01How Traffic Enforcement Works
The mod continuously monitors the player while all of the following conditions are true.
- The mod is enabled
- The player is driving an eligible vehicle
- The player does not already have a GTA wanted level
- The player is not already completing a ticket or step-out interaction
- The current vehicle is not an emergency vehicle actively using its siren
- The vehicle is on the ground and its engine is running
When a violation is detected, the mod searches for an officer who can reasonably witness it — within detection distance, with clear line of sight, driving a police vehicle, or on foot when pedestrian reporting is allowed. An enabled violation doesn't mean police instantly know about it anywhere on the map; a suitable witness has to actually be close enough.
Brief violations use grace periods or evidence windows, so detection is neither triggered by one bad frame nor lost before an officer can react.
02Eligible Vehicle Types
Traffic enforcement can be toggled independently per vehicle class.
Emergency vehicles using a siren are excluded from ordinary traffic enforcement while the siren is active.
03Traffic Violations
Fourteen independently toggleable offences, each with its own detector.
Speeding
Begins when the player exceeds the posted limit plus the configured tolerance, and stays above it for the speeding grace period.
The officer records player speed, posted limit, amount over, street/highway, and the selected unit. Location, officer personality, prior records, and unpaid tickets can further modify the amount when dynamic fines are enabled.
Running a Red Light
Tracks nearby traffic signals and the player's movement through an intersection; triggers when the red-light detector confirms the vehicle entered or crossed against red and a suitable officer witnessed it. Can be disabled independently.
Stop-Sign Violation
Detects supported stop-sign props and records the lowest vehicle speed while passing. A violation is issued if the player didn't slow enough to count as a stop. Depends on GTA's stop-sign models and world placement.
Driving Against Traffic
Uses GTA's wrong-way-driving flag plus a confirmation counter. Requires: option enabled, player above minimum detector speed, wrong-way state sustained through confirmation, and the wrong-way grace period elapsed. The detected street is recorded.
Driving on a Sidewalk
Separate from hitting a pedestrian. Requires the vehicle moving, off-road positioning, proximity to a pedestrian-safe path, and the sidewalk grace period elapsed. Ordinary road driving should never trigger this.
Hitting a Pedestrian
Searches nearby pedestrians and checks for actual vehicle damage. Has its own toggle, its own fine, and does not rely solely on pavement proximity.
Vehicle Collision
Checks nearby vehicles for damage caused by the player. Requires collision enforcement on, meaningful player speed, and actual damage dealt. Evidence stays active for 5 seconds so a nearby officer has time to complete visibility and selection checks. Minor non-damaging contact may not qualify.
Tailgating
Casts a short detection ray in front of the player vehicle. Requires the option enabled, both vehicles moving, sustained close following distance, and a confirmation counter plus grace period. The counter resets when the player backs off or the target is lost.
Mobile-Phone Use
Checks GTA's active mobile-phone task. Triggers when phone enforcement is on, the task is active, and the player is the current driver.
Drifting
Compares actual movement direction against vehicle/player forward direction and speed. Sustained angle mismatch increases a drift counter, which resets on realignment. Supported for cars and quad bikes.
Burnout / Excessive Revving
Uses GTA's native burnout state. Requires roughly 1.2 seconds of continuous burnout to avoid reacting to a momentary wheel spin. Still subject to officer range and visibility.
Wheelie or Stoppie
Motorcycle-only. The bike must be grounded but not on all wheels, sustained long enough to pass the confirmation counter.
Riding Without a Helmet
Triggers when helmet enforcement is on, the player is on a moving motorcycle (not a bicycle), and no helmet is worn. Repeated immediate stops for the same condition are suppressed until vehicle context changes.
Heavily Damaged / Unroadworthy Vehicle
Triggers once body health drops below the configured safety threshold. After a ticket, repeat stops for the same condition are suppressed until the player switches vehicles or repairs it.
Stolen Vehicle
When enabled: theft can be observed by the former driver or passengers, witnesses may report it, the vehicle gets marked stolen, police can attempt a stop or arrest, and optional notifications inform the player. More serious than an ordinary ticket.
04Grace Periods & Cooldowns
Timing windows that separate real violations from momentary noise.
Speed Tolerance
MPH/KPH allowed over the posted limit before speeding detection starts. Converts automatically between units.
Speeding Grace Period
How long the player must stay above the ticketable speed before it's submitted to police.
Sidewalk Grace Period
How long the player must continuously occupy a detected sidewalk position.
Wrong-Way Grace Period
How long wrong-way driving must stay confirmed.
Tailgating Grace Period
How long the player must remain too close to a moving vehicle ahead.
Repeat-Offence Cooldown
Minimum time before the same cleared offence can trigger another stop. Only starts once an officer witnesses and accepts the offence — a failed search or visibility check doesn't consume it.
05Police Detection & Response
| Setting | What it controls |
|---|---|
| Detection Distance | Max search range for an eligible officer. Larger = more likely enforcement, but from farther away. |
| Civilian Reporting | Lets civilians / foot officers report crimes instead of requiring direct witness. |
| Better Witness Checks | Requires witnesses to be alive, human, within report distance, and have line of sight — filters out implausible reports. |
| Witness Report Distance | Max range a civilian witness can submit a report from. |
| Police-Car Blips | Shows the responding vehicle on the map during a stop. |
| Witness Blips | Temporary blips for supported witnesses. |
| Approach Lights | Whether the patrol vehicle keeps emergency lights on while approaching. |
| Pursuit Handoff | Lets a better-positioned unit replace a stalled/distant responder. |
| Police-Radio Notifications | Radio-style alerts for reports, stops, and backup activity. |
06Patrol-Car Positioning
While driving, the officer uses catch-up speed. Once the player stops, positioning becomes precise.
- Officer switches to a controlled approach speed
- Target position calculated behind the player vehicle
- Player vehicle length, police vehicle length, and trailers all affect spacing
- The parking task self-corrects repeatedly when needed
- Close-range emergency braking reduces rear-end collisions
The ticket interaction only begins once the patrol vehicle is close to its calculated rear position, moving very slowly, and aligned with the player.
07Two-Stage Traffic Stop
First Approach
Officer identity stays consistent for the whole stop.
Patrol-Car Check
If door or pathfinding fails, a vehicle-entry fallback is used.
Second Approach
The officer is never allowed to complete the citation while still standing beside the patrol car.
08Automatic Driver Window
- An intact raised driver window lowers automatically when the officer arrives
- The mod remembers which vehicle window it controlled
- The window raises again when the stop completes or terminates
- Broken windows, or windows already lowered, are left alone
09Warnings
Warnings Enabled
Master switch. When off, eligible offences always produce tickets.
Base Warning Chance
Starting probability for an ordinary officer to issue a warning.
Max Speed Over for a Warning
Speeding beyond this amount can never receive a warning. Converts with the speed unit.
Repeat-Record Penalty
Each existing record entry lowers warning chance by a configured number of points.
Officer Personalities
| Personality | Behavior |
|---|---|
| Normal | Standard warning and fine values. |
| Strict | Lower warning probability, can increase fines. |
| Lenient | Higher warning probability, can reduce fines. |
Strict and Lenient chances are independently configured; any remaining probability defaults to Normal.
10Dynamic Fine Calculation
When enabled, the base fine is adjusted by:
- Officer personality
- Los Santos location multiplier
- Highway speeding multiplier
- Number of prior record entries
- Number of unpaid tickets
When disabled, the configured base fine is used as-is — speeding still uses its base-plus-amount-over formula regardless. All values live in the Ticket Prices menu.
11Document Checks
During a stop, the officer may run independent probability checks for:
A failed check adds its own offence to the stop — document offences are never eligible for warnings. These are simulated gameplay probabilities and do not read any GTA Online account data.
12Tickets
Named Ticket Notifications
Unpaid Tickets
When enabled, tickets enter a persistent ledger instead of deducting cash immediately. Each entry stores offence, description, original amount, current amount, and issue day — and survives script or game restarts. When disabled, the fine is deducted on the spot.
Daily Interest
Unpaid tickets can accrue interest once per in-game day, calculated from the current amount and saved back to the ledger.
Paying Tickets
| Action | Result |
|---|---|
| Context control | Pays the oldest ticket |
| Shift + context control | Pays every outstanding ticket |
Player must have enough cash; payment messages show the offence name.
13Ticket Clerks
Default Clerks
Clerks spawn only when needed and when the player is within the configured spawn distance.
Multiple Custom Clerks — up to 32
The menu can also remove the nearest custom clerk, or remove all custom clerks and restore defaults. Custom locations persist across restarts.
14Driving Record
- Every ticketed violation creates a record entry
- Entries persist across script and game restarts
- Entries remain for at least 30 in-game days
- Neither death nor arrest clears them
- Each entry stores its own expiration day and is removed automatically once expired
Warnings never add normal ticketed violations to the record.
15Felony Record
Serious behavior such as felony evasion creates its own entries.
- Persist across restarts
- Use their own expiration duration
- Can contribute to license suspension
- Shown in the player-record summary
16License Suspension
Suspension can trigger when:
- The player reaches the configured maximum active violations
- An applicable felony condition exists
- The player continues driving while already suspended
On Suspension
To reinstate: visit a ticket clerk and pay every outstanding ticket. Reinstatement does not release vehicles still inside their impound waiting period.
17Vehicle Impound System
On Seizure
- Vehicle is locked and its engine stopped
- Receives an impound blip
- Model and release info are saved
- Assigned to the closest configured lot, with its own parking space
Once the player moves away, the vehicle is transported to its saved space.
Impound Waiting Period — 10 in-game days by default
A vehicle becomes collectible once its release day has arrived and the license is no longer suspended. When eligible: it unlocks, the blip flags it as ready, and entering it completes collection — clearing the blip and the persistent record.
Separate Parking Spaces
Vehicles never intentionally stack on one coordinate. Each lot uses four spaced vehicles per row, adds rows as needed, saves each assigned position, and redistributes older overlapping records.
Multiple Custom Impound Lots — up to 32
The mod generates additional separated spaces and rows around that first position. The menu can remove the nearest custom lot, or remove all and restore the Los Santos / Sandy Shores / Paleto defaults — existing seized vehicles get reassigned to the nearest lot automatically.
18Speed Units
MPH and KPH are both supported; switching converts every numeric setting automatically.
| MPH | ≈ KPH |
|---|---|
| 50 | 80 |
| 75 | 121 |
Converted settings: regional speed limits, highway limit, general limit, speed tolerance, max speeding-for-warning threshold, and the serious-evasion speed threshold. Converted values save automatically.
19Regional Speed Limits
Streets.xml supplies the street-name lists used to classify each region. If the file is missing, the mod keeps running but leans more heavily on the general limit.
20Speed HUD
Displays current speed, posted limit, and unit label.
Visibility Options
Show/hide HUD, show/hide speed, show/hide unit, hide while the mod is disabled.
Layout & Color
X position, Y position, text scale, red/green/blue values.
Live HUD Editor
| Key | Action |
|---|---|
| F10 | Enter / exit editing |
| Arrow keys | Move |
| Shift + arrows | Move faster |
| Page Up | Increase scale |
| Page Down | Decrease scale |
| Home | Reset layout |
| Esc | Close editor |
Changes save automatically.
Citation Status HUD
Reads directly from the persistent ticket ledger and updates live as tickets are issued, paid, restored after a restart, or increased by interest. Continuously shows:
- Number of active violations and the license-suspension threshold
- Number of unpaid citations
- Total outstanding balance
Has its own show/hide toggle, X/Y position, text size, and RGB controls in HUD Options — fully independent of the speed display.
Renewable License & Insurance
Every configured ticket clerk can now issue or renew both player documents.
| Document | Validity |
|---|---|
| Driver license | 30 in-game days |
| Insurance | 30 in-game days |
- Expiration dates persist through game and script restarts
- Vehicle entry produces near-expiry and expired notifications
- A suspended license cannot become valid again until existing ticket-reinstatement requirements are met
The document HUD shows current license/insurance state plus remaining days, with independent visibility, position, size, and RGB settings. Police checks read these saved dates rather than randomly invalidating an otherwise valid license or insurance.
On every enabled document check, the officer reports the result of both checks:
Two expired documents generate two separate tickets. None of these document offences are eligible for warnings. The full-record command reports the actual saved license and insurance state and remaining valid days, and ticket-clerk blips also appear once a document enters its three-day renewal window.
22Persistent Files
scripts/PMORemade.iniGameplay, menu, HUD, enforcement, fine, clerk, and impound-location settings.
scripts/PMORemade/Tickets.iniUnpaid tickets and interest information.
scripts/PMORemade/PlayerState.iniActive record expiration days, felony expiration days, license suspension & start day, impounded vehicles, release days, impound positions.
All three files are created automatically.
23Default Values
24Installation Layout
Grand Theft Auto V/ └── scripts/ ├── PMORemade.dll ├── LemonUI.SHVDN3.dll └── PullMeOver/ └── Streets.xml
ScriptHookV and ScriptHookVDotNet must also be installed correctly for the GTA V installation.