DealsGoneWrong
Makes addicted customers potentially attack you after doing a deal.
About this mod Author’s original text
💥 Deals Gone Wrong
_Addiction has consequences. Some customers might not be so grateful after a deal..._
🧩 Features
- ⚠️ Addicted customers have a chance to become hostile after completing a deal.
- 🔪 Chance a customer that attacks you is given a Knife or Broken Bottle if they already don't have a weapon.
- 🎲 Attack chance is based on their addiction, the more addicted they are the more likely they are to attack you.
- ⚙️ Fully configurable via MelonPreferences.
📁 How to Install
- Make sure you have Melon Loader installed for _Schedule I_.
- Drop the appropriate DealsGoneWrong.dll into your _Mods_ folder:
- Use DealsGoneWrong.IL2CPP.dll for the main/none and beta versions
- Use DealsGoneWrong.Mono.dll for the Steam alternate and alternate-beta versions
📁 Schedule I
└── 📁 Mods
└── 📄 DealsGoneWrong.IL2CPP.dll (or DealsGoneWrong.Mono.dll)
🧪 Compatibility
Game Versions:
- IL2CPP (main version of Schedule I)
- Mono (alternate version available through Steam beta branch)
Framework: Melon Loader
⚙️ Configuration
Modify the attack probabilities and weapon preferences via the MelonPreferences.cfg file:
Example:
[DealsGoneWrong]
Multiplied by NPC addiction to calculate attack chance. NPC Addiction is a float with a range of 0 and 1, with 1 being the most addicted.
BaseChanceMultiplier = 35.0
Lower bound of the random value added to base chance.
MinRandomBonus = 1.0
Upper bound of the random value added to base chance.
MaxRandomBonus = 5.0
The higher the value, the more likely this weapon is selected.
BrokenBottleChance = 30
The higher the value, the more likely this weapon is selected.
KnifeChance = 20
Lets customers also have a chance to target you after doing a deal with one of your dealers.
DealersAdded = false
The range at which the NPC will give up on attacking.
GiveUpRange = 20.0
The time after which the NPC will give up on attacking.
GiveUpTime = 30.0
❓ FAQ
Q: Are there more weapons coming?
A: Possibly! Looking into adding a way for them to use Revolvers and 1911s.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.