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 at what distances from cops the red "BUSTED" bar fills,
  • how quickly the green "EVADE" bar fills once all cops have lost sight of you,
  • when exactly (if at all) cops are destroyed if flipped over,
  • when exactly (if at all) racer vehicles are reset if flipped over,
  • when exactly (if at all) interactive music can transition to another track,
  • whether cops in non-player pursuits can request ground supports,
  • the internal cooldown for non-Strategy roadblock requests,
  • the internal cooldown for Strategy requests,
  • when exactly and at what distances (if at all) roadblock cops can join the pursuit,
  • how HeavyStrategy 3 requests interact with non-Strategy roadblock requests,
  • what vehicles spawn through HeavyStrategy 3 (the ramming SUVs),
  • what vehicles spawn through HeavyStrategy 4 (the roadblock SUVs), and
  • what vehicles spawn through LeaderStrategy 5 / 7 (Cross and his henchmen).


The "Basic" feature set also lets you change (in general)
  • which strings the game shows whenever cop vehicles are destroyed,
  • which radio callsigns and chatter cop vehicles can trigger, and
  • the selection (and order) of interactive music tracks in pursuits.


The "Basic" feature set fixes six bugs / issues:
  • helicopter mini-map icons are 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 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 "EVADE" bar fills.






What does the "Advanced" feature set do?



The "Advanced" feature set lets you change (per Heat level)
  • how many cops can (re)spawn without backup once a wave of reinforcements is exhausted,
  • the global cop-spawn limit for how many cops in total may chase you at any given time,
  • how quickly (if at all) cops flee a pursuit if they don't belong to the Heat level,
  • what vehicles (any amount, with counts and chances) may spawn to chase and search for you,
  • what vehicles (same liberties as above) may spawn in non-Strategy roadblocks,
  • what vehicles (ditto) may spawn as pre-generated cops in scripted events,
  • what vehicles (without counts) may spawn as free patrols outside pursuits,
  • what vehicle spawns in place of the regular helicopter,
  • when exactly (if at all) the helicopter can (de / re)spawn,
  • how much earlier (if at all) the helicopter rejoins the pursuit when it loses you,
  • the internal cooldown for the helicopter's ramming attempts through HeliStrategy 2,
  • the player-speed threshold for HeavyStrategy 3 spawns to stop their ramming attempts,
  • 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 blocked 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)

   15.00: Added fix for vanilla bug of active roadblocks blocking new HeavyStrategy 3 requests

   16.00: Added many more features and basically overhauled most of the mod's existing ones
     01: Added missing fix for Cross' priority-mode check in race pursuits
     02: Simplified and optimised a few common assembly functions
     03: Fixed rare issue of fewer traffic cars than usual spawning in pursuits
     04: Improved mod compatibility by making features in "Cosmetic.ini" separately disableable
     05: Corrected outdated references to now-renamed parameter groups in some usage comments

   17.00: Added feature to customise car-resetting behaviour for flipped racers
     01: Corrected some internal default values for various parameter groups






Comments


Sus (June 30, 2025 @ 19:05)
Nice mod man i always wanted to use more than 3 cars on the heat levels just question ¿is possible restore some things like the heat 6-10 chatter or the 2 helicopers in a chase?

shturman (June 20, 2025 @ 19:57)
thank you very much for the explanation, i was only confused since the "format" section in the file was a bit hard to follow but this explanation works perfectly!

oldmanjenkins (June 20, 2025 @ 17:44)
@shturman

You are being a little vague on what exactly you are not understanding about the timers, but I'll try:

heatXY = minSpawnDelay, maxSpawnDelay, minDespawnDelay, maxDespawnDelay, minRespawnDelay, maxRespawnDelay

The first spawn timer is a random value between "minSpawnDelay" and "maxSpawnDelay".
The despawn timers are random values between "minDespawnDelay" and "maxDespawnDelay".
The respawn timers are random values between "minRespawnDelay" and "maxRespawnDelay".

shturman (June 20, 2025 @ 16:13)
Would you be able to update or better explain the helicopter values in helicopter.ini? Not every value in the helicopter timer section is explained.

oldmanjenkins (June 19, 2025 @ 00:56)
@carlangasnake

No, using the mod in Carbon will crash the game. Carbon and Most Wanted .asi mods are mutually incompatible unless they are designed to recognise which game they're attached to (this one isn't).

It should be possible to port most features of this mod to Carbon, but I have no plans of doing so. If anyone else wants to do it, this mod's code is freely available on GitHub with expressly liberal licensing (see description).


Uploaded on June 15, 2025 at 01:05:53.
Last updated on September 16, 2025 at 19:58:55.

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