In-game NPC editor for Schedule I - design NPCs live, export Personnel packs.
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Updated
Aug 9, 2026 - C#
In-game NPC editor for Schedule I - design NPCs live, export Personnel packs.
The NPC framework for Schedule I - NPC packs as plain folders, spawned by mods as real S1API NPCs.
Chat on the Schedule I phone. Threads, unread counts, group and one to one, in both orientations. Built on Sideload.
Repair your wrecked RV in Schedule I through a tracked questline, with referral haggling and a repair cinematic.
Write Schedule I mod interfaces as HTML, CSS and JavaScript. Sideload renders them as real Unity UI - no browser, no native code.
Category tabs, search, filters and tooltips for the Schedule I management clipboard - and it sorts other mods' seeds on its own.
Put the in game phone on your real phone. Scan the code in the Connect app and messages, map, deliveries, products, dealers, contacts and the journal open on a second screen. Needs Sideload.
Modder example for Hotline - register a panel in the unified overlay (no-op when Hotline is absent).
A hand winch for Schedule I - hook anything at the exact point you aimed at and reel it out of wherever it is stuck.
Public shared source for DooDesch's Schedule I mods (starts with the FullHouse lobby-cap engine).
NPC performance LOD for Schedule I - hides and pauses distant, off-screen NPCs for more FPS and wakes them cleanly as you approach.
Schedule I - NPCs who spot a body call the cops and an investigation kicks off.
Tiny single-file localization for Schedule I MelonLoader mods - built-in tables, player-editable JSON translation files, automatic language detection
In-game 3D tattoo editor for Schedule I: import PNGs, place them on the character, preview live, and export a ready-to-publish Inkorporated tattoo pack.
Multiplayer prop hunt for Schedule I - hide as a prop or hunt them down. A Side Hustle gamemode built on S1API.
Keeps older Schedule I mods working after a game update. Puts the names an update took away back into MelonLoader's generated interop assemblies - your mod files are never touched.
Trash performance for Schedule I - the map can hold 100k+ pieces of litter, lag-free.
Example + template for the Inkorporated tattoo framework (Schedule I): a no-code pack and a code mod using the API.
One overlay and one key for every mod's HUD - a framework + compatibility layer for Schedule I.
Example + modder API (Snitch.cs shim) for the Snitch Schedule I performance profiler.
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