DooDesch-LooseEnds icon

LooseEnds

NPCs who see a corpse react (citizens call the police, police investigate) and carried bodies are heavier. Hide your bodies.

Last updated 8 hours ago
Total downloads 13
Total rating 0 
Categories Mods
Dependency string DooDesch-LooseEnds-1.1.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

LavaGang-MelonLoader-0.7.3 icon
LavaGang-MelonLoader

The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono

Preferred version: 0.7.3
ifBars-S1API_Forked-3.0.5 icon
ifBars-S1API_Forked

S1API is an open source collaboration project to help standardize Schedule One modding processes.The goal is to provide a standard place for common functionalities so you can focus on making content versus reverse engineering the game.

Preferred version: 3.0.5

README

Loose Ends - Bodies That Matter for Schedule I

🛟 Need help or found a bug? Get support at support.doodesch.de.

Hide your bodies, or face the heat. In vanilla, police and citizens walk over a corpse like it isn't there. Loose Ends makes living NPCs who actually see a dead body react - citizens call the police, police enter the game's real "Investigating" pursuit - and makes carried corpses heavier, so hauling a body to its hiding spot has real weight and stress.

Version Game MelonLoader S1API

What it does

  1. Witnesses react. A living NPC (citizen or police) who actually sees a dead NPC reports it: citizens get the police called, police enter the game's real "Investigating" pursuit state. A body that is hidden from sight - in a dumpster, behind a wall, indoors, underwater, in bushes - is never seen, so nothing happens. That is the whole point: hide your bodies.
  2. Corpses are heavier. While you carry a body you move noticeably slower (and the body drags more sluggishly), scaled by a configurable multiplier - adding weight and stress to hauling a corpse to its hiding spot.

Features

  • Real line of sight. Detection uses each nearby NPC's own vision cone (VisionCone.IsPointWithinSight), so it honors field of view and the game's occlusion layers. A hidden body is genuinely unseen.
  • Killer attribution. The heat goes to whoever actually did it, captured at attack time. Unknown (environmental / NPC-vs-NPC) deaths fall back sensibly (single-player blames the local player; co-op uses a scene response).
  • Configurable realism. Hunt the killer / Scene investigation / Escalating, line-of-sight on/off, which NPC types react, pursuit level, reaction delay, cooldowns, weight, and more.
  • Cheap when idle. With no corpses in the world the mod does effectively nothing; the witness scan is throttled and only runs while a body exists.
  • Host-authoritative. Detection and every police/pursuit write run only on the server/host through the game's own networked calls, so they replicate to clients.

Requirements

  • Schedule I (IL2CPP) with MelonLoader 0.7.3+.
  • S1API (pulled in as a dependency).
  • Optional: Mod Manager & Phone App for the in-game settings UI.

Settings

Editable in the Mod Manager & Phone App UI or UserData/MelonPreferences.cfg (category LooseEnds_01_Main):

Setting Default Meaning
Enabled on Master switch. Off = fully vanilla.
EnableInMultiplayer off Force the witness system on in co-op (experimental, host-authoritative).
RequireLineOfSight on Use the NPC vision cone so hidden bodies are unseen. Off = pure radius.
ResponseMode 0 (Hunt) 0 Hunt the killer (reliable), 1 Scene investigation (experimental), 2 Escalating.
PursuitLevel 1 1 Investigating, 2 Arresting, 3 NonLethal, 4 Lethal.
ReactionDelaySeconds 3 Delay after the first sighting before the response fires.
OncePerCorpse on Respond at most once per body.
CorpseWeightMultiplier 5 How heavy a carried corpse feels (1 = vanilla, up to 20).

Plus ReactCitizens, ReactPolice, ReactEmployees, DetectionRange, ScanIntervalSeconds, ResponseCooldownSeconds, WeightMode and more - see the in-game settings for the full list.

Multiplayer

The witness system is host-authoritative and off by default in a real co-op lobby (EnableInMultiplayer) until it has been tested with two players. Set EnableInMultiplayer = on to opt in.

License

MIT. See the included LICENSE.md.