RebornModding-DealersRetaliate icon

DealersRetaliate

Your dealers fight back against the Benzies. Autonomous retaliation, personal texts, turf-based packaged loot, rare brick hauls and neon-green collection markers. IL2CPP only.

Last updated 12 hours ago
Total downloads 45
Total rating 0 
Categories Mods IL2CPP
Dependency string RebornModding-DealersRetaliate-1.0.0
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

README

Dealers Retaliate 1.0 - Balanced

The Benzies hit your dealers. Now your dealers hit back.

Your hired dealers can retaliate against the cartel on their own. They report what happened by text, stash your share in a dead drop, and leave you to collect it. There are no jobs to accept or targets to farm.

Features

  • Six distinct dealer voices: 120 success/failure messages, with saved history to reduce repetition. Fights, chases, armed resistance and failed ambushes give the reports variety.
  • Turf-based loot: dealers favour different drugs, while every dealer can obtain any discovered drug category.
  • Weed strain variety: OG Kush, Sour Diesel, Green Crack and Granddaddy Purple.
  • Standard to Heavenly quality: higher-grade cocaine is more likely from Wei Long and Leo Rivers.
  • Proper packaging: ordinary product arrives in baggies. Rare hauls contain one or two full bricks: 20 or 40 product units.
  • Rare valuables: watches, chains and gold bars can accompany ordinary hauls. Brick hauls are exclusive payouts, without cash or valuables stacked on top.
  • Clear collection tracking: neon-green compass markers, dealer portraits, named locations and native objectives that persist through saving/reloading.

Requirements

Schedule I IL2CPP, with MelonLoader 0.7.3. Built against game 0.4.7f12. No S1API dependency. This download does not support the Mono branch.

Installation

Close the game. For a manual install, extract the download into the Schedule I game folder so DealersRetaliate.dll lands in Mods. For Thunderstore, install using your mod manager and launch the correct IL2CPP profile. Avoid keeping a second manually installed copy of the DLL alongside the managed copy.

Public 1.0 is the Balanced edition with fixed settings. It does not read or create an editable settings file. To disable the mod, remove/disable its DLL. Mod progress is stored in ModData/DealersRetaliate.json inside the game save and is written with a normal completed game save. Back up saves before adding or updating mods. Keep this sidecar if reinstalling; it contains event history and collection tracking. Loot already delivered remains ordinary game items when the mod is removed.

When events happen

The public build requires a hostile cartel and at least one recruited, conscious dealer with a phone conversation. There is a two-day installation grace period. Afterward, the default is one global 40% daily event roll, at a scheduled time between 10:00 and 21:59. Hiring more dealers does not multiply the number of rolls.

A failed daily roll tries again the following eligible day. After four failed eligible-day rolls, the fifth selects an attempt. An actual retaliation has an 80% chance of success; a failed robbery still sends a text and starts the normal cooldown. The two-day cooldown prevents attempts on consecutive days. Cooldown and unavailable/blocked days do not count toward the dry-spell safeguard. It guarantees an attempt, not loot.

Successful dealers need an empty, unlocked, available dead drop in an unlocked region. A planned reward waits if it cannot be delivered. Collection has no deadline or extra XP/cash payout. Partial collection keeps the objective; emptying the drop completes it.

Default reward balance

Reward Default
Ordinary cash, when rolled $500–$1,500
Ordinary product 5–12 baggies, capped at $1,000 in quality-aware value
Jewellery 10% on ordinary successes without a gold bar
Gold bar 0.5% on ordinary successes
Brick haul 5% per success; usually one brick
Second brick 10% of eligible brick hauls if both fit the $6,000 brick cap

Budget and native capacity take priority over the five-baggie target. Higher grades can mean fewer units. Bricks replace the entire normal payout. If a selected brick cannot be generated or afforded, the same product/grade falls back to baggies under the ordinary budget. Stored loot and previously planned rewards retain their original grade; the Standard quality floor applies to newly planned rewards.

Scope and feedback

Events are abstract reports: they do not spawn combat, kill existing cartel NPCs, injure dealers, consume ammunition or change cartel influence. Combat and injuries in the texts are narrative flavour.

Feedback is especially welcome from longer standard playthroughs with an active hostile cartel. Much of development testing used an existing save after cartel defeat. That does not verify how the mod feels alongside active-cartel attacks. Multiplayer remains unverified; event generation is host/server-controlled, and client-side objective presentation has not been confirmed. Mod-manager installation also needs wider feedback.

If something looks wrong, include the game version, mod version, whether you host or join, the in-game day, what happened, and the MelonLoader log. Console SCHEDULE: messages show the live day, scheduled roll, misses, cooldown/blockers and selected attempts. There is no guaranteed event every day.

Created by RebornReaper.