Source-checkedWeapons, items & crafting

PoliceResponseOverhaul Mono

by UncleTyrone · for Schedule I

Mono / Alternate build. Host-authoritative police overhaul for Schedule I. Wanted stars, station backup, More Guns loadouts, body armor, Cartel Final Response.

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55d agoLast updated
BepInExLoaders
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About PoliceResponseOverhaul Mono

From Thunderstore

Mono / Alternate build. Host-authoritative police overhaul for Schedule I. Wanted stars, station backup, More Guns loadouts, body armor, Cartel Final Response.

Police Response Overhaul

Police Response Overhaul makes fighting the police in Schedule I more dynamic, dangerous, and unpredictable. Instead of the same small response every time, law enforcement escalates with the chaos you cause: extra native patrols on the street, a GTA-style wanted ladder, cruiser and foot backup, officer variety, and Cartel Final Responses as the daily body count climbs.

This is a full replacement for Even More Foot Patrols. Delete old DLLs before installing. Do not run them together.

Verify mod integrity and see changelogs at GitHub

Uninstall first

Delete these from your Mods folder before installing, or they will load twice / fight the officer pool:

  • EvenMoreFootPatrols-Mono.dll
  • EvenMoreFootPatrols-IL2CPP.dll

This mod's assemblies are PoliceResponseOverhaul-Mono.dll and PoliceResponseOverhaul-IL2CPP.dll.

Main Features

Body Armor – Adds a separate Body Armor listing at Thrifty Threads for $12,500 next to the normal Tactical Vest. Pick any vest color at the shop, equip it in Outerwear, and incoming damage drops by 50%. Only the Body Armor purchase (or overhaul armor) grants that reduction — the cheap vanilla vest does not. Armor is lost on death; the shop listing stays. Heavy police (elites, enforcers, SWAT, juggernauts, and anyone with a long gun) wear the vanilla tactical vest and take the same reduced damage. Street cops vest less often; mixed SWAT crews vest most of the time.

Ambient Law Presence – Uses Schedule I’s native patrol scheduler instead of cloning extra cops onto routes. Vanilla foot groups run 1–N officers (typically 1–2, up to 3 at night or high wanted level), with extra native foot loops, vehicle patrols, and night sentries. Law intensity rises with wanted stars so more of the city’s existing activities actually turn on. With More Guns installed, street / cloned patrols can roll custom weapons when AmbientMoreGuns is on (default).

Dynamic Police Reinforcements – Backup comes in waves about 12 seconds apart at low wanted (faster as stars climb, down to ~3.5s at 5★). Early waves prefer two cruisers when the concurrent cap allows, and car drops also send foot flankers. If the car cap is full, the wave converts to foot instead of being skipped. Default concurrent cap is two response cars (configurable 1–3). Mixed cruisers stay driver + passenger. Rifle, shotgun, Special Response, and juggernaut waves pack 3–4 if the car has seats and deploy as cars (not foot) when that is the intended personality. Cruisers leave from real station vehicle spawn points; empty cars are reclaimed so backup does not stall. After you wipe a wave, follow-up backup keeps coming without dumping every queued wave at once.

Smart Dispatch – Foot units are fine when you are close to the station (~100m). Farther away, or when you are in a vehicle, responses prefer cruisers. Nearby ambient street cops within ~80–120m can be drafted into the chase (a couple at a time) without replacing station response car waves. Local-alert radius and caps are configurable under PoliceResponseOverhaul_Tactics.

Ground Units – Pure foot personalities spawn 2–3 officers on their own. Car waves also bring 1–2 foot flankers so early fights feel thicker. If K9 Patrol is installed, dedicated K9 units arrive in a cruiser: the handler drives and the dog takes a passenger seat, stays inside, and is hidden while seated so the model does not poke through the roof. Foot sweeps can still pick up a dog on foot. Officers who already walk a K9 beat keep theirs.

Wanted Stars – Wanted level works like GTA: 0–5 white stars in the top-right. The 6th star stays hidden until you earn it; then all six turn gold (JuggernautsEnabled, default on). Solid while cops have you in a chase, flashing while they are searching, gone as soon as you lose the wanted level. Death or arrest clears that player immediately (about 25s of arrest grace so station cops do not cuff you again on spawn).

Wanted Ladder – Stars climb one tier at a time. Early stars come from the first couple of kills; 3★ and 4★ need two more kills at that level, 5★ needs three at 4★, and 6★ needs four at 5★. Dumping a pile of cops in a few seconds will not skip you to Special Response. K9, rifle teams, and shotgun teams show up through 1–4★. Hitting 5★ always sends Special Response (elite SWAT with smoke). Keep fighting at 5★ and you earn gold 6★ and a juggernaut squad.

Different Response Personalities – Waves roll cruiser (1–2 cars), foot sweep, K9, or SWAT. Rifle teams and shotgun teams are specialized enforcer crews (everyone has the same long gun). Special Response are elites who pick rifles or shotguns as a unit and toss smoke. Mixed cruiser crews still lean on pistols, but rifle, sniper, shotgun, and SMG each roll at the same base chance (~38%) when More Guns is installed.

Juggernaut Squad (6★) – Always a squad of 4. Minigun juggernauts (double health, armor, heavier look) replace the rifle escorts as you kill them: 1 minigun + 3 rifles, then 2+2, 3+1, then 4 miniguns. When all four are juggernauts, one carries an RPG and holds outside blast range. They toss smoke like Special Response. Without More Guns they fall back to shotgun. Toggle with JuggernautsEnabled.

Officer Variety – Officers roll Rookie, Veteran, Marksman, or Enforcer, changing health, movement, and loadout. Enforcers on mixed crews often carry the vanilla pump shotgun or an SMG.

Read the full description on Thunderstore →

Highlights

From source data

Loaders

Runs on BepInEx.

Footprint

Rated a light load on a server.

Dependencies

Needs 1 other project installed alongside it.

PoliceResponseOverhaul Mono on Nxeon

From our catalogue
One-click install
Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
Server type needed
BepInEx
Server load
light
Latest build
1.1.6, released 2026-09-09

Game versions by loader

LoaderGame versionsNewest
BepInEx

From 3 recorded builds of PoliceResponseOverhaul Mono.

Recent builds

BuildReleasedGame versionsLoaders
1.1.62026-09-09n/aBepInEx
1.1.52026-09-09n/aBepInEx
1.1.42026-09-07n/aBepInEx

Dependencies

Declared by the newest build that lists any. Required ones are installed with it on one-click installs.

What kind of mod it is

From the catalog
Listed on Thunderstore as “Content”

Weapons, items & crafting

New weapons, gear, items and the recipes to make them.

Compatibility

Game
Schedule I
Loaders
BepInEx
Requires
One-click install needs a BepInEx server. 1 other project installed alongside it.

Verified at the source

  • ✓ThunderstoreOfficial listing, checked 2026-10-02Open ↗
  • ✓AuthorUncleTyrone, as published on Thunderstore
  • ✓LicenseNot published by the sourceFree

PoliceResponseOverhaul Mono, answered

Generated from the mod’s own source data.

Which loaders does it support?

BepInEx.

Is it free?

Yes. PoliceResponseOverhaul Mono is free to download from Thunderstore.

How do I add it to my Nxeon server?

NxLabs doesn’t install Schedule I mods for you. Download PoliceResponseOverhaul Mono free from Thunderstore.

NxLabs

Run PoliceResponseOverhaul Mono on a Schedule I server.

Free to download from Thunderstore.