NFSMW Bartender

- the "Basic" set allows you to change otherwise hard-coded values of the game, and
- the "Advanced" set allows you to specify custom spawn tables for cops without limits.
For installation instructions and compatibility notes, see this mod's README file.
For more details on which features each set includes, see the following sections.
"Basic" feature set
This feature set allows you to change (per Heat level)
- at which distance and how quickly you can get busted,
- how long it takes to lose the cops and enter Cooldown mode,
- the maximum bounty multiplier for destroying cops quickly,
- the internal cooldown for regular roadblock spawns,
- the internal cooldown for ground support requests,
- which vehicles spawn in place of ramming SUVs,
- which vehicles spawn in place of roadblock SUVs, and
- which vehicles spawn in place of 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
- ground supports (Cross, Rhinos etc.) will no longer stop spawning 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 implementation 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 allows you to change (per Heat level)
- how many cops can spawn without backup once a wave is exhausted,
- the global spawn limit for how many cops may chase you at once,
- how quickly cops leave the pursuit if they don't belong (if at all),
- which vehicles may spawn to chase you (with counts, chances, and no type limit),
- which vehicles may spawn in roadblocks (with chances and no type limit),
- which vehicles may spawn in scripted events (as above),
- which vehicles may spawn as patrols in free-roam (ditto),
- which vehicle spawns in place of the regular helicopter, and
- when exactly the helicopter can (de- / re-)spawn (if it at all).
This feature set also fixes the displayed engagement count in the centre of the pursuit bar:
its value is now perfectly accurate and reflects how many "Chaser" cops remain in the current
wave. The count ignores support vehicles (e.g. Cross), the helicopter, and any vehicles that
join the pursuit by detaching themselves from roadblocks.
Changelog
v1.0.0: Initial release
v1.0.1: Revised "Limitations" section in README
v1.0.2: Revised multiple sections in README
v1.0.3: Yet another minor README revision
v1.0.4: README? More like "FIXME"
v1.0.5: Clarified "Event" spawns in Cars.ini
v1.0.6: Clarified string assignment in Labels.ini
v1.0.7: Clarified ignored VltEd parameters when "Advanced" feature set is enabled
v1.0.8: Corrected a few typos in README
v1.0.9: 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 added further Limitations
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