Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
PoliceResponseOverhaul IL2CPP
IL2CPP build. Host-authoritative police overhaul for Schedule I. Wanted stars, station backup, More Guns loadouts, body armor, Cartel Final Response.
CHANGELOG
Changelog
1.1.6
Stability
- Fixed spam of
NPC.GetAndValidateReferencesNullReferenceExceptions when ambient extras staffed: no longerInstantiatelive PoliceOfficers (broken under Il2Cpp/FishNet). Extra foot routes are staffed from the existing officer pool instead.
1.1.5
Stability
- Fixed the ~15–20s post-load freeze: ambient foot-route cloning no longer runs all at once when the Harmony patch gate opens. Extras inject is deferred and spreads one route clone per frame.
1.1.4
Stability
- Fixed the real mid-load CLR crash path: ambient patrol inject / street loadouts / shop inject can no longer run while Harmony is still applying patch classes. A patch gate stays closed until every class is bound and a settle delay finishes, then opens with
Harmony patch gate open. - Staggered PRO Harmony after MoreGuns so both mods are not installing detours at the same time.
- Kept batched one-class-per-frame apply; removed
PrepareMethodwarmup (it could force the same MonoModCompileMethodHookfatal).
Build
- Version number lives in a single
version.txt(MelonInfo, assembly, Nexus/Thunderstore zips). build.batdeploys the IL2CPP DLL toBuilds\Public\Modsand the Mono DLL toBuilds\Alternate\Mods.- Separate Thunderstore IL2CPP / Mono packages via
build.bat.
1.1.3
Stability
- Fixed intermittent Fatal CLR
0x80131506(MonoMod CompileMethodHook) when loading a save: Harmony is no longer applied during Main/save deserialize. Patches wait forPlayer_Local+ settle time, then apply one class per frame (batched), staggered after MoreGuns.
1.1.2
More Guns integration
- Cloned / ambient street patrols can roll More Guns loadouts (
AmbientMoreGuns, default on). - Pickpocketing shows the real loadout (not an M1911) and the matching mag / shotgun shells.
- Fixed officers briefly holding two guns (e.g. sniper + shotgun / minigun swaps).
- Police custom guns shoot again; tracers work with More Guns weapons.
- Long-gun hold poses match the player (SMG uses the compact two-hand grip).
Response vehicles & waves
- Fixed invisible cruisers, teleporting / instant hop-outs, cars stuck in the ground, and station-gate collisions.
- Rifle / Special / similar waves spawn as cars again instead of wrongly converting to foot.
- Reinforcements arrive more often on early waves without dumping tons of waves while you’re still fighting.
- After you clear a wave, backup keeps coming instead of going quiet.
- Reduced car stacking / cars driving through each other.
- Fixed response cars despawning mid-chase (seated “invisible” officers were treated as dead and reclaimed).
- Fixed IL2CPP crash from
Mathf.Max(int[])during response upgrades. - Distance-aware dispatch: foot OK near the station (~100m); farther / vehicle pursuits prefer cars.
- Nearby ambient cops can join a chase locally — they no longer replace station response car waves.
Combat tactics
- Closer engagement ranges; cops hold ground when you push in instead of constantly backing off.
- Arrest range defaults to vanilla 2.75m (still configurable).
- New MelonPreferences section
[PoliceResponseOverhaul_Tactics]: cuff range, hold-ground, ideal/min/max use ranges, shot intervals, local-alert radius/caps.
K9 / Cartel / stability
- K9 dogs are hidden while seated in patrol cars (no head poking through the roof).
- Cartel Final Response spawning restored.
- Reduced hitching when killing cops / deploying waves.
Docs
- Config / feature docs updated for tactics, ambient More Guns, and response behavior.