Some mods target the Mono version of the game, which is available by opting into the Steam beta branch "alternate"
OrganizedCrime
End game story-line expansion. Work for the Cheeky Blinders: run Nell's jobs, owe Arthur when you fail, buy the family's Syndicate Warehouse on the docks, and face police checkpoints, sweeps and raids, or pay the Chief to look away.
| Last updated | 2 weeks ago |
| Total downloads | 1461 |
| Total rating | 0 |
| Categories | Mods IL2CPP |
| Dependency string | MadJagStudios-OrganizedCrime-2.0.0 |
| 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: 3.2.1README
Organized Crime
Hyland Point already had an organization before you got there. Organized Crime adds the Cheeky Blinders, a family that notices what you have been doing and decides whether you are worth the trouble. Version 2.0 adds Chapter 3: steady work for the family, a warehouse of your own, and a police force that pushes back.
A six job story with a real contact. Nell Grey reaches out once you have settled your early business in town. Each job she offers is a test, and each has terms you can read before you accept: a small courtesy, a delivery to the wrong address, a room that needs to stay empty, product on short notice, a night when nobody on your payroll works, and an envelope that goes into a closet. Do them her way and the family opens up. Fail one and you hear from Arthur Selby instead.
New in 2.0: work for the family. Finish the six jobs and Nell keeps calling. She offers repeatable work: dead drops, package recovery, emergency supply, safehouse storage runs, cash movements and property shutdowns. Every offer shows the pay and the deadline before you say yes, and you can turn her down. Need more time? Buy an extension. Fail a job and you owe a make-good. Arthur comes to collect it in person, and if you stay overdue, he does not just talk.
New in 2.0: the Syndicate Warehouse. The family has a warehouse on the docks, right next to the Docks Warehouse, and it can be yours for $300,000. Staff it with up to 20 workers, pay the family its $30,000 weekly cut, and fill the weekly production orders. You hand each batch over at the HQ family locker and get paid as it goes in.
A hidden headquarters. Prove yourself and the family hands you a door the town does not know about: a pocket interior with nine storage closets of your own and the family locker, used by the jobs that need product held or cash left.
Consequences that stick. The family keeps a standing on you that only shows in how Nell talks to you and what she offers next. Miss a deadline, move product you were told to hold, or let a worker clock in on a night you were told to keep the lights off, and the standing drops. Nobody shows you a number.
Police that remember you, and now push back. Arrests build local heat. Cross the line and Chief Campbell messages you himself: pay and your file disappears. The price climbs from $25,000 to $35,000, plus a daily late fee, and you can pay any time. Ignore him and he announces a lockdown. The town goes to a round the clock curfew, and if the lockdown goes unpaid for a day, the police come looking for you. As your heat rises, expect:
- checkpoints near your busiest property
- evening patrols, and patrols all day during a lockdown
- crackdown sweeps, a 24 hour surge at most once a week
- raids on your stash while you are away, taking up to a quarter of what is stored at one site
Or pay the Chief's protection retainer, $30,000 a week. While you are covered there are no lockdowns or checkpoints, and fewer patrols.
Built on the game's own systems. Messages arrive in the phone, jobs sit in the quest list, the curfew is the game's curfew, the police are the game's police, the closets are the game's storage. There is no custom UI to learn.
Requirements
- Schedule I 0.4.7 (the default branch)
- MelonLoader 0.7.3 or newer
- S1API Forked 3.2.1 or newer (ifBars). Older S1API builds will not work.
- Single player. In a multiplayer session the mod loads, but the story and the police pressure stay off.
Install
Thunderstore: install with r2modman or the Thunderstore app, and the dependencies come along. Manual: drop OrganizedCrime.dll into your Mods folder next to S1API.
Saves
Your 1.0 saves carry over. The mod writes its own small files beside your save (an OrganizedCrime folder inside the save slot). It never edits the game's own save files. Remove the mod and your save loads as before; the story files stay behind, harmless, until you delete them. Turn Steam Cloud off for a slot if you plan to restore backups by hand.
Known limits in this release
- The shutdown job only watches staff work and machine stations. Manual pressing, packaging and laundering are not detected.
- Chief Campbell uses a plain messaging icon for now.
What is next
More for the warehouse, including a forklift, a backpack for carrying more product, and the family's next chapters.