Mods uploaded by DooDesch

 2902
1 
Polyfill
Your old mods stopped working after a Schedule I update? Polyfill patches the game so a lot of them run again. It patches the game, not your mods - your own files are never changed, and one console command takes the patch back out.
Last updated: a day ago
 2621
1 
RVRepairVan
Repair your wrecked RV in Schedule I - get the job from Mrs. Ming, pay Marco the mechanic, guided by a tracked quest with a repair cinematic.
Last updated: 2 months ago
 2171
1 
Snitch
A performance profiler - measure the cost + state of NPCs, trash, quests and your own mods, with a per-mod panel in the Hotline overlay, a live web dashboard, and a phone remote (scan a QR to drive it).
Last updated: a month ago
 2044
1 
Hotline
One overlay and one key for every mod's HUD - and it auto-catches mods that grab function keys.
Last updated: 2 months ago
 1553
0 
FullHouse
Bigger co-op lobbies for Schedule I - raise the 4-player cap (32 by default, configurable). Standalone, no other lobby mod needed.
Last updated: 2 months ago
 1428
1 
LooseEnds
NPCs who see a corpse react (citizens call the police, police investigate) and carried bodies are heavier. Hide your bodies.
Last updated: 2 months ago
 1254
2 
Siesta
Distant NPCs take a siesta so your FPS doesn't - distance/visibility LOD for all NPCs.
Last updated: a month ago
 1218
1 
Personify
In-game NPC editor: design body, face, hair, clothing and tattoos live on the menu character, then export a ready-to-publish Personnel NPC pack.
Last updated: 2 months ago
 1061
2 
WhatsDab
Text the people in your lobby from the in game phone. Threads, unread counts, group and one to one chat, in both orientations. Needs Sideload.
Last updated: 2 months ago
 841
1 
Personnel
The NPC framework for Schedule I. NPC packs as plain folders - spawn points, daily schedules, customer/dealer economy, contacts - spawned as real networked, saved NPCs. No code needed.
Last updated: 2 months ago
 760
1 
Sideload
Write a mod interface as HTML, CSS and JavaScript. Sideload renders the web bundle into real Unity UI and puts it on the in game phone, so an app is three files instead of a thousand lines of panel code.
Last updated: a month ago
 741
1 
TightBeam
A proper handheld flashlight - dial the beam from a wide near-flood to a tight far-throw.
Last updated: 2 months ago
 710
1 
Inkorporated
Custom tattoo framework. Mods ship tattoo packs (a PNG folder + manifest, or via the API) and Inkorporated adds them to the tattoo shop - rendered, saved and co-op-synced like vanilla.
Last updated: 2 months ago
 702
0 
Inkubator
In-game 3D tattoo editor: import PNGs, place them on the character, preview live, and export a ready-to-publish Inkorporated tattoo pack - all from the main menu.
Last updated: 2 months ago
 641
1 
Hash
An in-game terminal with completion, output, history, and offline natural-language commands. Needs Sideload.
Last updated: a month ago
 557
1 
PropHunt
Multiplayer prop hunt for Schedule I: hiders disguise as props and blend in while hunters track them down. Hosted from the Side Hustle menu.
Last updated: 2 months ago
 535
1 
Litterally
Litterally more trash, zero lag - routes Schedule I's litter into a cheap instanced field so the map holds far more of it, with no feature loss.
Last updated: 2 months ago
 339
1 
Yoink
A hand winch for Schedule I. Hook anything at the exact point you aimed at and reel it in - built for vehicles wedged where they can never drive out.
Last updated: 2 months ago