The cops have gone crazy! Experience the average North American Police force here in Hyland Point!
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Reworked the Private Investigator system to spawn its own cop instead of randomly selecting existing -> Fixes a bunch of miscellanious bugs
Private investigator now tracks the times seen during investigation, times in proximity and times player spent in docks warehouse, evaluated every 5 sec
Fixed Private Investigator not adding Session Heat properly after the investigation concludes
Session Heat can now also be gained even if the player is not in the Docks Warehouse after the investigation concludes
Private Investigator spawns less often since now the spawning and following process is more consistent and reliable
Private Investigator eyes start glowing Yellow when halfway, Red when reaching close to triggering a Docks Raid -> Good indicator of Session Heat
Adjusted the Game Progression values and added new caps for Private investigator spawning threshold
Adjusted the Game Progression values and added new caps for Private investigator Curfew attention probability
Adjusted the Game Progression values and added new caps for New Customers Snitch Probability
Patched the Exit To Menu function to stop coroutines and clear the mod state to prevent errors when exiting the save.
Slightly decreased the threshold at which raids are evaluated
Docks Raids now spawns armed cops in the building and attack the player if they misbehave
Enhanced the cinematic visuals in Docks Raids
Fixed Bugs with Docks Raids starting and also event run
Removed the 30% chance requirement to trigger Docks Raids
Divided BuyBust, PI and Raid cops Avatar settings to their own functions
Fixed miscellanious bugs that would set officer travel destinations to Vector3.zero
Version v1.7.2
Modified WeedInvestigator function to account for the police officer vision -> Consuming in their vision will trigger bodysearch
Private Investigator now stores FootPatrolBehaviour groups and re-assigns them after state ends
Fixed Private Investigator Vision during curfew. Now disables Vision Cone totally (or enables it if rolls random chance)
Added a new Config value DocksRaids
Modified the Private Investigator to add Session Heat when the investigator sees player enter the Docks Warehouse and reduce Session Heat when the investigation ends.
Session Heat is cleared to 0 every time save is exited.
Added a new event that triggers a Raid in the Docks Warehouse (Triggered by Heat reaching 20 and player being in the warehouse and also having dispatch officers available)
Version v1.7.1
Added a new Config value Include Spawned
Added a new coroutine to refresh currently active officers and conditionally apply the mod preferred settings (override settings)
Changed every coroutine and patch that used to reference the officers static array to use a new point-in-time copy of either recently refreshed officers on scene or officers evaluated at scene start.
Tied the Crazy Cops coroutine range to game progression total earnings -> More earnings larger evaluation range
Wrapped the Investigation + Car Dispatch logic into its own coroutine and added safety checks to prevent dispatching from Police Station with 0 occupants
Fixed IL2Cpp version JSON config loading, now using correct Newtonsoft assembly and reverted back to previous config loading logic.
Added safety checks to prevent game objects or PoliceOfficer variables being null in evaluations
Removed safety check in Private investigator where the officer is forced to exit vehicle -> condition will never be met since active behaviour and assigned vehicle are caught earlier
Removed safety check in Crazy cops that would not take into evaluation cops with Vehicle behaviour -> Was previously needed but is now correctly handled by the function so removed.
Added fast sleeps into the SetOfficers function it was causing lag when ran periodically through Include Spawned feature
Fixed a bug in the DrugConsumed coro where the function would keep executing even if no officers nearby were picked for apprehending
Version v1.7.0
Added Customer Buy Busts -> When dealing based on customer relation rolls a chance to spawn a cop behind you that attempts to apprehend you with taser
Adjusted the game progression based thresholds and frequencies for Crazy cops and Nearby crazy cops to be harder
Added more levels to check against in Lethal Cop Range -> Bigger lifetime earning results in larger lethal cop range and caps at 1mil
IL2Cpp version has a temporary fix for json config loading until next update
Version v1.6.2
Adjusted difficulty curve for game progression slightly to be less harder for all events
Added a new patch for Sample consumption on new customers to call the police and snitch on you -> Dispatch a vehicle patrol to your location and start investigation.
Snitch Probability tied to game progression
Added checks for Lethal cops to not allow player being lethally targeted if officer is currently in a Checkpoint Behaviour.
Added support for all coroutines and patches to be disabled / enabled accordingly from config.json
Changed function logic that gives more crime charges to player
PI Evaluates attention at curfew time based on game progression -> Random roll chance might enable the attention during curfew and allow it to see player.
Adjusted Nearby Crazy Cop movement speed when traveling to player previous location from 7 -> 5
Version v1.6.1
Caches previous behaviours and parameters accordingly to allow other mods compatibilities
Added support for config.json settings to allow other mods compatibilities
Added checks to prevent Vehicle Patrols from glitching
Added fixes for other miscellanious bugs
PI vision changed to not "notice" player during curfew time
Version v1.6.0
PI Evaluates Crime status on player -> Undisquises and stops state
Fixed previously broken logic with on load complete
Added vision checks for alot of functions to make the cops more "forgiving" on pursuits
Further tied the game into progression to increment Random Range upper and lower boundaries -> Increase evaluation range the more money player makes
Fixed Player dying in Police Station -> Distance to Object must be atleast 25f (might be lowered on future updates)
Added Investigating behaviour to be evaluated in Crazy cops with 30% of occuring.
Version v1.5.2
Fixing melon loader logic and fixing bugs
Version v1.5.1
Fixing startup logic and fixing bugs
Version v1.5.0
Fixed Crazy cop movement not resetting after state ends
Fixed Nearby Crazy cop not Turning towards player before evaluating player visibility
PI Evaluation forces officer to end behaviour, exit buildings and cars -> warp random nearby mesh position on player location
Removed the PI Eye light glowing
Adjusted PI Threshold upper random range to be lower -> PI appointed atleast 3 times a day
NEEDS MELON LOADER ( BOTH ALTERNATE AND DEFAULT VERSIONS ARE NOW SUPPORTED! )
- Makes the cops more lethal by making them arrest you easily and conducting searches periodically - Cops now occasionally use lethal force if you approach them - Cops will occasionally appoint a disguised Private Investigator to monitor you ( See Wiki For More ) - Cops will now try to search for players smoking ganja and also apprehend the suspect - Cops will give you more crime charges if arrested - New customers will try to snitch on you resulting in cop events - When dealing to customers, they have a chance to be a part of a Buy Bust! - Police will on rare occasions destroy Growing Pots in the Docks Warehouse! ( See Wiki For More ) - Overall Cops difficulty is now tied to Game Progression ( See Wiki For More )
IMPORTANT! "alternate" or "alternate-beta" branch users download the NACopsV1-Mono "default" or "beta" branch users download the NACopsV1-IL2CPP
Installation Steps:
Install Melon Loader from a Trusted Source like https://melonwiki.xyz/
Manually download the correct .zip file and then unzip the file.
Copy the DLL file and NACops folder (with config.json) into the Mods folder and you are good to go
The mod supports overriding behaviours and variables to allow cross-compatibility with other mods. Configuration Steps:
Open the NACops Folder and it has a file called config.json
Open the config.json file, its contents by default are:
true: Uses the NACops mod settings on the officers and overrides any other mod settings
false: Uses the game default settings on the officers or other mods settings.
LethalCops:
true: Forces nearby cops to actively target you and lethally hunt you
false: Disabled
NearbyCrazyCops:
true: Forces nearby cops to actively find you and initiate body search
false: Disabled
CrazyCops:
true: Forces cops to try and initiate: Vehicle pursuits, Foot pursuits if visible or Initiate Investigations
false: Disabled
PrivateInvestigator:
true: Forces a nearby cop to transform into a Private Investigator that follows you
false: Disabled
WeedInvestigator:
true: Forces nearby cops to find you and body search when smoking product nearby
false: Disabled
CorruptCops:
true: Cops will give you false charges when the events run
false: Disabled
SnitchingSamples:
true: When you give Potential Customers samples they have a chance to Snitch on you -> Vehicle patrol + Investigation status
false: Disabled
BuyBusts:
true: When you deal customers product, based on the customer relationship this might trigger a Buy Bust, spawning a Cop behind you!
false: Disabled
DocksRaids:
true: If Private Investigator builds up enough Session Heat, the Police will come to destroy Growing Pots in the Docks Warehouse
false: Disabled
IncludeSpawned:
true: When the mod is running, tries to search for spawned / despawned cops. Only enable this feature if you use mods that spawn or despawn cops at runtime!
false: Default Disabled
Note: The config.json file will get created automatically in the Mods/NACops/config.json directory if missing.
Contribute, Build from Source or Verify Integrity -> GitHub
Finance the development or support my creations -> Ko-fi