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Murphy909

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Everything posted by Murphy909

  1. Recently I got round to updating my GTA and picked up playing LSPDFR from where I left off last time. With the exception of spending a lot of time updating plugins. One particular plugin allowed you to go straight to the garage by warping through the main Police Station by pressing 'T' by the garage doors next to the briefing room. I no longer have this and I have spent quite some time trying to remember which mod this featured in, having downloaded and tried out most up to date plugins. I am now getting frustrated by not being able to figure out this tiny insignificant issue, but the more I can solve it the worse its annoying me (Much like trying to remember a celebrities name when you have competently forgotten. So fishing for help, can anyone remind me what plugin featured the ability to warp to the Police Station Garage from inside the Police station when standing by the Garage doors and you are prompted by a green 'Press T'. Please help, going mad.
  2. Ok so I tested with only Code 3 running callout wise with the exception of LSPDFRs built in callouts. I had the unknown trouble callout, but when I arrived, there wasnt even a body, normally I would at least find a body. Then with no prompting or doing anything really, I got a second unknown trouble, which left the search area still visible on the map from the first call. I have attached the relevant notes on a pad document that shows both callouts in succession. Hope it makes sense to you, as I havent a clue. RageHook.meta
  3. I'm running on RPH 34, and LSPDFR 0.3 build 573. CD retail rather then steam. I also use Law Enforcement Improvements aka Olanovs detectives and Police back on the beats. Do you think that the modified data may effect the ped spawn? I'll do a test later see If I can force unknown trouble and if I get the callout, I'll grab the ragehook notes, see if that gives us a clue.
  4. I've just been testing callouts to see which ones are working and which to avoid. Likewise to some of the other reports posted above, I have had trouble with 'Unknown Trouble' revolving around the dead body. In one play setting, I received the callout twice, but each time, I received no prompts no matter how you deal with the body. Ctrl+Y does not work to end the call and the yellow search blip remains even when the next callout is broadcast. Pre 0.3 I had no problem with the callout and would get the detective prompt. Its an awesome callout, but it does seem bugged currently, but only the 'Unknown Trouble' callout with the dead body. Everything else is perfect.
  5. Hi, I updated to 6.0b hotfix, everything works fine except for when I use longsleeve LSPD on freemode male. As instructed I set the 'under coat' to 24 or 25 but both cause a crash with Cop Holster: [20/01/2016 19:37:17.243] Cop Holster: [20/01/2016 19:37:17.243] Cop Holster: ============================== [20/01/2016 19:37:17.243] Cop Holster: UNHANDLED EXCEPTION DURING GAME THREAD TICK [20/01/2016 19:37:17.243] Cop Holster: ------------------------------ [20/01/2016 19:37:17.243] Cop Holster: Origin: Game fiber "Plugin "Cop Holster" main thread". [20/01/2016 19:37:17.243] Cop Holster: ------------------------------ [20/01/2016 19:37:17.244] Cop Holster: Exception type: System.IndexOutOfRangeException [20/01/2016 19:37:17.244] Cop Holster: Exception message: Index was outside the bounds of the array. [20/01/2016 19:37:17.244] Cop Holster: ------------------------------ [20/01/2016 19:37:17.244] Cop Holster: Inner exceptions: [20/01/2016 19:37:17.244] Cop Holster: ------------------------------ [20/01/2016 19:37:17.244] Cop Holster: Stack trace: [20/01/2016 19:37:17.244] Cop Holster: at CopHolster.HolsterHelper.GetIntimFunc(PedHelper ped) [20/01/2016 19:37:17.244] at CopHolster.EntryPoint.Main() [20/01/2016 19:37:17.245] at Rage.GameFiber.Main() [20/01/2016 19:37:17.245] Cop Holster: ============================== [20/01/2016 19:37:17.245] Cop Holster: I cant help but feel I'm missing something simple and Im guessing this is an error with cop holster rather then your mod, at the moment my Cop Holster txt looks like this for MP male; [Ped:MP_M_FREEMODE_01] FuncHolster=True FuncIntim=True FuncIntimMesh=7:8,7:7,7:6,9:13 Do I need to add the mesh for undercoat 24/25? If so do you know the numbers to do this. I have a feeling this will fix my crash but haven't a clue what the mesh numbers are.
  6. I wish I had the knowledge to know how to create scripts and plugins as I would attempt this myself but I haven't the first clue, but what I would like to see is a simple addition to the Police station. Much like the choice of character menu, I would love to be able to walk up to the armoury and choose my loadout. Standard loadout is fine when you first go on duty, but I tend to use the combat pistol as it has decent animated glock mods currently available. It would be a nice feature to use the armoury to chop and change and add a bit of immersion rather then simply doing via a trainer. For instance, I think it would be great to walk up to the clerk/officer and have a conversation where you request particular weapons and how much ammo you need. Same if you need a torch attachment or road flares or something. Im sure this is probably quite easy to do judging by the quality of plugins currently available. Its a small feature, but just like choosing your appearance in the locker room, I think it would be great to have an active armoury considering all the parts are there, just needs a script. If anyone can achieve this as a side project, I would be grateful. Otherwise I would love to suggest this for future updates, I think it would be nice little feature to compliant the already outstanding work. (Seriously though I've spent all my days off playing this mod since the update and its release, its good damn beautiful)
  7. Hi SpeedySC197, excellent work on the skins. I'd love to get my hands on the tow truck skin if its available for release, as I use the same tow truck you use in the video, or at least it looks the same. If you need the link to the truck for credit, I downloaded it from here - https://www.gta5-mods.com/vehicles/police-towtruck Also love the screen shots, I had to do a double take on a couple of them.
  8. I have also encountered this animation issue with belts disappearing when pistols are drawn or random body armour appearing. Initially I didnt have this problem, but this is also when animations on customs pistols were not working for me. I then accidentally had a file confliction using my mod manager which somehow translated in game by allowing the pistol animations to start working. The minute the pistol animations works, I encountered the uniform bug and only when any pistols were drawn, no other weapons caused the issue. Is anyone else encountering this problem using modified pistols? As this may be what is causing the issue. I haven't sorted out my gun animation problem yet, but I find when the animations are not working on my two glock pistols that replaced the pistol and combat pistol, the uniform is fine.
  9. I had issues with slicktops spawning constantly, but I changed the vehicle.meta in 'update' with Required_Extra in livery and then the required extra line specified by EXTRA_1 and EXTRA_2. Now either spawns when I call for back up. Heres the lines from my meta file that resolved the issue for me, so hopefully it will work for anyone else having the slicktop issue, I'll highlight in bold the relevant lines: <flags>FLAG_HAS_LIVERY FLAG_EXTRAS_REQUIRE FLAG_EXTRAS_STRONG FLAG_LAW_ENFORCEMENT FLAG_EMERGENCY_SERVICE FLAG_NO_RESPRAY FLAG_DONT_SPAWN_IN_CARGEN FLAG_REPORT_CRIME_IF_STANDING_ON</flags> <type>VEHICLE_TYPE_CAR</type> <plateType>VPT_FRONT_AND_BACK_PLATES</plateType> <dashboardType>VDT_GENTAXI</dashboardType> <vehicleClass>VC_EMERGENCY</vehicleClass> <wheelType>VWT_MUSCLE</wheelType> <trailers /> <additionalTrailers /> <drivers> <Item> <driverName>S_M_Y_Cop_01</driverName> <npcName /> </Item> </drivers> <extraIncludes /> <doorsWithCollisionWhenClosed /> <driveableDoors /> <bumpersNeedToCollideWithMap value="false" /> <needsRopeTexture value="false" /> <requiredExtras>EXTRA_1 EXTRA_2</requiredExtras> <rewards>
  10. Sounds perfect, more than what I could have hope for. I look forward to seeing where this goes. Thanks for answering my question so quickly.
  11. I've started using freemode peds with custom clothing mods when playing LSPDFR. I know the holster animation will only work on models with an actual holster, so will probably never work on mp or freemode characters, but I was wondering if there is a way the 'intimidation' feature can still be activated but on any model? At the moment it won't with custom characters whilst LSPDFR is active, but is this something that might be possible with future updates that you can activate the animation regardless of character model? As you can see from my screen shot, the animation is still forced when conducting a standard LSPDFR stop, but if we can do this with your mod, it would be fantastic. Especially as it just add as little more immersion. I simply love the 'intimidation' feature and would love to use it on other models.
  12. I may be being a bit naive about this mod, but is it possible to conduct a traffic stop whilst maintaining the dashcam view? I though I may be able to however when I activate AltQ the character freezes. If it is simply an overlay, then it works perfectly. Nice to see the return of the dashcam.
  13. I just wanted to check, am I correct in thinking once on duty as an officer in LSPDFR, the LSPDFR plugin takes over and changes the weapons.meta values to its own? I currently use Refined Weapons and Gameplay 4.0 - with a couple of edited values in the meta tweaked by myself, but as soon as I go on duty, all the values change and I can no longer use the effects I added via my custom weapons.meta file. If LSPDFR does take over, is this a function that can be an optional choice in future updates, or is there I way I can adapt this myself to use my own weapon values?
  14. I too questioned the ped damage in a thread and Sam explained that they would be looking at addressing this for the next update, which according to facebook will hopefully released later today. I too think it would just be more suitable to change the weapon.meta file, as I had already done this myself, so didnt really have an issue with the stun gun. I do hope they have found a way around this as I want to continue using my edited weapon.met file as I had done some personal editing to the tracer and smoke effects which a overwritten by the current version of LSPDFR for some reason.
  15. Im quite sure the last update was simply for stability with the new rage hook, so nothing core LSPDFR wise was changed. My guess is any changes to ped health and weapons will come in .2b or whatever they choose to call the next update. Patience chaps, I too look forward to the update as playing isnt as fun at the moment with uber peds.
  16. With the next update, can we choose whether or not the weapons values are changed? I have already edited my weapons.meta file so tasers were no lethal but I also added smoke effects and tracers to certain weapons, however with LSPDFR running these are overwritten by LSPDFR. How can I stop or change this, or can it be an option with the next update?
  17. I have a weird issue since getting LSPDFR to work with all the latest patches and what not. It is related to the feature as mentioned in the .2a update - "Suspects and peds should now be harder to kill". I have already adapted my Pedhealth and weapon meta files, but now that I have LSPDFR working with latest rage and script hook. I find all peds are stupidly hard to kill. Its a bit game breaking to put a round in a guys head only to watch him get up again, take six rounds to the chest and then finally fall down dead. Is this meant to be like this with LSPDFR or is it because the feature with LSPDFR doesn't sit well with my already edited meta files? If there is a way I can get rid of this feature? I would appreciate it. Return to more realistic fire fights. On the back of that too, is it possible to tone down the pursuit of armed suspects? I'd do it myself if I knew how, but I like realism and with this call out I tend to find unless I have godmode on or something stupid, the fleeing suspects are pin point accurate pistol snipers from 10 car lengths, firing as fast as automatic weapons. Its ridiculous how accurate the suspect are from a moving vehicle. Does anyone else have similar issues or am I just being picky? I've put a sample vid up so you can see what I mean - https://youtu.be/nBqA98rbyeY
  18. Works for me so far. Latest ragehook and script hook. Even got the rage hook menu back after script hook had beef with it. However few hiccups along the way with core LSPDFR functions. I'm on the support forum now looking for solutions.
  19. As stated by Ineseri; if you are having problems with the latest Rage Hook then hit up the forums - http://forums.ragepluginhook.net/ Do read this carefully to follow what I did. This may not work for everyone however since changing some options I am now able to use ragehook and scripthook on the latest patch with no issue. I have stumbled across a temp fix that has solve my missing ragehook console and FinKones Police radio. If you are running both the current Rage Hook Open Alpha - 0.16.607.3592 and current Script Hook v1.0.393.2 like I am, you may have found that Rage Hook appears to not be working. It took me a while to figure out it is however pressing F4 paused the game and I couldn't see FinKones Police radio when trying to use it. In my Start up file found in the GTA main Folder as; Startup.RPHS I have the following commands exactly as show: loadplugin "LSPD First Response.dll" loadplugin BreathalyzerRAGE.dll loadplugin PoliceRadio.dll loadplugin Spotlight.dll loadplugin VehicleSearch.dll loadplugin OverlayAway.dll The new rage hook comes supplied with an .ini configuration file. This file is key to everything. I find that every time I change a mod or adapt something this file deletes itself. Always check this Ragepluginhook.ini is in your main folder before starting to get this to work. In my .ini file I have changed the setting to look like this; [Miscellaneous] PluginTimeoutThreshold=3000 ConsoleKey=F4 AlwaysShowConsoleOutput=True IsDeveloperModeEnabled=False WarnOnPluginLoad=False ShowOnScreenWarnings=True This will allow my plugins to start up from the Startup.rphs file without the command being placed in the startup file. PLEASE NOTE plugins from start up is not recommended if they have not been verified. I only do this as so far the unverified mods seem to be ok. Now what I did was changed the AlwaysShowConsoleOutput=False to True in my folder, before starting the game. Once in game I was able to see the console again however I was left with a permanent overlay from the console output. But as I was able to press F4 I was able to turn it off again from the console by typing 'AlwaysShowConsoleOutput False' into the console. This removed the overlay however I am now still able to use Script hook mods and Rage hook mods with no issues. See the images for the command typed into the console. Why this now works, I do not know, but somehow starting the game with AlwaysShowConsoleOutput=True in my Ragepluginhook.ini and then getting rid of it as described above seems to have everything running. I hope this helps some of you and I hope it works for the majority. If it doesn't, then I cant help you, refer back to http://forums.ragepluginhook.net/ Good luck and happy hunting.
  20. Also found that the FIB models have no sound when playing with LSPDFR. Except using the Sixth Star mod - https://www.gta5-mods.com/misc/the-sixth-star - I placed the Ped.met file as provided in the mp_heist file as instructed by the mod and I now how have fully voice peds when playing LSPDFR. Great for when the suspect runs.
  21. When playing LSPDFR and you select the FIB model in the player choice menu, I find the model is missing its hands if you play in First person. I found from this that I was unable to edit the model or change the texture to FBI as I tend to change things to their real counterpart. It was driving me mad changing the textures but seeing no result until I discovered the model used in LSPDFR is not the model I was editing. MP_M_FIBsec_01 can be found in the 64v file - (Rockstar Games\Grand Theft Auto V\x64v.rpf\models\cdimages\streamedpeds_mp.rpf\) and I believe is the current model used for LSPDFR missing hands and all. I also found S_M_M_FIBSEC_01 is also the same model but in mpheist - Rockstar Games\Grand Theft Auto V\update\x64\dlcpacks\mpheist\dlc.rpf\x64\models\cdimages\mpheist_componentpeds.rpf\s_m_m_fibsec_01.ymt This model features the hands and can be used in first person. I am simply recommending that this may be a better model for future versions of LSPDFR. **** Please note in the images are my texture edited models, once I figured out what model LSPFR used I updated both.
  22. Love the mod, the uniforms look great. All are perfect except for the female sheriff (s_f_y_sheriff_01), I seem to have a glitch on the long sleeve uniform. Might just be me, but it seem to only happen with the HD shirt. Other than this, everything else is perfect.
  23. Version 1.0

    2,489 downloads

    BRITISH POLICE DISPATCHER BETA 1.0 As an avid fan of British Policing in GTA LCPDFR, I became quite tired of hearing the American dispatcher, so I decided to replace over 500 audio files with my own custom voice over. This wont be to everyone's taste, but I think it helps with British Police immersion. To ensure the sentences stringed together, the voice had to be mundane and monotone. And it works. I have made a few changes, such as removing a lot of the "Umm" and "Errrr" files that just broke the sentences. I have also adapted the script to fit in with British Policing, such as calling for NPAS rather then a chopper and Members of the public rather then Civilians. See the video for a demonstration.
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