Schedule I
Install with App

Details

Latest version
1.1.6
Last Updated
First Uploaded
Downloads
90
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0
Size
203KB
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Changelog

1.1.6

Stability

  • Fixed spam of NPC.GetAndValidateReferences NullReferenceExceptions when ambient extras staffed: no longer Instantiate live PoliceOfficers (broken under Il2Cpp/FishNet). Extra foot routes are staffed from the existing officer pool instead.

1.1.5

Stability

  • Fixed the ~15–20s post-load freeze: ambient foot-route cloning no longer runs all at once when the Harmony patch gate opens. Extras inject is deferred and spreads one route clone per frame.

1.1.4

Stability

  • Fixed the real mid-load CLR crash path: ambient patrol inject / street loadouts / shop inject can no longer run while Harmony is still applying patch classes. A patch gate stays closed until every class is bound and a settle delay finishes, then opens with Harmony patch gate open.
  • Staggered PRO Harmony after MoreGuns so both mods are not installing detours at the same time.
  • Kept batched one-class-per-frame apply; removed PrepareMethod warmup (it could force the same MonoMod CompileMethodHook fatal).

Build

  • Version number lives in a single version.txt (MelonInfo, assembly, Nexus/Thunderstore zips).
  • build.bat deploys the IL2CPP DLL to Builds\Public\Mods and the Mono DLL to Builds\Alternate\Mods.
  • Separate Thunderstore IL2CPP / Mono packages via build.bat.

1.1.3

Stability

  • Fixed intermittent Fatal CLR 0x80131506 (MonoMod CompileMethodHook) when loading a save: Harmony is no longer applied during Main/save deserialize. Patches wait for Player_Local + settle time, then apply one class per frame (batched), staggered after MoreGuns.

1.1.2

More Guns integration

  • Cloned / ambient street patrols can roll More Guns loadouts (AmbientMoreGuns, default on).
  • Pickpocketing shows the real loadout (not an M1911) and the matching mag / shotgun shells.
  • Fixed officers briefly holding two guns (e.g. sniper + shotgun / minigun swaps).
  • Police custom guns shoot again; tracers work with More Guns weapons.
  • Long-gun hold poses match the player (SMG uses the compact two-hand grip).

Response vehicles & waves

  • Fixed invisible cruisers, teleporting / instant hop-outs, cars stuck in the ground, and station-gate collisions.
  • Rifle / Special / similar waves spawn as cars again instead of wrongly converting to foot.
  • Reinforcements arrive more often on early waves without dumping tons of waves while you’re still fighting.
  • After you clear a wave, backup keeps coming instead of going quiet.
  • Reduced car stacking / cars driving through each other.
  • Fixed response cars despawning mid-chase (seated “invisible” officers were treated as dead and reclaimed).
  • Fixed IL2CPP crash from Mathf.Max(int[]) during response upgrades.
  • Distance-aware dispatch: foot OK near the station (~100m); farther / vehicle pursuits prefer cars.
  • Nearby ambient cops can join a chase locally — they no longer replace station response car waves.

Combat tactics

  • Closer engagement ranges; cops hold ground when you push in instead of constantly backing off.
  • Arrest range defaults to vanilla 2.75m (still configurable).
  • New MelonPreferences section [PoliceResponseOverhaul_Tactics]: cuff range, hold-ground, ideal/min/max use ranges, shot intervals, local-alert radius/caps.

K9 / Cartel / stability

  • K9 dogs are hidden while seated in patrol cars (no head poking through the roof).
  • Cartel Final Response spawning restored.
  • Reduced hitching when killing cops / deploying waves.

Docs

  • Config / feature docs updated for tactics, ambient More Guns, and response behavior.
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