Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
Siesta
Distant NPCs take a siesta so your FPS doesn't - distance/visibility LOD for all NPCs.
| Last updated | 7 hours ago |
| Total downloads | 3 |
| Total rating | 0 |
| Categories | Mods |
| Dependency string | DooDesch-Siesta-1.0.0 |
| 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
Siesta - NPC Performance for Schedule I
🛟 Need help or found a bug? Get support at support.doodesch.de.
Distant NPCs take a siesta so your FPS doesn't. Siesta puts off-screen, far-away NPCs to sleep - hiding them and pausing their movement/schedule - then wakes them cleanly as you approach. Works on every NPC in the world, including ones added by other mods.
Features
- Distance + visibility LOD for all NPCs. Off-screen NPCs beyond a configurable distance are hidden (no render/animation cost); far, idle, non-essential ones also have their movement and schedule paused (the NavMeshAgent is the biggest per-NPC cost).
- Functionality-first. Dealers attending a deal, employees mid-task, customers in a deal, story/quest NPCs, anyone in dialogue, in a vehicle, KO'd or near any player are never paused - only ever hidden.
- Clean wake-up. A woken NPC re-enables its schedule, catches up to the current in-game time, resumes movement and repairs its NavMesh placement before it is shown again - no T-pose, no stuck agents.
- Multiplayer safe. Hiding is purely local per client; the movement/schedule pausing runs only on the host who owns NPC simulation, so there is no desync.
- Cheap and self-tuning. A small, fixed number of NPCs is re-checked per frame, so the mod's own cost stays flat regardless of how many NPCs exist.
- MoreNPCs auto-compat. Auto-detects an incompatible Fannso's MoreNPCs build on prefixed IL2CPP and stabilizes it so the game stops crash-spamming (opt-out).
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.
How much FPS will I gain?
The win scales with how many NPCs are far from you - it's biggest in NPC-dense saves (e.g. with NPC-adding mods) and small in sparse spots, because NPC simulation isn't always the dominant frame cost. Siesta only ever removes work for NPCs you aren't looking at, so it's a safe, free-when-idle optimization.
Settings
EnableLod, EnableInMultiplayer, CosmeticDistance (40), DeepDistance (80), Hysteresis (8),
BudgetPerFrame (32), UseCosmeticCull, UseDeepCull, RespectOnScreen, ShowFpsCounter,
MoreNpcsAutoCompat. Editable in the Mod Manager & Phone App UI or UserData/MelonPreferences.cfg.
License
MIT. See the included LICENSE.md.