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Synapt

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  1. Synapt changed their profile photo
  2. So googling hasn't given me much on this and I've been gone from the GTA V modding scene for far too long to figure it out myself it seems, so question time lol. I updated my game the other day with the visualsettings.dat from 'Better and BRIGHTER EMERGENCY LIGHTS'. Upon launching the game with this change (and nothing else modified), I noticed that once on duty, only the non-ELS lights of the model (specifically the tail lights, which are the only non-ELS set 'extra' in policeold2.xml under the ELS directory) would actually flash when going Code 3 w/ Siren Mastery. Not even a matter of the 'light' corona's from the lightbars, but the texture change was not happening at all with the ELS models. Thinking maybe it's just a weird bug with this mod, I then swapped out visualsettings.dat from 'Custom Visuals', still however no success, same issue. I even attempted to install the ELS-specific carcols.ymt modifications from that mod as well, same result. What's weird though is, when I'm in car selection view upon initiating duty, I -can- see the light textures come on/off if I navigate through the whole lighting selection during vehicle selection, and they do show the visualsettings.dat 'glow' appearance as well. I ran Albo's troubleshooter for the hell of it, but the only issue it found was a "duplicate DLL" which was irrelevant as it just matched files in my subdirectory I created that stores my mod .zip's and stuff. Mods -currently- installed; LSPD:FR (obviously) LSPDFR+ Arrest Manager Traffic Policer PoliceSmartRadio Assorted Callouts Siren Mastery ELS Custom Visuals Also some sirens, and RagePluginHook along with it's ASI loaders/hooks. All mods are up to date, freshly installed (with a fresh GTA V install) as of 3-ish days ago, though I can't imagine any of them might be the issue since it literally started right after the visualsettings.dat change. So did I miss something really simple?
  3. To respond based off a review; Ah, I admit a slight confusion as when you approach it says something about pressing "Y" at the drivers window to talk to them, but for me when I do a standard LSPDFR traffic stop the key combos are different, so I thought it was implying you could at some point just stop them before they drive off (which they -always- do for me, which leads me to having to initiate an LSPDFR traffic stop) :P Shall try the new version here in a few, it'll be nice to not have half a city to search for hit and runs, lol.
    Great with exception of one major hindrance; http://images.akamai.steamusercontent.com/ugc/700660204500488489/1694BE5D89F3B6FB5BCC9F96D8EA9BC4EC906E4B/ You have any idea how friggin difficult it is to find someone in a radius THAT large for a hit & run? :P Twice now this happened, the last time wasn't so bad, I eventually stumbled upon the person once their car broke down, but this radius is massive, you know how many roads and highways I have to cover? Been driving for 15 minutes and still only covered half the area, and that's assuming they broke down already and aren't still moving around while I'm searching, lol. Also impaired driver may be buggy-ish? I normally can't talk to them unless I pull them over, as they sorta-take off even when I arrive Code-2, but will halt in response to a normal pull-over attempt. So there's no use of Y I've found yet really in this case.
  4. Ah gotcha, I had looked at all the mods but didn't see the key listed in any of the .ini's so figured it was some core LSPDFR oddity :P
  5. So, lovin this in GTA V already, but I do have one perdicklement. The game notes when you get a callout, Y accepts and CTRL+Y cancels them. My problem is it seems (undocumentedly?) that DEL key also effectively does CTRL+Y, which kinda sucks because I'm a right-side keyboard player and DEL is my weapon wheel, so I keep accidentally hitting DEL out of habit getting out of my vehicle to equip/set my stungun and immediately cancelling the callout, lol. Also possibly worth noting, being a right side keyboard player, the E key is Enter for me, so unfortunately I have to mouse-click to select menu options (which has led me to embarrassingly cold-clocking suspects a few times) because it seems due to me binding E to Enter, which causes LSPDFR to bind on Enter for it's E-key based things, it doesn't pick up my Enter hits for the popup menu (though I did just notice that by default the one cellphone keybind uses Enter, so I'm gonna try and re-bind that to E later after some sleep and see if that fixes it). But yeah at minimum at least fix/document/configure-bind DEL for meh :P
  6.    HiluxHelix reacted to a post in a topic: LSPDFR Announcement + Preview
  7. ​ To apply some emphasis on this, it's worth noting the issue where the bans lie apparently come from the fact GTA:O can't tell the difference between what might be intended for single-player loading only, all it sees is the .dll injection stuff and basically goes "Well this doesn't pass integrity". TL;DR: Before playing GTA:O make sure you remove all mod files from the GTA:V directories.
  8. Not sure anyone has linked it yet, but for those REALLY impatient people, you can at the very least, generically play as a cop for the time being using the Police Mod, lol. Not even close to the complexity that LSPD:FR will be but maybe it'll at least keep the people who keep asking for a release date happy until then :P
  9. ​ I finally finished the story :P Figured I'd check in and see how modding progress was going (beyond the bans I've been hearing about anyways). Personally I'd probably trade GTA:O functionality for LSPDFR any day, though the simple solution to the bans is probably block the game in the firewall when playing with mods and restore non-modded files when going online. So far it seems like modding potential is growing quicker than I expected o.O
  10.    TheUniT reacted to a post in a topic: LSPDFR Announcement + Preview
  11. ​ Considering people have been getting online-bans for even the slightest modifications intended for single-player only, Online is most likely a very distant thing unfortunately. Also LSPDFR isn't progressing fast enough, hurry hurry >_>
  12.    Gump reacted to a comment on a file: K-9 Tahoe
  13.    Gump reacted to a comment on a file: K-9 Tahoe
  14. Ignore my last, it seems it was actually a game issue oddly.
  15. Of just LCPD:FR or the entire game? o.O Edit: Ah maybe I'll do a reinstall anyways, either that or re-download EFLC instead and use that, I always liked the bouncer model over the cop models when it comes to an undercover vehicle.
  16. Man seems like GTA IV just doesn't want to work well for me, which is funny since this system is beastly compared to my last one which never had issues :( Anyone got a clue how to fix this particular 'bug'. I thought it was a memory issue but I've even lowered all the video settings to medium at the very least, and even made it so I don't even have more than a single modified vehicle, yet any time I go to select it, it hangs and causes visual buggery like that screenshot. I thought it was the particular vehicle I was using (as it was pretty high-poly it seemed) but now upon testing other ones it's still occurring unfortunately. Am I doomed to be stuck with stock police vehicles? :(
  17. You're technically not supposed to though while on actual active duty, I mean like if you witness a robbery or an assault and detain sure, it's generally considered a citizen right to detain someone until law enforcement arrive of course, but if law enforcement are already doing something they can't (shouldn't) actually request nor accept any active duty servicemen assistance in say, hunting for someone or helping search people and so on. Soldiers (and their command structure) have been reprimanded before for this, such as for sending military police out to help search for a suspect.
  18.    Takao reacted to a post in a topic: Why doesn't the military handle large riots
  19. Realistically we'd still probably only send in the national guard. Ignoring the hilarious improbability of every single city and state police force all trying to coup against the government, counting all city and state police, while they would outnumber our national guard numbers by around 250k, that is assuming every single officer, part time, full time, big city, boondocks, etc, would all turn at the exact same time, all across the US, they still would not have the military equipment, training and assets of the 500~ thousand national guard who could be airdropped around easily. Technically even the APC's that the city/state police forces get are broken down military ones usually, any actual offensive equipment is usually taken off of them.

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