Configuration

Make it your department

Almost everything Reborn puts in your game - the cars in the dealership, the gear in the armory, the shelves in every shop, the ranks you climb - is a plain XML file you can open in Notepad. This page walks through every one of them: what it changes, what a correct entry looks like, and what happens when you get it wrong.

Before you start

Five rules that keep you out of trouble

Every data file in Reborn is designed to fail softly. Read these once and the worst a bad edit can cost you is the feature you were editing - never your career.

All the editable files live in one folder, next to your GTA V executable:

GTA V\plugins\LSPDFR\LSPDFR Enhanced\
  • Switch the plugin off first. You do not have to close GTA V - open the main menu, pick Disable Plugin, edit your files, then load the plugin again. It reads them as it starts, so an edit made while it is running is not picked up until then anyway.
  • Save as UTF-8. Anything else turns accented names into garbage in the menus.
  • Keep it valid XML. Every tag closed, every value in quotes. A missing quote costs you the whole file, not one line.
  • Copy, then change. Duplicate a whole entry that already works and edit the copy - it is faster than typing one from scratch and you cannot forget a tag.
  • Use a dot for decimals. Coordinates are written x="-1183.118", never with a comma, whatever your Windows language setting says.
Deleted a file by accident? Start the game. Reborn keeps a built-in copy of every data file inside the plugin and restores any that are missing. Files that are already there are never touched, so your edits are safe.
Never rename an id. Ids are written into your career save. Rename the id of a clothing item or a piece of gear and the game stops recognising the one you already own - the item is simply gone.

The data files

What each file controls

Seven files, each one independent. Break one and only that feature is affected - the rest of the plugin does not care.

dealership.xml

The cars for sale at Premium Deluxe Motorsport, their prices and their tabs.

One line per car. The category is free text - cars sharing a category end up on the same tab in the menu, and a car with no category lands under Other.

One car
<Model name="Karin Asterope" model="asterope" price="12500" category="Sedans"/>
  • name - what the player sees in the menu.
  • model - the GTA spawn code. It must be a model your game or your add-ons can actually spawn.
  • price - whole dollars. The Economy Multiplier in Settings scales it.
  • category - the tab it appears under. Any text works.
This file is also the plugin's price list. Los Santos Customs prices its work against it, and the dealership uses it to value the car you bring in to sell. A car listed here at a silly price will be modded and bought back at a silly price too.

If it breaks: The dealership does not open at all.

equipment.xml

The armory: what an officer can sign out at the start of a shift and hand back at the end.

What you may draw depends on your UNIT, never on your rank - a rookie and a captain in the same unit sign out exactly the same gear. Items that share a group are a pick-one shelf (one sidearm, one rifle, one class of vest); items with no group are simple gear you tick on or off.

A pick-one sidearm and a piece of loose gear
<Item id="combat_pistol" name="Combat Pistol" group="Sidearm"
      weapon="WEAPON_COMBATPISTOL" ammo="48" units="patrol,k9,swat"
      components="COMPONENT_AT_PI_FLSH" />

<Item id="taser" name="Taser" desc="Less-lethal, one cartridge."
      weapon="WEAPON_STUNGUN" />
  • id - unique, and written into your save. Do not rename it later.
  • group - makes the item part of a pick-one shelf, and labels that shelf in the menu.
  • weapon / ammo - the WEAPON_* model and the rounds issued with it.
  • components - comma-separated COMPONENT_* attachments fitted when the weapon is issued.
  • armor - for type="armor" entries, the vest strength from 0 to 100.
  • units - which unit ids may draw it. Leave it out and every unit gets it.
An item whose weapon is not installed in your game is skipped silently, so it is safe to list add-on weapons here for the people who have them. A component the weapon cannot take is dropped and reported in the log - a typo costs you the attachment, never the weapon.
This file is duty gear only. Firearms the player buys at a gun shop are private property, live in the career save, and never appear here.

If it breaks: The armory has nothing to issue. Everything else about the shift still works.

shops.xml

The inside of every convenience store: which shelf is where, and where the checkout is.

One <Location> per store. The type sets the store design (247, ltd, ron, globe, xero, liquor - a missing type means 247). Every point inside is optional: a store with no Vices line simply does not sell alcohol or cigarettes.

One store
<Location type="247">
  <Snacks x="31.0316" y="-1347.04" z="29.497" />
  <Drinks x="27.4608" y="-1345.318" z="29.497" />
  <Ingredients x="32.4497" y="-1342.971" z="29.497" />
  <Vices x="25.83" y="-1347.46" z="29.5" />
  <Register x="25.7428" y="-1345.416" z="29.497" />
</Location>
  • Snacks / Drinks / Ingredients - the three shelves you browse.
  • Vices - the shelf with alcohol and cigarettes. Leave it out and the store does not stock them.
  • Register - the checkout. This is also where a fuel debt gets settled, so a store without one cannot take your money.

A liquor store is the short version of all that: everything is behind the counter, so it needs a Vices point and a Register point and nothing else. It is also the one store type that keeps hours rather than opening around the clock.

A liquor store
<Location type="liquor">
  <Vices x="1135.81" y="-982.27" z="46.42" />
  <Register x="1134.28" y="-983.06" z="46.42" />
</Location>
Parts of this file arrived after the file itself - first the alcohol and cigarette shelves, then the liquor stores - so a copy you have been using for a while simply does not have them. On startup the plugin adds what is missing, once: a Vices shelf to a store you already have, or a whole store you do not have at all, matching them by the position of the checkout. It then writes the revision it reached as vicesMerged on Locations and leaves the file alone. Nothing is ever changed or removed: a point you moved stays put, a store of your own within five metres of one of ours counts as the same shop, and anything you delete afterwards stays deleted.

If it breaks: Each store falls back to a single point taken from locations.xml.

locations.xml

Map points for the off-duty features: food, coffee, fuel, and shops as a fallback.

Five sections, each a flat list of points. Coordinates are the spot the player stands on, at feet level. Every section is optional and falls back on its own, so you can replace one list and leave the rest alone.

A section
<Cafes>
  <Location x="-1183.118" y="-883.9587" z="13.75227" />
  <Location x="99.19823" y="-1419.406" z="29.42119" />
</Cafes>
  • FastFoods - counters for a quick, cheap meal.
  • Restaurants - a bigger, pricier sit-down meal (off duty only).
  • Cafes - coffee.
  • GasStations - fuel pumps.
  • Shops - convenience stores. Only used when shops.xml is absent.

If it breaks: The built-in list is used instead - the feature never disappears.

rideshare.xml

Kerbside stops for the Rideshare side job - where fares wait and where they get dropped off.

One single pool of points: a ride is simply two different entries from this list. Pick places a car can actually pull up to - the middle of a motorway makes for a miserable pickup.

<Points>
  <Location x="-939.6133" y="-1523.37" z="4.1764" />
  <Location x="-1161.53" y="-1492.471" z="3.3139" />
</Points>

If it breaks: The job picks random spots off the nearest road instead, so it never stops working.

clothes_items.xml

The civilian clothes sold in the clothing stores: what they are, what they cost and how they sit on the model.

One block per item. Only one item per category can be worn at a time, and a character only sees the variants matching their model - an item with no variant for their gender is hidden from them entirely.

Trimmed to the essentials
<ClothingItem id="tee_plain" name="Plain Tee" category="Tops" price="45">
  <Shops><Shop>binco</Shop></Shops>
  <Variants>
    <Variant gender="male">
      <Components>
        <Component id="11" drawable="4" texture="0" />
      </Components>
    </Variant>
  </Variants>
</ClothingItem>
  • category - one of Tops, Pants, Shoes, Hats, Glasses. Anything else and the item is skipped.
  • Shops - which stores stock it: binco, discount, suburban, ponsonbys. No shops means the item exists but is sold nowhere.
  • Component id - the GTA body slot: 3 arms, 4 legs, 6 shoes, 8 undershirt, 11 top.
  • drawable / texture - the model and colour index inside that slot.

If it breaks: The clothing stores have nothing to sell.

default_outfits.xml

The plain civilian clothes a character wears off duty before they own anything else.

One outfit per gender. Clothes bought in the stores are worn on top of this; it is only the starting point underneath them.

This file is read when a NEW career is created. A career already in progress keeps its own clothes in Profiles\<career>\clothing.xml, so editing this file does not change an officer you are already playing.

The numbers are the same model and texture indexes the clothing stores use, so the quickest way to build a look is to copy values out of clothes_items.xml.

If it breaks: Built-in defaults are used, so a mistake here can never leave a character undressed.

Ranks

The one file that can stop you playing

Ranks decide which stations you may work, which unit you belong to, which vehicles you may take and which uniforms you may wear. Get this one wrong and the wardrobe refuses to open - and since picking a uniform is what starts a shift, you cannot go on duty at all.

Ranks do not work like the other files. There are two copies, and knowing which one you are editing is the whole trick:

  • Default ranks files\ranks_*.xml - the presets that ship with the plugin. A new career is built from one of these.
  • Profiles\<career>\ranks.xml - that career's own copy. This is the file the game actually plays from.
Editing a preset does not reach a career that already exists. If your officer is mid-career, edit their own copy under Profiles - or let the plugin pull the preset's changes in, which it offers when it notices the preset moved on.

A rank carries its pay and promotion threshold, and then three lists that can each be set on the rank, on a station or on a unit - the most specific one wins:

One rank, trimmed
<Rank>
  <Name>Police Officer II</Name>
  <RequiredPoints>250</RequiredPoints>
  <Salary>28</Salary>
  <Stations>
    <Station>
      <StationName>Mission Row Police Station</StationName>
      <Vehicles>
        <Vehicle model="police" liveries="1,3" />
      </Vehicles>
    </Station>
  </Stations>
  <Units>
    <Unit id="patrol">
      <UnitName>Patrol</UnitName>
    </Unit>
  </Units>
</Rank>
  • RequiredPoints - the XP that promotes you into this rank.
  • Salary - hourly pay, paid into your account at the end of the shift.
  • Stations - where this rank may report for duty, and optionally the vehicles and uniforms for that station.
  • Units - the assignments available at this rank. A unit can carry its own pay bonus, vehicles and uniforms.
  • Vehicles - model plus optional liveries, written as a list of numbers counting from 1.
  • Outfits - the uniforms on the wardrobe screen. Every one has to exist in YOUR LSPDFR install.
A rank that lists no uniforms at all is safe - it falls back to every uniform your game has for your character's gender. The wardrobe only ends up empty when the list exists but names uniforms you do not have.

Rank editor

Editing ranks without touching XML

Ranks are the largest file in the plugin and the easiest to break by hand, so there is an editor for them - two, in fact. One is built into the in-game menu. The other runs in your browser and keeps working after you close the game. Both write the file in the game's own format, so pick whichever you prefer.

The browser editor is a page on this site, but it is not editing a copy in the cloud - it talks to your game over your account and writes the files on your own machine. Nobody else's game is ever visible to it. There are two ways in, and they end up in the same place:

  • From the game: open the main menu, pick Rank Editor and press Open in browser under your presets. It opens the page in your default browser, and the game shows the address in case the browser did not come up - on a fullscreen setup it sometimes does not.
  • From the site: sign in and open the rank editor from your account.

With the game running, the flow is:

  • Start GTA V with the plugin loaded, and sign in to your account in game - the pairing goes through it.
  • Open the editor. The bar at the top turns green on Connected, and the editor downloads everything at once: your presets and the stations, zones, uniforms and vehicles it suggests. From then on the game can be closed.
  • Pick a preset from the list on the left, or create a new one, and edit its ranks: pay, promotion threshold, stations, units, vehicles and uniforms.
  • Save. The file is written straight into your game folder.

The game does not have to be running at all. Without it, the editor works on what it downloaded the last time it saw your game, in this browser - or on nothing, if it never has; then you type station names, zones, uniforms and vehicle models by hand, or load one of your ranks_*.xml files from plugins\LSPDFR\LSPDFR Enhanced\Default ranks files to start from it. A preset saved without the game stays in this browser, marked as waiting for the game, and goes into your game folder on its own the next time the editor connects to it.

Waiting presets live in this browser only - to send them, open the editor in the same browser with the game running. If a preset also changed in the game folder in the meantime, the editor does not overwrite it: it asks which version to keep. If the bar never turns green with the game running, the game is not signed in to the same account, or online is switched off in Settings.
The editor rewrites the ranks file from scratch when it saves. Anything you added by hand that the editor does not know about is not carried over - so if you hand-edited a ranks file, keep a copy before you open it in the editor.

There is a safety net either way: before the plugin pulls preset changes into a career, it puts the previous ranks file next to it as ranks.xml.prev. That copy is also what rescues a career when the main file turns out to be unreadable.

Hands off

The files that are not for editing

Everything under Profiles is save data, written by the game as you play. It is XML, so it opens - but nothing there is meant to be typed into by hand.

One folder per career, holding the officer (data.xml), their bank, their vehicles, their wardrobe, their inventory, the gear they signed out, the reports they filed, and that career's own ranks and settings. The plugin keeps a .prev copy of each file as it writes, so a single failed save is survivable.

A save file the plugin cannot read is treated as damaged, and writing to it is blocked for the rest of the session so a half-understood file is never overwritten with less. That protects your career - but it also means a hand edit that goes wrong will stop that part of the game from saving until you restore it.

If you want to change the world rather than your officer, everything worth changing is in the seven files above, in settings.ini, or in the two rank editors. There is no reason to open a save.

When it goes wrong

Finding out what you broke

The plugin does not fail silently. Every file it rejects, every attribute it could not read and every model your game does not have is written down.

  • logs.txt in the plugin folder is the plugin's own log - start here. The previous session is kept next to it in archive logs.
  • RagePluginHook.log next to GTA5.exe catches anything that took the whole plugin down.
  • A rejected file names itself in the log, along with the entry it choked on - a typo usually costs you one entry, not the file.
Still stuck? Open a ticket on our Discord with the file you edited and both logs attached. That is nearly always enough to spot it in one read.

Want to see what you are configuring?

Every file on this page feeds one of the systems in LSPDFR Enhanced Reborn. The features page walks through them from the player's side.