Guide

Everything inside LSPDFR Enhanced Reborn

The same guide you'll find under Guide in the F6 menu, chapter for chapter - how every system works, with the real keys, prices and numbers. Keys are the defaults and every one can be rebound; numbers are the default settings.

Start here

Before your first shift

How the plugin works, the keys you'll use, the career you create and the HUD that keeps it all on screen.

The main menu

Press F6 anywhere - the whole game pauses while it's open.

The menu is drawn right in the game frame. While it's open the world stands still and the plugin's clock stops, so nothing happens behind your back. Use the mouse, or the arrow keys and Enter; Esc goes back a level and F6 closes it from anywhere. A controller works too: the D-pad moves, A selects, B goes back, the left stick moves a cursor and the right stick scrolls.

  • Career - create, load, save and delete careers
  • Guide - what you're reading now
  • Online and Leaderboard - appear once you link an account with online mode on
  • Account - an optional sign-in for online features
  • Settings, Rank Editor, Links, Supporters, What's Next
  • Disable Plugin - saves and unloads your career until you load one again

Your controls

A handful of keys run the plugin - every one rebindable.

Change them in Settings under Keybinds; most can take an extra Shift, Ctrl or Alt modifier if you'd rather keep the base key free. Inventory, phone, HUD and blips need a loaded career.

With a controller: LB + D-pad Up - menu · LB + D-pad Down - phone · LB + D-pad Left - inventory · LB + D-pad Right - MDT · D-pad Right - interact · D-pad Left - unstick a taxi or coach · D-pad Down - ask the driver to hurry. Change them in Settings under Controller.

  • F6 - main menu
  • T - interact: doors, desks, shops, pumps, people
  • F5 - inventory · F3 - phone
  • F9 - MDT in an emergency vehicle (stop first if you're driving)
  • F7 - show / hide the HUD · F11 - show / hide the plugin's map blips
  • Y / U - in a taxi or coach: unstick the ride / ask the driver to hurry

Creating a career

Each career is a separate officer with its own save.

Choose + New Career, give it a name and pick a ranks preset - the ranks, units, stations, vehicles and uniforms you'll work through. The settings that follow apply only to the new career; this is also where you set the Death chance (25% by default), which decides how dangerous dying on duty is. Then choose your background - it's permanent - and you start behind the wheel of your first car near the airport.

  • Every career keeps its own ranks, settings, money, property and stats
  • Loading another career asks first - anything not yet saved is lost
  • The active career can't be deleted - load another or disable the plugin first
  • Your first shift starts two in-game days after you create the career

Choose your background

Six starting points - five with real trade-offs, one with none.

Your starting money sits in a Fleeca bank account - the wallet starts empty, so stop at an ATM before paying cash.

  • Academy Prodigy - $900, Karin Asterope. +25% callout and objective XP. Leisure lifts morale 20% less, burnout costs 50% XP instead of 35%, and a missed shift costs double.
  • Beat Cop - $1,400, Declasse Impaler. +1 XP per traffic stop, +1 / +2 per suspicious / illegal item, +1 morale every 5th stop, 10% less fuel. 15% less callout XP.
  • Veteran - $2,500, Canis Mesa. Strength 45, energy drains 15% slower, low-morale and burnout XP penalties are halved and burnout never spoils sleep. Leisure lifts morale 25% less.
  • Athlete - $700, Karin Futo. Strength and cardio 50, +1 point per clean gym exercise, fitness starts fading after 8 idle days instead of 4, running gives up to 3 cardio a day, gym morale ×1.5. Hunger and thirst drain 20% faster.
  • Ex-Banker - $7,000, Ubermacht Oracle. Credit score +15, loans 15% cheaper, savings interest ×1.5, buys property 5% cheaper and sells 5% higher, +25% cooking XP. No on-duty perks.
  • Ordinary Citizen - $3,000, Declasse Premier. No bonuses and no drawbacks: strength and cardio 35, and every system works at its base values.

The HUD

Everything you need at a glance, laid out your way.

A compass with your street and district, cash and bank balance, rank, time and date, a duty pill with your shift timing, a speedometer and fuel gauge in vehicles, four rings for hunger, thirst, energy and morale, and panels for your shift objective and side job. It steps aside while menus are open.

Settings, HUD, Open HUD Editor: drag every element, resize it, recolour it and set its opacity and backdrop - one by one or in groups. The layout is shared by all your careers.

  • F7 - show / hide the HUD
  • km/h, a 12-hour clock and the HUD scale sit in the same settings group
  • The fuel bar turns red below 25%

Settings

Deep enough to reshape the plugin, safe enough to experiment.

With a career loaded, settings belong to that career; with none loaded you're editing the defaults new careers start from. Changes apply straight away and are saved when you close the menu. Main holds the switches most players want; Advanced holds prices, balance numbers and performance options.

  • Needs, fuel, shifts, activities, morale and the Detective Bureau can each be switched off or tuned
  • Time runs at 4 real seconds per in-game minute by default, on and off duty
  • Lite Station Mode swaps station interiors for a menu at the door

On duty

The shift, done right

A station you report to, a schedule to keep, gear to sign out, a beat to work and a report to file at the end.

Stations

Your precinct is a place you walk into.

Stations come from LSPDFR, and your unit decides which ones you can report to. Off duty every station you can use is on the map; on duty only your assigned one. Press T at the door to go in. Inside, the station is dressed to match: a locker room, your desk, the armory and evidence room, the supervisor, a free coffee machine, the objective board, holding cells, the garage and a staff gym behind the garage door.

  • Station interiors need MP maps enabled in LSPDFR
  • On duty you can only enter your own station - any other sets a waypoint to it
  • Walking in off duty makes it your current station and parks your car there

Lite Station Mode

The station as a menu at the door - for weaker PCs and map mods.

Turn it on in Settings (off by default) and T at the station door opens a duty desk instead of the interior: start or end your shift, change your outfit mid-shift, take a car from the fleet, the armory, turning in evidence, booking arrested suspects, your objective, the supervisor, the records terminal, writing your report, coffee, a vending machine and a water cooler.

  • No duty bag in Lite - nothing to load into the trunk
  • Arrested suspects within 30 m are booked straight from the menu
  • No station gym or mechanic in Lite

Your shift schedule

Shifts come on a schedule - be there on time.

By default you work 12-hour shifts every second in-game day, starting at 12:00, with a 25% chance of a night shift starting at 00:00 instead. HQ texts you two hours and 30 minutes before a shift, and your bed wakes you an hour before it. Clock in early and the clock fast-forwards to your start time; you can be up to 15 in-game minutes late. Miss a shift completely and it costs 25 XP - enough to drop a rank - and HQ texts you the next date.

  • A taxi or coach ride that runs past your start time excuses you until you arrive
  • Turn scheduled shifts off to work whenever you like, at least 6 hours a shift
  • Shift length, days between shifts and the night chance are in Settings

Going on duty

Three ways to clock in.

At a station, choose a uniform in the locker room - your unit's outfits, every LSPDFR agency outfit and your EUP Menu presets if you have them. In Lite mode, use Start Shift at the door. Or start from the driver's seat: press F9 in a patrol car, pick the station you're reporting to and start the shift - as long as the car is in that station's fleet and you're not inside a station.

  • Clocking in resets your shift stats and puts your private guns away
  • Need another uniform mid-shift? Choose Change Outfit at your locker or in the Lite menu - the shift, your gear and armour stay as they are
  • Every shift comes with an objective
  • With a linked account, the shared radio announces you as available

Armory & duty gear

Sign out what your unit carries - and bring it back.

At the armory you sign out the gear your unit carries: a sidearm, a shotgun, a rifle, body armour, a taser, a flashlight, a nightstick and tear gas. Anything you owned before the shift comes back afterwards, and ammo is remembered between sessions. Before you clock out at a station or in Lite mode, everything has to be returned.

At a full station, if your car has a trunk the armory also hands you a duty bag, and it has to go in the trunk before you drive out. At the end of the shift take it out of the trunk and hand it back with the rest.

  • Body armour only comes from the armory: Light 40%, Standard 60% (most units) or Heavy 80% (SWAT)
  • What you can sign out depends on your unit, not your rank
  • You can't pick up the duty bag while carrying seized evidence

Your patrol car

Pick it, paint it for free, drive it out.

The station garage shows your fleet - the cars your station and unit allow. Rotate the preview with K / L, open Customize for the full Los Santos Customs menu at no cost (liveries come from your ranks file), then Spawn Vehicle and drive out. On shift you can't drive a police car outside your fleet: the controls lock until you get out, except during a callout or pursuit.

  • The station mechanic repairs the car you drove in for free - 10-20 in-game minutes to arrive
  • Fuel you pay for on duty is reimbursed at the end of the shift
  • Unlock all vehicles in Settings lifts the fleet limits

Keeping your unit

End the shift in the car and it stays yours.

Your current patrol car is remembered with its fuel, damage and position - quit mid-shift and it's waiting when you load back in. End the shift at the station and it goes back to the fleet, wherever you left it. End it from the driver's seat with F9 instead and the car stays with you: park it in your apartment garage, take it out next time and start your shift right from the seat.

  • One patrol car is remembered at a time - garage a kept unit before taking another
  • Gear left in a kept car comes back when you clock in with the same model

Your patrol zone

Work your beat.

Each station patrols the zones set in your ranks file. While you're on duty they show as shaded areas on the map; a station without zones covers the whole map. Dispatch only offers you callouts while you're inside your zone - the call itself can still take you out of it. Traffic stops and backup requests only count towards your shift objective and experience when you make them inside the zone. Drive out and the HUD warns you until you're back, unless you're on a callout or in a pursuit. Arrests, searches and finds count anywhere.

  • Callouts pause while you're inside the station or working a case
  • Callout rules (off by default) can limit callouts to certain units - see Phone & online

Shift objectives

One target per shift, paid only if you hit it.

Each shift sets a target of 2 to 5: arrests, callouts, traffic stops, escorting suspects to the cells, backup requests, searching people or vehicles, or keeping kills under a limit (some need StopThePed or Policing Redefined). It's on the HUD and the station board. Hit it and you're paid at clock-out - 2 to 4 XP and $7 to $12 for every item of the target. Fall short and it pays nothing.

Evidence & arrests

What you find, you log.

Every search grades what you find: legal, suspicious (+1 XP) or illegal (+3 XP). Seized items stay on you - even across a restart - until you turn them in at the evidence room or from the Lite menu, where you sign a custody receipt. With Policing Redefined, evidence you bagged in the car is collected too: +1 XP per bagged item, +2 per tested one.

Arrested suspects within 30 m are booked into the holding cells as you walk in through the door or drive into the garage. There are five cells, and every booking counts toward the escort objective.

The MDT & your report

File your report before you clock out.

Open the records terminal at your desk, from the Lite menu, or with F9 in an emergency vehicle. Current Shift follows the shift as it happens; once it's over, press Write Report, add notes to any entry and Sign & File Report. The other tabs: Report Archive (your last 10 reports), Case Files, Service Record and Unit Assignment.

  • The report opens once the scheduled shift is over - or after 6 hours without a schedule
  • Not during a callout, pursuit or traffic stop

Clocking out

Report filed, gear returned, then home.

End the shift at your locker in the locker room (press T and choose End Shift), with End Shift in the Lite menu, or from the driver's seat with F9 outside a station. You need a filed report and nothing in progress - no callout, pursuit or traffic stop - and at a station your gear has to be back in the armory. Work you were already doing when the shift ended keeps counting as overtime.

You're paid by the hour into your bank account - a scheduled shift always pays 12 hours, an unscheduled one the hours you worked - plus the fuel you paid for on duty. Your shift XP joins your career now, and HQ texts you the next shift.

  • Change Outfit, right next to End Shift, swaps your uniform without clocking out

Detective Bureau

Cases that outlive the shift

Suspects who get away don't disappear - they become cases you can work over several shifts.

How cases start

Every escape leaves a trail.

When a suspect escapes a pursuit or incident that lasted at least 15 seconds, the Bureau opens a case at the end of your shift and texts you to take it from Case Files in the MDT. Up to 2 cases are created per shift, and up to 3 can wait for you; a waiting case expires after 4 days.

  • Work up to 2 cases at once - the detectives unit gets one more
  • Each case has a 10-day deadline, with a text 2 days before it
  • Switch the Bureau off in Settings if you'd rather not

Following leads

Put a name to a face.

Each case lists leads to follow: re-examine the scene (3 to 5 spots to search - what you find goes in your pocket and has to be booked in), interview a witness, run the plate and trace the owner, confirm a suspect from a name or a description, and lift prints from booked evidence. Lab and records requests come back by text after 4 to 8 in-game hours and can be ordered off duty.

  • A plate, owner or ID check names the suspect 85% of the time; a name 75%; a description 15%
  • Prints: 20% plus 20% for every booked item, up to 80%
  • Leads appear in the world only on duty, and case work pauses callouts

Interviews & arrests

Bring them in and make them talk.

Once a suspect is identified, bring them in: the MDT marks the area on the map, and the suspect may give up, run or pull a weapon - you get one try. Question them in the interview room (standing, at a Lite station): three rounds where you read their attitude and choose your approach. A full statement gives you every fact, a confession can name an accomplice, and you get two tries.

Closing a case

Every case ends on the record.

Refer it to the DA (an arrest counts), close it with the offender deceased, or close it as unsolved. A closed case pays 10 XP, plus 15 for every suspect arrested and 5 for every one killed, straight into your career; solving it lifts morale. Closing it unsolved costs 2 morale, and letting it expire costs 3 and pays nothing.

  • Mugshots appear once a suspect is identified
  • The archive keeps your last 25 closed cases
  • Closed cases earn service ribbons

Your career

A career you build

Experience, ranks, units and morale - what turns clocking in into a career, and what's at stake when a shift goes wrong.

Experience

Police work pays XP - banked at the end of the shift.

XP you earn on patrol collects during the shift and joins your career when you clock out (or land in hospital); the HUD shows each award as it happens. Patrol XP is scaled by your morale.

  • Arrest you made yourself: 5 XP
  • Traffic stop: 2 XP, on shift and in your zone
  • Suspicious item: 1 XP · illegal item: 3 XP
  • Callout: 3, +1 per 10 minutes (up to +6), +2 for a pursuit, +2 for a gunfight - if it lasted 15 seconds
  • Policing Redefined evidence: +1 bagged, +2 tested
  • Shift objectives and Detective cases pay on top - not scaled by morale
  • Killing a suspect pays nothing and costs 3 morale

Ranks & promotions

Climb the ladder automatically.

Your rank is the highest one whose XP requirement you meet, so promotions - and demotions - happen on their own, usually right after you clock out. HQ texts you what changed, including the vehicles now in your garage. The supervisor at the station shows your progress, the XP you still need and what the next rank brings: pay, units, stations and vehicles.

  • Ranks, pay and unlocks come from your ranks preset
  • If a new rank doesn't have your unit, you're moved to its first unit

Units

Choose where you serve.

Each rank has one or more units - patrol, traffic, K9, SWAT, detectives, whatever your preset defines. Switch in the MDT's Unit Assignment tab while off duty: it lists your rank's units with their pay and vehicles, and a unit's salary replaces your rank's. The first switch is immediate; after that you wait 14 in-game days between changes. Every unit is open - no courses or certificates.

Morale

Keep your officer motivated.

Morale runs from 0 to 100 and starts at 80. At 75 or more you earn 10% more patrol XP; at 20-39 you earn 15% less; under 20 you're burned out - 35% less XP and worse sleep. Every hour on duty costs 1, dying costs 25 and collapsing from hunger or thirst costs 10. Callouts (+4), arrests (+2) and traffic stops (+1) give some back, but the real recovery is life off the clock.

The same thing lifts morale less each time on the same in-game day - full, half, a quarter, then nothing - so variety matters. You're told when a source is spent for the day.

  • New car +20 · golf +12 · restaurant +8 · dancing up to +8 a song
  • Clothes +3 to +8 · haircut +5 · car mod +6 · range medal +2 / +4 / +6
  • Fast food +3 · TV +3 · tattoo +3 · shower +2 · gym +1 a set

Service ribbons

22 ribbons for the milestones of a career.

Ribbons mark shifts worked, hours on duty, your firsts (callout, stop, arrest, pursuit), career totals of arrests, stops and callouts, your first promotion and closed cases. They're cosmetic, they stay even if you're demoted, and HQ texts you each one. Find them in the phone's Career app and the MDT's Service Record.

Injury & hospital

A bad shift ends in a hospital bed.

If you go down, you wake up in hospital. A co-pay comes out of your bank account - $300 after an injury, $150 after collapsing from hunger or thirst, waived if the account is empty - morale drops and your needs are partly restored. On duty, the shift ends there: you're paid for the hours you worked, your shift XP and objective are settled, and it counts as a completed shift only if it lasted 6 hours. Off duty, your next shift is pushed back.

Line-of-duty death

Some deaths end the career.

Any death on duty that isn't from hunger or thirst rolls your Death chance - 25% by default. If it hits, the career is gone for good, along with everything in it. Set it to 0 in Settings if you'd rather not take that risk.

Money

An economy with weight

Get paid for the work, then feel every dollar - three pots of money, five banks, loans, bills and the fuel in your tank.

Pay & money

Paid by the hour, straight to the bank.

Your hourly rate comes from your rank, or your unit if it sets its own, and pay lands in your bank account when you clock out - never as cash. You keep money in three places: cash in your wallet, your bank account (the card) and savings, which earn about 4% a year (0.08% a week, compounded). Move money in and out of savings in the phone's Bank app.

  • Shops, food, fuel and taxis take cash first, then the card
  • Rent, loan payments, down payments and hospital co-pays come from the account only
  • Vending machines, street stands and nightclub bars take cash only

Banks & ATMs

Five banks, ATMs on every corner.

Every career starts with a Fleeca account. Fleeca, Maze Bank, Lombank, Pacific Standard and Blaine County Savings all offer the same rates - what differs is where their branches are. At your own bank's counter (9:00-17:00) you take out a personal loan and pay off any loan early. At another bank's counter you can move your account: the first move is free, later ones cost $500, and your balance, savings and loans come with you.

ATMs work around the clock at any bank, for free: withdraw up to $1,000 at a time in multiples of $10, or deposit cash. You need a bank account, and they're off-limits during a callout or pursuit.

Loans

Borrow against your income.

Loans are repaid weekly from your account, starting a week after signing. A car loan is signed at the dealership: about 10% a year, 20% down, 1 to 3 years, credit score 55+. A mortgage is signed when you buy an apartment: about 8% a year, 20% down, 10 to 30 years, score 60 to 90 depending on the apartment. A personal loan comes from your bank's counter: $500 up to $4,000 (or three weeks' income), about 15% a year, 8 to 26 weeks, score 30+.

All your weekly loan payments together can't go over 35% of your income. A missed payment adds its interest to the balance; three missed car payments in a row and the car is repossessed, six missed mortgage payments and the apartment is foreclosed. Paying off early at the counter costs nothing extra.

Credit score

From 0 to 100 - and it decides what you can borrow.

You start at 40 (Ex-Banker 55). Every rent or loan payment on time adds 1, every missed one costs 5, paying a loan off adds 5, and a repossession, foreclosure or eviction costs 15. A better score also lowers your interest - by up to a fifth. The Credit Bureau texts you when your rating changes.

  • Poor under 30 · Fair 30-54 · Good 55-74 · Excellent 75+

Bills

Bills that collect themselves.

Rent and loan payments are taken from your account automatically. A payment that fails is overdue: rent picks up a one-time 5% late fee after 48 hours, and you're evicted after 7 days unpaid. The phone's Bills app lists everything you owe - rent, loans and any unpaid fuel tab - next to your weekly income.

Fuel

Watch the gauge.

Every car burns fuel as you drive, police cars included. At any of the 24 gas stations, press T at the pump to take the nozzle, again at the car's filler to start and again to stop, then put the nozzle back. Fuel costs $1.25 a litre. With a store nearby the bill goes on your tab and you pay at its register - an unpaid tab grows 10% a day, up to double; otherwise the pump charges you on the spot.

  • Fuel paid for on duty is reimbursed at the end of the shift
  • The fuel bar on the HUD turns red below 25%
  • A car taken from the garage on an empty tank gets 10%, enough to reach a pump

Vehicles & travel

Getting around

Your own cars, the garage that keeps them safe, the shops that make them yours - and taxis and coaches when you'd rather not drive.

Your vehicles

A car you own is never lost.

Your starter car and anything you buy are yours for good. If the game despawns one, it's returned to your apartment garage - a single garage you can use from any apartment you rent or own. When you go on duty, a car parked near the station takes its one parking spot, and you collect it from the station garage after the shift. Cars remember their damage: dents, tyres, windows and all.

  • Only one of your cars is put back in the world when you load a career - the rest wait in the garage
  • Your own cars are marked on the map as Personal Vehicle
  • After a trip to hospital, the car you were driving goes home

Premium Deluxe Motorsport

169 cars and bikes, open 9:00-21:00.

Browse the lineup by category, rotate the preview with K / L and choose from 160 colours. Pay in full, or finance over 1 to 3 years - financing and garage delivery need an apartment. Collect it from the lot for free or have it delivered to your garage for $150. A new car is worth +20 morale.

Drive up in a car you own and the dealer will buy it back for 60% of its price, less for damage and age. Financed, wrecked or badly damaged cars can't be sold.

Los Santos Customs

Six shops to make your car yours.

Drive into Los Santos Customs (Burton, LSIA, La Mesa, Harmony), Beeker's Garage in Paleto Bay or Benny's. A damaged car is repaired first. Then pick upgrades - engine, brakes, transmission, suspension, armour, turbo - bodywork, wheels, paint, neon, interior, tint, lights, horn and plates, all previewed live. Prices scale with the car's value, and every paid mod is worth +6 morale. Department cars are customised at the station garage instead, for free.

Write-offs

Destroyed isn't gone.

If your car is destroyed, your insurer tows it to your garage and texts you. Repairs cost 30% of the car's value and are paid when you take it out - until then it stays put.

Taxi

Off duty and no car? Call a cab.

Set a waypoint and open the phone's Taxi app (off duty, at least 60 m away). The cab drives to you - Y skips the wait - and you pay as you get in: $3 plus about $15 a road kilometre, cash first. The ride is driven for real: T skips the rest of it, U tells the driver to hurry and Y frees a stuck cab. Cancelling before you get in is free.

Intercity coach

Cheap rides across the state.

Seven stops - La Puerta, LSIA, Vinewood Hills, Pacific Bluffs, Sandy Shores, Grapeseed and Paleto Bay - with a departure every 30 in-game minutes. Press T at a stop to book (free) and Y to skip the wait; be within 40 m when it leaves. Board with T and pay by distance, from $5 - Los Santos to Paleto is about $25. On the way the same keys skip, hurry or unstick the ride.

Needs & body

Your officer is a person

Hunger, thirst and energy run down through the day; food, drink, sleep and training keep you going.

Hunger, thirst & energy

Three meters that never stop.

Hunger and energy drop by 1 every 15 in-game minutes and thirst every 10 - over a 12-hour shift that's 48, 48 and 72 points. As they fall you run slower, and low hunger slows your healing. Below 10 hunger or thirst you start losing health; at 0 you collapse and wake in hospital. Low energy brings micro-blackouts below 35 and full blackouts below 15 - dangerous at the wheel.

  • Running, sprinting, swimming underwater, pursuits and shooting drain thirst and energy faster
  • Good 70+ · Okay 40-69 · Low 15-39 · Critical under 15
  • Each need can be slowed or switched off in Settings

Eating & drinking

From hot dogs to dinner out.

Stores sell snacks, drinks, ingredients and vices - fill a cart and pay at the till; liquor stores close from 2:00 to 9:00. Fast food ($12, 5:00-23:00) fills 40 hunger in 25 minutes; a restaurant ($45, 11:00-22:00, off duty) fills 65 in an hour; both quench some thirst. Cafés sell coffee for $6 (+18 energy). Vending machines and hot dog and burger stands take cash only; water coolers and the kitchen tap are free.

  • Snacks only fill you to 55 hunger · caffeine only raises energy to 65
  • Meals are refused if they'd make you miss a shift
  • Water bottle +50 thirst · energy drink +15 energy

Your inventory

F5 - what you're carrying.

Four tabs: Food, Drinks, Ingredients and Vices. Eat, drink or smoke an item and its effects apply once the animation finishes; ingredients are for cooking. Your need meters are in the phone's Health app.

Sleep

Rest in your own bed.

Sleep in your apartment's bed for 12 energy an hour - eight hours is a full night. Hunger and thirst drop at half speed while you sleep, and if a shift is coming you're woken an hour before it. Burnout makes sleep 20% less restful.

Alcohol

One more round always costs something.

Each drink adds to your intoxication, out of 100: beer 25, wine 32, whiskey 45, vodka 55. From 25 your walk sways and the screen blurs; from 60 you stagger. It wears off at about 1 point every 4 in-game minutes. Every drink also costs some thirst and a point of strength and cardio.

  • Bars won't serve you alcohol while you're on duty

Cooking

Cheaper than eating out - and you get better at it.

Cook at the stove in any apartment you rent or own. There are 13 recipes, unlocked at cooking levels 0, 1, 2 and 4; from level 5 every dish makes an extra portion. Each cook uses up the ingredients and earns XP, and even a burned dish gives one portion. The burn chance starts at 25% and drops with every level, down to 3%. Home cooking is worth +2 morale a meal, and the kitchen tap gives free water.

  • 100 cooking XP per level, up to level 10
  • The phone's Cookbook shows recipes, missing ingredients and the nearest store

Gym & fitness

Strength and cardio you can feel.

Train at Muscle Sands on Vespucci Beach or the staff gym at your station (through the garage door) - free, off duty, with at least 25 energy. Five exercises - bench press, pull-ups, push-ups, dumbbells and jogging - three sets each, once per in-game day: tap Space on the beat, Backspace to stop. A good exercise adds up to 2 points of strength or cardio.

Strength hits harder in a fight; cardio lets you sprint faster and tire less. Running, swimming and cycling add a little cardio on their own (2 a day). After 4 days without training, fitness slowly fades.

  • Every career starts at 35 strength and cardio
  • +1 morale per set

Off the clock

Downtime worth logging off for

Somewhere to live, things to do and side jobs that pay between shifts.

Apartments

69 places to call home.

Rent or buy across four classes: low-end, medium, high-end (stilt houses included) and three penthouses. Rent costs 0.15% of the price a week - the first week at signing, then automatically from your account. Buy outright from your bank account or take a mortgage, and sell any time for 75% of the price. Inside: your bed, the shared garage, a wardrobe and a kitchen.

  • Late rent: +5% after 48 hours, eviction after 7 days
  • Apartments are used off duty

Life at home

GTA Online's apartment activities.

In any apartment you rent or own, off duty: take a shower (+2 morale, +5 energy, washes off blood and dirt), watch TV (+1 morale after 5, 15 and 30 in-game minutes), have a drink from the home bar (free - beer, whiskey or wine, depending on the apartment) or use the bong where there is one (+4 morale). High-end apartments also have wheatgrass, which restores your health.

Clothes, hair & tattoos

Your look, saved with your career.

14 clothing stores - Discount Store, Binco, Suburban and Ponsonbys, 10:00-20:00: try things on, add them to the cart and pay the clerk; they go to your wardrobe. 7 barbers, 9:00-20:00: $35 for a cut, $70 at the Rockford Hills salon, which also does colour - you only pay if something changed. 6 tattoo parlours, 10:00-22:00: 600 designs across six body zones from $90 to $300, removal $60.

  • Clothes +3 to +8 morale · haircut +5 · tattoo +3
  • Barbers and tattoo parlours are off duty only

Golf

Nine holes at the Los Santos Golf Club.

Tee off between 6:00 and 20:00, off duty, for an $80 green fee. Hold Space to charge your swing and release to hit, A / D to aim and Y to change club; Backspace quits. Water or out of bounds costs a stroke. A round is worth up to +12 morale, earned hole by hole.

Shooting range

GTA's own range challenges.

Two Ammu-Nation ranges, Cypress Flats and Pillbox Hill, run 18 challenges: three in each of six weapon classes. The first of each class is open; the next needs a bronze on the one before. Ammo costs $25 a challenge, refunded if you back out before the first shot. A medal lifts morale: +2 bronze, +4 silver, +6 gold. Off duty only.

Nightclubs

Eleven clubs, open 20:00-06:00.

From The Palace in Del Perro to The Hen House in Paleto Bay, every club has its own look and lights and one of four resident DJs. Pay the $20 cover at the door and head in: drinks at the bar are cash only and each one is a little morale. On the dance floor press T to dance - a rhythm game: Space on the beat, Backspace to stop. A song is worth up to +8 morale, and being drunk makes it harder.

  • Off duty only, not during a callout or pursuit
  • Only the door keeps hours - nobody throws you out at closing

Gun shops

Your own guns, off duty.

11 Ammu-Nation counters sell 30 weapons in seven departments (no heavy weapons), ammo by the box for guns you own, and attachments. Off duty only. Private guns are put away when you go on duty and handed back when you clock out - on shift you carry what the armory issues.

Side jobs

Extra money between shifts - pay, no XP.

Open Side Jobs on the phone and clock in to Rideshare (your own car with four or more seats - pick up fares and drive them across town) or Food delivery (anything but a police car, even on foot - collect an order and take it to the door). Offers arrive while you wait; accept or decline them in the app. Pay goes to your bank account, plus the fuel you burned.

Hunting starts in person at the lodge in Paleto Forest: you're given a truck (and a rifle if you need one), hunt the wildlife up north, load up to three carcasses and sell them back at the lodge - from $12 for a rabbit to $80 for a mountain lion.

  • Clocking off starts a cooldown: 3 in-game hours, 6 for hunting
  • Going on duty clocks you out of a side job
  • Dropping a job costs nothing

Phone & online

Your phone and the wider community

The phone in your pocket, the optional online account, and how the plugin fits in with the rest of your setup.

The phone

F3 - eleven apps in your pocket.

Bank (balances, savings, loans, history), Messages (texts from HQ, payroll, the bank and more), City (GPS to any venue, with opening hours), Taxi, Side Jobs, Career (rank, pay, stats, ribbons), Bills, Health (needs, fitness, today's gym), Cookbook, Notes and Settings (wallpaper). The world keeps running while it's out: you can still walk or drive, but not sprint, fight or turn the camera.

Online account

Optional - everything else plays without it.

Sign in under Account: your browser opens, you sign in at lspdfr-enhanced.com and approve the code shown in the game - no password is typed in-game. With online mode on in your web account, the Online and Leaderboard tabs appear: officers on patrol right now, a shared radio with automatic calls (backup, pursuits, Code 4, officer down) and leaderboards for playtime, arrests, suspects down, pursuits, traffic stops, callouts and shifts. A linked account also lets you vote in polls; cloud saves are a Patreon perk.

  • Radio pop-ups show on shift, at most one every 10 seconds, and can be muted
  • Only what you do with online mode on counts toward the leaderboard

Rank editor

Build your own ranks, units and fleets.

The Rank Editor tab edits ranks presets - the files new careers start from. Add ranks with XP requirements, units with pay, stations with patrol zones, vehicles with liveries and uniforms; searchable lists help you pick models and outfits, and saving checks for mistakes. A career keeps its own copy and offers to update it when you load it after changing the preset. With a linked account the same presets open in your browser too.

Fits your setup

Works with the plugins you already use.

StopThePed and Policing Redefined are detected automatically: their searches feed your evidence and XP and unlock more shift objectives, and Ultimate Backup and Policing Redefined backup count toward the backup objective. Callout rules in Callouts\*.xml in the plugin folder can limit callouts to certain units and weight their XP once you turn on Enable callout management in the Various settings - it is off by default. While a career is loaded, GTA's own golf, customs, barbers, clothes and tattoo shops, range, vending machines and ATMs are switched off so they don't clash with the plugin's.

  • On first run the plugin downloads its renderer (about 150 MB) in the background
  • Station interiors need MP maps - or use Lite Station Mode
  • If StopThePed's realistic weapons clash with duty gear, the plugin offers to turn them off

Ready to start your shift?

Every chapter of this guide is waiting in the game too - press F6 and open Guide whenever you need it.