Schedule I
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Coordinated Police

Police responses get larger as things get more serious. Officers chase, intercept, or hang back with a gun while others close in. Officer health, damage resistance, and movement speed stay at vanilla values.

Response levels

Response Trigger Dispatch pauses at Total officer allowance
Patrol Minor offenses 4 active pursuers 4
Pursuit Resistance, assault, or trafficking 6 active pursuers 8
Armed Gunfire, serious assault, or lethal pursuit 12 active pursuers 36
Tactical Killing an officer or three damaging lethal hits on police 16 active pursuers 64

Station crews and nearby backup share the allowance. These are solo limits. Each additional connected player adds 50% to active and total allowances, up to four-player scaling. Two players allow 18 active / 54 total at Armed and 24 active / 96 total at Tactical. Each wanted player has a separate response. Officers already dispatched still count. The game's pursuit state also feeds into severity; the mod doesn't raise it just because a timer has elapsed.

These are response tiers, not an on-screen star display. Patrol officers who independently spot you can still join, so the table isn't a hard cap on every officer in a chase.

Features

  • Mixed loadouts: Nonlethal pursuit mixes batons and tasers. Lethal pursuit mixes pistols and pump shotguns, with more shotgun slots at tactical level. Firearms still require the game's lethal-pursuit state.
  • Different roles: Chasers close in, interceptors move ahead and to the sides, and pistol support officers keep more distance. The nearest visible pursuer keeps chasing while flankers spread to opposite sides before cutting ahead. Blocked flanks fall back to normal pursuit.
  • Station backup: Nearby officers respond first. If none are available, the mod requests a crew from the closest station. It uses the game's officer and vehicle pools.
  • Breathing room: Solo armed responses send up to four officers per burst with eight-second breaks; tactical sends six with six-second breaks. Calls within those bursts are spaced two seconds and one second apart, respectively. Each extra player adds one burst slot, up to four-player scaling. Patrol and pursuit retain their 30-second breaks. Escalating to Armed or Tactical brings the next call forward to one second after the host processes the escalation. Incoming officers reserve space while they travel.
  • Search the area: Armed and tactical responses can send one final radioed-in wave within eight seconds of losing sight, subject to cooldown and remaining allowance. After that, new dispatches stop. Foot officers search around your last-known position. Being spotted resumes the pursuit without refilling the allowance.
  • Stuck recovery: Officers retry their path after six seconds without progress. Recovery runs on the host and does not teleport them.

Installation

Install through r2modman or Thunderstore Mod Manager.

For manual installation:

  1. Install MelonLoader 0.7.3.
  2. Extract CoordinatedPolice.dll from the ZIP's Mods folder into your game's Mods folder.
  3. Launch the game.

IL2CPP only. Built against Schedule I 0.4.6f13. No weapon mods required.

Multiplayer

Install the same version on everyone's machine. The host handles response severity, dispatch, roles, and search. Each wanted player has their own allowance.

Logs

Check MelonLoader/Latest.log in your mod-manager profile and search for Police:. Both peers log network authority and player-count changes. client/waiting means that peer is not running host decisions; it does not confirm the host has the mod installed.

The host logs each approved station dispatch and nearby pursuit request. Response summaries show tier, search/pursuit state, active officers, allowance used, cooldown, and the nearest station's officer pool. Summaries appear when the response changes and every ten seconds while active. station_pool=0 means that station has no available officers. Approval logs confirm requests, not successful arrivals or client replication. Share both peers' logs when checking multiplayer issues.

Compatibility

Disable Police Response Overhaul and Hardcore Police before using this mod. Coordinated Police disables itself if either is detected.

Other mods that change police pursuit, weapons, or dispatch may conflict. Pickpocket inventories still use the game's normal loot. There are no configuration options in this version.

Credits

Inspired by Hardcore Police by Babyhamsta and Police Response Overhaul by UncleTyrone.

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