Police Scenarios 1.2
5.077
86
5.077
86
This mod adds more vehicle scenarios for police in their proper jurisdictions. There is a small chance they will spawn at any time of day and will keep spawning even if you have a wanted level. I will be adding more spawn locations and traffic stop scenarios all over San Andreas. For the sake of realism, some areas will have a higher police presence (airport, gang territory, and even small towns) and other areas may have very little to no cops at all. This mod does not rely on a plugin and instead uses the game's scripting.
Not required but highly recommended: Add highway patrol vehicles to "POLICE_BIKE" in mods/update/update.rpf/common/data/ai/vehiclemodelsets.meta
For an even better experience, use Daimian's new PullMeOver mod to make the police react to traffic violations: https://www.gta5-mods.com/scripts/pull-me-over-daimian
Radar Detector: https://www.gta5-mods.com/scripts/police-radar-detector
Installation:
Follow the folder paths - there are two different folders named scenario that go to different locations
Bugs:
May conflict with other scenario files/scripts
The police officers conducting traffic stops do not get back in their vehicle. (still trying to figure this out)
Credits:
JacobMaate - highway patrol vehicles in some screenshots
dexyfex - CodeWalker program
Future Plans:
Increased police activity around LSIA
Sheriff units in Davis and Rancho (Like LASD in Compton)
Park Rangers monitoring hunting areas
NOOSE/FIB around the IAA and FIB buildings
This mod will be discontinued following the release of Realism Dispatch Enhanced 4.0.
Changelog:
1.2 - Blaine County Drug Runners Update = No one sneaks contraband past the watchful eye of the San Andreas Highway Patrol. A crazy amount of vehicles are being searched and seized in the vicinity of Braddock Tunnel. Take a trip east of Mount Chiliad to see for yourself. This update includes a fix for stables.ymt, so this and braddocktunnel.ymt need to be replaced. Use the x64a.rpf path for both.
1.03 - Diamond Casino Security = Added more scenarios around the casino and near the freeway. There are also a lot more in the area around Martin Madrazo's ranch. Racecourse.ymt and stables.ymt are the only two updated files for replacement if you had already installed this mod. These both go into the x64a.rpf path, and only racecourse.ymt goes to the update.rpf path.
1.02 - Renamed mod to Police Scenarios. Added a major police presence in Chamberlain Hills and several radar spots around Chumash Hills where traffic moves quicker. If you had the previous version installed, you only have to add chamberlainhills.ymt and chumashhills.ymt to the x64a.rpf path.
1.01 - Chumash Speed Enforcement Update = Added a couple scenarios along Great Ocean Highway in Chumash including an experimental traffic stop scenario. If you had version 1 installed, simply add chumash.ymt to the x64a.rpf path.
Not required but highly recommended: Add highway patrol vehicles to "POLICE_BIKE" in mods/update/update.rpf/common/data/ai/vehiclemodelsets.meta
For an even better experience, use Daimian's new PullMeOver mod to make the police react to traffic violations: https://www.gta5-mods.com/scripts/pull-me-over-daimian
Radar Detector: https://www.gta5-mods.com/scripts/police-radar-detector
Installation:
Follow the folder paths - there are two different folders named scenario that go to different locations
Bugs:
May conflict with other scenario files/scripts
The police officers conducting traffic stops do not get back in their vehicle. (still trying to figure this out)
Credits:
JacobMaate - highway patrol vehicles in some screenshots
dexyfex - CodeWalker program
Future Plans:
Increased police activity around LSIA
Sheriff units in Davis and Rancho (Like LASD in Compton)
Park Rangers monitoring hunting areas
NOOSE/FIB around the IAA and FIB buildings
This mod will be discontinued following the release of Realism Dispatch Enhanced 4.0.
Changelog:
1.2 - Blaine County Drug Runners Update = No one sneaks contraband past the watchful eye of the San Andreas Highway Patrol. A crazy amount of vehicles are being searched and seized in the vicinity of Braddock Tunnel. Take a trip east of Mount Chiliad to see for yourself. This update includes a fix for stables.ymt, so this and braddocktunnel.ymt need to be replaced. Use the x64a.rpf path for both.
1.03 - Diamond Casino Security = Added more scenarios around the casino and near the freeway. There are also a lot more in the area around Martin Madrazo's ranch. Racecourse.ymt and stables.ymt are the only two updated files for replacement if you had already installed this mod. These both go into the x64a.rpf path, and only racecourse.ymt goes to the update.rpf path.
1.02 - Renamed mod to Police Scenarios. Added a major police presence in Chamberlain Hills and several radar spots around Chumash Hills where traffic moves quicker. If you had the previous version installed, you only have to add chamberlainhills.ymt and chumashhills.ymt to the x64a.rpf path.
1.01 - Chumash Speed Enforcement Update = Added a couple scenarios along Great Ocean Highway in Chumash including an experimental traffic stop scenario. If you had version 1 installed, simply add chumash.ymt to the x64a.rpf path.
Eerste Upload: 22 juni 2020
Laatst bijgewerkt: 2 juli 2020
Laatst Gedownload: 2 uur geleden
46 Reacties
This mod adds more vehicle scenarios for police in their proper jurisdictions. There is a small chance they will spawn at any time of day and will keep spawning even if you have a wanted level. I will be adding more spawn locations and traffic stop scenarios all over San Andreas. For the sake of realism, some areas will have a higher police presence (airport, gang territory, and even small towns) and other areas may have very little to no cops at all. This mod does not rely on a plugin and instead uses the game's scripting.
Not required but highly recommended: Add highway patrol vehicles to "POLICE_BIKE" in mods/update/update.rpf/common/data/ai/vehiclemodelsets.meta
For an even better experience, use Daimian's new PullMeOver mod to make the police react to traffic violations: https://www.gta5-mods.com/scripts/pull-me-over-daimian
Radar Detector: https://www.gta5-mods.com/scripts/police-radar-detector
Installation:
Follow the folder paths - there are two different folders named scenario that go to different locations
Bugs:
May conflict with other scenario files/scripts
The police officers conducting traffic stops do not get back in their vehicle. (still trying to figure this out)
Credits:
JacobMaate - highway patrol vehicles in some screenshots
dexyfex - CodeWalker program
Future Plans:
Increased police activity around LSIA
Sheriff units in Davis and Rancho (Like LASD in Compton)
Park Rangers monitoring hunting areas
NOOSE/FIB around the IAA and FIB buildings
This mod will be discontinued following the release of Realism Dispatch Enhanced 4.0.
Changelog:
1.2 - Blaine County Drug Runners Update = No one sneaks contraband past the watchful eye of the San Andreas Highway Patrol. A crazy amount of vehicles are being searched and seized in the vicinity of Braddock Tunnel. Take a trip east of Mount Chiliad to see for yourself. This update includes a fix for stables.ymt, so this and braddocktunnel.ymt need to be replaced. Use the x64a.rpf path for both.
1.03 - Diamond Casino Security = Added more scenarios around the casino and near the freeway. There are also a lot more in the area around Martin Madrazo's ranch. Racecourse.ymt and stables.ymt are the only two updated files for replacement if you had already installed this mod. These both go into the x64a.rpf path, and only racecourse.ymt goes to the update.rpf path.
1.02 - Renamed mod to Police Scenarios. Added a major police presence in Chamberlain Hills and several radar spots around Chumash Hills where traffic moves quicker. If you had the previous version installed, you only have to add chamberlainhills.ymt and chumashhills.ymt to the x64a.rpf path.
1.01 - Chumash Speed Enforcement Update = Added a couple scenarios along Great Ocean Highway in Chumash including an experimental traffic stop scenario. If you had version 1 installed, simply add chumash.ymt to the x64a.rpf path.
Not required but highly recommended: Add highway patrol vehicles to "POLICE_BIKE" in mods/update/update.rpf/common/data/ai/vehiclemodelsets.meta
For an even better experience, use Daimian's new PullMeOver mod to make the police react to traffic violations: https://www.gta5-mods.com/scripts/pull-me-over-daimian
Radar Detector: https://www.gta5-mods.com/scripts/police-radar-detector
Installation:
Follow the folder paths - there are two different folders named scenario that go to different locations
Bugs:
May conflict with other scenario files/scripts
The police officers conducting traffic stops do not get back in their vehicle. (still trying to figure this out)
Credits:
JacobMaate - highway patrol vehicles in some screenshots
dexyfex - CodeWalker program
Future Plans:
Increased police activity around LSIA
Sheriff units in Davis and Rancho (Like LASD in Compton)
Park Rangers monitoring hunting areas
NOOSE/FIB around the IAA and FIB buildings
This mod will be discontinued following the release of Realism Dispatch Enhanced 4.0.
Changelog:
1.2 - Blaine County Drug Runners Update = No one sneaks contraband past the watchful eye of the San Andreas Highway Patrol. A crazy amount of vehicles are being searched and seized in the vicinity of Braddock Tunnel. Take a trip east of Mount Chiliad to see for yourself. This update includes a fix for stables.ymt, so this and braddocktunnel.ymt need to be replaced. Use the x64a.rpf path for both.
1.03 - Diamond Casino Security = Added more scenarios around the casino and near the freeway. There are also a lot more in the area around Martin Madrazo's ranch. Racecourse.ymt and stables.ymt are the only two updated files for replacement if you had already installed this mod. These both go into the x64a.rpf path, and only racecourse.ymt goes to the update.rpf path.
1.02 - Renamed mod to Police Scenarios. Added a major police presence in Chamberlain Hills and several radar spots around Chumash Hills where traffic moves quicker. If you had the previous version installed, you only have to add chamberlainhills.ymt and chumashhills.ymt to the x64a.rpf path.
1.01 - Chumash Speed Enforcement Update = Added a couple scenarios along Great Ocean Highway in Chumash including an experimental traffic stop scenario. If you had version 1 installed, simply add chumash.ymt to the x64a.rpf path.
Eerste Upload: 22 juni 2020
Laatst bijgewerkt: 2 juli 2020
Laatst Gedownload: 2 uur geleden
@WindowsExPee I believe the ClearTheWayV mod makes the AI efficiently react to both the player and other AI emergency vehicles. Traffic would only react relatively close in real life anyway.
@TheHC09 I’ll test with ClearTheWayV and regular AI to see which will work better.
@WindowsExPee I also noticed that some of the default scenarios such as the fire truck responding near Rockford Hills are glitchy because the truck switches its sirens on and off and stops at traffic lights and then goes code 3 again. Maybe you could fix this or just replace them altogether?
@TheHC09 I’ll look at those scenarios and see if I can fix them. There is a flag that controls if the vehicle should have a siren activated or not so I bet Rockstar forgot a couple in the chain. I wish there was a flag for lights and no siren for the traffic stops.
@WindowsExPee Ah okay, that is interesting. Wish there was a way to fix the emergency AI driving in general. They just smash into other cars and have no concept of surroundings. I tried forcing them to use the TRUCK handling in vehicleaihandlinginfo.meta and although it makes their braking more efficient, they still smash into other cars instead of driving around them. I also tried looking into vehicleaitasks.ymt to see if any of those entries controlled it but I have no idea. Maybe there is another file?
Update Status: Lately I've been experimenting with adding the "missing" Blaine County Sheriff's Office to the dispatch.meta, popgroups.ymt, zonebind.dat, and vehiclemodelsets.meta. I'm afraid this might interfere with the scenario files I've edited for this mod, so I probably cannot make any changes for a while (until I figure out how I should release the BCSO agency/jurisdiction as a separate mod.)
I been looking for a mod that made the police more active in the game. GOOD JOB!
@Haight Thanks!
I am officially discontinuing this mod in preparation for the "biggest update ever" from Rockstar.
@WindowsExPee hey, really liking the mod though I would like to change the model of the police car. How can I go about doing that?
Nevermind, accidentally figured it out. Anyone else wanting to edit their stuff its in the vehiclemodelset.meta in update.rpf > common > data > ai. Search through <Item type="CAmbientModelSet"> and find the name police.
I personally am changing out the police 3 model for the better looking police2 (trying to stay as close to vanilla without using addons).
@dimedius Glad you found out the issue - sorry for not replying sooner. If you didn't already know, you can also change the peds that spawn in the scenarios in ambientpedmodelsets.meta which is located in the same folder as vehiclemodelset.meta. And yes, I agree with you about the police interceptor - I replaced that with the cruiser as soon as I found out how to do it. Lol
does it replace any scenarios? or are that addon scenarios?
@DeXtRo13 This simply adds more scenarios to the default scenario files - all scenario points are untouched except for a few police-related scenarios I re-enabled. Sorry for the late reply.
@WindowsExPee ah ok, thx. thats great, now i can remod my gta again
@WindowsExPee does this work with cops back on the beat?
@Ghostleader308 yes
Did you edit the YMT or how did you do this? Interested in messing with the files to see what's there as I love all the random traffic stops and stuff.
@dimedius could you help me add police vehicles
Does this script affect existing police scripts like “better chases and warrants” . That scripts adds warrants and makes the ai act less hostile. Will this interfere with it???????