

If using another taser sound mod works, then that would suggest my mod could be an issue, however if you also replaced other sounds then those could be the culprit as well. Follow the instructions as if you were installing the sound mod, but use the original GTA V taser sounds instead of my mod. If you don't have a backup, you can try another taser sound mod and see if that gets it to work, or you will have to verify your game cache (if your using the Steam version).
#Lcpdfr 1.1 controls install#
You may have installed the sound mod incorrectly. Do you have a backup of the original sound files? If you have those then you can just revert your weapons.awc/taser sound WAV's by using the install instructions included in the file. I need help, I tried getting it to work and I know my whole folder is muted, I would love to know the capacity from the new update, I have 19,037 KB in my weapons.awc folder, and it still wont work, I tried other sounds but it keeps getting muted, so I would love to know how much I shouldn't exceed on it. What you could do is delete the recharge sound (to make space), and make the initial fire sound 5 seconds long. I increased the audio of mine a ton along with hours of custom audio clipping to make sure there was no low volume spots or any "nicks" in the audio itself since it is very hard for camera microphones to pick up such a repetitive sound at the frequency that it plays. The difference is the audio volume and the clarity of the audio which is the initial deploy sound (sounds like a low pitched gunshot) and the electric volt sound (the repetitive zapping sound). Eventually I may add the 5 second version for people who don't mind the volume change, but I made this for myself before i released it months later and my preference was to not have a drastic volume change.

I increased the audio files volume for the "CHARGE" sound file and It never changed the volume at all. The reason I did not change the charge sound to also be the "shock" sound is because there is an extreme change in audio volume. Under “Pursuits”, added “SirenStrobeLights”, which can be used to enable or disable the wig-wag head/tail lights as described aboveĪs with every LCPDFR release, we've made efforts to improve overall stability.Yes, that is correct. Under "Pursuits" added "ForceStaticPositionForBoatBackup", same as above. Useful if you seem to get performance frame drops on callout creation. If true, the dynamic lookup for a proper spawn position is skipped and a prerecorded static position is used. Under "Callouts" added "ForceStaticPositionForBoats" which can be set to either false or true (false is default). Under “Callouts”, added “DisableBoatCallouts”, to disable water-based callouts from being generated. Under “Main”, added “AutoSaveEnabled”, to enable or disable the new autosave feature
#Lcpdfr 1.1 controls mods#
New API examples, featuring partner and traffic stop interaction + a simple brawl world eventĪdded the ability to have wig-wag strobing head and tail lights on all siren enabled vehicles (disabled by default due to potential stability issues with vehicle mods - must be enabled in the settings file) PlaySound allows multiple sounds now (split using " ")Īdded DisablePullver property for vehiclesĪdded event for when ped is looked up in police computerĪdded function to get current pullover and vehicle pulled overĪdded MakeCameraFocus for LPed (like LCPDFR world events) Typing in the multiplayer chatbox will no longer trigger any LCPDFR keysįixed bug in DelayedCaller where adding a callback from a callback caused issues. We've worked hard to significantly improve stability by fixing entity ownership issues, bugs related to model changing, and by notifying other players of actions You can now use the grab functionality on suspects that are in water - this can be used to drag them ashore (climbing out works too). PoliceSmartRadio 1.1.1.1 by Albo1125 Traffic Policer 6.13.7.0 by Albo1125 Assorted Callouts 0.6.5.1 by Albo1125 Arrest Manager 7.9.0.0 by Albo1125 Player Location Display V4.00 VehicleSearch v2.1.7 MakePedsCalmAgain1.1.0.0 LSPDFR+ 1.6.5.3 by Albo1125 ComputerPlus1.3.6.22 AdditionalComputerPlusImageAssets2 Traffic Control v1.0.

The rear passengers of NOOSE Stockades in pursuits will be able to shoot from the vehicle now if lethal force is active. This is lowered as the pursuit progresses, and will be significantly affected by gunfire. Traffic and pedestrian density is now dynamically adjusted by LCPDFR during pursuits, relative to your Traffic Density graphics setting.
