This mod aims to overhaul the police and also make some other changes to AI, criminals,.... Brand new spawn pool without questionable things like the helicopter at heat 2 or Enforcers starting from heat 3. Brand new units such as plainclothes cops in unmarked cars, tactical FBI teams, armored vehicles and a lot of overhauls to existing assets.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
It all boils down to one thing, if you reupload the mod or part of the mod somewhere, just credit both Yorpie and MrJayden585 and it's all good.
File credits
Factions Redux Team - For allowing me to use various assets such as the detectives, mapped cars, revamped Enforcers,.... and helping me out with creating some of my own. F_Aria - For the updated SWAT & FBI models.
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 2.0
NEW IN VERSION 2.0
OVERALL
- The crashing issue upon startup has been solved, a big thank you to the ones who helped us out with this!
- Living City compatible version is now included with the mod, thank you Silver for allowing us to use the necessary LC files to make this possible.
POLICE
- The Police Vessel now spawns in heat 3 roadblocks.
- During shootouts, police will now spawn in waves instead of continiously, giving you the chance to thin them out a bit instead of being bombarded till you die.
- Police Gunmen now have a different look compared to the Veterans and their minimap icons will now be correctly displayed.
- Police arsenal has been expanded with the P-9MM, 1911, Goblin, ATSG-12, SVD and the AC-AR.
- Police snipers now come in multiple variations. There is the Veteran variant for heat 3 and 4 while the Elite variant is saved for heat 5.
- Marksmen in roadblocks now come equiped with the AC-AR, meaning they'll do less damage but fire off more shots. They may sometimes spawn during shootouts as well.
- If you use Living City, the police has a slightly higher chance of spawning and have received a custom spawn pool just for these events.
GANGS
- Gangs have their spawn pools updated, expect different responses depending on the level of random crime you encounter.
- Gangs can now make use of a helicopter at the highest level of wave difficulty. Similar to the police heli, this heli it's sniper also has his aimbot removed.
- Enemies can now more easily be recognized by their cars: Standard gang cars are used by gunmen, veterans drive performance cars and SUVs/pickups are for Elites.
Version 1.0
== Heat System ==
- Police can now arrest the player after ACT 3.
- Choppers respawn after 90 seconds instead of 60.
- Rebalanced authorization of PIT based on vehicle class.
- Patrol cars now drive safer, and prefer to follow behind and might brake check you if given the chance.
- Muscles do more aggresive brake checks or might try to cut you off.
- SUV's aggressively do brake checks, try to cut you off or simply ram your car off the road from the sides.
- Heat overall increases slower, with the exception of killing civilians.
- Rebalanced Police Response, All ACT's uses the same responses
- CTOS Scans
- Slightly increased detection rate.
- Slightly reduced decay rate.
- Heat Level 1
- An immobile scan radius upon player's position.
- Heat Level 2
- An immobile scan radius upon player's position.
- Extra mobile scans upon leaving initial scan radius.
- Heat Level 3
- An immobile scan radius upon player's position.
- Extra mobile scans upon leaving initial scan radius.
- Scans may chase the player.
- Heat Level 4
- A large immobile scan radius upon player's position.
- Extra scans will begin to spawn upon leaving the initial scan radius.
- Scans may chase the player, or be immobile.
- Heat Level 5
- A large immobile scan radius upon player's position
- Extra scans will begin to spawn upon leaving the player's position.
- Scans may chase the player, or be immobile.
- Scans are extremely persistent.
-- Pursuit --
- Heat Level 1
- 1 Unit
- Patrol Car.
- Carrying Gunmen equipped with pistol
- Police are dispatched to investigate the scene. If the officers are unable to detain the player upon arriving, another patrol car is sent as backup. Continuing to resist arrest once backup arrives will slowly lead to Heat 2.
- Heat Level 2
- 3 Units
- Patrol Car
- Carrying Gunmen equipped with pistols
- Heat Level 2 Progression
- At the halfway point, some Patrol Cars will come with a Veteran with a shotgun.
- Heat Level 3
- 4 Units
- Patrol Car
- Carrying Gunmen equipped with pistols & veterans with shotguns.
- 1 Police Helicopter unauthorized to fire.
- Small Police Roadblocks are setup occasionally.
- Heat Level 3 Progression
- About a third through this heat level, High Powered Patrol Cars will deploy, carrying Veterans with pistols and assault rifles.
- About two thirds in, the amount of High Powered Cars will increase and regular Patrol Cars will decrease in spawn chances.
- Heat Level 4
- 5 Units
- Highpowered Patrol Car
- Carrying veterans equipped with pistols, shotguns & assault rifles.
- 1 Police Helicopter authorized to fire.
- Large SWAT Roadblocks are setup.
- Heat Level 4 Progression
- SWAT Units will start spawning about a quarter through heat level 4.
- Patrol SUVs
- Carrying SWAT equipped with smgs & shotguns
- SWAT Units will increase in amounts halfway through.
- SWAT Units will be the majority of spawns nearing the end of heat level 4.
- Heat Level 5
- 6 Units
- Highpowered Patrol Car
- Carrying veterans equipped with shotguns & assault rifles.
- Patrol SUVs
- Carrying SWAT equipped with smgs & shotguns
- Patrol Vans
- Carrying Enforcer's equipped with LMG's and SWAT equipped with & shotguns.
- Overall Patrol SUVs take up most spawns while Highpowered Cars and Patrol Vans show up at random times.
- 1 Police Helicopter authorized to fire.
- Large SWAT Marksmen Roadblocks are setup frequently.
-- Search --
- Sixth sense reduced, police AI will search a lot more randomly.
- Police will respawn more often, emulating more cops searching for the player in other parts of the search zone.
- Heat Level 1
- AI
- Police obey junctions.
- Police do not drive through alleys.
- Search Difficulty
- Police spawns at a far distance.
- Heat Level 2
- AI
- Police obey junctions.
- Police drive through alleys.
- Search Difficulty
- Police spawns at a moderate to far distance.
- Heat Level 3
- AI
- Police do not obey junctions.
- Police drive through alleys.
- Search Difficulty
- Police spawns at a moderate distance.
- Small Roadblocks are occasionally setup as checkpoints.
- If player is attempts to escape by train, police officers on foot might appear near the train platforms.
- Heat Level 4
- AI
- Same as mentioned above
- Search Difficulty
- Police spawns at a close to moderate distance.
- Roadblocks are more common and can also come in larger variations.
- If player is on-foot, cops will spawn on-foot searching.
- From now on, cops will stop the train and SWAT officers on foot might appear near the train platforms.
- Heat Level 5
- AI
- Same as mentioned above
- Search Difficulty
- Police spawns at a close distance.
- Large Roadblocks are frequently setup as search perimeters.
- If player is on-foot, SWAT will spawn on-foot searching.
- If player is in an automobile, a smaller amount of SWAT will spawn on-foot searching.
== Combative AI ==
- Reduced Accuracy overall.
- Added incremental boosts in accuracy based on class and weapons.
- Added optimal combat ranges based on weapons.
- AI will now strafe, especially when heading for cover more often.
- Gunmen and Veterans no longer use approach strategies. Elites, especially with shotguns, will now use them more often.
== Criminal AI ==
- Depending on criminal experience, criminals may initiate a shootout instead of fleeing.
- Depending on criminal experience, criminals blind fire more often while fleeing, especially if the player is catching up.
- Dynamically slowed down criminals if they are too far away while fleeing. Criminals speed up if the player is catching up.
== Difficulty Modifiers ==
- Realistic difficulty now has a very small shieldtime allowing the player to prevent an instant death.
- Rebalanced bullet-damage among all difficulty levels.
- Rebalanced ctOS scan detection times across all difficulty levels.
- Tweaked detection times for enemies across all difficulties, they overall have sharper eyes than before.
== Reinforcement Manager ==
- Call duration lasts 3 seconds instead of 7.
- Time to call after success is now 20 seconds instead of 30.
- Time to call after jammed is now 30 seconds instead of 60.
- Time to call for another enemy to call after initial caller died is now 5 seconds instead of 30.
== Witnesses ==
- The max distance from which callers can appear has been reduced.
- Max callers is now 3 for all heat levels depending on the crime committed.
- Time to call is now slower overall.
- Civilians now have a small chance to call 911 if anxious or panicing.
- Civilians can now call 911 for other crimes such as when killing civilians by car.
== Reputation ==
- Civilians are more efficient reporting the player during a fugitive broadcast, with there being no set limit of amount of callers.
- Broadcasts will not appear if reputation is civilian.
- Increased the interval of Broadcasts that will appear when aquiring a reputation.
- Adjusted cooldowns and balanced reputation points given from incidents.
== Miscellenous ==
- Sound indicatators from detection guages removed.
Donations
No donations accepted
Yorpie and MrJayden585 proudly present the Police Overhaul Mod, made in collaboration with the Faction Redux Team.
We made this mod because we really like the first Watch_Dogs game but there were a few things regarding the police we thought Ubisoft dropped the ball on, so we learned how to edit the game files and got to work. This is the result.
So what does this mod change? A whole changelog has been included in the mod its RAR file.
Some of the most major changes however are: - The FBI will now show up at a maximum heat level. - Plainclothes cops in unmarked vehicles spawn at higher heat levels. - Convoy armored trucks have been added to the spawn pool at heat 5. - Police and SWAT have received new models and liveries. - The police Vessel has now been included in the spawn pool. - Police Gunmen and Elite Marksmen unit types have been enabled to spawn. - The police sniper no longer hits every friggin shot. - Police will attempt to bust you post story unlike the original game where they always shot on sight at heat 1. - Police manhunts are a lot more intense, with larger search zones, more patrols, roadblocks and longer search times. 6th sense has been reduced. - Enemy AI has been tweaked. Expect regular cops to be a lot more carefull when engaging you while SWAT teams will be a lot more aggresive than before. - Heat levels now raise slower but each individual heat level does gradually become harder as the spawns ramp up in difficulty as you progress through it. - News broadcasts are now more menacing to a player with negative rep, as people will recognize you faster and more people will call 911. - 911 calls will always summon the police now similar to Watch_Dogs 2, ctOS scans are no more since it didn't make sense for the cops not to come when you commited crimes.
If you like this mod and wish a similar rework for Watch_Dogs 2, be sure to check out the mod page for that game it's equivalent of this mod: https://www.nexusmods.com/watchdogs2/mods/4