Features

Everything inside LSPDFR Enhanced Reborn

The complete field guide to Reborn - every system in plain English, with the real keys, costs and numbers, so by the end you know exactly how to play and how each part works. Every value here is the default; almost all of it is yours to tune in Settings.

Start here

Before your first shift

The essentials to get rolling - how the interface works, the handful of keys you'll use, the career you create, the officer you play, and the HUD that keeps it all on screen.

The in-game interface

Everything runs on a sharp interface drawn right in the game frame.

Reborn's menus, HUD, phone, inventory and editors aren't plain text lists - they're full web-style pages rendered directly into the game, so they look and feel like part of LSPDFR rather than a wall of text.

Open the main menu with F6 and the game's clock freezes while you're in it, like a pause screen. Drive it with your mouse - move, click, scroll - or the arrow keys and Enter. Esc always steps back a level, or closes.

  • Main menu on F6 - clock pauses while it's open
  • Mouse, or arrow keys + Enter
  • Esc to go back or close
  • Tabs: Career, Guide, Online, Leaderboard, Account, Settings, Rank Editor

Your controls

Six keys run the whole plugin - every one rebindable.

Almost everything you do moment to moment is one of six keys. All of them can be reassigned in Settings, and each can take an optional Shift, Ctrl or Alt modifier if you'd rather keep the base key free.

  • F6 - main menu
  • T - interact (desks, shops, pumps, vehicles)
  • F5 - inventory
  • F3 - phone
  • F7 - show / hide the HUD
  • F11 - show / hide map blips

Careers & multiple saves

Run several officers, each a completely separate save.

You can keep several independent careers side by side - created, loaded and deleted from the Career menu. Each one carries its own rank, money, credit, property, stats, settings and even its own rank ladder; nothing bleeds between them.

The one rule: you can't delete the career you're currently in - unload it first.

  • Create, load, save & delete from the Career menu
  • Per-career: rank, money, property, stats, ranks
  • Settings save per career (or globally with none active)

Choose your background

Pick one of five backgrounds at creation - it shapes your whole run.

When you create a career you choose one of five character backgrounds, once and for all. Each sets your starting money - paid into a Fleeca account, since your wallet starts empty and you draw cash from an ATM - plus your first car, your starting fitness, and permanent modifiers that lean your playstyle one way.

  • Academy Prodigy - $900; +25% callout & objective XP, but −20% morale from downtime and a double missed-shift XP penalty
  • Beat Cop - $1,400; +1 XP per traffic stop, +1/+2 XP per suspicious/illegal item, 10% less fuel burn, but −15% callout XP
  • Veteran - $2,500; energy drains 15% slower and low-morale/burnout XP penalties halved, but −25% morale from downtime
  • Athlete - $700; starts at 50/50 fitness (base 35), +50% gym morale, but hunger & thirst drop 20% faster
  • Ex-Banker - $7,000; +15 credit, 15% cheaper loans, 1.5× savings, +25% cooking XP, but starts at 30/30 fitness and no on-duty perks

The on-duty HUD

A clean heads-up display you can tailor to the pixel.

A modern HUD keeps the essentials on screen: a compass with your district and street (or the station name indoors), your cash, rank, time and duty status, a speedometer with a fuel gauge, and hunger, thirst, fatigue and morale icons above the minimap.

It bends to your taste - scale it 70–140%, set background opacity 30–100%, pick one of seven accent colors, switch speed between mph and km/h, and hide any single element. F7 flips the whole thing on or off; the master switch in Settings skips building it entirely for performance.

  • Compass, cash, rank, time, duty, speedo, fuel, needs
  • Scale 70–140% · opacity 30–100%
  • 7 accent colors · mph or km/h
  • Hide any element · F7 to toggle

On patrol

The shift, done right

The core of the job - a station you clock into, a beat to work, evidence and arrests to process, and a report to file when you're done.

A working police station

Your precinct is a place you walk into, not a menu in the street.

Press T at the doors and step inside a fully working precinct. You clock on and off at the lockers - where you also change into uniform - the armory officer takes your seized evidence and hands you your duty bag, your own desk is where reports get written, and the garage spot pulls out your ride.

On duty you can only enter your own assigned station - a waypoint points you to the right one.

  • Enter with T
  • Lockers - clock on/off & change into uniform
  • Armory - hand in evidence, grab your duty bag
  • Your desk - reports · Garage spot - your vehicle

Going on & off duty

Start and end every shift the right way.

Head to the lockers and pick your uniform to go on duty - that's the moment the clock starts and your shift stats reset. When you're done, write your report at your own desk, then clock off back at the lockers.

You're paid by the hour: pay is your hourly rate times hours worked (a scheduled shift always pays a full 12 hours), deposited straight to your account, plus a reimbursement for any fuel you bought on the job.

  • Clock on at the lockers (choose your uniform)
  • Free-mode shifts run a minimum of 6 hours
  • Pay = hourly rate × hours (scheduled = 12h)
  • On-duty fuel is reimbursed at clock-off

Scheduled shifts

Work a real roster, or clock on whenever you like.

By default you're on a roster: a 12-hour shift every two in-game days, with a 25% chance it's a night shift and up to 15 minutes of random start delay. It's an optional layer of structure that makes patrol feel like a real job with a rota. Prefer freedom? Turn scheduled shifts off and clock on whenever you want.

  • Default: a 12-hour shift every 2 days
  • 25% chance of a night shift
  • Up to 15 min random start delay
  • Or switch to clock-on-anytime

Your patrol zone

Work the district assigned to your station.

On duty, your station's zones are outlined on the map and you get a nudge - "You have left your patrol zone!" - if you drift too far, unless you're mid-pursuit or running a callout. And callouts only come while you're actually inside your beat: wander out of your zone and new calls hold off until you head back. Higher ranks and stations open up new zones, or you can unlock them all in Settings.

  • Assigned zones drawn on the map
  • Warned if you leave - not during pursuits/callouts
  • No new callouts while you're outside your zone
  • New zones unlock with rank

Shift objectives

A goal to chase every time you clock on.

Each shift hands you an objective - make arrests, run traffic stops, resolve callouts, escort suspects to jail, search peds or vehicles, and more (a few need companion plugins). Targets run 2–5, and the reward stacks up per item completed, paid out in XP and cash when your shift ends.

  • 10 objective types, targets of 2–5
  • e.g. arrests & callouts: 4 XP + $12 each
  • Reward paid out at shift end
  • A few types need StopThePed installed

Callouts tuned to your unit

The calls you get can match the role you're playing.

Reborn can filter which LSPDFR callouts appear using rule files in the Callouts folder, matched to the unit you're serving in, so your calls fit your assignment. Rules can run as a strict whitelist or just restrict specific calls, and they can even weight how much XP a call is worth. Leave the folder empty and nothing is touched; it behaves like vanilla.

  • Filter callouts by the unit you're working
  • Whitelist mode, or additive restrictions
  • Rules can weight callout XP
  • On by default; empty folder = vanilla LSPDFR

Search & seize evidence

Search suspects and scenes, then book what you find.

Search suspects and scenes - through StopThePed or Policing Redefined - and anything you turn up is graded legal, suspicious or illegal. Suspicious and illegal finds pay XP (+1 and +3 by default). You can carry up to five pieces at once, then hand them to the armory officer back at the station - which you must do before you're allowed to write your report.

  • Finds graded legal / suspicious / illegal
  • +1 XP suspicious · +3 XP illegal
  • Carry up to 5 at a time
  • Turn in at the armory before reporting

Arrests & booking

Cuff them on the street, process them at the station.

An arrest doesn't end at the roadside. Escort your cuffed suspects back to the precinct and any you bring in are booked into the holding cells - up to five - as you walk through the door, which also ticks off your escort-to-jail objective. Only arrests you make yourself count toward your stats.

  • Escort cuffed suspects to the station
  • Booked into holding cells (up to 5)
  • Completes escort-to-jail objectives

Garage, vehicles & liveries

Pull an authorized ride, and keep your last one.

At the garage spot on duty you pick from the vehicles your station, unit and rank authorize - drive an unauthorized cruiser and you'll be told to swap. Off duty, the same spot pulls out your saved personal car. Reborn remembers that private vehicle in full - livery, colors, neons, mods and extras - and even moves it to the garage if you end up in hospital.

  • On duty: choose from authorized vehicles
  • Off duty: pull your saved personal car
  • Livery, colors, mods & extras remembered
  • Or unlock every vehicle in Settings

Shift reports & MDT

Every shift gets written up when you clock off.

Write your report at your desk - a short animation - and it's filed with the date, hours, callouts, arrests, kills, traffic stops and pursuits, your own notes and a full activity log. Your last ten reports stay on file.

The same MDT panel holds your Service Record, and at your supervisor it shows exactly how close the next promotion is and what it unlocks - all themed to match your station.

  • Auto-filled stats plus your own notes
  • Activity log of the whole shift
  • Last 10 reports kept on file
  • Supervisor view: promotion progress

Lite Station Mode

Skip the interior entirely for performance.

Rather not load a walk-in interior - or running a map mod that disables MP interiors? Lite Station Mode drops the precinct and handles the whole shift from a quick menu at the station entrance. Same features, less overhead, and a clean clock-off with no dressing animation.

  • No interior - a menu at the door
  • Every shift feature, less overhead
  • Ideal with MP-interior-disabling map mods

Your career

A career you build

What turns clocking on into an actual career - the experience you earn, the ladder you climb, the units you serve in, and the stakes when a shift goes wrong.

Experience & how it's earned

Every bit of police work pays experience.

XP comes from the job: an arrest is 5, a traffic stop 2, a suspicious item 1, an illegal one 3. A resolved callout is 3 to start, plus 1 for every 10 minutes on it (capped at 6), plus 2 each if it involved a pursuit or a gunfight - then multiplied by that call's weight. Killing a suspect is worth 0 by default: the arrest is the achievement, not the shooting.

Every XP award is then scaled by your morale, so how you feel about the job literally changes how fast you grow.

  • Arrest 5 · traffic stop 2 · illegal item 3
  • Callout: 3 base + time + pursuit/gunfight bonuses
  • Suspect kill: 0 XP by default
  • All XP scaled up or down by morale

Ranks & promotions

Bank enough experience and the next stripe opens.

Your rank is simply the highest one whose XP requirement you've met - earn enough and you're promoted automatically, with a text from command (and demoted if a penalty ever drops you back below a threshold). Each rank raises your pay and unlocks more of the job: new patrol vehicles, more stations, fresh units and new uniforms.

  • Rank follows your total XP automatically
  • Promotions & demotions texted by command
  • Each rank: a bigger paycheck
  • Unlocks vehicles, stations, units & outfits

Build your own ranks

Design the whole ladder without leaving the game.

The built-in rank editor lets you create and reshape rank presets in-game - names, XP thresholds, and which stations, zones, vehicles, outfits and units each rank grants. It's styled like the rest of the menu, checks your ladder for mistakes before saving, and needs no external tools or hand-editing files.

  • Edit names, XP thresholds & unlocks in-game
  • Assign stations, zones, vehicles, outfits, units
  • Validated before it saves
  • No external tools, no file editing

Units & assignments

Serve in a role that reshapes your job.

Ranks are tied to units - the role you're serving in. A unit can set its own pay, stations, vehicles and uniforms, so switching changes what you drive and what you earn (a unit's own salary replaces the rank's whenever it sets one). Change units at the reports terminal - the Units tab at your desk - off duty, and there's a 14 in-game-day cooldown between changes by default.

  • Units set their own pay, stations, vehicles, outfits
  • Change at the reports terminal, off duty
  • 14 in-game-day cooldown by default

Service record & milestones

Your career keeps score.

A personal Service Record tracks your shifts, hours, arrests, pursuits and more, awarding cosmetic ribbons as you hit milestones - your first arrest, 10/25/50/100 shifts, 100/250/500 hours on duty, and volume marks like 500 arrests. Each ribbon arrives as a text from HQ. It's a running history of everything you've done behind the badge, purely for bragging rights.

  • Ribbons for firsts, shift counts & hours
  • Volume marks (e.g. 500 arrests)
  • Announced by text from HQ
  • Cosmetic - a history, not a power boost

Line of duty & death

Getting shot actually carries a risk.

Go down in a firefight on duty and there's a chance - 25% by default, yours to set - that the wound is fatal and wipes that career for good. Survive it and you come to at the hospital: your shift is closed out, you're patched up, needs reset, morale takes a hit, and an insurance copay is billed to your account ($300 for an injury, never into debt).

Collapsing from neglected hunger or thirst never ends a career - it's always just a hospital trip and a smaller $150 copay. Off duty, death is always a hospital trip too.

  • 25% chance of permadeath when downed on duty
  • Survive: hospital, shift ends, morale −25 (−10 from a collapse)
  • Copay $300 injury / $150 collapse - account only, never into debt
  • Neglect collapse & off-duty death never end a career

Missed shifts

Ghosting a rostered shift stings.

With scheduled shifts on, if you don't show within 15 minutes of your start time you're docked 25 XP - taken straight off your total, so it can knock you back below a rank threshold and cost you a promotion. You get a text with your next scheduled slot.

  • −25 XP for a no-show (default)
  • Deducted from your total XP
  • Can actually drop you a rank
  • Academy Prodigy pays it double

Money & banking

An economy with weight

Get paid for the work, then feel every dollar - across three accounts, five banks, loans and credit, the bills that collect themselves, and the fuel in your tank.

Paychecks & the economy

Earn by the hour, then actually spend it.

You're paid hourly, and the rate climbs with your rank and the unit you serve in. Every career opens with a Fleeca account, so your pay is deposited there at clock-off. A global economy multiplier scales prices to taste, and that money flows through everything: fuel, food, property, cars.

When you buy something by hand, it comes out of your wallet first and tops up from your card only if the cash runs short.

  • Hourly pay scales with rank & unit
  • Direct-deposited at shift end
  • Manual purchases: cash first, then card
  • Starting money sits in your Fleeca account - draw cash at an ATM

Cash, bank & savings

Three pots, each with its own job.

Your money lives in three places: cash in your wallet, your bank account (your card), and a separate savings account that quietly earns about 4% a year (0.08% a week), compounded. Savings are for setting money aside, not for getting rich. Move money between them at any ATM or from the phone's Bank app. Vending machines and the club take cash only.

  • Cash · Bank (card) · Savings
  • Savings ≈ 4%/yr (0.08%/week), compounded
  • Transfer at any ATM or the Bank app
  • Vending machines & the club: cash only

Banks & branches

Picking a bank is a real choice.

There are five banks - Fleeca, Maze Bank, Blaine County Savings, Pacific Standard and Lombank. Your account is only serviced at your own bank's counter, and only during branch hours (9:00–17:00), for things like taking out a loan or paying one off early. New careers start with a free Fleeca account; switching banks later costs $500, which is what makes the first pick matter.

  • 5 banks; served only at your own branch
  • Branch counter open 9:00–17:00
  • First account free · switching costs $500
  • New careers start at Fleeca

ATMs

Cash and balances, day or night.

Every ATM is free, open 24/7 and works with any bank. Withdraw cash (up to $1,000 in one go) or deposit it - including your whole wallet at once - check your balance, and glance at your last five transactions. Notes come in 20/50/100/200/500/1,000, and custom amounts round to the nearest $20.

  • Free, 24/7, works with any bank
  • Withdraw up to $1,000 per go
  • Deposit cash, or your whole wallet
  • Balance + recent history

Loans

Borrow for a car, a home or an emergency.

Three loans, all repaid weekly from your account with the first payment due seven days after signing. A car loan runs about 10% a year (20% down, needs a 55 credit score, repossessed after three missed payments). A mortgage is the cheapest credit there is at roughly 8% (20% down, score 60–90 by tier, foreclosed after six misses). A personal cash loan is deliberately pricey at about 15% - an emergency valve, no collateral, $500–$4,000 over up to 26 weeks, score 30.

A debt-to-income cap keeps your total weekly payments under 35% of your income, so a promotion is what raises how much you can finance.

  • Car ≈ 10%/yr · mortgage ≈ 8%/yr · cash ≈ 15%/yr
  • First payment 7 days after signing
  • Miss 3 → repossession · miss 6 → foreclosure
  • Total payments capped at 35% of weekly income

Credit score

Pay on time and borrowing gets cheaper.

Your credit score runs 0–100, and you start at 40 - 'Fair'. Every on-time rent or loan payment is +1, a missed one −5, a repossession or eviction −15, and clearing a loan in full +5. A higher score unlocks bigger loans and shaves your interest - up to 20% off at a perfect 100.

  • 0–100, starts at 40 (Fair)
  • +1 on-time · −5 missed · −15 default · +5 repaid
  • Gates which loans you can take
  • Up to −20% interest at 100

Bills & auto-payments

Rent and loans collect themselves.

Recurring costs - rent and loan installments - are pulled automatically from your account, never your wallet. Miss a rent payment and a 48-hour grace clock starts before a one-time 5% late fee, and unpaid rent evicts you after seven days. The phone's Bills app lays out everything you owe and when it's due.

  • Rent & loans auto-collected from your account
  • 48h grace, then a one-time +5% late fee
  • Eviction after 7 days of unpaid rent
  • See it all in the phone's Bills app

Fuel & refueling

Your cruiser burns fuel, and the bill is real.

Vehicles use fuel as you drive, at about $1.25 a liter by default. Grab the nozzle at a station to refuel - a liter every five seconds. If a store is within 150m the cost is added to your tab there; otherwise you settle up at the pump. Let a fuel debt sit and it grows 10% a day, up to doubling. Fuel you burn on duty is a work expense, reimbursed to your account at clock-off.

  • ≈ $1.25/liter · +1 liter every 5s
  • Pay at the store counter, or at the pump
  • Unpaid debt grows 10%/day (caps at 2×)
  • On-duty fuel is reimbursed

Needs & condition

Your officer is a person

The person behind the badge gets hungry, tired and worn down - and can eat, cook, train and rest to stay in the fight. Here's exactly how each meter moves.

Hunger, thirst & fatigue

Three meters that tick down through a long shift.

You start a career at 80 in each. Hunger and fatigue drop a point every 15 in-game minutes; thirst is thirstier, dropping every 10. As they fall you sprint slower and heal slower, and once one truly bottoms out you take damage - starvation costs 1 HP every 3 minutes, dehydration 2.

Empty your hunger or thirst and you collapse - a hospital trip, never a lost career. Run your energy down and you risk fainting; behind the wheel, that's a crash. Each need can be tuned or switched off entirely.

  • Start at 80 each; thirst drains fastest
  • Low needs slow your sprint and your healing
  • Starvation −1 HP/3min · dehydration −2 HP/3min
  • Empty hunger/thirst = collapse; low energy = fainting

Exertion

Hard running and firefights cost extra.

Physical effort drains thirst and energy on top of the passive drop. A foot pursuit of a few minutes costs roughly a whole bottle of water. Sprinting sweats the most; swimming tires the most; pursuits and gunfights pile on top of whatever else you're doing. Better cardio softens the energy cost - but you sweat no matter how fit you are.

  • Running, sprinting, swimming, pursuits, gunfights
  • Drains thirst & energy (not hunger)
  • A short foot chase ≈ one water bottle
  • Cardio cuts the energy cost

Eating, drinking & sleeping

Where and how you top back up.

Restore needs by eating and drinking. A fast-food meal is +40 hunger, a restaurant +65 (and hydrates a little); coffee is +18 energy up to a caffeine ceiling of 65; a water cooler is a free +15 thirst; and sleep restores 12 energy an hour, so eight hours fills you. Coffee and energy drinks can't push energy past 65 - only sleep does that. Snacks only fill you to 55, so real hunger needs a real meal.

  • Fast food +40 · restaurant +65 hunger
  • Coffee +18 energy (caffeine cap 65)
  • Water cooler +15 thirst, free
  • Sleep +12/hr; snacks cap fullness at 55

Your inventory

Carry food, drinks and ingredients with you.

Open the inventory (F5) for a full-screen view of your Food, Drinks and Ingredients, sorted with quantities. Use an item to eat or drink on the spot - a water bottle is +40 thirst, an energy drink tops up energy, a snack takes the edge off hunger. Raw ingredients aren't eaten; they're there for cooking.

  • F5 - full-screen inventory
  • Food / Drinks / Ingredients
  • Use to eat or drink anywhere
  • Ingredients are for cooking only

Cooking

Cook your own meals - and get better at it.

At the pan in an apartment you own or rent, cook from thirteen recipes - the simplest ready from the start, better dishes unlocking as your cooking level climbs (100 XP a level, up to level 10). Leveling up cuts your chance of burning a meal from 25% down to 3%, and from level 5 you plate an extra portion. A good home-cooked dish rivals a restaurant for a fraction of the price.

  • 13 recipes; cooking level 0–10 (100 XP each)
  • Burn chance falls 25% → 3% as you level
  • Level 5+: a bonus portion per cook
  • Cook at your apartment's pan

Dining out

Grab a bite or a coffee out on the town.

Not in the mood to cook? Fast-food joints ($12), restaurants ($45, off duty only) and cafés ($6) are marked across the map, each keeping its own opening hours - fast food 5–23, restaurants 11–22, cafés 8–22. Step within a couple of meters and interact - though you can't stop for a meal mid-callout or mid-pursuit (a coffee you can grab any time).

  • Fast food $12 · restaurant $45 · coffee $6
  • Marked on the map with opening hours
  • Restaurants are off-duty only

Gym & fitness

Train strength and cardio for real perks.

At the gym (Muscle Sands, Vespucci) a rhythm minigame builds two stats - strength and cardio - that both start at 35. Land the timing across three sets; clean reps are worth +2, sloppy ones +1. There are five exercises, each doable once per in-game day, so you can train both strength and cardio in a visit. Strength raises your unarmed melee damage (up to +35% at the top), while cardio speeds your sprint and softens exertion - and creeps up on its own from running and swimming. Skip the gym for four days and your form starts to fade.

  • Strength & cardio via a rhythm minigame (3 sets)
  • Each of 5 exercises once per in-game day
  • Strength → melee up to +35%
  • Cardio → faster sprint, less exertion

Morale & burnout

Downtime feeds your career; grind burns you out.

Morale runs 0–100. Above 75 you earn 10% more XP; from 20–39 you lose 15%; below 20 you're burning out - a 35% XP penalty and sleep that restores less. Every on-duty hour costs a point, dying costs 25, a suspect kill costs 3; good police work pays a little back (a callout +4, an arrest +2, with diminishing returns for the same thing in a day).

The real recovery is a life off the clock - a new car is +20, a round of golf +12, a night out +10, right down to a fresh haircut. Let it grind you down and your career crawls until you take some time for yourself.

  • 75+ = +10% XP · 20–39 = −15% · under 20 = burnout −35%
  • −1 per on-duty hour · −25 on death
  • Off-duty leisure is the main way back up
  • New car +20 · golf +12 · club +10 · gym +1/set

Off the clock

Downtime worth logging off for

Somewhere to live, something to drive, and plenty of ways to spend your pay between shifts - and every one of them lifts your morale.

Apartments

Buy or rent a place to call home.

Choose from 57 apartments across four tiers - low-end, medium, high-end and penthouse. Rent one (the first week on signing, then weekly from your account) or buy on a mortgage (20% down, 10–30 year terms, tiers needing a 60–90 credit score). Inside you sleep to shake off fatigue, keep a car in the garage and change at your wardrobe.

Fall behind on rent and you're evicted after seven days; sell any time for 75% of the value.

  • 57 apartments across 4 tiers
  • Rent weekly, or buy on a mortgage
  • Sleep, apartment garage & wardrobe
  • Weekly rent ≈ 0.15% of value; sell for 75%

Car dealership

Shop for a personal ride at Premium Deluxe Motorsport.

Browse models by category on a preview turntable - rotate with K/L - pick from all 160 paint colors, and buy. Pay in full or finance it over one to three years; take delivery at the lot, or send it to your garage for $150. Open 9–21, and a new set of wheels is a +20 morale lift.

  • Preview turntable (K/L to rotate)
  • All 160 paint colors
  • Pay in full or finance (1–3 years)
  • Deliver to the lot, or garage for $150 · +20 morale

Los Santos Customs

Preview, buy and revert upgrades for your ride.

Drive into one of six shops - including Benny's and Beeker's - and rework your vehicle: engine, brakes and turbo; bumpers, spoilers and hoods; wheels, rims and tire smoke; primary and secondary paint and liveries; four-zone neon; interior trim, xenon headlights, window tint, a custom horn and plate. Preview everything live, buy what you like or revert. Prices scale with the car's value, so a supercar costs more to tune than a beater - and a damaged car has to be repaired first.

  • 6 shops incl. Benny's & Beeker's
  • Engine, body, wheels, paint, neon, interior, xenon…
  • Live preview · buy or revert
  • Priced per vehicle value · +6 morale per mod

Clothing & wardrobe

Build an off-duty look.

Clothing stores stock five categories - tops, pants, shoes, hats and glasses - each previewed on your character before you buy. Buy and wear on the spot, then swap freely from the wardrobe in your apartment. Open 10–20, and a nicer outfit gives a bigger morale bump.

  • Tops, pants, shoes, hats, glasses
  • Preview on your character first
  • Re-dress from your apartment wardrobe
  • Morale +3 / +5 / +8 by price

Barber shop

Switch up your look whenever you like.

Seven shops around town - six budget barbers at $35 and one premium salon at $70 that also does hair color. Take a seat and change your hairstyle, color and facial hair with a live preview; confirm to pay or cancel to revert. Open 9–20, and a trip is +5 morale.

  • 6 budget ($35) + 1 premium ($70)
  • Hair, color (premium) & facial hair
  • Live preview, confirm or cancel
  • +5 morale

Golf

Play a proper round between shifts.

The Los Santos Golf Club runs a full nine holes for an $80 green fee. Hold Space to charge your swing and release to hit, cycle clubs with Y and aim with A/D; a flight camera follows the ball, and water or out-of-bounds costs you a stroke. A relaxed round is +12 morale.

  • 9 holes, $80 green fee
  • Space to charge/hit · Y clubs · A/D aim
  • Flight camera + aim line
  • +12 morale

Nightlife

Take the night off in the city.

The Vanilla Unicorn is open for a night out. Order at the bar and pay $40 cash for a private dance - eight minutes in the VIP room, with cinematic cameras. It's a +10 morale reset after a rough run of shifts.

  • Vanilla Unicorn - bar & VIP room
  • Private dance $40 (cash only), 8 minutes
  • +10 morale

Shooting range

Keep your aim sharp.

Two ranges let you train for free with four weapons, or take a paid accuracy test - $25 for ammo - across four difficulty levels, from Easy (pass 8 of 10) up to Impossible, which piles on more targets and a final round. Every hit scores, and passing a test is +6 morale.

  • 2 ranges · free training with 4 weapons
  • Accuracy test $25, 4 difficulty levels
  • Four tiers, Easy (8/10) up to Impossible
  • +6 morale on a pass

Make it yours

Made to fit how you play

A pocket computer, settings deep enough to reshape the whole plugin, a link to the wider community, and a build that sits nicely alongside the rest of your setup.

The phone

Your finances, messages and life in your pocket.

Take out your phone with F3 for nine apps. Bank shows your full financial picture and moves money to savings; Messages holds texts from the bank, your landlord, the gas station and command; City sets a GPS waypoint to any venue across San Andreas; Career tracks your rank and Service Record; Bills lists what you owe; Health shows your needs and fitness; Cookbook lists recipes and the ingredients you're missing; Notes is a private notepad; and Settings picks your wallpaper.

  • F3 - nine apps
  • Bank, Messages, City (GPS), Career, Bills
  • Health, Cookbook, Notes, Settings
  • Notes & wallpaper are editable; the rest keep you informed

Settings, your way

Toggle and tune nearly everything.

Almost every number on this page is yours to change, saved per career. A Main tab holds the switches most players touch; an Advanced tab exposes the balance knobs - prices, interest rates, need rates, XP values, opening hours. Turn off whole systems you don't use, or dial the economy and difficulty to taste. Every setting carries a one-line description so nothing is a mystery.

  • Main + Advanced tabs
  • Saved per career
  • Switch off any system you don't want
  • Every option explained inline

Time scaling

Decide how fast the day runs.

Set how many real seconds equal one in-game minute - separately for on and off duty (four seconds by default). Stretch shifts out for long, slow patrols or speed the clock to race to nightfall, whatever suits your play. The plugin's clock pauses whenever the menu is open.

  • Real seconds per in-game minute
  • Separate on-duty & off-duty pace
  • Default: 4 seconds = 1 minute

Community & your account

You're never quite patrolling alone.

Link your membership by device code - you type a short code into your browser, so your password never touches the game. Once connected, and with online mode on, a live feed shows which officers are on patrol right now, calls chatter across a shared radio, and leaderboards rank players by arrests, pursuits, callouts, traffic stops and shifts. The plugin can also check for new builds for your tier and update itself straight from the menu.

  • Sign in by device code (password stays in your browser)
  • Live presence feed + shared radio
  • Leaderboards: arrests, pursuits, callouts, shifts…
  • One-click self-update from the menu

Fits your setup

Sits alongside the plugins you already run.

Reborn is built to coexist with your callout and side plugins. StopThePed, Policing Redefined and Ultimate Backup are detected automatically and only used if you have them - StopThePed and Policing Redefined light up suspect searches and extra shift objectives, while Ultimate Backup takes over backup so Reborn steps aside. It also quietly clears GTA's native minigame scripts (the vanilla golf, customs, club and shops) so they don't fight Reborn's own versions.

  • Auto-detects StopThePed, Policing Redefined, Ultimate Backup
  • Optional features light up only when installed
  • Replaces GTA's native minigames
  • No conflicts, no extra setup

Ready to start your shift?

Become a member to get LSPDFR Enhanced Reborn and put every one of these systems to work on your next patrol.