The Inspector Overhaul Mod
This mod makes you an official, government employed inspector. Investigate alongside enforcers, new inventory system, your own office in city hall, and more!The Inspector - Overhaul Mod
This mod makes you an official, government employed inspector. Investigate alongside enforcers, new inventory system, your own office in city hall, and more!
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Found a bug, or got an idea for what this should do next? Let me know here:
Overview
Tired of operating like a vigilante? Want to begin your career as a government employed inspector? This mod overhauls Shadows of Doubt to create a new kind of gameplay loop focused more on solving crimes and less on the things that slow you down.
This is the first mod I've ever made! I made it for myself but decided to upload it for anyone else who was looking for a similar kind of gameplay change.
You're official now, inspector.
When a murder is reported, walk right in. You're the man for the job! No more fearing cameras, enforcers, and sneaking around in vents.
Need to interrogate the suspect's coworkers? Walk right in during business hours and ask away. You're an officer of the law, now! You no longer need to worry about trespassing, cameras, or turrets. Day or night, you have a warrant.
You now have legal immunity. Need to check the security cameras for the streets? Pick the lock. No one will bat an eye. You're an officer of the law!
You stop being a criminal for doing your job. Trespassing, breaking and entering, assault, theft, tampering and vandalism no longer flag you, and security cameras and sentry turrets never target, investigate or gather evidence on you.
Arresting People
Now, anytime you strike an NPC with your fists, they will get down on their knees and raise their hands. This is the beginning of my "You're under arrest" system. If you track your suspect down at work, hit them with your fists and they will get down and surrender. And there won't be a mob fight break out against you either.
When you initiate an arrest, everyone around will turn and watch until you leave the area, and some will flee.
If you catch a criminal in the act or with a weapon however, they may try to fight back or run!
Well Equipped
In my experience after many hours of gameplay, codebreaking became a chore. If you're willing to make the errand to city hall, you can always buy a codebreaker and get into any safe or computer. This means you either hope for a note nearby where people write their password, or you make a trip to city hall and back.
This gave me an idea. So I revamped the inventory system.
You now have 9 default items that work infinitely. I've also set the inventory pockets default number from 4 to 6 for the blank spots you can use to pick things up. In your default inventory you now have the following items mapped to the number hotkeys:
| Key | Item |
|---|---|
1 |
Truncheon |
2 |
Fists |
3 |
Print Scanner |
4 |
Codebreaker |
5 |
Watch |
6 |
Camera |
7 |
Door Wedge |
8 |
Handcuffs |
9 |
Cigarettes |
0 |
Unequip |
As an officer of the law, you now come equipped with a codebreaker that's reusable. (That's the in-game explanation, but it just infinitely refills the inventory slot. So old codebreakers still drop after use.)
Each of these nine items are inexhaustible. Use them on duty to your heart's content.
Your Own Office
Another thing I found myself doing was running into city hall and using the computer in the first room on the right to access the government database. So, rather than using some random receptionist's computer to search the government records — now, it's your office!
The first room inside city hall to the right is now your office. You can edit the layout just like you would an apartment, move and add furniture, and change the wallpaper and floor. To do this, open your inventory and select the Edit Decor button in between the two inventory rows.
The computer has to be a government profile, not the player's profile ownership. Otherwise you won't be able to use the government database. I don't recommend changing or moving the desk or computer to avoid bugs. If you do, be sure to save before moving them.
Windows in your office
You must save and load once before the windows appear
Install the mod, start or load your game, then save it and load that save. The windows will be there. Until you do, the back wall looks exactly as it always did.
This is not a bug you can wait out - the game only builds a room's walls when it loads that room from a save, so the windows cannot appear in the session that adds them. Walking out of the office and back in will not do it either. This applies to a brand new game just as much as an existing save.
The back wall of your office - the one you face walking in - now has three windows in it, looking
out onto the street. There are two looks, set with View in the config:
FrostedNoir(default) - obscured glass. The street outside comes through as soft light and shapes rather than detail. The classic private-office look.StreetView- ordinary clear glass, looking out at the alley.
Whichever you pick, the clutter piled up outside your windows gets cleared away so you have something to look at.
Before you update an existing save
The windows change the building, not just the things standing in it, so anything you have hung
on that back wall may be moved or removed. Be ready to put your decorations back, and take a
backup save first if that would bother you. Saves live in
%USERPROFILE%\AppData\LocalLow\ColePowered Games\Shadows of Doubt\Save.
Don't want windows at all? Set Windows = false and nothing about the office changes. If they are
already cut and you want the wall back, set RestoreWalls = true for one load instead.
Configuration
This mod is configurable. Each of these settings can be changed and it should update in-game immediately without having to restart.
Settings live in BepInEx\config\CalebScott.TheInspector.cfg, created on first launch.
| Section | Key | Default | Meaning |
|---|---|---|---|
General |
Enabled |
true |
Legal-status and security-system immunity |
CivilianReactions |
Enabled |
true |
Surrender-instead-of-fight, gawking, no bystander attacks |
BystanderFleeChance |
0.3 |
Share of witnesses who flee rather than watch | |
RedHandedMurderException |
true |
A murderer caught mid-murder keeps vanilla behaviour | |
SurrenderHardFreeze |
true |
Suspend a surrendering NPC's movement so they kneel where they stand | |
SurrenderReleaseDistance |
10 |
How far you walk before a surrendered NPC gets up | |
GawkRadius |
15 |
Radius of civilians who turn to watch an arrest | |
GawkReleaseDistance |
20 |
How far you walk before they go back to normal | |
Inventory |
Enabled |
true |
The 9-tool locked row and resized free row |
InfiniteUseEnabled |
true |
Locked tools can't be dropped, consumables refill | |
ModularSlotCount |
6 |
Free slots (vanilla is 4) | |
SwapInventoryRows |
true |
Draw the free row above the locked row | |
Office |
Enabled |
true |
The city hall office conversion |
Office Windows |
Windows |
true |
Cut three windows into the office's back wall |
View |
FrostedNoir |
FrostedNoir obscured glass, or StreetView clear |
|
FrostedRoughness |
0.55 |
How blurred the frosted glass is | |
ClearOutsideWindows |
true |
Clear street clutter from in front of the windows | |
RestoreWalls |
false |
One-shot: put the wall back as it was, then switch itself off | |
Title |
Inspector |
Inspector or Detective |
|
DryRun |
false |
Pick and log the office room but change nothing | |
RoomIdOverride |
-1 |
Force a specific room by ID instead of auto-detecting |
Office has ~25 further keys covering room detection, desk placement and naming — each one is
documented in the generated config file itself.
If the office lands in the wrong room
The mod auto-detects city hall and the first room off its entrance, and refuses outright to convert a lobby, corridor, bathroom or stairwell. If it still picks badly:
- Set
Office/DryRun = trueand load a save. Nothing is modified. - Open
BepInEx\LogOutput.log— every building preset, every city hall room with its ID and current name, and every candidate desk preset is listed there. - Set
Office/RoomIdOverrideto the room ID you want (orOffice/OfficeRoomNameContainsto a fragment of its name), setDryRunback tofalse, and reload.
Compatibility
- Needs BepInEx IL2CPP (the Thunderstore
BepInExPack_IL2CPP). No other dependencies. - Built and tested against Shadows of Doubt Steam build 22889384.
- Expect conflicts with other mods that rewrite inventory slots, player illegal status, or city hall room contents.
- Safe to add to an existing save. Removing it mid-save leaves the office room converted — the furniture stays where it is, it just stops being maintained.
