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!
Whenever you update Bartender, remember to replace all old .ini files along with the .asi itself!

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

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,
  • 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 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,
  • which 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,
  • when exactly (if at all) and below what distance roadblock vehicles can join pursuits,
  • whether roadblock vehicles react to racers entering "COOLDOWN" mode and / or hitting spikes,
  • how 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, and
  • which vehicles spawn in place of Cross and his henchmen through LeaderStrategy 5 / 7.


The "Basic" feature set also lets you change (in general)
  • 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; and
  • the selection, order, and length of interactive themes that play during player pursuits.


The "Basic" feature set fixes six bugs / issues:
  • the helicopter mini-map icon is now always visible whenever a helicopter is active,
  • helicopters no longer cast static shadows (like cars do) with incorrect placements,
  • the game is no longer incorrectly 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
  • you can no longer get busted due to line-of-sight issues while the green "EVADE" bar fills.






What does the "Advanced" feature set do?



The "Advanced" feature set lets you change (per Heat level)
  • how many chasing cops can (re)spawn without backup once a wave of reinforcements is exhausted,
  • the global cop-spawn limit for how many chasing cops in total may be active at any given time,
  • whether spawning decisions for chasing cops are independent of all other pursuit vehicles,
  • when exactly (if at all) and how many chasing cops from other Heat levels can flee the pursuit,
  • which vehicles (any amount, with counts and chances) may spawn to chase and search for racers,
  • which vehicles (same liberties as above) may spawn in non-Strategy roadblocks,
  • which vehicles (ditto) may spawn as pre-generated cops in scripted events,
  • which vehicles (without counts) may 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 rejoin the pursuit early if it loses you,
  • when exactly (if at all) the helicopter can run out of fuel after each (re)spawn,
  • the internal cooldown between the helicopter's ramming attempts through HeliStrategy 2,
  • below what racer speed HeavyStrategy 3 spawns cancel their ramming attempts early,
  • when exactly (if at all) LeaderStrategy Cross and / or his henchmen become aggressive,
  • when exactly (if at all) the game can request a new LeaderStrategy once Cross is gone, and
  • when exactly (if at all) the game can request a new Strategy while another is still active.


The "Advanced" feature set fixes three bugs / issues:
  • non-Strategy roadblock and Heavy / LeaderStrategy requests are no longer disabled in races,
  • early Strategy despawns or cancellations no longer stall the game from making new requests, and
  • the engagement count shown above the pursuit board now (accurately) counts chasing cops only.






What changed in each version?



v1.00.00: Initial release

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

   18.00: Simplified interactive-music feature and added support for independent "Chasers" spawns

 2.00.00: Overhauled most mod internals and expanded some helicopter-related features
     01: Made a few minor phrasing adjustments in README and some usage comments
     02: Streamlined and slightly improved a few mod internals further
     03: More work on mod internals and the interactive-music feature
     04: Rephrased README and a few outdated usage comments
     05: Yet more README and usage-comment changes

   01.00: Overhauled the non-player pursuit customisation and the interactive-music features
     01: Corrected a few minor oversights in "Cosmetic.ini" configuration file
     02: Further improved documentation and code for Strategy features






Comments


oldmanjenkins (August 21, 2025 @ 15:26)
To everyone who is considering using or updating Bartender:

Please update to v1.14.03 (or newer) if you are using any of the previous v1.14 releases. These previous releases introduced a bug that would slow down cop spawns over time, which v1.14.03 (and newer) should fix.

I apologise for the inconvenience.

oldmanjenkins (August 20, 2025 @ 17:21)
@Shiro1889

No, you can't. The mod is hard-coded to prevent it because the game was, on a code-level, built to handle only a single proper helicopter at any given time. You'd get really weird and unstable behaviour if you tried.

Shiro1889 (August 20, 2025 @ 16:38)
Can i spawn 2 choppers ?

oldmanjenkins (August 18, 2025 @ 20:20)
To everyone who is considering using or updating Bartender:

Starting with v1.14.00, you might have to whitelist Bartender's .asi file in your antivirus (AV) software. AI-"based" AVs such as Windows Defender and McAfee are common offenders. The code's on GitHub.

I will no longer attempt to avoid the false flagging of Bartender's .asi file. Frankly, I have better things to do than to fruitlessly shadowbox with the hallucinations of antivirus AIs.

I apologise for the terrible user experience this causes.

oldmanjenkins (August 03, 2025 @ 22:43)
To everyone who is considering using or updating Bartender:

Please skip v1.12.00, as it gets (falsely) flagged as a virus by Windows Defender and some other AVs.

v1.12.01 should run without issues again, but do let me know if it doesn't.


Uploaded on June 15, 2025 at 01:05:53.
Last updated on October 27, 2025 at 01:55:57.

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