NFSMW Bartender: Extra Pursuit Options

This .asi mod adds new customisation options to pursuits. These options come in two feature sets:
- the "Basic" set lets you change many otherwise hard-coded values of the game, and
- the "Advanced" set lets you change cop-spawning behaviour and spawn tables without limits.
Both feature sets of this mod should be compatible with all VltEd, Binary, and most .asi mods.
All known and notable exceptions to this are explicitly mentioned in this mod's README.
For installation instructions and limitations information, see this mod's README.
For more details on which features each set includes, see the sections below.
"Basic" feature set
This feature set lets you change (per Heat level)
- at which distance and how quickly you can get busted,
- how long it takes to fill the "EVADE" bar and enter "COOLDOWN" mode,
- at which time interval you gain passive bounty,
- the maximum combo-bounty multiplier for destroying cops quickly,
- the internal cooldown for regular roadblock spawns,
- the internal cooldown for Heavy and LeaderStrategy spawns,
- which vehicles spawn through HeavyStrategy 3 (the ramming SUVs),
- which vehicles spawn through HeavyStrategy 4 (the roadblock SUVs), and
- which vehicles spawn through LeaderStrategy 5 / 7 (Cross and his henchmen).
This feature set fixes two bugs:
- you can no longer get busted due to line-of-sight issues while the "EVADE" bar fills, and
- regular roadblock and Heavy / LeaderStrategy spawns no longer slow down in longer pursuits.
You can also assign new (Binary) strings for the game to display when cop vehicles are destroyed,
similar to the NFSMW Unlimiter mod by nlgxzef. Compared to Unlimiter, this mod's version of this
feature is easier to configure, leaner, and even checks strings for correctness on game launch,
ignoring any specified strings that do not actually exist in the game's (modified) binary files.
"Advanced" feature set
This feature set lets you change (per Heat level)
- how many cops can (re)spawn without backup once a wave is exhausted,
- the global cop-spawn limit for how many cops in total may chase you at any given time,
- how quickly cops flee the pursuit if they do not belong (if at all),
- which vehicles may spawn to chase and search for you (any amount; with counts and chances),
- which vehicles may spawn in regular roadblocks (same liberties as above),
- which vehicles may spawn as pre-generated cops in scripted events (ditto),
- which vehicles may spawn as free patrols when there is no active pursuit (chances only),
- which vehicle spawns in place of the regular helicopter, and
- when exactly the helicopter can (de / re)spawn (if at all).
This feature set also fixes the displayed engagement count in the centre of the pursuit bar:
its value now accurately reflects how many chasing cop spawns remain in the current wave.
The count ignores vehicles spawned through any Heavy / LeaderStrategy, the helicopter,
and any vehicles that join the pursuit by detaching themselves from roadblocks.
Changelog
v1.0.00: Initial release
v1.0.01: Revised "Limitations" section of README
v1.0.02: Revised multiple sections of README
v1.0.03: Yet another minor README revision
v1.0.04: README? More like "FIXME"
v1.0.05: Clarified "Event" spawns in "Cars.ini"
v1.0.06: Clarified string assignment in "Labels.ini"
v1.0.07: Clarified ignored VltEd parameters when "Advanced" feature set is enabled
v1.0.08: Corrected a few typos in README
v1.0.09: Clarified cooldowns in "Supports.ini" and helicopter spawns in "Helicopter.ini"
v1.0.10: Revised multiple .ini comments and enforced consistency
v1.0.11: Further clarified cooldowns in "Supports.ini"
v1.0.12: Improved formatting of .ini files and expanded "Limitations" section of README
v1.0.13: Added compatibility note for VltEd and other .asi mods in "Limitations" section of README
v1.0.14: Added compatibility note for Binary mods in "Limitations" section of README
v1.0.15: Added note about README structure
v1.0.16: Clarified stability comment about "NFSMW LimitAdjuster" in "Limitations" section of README
v1.1.00: Fixed a bug with vehicle names containing underscores
v1.1.01: Removed some superfluous memory patches
v1.2.00: Improved thread safety of cop-spawn interceptor functions
v1.2.01: Rephrased spawning-related entries in "Limitations" section of README
v1.2.02: Removed redundant push / pop instructions
v1.3.00: Fixed the Heat-level update in free-roam and a rare bug of the game miscounting cops
v1.3.01: Rephrased "Limitations" section of README yet again
v1.4.00: Added post-race pursuit hook and changed cop count to decrement after full despawns only
v1.4.01: Added workaround for vanilla bug of fleeing HeavyStrategy 3 spawns ("Advanced" set only)
v1.4.02: Improved phrasing and corrected some typos in README
v1.5.00: Added "count" support to custom "Roadblocks" and "Events" spawn tables
v1.5.01: Rephrased README to better reflect recent changes to both feature sets
v1.5.02: Restructured "Limitations" section of README and renamed both "General.ini" files
v1.5.03: Restructured and rephrased README some more
v1.5.04: Merged "Behaviour.ini" with "Cars.ini" file
v1.5.05: Clarified global cop-spawn limit in "Limitations" section of README and "Cars.ini" file
v1.5.06: Added missing number-format comment to "Others.ini" file
v1.6.00: Fixed incorrect labelling of roadblock vehicles joining the pursuit after spike-strip hits
v1.6.01: Made terminology in README and .ini files files more consistent, and rephrased some parts
v1.7.00: Fixed Heavy / LeaderStrategy spawns not fleeing as per their "Duration" VltEd parameters
v1.7.01: Improved general performance of cop management functions for the "Advanced" set
v1.7.02: Clarified some ambiguous phrasing in "Limitations" section of README
v1.7.03: Clarified the different types of patrol spawns in README and "Cars.ini" file
v1.7.04: Rephrased parts of the README for what feels like the millionth time
v1.8.00: Added support for separate free-roam and race pursuit parameters
Comments

oldmanjenkins (July 01, 2025 @ 15:33)
@SusI don't remember who exactly, but it's been mentioned there from time to time.

Sus (July 01, 2025 @ 02:32)
Is that guy from MW Reworked IV?
oldmanjenkins (June 30, 2025 @ 22:23)
@SusRestoring the Heat 6-10 chatter is currently being worked on by someone on the nfsmods Discord server, I think.
As for multiple helicopters: Not without great difficulty. You can easily get multiple helicopters to show up, but they will be broken in various ways compared to the single vanilla helicopter. That's because the game is built around the assumption that only one proper helicopter object can exist at a time, and circumventing that would require a major rewrite of the game's codebase afaik.

Sus (June 30, 2025 @ 19:05)
Nice mod man i always wanted to use more than 3 cars on the heat levels just question ¿is possible restore some things like the heat 6-10 chatter or the 2 helicopers in a chase?
shturman (June 20, 2025 @ 19:57)
thank you very much for the explanation, i was only confused since the "format" section in the file was a bit hard to follow but this explanation works perfectly!Download
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