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NightOwl-No_Enforcer_Footprints-1.1.1 icon

No Enforcer Footprints

This mod removes the enforcers' footprints from crime scenes.

Date uploaded a week ago
Version 1.1.1
Download link NightOwl-No_Enforcer_Footprints-1.1.1.zip
Downloads 14
Dependency string NightOwl-No_Enforcer_Footprints-1.1.1

This mod requires the following mods to function

BepInEx-BepInExPack_IL2CPP-6.0.755 icon
BepInEx-BepInExPack_IL2CPP

BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.

Preferred version: 6.0.755

README

No Enforcer Footprints

This mod removes the enforcers' footprints from crime scenes.

Overview

I always felt that footprints at crime scenes were unreliable because the enforcers' footprints were all over the place. At a real crime scene, more care goes into preserving fingerprints and footprints before the rest of the officers are allowed to tamper with it. Why not in this game too?

No More Footprints

This mod removes all enforcer footprints in the game in real time. Sometimes the murderer is an enforcer as their day job. In that case, their footprints are not removed.

Configuration

BepInEx\config\CalebScott.NoEnforcerFootprints.cfg, created on first launch. Every value is read live, so toggling one takes effect without relaunching the game.

Section Key Default Meaning
General Enabled true Master switch
BlockNewFootprints true Stop enforcers laying new prints
ExemptCurrentMurderer true The active case's murderer keeps prints even if an enforcer
Cleanup PurgeExistingFootprints true Delete enforcer prints already in the save
PurgeIntervalSeconds 5 Tick cadence, clamped to 1 or more
TailScanSize 2000 Newest entries checked every tick
FullPassSliceSize 4000 Older entries checked per tick during a rolling walk
FullPassIntervalSeconds 600 Gap between full walks once one comes back clean
MaxRemovalsPerSweep 250 Per-tick removal cap, so a backlog drains over several ticks
Debug VerboseLogging false Log every blocked print and per-room strip

If you only want new enforcer prints blocked and would rather leave the ones already in your save alone, set Cleanup/PurgeExistingFootprints = false.

Compatibility

  • Needs BepInEx IL2CPP (the Thunderstore BepInExPack_IL2CPP). No other dependencies.
  • Built and tested against Shadows of Doubt Steam build 22889384.
  • Safe to add to and remove from an existing save. Prints it has already deleted don't come back.
  • Footprints you have already scanned into evidence are left alone.
  • The save cleanup never walks the whole footprint list on one frame — it works in small bounded slices and stands down once your save is clean, so it should not cost you frames.
  • Enforcer status is cached per citizen. It's job-derived and doesn't change in practice, but a citizen who changed jobs mid-session would be judged on their old job until the next restart.

Feedback

Found a bug, or got an idea for what this should do next? There's a short form for it:

Submit feedback

CHANGELOG

Changelog

1.1.2

  • The feedback link moved to the top of the store page, with a note asking for a thumbs up if you're enjoying the mod. No gameplay changes.

1.1.1

  • Added a feedback form link to the bottom of the store page. No gameplay changes.

1.1.0

  • Cleanup pass is amortized instead of walking the whole world footprint list on one frame: a 2,000-entry tail scan every tick plus one 4,000-entry slice of a rolling backlog walk, with the walk standing down once it comes back clean.
  • Added leak diagnostics. Anything the next tail scan finds was created after the block was active, which is reported as a LEAK warning with the humans involved and a diagnosis.
  • Removals are capped per tick, so a large backlog drains over several ticks rather than in a spike.

1.0.0

First release. Enforcers never leave footprints, and enforcer prints already in the save are removed. The active case's murderer is exempt so an enforcer killer's case stays solvable.