread has been moved to LCPDFR Support Requests as it isn't a LSPDFR Support Request.
  8. Hm, maybe it's an export problem? Someone more experienced in Zmod 3 would be more helpful.
  9. Sounds like either the hierarchy or materials are in the wrong order. Assuming it's the same as IV, the lights need to be above the windows in the hierarchy, and the materials for the lights need to be below the materials for the windows (I think?). It's been a while since I've used Zmod for IV, and I haven't touched Zmod for V.
  10. Your topic has been moved to GTA V Support, this is not LSPDFR related. Please post in the correct location in the future.
  11. I'm not sure, the only reason I know is because it was in the readme for a mod I wanted to use.
  12. The sheriff vehicles load from GTA V\update\x64\dlcpacks\patchday3ng\dlc.rpf\x64\levels\gta5\vehicles.rpf So the mod folder should look like GTA V\mods\update\x64\dlcpacks\patchday3ng\dlc.rpf\x64\levels\gta5\vehicles.rpf
  13. I never said that it's simple, in fact I'm pretty sure I said that I know it takes work. Since all of you like using metaphors that make no sense, here's one more. If you steal a car and make a bunch of changes on it, does that give you ownership rights to the car? Can you go and get that car registered in your name or trade it in at a dealership? No, you can't. The reason I say this doesn't make any sense, and the argument I know you will have, is pretty much the same as the argument against your metaphors: this is modding, not real life. But it still stands that you do not own the car. Now, people who buy models to convert are a whole different thing, and I haven't really thought much about my feelings on them. Really, though, this isn't much of a problem, since people like yourself do release converted models unlocked (which is why I didn't spend much time on it in my post). There are still always fights, though, about people using a model they shouldn't have access to. Simply releasing the model will stop that. I say it's a problem because you are preventing new modders from entering the scene. I know the argument for this - they can learn to model themselves, or use the currently released dev parts. But learning to model is not simple. Not everyone has the time or patience to learn how to scratch model things. There are college degrees in this, so clearly it isn't something you can just pick up on. These people still want to create awesome mods, but they are limited to the few parts that are released unlocked, or to whatever crappy models they can try to make themselves. If every part ever made was released unlocked, there would be unlimited possibilities for car mods. Instead, those models stay private, and get used in a few different configurations. How is having unlimited things to choose from worse than only having one or two? Sure, it's a gain for the community when those privates models are used on one car, but isn't it a larger gain if it's used on 100 cars? Or 1000 cars? What's the loss of releasing the model unlocked? Someone might claim it as their own? Who cares? Most websites discourage that, and sanction/ban those people. Being an accounting graduate, I automatically weigh gains vs losses, and here the gains outweigh the losses in terms of releasing all your parts to the public. I'm guessing you missed the part where I said it is the right of the scratch modeler to make this decision, though. I don't have a problem with that. I just don't think it's the correct decision.
  14. I don't think anyone here has said that people who scratch make things shouldn't have a right to protect their work, although no one's really specified. The main problem I have is that someone will make, say, a lightbar, then only keep that lightbar to himself. Only he has access to that lightbar, no other modders (not "modelers," modders as in people who put mods together) can access it, and you only get one or two mods with that lightbar. This severely limits the amount of content that can be made, and is what deprives the community. The argument for this a lot of the time is "I don't want to see 100 shitty crown vics with my lightbar on it," but why not? Is it not good enough that 100 people wanted to use your model? Think about it this way: if everyone publicly releases their content, then there would be 100 shitty crown vics with 100 different lightbars on it, instead of just the one lightbar. Since there are lots models open to the modders, they can create whatever they want, instead of only being stuck with the one model. It would be great if we could just have everything unlocked, but I don't think that will achievable, since in the end it's the creator that should decide what they want to do. I'm not saying you specifically are one of these people that doesn't release anything, you have released plenty of unlocked parts to the public. Edit: I should also add that they only have the right to set terms for the parts that they made. If you put your lightbar on a converted car, you only have rights for that lightbar. Unfortunately, partially locking something is out of the question, so you would have to set permissions saying you can use the car, but not the lightbar, which becomes too complicated, so a full "lock" takes the place of that. However, all of the people that do not scratch make anything, and only put mods together or converted from another game, should be releasing everything unlocked. You did not make anything on that car, you only put it together, and therefore shouldn't have any right to set terms. Frankly, I don't care if you spent 5 days trying to fix the car so it doesn't crash the game. That doesn't make it yours. But then we end up running in circles with the people who do not scratch make anything, but have access to private mods. These people got permission from the person that scratch made the parts. The modeler most likely set terms, saying that you must only release this locked. For whatever reason, they don't want their part becoming public. Then we end up back in the GTA IV situation where you have a certain group of people with access to certain parts. I really am not sure how to solve this, since these modelers are unwilling to publicly release their models.
  15. We do not allow users to request clan or private packs. Additionally, this is the wrong place for requests. You can request mods for GTA IV here, after reading the section rules here. If you feel this topic has been closed in error, please report this post.
  16. What's the full directory of the car you are trying to replace in the mods folder (including vehicle model name)?
  17. The game prioritizes everything in the update folder. If it exists in the update folder, it will load it from there instead of the main folder, so you should replace it in the update folder.
  18. Your thread has been moved to GTA IV Discussion and Media. Please read the Showroom Style Forums announcement before posting in the showroom forums:
  19. Your thread has been moved to LCPDFR Support Requests as it isn't a LSPDFR Support Request.
  20. I'm pretty sure WRNL are not active in any other stages but 3 in the latest version of ELS (you can always turn them on with L, though, and they will use whatever pattern you have selected in the menu). I don't think there's a way to have it use a different pattern when you press L on stage 3 if you force pattern 2, you'd have to change the pattern manually in the menu. They always function as takedowns by pressing either [ or ] (forget which, one is cruise lights and the other is takedowns)
  21. If you force WRNL to pattern 2 in the config file, they will be off. Assuming you are using them as type "leds."
  22. Install this: http://www.microsoft.com/en-us/download/details.aspx?id=5555
  23. I'm not sure...it might depend on what police officer you play as. Or maybe one of my plugins allows for the megaphone? I don't remember reading it in the description for any of them, though.
  24. Yes, that key, but only when you are in pursuit. If you want to use the megahorn on a traffic stop, you can honk the horn to make them move to a new spot - sometimes you will also say something.
  25. You can already do this in LSPDFR. You have to be close enough to the vehicle you are chasing, then press the same key you use to initiate a traffic stop.

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