CoordinatedPolice
Police responses scale with offense severity. Player-scaled patrols, replenishing reserves, mixed weapons, coordinated pursuits, searches, and stuck recovery. Vanilla officer toughness. SP/co-op, IL2CPP.Coordinated Police
A Schedule I mod with larger police responses for serious crimes, coordinated pursuits, and searches around your last-known position. Officer health, damage resistance, and movement speed stay at vanilla values.
Install
IL2CPP only. Built against Schedule I 0.4.6f13 and MelonLoader 0.7.3.
Install with r2modman or Thunderstore Mod Manager, which also installs
ModSettings 0.2.0. For manual installation, install MelonLoader and
ModSettings, then copy CoordinatedPolice.dll into the game's Mods/ folder.
In multiplayer, everyone needs the same version. The host controls police decisions and settings. Other police overhauls may also conflict.
Gameplay
- Backup scales from minor offenses through pursuit, armed, and tactical responses. Each wanted player has a separate allowance, scaled for up to four players.
- Nearby officers respond before station crews. Reinforcements arrive in bursts with breaks between them.
- Officers chase, attempt cutoffs, or provide support. Nonlethal pursuits mix batons and tasers. Lethal pursuits mix pistols and shotguns.
- After losing sight, officers search your last-known position. Armed and tactical responses can call one final wave. Being spotted again preserves the spent allowance.
- Extra patrols cover unlocked districts while nobody is wanted. Defeated officers can replenish station reserves after 45 seconds when all players are at least 60 metres from the body and station.
The mod reuses existing officers and vehicles. Available pools limit reinforcements and patrol staffing.
Settings
Open Settings → Mods → Coordinated Police. Changes apply without restarting
and are saved in UserData/MelonPreferences.cfg. In multiplayer, the host's
values govern gameplay. Changes preserve active pursuits and spent allowances.
| Setting | Default | Effect |
|---|---|---|
patrols_per_player |
5 | Foot patrol target per player |
reserve_base |
8 | Solo reserve target |
reserves_per_extra_player |
4 | Reserves per additional player |
response_size_multiplier |
1.0 | Response limits and burst sizes |
reinforcement_time_multiplier |
1.0 | Dispatch delays and breaks, lower is faster |
District *_weight settings divide patrol coverage. Higher weights receive
larger shares. Zero excludes a district from new supplemental assignments.
For problems, search MelonLoader/Latest.log for Police:. Include both host
and client logs when reporting multiplayer issues.
Development
See BUILDING.md for builds, tests, packaging, and in-game checks.
Credits
Inspired by Hardcore Police by Babyhamsta, Police Response Overhaul by UncleTyrone, and Enhanced Law Enforcement by SurrealNirvana.
