NFSMW Bartender: Extra Pursuit Options
If you update from a version older than v3.05.00, replace all old configuration (.ini) files!
Bartender adds new customisation options to pursuits. These options come in two feature sets:
- the "Basic" feature set lets you change many otherwise hard-coded values of the game, and
- the "Advanced" feature set lets you change cop-spawning behaviour and tables without limits.
Bartender's default settings match the vanilla game's, except for the many bug / issue fixes.
This also means you don't need to configure Bartender at all if those are all you care about.
For installation instructions and usage notes, see Bartender's README or GitHub page.
For more details on what each feature set does, see the two following sections.
What does the "Basic" feature set do?
The "Basic" feature set lets you change (per Heat level)
- whether patrol cops can start and join non-player pursuits,
- at what interval you gain passive bounty in active pursuits,
- the maximum combo-bounty multiplier for destroying cops quickly,
- how quickly and below what distance from the cops the red "BUSTED" bar can fill,
- how quickly the green "EVADE" bar fills when no cops can see the pursuit target,
- whether hiding spots make the pursuit target completely invisible to the cops,
- whether player-damaged cops are destroyed instantly if flipped over,
- when exactly (if at all) cops are destroyed regardless of damage if flipped over,
- when exactly (if at all) racers are automatically reset if flipped over,
- whether the Speedbreaker's vanilla recharging mechanics apply in pursuits,
- how much Speedbreaker charge you gain / lose from destroying any cop vehicle,
- which pursuit jurisdiction dispatch announces over the radio,
- which ground support the cops may request in non-player pursuits,
- the internal cooldown between non-Strategy roadblock requests,
- the internal cooldown between Heavy / LeaderStrategy requests,
- how far away roadblocks can spawn from the pursuit target,
- whether successful roadblock spawns cancel the current cop formation,
- when and to what extent (if at all) roadblock cops can join pursuits,
- whether roadblocks react to the pursuit target entering "COOLDOWN" mode,
- whether roadblocks react to the pursuit target hitting their spike strips,
- the maximum speed of scripted ramming attempts through HeavyStrategy 3,
- whether HeavyStrategy 3 requests interact with roadblock requests and spawns,
- which vehicles spawn in place of the ramming SUVs through HeavyStrategy 3,
- which vehicles spawn in place of the roadblock SUVs through HeavyStrategy 4,
- which vehicle spawns in place of Cross through LeaderStrategy 5, and
- which vehicles spawn in place of Cross and his henchmen through LeaderStrategy 7.
The "Basic" feature set also lets you change (in general)
- whether specific cop vehicles are affected by pursuit-breaker instakills;
- which pursuit stats (e.g. length, bounty, infractions) the game tracks in races;
- how much Speedbreaker charge you gain / lose from destroying specific cop vehicles;
- what notification strings the game displays whenever you destroy specific cop vehicles;
- which radio callsigns and chatter specific cop vehicles can trigger in your pursuits;
- under which conditions (if at all) specific cop vehicles can show up on the radar / mini-map;
- how (if at all) line of sight affects the colour of the helicopter cone-of-vision icon; and
- the selection, order, and length of interactive themes that play during your pursuits.
The "Basic" feature set always fourteen bugs / issues automatically:
- the game no longer fails to select certain arrest cutscenes,
- the game now always updates the passive bounty increment after races,
- the (mini-)map icons for cop cars now always flash at their intended pace,
- transitions to Heat levels > 5 now trigger their proper radio announcements,
- the cops no longer announce each Heat level just once per game launch at most,
- the game now reads VltEd arrays correctly at each Blacklist rank and Heat level,
- cops joining pursuits from roadblocks no longer ignore all cop-related spawn limits,
- the helicopter mini-map icon is now always visible whenever a helicopter is active,
- the helicopter vision-cone icon now always disappears whenever a helicopter is destroyed,
- helicopters no longer cast static blob-shadows (like cars do) with incorrect placements,
- the cops are no longer inadvertently biased in how they select and make Strategy requests,
- Heat levels > 5 are no longer reset back to 5 whenever you enter free-roam or start an event,
- Heat levels > 5 are now shown correctly in menus (requires Binary for missing textures), and
- the cops can no longer bust the pursuit target while their line of sight to it is broken.
The "Basic" feature set can fix three more bugs / issues, depending on its configuration:
- the game no longer ignores VltEd settings for roadblocks and Strategies in races,
- HeavyStrategy 3 requests can no longer stall non-Strategy roadblock requests, and
- roadblock requests of any kind can no longer stall HeavyStrategy 3 requests.
What does the "Advanced" feature set do?
The "Advanced" feature set lets you change (per Heat level)
- which roadblock setups can spawn through roadblock requests,
- how likely the cops are to call out roadblock / spike spawns over the radio,
- how many chasing cops can (re)spawn regardless of the remaining engagement count,
- below what total number of active cops in the world the game can spawn new chasing cops,
- whether spawning decisions for chasing cops are independent of all other cops,
- whether spawning decisions for traffic cars are independent of those for cops,
- whether only destroyed chasing cops can decrement the remaining engagement count,
- whether Heat transitions immediately trigger backup to update the engagement count,
- how far away new chasing cops must spawn from all already active cops,
- above what count (if at all) no more cops can join the pursuit from roadblocks,
- when exactly (if at all) and how many cops that joined from roadblocks can flee,
- when exactly (if at all) and how many chasing cops from other Heat levels can flee,
- which vehicles (any amount, with counts and chances) can spawn to chase the pursuit target,
- which vehicles (same liberties as above) can spawn in non-Strategy roadblocks,
- which vehicles (ditto) can spawn as pre-generated cops in scripted events,
- which vehicles (ditto again) can spawn as free patrols outside pursuits,
- which vehicle spawns in place of the regular helicopter,
- when exactly (if at all) the helicopter can first spawn in your pursuits,
- when exactly (if at all) the helicopter can respawn upon running out of fuel,
- when exactly (if at all) the helicopter can respawn upon being destroyed,
- when exactly (if at all) the helicopter can respawn upon losing you,
- when exactly (if at all) the helicopter can rejoin instead upon losing you,
- when exactly (if at all) the helicopter can run out of fuel upon (re)spawning,
- how far away the helicopter can spawn to chase you,
- how far away the helicopter can spawn to search for you,
- whether the presence of roadblocks affects the helicopter's navigation behaviour,
- the internal cooldown between the helicopter's ramming attempts through HeliStrategy 2,
- below what pursuit-target speed HeavyStrategy 3 cops cancel their ramming attempts,
- how many cops can spawn through each successful HeavyStrategy 3 request,
- whether HeavyStrategy 3 cops can join the pursuit once their request expires,
- above what count (if at all) no more cops can join the pursuit from HeavyStrategy 3 requests,
- when exactly (if at all) and how many cops that joined from HeavyStrategy 3 requests can flee,
- when exactly (if at all) LeaderStrategy 5 / 7 Cross and / or his henchmen become aggressive,
- when exactly (if at all) the cops can request a new LeaderStrategy once Cross is gone,
- when exactly (if at all) the cops can request a new Strategy while another is still active,
- whether your Heat increases passively over time in active pursuits,
- how much Heat you gain / lose from cop and roadblock spawns,
- how much Heat you gain / lose from destroying any cop vehicle,
- how much Heat you gain / lose from colliding with other cars,
- how much Heat you gain / lose from assaulting any cop, and
- how much Heat you gain / lose from generic property damage.
The "Advanced" feature set also lets you change (in general)
- how much Heat you gain / lose from destroying specific cop vehicles,
- what specific roadblock setups look like in terms of parts and their arrangement,
- how likely each roadblock setup is to spawn with horizontally mirrored parts instead, and
- which active non-chasing cops the engagement count shown above the pursuit board also tracks.
The "Advanced" feature set always fixes eleven bugs / issues automatically:
- HeavyStrategy 4 roadblocks can now spawn with more than 4 vehicles,
- the cops no longer stop calling out roadblocks / spikes over the radio,
- failed roadblock spawn attempts can no longer stall spawns for chasing cops,
- Challenge Series events now use the Heat level limits defined for them in VltEd,
- the game no longer ignores VltEd settings for roadblocks and Strategies in races,
- the Heat gauge no longer skips the transition animation for rapid Heat-level changes,
- the game now counts spike-strip deployments accurately in cost-to-state calculations,
- the game now counts support-vehicle deployments accurately in cost-to-state calculations,
- early Strategy despawns or cancellations no longer stall the cops from making new requests,
- the engagement count above the pursuit board now always tracks relevant cops accurately, and
- the pathfinding of new cops no longer breaks whenever a race pursuit transitions to free-roam.
The "Advanced" feature set can fix four more bugs / issues, depending on its configuration:
- the cops no longer inadvertently fail to spawn four of the vanilla roadblock setups,
- the helicopter can no longer waste its spawns by losing the pursuit target nearly instantly,
- HeavyStrategy 3 cops no longer spawn in passive mode without trying to ram anything, and
- traffic spawns no longer slow down or stop at Heat levels with many cops or roadblocks.
What changed in each version?
v1.00.00: Initial release
(for versions in-between, see Bartender's "APPENDIX.txt" file)
3.03.00: Added feature for helicopter spawn distances and fixed rare Speedbreaker edge case
01: Expanded compatibility information for both available car-loader replacement mods
04.00: Added feature to customise maximum speed of HeavyStrategy 3 ramming attempts
01: Adjusted default values for the mirroring of roadblock setups
05.00: Made Binary optional for destruction strings and overhauled many mod internals
Comments
CylonRaider75 (January 12, 2026 @ 09:22)
@oldmanjenkinsNot as far as I know. I'm on Blacklist 4 and should actually have Heat 10 starting with Blacklist 7. I added extra options afterwards to see if that would work, but even the Heat Level Override isn't working. The only other asi. that could be the culprit is possibly the Xbox 360 stuff.
oldmanjenkins (January 12, 2026 @ 02:27)
@CylonRaider75I just tested it, and it worked fine. There are a few possibilities why it might not be working for you:
- You have another .asi mod that overrides Heat-level limits. One such example would be the "HeatLevelOverride" feature of NFSMWExtraOptions.
- You changed the value of the wrong race_bin. For instance, race_bin_14 applies while you are at Taz, not after you beat him.
- You're playing Challenge Series events. Those are unaffected by race_bin values.
CylonRaider75 (January 11, 2026 @ 12:52)
I have a question. I changed the value 0xe8c24416 in VltEd, but I'm still only getting a maximum of heat 6.TheDude (January 07, 2026 @ 19:59)
Ah, I see. Appreciate the explanation man. It’s just sad that most wanted has some rdr 2 level cut content that went unused in the vanilla game which would have made the game 10x better (no pun intended). Your mod really goes well with the beta mod too.
oldmanjenkins (January 07, 2026 @ 18:45)
@TheDudeThe mod already adds some of Cross' missing lines, like his Heat announcements and Rhino requests, as a side effect. They tend to be rare, though, because Cross competes with all other radio actors for those.
As for the other lines: That would require further reverse-engineering of how the speech file is structured and accessed by the game. I won't be able to do that anytime soon, I'm afraid.
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