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This mod makes Los Santos feel more alive with improvements and additions to the world, making it more immersive, fun and realistic.
The mod is split into two parts: a script and an OIV package.
My discord server: https://discord.gg/XjaVRwMfp6
you can add suggestions and a lot more, go check it out!
3.2 HOTFIX V4
LSPDFR:
Now with lspdfr compatibility peds no longer think they are getting robbed when aimed
3.2 HOTFIX V3
-Improved gang hangouts
-Fixed npcs doing weird anims
3.2 HOTFIX V2:
-Fixed store rob animation height
3.2 HOTFIX:
-Fixed ambient spawns looking to the walls instead of looking to the front
OIV Package
Crime Awareness
- Fixed broken crime witness data that could cause crashes or be ignored by the game
- Gunfire can now be heard up to 100m away (was 50m)
- Explosions can be heard up to 150m away (was 65m)
- Shooting peds or cops is noticed up to 40m away (was 14m)
- Shooting vehicles is noticed up to 50m away (was 30m)
- Non-lethal weapon use is noticed up to 15m away (was 4m)
- Suppressed weapons are slightly more noticeable (6m, was 3m)
- Killings, cop kills and hitting pedestrians are noticed from further away
Living Streets
- Pedestrians no longer stay frozen in one activity forever: people on their phones, smoking, leaning, drinking, window shopping or reading maps now move on after a few minutes
- People wait longer at bus stops
- Fewer idle police officers standing around
- More people sitting on benches
- More homeless people on the streets
- Twice as many birds in trees and on telegraph poles
Pedestrian Awareness
- Ambient pedestrians notice deaths nearby from further away
2.0:
OIV FIXES:
Peds.ymt: Behaviour
-NPCs who want a fight, but when you lock onto them with your camera or weapon (which you already had drawn and they had seen) they run away.
pedaccuracy.meta: how accurate people are with a gun
- AI accuracy cut from 2.0 to 1.3, so cops and gangs no longer hit you like marksmen
- Professional pistol users against other AI cut from 2.5 to 1.8
- Accuracy now falls off with distance much sooner (full accuracy under 3m instead of 5m, minimum from 25m instead of 15m)
- Harder to hit you while you run, drive fast or walk
- Wounded shooters are far less accurate (0.5 to 0.35)
- Your own blind fire is noticeably worse, as it should be
motivations.meta: how fast people's mood swings
- Anger builds up 2.5x slower and starts lower, so nobody goes from calm to furious in a second
- Fear builds slower and starts lower, so people no longer panic at the first sign of trouble
- Happiness settles at a normal pace instead of jumping straight to cheerful
scenariotriggers.meta: how people react when something shocking happens
- Reactions are no longer guaranteed for everyone: cowards bail out 85 percent of the time, instant exits 90 percent, fleeing 80 percent, normal reactions 95 percent
- The result is a mixed crowd, some reacting and some carrying on, instead of a whole street doing the same thing at once
noisetuning.meta: how far footsteps are heard
- Sneaking and walking are heard much closer (7m and 12m instead of 10m and 15m)
- Running and sprinting are heard much further (30m and 40m instead of 25m and 30m)
- Same values applied to both singleplayer and multiplayer tables
crimes.meta: how far a car theft is noticed
- Stealing a vehicle is noticed from 28m instead of 50m, so thefts in a quiet street can go unseen
propsets.meta: props people carry
- Drinkers carry the brown-bag bottle, which was disabled
- Hand food evenly split between bagels and both donut types
- Deckchair drinkers have coffee more often
agitatedtriggers.meta: what sets people off and how fast
- Gang members no longer snap the instant you step into their turf: 0.7-2.5s instead of 0.1-1.5s
- Standing in someone's face takes a beat before they complain: 0.9-1.8s instead of 0.35-0.6s
- Same for being behind them (4.5-7s) and blocking them in a car (6-9s)
- People notice being followed a bit sooner (6-10s) but escalate more slowly (3-5s between steps)
- Once you have intimidated someone they stay intimidated much longer before reacting again: 22-38s instead of 15-25s
- Gangs back each other up more (Families, Vagos and bikers at 45 percent, other gangs up from 25 percent to 40 percent) and from further away (13m instead of 10m), so their turf feels defended while everyone else stays calmer
agitatedpersonalities.meta: when someone decides to confront you
- A ped now needs three friends nearby, not two, before the group bravery kicks in and they square up to you, which cuts the random bystanders picking a fight
agitatedresponses.meta: how hard they react
- Twelve reactions that forced maximum fear now set it to 0.75, so people get scared instead of going straight to full panic every time
- They settle back to what they were doing once you are 22m away instead of 30m
Script
Living World
- Pedestrian, traffic, scenario and parked vehicle density adjusted by time of day and by area (beaches, downtown, nightlife, hoods, industrial, airport, countryside, suburbs)
- Daily rhythm: busy rush hours in the morning and early evening, and quiet, empty streets in the dead of night
- Groups of 2-4 people walking together, some of them out walking their dog
- People use benches, ATMs, vending machines and shop windows placed by the game itself
- People standing, chatting, smoking or drinking in small groups, with activities that fit the area and the time of day
- Office workers spilling out onto the pavement in the evening, smoking and talking in groups
- Queues outside clubs at night, with a bouncer at the door
- Terraces and cafes filling up during the day
- People waiting at bus stops
- Couriers double parking, carrying the parcel to the door and driving off
- Bin lorries working their round with two crew members walking behind
- Nobody stands in traffic: people are never placed on roads or crossings, and anyone the script tasks who ends up on a lane is sent back to the pavement
- Nothing spawns in front of you: everything appears far away or out of view
Shops
- Shops and Ammu-Nations have life inside: there is almost always someone buying, and they can be empty, almost empty, normal, busy or packed depending on the time of day, with extra clerks and the occasional queue at the counter
- Clerks are never frozen waiting: they check their phone, drink coffee, smoke, lean on the counter or do paperwork, and change activity while you are not looking
- A robbed shop closes for a while: no customers go in, and police park outside and look around
Interiors (optional, off by default)
- People living inside buildings instead of empty rooms
- Banks come configured out of the box and work in the base game: tellers behind the counter and customers queueing and waiting
- Offices, bars, shops and homes can be added with your own coordinates if you use an "enable all interiors" style mod
- People only appear while you are outside and the interior is loaded
Traffic
- Broken down cars with the bonnet up, smoke and the owner on the phone
- Cars arriving, parking, locking up and their occupants walking away
- Petrol stations with cars refuelling and people standing around them
- Drivers stuck behind you honk and shout out of the window
- Faster traffic overtakes you on the highway
Realistic Reactions
- Pedestrians walk away briskly when you carry a weapon near them, just like when you crash near them, and it does NOT give you a wanted level
- People raise their hands or cower when you aim at them
- Real fear around gunfire
- Crashes draw reactions: some people walk away, others record with their phones
- Pedestrians interact with their surroundings and chat with each other
- People stop to take photos of your car when it is parked (muscle, sports, sports classic and super cars by default)
Witness System
- Crimes no longer give instant stars when no cop sees them
- Witnesses flee first, then call the police with their phone or the nearest phone booth
- Stop them before the call ends (knock them down, kill them or aim at them) and the police never find out
- Cops that see the crime give stars instantly
- Optional: crimes with no witnesses give no stars at all
Identity & Disguise
- The police remember your outfit, mask and vehicle from the crime
- Change your clothes and vehicle without being seen and you lose the stars
- Dark window tints or a new look keep cops from recognizing you automatically, unless one gets close enough to inspect you
Progressive Vehicle Damage
- Throttle stutter on heavily damaged vehicles
- Bent axles after hard hits make your vehicle pull to one side
- Very hard impacts can damage the brakes and cause random brake failure
Ammo Economy
- Every Ammu-Nation has limited ammo stock per category (pistol, SMG, rifle, shotgun, sniper, MG)
- Buying a lot raises prices, and stock can run out for in-game days
- Prices depend on the area too: downtown is pricier, the countryside cheaper
- Gunfights around the city reduce the stock
- Stock refills and prices drop over time
Dynamic Events
Events appear around you depending on the area and time of day. You can ignore them or get involved.
Police
Only a handful of police activities, so officers never behave strangely:
- Car patrols driving around the area
- Cops on a break: groups having coffee, eating donuts, smoking or chatting outside police stations or next to their parked car, then driving off on patrol
- Road checkpoints: a line of cones closes a lane, patrol cars sit across it with their lights on, an officer waves cars down and the others check the driver's documents before letting them through
- Occasional police chases that can end on foot, with backup units and arrests
- A police helicopter circling at night over the city and the hoods
- Municipal tow trucks hooking up badly parked cars and taking them away
Police never interfere with the other events unless you turn it on in the ini.
Gang Territories
- Gang hangouts: members of the gang that actually controls the area hanging around their parked cars, drinking, smoking and keeping watch, with one of them dealing and buyers coming and going
- Gun deals out of a car boot, with a lookout, and buyers walking away armed
- Street drug deals, far more common in gang and industrial areas
- Gang fights between the real rival gangs of each area (Families, Ballas, Vagos, Marabunta, Aztecas, The Lost)
- Gang drive-bys
- Gang memory: kill enough members of a gang and that gang attacks you on sight in its own turf, until they forget about you
Crime
- Muggings: armed hold-ups and snatch-and-run thefts, usually targeting people already walking around, and the victim may fight back or chase the thief. Far more likely in rough areas
- Traffic accidents with injured people and onlookers filming
- Street fights with people cheering and recording
- Store robberies with getaway cars
- Carjackings
Emergency Services
- Ambulances and fire trucks rush with sirens to real incidents: paramedics treat injured people and take them away, firefighters put out burning wrecks
- Burning dumpsters in the hoods at night, put out by the fire brigade
Streets & Traffic Events
- Racers and night street race meets with a crowd
- Taxis picking people up
- People interacting with parked cars
- Cars with bikes on the roof
- Tuned cars leaving Benny's
- Tow trucks actually towing cars
- Work crews and electricians
- Air traffic
- Add-on vehicle injector: your add-on cars can appear in traffic
Countryside & Coast
- Tractors and combines working the fields
- Fishermen on piers and shores
- Groups of hikers, sometimes with a mountain biker
- Truckers resting next to their trucks, smoking or having a coffee
- Biker convoys of 3-5 Lost riding in formation
- Off-road vehicles
- Camping spots with bonfires and tents
- Barn finds: rare abandoned classic cars you can take
Optional Events (off by default)
- Traffic stops where the driver may flee
- Foot patrols
- Foot chases with tasers and arrests
- Prisoner transport convoys with escorts
- Police raids that can turn into shootouts
Hotspots
- Save your own spots in-game and fill them with crowds, beach parties, queues, construction workers, electricians or parked planes with pilots and mechanics
Super Lively Mode
- One switch for a much busier city: many more people and traffic, packed shops, far more events and a lot more crime
- You choose which parts get boosted (density, crowds, shops, events, crime, reactions, traffic) and how strong the boost is
Configuration
- Over 50 events, each with its own weight, spawn chance, cooldown, areas, hours and per-area probability multipliers
- Everything can be configured in ImmersiveSantos.ini: toggle any feature, police behaviour, daily routines, interiors, models, gang territories, shop and petrol station locations and more
- F10: enable/disable the mod, F11: save your current position as a hotspot, F9: reload the ini in-game
- Hotkeys can be disabled with EnableHotkeys=0
- Automatically pauses during story missions
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Changelog
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3.0:
-Added more gun fights options like:
DangerousPlacesOnly
DangerousZones=Hood,Industrial,Rural
-Added New Fixes:
Open Area Spawns Filter
-Fixed intermittent infinite sound
-Added LSPDFR Compatibility (Tested but still on WIP)
-Now police doesnt put their sirens on instantly theres a crime and teleport just some meters behind you. now they react correctly
-Reduced gun fights in city at day time
====ADDED CRIMES====
ATM Robbery
- A masked robber wearing glasses walks up to someone using an ATM and holds them at gunpoint.
- The victim raises their hands and hands over the money.
- The robber runs off on foot or, sometimes, in a getaway car waiting nearby.
- The police may chase him. If you step in, he may surrender, fight back or run.
Armored Truck Hijack
- A masked crew follows a cash truck and boxes it in.
- The guards either surrender or shoot back.
- The crew opens the rear doors, loads the cash and flees.
- Always ends in a police pursuit that escalates up to helicopters, FBI and SWAT.
- Daytime only, in the city, industrial and rough areas.
Drunk Driver
- Weaves across the road at night.
- Sometimes someone reports it and a patrol shows up.
- The driver either pulls over and gets arrested, or floors it and a chase begins.
STORE & BANK ROBBERIES (completely rewritten)
- Targets: banks, convenience stores, gas stations and Ammu-Nation.
- What gets robbed depends on the zone: corner shops in the hood, gas stations in the countryside, banks downtown (banks in daytime only).
- Robbers wear masks or bandanas and sunglasses. One or two at shops, two to three at banks.
- They arrive in a car parked right outside the door, with a driver waiting at the wheel.
- They aim at the clerk, who raises their hands and hands over the money. Then they run back to the car and drive off.
- You can stop them: they may surrender, shoot back (only where gunfights are allowed) or flee.
- Banks always bring the police. Small shops sometimes do.
- Pursuits escalate with severity: patrols, then a police helicopter, then the FBI, then a SWAT unit.
- Severity rises with bank or Ammu-Nation targets, bigger crews, and if the clerk is killed.
- Ends with the crew caught (out of the car, hands up, officers aiming) or a clean escape.
IMPROVED
- Carjacking: the police can now chase the stolen car.
- Street Racing: races now happen with or without police. Sometimes a patrol breaks it up and the racers flee.
- Robberies are no longer limited to dangerous gunfight zones, so they can happen downtown.
CONFIGURATION (ImmersiveSantos.ini)
- Every new event has its own block: Enabled, Weight, SpawnChance, Cooldown, Zones, ZoneWeights, Hours and Blip.
- New chances in [EventOptions]: bank vs shop target, police on small shops, two robbers, ATM getaway car and police, armored guards fighting back, drunk driver reported or fleeing, street race police, carjack police.
- Helicopter and FBI delay (seconds into a pursuit) are configurable.
- New model pools in [Models]: Robbers, ArmoredTrucks, ArmoredGuards, FbiCars, FibAgents.
====IN-GAME MENU====
- Open and close it with one key (default F5). The key can be rebound in the menu: Settings > Menu key (press Enter, then the new key), or MenuKey in [General] of the ini.
- All the old hotkeys were removed. The menu is now the only control.
- Controls: Up/Down to move, Left/Right to change values, Enter to select, Backspace to go back.
- Game controls are blocked while the menu is open, so you do not shoot or move by accident.
- Cleaner look: panel with shadow, highlighted row, scrolling list, page title, and a help line at the bottom that explains the selected option.
- Every change is applied live and written to the ini, so it is still there next time you play.
- Settings that need a refresh are applied automatically when you close the menu.
MAIN MENU
- Mod enabled: turn the whole mod on/off.
- Presets, General, Events, Crime & Police, World & Density, Debug, Settings.
PRESETS
- 12 ready-made setups: Standard, Peaceful Los Santos, No Gunfights, No Gang Wars, No Police Chases, Quiet Neighbourhood, Busy City, Crime City, Cops And Robbers, Gang Life, Cinematic, Low End PC.
- Enter applies a preset instantly. Its description is shown at the bottom.
- Undo preset: puts your own settings back.
- Save my current settings as a preset: type a name and keep your setup.
- Delete a preset of mine.
- Make your own in the ini: add a [Preset.Name] section with Section.Key=Value lines.
GENERAL
- Notifications, Debug notifications.
- Event blips on the map.
- Interactable events.
- Pause during missions.
- Calm mode (less violence).
- Super lively, Event frequency, World busyness.
- Max active events.
- Performance mode (1-3).
- Disable ALL events / Enable all events.
EVENTS
- Full list of every event in the mod, with a live SEARCH BOX: start typing and the list filters instantly.
- Per event: Enabled, Weight, Cooldown, Map blip (off / default / colours).
- Force spawn now (from the event's own page).
- Save event settings to ini.
CRIME & POLICE
- Gunfights enabled, only in dangerous zones, in the city by day.
- Max active gunfights, startup grace, big fight repeat (min / max).
- Gang fights on a timer.
- Police respond to events.
- Criminals resist police.
- Robbery: bank chance, shop police chance, two robbers chance.
- Pursuit: helicopter after X seconds, FBI after X seconds.
- Group heist: clean getaway chance.
- ATM robbery: police chance, getaway car chance.
- Armored truck: guards fight chance.
- Drunk driver: police chance, flee chance.
- Street race: police chance.
- Carjacking: police chance.
WORLD & DENSITY
- NPC amount, Vehicle amount, Parked vehicle amount (master sliders).
- Crowds on/off.
- Real Life mode.
- Pedestrians, Traffic, Scenario peds and Parked cars, each for day and night.
DEBUG (for testing)
- Force event: pick any event (with search) and spawn it next to you.
- Teleport to last forced event / nearest active event.
- Event overlay: shows names and lines to every active event.
- Active events counter.
- Clear all active events.
- Reset all event cooldowns.
- Skip gunfight startup grace.
- Skip spawn warm-up.
- Time of day (hour).
- Player invincible.
- Clear wanted level.
- Write active events to the log.
Respect for authority (new)
-Drivers brake for an officer on foot standing in their lane instead of running them over. If the officer is shooting, they wait longer.
-A driver close to a shooting officer can get out of the car and run (20 percent by default).
Cars ahead of an emergency vehicle with its siren on slow down to let it through.
-Pedestrians move away or drop to the ground when a nearby officer is shooting. 90 percent of people obey and the rest ignore authority. The choice is fixed per person or car.
-It does not affect the vehicles spawned by the mod events, only normal traffic.
-New [Authority] section in the ini with a master switch, each behaviour on its own, the obey percentage, the chance a driver bails out, distances and wait times.
-In the menu, under Crime & Police, there are 4 toggles and 2 percentage sliders (obey percentage and driver bails out), applied live.
SETTINGS
- Menu key (rebind).
- Reload ini now.
- Save my position as a hotspot.
- Save event settings to ini.
MORE FIXES AND TWEAKS
- Every menu option and every event now has a one-line description at the bottom of the menu.
- Everything you change in the menu is saved to the ini. Event changes (on/off, weight, cooldown, blip) are saved when you close the menu, and only what you changed is written, so SuperLively/EventFrequency are never doubled.
- Nothing needs a game restart. Options marked apply when you close the menu (the world resets) all others are live.
- NEW: Quiet city (Crime & Police). No shot is fired on its own outside gang areas, desert and forests, not even by the police. Robberies of banks and shops are the exception. Shooting still happens if you shoot first or have a wanted level. Ini: [GunFights] QuietCity. Default dangerous zones are now Hood and Rural.
- ATM robberies only happen at real ATMs near you (the guessed fallback spots were removed).
- Respect for authority: drivers stop for officers and sirens, bystanders take cover ([Authority]).
- Presets at the end of the ini, your own presets below the YOUR OWN PRESETS header. Default menu key: F5.
- STABILITY: new [Stability] section in the ini. Every part of the mod runs inside a safety net: an error in one part is logged and skipped instead of crashing the game, and a part that keeps failing is switched off for the session. A failing event is removed on its own.
- The mod pauses during cutscenes and character switches, resets itself when a save is loaded or the player ped changes, and stops creating anything while the game runs below 18 fps.
- Hard world ceilings for people and vehicles (AbsoluteMaxPeds / AbsoluteMaxVehicles) and an ini sanity check that pulls silly values back into a safe range.
- Debug menu shows how many errors the guard has caught.
GAME FILES
crimeinformation.meta - gunshots are noticed from much closer
FIREARMDISCHARGE hear distance 100 -> 45 m
SHOOTVEHICLE 50 -> 30, SHOOTPED 40 -> 30, SHOOTCOP 40 -> 30, HITCOP 40 -> 15
pedaccuracy.meta - more realistic shooting
AI global accuracy 1.3 -> 0.9, running 0.22 -> 0.15, driving 0.2 -> 0.12,
walking 0.5 -> 0.4, blind fire 0.3 -> 0.2, player recoil 0.8-1.0 -> 0.9-1.15
noisetuning.meta - footsteps heard from 25 percent less distance
agitatedtriggers.meta - gangs intimidate less often and from closer
agitatedresponses.meta - fewer instant fights
scenariotriggers.meta - helicopters/planes/parachutists overhead no longer scare everyone
peds.ymt - peds notice a killed ped from closer
POLICE BEHAVIOUR REWORK
- Cops no longer attack people just for being in a gang or a van, they only act on crimes that are really happening
- Fixed: "Criminals resist police" used to make every cop hate every criminal on sight (now only CopsAttackEventCriminals=1 does)
- Taser and arrest first: officers tase and handcuff unarmed suspects instead of shooting
- Tactical stance: cops use cover, keep their distance and are less accurate outside big incidents
- Parked patrols switch their sirens off after a few seconds at calm scenes
- Loud police events (SWAT, raids, heli pursuits, roadblocks, shootouts, standoffs) are halved by default
- New [PoliceRework] section in the ini and 5 new options in the menu (Crime page), each with a description
- Does nothing while you have a wanted level, so normal game police still deal with you as usual
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3.1:
-Fixed police anims
-Fixed kidnapping not working correctly
-[LessSensitiveNPCs] in the ini, and "Less Sensitive NPCs" in the menu (main page).
Everyday people stop panicking over every little thing. Real danger (gunfire, a fight, an explosion) still scares them.
- Enabled: master switch. Off puts every reaction back to how it was.
- Strength (0-100 percent): how much of the normal reaction radius and flee/cower chance is kept. It scales DangerRadius, WeaponReactionRadius, GunshotFearRadius, CrashReactionRadius and the flee/cower chances from [Reactions]. Default 60.
- IgnoreArmedPlayer: people no longer clear off just because you carry a gun.
- IgnoreMinorShocks: the game's own panic over horns, engines, bikes on pavements, running people, sirens and bumps is muted while nothing violent is going on.
- ViolenceMemorySec: after gunfire, a fight or an explosion people may panic normally again for this long. Default 12.
- LimitSenses, HearingRange, SeeingRange: everyday people hear and see less far away (default 18 m / 40 m).
- Alertness (-1 to 3): sets how alert ambient people are. -1 leaves the game's value.
- ApplyRadius: only people this close to you are changed.
-Police and the mod's own scene people are never touched.
=============================
QUIET VOICES (less screaming)
=============================
NEW: [QuietVoices] in the ini, and "Quiet Voices (less screaming)" in the menu. Everything applies live.
Fixes the "people scream every few seconds" reports
- ScreamChance (default 25 percent), ScreamGapSec (10) and PerPersonGapSec (45): every scared/shocked line of the mod is thinned out, with a gap between any two screams and a longer one per person.
- MaxHearDistance (25 m): screams and shouts from people further away are not played at all, so nothing is shouted into the headphones from far away.
- AngryShoutChance (60 percent): same for insults, curses and threats of the mod's scenes.
- ShoutedToNormal: forced shouted lines are played at normal volume.
- MuteFleeingPeople: people running away or reacting to danger stay silent. This removes the game's own panic screams, not only the mod's.
- MutePainSounds, MuteAllAmbientVoices: stronger options, off by default.
- ApplyRadius (70 m): only people this close are muted.
Robberies (shops, petrol stations, Ammu-Nation, banks, ATMs)
- Shop/petrol robbery: a lone robber can now arrive on a motorbike parked outside (StoreRobBikeChance). Otherwise it is still a car with a driver.
- ATM robbery: the robber can have a motorbike left running at the kerb (AtmRobberyGetawayBikeChance).
- New ending: the robbers run on foot, a patrol arrives and catches them (hands up, officers aiming) - RobberyCaughtOnFootChance.
Independent of "Police respond to events". If no patrol can be spawned, the robbery ends as before.
- The other endings are unchanged: police pursuit (police chances) or a clean getaway.
Witnesses (new [WitnessFlight] section, in menu is located at Crime & Police)
- People near gunfire, chases, fights, robberies, carjackings, muggings and similar loud events run away from them (once per person).
- Sometimes a patrol is sent a while later (PoliceLaterChance, PoliceDelayMinSec/MaxSec). Independent of "Police respond to events".
- Kidnappings and events that already have their own police logic (robberies, heists, armoured trucks) do not get the extra patrol.
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3.2: changelog.txt on z7 file
BASE CHANGELOG:
-Interactions
-30 New events
-Reworked a lot of events, crimes and behaviour
-Added better event moves and animations
-Added blip colors and names
-Lot of testing and playing
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NOTES:
ini settings are to max so you can experience the most full experience and stable, if you suffer crashes or much fps or have a low-mid end pc instead of a high one check ini settings to tweak them following you system specs etc...
-IF YOU ARE USING WOV (enhanced or legacy)
first install my OIV then install WOV
COMPATIBLE AND NOT COMPATIBLE MODS:
-Immersify: yes
-WOV: yes
RDE/PEV: yes
Not compatible: not found
The mod is split into two parts: a script and an OIV package.
My discord server: https://discord.gg/XjaVRwMfp6
you can add suggestions and a lot more, go check it out!
3.2 HOTFIX V4
LSPDFR:
Now with lspdfr compatibility peds no longer think they are getting robbed when aimed
3.2 HOTFIX V3
-Improved gang hangouts
-Fixed npcs doing weird anims
3.2 HOTFIX V2:
-Fixed store rob animation height
3.2 HOTFIX:
-Fixed ambient spawns looking to the walls instead of looking to the front
OIV Package
Crime Awareness
- Fixed broken crime witness data that could cause crashes or be ignored by the game
- Gunfire can now be heard up to 100m away (was 50m)
- Explosions can be heard up to 150m away (was 65m)
- Shooting peds or cops is noticed up to 40m away (was 14m)
- Shooting vehicles is noticed up to 50m away (was 30m)
- Non-lethal weapon use is noticed up to 15m away (was 4m)
- Suppressed weapons are slightly more noticeable (6m, was 3m)
- Killings, cop kills and hitting pedestrians are noticed from further away
Living Streets
- Pedestrians no longer stay frozen in one activity forever: people on their phones, smoking, leaning, drinking, window shopping or reading maps now move on after a few minutes
- People wait longer at bus stops
- Fewer idle police officers standing around
- More people sitting on benches
- More homeless people on the streets
- Twice as many birds in trees and on telegraph poles
Pedestrian Awareness
- Ambient pedestrians notice deaths nearby from further away
2.0:
OIV FIXES:
Peds.ymt: Behaviour
-NPCs who want a fight, but when you lock onto them with your camera or weapon (which you already had drawn and they had seen) they run away.
pedaccuracy.meta: how accurate people are with a gun
- AI accuracy cut from 2.0 to 1.3, so cops and gangs no longer hit you like marksmen
- Professional pistol users against other AI cut from 2.5 to 1.8
- Accuracy now falls off with distance much sooner (full accuracy under 3m instead of 5m, minimum from 25m instead of 15m)
- Harder to hit you while you run, drive fast or walk
- Wounded shooters are far less accurate (0.5 to 0.35)
- Your own blind fire is noticeably worse, as it should be
motivations.meta: how fast people's mood swings
- Anger builds up 2.5x slower and starts lower, so nobody goes from calm to furious in a second
- Fear builds slower and starts lower, so people no longer panic at the first sign of trouble
- Happiness settles at a normal pace instead of jumping straight to cheerful
scenariotriggers.meta: how people react when something shocking happens
- Reactions are no longer guaranteed for everyone: cowards bail out 85 percent of the time, instant exits 90 percent, fleeing 80 percent, normal reactions 95 percent
- The result is a mixed crowd, some reacting and some carrying on, instead of a whole street doing the same thing at once
noisetuning.meta: how far footsteps are heard
- Sneaking and walking are heard much closer (7m and 12m instead of 10m and 15m)
- Running and sprinting are heard much further (30m and 40m instead of 25m and 30m)
- Same values applied to both singleplayer and multiplayer tables
crimes.meta: how far a car theft is noticed
- Stealing a vehicle is noticed from 28m instead of 50m, so thefts in a quiet street can go unseen
propsets.meta: props people carry
- Drinkers carry the brown-bag bottle, which was disabled
- Hand food evenly split between bagels and both donut types
- Deckchair drinkers have coffee more often
agitatedtriggers.meta: what sets people off and how fast
- Gang members no longer snap the instant you step into their turf: 0.7-2.5s instead of 0.1-1.5s
- Standing in someone's face takes a beat before they complain: 0.9-1.8s instead of 0.35-0.6s
- Same for being behind them (4.5-7s) and blocking them in a car (6-9s)
- People notice being followed a bit sooner (6-10s) but escalate more slowly (3-5s between steps)
- Once you have intimidated someone they stay intimidated much longer before reacting again: 22-38s instead of 15-25s
- Gangs back each other up more (Families, Vagos and bikers at 45 percent, other gangs up from 25 percent to 40 percent) and from further away (13m instead of 10m), so their turf feels defended while everyone else stays calmer
agitatedpersonalities.meta: when someone decides to confront you
- A ped now needs three friends nearby, not two, before the group bravery kicks in and they square up to you, which cuts the random bystanders picking a fight
agitatedresponses.meta: how hard they react
- Twelve reactions that forced maximum fear now set it to 0.75, so people get scared instead of going straight to full panic every time
- They settle back to what they were doing once you are 22m away instead of 30m
Script
Living World
- Pedestrian, traffic, scenario and parked vehicle density adjusted by time of day and by area (beaches, downtown, nightlife, hoods, industrial, airport, countryside, suburbs)
- Daily rhythm: busy rush hours in the morning and early evening, and quiet, empty streets in the dead of night
- Groups of 2-4 people walking together, some of them out walking their dog
- People use benches, ATMs, vending machines and shop windows placed by the game itself
- People standing, chatting, smoking or drinking in small groups, with activities that fit the area and the time of day
- Office workers spilling out onto the pavement in the evening, smoking and talking in groups
- Queues outside clubs at night, with a bouncer at the door
- Terraces and cafes filling up during the day
- People waiting at bus stops
- Couriers double parking, carrying the parcel to the door and driving off
- Bin lorries working their round with two crew members walking behind
- Nobody stands in traffic: people are never placed on roads or crossings, and anyone the script tasks who ends up on a lane is sent back to the pavement
- Nothing spawns in front of you: everything appears far away or out of view
Shops
- Shops and Ammu-Nations have life inside: there is almost always someone buying, and they can be empty, almost empty, normal, busy or packed depending on the time of day, with extra clerks and the occasional queue at the counter
- Clerks are never frozen waiting: they check their phone, drink coffee, smoke, lean on the counter or do paperwork, and change activity while you are not looking
- A robbed shop closes for a while: no customers go in, and police park outside and look around
Interiors (optional, off by default)
- People living inside buildings instead of empty rooms
- Banks come configured out of the box and work in the base game: tellers behind the counter and customers queueing and waiting
- Offices, bars, shops and homes can be added with your own coordinates if you use an "enable all interiors" style mod
- People only appear while you are outside and the interior is loaded
Traffic
- Broken down cars with the bonnet up, smoke and the owner on the phone
- Cars arriving, parking, locking up and their occupants walking away
- Petrol stations with cars refuelling and people standing around them
- Drivers stuck behind you honk and shout out of the window
- Faster traffic overtakes you on the highway
Realistic Reactions
- Pedestrians walk away briskly when you carry a weapon near them, just like when you crash near them, and it does NOT give you a wanted level
- People raise their hands or cower when you aim at them
- Real fear around gunfire
- Crashes draw reactions: some people walk away, others record with their phones
- Pedestrians interact with their surroundings and chat with each other
- People stop to take photos of your car when it is parked (muscle, sports, sports classic and super cars by default)
Witness System
- Crimes no longer give instant stars when no cop sees them
- Witnesses flee first, then call the police with their phone or the nearest phone booth
- Stop them before the call ends (knock them down, kill them or aim at them) and the police never find out
- Cops that see the crime give stars instantly
- Optional: crimes with no witnesses give no stars at all
Identity & Disguise
- The police remember your outfit, mask and vehicle from the crime
- Change your clothes and vehicle without being seen and you lose the stars
- Dark window tints or a new look keep cops from recognizing you automatically, unless one gets close enough to inspect you
Progressive Vehicle Damage
- Throttle stutter on heavily damaged vehicles
- Bent axles after hard hits make your vehicle pull to one side
- Very hard impacts can damage the brakes and cause random brake failure
Ammo Economy
- Every Ammu-Nation has limited ammo stock per category (pistol, SMG, rifle, shotgun, sniper, MG)
- Buying a lot raises prices, and stock can run out for in-game days
- Prices depend on the area too: downtown is pricier, the countryside cheaper
- Gunfights around the city reduce the stock
- Stock refills and prices drop over time
Dynamic Events
Events appear around you depending on the area and time of day. You can ignore them or get involved.
Police
Only a handful of police activities, so officers never behave strangely:
- Car patrols driving around the area
- Cops on a break: groups having coffee, eating donuts, smoking or chatting outside police stations or next to their parked car, then driving off on patrol
- Road checkpoints: a line of cones closes a lane, patrol cars sit across it with their lights on, an officer waves cars down and the others check the driver's documents before letting them through
- Occasional police chases that can end on foot, with backup units and arrests
- A police helicopter circling at night over the city and the hoods
- Municipal tow trucks hooking up badly parked cars and taking them away
Police never interfere with the other events unless you turn it on in the ini.
Gang Territories
- Gang hangouts: members of the gang that actually controls the area hanging around their parked cars, drinking, smoking and keeping watch, with one of them dealing and buyers coming and going
- Gun deals out of a car boot, with a lookout, and buyers walking away armed
- Street drug deals, far more common in gang and industrial areas
- Gang fights between the real rival gangs of each area (Families, Ballas, Vagos, Marabunta, Aztecas, The Lost)
- Gang drive-bys
- Gang memory: kill enough members of a gang and that gang attacks you on sight in its own turf, until they forget about you
Crime
- Muggings: armed hold-ups and snatch-and-run thefts, usually targeting people already walking around, and the victim may fight back or chase the thief. Far more likely in rough areas
- Traffic accidents with injured people and onlookers filming
- Street fights with people cheering and recording
- Store robberies with getaway cars
- Carjackings
Emergency Services
- Ambulances and fire trucks rush with sirens to real incidents: paramedics treat injured people and take them away, firefighters put out burning wrecks
- Burning dumpsters in the hoods at night, put out by the fire brigade
Streets & Traffic Events
- Racers and night street race meets with a crowd
- Taxis picking people up
- People interacting with parked cars
- Cars with bikes on the roof
- Tuned cars leaving Benny's
- Tow trucks actually towing cars
- Work crews and electricians
- Air traffic
- Add-on vehicle injector: your add-on cars can appear in traffic
Countryside & Coast
- Tractors and combines working the fields
- Fishermen on piers and shores
- Groups of hikers, sometimes with a mountain biker
- Truckers resting next to their trucks, smoking or having a coffee
- Biker convoys of 3-5 Lost riding in formation
- Off-road vehicles
- Camping spots with bonfires and tents
- Barn finds: rare abandoned classic cars you can take
Optional Events (off by default)
- Traffic stops where the driver may flee
- Foot patrols
- Foot chases with tasers and arrests
- Prisoner transport convoys with escorts
- Police raids that can turn into shootouts
Hotspots
- Save your own spots in-game and fill them with crowds, beach parties, queues, construction workers, electricians or parked planes with pilots and mechanics
Super Lively Mode
- One switch for a much busier city: many more people and traffic, packed shops, far more events and a lot more crime
- You choose which parts get boosted (density, crowds, shops, events, crime, reactions, traffic) and how strong the boost is
Configuration
- Over 50 events, each with its own weight, spawn chance, cooldown, areas, hours and per-area probability multipliers
- Everything can be configured in ImmersiveSantos.ini: toggle any feature, police behaviour, daily routines, interiors, models, gang territories, shop and petrol station locations and more
- F10: enable/disable the mod, F11: save your current position as a hotspot, F9: reload the ini in-game
- Hotkeys can be disabled with EnableHotkeys=0
- Automatically pauses during story missions
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Changelog
--------------------------------------------------------------------------------------------------------------------------
3.0:
-Added more gun fights options like:
DangerousPlacesOnly
DangerousZones=Hood,Industrial,Rural
-Added New Fixes:
Open Area Spawns Filter
-Fixed intermittent infinite sound
-Added LSPDFR Compatibility (Tested but still on WIP)
-Now police doesnt put their sirens on instantly theres a crime and teleport just some meters behind you. now they react correctly
-Reduced gun fights in city at day time
====ADDED CRIMES====
ATM Robbery
- A masked robber wearing glasses walks up to someone using an ATM and holds them at gunpoint.
- The victim raises their hands and hands over the money.
- The robber runs off on foot or, sometimes, in a getaway car waiting nearby.
- The police may chase him. If you step in, he may surrender, fight back or run.
Armored Truck Hijack
- A masked crew follows a cash truck and boxes it in.
- The guards either surrender or shoot back.
- The crew opens the rear doors, loads the cash and flees.
- Always ends in a police pursuit that escalates up to helicopters, FBI and SWAT.
- Daytime only, in the city, industrial and rough areas.
Drunk Driver
- Weaves across the road at night.
- Sometimes someone reports it and a patrol shows up.
- The driver either pulls over and gets arrested, or floors it and a chase begins.
STORE & BANK ROBBERIES (completely rewritten)
- Targets: banks, convenience stores, gas stations and Ammu-Nation.
- What gets robbed depends on the zone: corner shops in the hood, gas stations in the countryside, banks downtown (banks in daytime only).
- Robbers wear masks or bandanas and sunglasses. One or two at shops, two to three at banks.
- They arrive in a car parked right outside the door, with a driver waiting at the wheel.
- They aim at the clerk, who raises their hands and hands over the money. Then they run back to the car and drive off.
- You can stop them: they may surrender, shoot back (only where gunfights are allowed) or flee.
- Banks always bring the police. Small shops sometimes do.
- Pursuits escalate with severity: patrols, then a police helicopter, then the FBI, then a SWAT unit.
- Severity rises with bank or Ammu-Nation targets, bigger crews, and if the clerk is killed.
- Ends with the crew caught (out of the car, hands up, officers aiming) or a clean escape.
IMPROVED
- Carjacking: the police can now chase the stolen car.
- Street Racing: races now happen with or without police. Sometimes a patrol breaks it up and the racers flee.
- Robberies are no longer limited to dangerous gunfight zones, so they can happen downtown.
CONFIGURATION (ImmersiveSantos.ini)
- Every new event has its own block: Enabled, Weight, SpawnChance, Cooldown, Zones, ZoneWeights, Hours and Blip.
- New chances in [EventOptions]: bank vs shop target, police on small shops, two robbers, ATM getaway car and police, armored guards fighting back, drunk driver reported or fleeing, street race police, carjack police.
- Helicopter and FBI delay (seconds into a pursuit) are configurable.
- New model pools in [Models]: Robbers, ArmoredTrucks, ArmoredGuards, FbiCars, FibAgents.
====IN-GAME MENU====
- Open and close it with one key (default F5). The key can be rebound in the menu: Settings > Menu key (press Enter, then the new key), or MenuKey in [General] of the ini.
- All the old hotkeys were removed. The menu is now the only control.
- Controls: Up/Down to move, Left/Right to change values, Enter to select, Backspace to go back.
- Game controls are blocked while the menu is open, so you do not shoot or move by accident.
- Cleaner look: panel with shadow, highlighted row, scrolling list, page title, and a help line at the bottom that explains the selected option.
- Every change is applied live and written to the ini, so it is still there next time you play.
- Settings that need a refresh are applied automatically when you close the menu.
MAIN MENU
- Mod enabled: turn the whole mod on/off.
- Presets, General, Events, Crime & Police, World & Density, Debug, Settings.
PRESETS
- 12 ready-made setups: Standard, Peaceful Los Santos, No Gunfights, No Gang Wars, No Police Chases, Quiet Neighbourhood, Busy City, Crime City, Cops And Robbers, Gang Life, Cinematic, Low End PC.
- Enter applies a preset instantly. Its description is shown at the bottom.
- Undo preset: puts your own settings back.
- Save my current settings as a preset: type a name and keep your setup.
- Delete a preset of mine.
- Make your own in the ini: add a [Preset.Name] section with Section.Key=Value lines.
GENERAL
- Notifications, Debug notifications.
- Event blips on the map.
- Interactable events.
- Pause during missions.
- Calm mode (less violence).
- Super lively, Event frequency, World busyness.
- Max active events.
- Performance mode (1-3).
- Disable ALL events / Enable all events.
EVENTS
- Full list of every event in the mod, with a live SEARCH BOX: start typing and the list filters instantly.
- Per event: Enabled, Weight, Cooldown, Map blip (off / default / colours).
- Force spawn now (from the event's own page).
- Save event settings to ini.
CRIME & POLICE
- Gunfights enabled, only in dangerous zones, in the city by day.
- Max active gunfights, startup grace, big fight repeat (min / max).
- Gang fights on a timer.
- Police respond to events.
- Criminals resist police.
- Robbery: bank chance, shop police chance, two robbers chance.
- Pursuit: helicopter after X seconds, FBI after X seconds.
- Group heist: clean getaway chance.
- ATM robbery: police chance, getaway car chance.
- Armored truck: guards fight chance.
- Drunk driver: police chance, flee chance.
- Street race: police chance.
- Carjacking: police chance.
WORLD & DENSITY
- NPC amount, Vehicle amount, Parked vehicle amount (master sliders).
- Crowds on/off.
- Real Life mode.
- Pedestrians, Traffic, Scenario peds and Parked cars, each for day and night.
DEBUG (for testing)
- Force event: pick any event (with search) and spawn it next to you.
- Teleport to last forced event / nearest active event.
- Event overlay: shows names and lines to every active event.
- Active events counter.
- Clear all active events.
- Reset all event cooldowns.
- Skip gunfight startup grace.
- Skip spawn warm-up.
- Time of day (hour).
- Player invincible.
- Clear wanted level.
- Write active events to the log.
Respect for authority (new)
-Drivers brake for an officer on foot standing in their lane instead of running them over. If the officer is shooting, they wait longer.
-A driver close to a shooting officer can get out of the car and run (20 percent by default).
Cars ahead of an emergency vehicle with its siren on slow down to let it through.
-Pedestrians move away or drop to the ground when a nearby officer is shooting. 90 percent of people obey and the rest ignore authority. The choice is fixed per person or car.
-It does not affect the vehicles spawned by the mod events, only normal traffic.
-New [Authority] section in the ini with a master switch, each behaviour on its own, the obey percentage, the chance a driver bails out, distances and wait times.
-In the menu, under Crime & Police, there are 4 toggles and 2 percentage sliders (obey percentage and driver bails out), applied live.
SETTINGS
- Menu key (rebind).
- Reload ini now.
- Save my position as a hotspot.
- Save event settings to ini.
MORE FIXES AND TWEAKS
- Every menu option and every event now has a one-line description at the bottom of the menu.
- Everything you change in the menu is saved to the ini. Event changes (on/off, weight, cooldown, blip) are saved when you close the menu, and only what you changed is written, so SuperLively/EventFrequency are never doubled.
- Nothing needs a game restart. Options marked apply when you close the menu (the world resets) all others are live.
- NEW: Quiet city (Crime & Police). No shot is fired on its own outside gang areas, desert and forests, not even by the police. Robberies of banks and shops are the exception. Shooting still happens if you shoot first or have a wanted level. Ini: [GunFights] QuietCity. Default dangerous zones are now Hood and Rural.
- ATM robberies only happen at real ATMs near you (the guessed fallback spots were removed).
- Respect for authority: drivers stop for officers and sirens, bystanders take cover ([Authority]).
- Presets at the end of the ini, your own presets below the YOUR OWN PRESETS header. Default menu key: F5.
- STABILITY: new [Stability] section in the ini. Every part of the mod runs inside a safety net: an error in one part is logged and skipped instead of crashing the game, and a part that keeps failing is switched off for the session. A failing event is removed on its own.
- The mod pauses during cutscenes and character switches, resets itself when a save is loaded or the player ped changes, and stops creating anything while the game runs below 18 fps.
- Hard world ceilings for people and vehicles (AbsoluteMaxPeds / AbsoluteMaxVehicles) and an ini sanity check that pulls silly values back into a safe range.
- Debug menu shows how many errors the guard has caught.
GAME FILES
crimeinformation.meta - gunshots are noticed from much closer
FIREARMDISCHARGE hear distance 100 -> 45 m
SHOOTVEHICLE 50 -> 30, SHOOTPED 40 -> 30, SHOOTCOP 40 -> 30, HITCOP 40 -> 15
pedaccuracy.meta - more realistic shooting
AI global accuracy 1.3 -> 0.9, running 0.22 -> 0.15, driving 0.2 -> 0.12,
walking 0.5 -> 0.4, blind fire 0.3 -> 0.2, player recoil 0.8-1.0 -> 0.9-1.15
noisetuning.meta - footsteps heard from 25 percent less distance
agitatedtriggers.meta - gangs intimidate less often and from closer
agitatedresponses.meta - fewer instant fights
scenariotriggers.meta - helicopters/planes/parachutists overhead no longer scare everyone
peds.ymt - peds notice a killed ped from closer
POLICE BEHAVIOUR REWORK
- Cops no longer attack people just for being in a gang or a van, they only act on crimes that are really happening
- Fixed: "Criminals resist police" used to make every cop hate every criminal on sight (now only CopsAttackEventCriminals=1 does)
- Taser and arrest first: officers tase and handcuff unarmed suspects instead of shooting
- Tactical stance: cops use cover, keep their distance and are less accurate outside big incidents
- Parked patrols switch their sirens off after a few seconds at calm scenes
- Loud police events (SWAT, raids, heli pursuits, roadblocks, shootouts, standoffs) are halved by default
- New [PoliceRework] section in the ini and 5 new options in the menu (Crime page), each with a description
- Does nothing while you have a wanted level, so normal game police still deal with you as usual
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3.1:
-Fixed police anims
-Fixed kidnapping not working correctly
-[LessSensitiveNPCs] in the ini, and "Less Sensitive NPCs" in the menu (main page).
Everyday people stop panicking over every little thing. Real danger (gunfire, a fight, an explosion) still scares them.
- Enabled: master switch. Off puts every reaction back to how it was.
- Strength (0-100 percent): how much of the normal reaction radius and flee/cower chance is kept. It scales DangerRadius, WeaponReactionRadius, GunshotFearRadius, CrashReactionRadius and the flee/cower chances from [Reactions]. Default 60.
- IgnoreArmedPlayer: people no longer clear off just because you carry a gun.
- IgnoreMinorShocks: the game's own panic over horns, engines, bikes on pavements, running people, sirens and bumps is muted while nothing violent is going on.
- ViolenceMemorySec: after gunfire, a fight or an explosion people may panic normally again for this long. Default 12.
- LimitSenses, HearingRange, SeeingRange: everyday people hear and see less far away (default 18 m / 40 m).
- Alertness (-1 to 3): sets how alert ambient people are. -1 leaves the game's value.
- ApplyRadius: only people this close to you are changed.
-Police and the mod's own scene people are never touched.
=============================
QUIET VOICES (less screaming)
=============================
NEW: [QuietVoices] in the ini, and "Quiet Voices (less screaming)" in the menu. Everything applies live.
Fixes the "people scream every few seconds" reports
- ScreamChance (default 25 percent), ScreamGapSec (10) and PerPersonGapSec (45): every scared/shocked line of the mod is thinned out, with a gap between any two screams and a longer one per person.
- MaxHearDistance (25 m): screams and shouts from people further away are not played at all, so nothing is shouted into the headphones from far away.
- AngryShoutChance (60 percent): same for insults, curses and threats of the mod's scenes.
- ShoutedToNormal: forced shouted lines are played at normal volume.
- MuteFleeingPeople: people running away or reacting to danger stay silent. This removes the game's own panic screams, not only the mod's.
- MutePainSounds, MuteAllAmbientVoices: stronger options, off by default.
- ApplyRadius (70 m): only people this close are muted.
Robberies (shops, petrol stations, Ammu-Nation, banks, ATMs)
- Shop/petrol robbery: a lone robber can now arrive on a motorbike parked outside (StoreRobBikeChance). Otherwise it is still a car with a driver.
- ATM robbery: the robber can have a motorbike left running at the kerb (AtmRobberyGetawayBikeChance).
- New ending: the robbers run on foot, a patrol arrives and catches them (hands up, officers aiming) - RobberyCaughtOnFootChance.
Independent of "Police respond to events". If no patrol can be spawned, the robbery ends as before.
- The other endings are unchanged: police pursuit (police chances) or a clean getaway.
Witnesses (new [WitnessFlight] section, in menu is located at Crime & Police)
- People near gunfire, chases, fights, robberies, carjackings, muggings and similar loud events run away from them (once per person).
- Sometimes a patrol is sent a while later (PoliceLaterChance, PoliceDelayMinSec/MaxSec). Independent of "Police respond to events".
- Kidnappings and events that already have their own police logic (robberies, heists, armoured trucks) do not get the extra patrol.
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3.2: changelog.txt on z7 file
BASE CHANGELOG:
-Interactions
-30 New events
-Reworked a lot of events, crimes and behaviour
-Added better event moves and animations
-Added blip colors and names
-Lot of testing and playing
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NOTES:
ini settings are to max so you can experience the most full experience and stable, if you suffer crashes or much fps or have a low-mid end pc instead of a high one check ini settings to tweak them following you system specs etc...
-IF YOU ARE USING WOV (enhanced or legacy)
first install my OIV then install WOV
COMPATIBLE AND NOT COMPATIBLE MODS:
-Immersify: yes
-WOV: yes
RDE/PEV: yes
Not compatible: not found
First Uploaded: September 17, 2026
Last Updated: 4 days ago
Last Downloaded: 29 minutes ago
All Versions
270 Comments
This mod makes Los Santos feel more alive with improvements and additions to the world, making it more immersive, fun and realistic.
The mod is split into two parts: a script and an OIV package.
My discord server: https://discord.gg/XjaVRwMfp6
you can add suggestions and a lot more, go check it out!
3.2 HOTFIX V4
LSPDFR:
Now with lspdfr compatibility peds no longer think they are getting robbed when aimed
3.2 HOTFIX V3
-Improved gang hangouts
-Fixed npcs doing weird anims
3.2 HOTFIX V2:
-Fixed store rob animation height
3.2 HOTFIX:
-Fixed ambient spawns looking to the walls instead of looking to the front
OIV Package
Crime Awareness
- Fixed broken crime witness data that could cause crashes or be ignored by the game
- Gunfire can now be heard up to 100m away (was 50m)
- Explosions can be heard up to 150m away (was 65m)
- Shooting peds or cops is noticed up to 40m away (was 14m)
- Shooting vehicles is noticed up to 50m away (was 30m)
- Non-lethal weapon use is noticed up to 15m away (was 4m)
- Suppressed weapons are slightly more noticeable (6m, was 3m)
- Killings, cop kills and hitting pedestrians are noticed from further away
Living Streets
- Pedestrians no longer stay frozen in one activity forever: people on their phones, smoking, leaning, drinking, window shopping or reading maps now move on after a few minutes
- People wait longer at bus stops
- Fewer idle police officers standing around
- More people sitting on benches
- More homeless people on the streets
- Twice as many birds in trees and on telegraph poles
Pedestrian Awareness
- Ambient pedestrians notice deaths nearby from further away
2.0:
OIV FIXES:
Peds.ymt: Behaviour
-NPCs who want a fight, but when you lock onto them with your camera or weapon (which you already had drawn and they had seen) they run away.
pedaccuracy.meta: how accurate people are with a gun
- AI accuracy cut from 2.0 to 1.3, so cops and gangs no longer hit you like marksmen
- Professional pistol users against other AI cut from 2.5 to 1.8
- Accuracy now falls off with distance much sooner (full accuracy under 3m instead of 5m, minimum from 25m instead of 15m)
- Harder to hit you while you run, drive fast or walk
- Wounded shooters are far less accurate (0.5 to 0.35)
- Your own blind fire is noticeably worse, as it should be
motivations.meta: how fast people's mood swings
- Anger builds up 2.5x slower and starts lower, so nobody goes from calm to furious in a second
- Fear builds slower and starts lower, so people no longer panic at the first sign of trouble
- Happiness settles at a normal pace instead of jumping straight to cheerful
scenariotriggers.meta: how people react when something shocking happens
- Reactions are no longer guaranteed for everyone: cowards bail out 85 percent of the time, instant exits 90 percent, fleeing 80 percent, normal reactions 95 percent
- The result is a mixed crowd, some reacting and some carrying on, instead of a whole street doing the same thing at once
noisetuning.meta: how far footsteps are heard
- Sneaking and walking are heard much closer (7m and 12m instead of 10m and 15m)
- Running and sprinting are heard much further (30m and 40m instead of 25m and 30m)
- Same values applied to both singleplayer and multiplayer tables
crimes.meta: how far a car theft is noticed
- Stealing a vehicle is noticed from 28m instead of 50m, so thefts in a quiet street can go unseen
propsets.meta: props people carry
- Drinkers carry the brown-bag bottle, which was disabled
- Hand food evenly split between bagels and both donut types
- Deckchair drinkers have coffee more often
agitatedtriggers.meta: what sets people off and how fast
- Gang members no longer snap the instant you step into their turf: 0.7-2.5s instead of 0.1-1.5s
- Standing in someone's face takes a beat before they complain: 0.9-1.8s instead of 0.35-0.6s
- Same for being behind them (4.5-7s) and blocking them in a car (6-9s)
- People notice being followed a bit sooner (6-10s) but escalate more slowly (3-5s between steps)
- Once you have intimidated someone they stay intimidated much longer before reacting again: 22-38s instead of 15-25s
- Gangs back each other up more (Families, Vagos and bikers at 45 percent, other gangs up from 25 percent to 40 percent) and from further away (13m instead of 10m), so their turf feels defended while everyone else stays calmer
agitatedpersonalities.meta: when someone decides to confront you
- A ped now needs three friends nearby, not two, before the group bravery kicks in and they square up to you, which cuts the random bystanders picking a fight
agitatedresponses.meta: how hard they react
- Twelve reactions that forced maximum fear now set it to 0.75, so people get scared instead of going straight to full panic every time
- They settle back to what they were doing once you are 22m away instead of 30m
Script
Living World
- Pedestrian, traffic, scenario and parked vehicle density adjusted by time of day and by area (beaches, downtown, nightlife, hoods, industrial, airport, countryside, suburbs)
- Daily rhythm: busy rush hours in the morning and early evening, and quiet, empty streets in the dead of night
- Groups of 2-4 people walking together, some of them out walking their dog
- People use benches, ATMs, vending machines and shop windows placed by the game itself
- People standing, chatting, smoking or drinking in small groups, with activities that fit the area and the time of day
- Office workers spilling out onto the pavement in the evening, smoking and talking in groups
- Queues outside clubs at night, with a bouncer at the door
- Terraces and cafes filling up during the day
- People waiting at bus stops
- Couriers double parking, carrying the parcel to the door and driving off
- Bin lorries working their round with two crew members walking behind
- Nobody stands in traffic: people are never placed on roads or crossings, and anyone the script tasks who ends up on a lane is sent back to the pavement
- Nothing spawns in front of you: everything appears far away or out of view
Shops
- Shops and Ammu-Nations have life inside: there is almost always someone buying, and they can be empty, almost empty, normal, busy or packed depending on the time of day, with extra clerks and the occasional queue at the counter
- Clerks are never frozen waiting: they check their phone, drink coffee, smoke, lean on the counter or do paperwork, and change activity while you are not looking
- A robbed shop closes for a while: no customers go in, and police park outside and look around
Interiors (optional, off by default)
- People living inside buildings instead of empty rooms
- Banks come configured out of the box and work in the base game: tellers behind the counter and customers queueing and waiting
- Offices, bars, shops and homes can be added with your own coordinates if you use an "enable all interiors" style mod
- People only appear while you are outside and the interior is loaded
Traffic
- Broken down cars with the bonnet up, smoke and the owner on the phone
- Cars arriving, parking, locking up and their occupants walking away
- Petrol stations with cars refuelling and people standing around them
- Drivers stuck behind you honk and shout out of the window
- Faster traffic overtakes you on the highway
Realistic Reactions
- Pedestrians walk away briskly when you carry a weapon near them, just like when you crash near them, and it does NOT give you a wanted level
- People raise their hands or cower when you aim at them
- Real fear around gunfire
- Crashes draw reactions: some people walk away, others record with their phones
- Pedestrians interact with their surroundings and chat with each other
- People stop to take photos of your car when it is parked (muscle, sports, sports classic and super cars by default)
Witness System
- Crimes no longer give instant stars when no cop sees them
- Witnesses flee first, then call the police with their phone or the nearest phone booth
- Stop them before the call ends (knock them down, kill them or aim at them) and the police never find out
- Cops that see the crime give stars instantly
- Optional: crimes with no witnesses give no stars at all
Identity & Disguise
- The police remember your outfit, mask and vehicle from the crime
- Change your clothes and vehicle without being seen and you lose the stars
- Dark window tints or a new look keep cops from recognizing you automatically, unless one gets close enough to inspect you
Progressive Vehicle Damage
- Throttle stutter on heavily damaged vehicles
- Bent axles after hard hits make your vehicle pull to one side
- Very hard impacts can damage the brakes and cause random brake failure
Ammo Economy
- Every Ammu-Nation has limited ammo stock per category (pistol, SMG, rifle, shotgun, sniper, MG)
- Buying a lot raises prices, and stock can run out for in-game days
- Prices depend on the area too: downtown is pricier, the countryside cheaper
- Gunfights around the city reduce the stock
- Stock refills and prices drop over time
Dynamic Events
Events appear around you depending on the area and time of day. You can ignore them or get involved.
Police
Only a handful of police activities, so officers never behave strangely:
- Car patrols driving around the area
- Cops on a break: groups having coffee, eating donuts, smoking or chatting outside police stations or next to their parked car, then driving off on patrol
- Road checkpoints: a line of cones closes a lane, patrol cars sit across it with their lights on, an officer waves cars down and the others check the driver's documents before letting them through
- Occasional police chases that can end on foot, with backup units and arrests
- A police helicopter circling at night over the city and the hoods
- Municipal tow trucks hooking up badly parked cars and taking them away
Police never interfere with the other events unless you turn it on in the ini.
Gang Territories
- Gang hangouts: members of the gang that actually controls the area hanging around their parked cars, drinking, smoking and keeping watch, with one of them dealing and buyers coming and going
- Gun deals out of a car boot, with a lookout, and buyers walking away armed
- Street drug deals, far more common in gang and industrial areas
- Gang fights between the real rival gangs of each area (Families, Ballas, Vagos, Marabunta, Aztecas, The Lost)
- Gang drive-bys
- Gang memory: kill enough members of a gang and that gang attacks you on sight in its own turf, until they forget about you
Crime
- Muggings: armed hold-ups and snatch-and-run thefts, usually targeting people already walking around, and the victim may fight back or chase the thief. Far more likely in rough areas
- Traffic accidents with injured people and onlookers filming
- Street fights with people cheering and recording
- Store robberies with getaway cars
- Carjackings
Emergency Services
- Ambulances and fire trucks rush with sirens to real incidents: paramedics treat injured people and take them away, firefighters put out burning wrecks
- Burning dumpsters in the hoods at night, put out by the fire brigade
Streets & Traffic Events
- Racers and night street race meets with a crowd
- Taxis picking people up
- People interacting with parked cars
- Cars with bikes on the roof
- Tuned cars leaving Benny's
- Tow trucks actually towing cars
- Work crews and electricians
- Air traffic
- Add-on vehicle injector: your add-on cars can appear in traffic
Countryside & Coast
- Tractors and combines working the fields
- Fishermen on piers and shores
- Groups of hikers, sometimes with a mountain biker
- Truckers resting next to their trucks, smoking or having a coffee
- Biker convoys of 3-5 Lost riding in formation
- Off-road vehicles
- Camping spots with bonfires and tents
- Barn finds: rare abandoned classic cars you can take
Optional Events (off by default)
- Traffic stops where the driver may flee
- Foot patrols
- Foot chases with tasers and arrests
- Prisoner transport convoys with escorts
- Police raids that can turn into shootouts
Hotspots
- Save your own spots in-game and fill them with crowds, beach parties, queues, construction workers, electricians or parked planes with pilots and mechanics
Super Lively Mode
- One switch for a much busier city: many more people and traffic, packed shops, far more events and a lot more crime
- You choose which parts get boosted (density, crowds, shops, events, crime, reactions, traffic) and how strong the boost is
Configuration
- Over 50 events, each with its own weight, spawn chance, cooldown, areas, hours and per-area probability multipliers
- Everything can be configured in ImmersiveSantos.ini: toggle any feature, police behaviour, daily routines, interiors, models, gang territories, shop and petrol station locations and more
- F10: enable/disable the mod, F11: save your current position as a hotspot, F9: reload the ini in-game
- Hotkeys can be disabled with EnableHotkeys=0
- Automatically pauses during story missions
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Changelog
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3.0:
-Added more gun fights options like:
DangerousPlacesOnly
DangerousZones=Hood,Industrial,Rural
-Added New Fixes:
Open Area Spawns Filter
-Fixed intermittent infinite sound
-Added LSPDFR Compatibility (Tested but still on WIP)
-Now police doesnt put their sirens on instantly theres a crime and teleport just some meters behind you. now they react correctly
-Reduced gun fights in city at day time
====ADDED CRIMES====
ATM Robbery
- A masked robber wearing glasses walks up to someone using an ATM and holds them at gunpoint.
- The victim raises their hands and hands over the money.
- The robber runs off on foot or, sometimes, in a getaway car waiting nearby.
- The police may chase him. If you step in, he may surrender, fight back or run.
Armored Truck Hijack
- A masked crew follows a cash truck and boxes it in.
- The guards either surrender or shoot back.
- The crew opens the rear doors, loads the cash and flees.
- Always ends in a police pursuit that escalates up to helicopters, FBI and SWAT.
- Daytime only, in the city, industrial and rough areas.
Drunk Driver
- Weaves across the road at night.
- Sometimes someone reports it and a patrol shows up.
- The driver either pulls over and gets arrested, or floors it and a chase begins.
STORE & BANK ROBBERIES (completely rewritten)
- Targets: banks, convenience stores, gas stations and Ammu-Nation.
- What gets robbed depends on the zone: corner shops in the hood, gas stations in the countryside, banks downtown (banks in daytime only).
- Robbers wear masks or bandanas and sunglasses. One or two at shops, two to three at banks.
- They arrive in a car parked right outside the door, with a driver waiting at the wheel.
- They aim at the clerk, who raises their hands and hands over the money. Then they run back to the car and drive off.
- You can stop them: they may surrender, shoot back (only where gunfights are allowed) or flee.
- Banks always bring the police. Small shops sometimes do.
- Pursuits escalate with severity: patrols, then a police helicopter, then the FBI, then a SWAT unit.
- Severity rises with bank or Ammu-Nation targets, bigger crews, and if the clerk is killed.
- Ends with the crew caught (out of the car, hands up, officers aiming) or a clean escape.
IMPROVED
- Carjacking: the police can now chase the stolen car.
- Street Racing: races now happen with or without police. Sometimes a patrol breaks it up and the racers flee.
- Robberies are no longer limited to dangerous gunfight zones, so they can happen downtown.
CONFIGURATION (ImmersiveSantos.ini)
- Every new event has its own block: Enabled, Weight, SpawnChance, Cooldown, Zones, ZoneWeights, Hours and Blip.
- New chances in [EventOptions]: bank vs shop target, police on small shops, two robbers, ATM getaway car and police, armored guards fighting back, drunk driver reported or fleeing, street race police, carjack police.
- Helicopter and FBI delay (seconds into a pursuit) are configurable.
- New model pools in [Models]: Robbers, ArmoredTrucks, ArmoredGuards, FbiCars, FibAgents.
====IN-GAME MENU====
- Open and close it with one key (default F5). The key can be rebound in the menu: Settings > Menu key (press Enter, then the new key), or MenuKey in [General] of the ini.
- All the old hotkeys were removed. The menu is now the only control.
- Controls: Up/Down to move, Left/Right to change values, Enter to select, Backspace to go back.
- Game controls are blocked while the menu is open, so you do not shoot or move by accident.
- Cleaner look: panel with shadow, highlighted row, scrolling list, page title, and a help line at the bottom that explains the selected option.
- Every change is applied live and written to the ini, so it is still there next time you play.
- Settings that need a refresh are applied automatically when you close the menu.
MAIN MENU
- Mod enabled: turn the whole mod on/off.
- Presets, General, Events, Crime & Police, World & Density, Debug, Settings.
PRESETS
- 12 ready-made setups: Standard, Peaceful Los Santos, No Gunfights, No Gang Wars, No Police Chases, Quiet Neighbourhood, Busy City, Crime City, Cops And Robbers, Gang Life, Cinematic, Low End PC.
- Enter applies a preset instantly. Its description is shown at the bottom.
- Undo preset: puts your own settings back.
- Save my current settings as a preset: type a name and keep your setup.
- Delete a preset of mine.
- Make your own in the ini: add a [Preset.Name] section with Section.Key=Value lines.
GENERAL
- Notifications, Debug notifications.
- Event blips on the map.
- Interactable events.
- Pause during missions.
- Calm mode (less violence).
- Super lively, Event frequency, World busyness.
- Max active events.
- Performance mode (1-3).
- Disable ALL events / Enable all events.
EVENTS
- Full list of every event in the mod, with a live SEARCH BOX: start typing and the list filters instantly.
- Per event: Enabled, Weight, Cooldown, Map blip (off / default / colours).
- Force spawn now (from the event's own page).
- Save event settings to ini.
CRIME & POLICE
- Gunfights enabled, only in dangerous zones, in the city by day.
- Max active gunfights, startup grace, big fight repeat (min / max).
- Gang fights on a timer.
- Police respond to events.
- Criminals resist police.
- Robbery: bank chance, shop police chance, two robbers chance.
- Pursuit: helicopter after X seconds, FBI after X seconds.
- Group heist: clean getaway chance.
- ATM robbery: police chance, getaway car chance.
- Armored truck: guards fight chance.
- Drunk driver: police chance, flee chance.
- Street race: police chance.
- Carjacking: police chance.
WORLD & DENSITY
- NPC amount, Vehicle amount, Parked vehicle amount (master sliders).
- Crowds on/off.
- Real Life mode.
- Pedestrians, Traffic, Scenario peds and Parked cars, each for day and night.
DEBUG (for testing)
- Force event: pick any event (with search) and spawn it next to you.
- Teleport to last forced event / nearest active event.
- Event overlay: shows names and lines to every active event.
- Active events counter.
- Clear all active events.
- Reset all event cooldowns.
- Skip gunfight startup grace.
- Skip spawn warm-up.
- Time of day (hour).
- Player invincible.
- Clear wanted level.
- Write active events to the log.
Respect for authority (new)
-Drivers brake for an officer on foot standing in their lane instead of running them over. If the officer is shooting, they wait longer.
-A driver close to a shooting officer can get out of the car and run (20 percent by default).
Cars ahead of an emergency vehicle with its siren on slow down to let it through.
-Pedestrians move away or drop to the ground when a nearby officer is shooting. 90 percent of people obey and the rest ignore authority. The choice is fixed per person or car.
-It does not affect the vehicles spawned by the mod events, only normal traffic.
-New [Authority] section in the ini with a master switch, each behaviour on its own, the obey percentage, the chance a driver bails out, distances and wait times.
-In the menu, under Crime & Police, there are 4 toggles and 2 percentage sliders (obey percentage and driver bails out), applied live.
SETTINGS
- Menu key (rebind).
- Reload ini now.
- Save my position as a hotspot.
- Save event settings to ini.
MORE FIXES AND TWEAKS
- Every menu option and every event now has a one-line description at the bottom of the menu.
- Everything you change in the menu is saved to the ini. Event changes (on/off, weight, cooldown, blip) are saved when you close the menu, and only what you changed is written, so SuperLively/EventFrequency are never doubled.
- Nothing needs a game restart. Options marked apply when you close the menu (the world resets) all others are live.
- NEW: Quiet city (Crime & Police). No shot is fired on its own outside gang areas, desert and forests, not even by the police. Robberies of banks and shops are the exception. Shooting still happens if you shoot first or have a wanted level. Ini: [GunFights] QuietCity. Default dangerous zones are now Hood and Rural.
- ATM robberies only happen at real ATMs near you (the guessed fallback spots were removed).
- Respect for authority: drivers stop for officers and sirens, bystanders take cover ([Authority]).
- Presets at the end of the ini, your own presets below the YOUR OWN PRESETS header. Default menu key: F5.
- STABILITY: new [Stability] section in the ini. Every part of the mod runs inside a safety net: an error in one part is logged and skipped instead of crashing the game, and a part that keeps failing is switched off for the session. A failing event is removed on its own.
- The mod pauses during cutscenes and character switches, resets itself when a save is loaded or the player ped changes, and stops creating anything while the game runs below 18 fps.
- Hard world ceilings for people and vehicles (AbsoluteMaxPeds / AbsoluteMaxVehicles) and an ini sanity check that pulls silly values back into a safe range.
- Debug menu shows how many errors the guard has caught.
GAME FILES
crimeinformation.meta - gunshots are noticed from much closer
FIREARMDISCHARGE hear distance 100 -> 45 m
SHOOTVEHICLE 50 -> 30, SHOOTPED 40 -> 30, SHOOTCOP 40 -> 30, HITCOP 40 -> 15
pedaccuracy.meta - more realistic shooting
AI global accuracy 1.3 -> 0.9, running 0.22 -> 0.15, driving 0.2 -> 0.12,
walking 0.5 -> 0.4, blind fire 0.3 -> 0.2, player recoil 0.8-1.0 -> 0.9-1.15
noisetuning.meta - footsteps heard from 25 percent less distance
agitatedtriggers.meta - gangs intimidate less often and from closer
agitatedresponses.meta - fewer instant fights
scenariotriggers.meta - helicopters/planes/parachutists overhead no longer scare everyone
peds.ymt - peds notice a killed ped from closer
POLICE BEHAVIOUR REWORK
- Cops no longer attack people just for being in a gang or a van, they only act on crimes that are really happening
- Fixed: "Criminals resist police" used to make every cop hate every criminal on sight (now only CopsAttackEventCriminals=1 does)
- Taser and arrest first: officers tase and handcuff unarmed suspects instead of shooting
- Tactical stance: cops use cover, keep their distance and are less accurate outside big incidents
- Parked patrols switch their sirens off after a few seconds at calm scenes
- Loud police events (SWAT, raids, heli pursuits, roadblocks, shootouts, standoffs) are halved by default
- New [PoliceRework] section in the ini and 5 new options in the menu (Crime page), each with a description
- Does nothing while you have a wanted level, so normal game police still deal with you as usual
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3.1:
-Fixed police anims
-Fixed kidnapping not working correctly
-[LessSensitiveNPCs] in the ini, and "Less Sensitive NPCs" in the menu (main page).
Everyday people stop panicking over every little thing. Real danger (gunfire, a fight, an explosion) still scares them.
- Enabled: master switch. Off puts every reaction back to how it was.
- Strength (0-100 percent): how much of the normal reaction radius and flee/cower chance is kept. It scales DangerRadius, WeaponReactionRadius, GunshotFearRadius, CrashReactionRadius and the flee/cower chances from [Reactions]. Default 60.
- IgnoreArmedPlayer: people no longer clear off just because you carry a gun.
- IgnoreMinorShocks: the game's own panic over horns, engines, bikes on pavements, running people, sirens and bumps is muted while nothing violent is going on.
- ViolenceMemorySec: after gunfire, a fight or an explosion people may panic normally again for this long. Default 12.
- LimitSenses, HearingRange, SeeingRange: everyday people hear and see less far away (default 18 m / 40 m).
- Alertness (-1 to 3): sets how alert ambient people are. -1 leaves the game's value.
- ApplyRadius: only people this close to you are changed.
-Police and the mod's own scene people are never touched.
=============================
QUIET VOICES (less screaming)
=============================
NEW: [QuietVoices] in the ini, and "Quiet Voices (less screaming)" in the menu. Everything applies live.
Fixes the "people scream every few seconds" reports
- ScreamChance (default 25 percent), ScreamGapSec (10) and PerPersonGapSec (45): every scared/shocked line of the mod is thinned out, with a gap between any two screams and a longer one per person.
- MaxHearDistance (25 m): screams and shouts from people further away are not played at all, so nothing is shouted into the headphones from far away.
- AngryShoutChance (60 percent): same for insults, curses and threats of the mod's scenes.
- ShoutedToNormal: forced shouted lines are played at normal volume.
- MuteFleeingPeople: people running away or reacting to danger stay silent. This removes the game's own panic screams, not only the mod's.
- MutePainSounds, MuteAllAmbientVoices: stronger options, off by default.
- ApplyRadius (70 m): only people this close are muted.
Robberies (shops, petrol stations, Ammu-Nation, banks, ATMs)
- Shop/petrol robbery: a lone robber can now arrive on a motorbike parked outside (StoreRobBikeChance). Otherwise it is still a car with a driver.
- ATM robbery: the robber can have a motorbike left running at the kerb (AtmRobberyGetawayBikeChance).
- New ending: the robbers run on foot, a patrol arrives and catches them (hands up, officers aiming) - RobberyCaughtOnFootChance.
Independent of "Police respond to events". If no patrol can be spawned, the robbery ends as before.
- The other endings are unchanged: police pursuit (police chances) or a clean getaway.
Witnesses (new [WitnessFlight] section, in menu is located at Crime & Police)
- People near gunfire, chases, fights, robberies, carjackings, muggings and similar loud events run away from them (once per person).
- Sometimes a patrol is sent a while later (PoliceLaterChance, PoliceDelayMinSec/MaxSec). Independent of "Police respond to events".
- Kidnappings and events that already have their own police logic (robberies, heists, armoured trucks) do not get the extra patrol.
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3.2: changelog.txt on z7 file
BASE CHANGELOG:
-Interactions
-30 New events
-Reworked a lot of events, crimes and behaviour
-Added better event moves and animations
-Added blip colors and names
-Lot of testing and playing
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NOTES:
ini settings are to max so you can experience the most full experience and stable, if you suffer crashes or much fps or have a low-mid end pc instead of a high one check ini settings to tweak them following you system specs etc...
-IF YOU ARE USING WOV (enhanced or legacy)
first install my OIV then install WOV
COMPATIBLE AND NOT COMPATIBLE MODS:
-Immersify: yes
-WOV: yes
RDE/PEV: yes
Not compatible: not found
The mod is split into two parts: a script and an OIV package.
My discord server: https://discord.gg/XjaVRwMfp6
you can add suggestions and a lot more, go check it out!
3.2 HOTFIX V4
LSPDFR:
Now with lspdfr compatibility peds no longer think they are getting robbed when aimed
3.2 HOTFIX V3
-Improved gang hangouts
-Fixed npcs doing weird anims
3.2 HOTFIX V2:
-Fixed store rob animation height
3.2 HOTFIX:
-Fixed ambient spawns looking to the walls instead of looking to the front
OIV Package
Crime Awareness
- Fixed broken crime witness data that could cause crashes or be ignored by the game
- Gunfire can now be heard up to 100m away (was 50m)
- Explosions can be heard up to 150m away (was 65m)
- Shooting peds or cops is noticed up to 40m away (was 14m)
- Shooting vehicles is noticed up to 50m away (was 30m)
- Non-lethal weapon use is noticed up to 15m away (was 4m)
- Suppressed weapons are slightly more noticeable (6m, was 3m)
- Killings, cop kills and hitting pedestrians are noticed from further away
Living Streets
- Pedestrians no longer stay frozen in one activity forever: people on their phones, smoking, leaning, drinking, window shopping or reading maps now move on after a few minutes
- People wait longer at bus stops
- Fewer idle police officers standing around
- More people sitting on benches
- More homeless people on the streets
- Twice as many birds in trees and on telegraph poles
Pedestrian Awareness
- Ambient pedestrians notice deaths nearby from further away
2.0:
OIV FIXES:
Peds.ymt: Behaviour
-NPCs who want a fight, but when you lock onto them with your camera or weapon (which you already had drawn and they had seen) they run away.
pedaccuracy.meta: how accurate people are with a gun
- AI accuracy cut from 2.0 to 1.3, so cops and gangs no longer hit you like marksmen
- Professional pistol users against other AI cut from 2.5 to 1.8
- Accuracy now falls off with distance much sooner (full accuracy under 3m instead of 5m, minimum from 25m instead of 15m)
- Harder to hit you while you run, drive fast or walk
- Wounded shooters are far less accurate (0.5 to 0.35)
- Your own blind fire is noticeably worse, as it should be
motivations.meta: how fast people's mood swings
- Anger builds up 2.5x slower and starts lower, so nobody goes from calm to furious in a second
- Fear builds slower and starts lower, so people no longer panic at the first sign of trouble
- Happiness settles at a normal pace instead of jumping straight to cheerful
scenariotriggers.meta: how people react when something shocking happens
- Reactions are no longer guaranteed for everyone: cowards bail out 85 percent of the time, instant exits 90 percent, fleeing 80 percent, normal reactions 95 percent
- The result is a mixed crowd, some reacting and some carrying on, instead of a whole street doing the same thing at once
noisetuning.meta: how far footsteps are heard
- Sneaking and walking are heard much closer (7m and 12m instead of 10m and 15m)
- Running and sprinting are heard much further (30m and 40m instead of 25m and 30m)
- Same values applied to both singleplayer and multiplayer tables
crimes.meta: how far a car theft is noticed
- Stealing a vehicle is noticed from 28m instead of 50m, so thefts in a quiet street can go unseen
propsets.meta: props people carry
- Drinkers carry the brown-bag bottle, which was disabled
- Hand food evenly split between bagels and both donut types
- Deckchair drinkers have coffee more often
agitatedtriggers.meta: what sets people off and how fast
- Gang members no longer snap the instant you step into their turf: 0.7-2.5s instead of 0.1-1.5s
- Standing in someone's face takes a beat before they complain: 0.9-1.8s instead of 0.35-0.6s
- Same for being behind them (4.5-7s) and blocking them in a car (6-9s)
- People notice being followed a bit sooner (6-10s) but escalate more slowly (3-5s between steps)
- Once you have intimidated someone they stay intimidated much longer before reacting again: 22-38s instead of 15-25s
- Gangs back each other up more (Families, Vagos and bikers at 45 percent, other gangs up from 25 percent to 40 percent) and from further away (13m instead of 10m), so their turf feels defended while everyone else stays calmer
agitatedpersonalities.meta: when someone decides to confront you
- A ped now needs three friends nearby, not two, before the group bravery kicks in and they square up to you, which cuts the random bystanders picking a fight
agitatedresponses.meta: how hard they react
- Twelve reactions that forced maximum fear now set it to 0.75, so people get scared instead of going straight to full panic every time
- They settle back to what they were doing once you are 22m away instead of 30m
Script
Living World
- Pedestrian, traffic, scenario and parked vehicle density adjusted by time of day and by area (beaches, downtown, nightlife, hoods, industrial, airport, countryside, suburbs)
- Daily rhythm: busy rush hours in the morning and early evening, and quiet, empty streets in the dead of night
- Groups of 2-4 people walking together, some of them out walking their dog
- People use benches, ATMs, vending machines and shop windows placed by the game itself
- People standing, chatting, smoking or drinking in small groups, with activities that fit the area and the time of day
- Office workers spilling out onto the pavement in the evening, smoking and talking in groups
- Queues outside clubs at night, with a bouncer at the door
- Terraces and cafes filling up during the day
- People waiting at bus stops
- Couriers double parking, carrying the parcel to the door and driving off
- Bin lorries working their round with two crew members walking behind
- Nobody stands in traffic: people are never placed on roads or crossings, and anyone the script tasks who ends up on a lane is sent back to the pavement
- Nothing spawns in front of you: everything appears far away or out of view
Shops
- Shops and Ammu-Nations have life inside: there is almost always someone buying, and they can be empty, almost empty, normal, busy or packed depending on the time of day, with extra clerks and the occasional queue at the counter
- Clerks are never frozen waiting: they check their phone, drink coffee, smoke, lean on the counter or do paperwork, and change activity while you are not looking
- A robbed shop closes for a while: no customers go in, and police park outside and look around
Interiors (optional, off by default)
- People living inside buildings instead of empty rooms
- Banks come configured out of the box and work in the base game: tellers behind the counter and customers queueing and waiting
- Offices, bars, shops and homes can be added with your own coordinates if you use an "enable all interiors" style mod
- People only appear while you are outside and the interior is loaded
Traffic
- Broken down cars with the bonnet up, smoke and the owner on the phone
- Cars arriving, parking, locking up and their occupants walking away
- Petrol stations with cars refuelling and people standing around them
- Drivers stuck behind you honk and shout out of the window
- Faster traffic overtakes you on the highway
Realistic Reactions
- Pedestrians walk away briskly when you carry a weapon near them, just like when you crash near them, and it does NOT give you a wanted level
- People raise their hands or cower when you aim at them
- Real fear around gunfire
- Crashes draw reactions: some people walk away, others record with their phones
- Pedestrians interact with their surroundings and chat with each other
- People stop to take photos of your car when it is parked (muscle, sports, sports classic and super cars by default)
Witness System
- Crimes no longer give instant stars when no cop sees them
- Witnesses flee first, then call the police with their phone or the nearest phone booth
- Stop them before the call ends (knock them down, kill them or aim at them) and the police never find out
- Cops that see the crime give stars instantly
- Optional: crimes with no witnesses give no stars at all
Identity & Disguise
- The police remember your outfit, mask and vehicle from the crime
- Change your clothes and vehicle without being seen and you lose the stars
- Dark window tints or a new look keep cops from recognizing you automatically, unless one gets close enough to inspect you
Progressive Vehicle Damage
- Throttle stutter on heavily damaged vehicles
- Bent axles after hard hits make your vehicle pull to one side
- Very hard impacts can damage the brakes and cause random brake failure
Ammo Economy
- Every Ammu-Nation has limited ammo stock per category (pistol, SMG, rifle, shotgun, sniper, MG)
- Buying a lot raises prices, and stock can run out for in-game days
- Prices depend on the area too: downtown is pricier, the countryside cheaper
- Gunfights around the city reduce the stock
- Stock refills and prices drop over time
Dynamic Events
Events appear around you depending on the area and time of day. You can ignore them or get involved.
Police
Only a handful of police activities, so officers never behave strangely:
- Car patrols driving around the area
- Cops on a break: groups having coffee, eating donuts, smoking or chatting outside police stations or next to their parked car, then driving off on patrol
- Road checkpoints: a line of cones closes a lane, patrol cars sit across it with their lights on, an officer waves cars down and the others check the driver's documents before letting them through
- Occasional police chases that can end on foot, with backup units and arrests
- A police helicopter circling at night over the city and the hoods
- Municipal tow trucks hooking up badly parked cars and taking them away
Police never interfere with the other events unless you turn it on in the ini.
Gang Territories
- Gang hangouts: members of the gang that actually controls the area hanging around their parked cars, drinking, smoking and keeping watch, with one of them dealing and buyers coming and going
- Gun deals out of a car boot, with a lookout, and buyers walking away armed
- Street drug deals, far more common in gang and industrial areas
- Gang fights between the real rival gangs of each area (Families, Ballas, Vagos, Marabunta, Aztecas, The Lost)
- Gang drive-bys
- Gang memory: kill enough members of a gang and that gang attacks you on sight in its own turf, until they forget about you
Crime
- Muggings: armed hold-ups and snatch-and-run thefts, usually targeting people already walking around, and the victim may fight back or chase the thief. Far more likely in rough areas
- Traffic accidents with injured people and onlookers filming
- Street fights with people cheering and recording
- Store robberies with getaway cars
- Carjackings
Emergency Services
- Ambulances and fire trucks rush with sirens to real incidents: paramedics treat injured people and take them away, firefighters put out burning wrecks
- Burning dumpsters in the hoods at night, put out by the fire brigade
Streets & Traffic Events
- Racers and night street race meets with a crowd
- Taxis picking people up
- People interacting with parked cars
- Cars with bikes on the roof
- Tuned cars leaving Benny's
- Tow trucks actually towing cars
- Work crews and electricians
- Air traffic
- Add-on vehicle injector: your add-on cars can appear in traffic
Countryside & Coast
- Tractors and combines working the fields
- Fishermen on piers and shores
- Groups of hikers, sometimes with a mountain biker
- Truckers resting next to their trucks, smoking or having a coffee
- Biker convoys of 3-5 Lost riding in formation
- Off-road vehicles
- Camping spots with bonfires and tents
- Barn finds: rare abandoned classic cars you can take
Optional Events (off by default)
- Traffic stops where the driver may flee
- Foot patrols
- Foot chases with tasers and arrests
- Prisoner transport convoys with escorts
- Police raids that can turn into shootouts
Hotspots
- Save your own spots in-game and fill them with crowds, beach parties, queues, construction workers, electricians or parked planes with pilots and mechanics
Super Lively Mode
- One switch for a much busier city: many more people and traffic, packed shops, far more events and a lot more crime
- You choose which parts get boosted (density, crowds, shops, events, crime, reactions, traffic) and how strong the boost is
Configuration
- Over 50 events, each with its own weight, spawn chance, cooldown, areas, hours and per-area probability multipliers
- Everything can be configured in ImmersiveSantos.ini: toggle any feature, police behaviour, daily routines, interiors, models, gang territories, shop and petrol station locations and more
- F10: enable/disable the mod, F11: save your current position as a hotspot, F9: reload the ini in-game
- Hotkeys can be disabled with EnableHotkeys=0
- Automatically pauses during story missions
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Changelog
--------------------------------------------------------------------------------------------------------------------------
3.0:
-Added more gun fights options like:
DangerousPlacesOnly
DangerousZones=Hood,Industrial,Rural
-Added New Fixes:
Open Area Spawns Filter
-Fixed intermittent infinite sound
-Added LSPDFR Compatibility (Tested but still on WIP)
-Now police doesnt put their sirens on instantly theres a crime and teleport just some meters behind you. now they react correctly
-Reduced gun fights in city at day time
====ADDED CRIMES====
ATM Robbery
- A masked robber wearing glasses walks up to someone using an ATM and holds them at gunpoint.
- The victim raises their hands and hands over the money.
- The robber runs off on foot or, sometimes, in a getaway car waiting nearby.
- The police may chase him. If you step in, he may surrender, fight back or run.
Armored Truck Hijack
- A masked crew follows a cash truck and boxes it in.
- The guards either surrender or shoot back.
- The crew opens the rear doors, loads the cash and flees.
- Always ends in a police pursuit that escalates up to helicopters, FBI and SWAT.
- Daytime only, in the city, industrial and rough areas.
Drunk Driver
- Weaves across the road at night.
- Sometimes someone reports it and a patrol shows up.
- The driver either pulls over and gets arrested, or floors it and a chase begins.
STORE & BANK ROBBERIES (completely rewritten)
- Targets: banks, convenience stores, gas stations and Ammu-Nation.
- What gets robbed depends on the zone: corner shops in the hood, gas stations in the countryside, banks downtown (banks in daytime only).
- Robbers wear masks or bandanas and sunglasses. One or two at shops, two to three at banks.
- They arrive in a car parked right outside the door, with a driver waiting at the wheel.
- They aim at the clerk, who raises their hands and hands over the money. Then they run back to the car and drive off.
- You can stop them: they may surrender, shoot back (only where gunfights are allowed) or flee.
- Banks always bring the police. Small shops sometimes do.
- Pursuits escalate with severity: patrols, then a police helicopter, then the FBI, then a SWAT unit.
- Severity rises with bank or Ammu-Nation targets, bigger crews, and if the clerk is killed.
- Ends with the crew caught (out of the car, hands up, officers aiming) or a clean escape.
IMPROVED
- Carjacking: the police can now chase the stolen car.
- Street Racing: races now happen with or without police. Sometimes a patrol breaks it up and the racers flee.
- Robberies are no longer limited to dangerous gunfight zones, so they can happen downtown.
CONFIGURATION (ImmersiveSantos.ini)
- Every new event has its own block: Enabled, Weight, SpawnChance, Cooldown, Zones, ZoneWeights, Hours and Blip.
- New chances in [EventOptions]: bank vs shop target, police on small shops, two robbers, ATM getaway car and police, armored guards fighting back, drunk driver reported or fleeing, street race police, carjack police.
- Helicopter and FBI delay (seconds into a pursuit) are configurable.
- New model pools in [Models]: Robbers, ArmoredTrucks, ArmoredGuards, FbiCars, FibAgents.
====IN-GAME MENU====
- Open and close it with one key (default F5). The key can be rebound in the menu: Settings > Menu key (press Enter, then the new key), or MenuKey in [General] of the ini.
- All the old hotkeys were removed. The menu is now the only control.
- Controls: Up/Down to move, Left/Right to change values, Enter to select, Backspace to go back.
- Game controls are blocked while the menu is open, so you do not shoot or move by accident.
- Cleaner look: panel with shadow, highlighted row, scrolling list, page title, and a help line at the bottom that explains the selected option.
- Every change is applied live and written to the ini, so it is still there next time you play.
- Settings that need a refresh are applied automatically when you close the menu.
MAIN MENU
- Mod enabled: turn the whole mod on/off.
- Presets, General, Events, Crime & Police, World & Density, Debug, Settings.
PRESETS
- 12 ready-made setups: Standard, Peaceful Los Santos, No Gunfights, No Gang Wars, No Police Chases, Quiet Neighbourhood, Busy City, Crime City, Cops And Robbers, Gang Life, Cinematic, Low End PC.
- Enter applies a preset instantly. Its description is shown at the bottom.
- Undo preset: puts your own settings back.
- Save my current settings as a preset: type a name and keep your setup.
- Delete a preset of mine.
- Make your own in the ini: add a [Preset.Name] section with Section.Key=Value lines.
GENERAL
- Notifications, Debug notifications.
- Event blips on the map.
- Interactable events.
- Pause during missions.
- Calm mode (less violence).
- Super lively, Event frequency, World busyness.
- Max active events.
- Performance mode (1-3).
- Disable ALL events / Enable all events.
EVENTS
- Full list of every event in the mod, with a live SEARCH BOX: start typing and the list filters instantly.
- Per event: Enabled, Weight, Cooldown, Map blip (off / default / colours).
- Force spawn now (from the event's own page).
- Save event settings to ini.
CRIME & POLICE
- Gunfights enabled, only in dangerous zones, in the city by day.
- Max active gunfights, startup grace, big fight repeat (min / max).
- Gang fights on a timer.
- Police respond to events.
- Criminals resist police.
- Robbery: bank chance, shop police chance, two robbers chance.
- Pursuit: helicopter after X seconds, FBI after X seconds.
- Group heist: clean getaway chance.
- ATM robbery: police chance, getaway car chance.
- Armored truck: guards fight chance.
- Drunk driver: police chance, flee chance.
- Street race: police chance.
- Carjacking: police chance.
WORLD & DENSITY
- NPC amount, Vehicle amount, Parked vehicle amount (master sliders).
- Crowds on/off.
- Real Life mode.
- Pedestrians, Traffic, Scenario peds and Parked cars, each for day and night.
DEBUG (for testing)
- Force event: pick any event (with search) and spawn it next to you.
- Teleport to last forced event / nearest active event.
- Event overlay: shows names and lines to every active event.
- Active events counter.
- Clear all active events.
- Reset all event cooldowns.
- Skip gunfight startup grace.
- Skip spawn warm-up.
- Time of day (hour).
- Player invincible.
- Clear wanted level.
- Write active events to the log.
Respect for authority (new)
-Drivers brake for an officer on foot standing in their lane instead of running them over. If the officer is shooting, they wait longer.
-A driver close to a shooting officer can get out of the car and run (20 percent by default).
Cars ahead of an emergency vehicle with its siren on slow down to let it through.
-Pedestrians move away or drop to the ground when a nearby officer is shooting. 90 percent of people obey and the rest ignore authority. The choice is fixed per person or car.
-It does not affect the vehicles spawned by the mod events, only normal traffic.
-New [Authority] section in the ini with a master switch, each behaviour on its own, the obey percentage, the chance a driver bails out, distances and wait times.
-In the menu, under Crime & Police, there are 4 toggles and 2 percentage sliders (obey percentage and driver bails out), applied live.
SETTINGS
- Menu key (rebind).
- Reload ini now.
- Save my position as a hotspot.
- Save event settings to ini.
MORE FIXES AND TWEAKS
- Every menu option and every event now has a one-line description at the bottom of the menu.
- Everything you change in the menu is saved to the ini. Event changes (on/off, weight, cooldown, blip) are saved when you close the menu, and only what you changed is written, so SuperLively/EventFrequency are never doubled.
- Nothing needs a game restart. Options marked apply when you close the menu (the world resets) all others are live.
- NEW: Quiet city (Crime & Police). No shot is fired on its own outside gang areas, desert and forests, not even by the police. Robberies of banks and shops are the exception. Shooting still happens if you shoot first or have a wanted level. Ini: [GunFights] QuietCity. Default dangerous zones are now Hood and Rural.
- ATM robberies only happen at real ATMs near you (the guessed fallback spots were removed).
- Respect for authority: drivers stop for officers and sirens, bystanders take cover ([Authority]).
- Presets at the end of the ini, your own presets below the YOUR OWN PRESETS header. Default menu key: F5.
- STABILITY: new [Stability] section in the ini. Every part of the mod runs inside a safety net: an error in one part is logged and skipped instead of crashing the game, and a part that keeps failing is switched off for the session. A failing event is removed on its own.
- The mod pauses during cutscenes and character switches, resets itself when a save is loaded or the player ped changes, and stops creating anything while the game runs below 18 fps.
- Hard world ceilings for people and vehicles (AbsoluteMaxPeds / AbsoluteMaxVehicles) and an ini sanity check that pulls silly values back into a safe range.
- Debug menu shows how many errors the guard has caught.
GAME FILES
crimeinformation.meta - gunshots are noticed from much closer
FIREARMDISCHARGE hear distance 100 -> 45 m
SHOOTVEHICLE 50 -> 30, SHOOTPED 40 -> 30, SHOOTCOP 40 -> 30, HITCOP 40 -> 15
pedaccuracy.meta - more realistic shooting
AI global accuracy 1.3 -> 0.9, running 0.22 -> 0.15, driving 0.2 -> 0.12,
walking 0.5 -> 0.4, blind fire 0.3 -> 0.2, player recoil 0.8-1.0 -> 0.9-1.15
noisetuning.meta - footsteps heard from 25 percent less distance
agitatedtriggers.meta - gangs intimidate less often and from closer
agitatedresponses.meta - fewer instant fights
scenariotriggers.meta - helicopters/planes/parachutists overhead no longer scare everyone
peds.ymt - peds notice a killed ped from closer
POLICE BEHAVIOUR REWORK
- Cops no longer attack people just for being in a gang or a van, they only act on crimes that are really happening
- Fixed: "Criminals resist police" used to make every cop hate every criminal on sight (now only CopsAttackEventCriminals=1 does)
- Taser and arrest first: officers tase and handcuff unarmed suspects instead of shooting
- Tactical stance: cops use cover, keep their distance and are less accurate outside big incidents
- Parked patrols switch their sirens off after a few seconds at calm scenes
- Loud police events (SWAT, raids, heli pursuits, roadblocks, shootouts, standoffs) are halved by default
- New [PoliceRework] section in the ini and 5 new options in the menu (Crime page), each with a description
- Does nothing while you have a wanted level, so normal game police still deal with you as usual
--------------------------------------------------------------------------------------------------------------------------
3.1:
-Fixed police anims
-Fixed kidnapping not working correctly
-[LessSensitiveNPCs] in the ini, and "Less Sensitive NPCs" in the menu (main page).
Everyday people stop panicking over every little thing. Real danger (gunfire, a fight, an explosion) still scares them.
- Enabled: master switch. Off puts every reaction back to how it was.
- Strength (0-100 percent): how much of the normal reaction radius and flee/cower chance is kept. It scales DangerRadius, WeaponReactionRadius, GunshotFearRadius, CrashReactionRadius and the flee/cower chances from [Reactions]. Default 60.
- IgnoreArmedPlayer: people no longer clear off just because you carry a gun.
- IgnoreMinorShocks: the game's own panic over horns, engines, bikes on pavements, running people, sirens and bumps is muted while nothing violent is going on.
- ViolenceMemorySec: after gunfire, a fight or an explosion people may panic normally again for this long. Default 12.
- LimitSenses, HearingRange, SeeingRange: everyday people hear and see less far away (default 18 m / 40 m).
- Alertness (-1 to 3): sets how alert ambient people are. -1 leaves the game's value.
- ApplyRadius: only people this close to you are changed.
-Police and the mod's own scene people are never touched.
=============================
QUIET VOICES (less screaming)
=============================
NEW: [QuietVoices] in the ini, and "Quiet Voices (less screaming)" in the menu. Everything applies live.
Fixes the "people scream every few seconds" reports
- ScreamChance (default 25 percent), ScreamGapSec (10) and PerPersonGapSec (45): every scared/shocked line of the mod is thinned out, with a gap between any two screams and a longer one per person.
- MaxHearDistance (25 m): screams and shouts from people further away are not played at all, so nothing is shouted into the headphones from far away.
- AngryShoutChance (60 percent): same for insults, curses and threats of the mod's scenes.
- ShoutedToNormal: forced shouted lines are played at normal volume.
- MuteFleeingPeople: people running away or reacting to danger stay silent. This removes the game's own panic screams, not only the mod's.
- MutePainSounds, MuteAllAmbientVoices: stronger options, off by default.
- ApplyRadius (70 m): only people this close are muted.
Robberies (shops, petrol stations, Ammu-Nation, banks, ATMs)
- Shop/petrol robbery: a lone robber can now arrive on a motorbike parked outside (StoreRobBikeChance). Otherwise it is still a car with a driver.
- ATM robbery: the robber can have a motorbike left running at the kerb (AtmRobberyGetawayBikeChance).
- New ending: the robbers run on foot, a patrol arrives and catches them (hands up, officers aiming) - RobberyCaughtOnFootChance.
Independent of "Police respond to events". If no patrol can be spawned, the robbery ends as before.
- The other endings are unchanged: police pursuit (police chances) or a clean getaway.
Witnesses (new [WitnessFlight] section, in menu is located at Crime & Police)
- People near gunfire, chases, fights, robberies, carjackings, muggings and similar loud events run away from them (once per person).
- Sometimes a patrol is sent a while later (PoliceLaterChance, PoliceDelayMinSec/MaxSec). Independent of "Police respond to events".
- Kidnappings and events that already have their own police logic (robberies, heists, armoured trucks) do not get the extra patrol.
--------------------------------------------------------------------------------------------------------------------------
3.2: changelog.txt on z7 file
BASE CHANGELOG:
-Interactions
-30 New events
-Reworked a lot of events, crimes and behaviour
-Added better event moves and animations
-Added blip colors and names
-Lot of testing and playing
--------------------------------------------------------------------------------------------------------------------------
NOTES:
ini settings are to max so you can experience the most full experience and stable, if you suffer crashes or much fps or have a low-mid end pc instead of a high one check ini settings to tweak them following you system specs etc...
-IF YOU ARE USING WOV (enhanced or legacy)
first install my OIV then install WOV
COMPATIBLE AND NOT COMPATIBLE MODS:
-Immersify: yes
-WOV: yes
RDE/PEV: yes
Not compatible: not found
First Uploaded: September 17, 2026
Last Updated: 4 days ago
Last Downloaded: 29 minutes ago

















Join my discord server, there you can get early access to new mods or updates! add suggestions, report bugs or i can even help you directly talking with me
link: https://discord.gg/XjaVRwMfp6
@Mathox yw man, i Will also try to make crimes compatible with It👀
@SER2022 nice to hear man!
Hi. Idk if this has already been fixed yet but I saw some peds doing some "statue pose" or the Living Statue Man street pose on idle position and just not moving. Thanks!
@Jcats i will change it, i didnt said to the script where to use it correctly, wait until 3.2 hotfix 3 its coming very soon
Thank you Bro. You are the most passionate modder out here. Big respect!
@Jcats yw man, enjoy
Thank you very much for updating and supporting this mod🔥🔥🏆
I tried to carjack someone, turned out to be undercover cops. such a cool feature. :)
he estado provando el mod y debo decir que ahhora si no se me ha crasheado! me encantaron las situaciones realistas y de verdad me encanto muchisimo, nomas que si tiene unos cuantos bugs pero nada que sea molesto, eso si, me genera lag en unas ocaciones cosa que no me suele pasar en ningun momento, pido porfavor que lo sigan actualizando y no abandonen este gran proyecto! facilmente puede estar entre los mejores mods si le agregan mas estabiolidad menos bugs y mejores situaciones reales donde pasen ingenieros modificando una calle con conos etc... ya saben ese tipo de cosas que gta sanandreas urbanize contenia y personas en los cines en gran fila todo pero sin tantos bugs, de verdad, muy encantado y fascinado con el mod!
requierements?
@sS4imti8b script hook v
@cesar jostheen RTX thanks man, im still working on get this mod work perfect. anyway if you face any issue make a picture and send me the log file, with that i can fix the event easily, if you want help or send me the bugs directly join my discord server
I have a question, does the mod require a specific key to be activated? I think the mod is very good.
@Morgan_John nope! no keys, and thanks man, only key is the menu one that default is: F5 you can change it
@gtamodslreal Thank you friend.
acabo de subir un video probando el mod para testearlo y mostrarlo, espero que lo ap´rueben
@cesar jostheen RTX send me thee link ill upload it myself i dont see it
@cesar jostheen RTX oh found it, and thanks for it, with that i ca nsee a lot of bugs i will def fix!
@gtamodslreal https://youtu.be/hOBUWqO0AD8?si=SZ-aoeiP9lC5Jz-K
Improve police behavior, especially when officers are standing completely motionless. I suggest adding more actions and animations when police arrest or issue tickets to NPCs. Police should not only chase suspects using vehicles but also pursue them on foot. Add proper arrest animations, such as officers handcuffing suspects.
I also suggest adding events where players can assist the police during gang shootouts or criminal arrests.
If possible, improve NPC traffic behavior so pedestrians don't randomly cross the street when the traffic light is red. There are still many NPCs that remain frozen and unresponsive. Please improve their AI behavior and make the overall world feel more alive and realistic. goodjob mooder, i like but so many detail bug and respon police and npc