About LooseEnds
From ThunderstoreNPCs who see a body call the police. Officers search the scene and catch you if you stay close. Carried bodies are heavier. Hide your bodies.
Loose Ends - Bodies That Matter for Schedule I
> 🛟 Need help or found a bug? Get support at support.doodesch.de/looseends.
> Hide your bodies, or face the heat. In vanilla, police and citizens walk over a corpse like it > isn't there. Loose Ends makes living NPCs who actually see a dead body react - citizens call the > police, police enter the game's real "Investigating" pursuit - and makes carried corpses heavier, > so hauling a body to its hiding spot has real weight and stress.
What it does
- Witnesses react. A living NPC who actually sees a dead NPC reports it. A citizen pulls out
their phone and calls the police over about 4 seconds; knock them out or kill them before the call connects and nobody comes. A police officer reports at once.
- The witness saw only the body: the police do not know who did it. An officer walks to the
body and searches the area for about 2 minutes. Nobody is wanted. If the officer sees you near the body, you become the suspect. Each further body that day sends one more officer, up to 3.
- The witness saw you at the body: they describe you and you become the suspect. They also
remember your face until the next day and call again if they see you.
A body that is hidden from sight - in a dumpster, behind a wall, indoors, underwater, in bushes - is never seen, so nothing happens. That is the whole point: hide your bodies.
- Corpses are heavier. While you drag a body it resists being pulled: it lags behind, drags
sluggishly and is heavier to throw, scaled by a configurable multiplier. Your own speed does not change.
Features
- Line of sight. An NPC sees a body only in front of them or right next to them. Walls, cover and
bushes hide it.
- Killer attribution. The heat goes to whoever actually did it, captured at attack time. Unknown
(environmental / NPC-vs-NPC) deaths are blamed on you in single-player, and on nobody in co-op.
- One arrest settles your spree. After an arrest the bodies you left lying around are not reported
again. In co-op this is per player.
- Configurable realism. Line of sight on/off, which NPC types react, sight range, pursuit level,
reaction delay, phone call or instant report, weight, and more.
- Cheap when idle. With no corpses in the world the mod does effectively nothing; the witness scan is
throttled and only runs while a body exists.
- Host-authoritative. Detection and every police/pursuit write run only on the server/host through the
game's own networked calls, so they replicate to clients.
Screenshots
Requirements
- Schedule I (IL2CPP) with MelonLoader 0.7.3+.
- S1API (pulled in as a dependency).
Settings
Editable in UserData/MelonPreferences.cfg (category LooseEnds_01_Main):
| Setting | Default | Meaning | |---|---|---| | Enabled | on | Master switch. Off = fully vanilla. | | EnableInMultiplayer | on | Witnesses also react in co-op. Only the host's value counts. | | RequireLineOfSight | on | Walls, dumpsters, buildings, water and cover hide a body. | | BodySightRange | 12 m | How far an NPC notices a body in their field of view. | | NoticeRadius | 6 m | An NPC this close notices a body in any direction. | | ReactionDelaySeconds | 3 | Delay after the first sighting before the witness reacts. | | WitnessCallsPolice | on | A citizen phones the police over about 4 s. Off = instant report. | | PursuitLevel | 1 | Instant report on a killer the witness saw: 1 Investigating, 2 Under arrest, 3 Wanted, 4 Wanted dead. | | OncePerCorpse | on | Report each body at most once. | | CorpseWeightMultiplier | 5 | How hard a dragged body resists (1 = vanilla, up to 20). |
Plus ReactCitizens, ReactPolice, ReactEmployees, ReactToKnockedOut, RequirePlayerAlsoSeen, ResponseCooldownSeconds and AttributeUnknownToLocalPlayer.
Multiplayer
The witness system is host-authoritative: the host runs it for every player, and only the host's EnableInMultiplayer counts.
Updating from 1.1.1 keeps your old setting, which was off. Set EnableInMultiplayer = true in UserData/MelonPreferences.cfg to turn it on.
License
MIT. See the included LICENSE.md.
This mod is written with help from generative AI tools (Anthropic Claude, OpenAI Codex).
If you have fun with it, a like on the Thunderstore page really helps other people find it (thumbs up next to Download, you need to be logged in) - ty either way, and lemme know if anything breaks or you've got ideas
Highlights
From source dataLoaders
Runs on BepInEx.
Footprint
Rated a light load on a server.
Dependencies
Needs 2 other projects installed alongside it.
LooseEnds on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server type needed
- BepInEx
- Server load
- light
- Latest build
- 1.2.0, released 2026-10-24
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| BepInEx |
From 3 recorded builds of LooseEnds.
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 1.2.0 | 2026-10-24 | n/a | BepInEx |
| 1.1.1 | 2026-08-01 | n/a | BepInEx |
| 1.1.0 | 2026-06-21 | n/a | BepInEx |
Dependencies
- Required: MelonLoader
- Required: S1API Forked
Declared by the newest build that lists any. Required ones are installed with it on one-click installs.
What kind of mod it is
From the catalogCreatures & NPCs
Adds or changes creatures, NPCs and how they behave.
Compatibility
- Game
- Schedule I
- Loaders
- BepInEx
- Requires
- One-click install needs a BepInEx server. 2 other projects installed alongside it.
Verified at the source
- ✓ThunderstoreOfficial listing, checked 2026-10-25Open ↗
- ✓AuthorDooDesch, as published on Thunderstore
- ✓LicenseNot published by the sourceFree



