Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
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
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.3ifBars-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: 3.0.5README
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.
What it does
- 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.
- 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.