About this mod
Tired of escaping police by jogging around the block?
HardcorePolice completely overhauls police AI to make them more aggressive, responsive, and realistic — adding real intensity to every chase.
Whether you're sprinting from crime or casually evading arrest, this mod transforms cops from bumbling background noise into a real threat.
- Requirements
- Permissions and credits
- Changelogs
https://github.com/Babyhamsta/HardcorePoliceMod-Schedule1
🚨 Features
Smarter Pursuit Logic
- Dynamic Flanking – Officers are assigned roles (Chaser or Interceptor). Interceptors attempt to predict your route and cut you off from the sides or ahead.
- Path Unstucking – AI recalculates paths if stuck, helping them navigate tricky terrain or corners better.
- Arrest Logic Tweaks – Fine-tuned radius and progress speed for arrests makes evading a close-range officer nearly impossible.
🧠 Enhanced Awareness
- Vision Cone Upgrade – Widened field of view and range allows officers to detect you faster and from further distances.
- Optional Faster Detection – Officers require less time to lock on if you’re in view.
🏃 Speed-Based Boosting
- Initial Chase Boost – Upon detection, cops get a burst of speed to catch up quickly.
- Distance-Based Scaling – Officers dynamically run faster the further away you get, with optional cap control to prevent imbalance.
📡 Radioing Nearby Units
- Backup System – Officers who first spot you will radio others in the area to join the chase after a short delay.
- Staggered Joining – Prevents lag spikes by queueing officers one at a time into the pursuit instead of all at once.
🛠️ Full Configuration Support
All features can be toggled or tuned via an auto-generated JSON config:
- Enable/disable flanking, vision upgrades, speed boosts, and radio calls
- Adjust multipliers, detection speeds, and chase logic
- Safely reloads older configs and applies missing defaults
🎮 How This Improves Gameplay
- ✅ Forces smarter movement during escapes
- ✅ Makes police feel more coordinated and tactical
- ✅ Increases tension, especially with multiple officers
- ✅ Prevents cheesy exploits like looping buildings endlessly
- ✅ Fully configurable for realism, chaos, or balance
📦 Installation
- Install MelonLoader.
- Drop HardcorePolice.dll into your Mods folder.
- Run the game once to generate a config in `UserData/HardcorePoliceConfig.json`
- Edit the config as needed, or use the default hardcore settings.
⚙️ Configuration Guide
✅ General Toggles
- ExtendedVision – Enables wider and longer vision cones for officers.
- FasterDetection – Reduces notice time when an officer sees you.
- SpeedBoost – Applies an immediate speed boost at the start of a pursuit.
- DistanceSpeedBoost – Increases officer speed the farther they are from the player.
- Flanking – Allows officers to split roles (Chasers and Interceptors) and attempt strategic cut-offs.
- RadioNearby – Nearby officers will be called in for backup a few seconds after a pursuit begins.
- ArrestAdjustments – Modifies arrest behavior (arrest cooldown radius and speed of progress bar).
👁️ Vision Settings (Game defaults shown for reference)
- VisionRangeMultiplier – Multiplier for how far officers can see. (Default: 1.0 | Mod Default: 5)
- VisionHorizontalFOV – Horizontal field of view in degrees. (Default: 135.0 | Mod Default: 165)
- VisionVerticalFOV – Vertical field of view in degrees. (Default: 60.0 | Mod Default: 80)
🏃 Speed Boost Settings
- SpeedBoostMultiplier – Flat speed multiplier applied when chase begins. (Default: 1.3)
- MovementSpeedScale – Adjusts movement animation speed alongside the boost. (Default: 1.15)
- MoveSpeedMultiplier – Multiplies actual speed value for consistent pursuit. (Default: 1.15)
📏 Distance-Based Speed Boost
- DistanceBoostBase – Minimum speed boost when close to the player. (Default: 1.45)
- DistanceBoostMax – Maximum speed boost when far away. (Default: 2.0)
- DistanceMax – Max distance (in meters) used to calculate the boost curve. (Default: 100.0)
📡 Radio System
- RadioDistance – Radius (in meters) for which nearby officers are called in for pursuit. (Default: 100.0)
🔀 Flanking & Positioning
- FlankUpdateCooldown – Seconds between recalculating a new flank position for each officer. (Default: 3)
👮 Arrest Behavior (Game defaults not mod defaults)
- ArrestCooldownCircleDistance – Outer radius where if the player stays within this area, the cuffing cooldown will not decrease. This prevents players from “kiting” officers by hovering just outside arrest range. (Default: 2.5 | Mod Default: 5)
- ArrestProgressSpeed – Time in seconds required to fully fill the arrest meter. (Default: 1.7 | Mod Default: 1.5)
🧪 Notes & Known Issues
- Lag with 10+ officers? The mod now staggers AI decisions and backup requests, but performance may still dip if you’re being chased by a full squad. Consider tuning flanking or radio range in the config.
- Police vision may conflict with other mods that modify detection. Be mindful of compatibility.
- Flanking option can cause some FPS loss depending on how many officers are involved in pursuit, this is being worked on.