The Inspector Overhaul Mod
Play the city as a licensed inspector: legal immunity, civilians who surrender instead of fighting back, a permanent 9-tool loadout, and your own office in city hall.
By NightOwl
| Date uploaded | a week ago |
| Version | 1.0.0 |
| Download link | NightOwl-The_Inspector_Overhaul_Mod-1.0.0.zip |
| Downloads | 11 |
| Dependency string | NightOwl-The_Inspector_Overhaul_Mod-1.0.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_IL2CPP
BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.
Preferred version: 6.0.755README
The Inspector - Overhaul Mod
Shadows of Doubt gives you a detective's job and a burglar's rulebook. This mod closes that gap: you carry a badge, the law treats you like it, you keep a real inspector's kit on your belt, and you get an office in city hall to work out of.
Four parts, each independently toggleable in the config.
Legal immunity
You stop being a criminal for doing your job. Trespassing, breaking and entering, assault, theft, tampering and vandalism no longer flag you, and security cameras and sentry turrets never target, investigate or gather evidence on you.
Civilian reactions
Nobody brawls with an inspector. Anyone you strike surrenders and stays down until you walk away instead of fighting back, and witnesses nearby won't jump in — a share of them flee, the rest just watch. When you make an arrest, civilians in the area turn and gawk at you until you leave.
A murderer caught actively committing a murder is exempt by default and still fights or runs, so the dangerous moment in a case stays dangerous.
The inspector's kit
Your inventory becomes a permanent 9-tool loadout plus a free row for everything else.
Locked row — Truncheon 1, Fists 2, Print Scanner 3, Codebreaker 4, Revolver 5,
Camera 6, Door Wedge 7, Handcuffs 8, Cigarettes 9, and 0 to stow what you're holding.
These can't be dropped or lost, and the consumable ones (cigarettes, door wedge, codebreaker) refill
the instant you use them.
Free row — 6 slots by default (vanilla is 4) for ordinary pickups and purchases.
Your office in city hall
The first room off the city hall entrance is converted into "Inspector <your name>'s Office". The previous occupant's furniture and personal effects are cleared out, a desk goes in facing the door with a working government-database computer on it, and the room is registered with the game's own decorating system — so you can redecorate it and buy furniture for it exactly like your apartment. The map, the door and the phone book all learn the new name.
Prefer "Detective"? Set Office/Title and every piece of text this mod generates follows.
Configuration
BepInEx\config\CalebScott.TheInspector.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 |
Legal-status and security-system immunity |
CivilianReactions |
Enabled |
true |
Surrender-instead-of-fight, gawking, no bystander attacks |
BystanderFleeChance |
0.3 |
Share of witnesses who flee rather than watch | |
RedHandedMurderException |
true |
A murderer caught mid-murder keeps vanilla behaviour | |
SurrenderReleaseDistance |
10 |
How far you walk before a surrendered NPC gets up | |
GawkRadius |
15 |
Radius of civilians who turn to watch an arrest | |
GawkReleaseDistance |
20 |
How far you walk before they go back to normal | |
Inventory |
Enabled |
true |
The 9-tool locked row and resized free row |
InfiniteUseEnabled |
true |
Locked tools can't be dropped, consumables refill | |
ModularSlotCount |
6 |
Free slots (vanilla is 4) | |
SwapInventoryRows |
true |
Draw the free row above the locked row | |
Office |
Enabled |
true |
The city hall office conversion |
Title |
Inspector |
Inspector or Detective |
|
DryRun |
false |
Pick and log the office room but change nothing | |
RoomIdOverride |
-1 |
Force a specific room by ID instead of auto-detecting |
Office has ~25 further keys covering room detection, desk placement and naming — each one is
documented in the generated config file itself.
If the office lands in the wrong room
The mod auto-detects city hall and the first room off its entrance, and refuses outright to convert a lobby, corridor, bathroom or stairwell. If it still picks badly:
- Set
Office/DryRun = trueand load a save. Nothing is modified. - Open
BepInEx\LogOutput.log— every building preset, every city hall room with its ID and current name, and every candidate desk preset is listed there. - Set
Office/RoomIdOverrideto the room ID you want (orOffice/OfficeRoomNameContainsto a fragment of its name), setDryRunback tofalse, and reload.
Compatibility
- Needs BepInEx IL2CPP (the Thunderstore
BepInExPack_IL2CPP). No other dependencies. - Built and tested against Shadows of Doubt Steam build 22889384.
- Expect conflicts with other mods that rewrite inventory slots, player illegal status, or city hall room contents.
- Safe to add to an existing save. Removing it mid-save leaves the office room converted — the furniture stays where it is, it just stops being maintained.
CHANGELOG
Changelog
1.1.1
Clearer instructions for the windows added in 1.1.0. No gameplay changes.
You must save your game and load that save before the windows appear. 1.1.0 said this was only needed on an existing save and that a new game would simply have them. That was wrong - it is needed every time, including on a brand new city. The game only builds a room's walls when it loads that room from a save, so the windows cannot show up in the same session that adds them, and leaving the office and coming back will not do it either.
So: start or load your game, save it, load that save, and go and look at your office.
- Also fixed the section list in the log printing the same position for every section of an office whose back wall runs north to south, which made placing windows by hand impossible in those cities.
1.1.0
Your office now has windows. Three of them, cut into the back wall you face as you walk in, looking out onto the street. Choose frosted glass for the classic private-office look, or clear glass to watch the alley. Junk piled up outside is cleared away so you can actually see out.
Please read this before updating an existing save.
This is the first thing this mod changes about the building rather than the things standing inside it, so a couple of warnings are in order:
- It will move or remove decorations on that back wall. If you have hung anything there, or put
furniture against it, expect to have to put it back. Take a backup save first if that would annoy
you. Saves live in
%USERPROFILE%\AppData\LocalLow\ColePowered Games\Shadows of Doubt\Save. - On an existing save the windows will not appear straight away. The game builds rooms when it loads them, so you need to save your game once after updating and then load that save. New games are unaffected and will simply have the windows.
- A little street clutter outside your office is deleted - bins, rubble, that sort of thing - so it is not sitting in your view. Nothing you placed yourself is touched.
Don't want any of it? Set Windows = false in the config and the office stays exactly as it was.
If windows have already been cut and you want them gone, set RestoreWalls = true instead, which
puts the wall back and then switches itself off.
1.0.8
Bug fixes. The mod was setting itself up on the main menu instead of waiting for your game to start, which caused all of these.
- Your inventory tools no longer come up missing on a new game.
- Fixed the second computer floating above the one on your office desk. If your save already has two, the spare is removed when you load it.
- Starting a new game on a city you have played before no longer breaks the office.
- Starting a second game without closing the game first now sets the office up properly.
1.0.7
- 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.
1.0.6
- Added a feedback form link to the bottom of the store page. No gameplay changes.
1.0.5
- The watch is back, on
5. It replaces the revolver, which was only ever a placeholder - it could be held but never fired, so the slot did nothing useful while the watch you need to check the time was being taken out of the row entirely. The watch is the game's own watch, so it works exactly as it always has. - If your save already has one of the mod's revolvers, it stays in your free inventory rather than vanishing. Drop it if you don't want it.
1.0.4
Arrest fixes.
- People you punch now actually kneel. Most of them used to run off with their arms up - that
was the game's own panic animation, not the surrender pose. Clearing the flee flag was never
enough on its own, because the AI kept its movement drive and its path. A surrendering NPC's
movement is now suspended outright, so they go down where they stand.
SurrenderHardFreezein the config turns this off if you want the old, softer hold back. - You can get behind a gawker to cuff them. Punching someone in the watching crowd left them in the gawk state, which turns them to face you every tick - so there was no behind to walk around to, and handcuffs were impossible. Being hit now always breaks the gawk, no matter who threw the punch, and the mod releases its hold on their head and body when it does.
1.0.3
Office fixes. On a new game the office was being built while the city was still generating, which is the root of everything below.
- The office is now emptied properly. The previous occupant's desks, filing cabinets and seating used to be left standing, because the office was converted before the game had furnished the room - so there was nothing to clear yet, and the generator then filled the room in around the new desk. Setup now waits for the city to finish generating. Lighting, and anything you placed yourself, is always kept.
- The office desk is the same in every playthrough. It used to be whichever desk that city's
computers happened to sit on, which came out different every time. It is now the vintage desk, and
DeskPresetNamein the config can be set to any other desk - the log lists every valid name. - The office terminal should now get a proper government-database profile. It previously fell back to a generic machine with no passcode, because no real computer existed in the city yet at the moment the office was built.
- Added
ForceClearOncefor saves converted before this fix: set it once and the office is cleared again on the next load, keeping anything you placed. The mod turns it back off itself.
1.0.2
- Rewrote the store page and the short description. No gameplay changes.
1.0.1
- Real package icon. 1.0.0 shipped with a placeholder.
1.0.0
First release. Merges what were previously two separate local plugins (InspectorMode and
InventoryOverhaul) into one mod with one config file, since the inventory rework only ever made
sense as the inspector's kit.
- Legal-status immunity: trespassing, breaking and entering, assault, theft, tampering and vandalism no longer flag the player, and security cameras and turrets never target or investigate them.
- Civilian reactions: struck NPCs surrender until you walk away, bystanders flee or watch instead of attacking, and civilians gawk at arrests. A murderer caught mid-murder keeps vanilla behaviour.
- Inspector's kit: a permanent 9-tool locked row on keys 1-9 that can't be dropped, with cigarettes, door wedge and codebreaker refilling on use, plus a 6-slot free row.
- City hall office: the first room off the entrance becomes the player's named office, cleared of the previous occupant's effects, with a desk and a working government-database computer, registered with the game's own decorating system.