UncleTyrone-PoliceResponseOverhaul_IL2CPP icon

PoliceResponseOverhaul IL2CPP

IL2CPP build. Host-authoritative police overhaul for Schedule I. Wanted stars, station backup, More Guns loadouts, body armor, Cartel Final Response.

Last updated 5 hours ago
Total downloads 17
Total rating 0 
Categories Mods IL2CPP
Dependency string UncleTyrone-PoliceResponseOverhaul_IL2CPP-1.1.4
Dependants 0 other packages depend on this package

This mod requires the following mods to function

LavaGang-MelonLoader-0.7.0 icon
LavaGang-MelonLoader

The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono

Preferred version: 0.7.0

README

Police Response Overhaul

Police Response Overhaul makes fighting the police in Schedule I more dynamic, dangerous, and unpredictable. Instead of the same small response every time, law enforcement escalates with the chaos you cause: extra native patrols on the street, a GTA-style wanted ladder, cruiser and foot backup, officer variety, and Cartel Final Responses as the daily body count climbs.

This is a full replacement for Even More Foot Patrols. Delete old DLLs before installing. Do not run them together.

Verify mod integrity and see changelogs at GitHub

Uninstall first

Delete these from your Mods folder before installing, or they will load twice / fight the officer pool:

  • EvenMoreFootPatrols-Mono.dll
  • EvenMoreFootPatrols-IL2CPP.dll

This mod's assemblies are PoliceResponseOverhaul-Mono.dll and PoliceResponseOverhaul-IL2CPP.dll.

Main Features

Body Armor – Adds a separate Body Armor listing at Thrifty Threads for $12,500 next to the normal Tactical Vest. Pick any vest color at the shop, equip it in Outerwear, and incoming damage drops by 50%. Only the Body Armor purchase (or overhaul armor) grants that reduction — the cheap vanilla vest does not. Armor is lost on death; the shop listing stays. Heavy police (elites, enforcers, SWAT, juggernauts, and anyone with a long gun) wear the vanilla tactical vest and take the same reduced damage. Street cops vest less often; mixed SWAT crews vest most of the time.

Ambient Law Presence – Uses Schedule I’s native patrol scheduler instead of cloning extra cops onto routes. Vanilla foot groups run 1–N officers (typically 1–2, up to 3 at night or high wanted level), with extra native foot loops, vehicle patrols, and night sentries. Law intensity rises with wanted stars so more of the city’s existing activities actually turn on. With More Guns installed, street / cloned patrols can roll custom weapons when AmbientMoreGuns is on (default).

Dynamic Police Reinforcements – Backup comes in waves about 12 seconds apart at low wanted (faster as stars climb, down to ~3.5s at 5★). Early waves prefer two cruisers when the concurrent cap allows, and car drops also send foot flankers. If the car cap is full, the wave converts to foot instead of being skipped. Default concurrent cap is two response cars (configurable 1–3). Mixed cruisers stay driver + passenger. Rifle, shotgun, Special Response, and juggernaut waves pack 3–4 if the car has seats and deploy as cars (not foot) when that is the intended personality. Cruisers leave from real station vehicle spawn points; empty cars are reclaimed so backup does not stall. After you wipe a wave, follow-up backup keeps coming without dumping every queued wave at once.

Smart Dispatch – Foot units are fine when you are close to the station (~100m). Farther away, or when you are in a vehicle, responses prefer cruisers. Nearby ambient street cops within ~80–120m can be drafted into the chase (a couple at a time) without replacing station response car waves. Local-alert radius and caps are configurable under PoliceResponseOverhaul_Tactics.

Ground Units – Pure foot personalities spawn 2–3 officers on their own. Car waves also bring 1–2 foot flankers so early fights feel thicker. If K9 Patrol is installed, dedicated K9 units arrive in a cruiser: the handler drives and the dog takes a passenger seat, stays inside, and is hidden while seated so the model does not poke through the roof. Foot sweeps can still pick up a dog on foot. Officers who already walk a K9 beat keep theirs.

Wanted Stars – Wanted level works like GTA: 0–5 white stars in the top-right. The 6th star stays hidden until you earn it; then all six turn gold (JuggernautsEnabled, default on). Solid while cops have you in a chase, flashing while they are searching, gone as soon as you lose the wanted level. Death or arrest clears that player immediately (about 25s of arrest grace so station cops do not cuff you again on spawn).

Wanted Ladder – Stars climb one tier at a time. Early stars come from the first couple of kills; 3★ and 4★ need two more kills at that level, 5★ needs three at 4★, and 6★ needs four at 5★. Dumping a pile of cops in a few seconds will not skip you to Special Response. K9, rifle teams, and shotgun teams show up through 1–4★. Hitting 5★ always sends Special Response (elite SWAT with smoke). Keep fighting at 5★ and you earn gold 6★ and a juggernaut squad.

Different Response Personalities – Waves roll cruiser (1–2 cars), foot sweep, K9, or SWAT. Rifle teams and shotgun teams are specialized enforcer crews (everyone has the same long gun). Special Response are elites who pick rifles or shotguns as a unit and toss smoke. Mixed cruiser crews still lean on pistols, but rifle, sniper, shotgun, and SMG each roll at the same base chance (~38%) when More Guns is installed.

Juggernaut Squad (6★) – Always a squad of 4. Minigun juggernauts (double health, armor, heavier look) replace the rifle escorts as you kill them: 1 minigun + 3 rifles, then 2+2, 3+1, then 4 miniguns. When all four are juggernauts, one carries an RPG and holds outside blast range. They toss smoke like Special Response. Without More Guns they fall back to shotgun. Toggle with JuggernautsEnabled.

Officer Variety – Officers roll Rookie, Veteran, Marksman, or Enforcer, changing health, movement, and loadout. Enforcers on mixed crews often carry the vanilla pump shotgun or an SMG.

Armed Police – Mixed responses roll long guns in order: rifle → sniper → shotgun → SMG → pistol (each class about 38% when its turn comes, with higher odds on tactical waves and Enforcers). Dedicated SWAT rifle or shotgun crews ignore those odds. More Guns supplies AK-47s, snipers, SMGs, rare miniguns on elites, and an RPG on the final juggernaut wave. Without it, officers stay on vanilla pistols and pump shotguns. Officers hold long guns with proper two-handed grips (SMG uses a compact two-hand pistol grip). Pickpocketing shows the real loadout and matching mag / shells — not a leftover M1911.

Combat Stance – Vanilla pursuit walks everyone in to half a meter. Response cops fight at closer gun range instead: pistols / shotguns about 3.5m ideal, SMGs about 4m, rifles / heavies about 5.5m, RPGs about 6.5m, snipers about 7.5m (all configurable). If you push inside their ideal range they hold ground instead of constantly backing off. Arrest range defaults to vanilla 2.75m for any pursuing officer (CuffRange). Stand-off distances, shoot ranges, shot intervals, and local-alert settings live under PoliceResponseOverhaul_Tactics.

Smoke – Schedule I has no throwable grenades, so Special Response (5★, and some 4★ waves) and juggernauts toss a visual smoke cloud toward you. First toss is a few seconds after they spawn if you are in mid range.

Elite Officers – Rare elites can appear with much higher health and heavier loadouts. Special Response and 5★ manhunts raise that chance. Juggernauts are the guaranteed heavy minigun units at 6★.

Delayed Backup – From 1★, kills often queue a follow-up wave a few seconds later (DelayedWaveChance, default 65%). Rarer late waves can still show after things look calm. At 5★ those extras are still Special Response; at 6★ they are still juggernauts.

Final Response / Cartel Squads – Every 10 police kills through 50, increasingly powerful Cartel goons are sent after you. They hunt aggressively, scale in health, drop cash, and the lead goon resists knockdown so they do not ragdoll-loop.

Solo Scaling – Alone, each Final Response sends one Cartel goon.

Co-op Scaling – With multiple players, Final Responses scale 2 → 2 → 3 → 4 → 5 as you approach 50 police kills.

Persistent Cartel Pursuit – Final Response enemies keep hunting instead of giving up as soon as you move away.

Police Recycling & Response Management – Native officers and vehicles are leased, revived, and returned to the station pool so large fights can repeat without endlessly creating new NPCs. Empty response cars and stranded pool vehicles are reclaimed carefully so seated officers (who are hidden while riding) are not treated as dead and despawned mid-chase. Concurrent cap and station garage stay usable.

Stuck Officer Recovery – Recovers officers who fail to exit vehicles, passengers left behind, and cops trapped in flipped cruisers, and clears leftover sirens on pool cars.

50-Kill Daily Escalation – The cycle builds toward a 50-police-kill day, culminating in the strongest Final Response. Streaks reset on arrest or death; the daily count lasts until day rollover. That ladder is only for Cartel squads — police backup does not wait for 50 kills.

Vanilla World Hooks – At 2★+, civilians radio backup faster and body searches get a bit harsher. At 4★+ cops can go Lethal. Responses can fire police chatter. Wanted HUD is on by default. Optional hard curfew is off by default.

Compatibility

Fully co-op compatible. Wanted level, dispatch, loadouts, and Final Responses are host/server-authoritative so everyone running the mod sees the same encounters instead of each client spawning their own police. Backup hunts the player who is actually wanted, not always the host. Clients still need the mod for armor, More Guns meshes, and the wanted HUD.

Compatible with Schedule I v0.4.6f13 (MelonLoader 0.7.x, Mono and IL2CPP).

Uses native police, Cartel NPCs, vehicles, and networking wherever possible rather than custom cloned NPC meshes.

Optional: More Guns Fork by Voidane for AK-47, SMG, sniper, minigun, and RPG loadouts (including 6★ juggernauts and ambient street rolls). Without it, officers use vanilla pistols and pump shotguns.

Optional: K9 Patrol by DropDaDeuce. If it is in your Mods folder, K9 response units bring a dog. The dog takes a vehicle seat, stays inside with the handler, and is hidden while seated. Without it, this mod does not change.

Optional: SteamNetworkLib by ifBars. If it is installed, the host publishes each player’s wanted stars to Steam lobby data. Each client draws their own stars (solid while chased, flashing while searched, gold at 6★). This mod does not pump Steam P2P, so it will not starve K9 Patrol's net channel. Without SteamNetworkLib, FishNet still replicates pursuits and cars; clients still hide stars when they are not wanted.

Config

MelonPreferences categories PoliceResponseOverhaul_* cover toggles, chances, armor price, response caps, and combat tactics. Key response defaults: WaveGapSeconds 12, DelayedWaveChance 0.65, MaxConcurrentResponseCars 2 (1–3). Mixed-crew rifle / sniper / shotgun / SMG chances default to 0.38. Street patrols can roll More Guns via AmbientMoreGuns (default on). Combat stand-off, cuff range, shot intervals, and local-alert radius live under PoliceResponseOverhaul_Tactics. Juggernauts are JuggernautsEnabled under the wanted-level section.

Routes live at UserData/PoliceResponseOverhaul/routes.json (created on first launch). The default file is empty lists:

{
  "extraFootPatrols": [],
  "extraVehiclePatrols": [],
  "extraSentries": []
}

Leave it like that if you only want cloned vanilla loops (CloneVanillaFootPatrols, default on). To add custom walking, cruiser, or sentry routes, see the routes.json guide. Press F6 in game to capture waypoint coordinates.

Host console prefix overhaul:

  • overhaul wanted — print stars / daily kills / streak (heat still works)
  • overhaul reset — clear wanted stars
  • overhaul stars 3 — set 0–6 stars and send a response
  • overhaul alert / surge / panic / manhunt / juggernaut — 1★ / 3★ / 4★ / 5★ Special Response / 6★ juggernaut squad
  • overhaul dispatch — spawn one backup wave
  • overhaul final — spawn Cartel Final Response
  • overhaul armor — give local player body armor

Credits

  • UncleTyrone
  • Optional rifle / SMG / sniper / minigun / RPG pool: More Guns Fork by Voidane
  • Optional K9 dogs (car seat or foot): K9 Patrol by DropDaDeuce
  • Optional Steam lobby wanted-level sync: SteamNetworkLib by ifBars

Rescheduled Collection

Come see what all the fuss is about and try out my collection Rescheduled!

Rescheduled Discord

Check out the Discord for extended changelogs and a welcoming community. Feel free to stop in if you need any assistance.

Ko-fi