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v3.0.0.

Cryptic Callouts

Released · 19 Sep 2026 · 70 changes
23 Added
22 Changed
18 Fixed
7 Removed
Version 3.0.0 is a complete rebuild and expansion of Cryptic Callouts, introducing a new shared foundation, four brand-new callouts, custom callout audio, improved stability, better entity management, and major improvements across the existing callout pack.

Added

23
Feature Add an Illegal Street Racing Callout

Could you add an Illegal Street Racing callout involving multiple vehicles and suspects? It would be interesting if some racers attempted to flee while others remained at the scene.

REQ-42324
Feature Add an Officer Needs Assistance Callout

Could you add an Officer Needs Assistance callout where another officer requires immediate backup during an active situation?

REQ-22063
Feature Add a Road Rage Callout

I'd love a Road Rage callout where the situation can have different outcomes, such as an argument, physical fight, weapon incident, or vehicle pursuit.

REQ-54132
Feature Add a Vehicle Pursuit Assistance Callout

I'd love a callout where officers respond to assist units that are already involved in an active vehicle pursuit.

REQ-84884
Feature Add a Burglary in Progress Callout

I'd like to see a Burglary in Progress callout with different possible outcomes, such as suspects hiding inside, fleeing on foot, or escaping in a vehicle.

REQ-97548
Officer Needs Assistance Introduces a new callout featuring an AI officer already engaged with one or more suspects when the player arrives.
Officer Needs Assistance Scenarios Introduces four scenario variants: a resisting suspect, a suspect attempting to flee, multiple suspects and an armed standoff.
Officer Needs Assistance Outcomes Introduces different suspect outcomes including fleeing, fighting and surrendering, as well as a unique outcome if the assisting officer is incapacitated before the player arrives.
Illegal Street Racing Introduces a new callout featuring a configurable gathering of racing vehicles.
Street Racing Vehicle Count Introduces the MinCars and MaxCars configuration options for controlling the number of racing vehicles.
Independent Driver Behaviour Allows individual street racing drivers to independently flee or remain at the scene.
Burglary in Progress Introduces a new burglary scenario.
Vehicle Pursuit Assistance Introduces a new callout featuring an already-active LSPDFR pursuit when the callout is accepted.
Vehicle Pursuit Backup Provides an additional backup unit for Vehicle Pursuit Assistance.
Custom Callout Audio Introduces custom callout audio throughout CrypticCallouts.
CrypticRandom Introduces CrypticRandom.cs for shared, thread-safe randomisation.
ProximityGate Introduces ProximityGate.cs for reusable one-shot distance threshold tracking.
FiberScope Introduces FiberScope.cs for cooperative cancellation of delayed and background GameFiber operations.
SceneEntities Introduces SceneEntities.cs for centralised tracking and cleanup of spawned peds, vehicles and blips.
Catalog Introduces Catalog.cs to centralise ped, vehicle, weapon and landmark data.
NegotiationMenu Introduces NegotiationMenu.cs as a reusable dialogue and negotiation system.
SpawnHelper Improvements Introduces safer vehicle dismissal and pursuit start/join helpers to SpawnHelper.
Configuration Validation Introduces configuration validation through CalloutConfig.Validate().

Changed

22
CrypticCallouts Foundation Completely rebuilds the shared CrypticCallouts foundation.
Existing Callout Foundation Rebuilds all 11 existing callouts on the new shared foundation.
Callout Migration Migrates Armed Mugging, Bank Robbery, Store Robbery, Hostage Situation, Riot, Gang Fight, Volatile Pursuit, Street Shooting, Stolen Vehicle, Domestic Disturbance and Road Rage to the new systems.
Entity Management Improves entity tracking and cleanup across the callout pack.
Randomisation Replaces individual Random instances with the shared CrypticRandom system.
Distance Handling Replaces repeated distance checks with the shared ProximityGate system.
Background Fibre Handling Improves delayed and background fibre handling to prevent stale tasks from interacting with ended callout entities.
Model and Landmark Data Centralises model pools and fixed landmark locations that were previously duplicated across callouts.
Negotiation Systems Replaces separate negotiation menu implementations in Hostage Situation, Domestic Disturbance and Road Rage with the shared NegotiationMenu system.
Road Rage Structure Splits Road Rage into RoadRage.cs, RoadRage.Scene.cs and RoadRage.Negotiation.cs for improved maintainability.
Road Rage Preservation Preserves the existing Road Rage scenarios, dialogue and stages during the rebuild.
Spawn Location Selection Improves spawn location selection using progressive widening when suitable locations are not immediately available.
Configuration Validation Ensures distance settings remain in a sensible order.
Outcome Weight Protection Improves protection against malformed INI values affecting outcome weights.
Burglary Interaction System Changes Burglary in Progress to use an interactive question, detain and let-go system.
Burglary Suspect Behaviour Keeps suspects stationary until interaction or an outcome is triggered.
Bank Robbery Outcomes Changes Bank Robbery to use foot-flee and fight-in-place outcomes instead of vehicle getaways.
Store Robbery Outcomes Changes Store Robbery to use foot-flee and fight-in-place outcomes instead of vehicle getaways.
Getaway Vehicle Weighting Folds existing Bank Robbery and Store Robbery GetawayVehicle weighting into the foot-flee weighting so existing INI configurations remain usable.
Volatile Pursuit System Changes Volatile Pursuit to operate without its custom relationship group system.
Volatile Pursuit Behaviour Changes Volatile Pursuit to use the existing pursuit and direct combat systems for suspect behaviour.
Optional System Handling Improves handling of optional systems and group creation failures to prevent unnecessary callout termination.

Fixed

18
SpawnHelper Landmark Selection Fixes SpawnHelper.PickNear incorrectly selecting landmarks outside the intended spawn distance.
Initial Spawn Fallbacks Fixes Bank Robbery, Store Robbery and Armed Mugging frequently failing to display after the initial spawn fallback correction.
Spawn Distance Handling Fixes callouts incorrectly returning no valid location when suitable locations were outside the initial distance range.
Declined Callout Cleanup Fixes Armed Mugging, Stolen Vehicle and Bank Robbery leaking spawned entities when the callout was declined.
Road Rage Negotiations Fixes Road Rage negotiations automatically resolving while the player is still investigating the scene.
Road Rage Statements Fixes gathering statements from both parties incorrectly triggering an automatic resolve check.
Bank Robbery Getaway Fixes Bank Robbery suspects failing to reliably enter their getaway vehicle before the pursuit starts.
Store Robbery Getaway Fixes Store Robbery suspects failing to reliably enter their getaway vehicle before the pursuit starts.
Robbery Flee Behaviour Fixes suspects appearing to teleport or flee on foot when the robbery getaway vehicle sequence fails.
Burglary Vehicle Spawning Fixes Burglary in Progress spawning vehicles that are not required for the scenario.
Burglary Suspect Movement Fixes Burglary in Progress suspects walking away while the player is attempting to interact with them.
Burglary Wander Behaviour Fixes unwanted Wander behaviour during Burglary in Progress interactions.
Volatile Pursuit Crash Fixes Volatile Pursuit crashing immediately after the callout is accepted.
Volatile Pursuit Code 4 Fixes Volatile Pursuit incorrectly going Code 4 on acceptance.
Volatile Pursuit Relationship Error Fixes the ArgumentNullException caused by the custom Volatile Pursuit relationship group.
Stale Background Fibres Fixes stale background fibres potentially continuing to run after a callout has ended.
Entity Cleanup Fixes entity cleanup issues across rebuilt callouts.
Malformed Configuration Fixes malformed configuration values being able to invalidate outcome-weight sections.

Removed

7
Volatile Pursuit Relationship Group Removes the custom Volatile Pursuit relationship group system.
RelationshipScope Dependency Removes the Volatile Pursuit dependency on RelationshipScope.
Robbery Vehicle Getaways Removes Bank Robbery and Store Robbery vehicle getaway outcomes.
Burglary Getaway Vehicles Removes getaway vehicles from Burglary in Progress.
Burglary Wander Behaviour Removes Burglary in Progress suspect Wander behaviour.
Duplicated Model and Landmark Data Removes duplicated model and landmark data from individual callout files.
Separate Negotiation Menus Removes separate hand-built negotiation menu implementations in favour of the shared negotiation system.