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 (July 25, 2025 @ 21:36)
@kaos83

I'm not sure. I'd have to look at MWfixes' code, but afaik it only intercepts a few specific function calls that Bartender does not modify directly.

I suggest you just try it out. If it doesn't crash, it should be fine otherwise.

kaos83 (July 25, 2025 @ 16:07)
another question
is it compatible with MWfixes?
you said it's not compatible with pursuit related mods but MWfixes is a pursuit related mod
so is it compatible with it?

kaos83 (July 24, 2025 @ 09:52)
great cuz i'm only downloading this for the fixes
i don't intend on changing anything
i'm glad you updated it

oldmanjenkins (July 24, 2025 @ 06:03)
Quick note to everyone who is following the comments:

I've since implemented a fix for the vanilla issue of Heat levels > 5 resetting back to 5 whenever you leave the safehouse. You can now use Heat levels > 5 in Career mode without the hassle of your progress being undone.

I've also updated the configuration files for the "Advanced" feature set to use the game's vanilla values (i.e. spawn timers and tables). That should give you a more sensible starting point for making your own spawn table(s).

oldmanjenkins (July 23, 2025 @ 18:18)
@kaos83

Partially, yes: The parameters for the "Basic" feature are all set to the game's vanilla values by default. The files for the "Advanced" feature set (i.e. the custom spawn timers and tables), however, contain placeholders instead because there is no reason to use that set unless you want custom spawn tables anyways.

If you do not care about the "Advanced" feature set, you can disable it by deleting its configuration files.


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

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