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Police Remastered Final 3.5

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My modder name is: 3DMen i just cannot change it!
Description
This mod overhauls the police artificial intelligence in a script, delivering a more realistic, tactical, and immersive pursuit experience. Designed to eliminate the omniscience of the original system, it adds stealth mechanics, and dynamic responses for much more fun and realistic gameplay.

Features:

Realistic Vision and Perception System
Cops no longer know your location as if by magic. Their ability to detect you strictly depends on their forward field of view, an unobstructed line of sight, and the time of day. Their visual range is drastically reduced at night.

Memory and Last Known Position
If you manage to break line of sight around a corner, officers will lose your direct trail. Instead, they will enter search mode and move to investigate the exact last coordinates where they saw you.

Weazel News Helicopter
During active pursuits, a news chopper will appear in the sky to hover over and cover your getaway. If it gets shot down or destroyed, it features a realistic cooldown timer to prevent aerial spawning spam.

Advanced Tactical Combat
In shootouts, police abandon suicidal rush tactics. They now use cover intelligently, coordinate alternating flanking maneuvers, and adjust their accuracy to deliver drawn-out, strategic firefights.

Search and Seizure
If you draw an officer's attention and trigger a suspicious state, getting too close while unarmed will prompt them to search you and confiscate your weapon inventory.

Vehicle Swap Evasion
Switching cars unnoticed now has a tangible impact. Entering a different vehicle while out of sight shifts the center of the police search grid, making your escape much easier.

Enhanced Driving and Aerial Tracking
Officers behind the wheel display more aggressive, human-like driving habits. Furthermore, police helicopters will not give up immediately when you enter a tunnel or interior. They will hover over the area tracking your potential exit points.

Surrender
The game normally prevents you from being arrested while you have one or more stars, but my mod changes this: if you drop your weapon for a duration that can be customized in the .ini file, your wanted level drops to one star and you get arrested though if you fire again, you'll jump to four stars. I also added a feature where having low health speeds up the arrest process (i.e. how quickly you drop to one star) you can customize both the timing and the health thresholds.

Police Behavior
The police are now more aggressive, intelligent, tactical, and realistic, their heightened aggression makes the game more realistic, immersive, and difficult.

Full Customization
All mechanics are integrated into a configuration file (.ini), allowing players to tailor the experience to their liking. You can toggle each feature individually and fine-tune field of view angles, daytime and nighttime detection distances, surrender timers, and the news helicopter's respawn delay.

Installation instructions
Drag and drop ASI and ini files to the GTA V directory

Changelog:
1.0: Release
1.1: Fixed helicopters not following you
1.2: The helicopter has been fixed, it now appears away from you instead of on top of you
1.3: Now stars have a customizable cooldown, minor fixes
(NEW BUG FOUND 1.3) helicopter got a bug and it doesnt spawn correctly, for now im out of my pc so please wait until i post V1.4
1.4: Fixed helicopter not spawning correctly
1.5: news helicopter now doesnt instantly disappears when destroyed, fixed wanted level blocked on 1 and 4 stars and more ini settings
1.6: fixed wanted level set to four always you shoot a police, stability fixes and improvements
2.0: reworked police behavior and aggression, fixed bugs where they would stand still and fail to attack upon spotting you, and added some tactics for the police helicopter pilots.
3.0:
Added:
-Verbal warning: upon reaching the "certainty" phase if you have a low wanted level and are nearby the officer aims their weapon ("Hands up!") for a few seconds without firing before actual combat begins.
-Containment/perimeter: officers searching the same area no longer bunch up at a single spot instead, they spread out to form a ring around your last known location.
Vehicle pursuit: PIT maneuver (blows out rear tires upon contact, with a configurable success rate) mobile roadblock appearing on the road ahead of you, featuring two officers who exit their vehicle and take cover behind it.
-K9 unit: if an officer searches for an extended period without success, a handler and dog with superior detection range are called in. (WIP)
-A lot more ini settings
Fixed:
-Surrender not working properly
-Fixed missing ini settings
-Minor issues
-Fixed missing tactics
3.1:
-Added that if the news helicopter is tracking you, the police won't lose you.
-Combat difficulty: enemies are more accurate, use cover, take more time to aim, and patrol the area instead of standing their ground.
-Civilian reactions: they record, flee, watch, or run depending on the situation (gunfire, speed, proximity).
-Permanent blockades: police stations and the airport are reinforced at high wanted levels.
Civilian traffic yields to nearby sirens.
-Dispatch: more police and SWAT units (and faster response times) as your wanted level increases.
-Ambient patrols: traffic stops, station guard duty, stakeouts, and routine patrols active when they aren't actively pursuing you.
-Pursuit groups: units split into direct pursuit, flanking, and interception roles, with those not in direct pursuit receiving a speed boost.
-NPC's react to the danger in a more immersive way and some of them record you
-More police depeending on the stars you have
-Minor fixes, stability and realism improvements
-Fixed police spawning ramdomly
-Fixed police losing you for no reason
-Fixed ini settings they were not correctly working while swaping
3.2:
-Fixed NPC'S
-New surrender and improvements
-Minor fixes
-Fixed police leaving abnormally vehicles or vessels
-Fixed police stand still at the LSIA metro station.
-Surrender is now triggered by pressing a key, not by a timer. Pressing it: your weapon
is unequipped, you raise your hands, and your wanted level drops to 1
star. You are free to press the key again and get your wanted level back.
3.3:
-Minor fixes for police behaviour
-Fixed police suddenly disappearing after dying
3.4:
-Fixed police spawns at sea or water
-Fixed police spawning from wherever
-RDE And PEV Compatibility check is done, now its official that my mod supports other police script/game police mods
-BetterChase is compatible too
-Fixed polices doing tactics when no wanted level on
-More police, smarter, and they take care about their life they do not rush into you like they dont care about live or die
-Fixed an issue where some police officers would run away for no reason while fighting you.
-Police now spawns in the streets, patroles, walking
-Fixed police not shooting you for no reason
-Fixed an issue where the police would appear or use tactics without a wanted level, now police appears on a realistic way as i said before
-Added car surrender (WIP)
-Almost full mod and tactics redone with improvements like:
-The police aren't afraid, but they are careful not to get killed while seeking cover or shooting at you in self defense whenever they can
-More police deployed strategically, employing aggressive tactics while operating in groups
-Now the police try to corner you
More added stuff:
-The police split into groups: some use tactical maneuvers, others tail you, and helicopters either chase you or bring in reinforcements, they set up ambushes or try to force you off the road
-Now they set up ambushes on both sides of the street to trap you and kill or arrest you
-If you get out of the car and engage combat, other patrols currently performing tactics at a distance will move in to fight you, if you get back in and escape, the surviving patrols will chase you in their cars until new ones deploy different tactics to stop you
-more helicopters splitting tactics liek dropping swats, shooting or following you
-Police helicopter ini settings came back
-Redone police and swat spawns for more immersive and realistic experience (WIP)
3.5: WIP
-Fixed some spawns and police behaviour
-More agressive police and swat
-Smarter and faster deecisions at police for more immersion
-finally removed bugs relateed to not fully deleted NPC Reactions, an old work i tried to make
-Fixed script errors that caused wrong behaviour at the police (BIG FIX)
-More policee, swat etc variety
-More tactics and divided groups with harder behaviour to scape or survive
-Fixed police following you after losing stars
-Fixed weird or afraid behaviour
-More police variety
-overhaul and redone almost all tactics and some behaviour
-no more spawn with no sense
-No more police with no gun (police attack with no sense fixed too)
-No more attack for no reason
-Police now leaves area after losing wanted level or stops chasing and spawning around you
-BIG OVERHAUL now crimes are more realistic, the number of stars you receive depends on the crime, and whether those stars increase depends on your behavior. this, in turn, affects the tactics used, the difficulty level, and the number of patrols.
- Fixed a crash caused by too many cops spawning at once: added a hard global cap (see [Stability]) that every spawn system now respects.
- Fixed cops sometimes appearing right on top of you (even behind you) the moment a crime gave you stars: the vanilla game's own police spawn response is now paused for a few seconds right when your wanted level turns on (see WantedGraceWindowMs), giving this mod's own reinforcements - which always keep a real distance. the chance to respond first.
- Fixed police helicopters getting stuck frozen in mid-air, unable to fall and crash, after their pilot died or the helicopter was wrecked.
- Combat is now scaled by wanted level instead of always being at maximum difficulty: 1 star is a real but beatable officer, 5 stars is the full accuracy/fire-rate configured in [CombatDifficulty].
- Reinforcements now also scale with your behavior, not just your stars: an active killing spree against police brings a faster, heavier response than simply running (see [BehaviorEscalation]).
- No mercy from 2 stars up: the verbal warning before opening fire now only applies at 1 star.
- Roadblocks/permanent lockdowns no longer get contradictory driving orders while holding their position (was causing erratic movement).
- Reinforcement waves now always keep a minimum real distance so they can never feel like they teleport next to you.
- Fixed permanent lockdown and road patrol cars sometimes spawning facing the wrong way relative to the actual street.
- Stability: hard global cap on concurrent cops (crash fix, see Stability]) dispatch waves enforce min. spacing between units spawned together (no more overlapping cars).
- Fairness: vanilla police spawn is paused for a few seconds whenever your wanted level turns on OR drops to 0, so nothing appears right on/behind you and nobody lands one last hit as your stars clear.
- Behavior: combat difficulty and reinforcement speed now scale with stars and with how aggressively you're playing (see [BehaviorEscalation]) no mercy (no warning) from 2 stars up regular cops now push in close (CombatRange) instead of hanging back.
- Realism: part of a search group now climbs after you for real if you're clearly higher up (stairs/roof) instead of everyone waiting at the base (see ElevationThreshold/Fraction in [Containment]) cops spawned together now wait briefly for squadmates before piling out to rush as a group instead of dismounting one by one (GroupDismountMaxWaitMs) cops with no wanted level now always try hard to reach their actual patrol car and drive off (much wider search, see StandDownVehicleSearchRadius) instead of ending up wandering around on foot.
- Bug fixes: police helicopters no longer get stuck frozen mid-air after their pilot dies or they're shot down lockdown/road patrol cars no longer spawn facing the wrong way roadblocks no longer get contradictory orders while holding position, raised the per-tick ped scan limit (128->300) so no cop gets missed and left stuck attacking after your wanted level clears.
-fixed a bug where a cop told to return to patrol on foot could end up wandering aimlessly instead of ever actually driving off.
4.0: COMING SOON (this is just a plan for my script i want to do)
-Jail sistem when surrended
-My own finite cops
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please if you see any bug report it on comments and if its possible include log file
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feel free to comment ideas to improve the mod i will read and reply to everyone!
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Make sure to change .asi and .ini on the game folder
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Requirements:
Script hook v: https://www.dev-c.com/gtav/scripthookv/
ASI Loader: https://openiv.com/

Recommended Mods:
Finite Cops: https://www.gta5-mods.com/scripts/finite-cops
Cops Back on the Beat: https://www.gta5-mods.com/misc/cops-back-on-the-beat
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Перше завантаження: 10 Серпня 2026
Останнє оновлення 1 hour ago
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