@springtrapxd I don't know how to fix that. I don't model peds. I just export existing peds and then combine their components in a way where there are no/minimal compatibility issues/collisions/glitches regarding clothing (e.g. torso sticking out through body armor).
@ChrisPratt I don't know if it can be fixed. Sometimes they spawn in, sometimes they don't. I've tried add-on cargen slots and I've tried overwriting the original cargen slots for that area by "overwriting" them with modded files through the add-on/patch method so no vanilla or DLC files have to be changed.
@Untouchable59807 You need to use a trainer to spawn them in. Or alternatively you could modify "dispatch.meta" and have them spawn in when you have a wanted level.
@Michael21107 Yes. There are no .ymap overlaps. Only issue is that there is a "collision" spawn inside the prison where an SASPA Cruiser and SASPA Buffalo spawn right next to a (TheF3nt0n's) Prison Patriot and (TheF3nt0n's) Prison Stockade facing opposite directions (basically the "collision" is that it's just a spawn that looks weird). But the probability of all of those vehicles spawning in at the same time is low.
@damianc623 I don't know. I've tested this mod by having only it installed and with others, so it's unlikely that this is the cause. Have you installed mods, scripts, and files required to run mods in general? I'm sorry I couldn't be of more help.
@Extremal 1) I don't know what the issue could be. I tested the mod and all of the SWAT officers had weapons. Did you install the "pedpersonality.ymt" and "loadouts.meta" files?
2) In a future update, I could add female LSPD and LSSD officers to the "dispatch.meta" file, but they won't have physical armor like the male officers. I don't have the software required to model the other agencies female officers or to update the existing ones.
3) As I mentioned in my previous comment, the issue lies in the amount of jurisdictions the game recognizes. Without the use of a mod or script that overrides that limitation, I can not add SA State Parks Rangers or BCSO to the "dispatch.meta" file. Though there is a possibility I could add BCSO assets in a future update and replace the LSSD with BCSO in a separate "dispatch.meta" file.
@xTaqkuito7w7r My mods are already mostly compatible, with a few exceptions.
- General files exceptions:
dispatch.meta - each mod that includes its own dispatch.meta file is incompatible with other dispatch.meta files
e.g. the dispatch.meta file included with "WSE: Revamped" is incompatible with" WSE: Federal Enforcement" beacause each defines its own police response functions that may not be compatible with each other.
zonebind.ymt - it defines law enforcement jurisdictions. The vanilla game has the DEFAULT, COUNTRYSIDE, and ARMY_BASE jurisdictions. An unused jurisdiction "enum_ad76c606_781vcpv" is used to make the SAHP, SASPA, or Coast Guard spawn in specific areas. That is the only unused jurisdiction that works left over from the GTAV development and testing phase back in the early 2010s. It is used in zonebind.ymt. That is why zonebind.ymt and dispatch.meta files from different mods are incompatible. (e.g. zonebind.ymt from "WSE: Revamped" and zonebind.ymt from "SASPA (State Prison Authority) Expanded Pack")
pedpersonality.ymt - A custom one is used in "WSE: Federal Enforcement", "WSE: Revamped", and "NOOSE Expanded Pack". It only adds new NPC personalities, it doesn't change anything relying on vanilla personality functions. It is compatible with all of my mods (the newest version that is; e.g. no need to replace the one from "WSE: Revamped" when using "NOOSE Pack Expanded" or "WSE: Martial Law" (if the "WSE: Revamped" version is the newest)).
loadouts.meta - A custom one is used in "WSE: Federal Enforcement", "WSE: Revamped", and "NOOSE Expanded Pack". It adds new NPC weapon loadouts, it doesn't change anything relaying on vanilla loadout functions (except cops). It is compatible with all of my mods (the newest version that is; e.g. no need to replace the one from "WSE: Revamped" when using "NOOSE Pack Expanded" or "WSE: Martial Law" (if the "WSE: Revamped" version is the newest))..
popcycle.dat - Enables the spawn of police officers and vehicles on the street. It is compatible with all of my mods. Not required for any of my mods to work.
popgroups.ymt - I use to define the type of police vehicles that spawn in LS, the countryside, and the highways.
A prerequisite for installing this file is installing the custom popcyle.dat file. Not required for any of my mods to work.
- Add-on files exceptions:
1) "NOOSE Expanded Pack" and "WSE: Federal Enforcement" share a lot of assets (vehicles and NPCs) and the issue that arises from this is that I update "NOOSE Expanded Pack" more frequently than "WSE: Federal Enforcement", so some of the assets in "WSE: Federal Enforcement" will be out of date (e.g. different textures, completely new model, etc.).
2) "NOOSE Expanded Pack" and "WSE: Revapmed" share some assets. Same issue as 1).
3) "WSE: Revamped" and "WSE: Federal Enforcement" share some assets. Same issue as 1).
All of my add-on mods (".rpf" files that contain vehicles, NPCs, etc.) are compatible (taking into account the issues described in "Add-on files exceptions").
@springtrapxd I don't know how to fix that. I don't model peds. I just export existing peds and then combine their components in a way where there are no/minimal compatibility issues/collisions/glitches regarding clothing (e.g. torso sticking out through body armor).
@vin57 I don't know. I've tested the mod and all of the peds spawn in the FIB Granger correctly.
@TheDman131 I don't think so. This is a SP only mod.
@ChrisPratt I don't know if it can be fixed. Sometimes they spawn in, sometimes they don't. I've tried add-on cargen slots and I've tried overwriting the original cargen slots for that area by "overwriting" them with modded files through the add-on/patch method so no vanilla or DLC files have to be changed.
@Untouchable59807 You need to use a trainer to spawn them in. Or alternatively you could modify "dispatch.meta" and have them spawn in when you have a wanted level.
@Swed1431 I don't know. I don't really have an idea on how to make a lore version of that agency and be able to incorporate it into the mod.
@Michael21107 Yes. There are no .ymap overlaps. Only issue is that there is a "collision" spawn inside the prison where an SASPA Cruiser and SASPA Buffalo spawn right next to a (TheF3nt0n's) Prison Patriot and (TheF3nt0n's) Prison Stockade facing opposite directions (basically the "collision" is that it's just a spawn that looks weird). But the probability of all of those vehicles spawning in at the same time is low.
@damianc623 I don't know. I've tested this mod by having only it installed and with others, so it's unlikely that this is the cause. Have you installed mods, scripts, and files required to run mods in general? I'm sorry I couldn't be of more help.
@Extremal
1) I don't know what the issue could be. I tested the mod and all of the SWAT officers had weapons. Did you install the "pedpersonality.ymt" and "loadouts.meta" files?
2) In a future update, I could add female LSPD and LSSD officers to the "dispatch.meta" file, but they won't have physical armor like the male officers. I don't have the software required to model the other agencies female officers or to update the existing ones.
3) As I mentioned in my previous comment, the issue lies in the amount of jurisdictions the game recognizes. Without the use of a mod or script that overrides that limitation, I can not add SA State Parks Rangers or BCSO to the "dispatch.meta" file. Though there is a possibility I could add BCSO assets in a future update and replace the LSSD with BCSO in a separate "dispatch.meta" file.
@xTaqkuito7w7r
My mods are already mostly compatible, with a few exceptions.
- General files exceptions:
dispatch.meta - each mod that includes its own dispatch.meta file is incompatible with other dispatch.meta files
e.g. the dispatch.meta file included with "WSE: Revamped" is incompatible with" WSE: Federal Enforcement" beacause each defines its own police response functions that may not be compatible with each other.
zonebind.ymt - it defines law enforcement jurisdictions. The vanilla game has the DEFAULT, COUNTRYSIDE, and ARMY_BASE jurisdictions. An unused jurisdiction "enum_ad76c606_781vcpv" is used to make the SAHP, SASPA, or Coast Guard spawn in specific areas. That is the only unused jurisdiction that works left over from the GTAV development and testing phase back in the early 2010s. It is used in zonebind.ymt. That is why zonebind.ymt and dispatch.meta files from different mods are incompatible. (e.g. zonebind.ymt from "WSE: Revamped" and zonebind.ymt from "SASPA (State Prison Authority) Expanded Pack")
pedpersonality.ymt - A custom one is used in "WSE: Federal Enforcement", "WSE: Revamped", and "NOOSE Expanded Pack". It only adds new NPC personalities, it doesn't change anything relying on vanilla personality functions. It is compatible with all of my mods (the newest version that is; e.g. no need to replace the one from "WSE: Revamped" when using "NOOSE Pack Expanded" or "WSE: Martial Law" (if the "WSE: Revamped" version is the newest)).
loadouts.meta - A custom one is used in "WSE: Federal Enforcement", "WSE: Revamped", and "NOOSE Expanded Pack". It adds new NPC weapon loadouts, it doesn't change anything relaying on vanilla loadout functions (except cops). It is compatible with all of my mods (the newest version that is; e.g. no need to replace the one from "WSE: Revamped" when using "NOOSE Pack Expanded" or "WSE: Martial Law" (if the "WSE: Revamped" version is the newest))..
popcycle.dat - Enables the spawn of police officers and vehicles on the street. It is compatible with all of my mods. Not required for any of my mods to work.
popgroups.ymt - I use to define the type of police vehicles that spawn in LS, the countryside, and the highways.
A prerequisite for installing this file is installing the custom popcyle.dat file. Not required for any of my mods to work.
- Add-on files exceptions:
1) "NOOSE Expanded Pack" and "WSE: Federal Enforcement" share a lot of assets (vehicles and NPCs) and the issue that arises from this is that I update "NOOSE Expanded Pack" more frequently than "WSE: Federal Enforcement", so some of the assets in "WSE: Federal Enforcement" will be out of date (e.g. different textures, completely new model, etc.).
2) "NOOSE Expanded Pack" and "WSE: Revapmed" share some assets. Same issue as 1).
3) "WSE: Revamped" and "WSE: Federal Enforcement" share some assets. Same issue as 1).
All of my add-on mods (".rpf" files that contain vehicles, NPCs, etc.) are compatible (taking into account the issues described in "Add-on files exceptions").