On The Blade
FEATURES INSTALL CHANGELOG FAQ MANUAL TRAP STAR SWIPE LIFE BACKDOORED DISCORD GET IT
ONE WORLD MANUAL · CURRENT DOCS

Run the whole ecosystem

One World setup first, then the complete On The Blade systems reference, controls, configuration, and troubleshooting. Legacy and Enhanced are supported.

LEGACY + ENHANCED
SHVDN ENHANCED 1.1.0.6+
.NET FRAMEWORK 4.8
WHAT IT IS ONE WORLD SYSTEMS INSTALL CONTROLS CONFIG TROUBLESHOOTING

One World quick start

TrapStar, Swipe Life, and On The Blade are the currently playable pillars. Backdoored is the next pillar and remains a coming-soon preview until a release is posted.

TRAPSTAR

Product, corners, runners, supply, and narco pressure.

SWIPE LIFE

Rigs, stolen data, counters, mules, and fraud pressure.

ON THE BLADE

Roster, territory, properties, clients, and vice pressure.

BACKDOORED · SOON

Home invasion, security intelligence, theft, and property risk.

Recommended install order: install the required game hooks once, add one mod, launch Story Mode and confirm it works, then add the next mod. Never copy a second shared dependency into scripts/. Back up each mod's data folder before replacing a build.

Paid One World members can use every individual mod room plus the private members room in Discord. Use the matching support channel for bugs so logs and reproduction steps stay with the correct mod.

What it is

Saints Row business mechanics and a Mafia III racket board, running live in the open world.

Recruit crew, post them to zones, collect an hourly take, and handle the problems the operation generates. The action isn't scripted missions — it's you responding to what your own business throws up. Everything stays at the abstraction level the base game uses: money, timers, heat, fade-to-black.

Single player only
Loading script mods into GTA Online will get the account banned. Launch story mode, and on Enhanced make sure BattlEye is not running.
CONTENT
Adult themes, handled the way the base game handles them — abstracted, no explicit content. All characters are adults. The systems are management and turf mechanics, not depictions.

Systems

Five layers, each feeding the next.

REVENUE
Two streams
An hourly street take that generates heat and risk, and a safe weekly subscription deposit. They compete for the same worker-hours.
INCIDENTS
One at a time
Bad clients, vice stings and walk-offs, then a cooldown — two emergencies at once isn't a choice.
TERRITORY
Six zones, four crews
Work a neutral corner to claim it; take a held one by force.
BUSINESS
What money buys
Roster upgrades, a legal retainer, laundering, stash houses with fast travel, and hired muscle on wages.

The two streams

Street take resolves every in-game hour. It scales on tier, zone demand, loyalty, heat and stamina, with a night bonus and a bonus on turf you hold. It also generates heat and invites incidents.

Subscription deposits land every seven game days, unlocked by the Ring light and a laptop upgrade. Each worker carries a follower count that builds only while they are off the street and decays while they are on it. The deposit cannot fail, generates no heat and never triggers an incident.

So the roster stops being a throughput problem and becomes an allocation one: who earns now and hot, who earns later and safe.

The tension

Stamina drains on shift and recovers off duty. Exhausted crew bleed loyalty, and loyalty scales payout — so working the roster into the ground is mathematically self-defeating. A worker parked off duty to build an audience is also resting, and a rested worker builds faster.

12 GAME WEEKS · TIER-2 WORKER AT 70 LOYALTY
STRATEGY STREET/WK SUBS/WK TOTAL/WK
Street whenever rested$16,937$1,784$18,721
Never on the street$0$7,970$7,970
Night shift, rest by day$14,737$5,611$20,348
The mixed strategy wins. Street pays more per hour; subscriptions pay less but carry no risk at all.

Recruiting

Eligibility is a curated list of ped models, matched by hash. Keeping the pool deliberate is what makes hotspots matter — eligible peds are uncommon enough that where you look is a real decision. The list is RecruitModels in config.json, so it can be widened without a rebuild.

AREA RADIUS TIER 1 TIER 2 TIER 3
Gang turf70m70%25%5%
Vinewood70m25%45%30%
Anywhere else35m60%30%10%

Gang turf turns up volume at the lower tiers; Vinewood turns up fewer people but a better class of them. Standing in either also blips nearby prospects — the mod cannot make the game spawn more people, so instead it points at the ones already there. Ordinary areas get no blips, which is what keeps a hotspot feeling like one.

Taking someone else's earner

Some prospects already work for somebody — 45% on gang turf, 30% around Vinewood, 12% anywhere else. Signing one is the cheapest way to get an experienced earner and the fastest way to start a war.

CONSEQUENCE WHY
She comes in a tier higherShe already knows the job
Loyalty −15She's been through something and doesn't trust you yet
Her crew: aggression +0.15, strength +5They pull people in
Every other crew: aggression +0.04Word travels — a pimp who poaches is everyone's problem
55% chance they arrive within the minuteAnchored where the deal was struck, not at her post

Clear them and her crew backs off — and she saw you show up. Fail and they take her back permanently. Rival aggression feeds the turf-contest roll, so poaching is the lever that turns the map hostile: with none, a contest lands roughly every 9 real minutes; after ten, about every 5.6. It cannot spiral, because aggression clamps at 1. Once every rival is broken there's nobody left to poach from, so late-game recruiting quietly becomes safe — that falls out of the design rather than being special-cased.

NEEDS VERIFYING IN-GAME
Hotspots are matched on the game's zone codes rather than coordinates, and the code lists are unverified. The recruit menu prints the code you're standing in so you can check and correct them. An unrecognised code falls through to "anywhere else" rather than breaking anything.

Territory rules

ZONE STATE POST CREW? PAYOUT RIVAL PRESSURE
NeutralYes — doing so claims itbaseNone
YoursYes×1.15Contested while staffed
Rival-heldNo — take it first

Rivals only attack turf you hold and have staffed. Being attacked over an empty corner you happen to own reads as noise rather than pressure.

Install

Same steps for Legacy and Enhanced — one build covers both.

GTA V
Legacy or Enhanced, story mode
Script Hook V
by Alexander Blade, matching your edition
ScriptHookVDotNet Enhanced
v1.1.0.6+
.NET Framework 4.8
or newer
Visual C++ Redistributable
2019 x64
WHY SHVDNE, NOT STOCK SHVDN
SHVDNE is a drop-in replacement that runs the same binaries on both editions. Stock SHVDN will not load this on Enhanced. Install SHVDNE even if you're on Legacy.
01
Install Script Hook V
Get the build for your edition and copy its files into the game root — the folder with GTA5.exe or GTA5_Enhanced.exe.
02
Install ScriptHookVDotNet Enhanced
Copy ScriptHookVDotNet.asi, ScriptHookVDotNet2.dll and ScriptHookVDotNet3.dll into the same game root. If a scripts folder doesn't exist yet, create one there now.
03
Drop in the mod
<game root>/scripts/ OnTheBlade.dll LemonUI.SHVDN3.dll iFruitAddon2.dll
All three are required. iFruitAddon2.dll only powers the phone contact — if it's missing the mod still loads and logs why, but you lose the in-game phone entry.
04
Launch story mode
On Enhanced, start the game without BattlEye. Load a single-player save and wait for the world to finish streaming.
05
Press F5
You should see an "On The Blade loaded" notification on startup and the operations menu on F5. If not, check troubleshooting.

Where it keeps its files

<game root>/scripts/OnTheBlade/ config.json balance and keybinds save.json roster, territory, upgrades OnTheBlade.log startup and error log

Paths resolve off the game root, so Legacy and Enhanced installs keep completely independent saves and configs with no extra setup. Copy save.json between them if you'd rather share progress.

Uninstalling

Delete OnTheBlade.dll from scripts. Leave the other two DLLs if other mods use them. The OnTheBlade/ data folder can go too, or stay if you might come back to the save.

Controls

F5
Operations menu — roster, territory, upgrades, property, muscle
F1
Phone menu — status report, recall everyone, fast travel
Phone contact
"On The Blade" in the in-game phone opens the same menu
Insert
SHVDN script reload. Safe — releases every owned ped and saves first

Both keys are rebindable in config.json via MenuKeyName and PhoneKeyName.

Config

Everything is tunable without a rebuild. Edit config.json and press Insert to reload.

{{ grp.title }}

SETTING DEFAULT EFFECT
{{ row.k }} {{ row.d }} {{ row.e }}

Troubleshooting

Start with scripts/OnTheBlade/OnTheBlade.log — it records the game file version at startup, which is the first thing worth knowing.

Nothing happens when I press F5
Check ScriptHookVDotNet.log in the game root. If OnTheBlade.dll isn't listed, it isn't being loaded at all.
Confirm all three DLLs are in scripts, not the game root.
Confirm you installed SHVDNE, not stock ScriptHookVDotNet.
Make sure you didn't also copy ScriptHookVDotNet3.dll into scripts — a second copy there breaks loading.
It stopped working after a game update
SHVDNE pins memory offsets per game build and ships point releases to chase patches. Check for a newer SHVDNE before assuming the mod is at fault — that's the usual cause, especially on Enhanced.
The phone contact is missing
The log will say why. A missing or incompatible iFruitAddon2.dll disables just that feature rather than the whole mod. You need 3.0.2 or newer — that's the release where one file covers both editions. The F1 menu works regardless.
Crew are standing in odd places
Zone anchors and stash positions are approximate in this build and still need verifying in-game. They live in Zones.cs and Regions.cs.
Someone is stuck "in trouble"
Press Insert to reload. That aborts any active incident, releases its peds and clears the stuck state before saving.
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