Sensorium
Every drug in Schedule I looked the same. Sensorium gives each one its own handwriting: weed, coke, meth, and added bad trips plus MDMA, crack, heroin and ketamine effects. A full screen post-processing pass, not a colour filter.
Mod developer · Lua · C# · Unity
Mod developer, gamer
One of the S1 Jam winners at Schedule I's world wide modding contest, and the creator of ScriptOne, a Lua mod loader for Unity games.
It is about creating and improving things that developers cannot or will not do, and recognising that people are having a good time through my work.
Featured
The ones where the mechanics were new and the work went deepest.
Every drug in Schedule I looked the same. Sensorium gives each one its own handwriting: weed, coke, meth, and added bad trips plus MDMA, crack, heroin and ketamine effects. A full screen post-processing pass, not a colour filter.
Two worlds in one. Serena Flats, reachable by car over the overpass. A map expansion the game needed, and a playground the next modder can build on.
Dark gameplay that shifts gears away from the daily drug grind. A message about two mystery bottles arriving at the pawn shop, and a serial killer loose in Hyland Point.
Mod loader
Mods are the visible half. My own framework:
A Lua mod loader for Unity games, the same kind of thing MelonLoader and BepInEx are. Those load compiled mods; ScriptOne lets a plain text file be the mod. It reads the game you actually have at startup, which is why it works in titles nobody wrote an API for. Mono and Il2Cpp, MIT.
Nexus Mods
Sorted by total downloads on Nexusmods.
High Baller - S1API - ConfigSchedule I · Gameplay
14.2k
Drones - Tuning - Colors - StatsSchedule I · Gameplay
13k
Illegal Rave - DJs - Custom SpotsSchedule I · Gameplay
12.6k
Advanced Dealer fixed - MultiplayerSchedule I · Gameplay
9.6k
Buffy (PTF) 1.2.XKingdom Come: Deliverance II · Gameplay
8.8k
Business Tracker - AnalyticsSchedule I · User Interface
7k
Bare Knuckle - Bum FightsSchedule I · Gameplay
6.6k
Barberama 1.2.XKingdom Come: Deliverance II · Gameplay
6k
Stealth PreventionCyberpunk 2077 · Gameplay
5.8k
Big Pimpin'Schedule I · Gameplay
5k
The Mob - NdranghetaSchedule I · Gameplay
4.8k
Compass Marker ImprovementsSchedule I · Gameplay
4.3k
Unofficial Map EnhancerSchedule I · Buildings
4.1k
LEGENDARY FM radioExtCyberpunk 2077 · Audio
4.1k
POI Compass Markers fixedSchedule I · Gameplay
3.5k
Cheap Car Repair - MultimodCheap Car Repair · Miscellaneous
3.3k
PreemNav - Auto-Rotate-MinimapSchedule I · User Interface
3.2k
Blood Pools - DecalsSchedule I · Visuals
3.1k
EASY EXITSchedule I · Gameplay
3k
Snorify - Music Player WidgetSchedule I · Gameplay
2.9k
How I think about modding
You get smarter and smarter while digging deeper inside that specific rabbit hole. You learn in practice and have to invest a lot of time researching, especially on new games, when no other human could give you answers.
Do not recycle ideas. No one needs the 239th mod for faster growth or double jump or whatever. If you think about something while playing, you could create it. I promise you that, 100%.
Let me ask you a few things that may increase the quality. I am not perfect, but these points matter to me, so maybe to you too.
project-context.md written? Changes, bugs and APIs in it too?80% is building your own guidelines, routines and ready blocks. 20% is the mod content itself, the game related stuff, not the technique behind it.
My experience: you do not need Discord, you do not need a friend for testing, and you do not need YouTube for tutorials.
There is a huge difference between modding with AI and modding with AI. AI is a tool and does not prove your quality. The human behind it matters more, and the way that one thinks and organises himself. You get the point.
Along the way
06 - Get in touch
At the moment I do all this modding stuff as full-time hobby. It is about creating and improving things that developers cannot or will not do, and recognising that people are having a good time through my work.
If you are building something that has to survive a game update, get in touch with what you are working on and where it hurts.