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NightOwl-The_Inspector_Overhaul_Mod-1.0.8 icon

The Inspector Overhaul Mod

This mod makes you an official, government employed inspector. Investigate alongside enforcers, new inventory system, your own office in city hall, and more!

Date uploaded a week ago
Version 1.0.8
Download link NightOwl-The_Inspector_Overhaul_Mod-1.0.8.zip
Downloads 101
Dependency string NightOwl-The_Inspector_Overhaul_Mod-1.0.8

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

The Inspector - Overhaul Mod

This mod makes you an official, government employed inspector. Investigate alongside enforcers, new inventory system, your own office in city hall, and more!

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Overview


Tired of operating like a vigilante? Want to begin your career as a government employed inspector? This mod overhauls Shadows of Doubt to create a new kind of gameplay loop focused more on solving crimes and less on the things that slow you down.

This is the first mod I've ever made! I made it for myself but decided to upload it for anyone else who was looking for a similar kind of gameplay change.

You're official now, inspector.


When a murder is reported, walk right in. You're the man for the job! No more fearing cameras, enforcers, and sneaking around in vents.

Need to interrogate the suspect's coworkers? Walk right in during business hours and ask away. You're an officer of the law, now! You no longer need to worry about trespassing, cameras, or turrets. Day or night, you have a warrant.

You now have legal immunity. Need to check the security cameras for the streets? Pick the lock. No one will bat an eye. You're an officer of the law!

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.

Arresting People


Now, anytime you strike an NPC with your fists, they will get down on their knees and raise their hands. This is the beginning of my "You're under arrest" system. If you track your suspect down at work, hit them with your fists and they will get down and surrender. And there won't be a mob fight break out against you either.

When you initiate an arrest, everyone around will turn and watch until you leave the area, and some will flee.

If you catch a criminal in the act or with a weapon however, they may try to fight back or run!

Well Equipped


In my experience after many hours of gameplay, codebreaking became a chore. If you're willing to make the errand to city hall, you can always buy a codebreaker and get into any safe or computer. This means you either hope for a note nearby where people write their password, or you make a trip to city hall and back.

This gave me an idea. So I revamped the inventory system.

You now have 9 default items that work infinitely. I've also set the inventory pockets default number from 4 to 6 for the blank spots you can use to pick things up. In your default inventory you now have the following items mapped to the number hotkeys:

Key Item
1 Truncheon
2 Fists
3 Print Scanner
4 Codebreaker
5 Watch
6 Camera
7 Door Wedge
8 Handcuffs
9 Cigarettes
0 Unequip

As an officer of the law, you now come equipped with a codebreaker that's reusable. (That's the in-game explanation, but it just infinitely refills the inventory slot. So old codebreakers still drop after use.)

Each of these nine items are inexhaustible. Use them on duty to your heart's content.

Your Own Office


Another thing I found myself doing was running into city hall and using the computer in the first room on the right to access the government database. So, rather than using some random receptionist's computer to search the government records — now, it's your office!

The first room inside city hall to the right is now your office. You can edit the layout just like you would an apartment, move and add furniture, and change the wallpaper and floor. To do this, open your inventory and select the Edit Decor button in between the two inventory rows.

The computer has to be a government profile, not the player's profile ownership. Otherwise you won't be able to use the government database. I don't recommend changing or moving the desk or computer to avoid bugs. If you do, be sure to save before moving them.

Configuration


This mod is configurable. Each of these settings can be changed and it should update in-game immediately without having to restart.

Settings live in BepInEx\config\CalebScott.TheInspector.cfg, created on first launch.

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
SurrenderHardFreeze true Suspend a surrendering NPC's movement so they kneel where they stand
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:

  1. Set Office/DryRun = true and load a save. Nothing is modified.
  2. 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.
  3. Set Office/RoomIdOverride to the room ID you want (or Office/OfficeRoomNameContains to a fragment of its name), set DryRun back to false, 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. SurrenderHardFreeze in 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 DeskPresetName in 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 ForceClearOnce for 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.