Description
Street Realism changes how Los Santos reacts to you. Police only know what someone
actually saw and reported. Getting hurt means bleeding, limping and hospital bills
instead of a “Wasted” screen. Fists knock people out instead of killing them.
Gangs fight over turf, paramedics and firefighters answer the calls, and your
record follows you from one arrest to the next.
Everything can be switched on or off, and tuned, from the in-game menu.
DISCLAIMER – PLEASE READ
This mod is provided “AS IS”, without warranty of any kind, express or implied.
The author takes NO RESPONSIBILITY for any damage, loss of data, corrupted save
games, crashes, bans, or any other problems that may result from installing,
using or removing this mod. You use it entirely at your own risk.
- Back up your save games before installing.
- Story Mode (single player) only. Do NOT use any script mods in GTA Online.
- Street Realism is not affiliated with, endorsed by, or connected to
Rockstar Games or Take-Two Interactive.
- Other mods that change police, health, death or the HUD may conflict with it.
REQUIREMENTS
- Grand Theft Auto V Legacy (PC), Story Mode
- Script Hook V (by Alexander Blade)
- Script Hook V .NET 3.7 or newer (ScriptHookVDotNet3)
- LemonUI for SHVDN3, version 2.2 (LemonUI.SHVDN3.dll in your scripts folder)
- .NET Framework 4.8
Optional: iFruitAddon2 – adds “Maude” and “911 Police” contacts to your phone.
Without it, use the menu instead (Bounty Hunting / Realistic Police).
INSTALLATION
- Install the requirements above.
- Copy “scripts/StreetRealism.dll” from this zip into your GTA V“scripts” folder (create the folder next to GTA5.exe if it doesn’t exist).
- Start the game and load Story Mode. On first start the mod creates“scripts/StreetRealism/” with its settings file (StreetRealism.ini).
- Press / (backslash) to open the Street Realism menu.
UNINSTALL: delete “scripts/StreetRealism.dll” and the “scripts/StreetRealism”
folder. Restart the game.
CONTROLS (all can be changed in StreetRealism.ini)
/ (backslash) Open / close the Street Realism menu
Y (hold) Surrender to police (hands up). Hold again to stop.
Space Resist arrest / skip a ride, a timelapse or a wait for help
B Offer a bribe during a traffic stop or questioning
N Post bail while you’re in custody
X Screw an owned suppressor on / off
Enter Accept an offered bounty contract
Delete (hold) Give a bounty contract back
] Debug marker (only when the Debug Recorder is on)
FEATURES
REALISTIC POLICE
- No instant wanted levels. Police only know about a crime if someone saw or
heard it AND called it in, or an officer saw it himself. Calls take time.
- Officers see what’s in front of them (about 120 degrees on foot, the front
half from a car), at shorter range at night. Behind them, they only notice
you if you’re right on top of them or making noise.
- Witnesses describe what they actually saw: your face, your clothes, your car.
Change clothes, wear a mask, swap cars – and their descriptions go stale.
The longer it’s been, the darker it was and the further away they were,
the vaguer their memory.
- The response fits the crime: unarmed = arrest, armed = guns drawn,
shooting = lethal force. Officers never shoot an unarmed, fleeing suspect.
- Units arrive gradually; helicopters (up to 3) for the most serious crimes;
SWAT for the worst. Roadblocks, crime scenes, searches around the last
place you were seen, and questioning of people who match the description.
- Surrender (hold Y) or simply stand still with empty hands and they’ll cuff
you. Run, and unarmed officers chase, tackle or (optionally) tase you.
- Arrest: cuffed, walked to a cruiser, driven to the station (Space skips the
ride), then a booking sheet listing every charge, the fine and the hours.
You’re released outside. Weapons may be confiscated, your car impounded,
and you can post bail (N). Priors make every sentence longer.
- Minor offences get a citation with a court date (2 in-game days) – pay it
from “Your Record” in the menu or a bench warrant is issued, and any officer
who recognises you will arrest you.
- Traffic stops: speeding, red lights, wrong side of the road, phone use, no
helmet, no lights, reckless driving, hitting a police car. Tickets first;
dangerous or repeat offences mean arrest. Pull over, or it’s a pursuit.
- Evidence: you leave blood drops when badly hurt and shell casings where you
fire. Officers searching for you can find them and follow the trail.
- Area heat: neighbourhoods remember crime. Hot areas get extra patrols and
quicker 911 calls for a few in-game days.
- Police also respond to crimes between NPCs: shootings, killings, fights and
hit-and-runs that bystanders call in. Anyone attacking you can be arrested.
DEATH & HOSPITAL (replaces “Wasted”)
- Instead of dying you go down. Someone has to find you and call it in (a
passer-by after 30 seconds, or Space to skip ahead).
- INJURED (a limb wound, one body wound, a fall, a crash): paramedics treat
you where you lie and send you a bill.
- CRITICALLY INJURED (headshot, several body wounds, burns, explosions): an
ambulance takes you to hospital – fireman’s carry, ride, timelapse, and an
itemised bill. A heart monitor shows your pulse, which
races and weakens as you lose blood. Wait too long and you pass out.
- Body armour only covers your chest: arms, legs and head bypass it, and a
headshot puts you down on the spot.
- Hospitals report gunshot wounds to police. If police already know who you
are, you leave the hospital in custody.
- Lingering injuries afterwards: a limp, no sprinting, a shaky aim or blurred
vision, depending on where you were hit.
- Unpaid bills and fines go to collections, who take a cut whenever you have
cash.
- Story missions keep the normal death and mission-failed screens.
REALISTIC FIGHTING
- Fists and blunt weapons knock people out instead of killing them: a lucky
punch, a sucker punch, or a few solid blows. They drop what they’re holding,
lie there for a while, and come round unsteady on their feet.
- You get knocked out too, instead of beaten to death: attackers walk off.
- Every blow shows: bruises, cuts, blood, and the groans to match.
REALISTIC INJURIES (NPCs)
- Where you hit someone matters: legs make them limp or fall, arms make them
drop their weapon, armour stops body shots until it breaks.
- Gunshot and stab wounds bleed; body wounds can kill slowly, limb wounds
rarely do. Bystanders call paramedics, who treat minor wounds on the spot,
take the badly hurt to hospital, or bag the dead.
- Victims who saw your face can describe you to police once they’re treated.
FIRE DEPARTMENT
- Car fires burn for a realistic time before they can explode, and wrecks
keep burning afterwards.
- Someone who sees it calls the fire department; a fire truck arrives and
the crew put it out with extinguishers.
GANG WARS & TURF (off by default – switch on in the menu)
- Gangs hold turf (shown on the map), clash over it, and turf changes hands.
- Street gang members stand and fight and back each other up. Police respond
and gang members can surrender. Members show on the minimap in gang colours.
- Kill a gang’s members and they hold a grudge: on their turf, they come for you.
HUD & INTERFACE
- A styled minimap card: street, district, compass, clock / speed, police
status, health, armour and special ability.
- Condition icons beside the minimap: bleeding, dazed, limping, shaky aim,
blurred vision, cuffed, warrant, court date, debt.
- Tags over anyone calling the emergency services: CALLING POLICE,
CALLING PARAMEDICS, CALLING FIREFIGHTERS, RADIOING FOR BACKUP.
- Police radio chatter, an all-points-bulletin panel, a search-area heatmap.
- “Your Record” page (Realistic Police menu): debt, citations, warrants,
priors, police heat in your area, gang grudges – pay what you owe from here.
- Interface > “Fix HUD & Controls” if your minimap or weapon wheel ever goes
missing.
ALSO INCLUDED
- Bounty Hunting: take contracts from “Maude” – bring targets in alive for a
bonus.
- Tow trucks that clear wrecks and abandoned cars.
- Suppressor toggle: screw an owned suppressor on or off with X.
FILES THE MOD CREATES (scripts/StreetRealism/)
StreetRealism.ini All settings (also changed through the menu)
StreetRealism.log Errors, and a crash report if the previous session crashed
Turf.txt Gang territories (editable; “Reset Territories” in the menu)
Suppressors.txt Suppressors you own
Record.ini Your face record per character
crumbs.bin Crash trail (used to find what was running when the game died)
Logs/ Debug recordings (only when the Debug Recorder is on)
TROUBLESHOOTING
- Menu doesn’t open: check that LemonUI.SHVDN3.dll (2.2) is in your scripts
folder and that ScriptHookVDotNet3 loads (see ScriptHookVDotNet.log).
- Minimap / weapon wheel / pause menu missing: Interface > “Fix HUD & Controls”.
- Reporting a bug: switch on Debug Recorder in the menu, press ] when it
happens, and include scripts/StreetRealism/StreetRealism.log and the newest
file in scripts/StreetRealism/Logs/ with your report.
DEFAULT SETTINGS (scripts/StreetRealism/StreetRealism.ini)
All of these can be changed from the in-game menu (every change is saved), or
by editing StreetRealism.ini with the game closed. Delete the file to go back to
the defaults.
[General]
MenuKey = / (backslash) backslash
SurrenderKey = Y
ResistKey = Space
BribeKey = B
PauseDuringMissions = On
SuppressorToggle = On screw an owned suppressor on/off with a key
SuppressorKey = X
BailKey = N post bail while in custody
[EMS]
ParamedicResponse = On
MedicCallSeconds = 8
MaxAmbulances = 2
ReviveChanceInjured = 85
ReviveChanceDead = 35
ReviveWindowSeconds = 90
[Hospital]
RealisticDeath = On no “Wasted”: you go down, an ambulance takes you to hospital
HospitalBillPercent = 100 scales the hospital bill
ReviveOnScene = On
BleedOutSeconds = 180 critically injured with no help: you pass out from blood loss (0 = off)
HospitalReportsGunshots = On US hospitals report gunshot wounds to police
LingeringInjuries = On limp / shaky aim / blurred vision for a while after
[Medics]
TreatMinorOnScene = On NPCs with minor injuries are patched up and walk away
VictimStatements = On treated victims tell police what their attacker looked like
[Police]
MaxHelicopters = 3 police helicopters at the worst (0-3)
ImpoundOnArrest = On arrested near your car: it’s towed, you pay the fee
RepeatOffenders = On prior arrests mean longer sentences and bigger fines
Evidence = On blood trails and shell casings that searching officers find
AreaHeatEnabled = On crime-hit areas get more patrols and quicker 911 calls for a few days
CourtDates = On minor offences: a citation and a court date instead of an instant fine
PoliceEnabled = On
PoliceBlips = On
HeliSpotlight = On
CrimeReports = On
RadioChatter = On
RadioSounds = On
AmbientRadio = On
CallsTakeTime = On
LastKnownPosition = On
GradualResponse = On
ResponseFitsCrime = On
TrafficStops = On
AiTrafficStops = On
ShowApbPanel = On
ShowHeatmap = On
ShowWantedStars = On
TaserFleeingSuspects = Off
ConfiscateWeapons = On
NonLethalFists = On
OneHitKnockoutChance = 5 % chance a single landed punch knocks someone out
PlayerKnockouts = On beaten with fists/blunt weapons: you’re knocked out, not killed
ArrestAttackers = On police tackle, cuff and take away people who attack you
OfficerSpeech = Voice
Roadblocks = On
CrimeScenes = On
Hiding = On
Notoriety = On
Max911Callers = 2 civilians on the phone to 911 at once
WitnessCallChance = 15 % chance each witness decides to call
NpcCrimeReports = On people call 911 on NPC shootings, killings and fights too
TowTrucks = On wrecks and abandoned cars get towed
TowWaitSeconds = 45 how long a car sits before a tow is called
MaxTowTrucks = 2
[Gangs]
GangRevenge = On kill a gang’s members and they come for you on their turf
GangWars = Off
GangWarIntensity = 2 1 = the odd scuffle … 5 = open warfare
GangTurf = PauseMap
GangWarPolice = On police respond to gang shootouts
GangTurfChanges = On
GangBlips = On
GangsFightBack = On street gang members stand and fight (and back each other up) instead of fleeing
[Bodies]
DestructibleBodies = On
BodyArmourBreaks = On
LimbReactions = On
WoundEffects = On
BloodTrails = On
GoreIntensity = 2
BleedOut = On gunshot wounds slowly bleed: writhing, then unconscious, then dead
BleedOutMinutes = 4 roughly how long one untreated torso wound takes to kill
[Bounty]
BountyHunting = On
BountyPayPercent = 100
BountyMinutes = 20
BountyDeclineKey = Delete hold to give the contract back
BountyAcceptKey = Enter take an offered contract
[Debug]
DebugLog = Off gameplay recorder for bug reports (StreetRealism/Logs)
DebugMarkerKey = ] ]
DebugSnapshotMs = 2000
[Hud]
StyledHud = On
ConditionIcons = On bleeding / dazed / limping… tiles beside the minimap
CallerLabels = On CALLING POLICE / PARAMEDICS / FIREFIGHTERS tags over callers
SpeedInMph = Off
[Fire]
FireDepartment = On someone calls in a car fire, a fire truck comes and puts it out
LongerCarFires = On car fires burn a long while before they can blow, wrecks keep burning
CarFireSeconds = 150 how long a burning car is held back from exploding
WreckFireSeconds = 180 how long a blown-up wreck keeps burning
[Timings]
WitnessCallMin = 10
WitnessCallMax = 15
OfficerRadioTime = 6
ResponseDelayMin = 15
ResponseDelayMax = 35
LoseSightSeconds = 3
InvestigationSeconds = 180
AiTrafficStopInterval = 75
KnockoutSeconds = 60
PlayerKnockoutSeconds = 60
[Distances]
PoliceBlipRange = 160
SearchRadius = 170
SightDay = 70
SightNight = 40
FaceRecognition = 12
ClothesRecognition = 40
VehicleRecognition = 80
WitnessFaceDistance = 25
GunshotHearing = 140
SniperHearing = 320
SuppressedHearing = 18
[Traffic]
SpeedLimitCity = 80
SpeedLimitHighway = 100
SpeedLimitFreeway = 130
SpeedTolerance = 15
TicketWrongWay = On
TicketPhoneUse = On
TicketNoHelmet = On
TicketRedLights = On
TicketBurnouts = On
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Author: MidnightMango
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