NFSMW Bartender: Extra Pursuit Options by oldmanjenkins

Category: Scripts | Game: Need for Speed: Most Wanted


NFSMW Bartender: Extra Pursuit Options





You might need to whitelist newer versions of Bartender's .asi file in your antivirus software!
If you update from a version older than v3.03.00, replace all old configuration (.ini) files!


Bartender adds new customisation options to pursuits. These options come in two feature sets:

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)
  • at what time interval you gain passive bounty,
  • whether the cops can start non-player pursuits,
  • the maximum combo-bounty multiplier for destroying cops quickly,
  • how quickly and below what distance from cops the red "BUSTED" bar fills,
  • how quickly the green "EVADE" bar fills once all cops have lost sight of you,
  • whether hiding spots make racers in "COOLDOWN" mode completely invisible to cops,
  • whether player-damaged cop vehicles are destroyed instantly if flipped over,
  • when exactly (if at all) cop vehicles are destroyed regardless of damage if flipped over,
  • when exactly (if at all) racer vehicles are reset if flipped over,
  • whether the Speedbreaker's vanilla recharging mechanics work in pursuits,
  • the Speedbreaker-charge gain / loss from destroying any cop vehicle,
  • which pursuit jurisdiction dispatch announces over radio after a Heat transition,
  • which of the enabled ground supports the cops can request in non-player pursuits,
  • the internal cooldown between non-Strategy roadblock requests,
  • the internal cooldown between Heavy / LeaderStrategy requests,
  • at what distance from racers roadblocks can spawn,
  • whether a successful roadblock spawn cancels the current cop formation,
  • when and to what extent (if at all) roadblock vehicles can join pursuits,
  • whether roadblock vehicles react to racers entering "COOLDOWN" mode,
  • whether roadblock vehicles react to racers hitting their spike strips,
  • 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)
  • which pursuit stats (e.g. pursuit length, bounty) the game also tracks in races;
  • the Speedbreaker-charge gain / loss from destroying a cop vehicle of a given type;
  • whether a given cop vehicle is affected by pursuit-breaker instakills of any kind;
  • which notification string the game displays whenever you destroy a given cop vehicle;
  • which radio callsigns and chatter a given cop vehicle can trigger in player pursuits;
  • under which conditions (if at all) a given cop vehicle shows 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 player 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 vehicles now always flash at the correct pace,
  • transitions to Heat levels > 5 now trigger their proper radio announcements,
  • the game no longer plays each Heat-level announcement just once per game launch,
  • the game now reads VltEd arrays correctly at each Blacklist rank and Heat level,
  • vehicles joining pursuits from roadblocks no longer ignore spawn limits for cops,
  • 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 shadows (like cars do) with incorrect placements,
  • the game is no longer inadvertently biased in how it chooses to make Strategy requests,
  • Heat levels > 5 are no longer reset back to 5 when you enter free-roam or start an event,
  • Heat levels > 5 are now shown correctly in menus (requires Binary for missing textures), and
  • racers can no longer get busted due to line-of-sight issues while their green "EVADE" bar fills.


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,
  • non-Strategy roadblock requests can no longer be stalled by HeavyStrategy 3 requests, and
  • HeavyStrategy 3 requests no longer become very rare at Heat levels with frequent roadblocks.






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 cops are to call out roadblocks / spikes 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 pursuit vehicles,
  • whether spawning decisions for traffic cars are independent of those for cops,
  • whether only chasing cops that have been destroyed can decrement the 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 racers,
  • 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 each player pursuit,
  • when exactly (if at all) the helicopter can respawn if it runs out of fuel,
  • when exactly (if at all) the helicopter can respawn if it gets wrecked,
  • when exactly (if at all) the helicopter can respawn if it loses you,
  • when exactly (if at all) the helicopter can rejoin instead if it loses you,
  • when exactly (if at all) the helicopter can run out of fuel after each (re)spawn,
  • how far away the helicopter spawns to chase the pursuit target,
  • how far away the helicopter spawns to search for the pursuit target,
  • 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 racer speed HeavyStrategy 3 vehicles cancel their ramming attempts early,
  • how many vehicles can spawn through each successful HeavyStrategy 3 request,
  • whether HeavyStrategy 3 vehicles 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 game can request a new LeaderStrategy once Cross is gone,
  • when exactly (if at all) the game can request a new Strategy while another is still active,
  • whether racer Heat increases passively over time in pursuits,
  • the Heat gain / loss from cop and roadblock deployments,
  • the Heat gain / loss from destroying any cop vehicle,
  • the Heat gain / loss from colliding with another vehicle,
  • the Heat gain / loss from assaulting a cop vehicle, and
  • the Heat gain / loss from generic property damage.


The "Advanced" feature set also lets you change (in general)
  • the Heat gain / loss from destroying a cop vehicle of a given type,
  • what combination and arrangement of parts makes up a given roadblock setup,
  • how likely each roadblock setup is to spawn with vertically mirrored parts instead, and
  • which non-chasing cops are also tracked by the engagement count shown above the pursuit board.


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 callling 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 game from making new requests,
  • the engagement count above the pursuit board now always tracks relevant cops accurately, and
  • the pathfinding of new cop vehicles no longer breaks whenever a race pursuit moves to free-roam.


The "Advanced" feature set can fix four more bugs / issues, depending on its configuration:
  • the game no longer fails to use four of its vanilla roadblock setups in pursuits,
  • the helicopter can no longer waste its spawn attempts by losing you nearly instantly,
  • HeavyStrategy 3 vehicles 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 / frequent roadblocks.






What changed in each version?



v1.00.00: Initial release

(for versions in-between, see Bartender's "APPENDIX.txt" file)

 3.01.00: Restored a helicopter callout, expanded roadblock features, and revised some files
      01: Simplified internals and ensured compatibility with "OpenLimitAdjuster" mod

   02.00: Added Speedbreaker features, more vanilla fixes, and revised Heat-change features
      01: Made minor optimisations, simplified roadblock editor, and revised documentation

   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








Comments


oldmanjenkins (October 22, 2025 @ 12:26)
@ATS

I had a look at the code: The game only allows one non-player pursuit at any given time.

I could remove that check, but I suspect it might make the game unstable. Without lots of further testing, I cannot ensure this wouldn't cause weird, unpredictable behaviour elsewhere. Off the top of my head, I can think of half a dozen potential pitfalls that could cause the game to go nuts if I removed this limitation.

For the time being, I'd much rather leave it untouched, sorry.

ATS (October 21, 2025 @ 17:16)
I wanted to ask something: I noticed that during race pursuits, cops seem to only chase the player and one AI opponent while ignoring the rest. Once that AI opponent gets busted, the cops then pick another single AI opponent to chase. Do you think you could remove that limit so the cops can target and chase multiple AI opponents at the same time? I think a "Fair Cop" mod would be fun to play.

Rosewood2025 (September 29, 2025 @ 01:58)
@oldmanjenkins
Thank you for your reply! It works! Actually I wanted an .asi mod because it is compatible with the old-fashioned modloader. The majority of my mods simply not work once I use NFS-VltEd. Looks like I'll have to keep up with the times

oldmanjenkins (September 28, 2025 @ 17:27)
@Rosewoord2025

Everything you are asking for is already achievable with NFS-VltEd alone:
  • to make a cop indestructible, give it a "HIT_POINTS" value of 0 in its "damagespecs" node; and
  • to make a cop faster, edit "MAXIMUM_AI_SPEED" and "AccelerationMultiplier" in its "aivehicle" node.


Just make those changes for whichever cops you want. No need for an .asi mod.

Rosewood2025 (September 28, 2025 @ 12:48)
Second, would it be possible to remove the speed limit of police cars, enabling them to reach 400km/h or even 500 (especially for Cross and his henchmen)? That would also make the pursuit even more challenging and playable.
Anyway thanks again for creating this amazing mod!


Uploaded on June 15, 2025 at 01:05:53.
Last updated on April 06, 2026 at 23:55:54.

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