FRANKLIN'S TURF WAR
Take South Central back, block by block.


DESCRIPTION

Franklin's Turf War turns Los Santos into contested ground. Fourteen rival gangs hold fourteen territories across South Central and the east side, each with its own name, colours, members and difficulty. Franklin starts with one block of his own. Everything else has to be taken.

Taking a territory is not a single firefight. Each one is a three-day campaign you fight in stages: apply pressure on day one, survive the escalation on day two, and break them on day three. Between stages the block goes quiet and a real in-game day has to pass, so a takeover is something you come back to rather than something you finish in one sitting.

You cannot simply pick the richest territory on the map and drive there. Franklin expands outward from ground he already holds: you can only open a campaign against turf that borders your own. Every territory you take opens up its neighbours, so the map unlocks in a spreading front rather than a checklist, and the order you take them in genuinely changes the route.

This is not a scripted mission chain. It is a persistent system running underneath normal free roam. Territories stay held or contested, enemy blocks are populated by their own gang members, rival leaders talk trash at you between fights, and you can build a crew of up to seven who follow you on foot, ride with you, and fight alongside you.

Territory positions are not guesswork. They were taken from reverse-engineered GTA V zone data, so gangs sit in real, named neighbourhoods (Strawberry, Davis, Chamberlain Hills, Rancho, Murrieta Heights, Vespucci Canals, Mission Row and more) at their actual in-game coordinates.


TERRITORY CONTROL

- 14 rival gangs, 14 territories, plus Franklin's home turf: Clanton 14th Street, Street Saints 13, Varrio 22nd Street, Primera Flats 13, Compton Varrio 117, Holmes Street Watts Crips, Carver Park Compton Crips, Boulevard Mafia Crips, Original Hood Crips, Baldwin Hills Gangster Crips, Village Stone Bloods, Barrio 18th Street, Mission Row Locos and Ginger Street G's.
- Real neighbourhoods. Positions derived from the game's own zone data rather than estimated, so each gang occupies a genuine, recognisable block.
- Adjacency-gated expansion. Campaigns only open against territory bordering ground Franklin already controls. No map-wide jumps.
- Per-territory stats. Strength, difficulty, strategic value, defender count and wave difficulty all vary, so some blocks are considerably harder than others.
- Turf earns money. Every territory you hold pays out once per in-game day, and taking a block pays a substantial one-off bonus on top. Toggleable.


THE THREE-DAY CAMPAIGN

- Day 1 Pressure, Day 2 Escalation, Day 3 Final Push. Each stage spawns a larger and better-armed wave than the last.
- Clear the wave, then wait out the day. Advancing needs both. Clearing the final wave captures the territory immediately.
- Pause and resume any campaign with its exact progress preserved, including how far into the day you were.
- Skip a day from the menu if you would rather not wait for the next wave.
- Mission-complete banners after each wave and on capture, with the defenders eliminated.
- Police suppression holds your wanted level at zero for the first two minutes of a wave, so a takeover does not immediately turn into a police chase. Toggleable.


FINISHING THE JOB

- Take all fourteen territories and the conquest ends with a full-screen results banner rating your whole campaign Gold, Silver or Bronze, graded on how many of your crew you lost getting there.
- A seven-figure payout, and your turf income is permanently doubled from then on.
- A one-off custom Zentorno waiting at the docks: deep blue, every performance part maxed, turbo, GT wing, high-end wheels, blue neon, bulletproof tires and a KINGPIN plate.
- Collected the way GTA Online hands over a vehicle reward: word of where it is, a blip on the car and an automatic waypoint. It waits there as long as you like.


FRANKLIN'S CREW

- Recruit up to seven in three classes: Assault (rifles and SMGs), Heavy (machine guns, extra health) and Sniper (long guns, high accuracy).
- They actually follow you, on foot, through neighbourhoods, using the game's own companion group behaviour.
- They fight. Engaging conquest defenders on their own, using cover and drive-bys, with infinite ammo so they never run dry mid-campaign.
- They pile into your car if there is room, and if it is full they fetch their own ride and follow in convoy. If the driver is killed, a passenger takes the wheel.
- Their Cavalcade spawns fully built: every performance upgrade, turbo, full cosmetic pass, blacked-out paint with green accents, custom plate, bulletproof tires and green neon on all four sides. It carries its own map blip.
- Crew drivers chase you directly rather than obeying traffic routing, so cutting across streets or going off-road does not leave them circling to the next intersection.
- Body armour, immunity to one-shot critical hits, slow passive health regeneration, and a menu option to patch the whole crew up instantly between waves.
- Tap the car horn and anyone out of position boards your car, or their own if yours is full. Toggleable.
- Crew status readout: what every member is doing, their health and how far away they are.


A LIVING MAP

- Enemy territory is populated with that gang's own members going about their business, spawned only on valid ground.
- Attack a gang member in territory bordering yours and their campaign kicks off on its own. Toggleable.
- Or just stand there. Linger on foot in a gang's territory for fifteen seconds and they come out to meet you. Driving through does not count. Toggleable.
- Attack a gang you are not yet able to reach and the mod tells you why, names a territory you can take, and points you at the menu option that starts it.
- Uninvolved pedestrians are moved clear of an active firefight rather than being dragged into a three-way brawl.
- Rival gang "tweets". Enemy leadership taunts Franklin at random between fights, with handles in the style of GangName_StreetAlias. Toggleable.


LIVE MAP OVERLAY

- Colour-coded area blips on both the pause map and the minimap. Green for territory you hold, the gang's own colours for enemy turf, flashing while a fight is live.
- Optional corner HUD with held, contested and enemy counts, crew size, and the live state of every active campaign.
- Per-defender blips during a wave, removed the instant each one goes down. Toggleable.
- Automatic waypoint dropped on a territory the moment its campaign begins, plus a menu option to mark your next legal target.


YOUR PROGRESS IS KEPT

Captured blocks, campaigns in progress (down to which day you are on and how far into it), paused campaigns, crew losses, the completion reward and every setting are saved to Documents\Rockstar Games\GTA V\FranklinTerritoryMod\progress.ini and read back when the script loads. Installing a new version of the mod part-way through a conquest does not reset the map, and a campaign that was mid-wave picks up where it left off. Delete that file to start a fresh conquest.

Finished the map and want to run it again? Campaign, then Restart Whole Campaign, hands all fourteen blocks back to the gangs, behind a confirmation page with Cancel selected by default. A reward car you already collected stays yours.


INTERFACE

- A trainer-style menu, top-left, categorised into Campaign, Crew, Territories and Settings, with a scrolling list, item counter and a description line for whatever is selected.
- Open with L or RB + B, navigate with the numpad or the d-pad. Every key is rebindable in the .ini.
- Restart Whole Campaign and Clear Mod Memory under Campaign: start the conquest over, or free up ped slots if a wave ever turns up short.
- Nine toggles covering the HUD, police suppression, enemy blips, ambient gang members, attack-triggered campaigns, presence-triggered campaigns, turf income, horn recall and gang tweets.


REQUIREMENTS

- Grand Theft Auto V, Legacy version only. This is the pre-Enhanced build that Script Hook V supports. It is NOT compatible with GTA V Enhanced.
- Script Hook V (by Alexander Blade)
- ScriptHookVDotNet, version 2 specifically (ScriptHookVDotNet2.dll)
- An ASI loader (Ultimate ASI Loader, or any working loader providing dinput8.dll)
- .NET Framework 4.8 (included with Windows 10 and 11)

If you already run any .NET script mods, you have all of this and only need the mod itself. Everything in the requirements list is bundled in the download for anyone who does not.


INSTALLATION

The mod itself is a single file and is genuinely drag-and-drop. The download is split in two only because it also bundles the shared framework, which most GTA V modders already have. Installing that a second time over an existing setup can overwrite a different version and break your other mods, so only use it if you need it.

1. Check whether you already have ScriptHookVDotNet.
   Open your GTA V install folder (the one containing GTA5.exe). If you see a "scripts" folder AND a file called ScriptHookVDotNet.asi, you already have the framework. Skip to step 3.

2. Only if step 1 says you do not have it.
   Copy everything inside Prerequisites_ScriptHookVDotNet into your GTA V install folder, alongside GTA5.exe.

3. Install the mod (everyone does this).
   Copy the "scripts" folder from inside "Mod" into your GTA V install folder, merging it with the scripts folder already there. This only adds FranklinTerritoryMod.dll and its .ini. It will not touch or remove any other script you have installed.

4. Launch.
   Start the game and load a save as Franklin. Press L to open the menu.

Tip: pressing Insert reloads all script mods without restarting the game, which is handy if you ever update this one.


CHANGING THE KEYS

Every key is set in scripts\FranklinTerritoryMod.ini, next to the mod's .dll. Open it in Notepad, change MenuKey to whatever you want, and press Insert in game to reload.

  [Keys]
  MenuKey = F5

Use Windows key names: A-Z, F1-F12, NumPad0-NumPad9, D0-D9 for the number row, Oem3 for the backtick key. Set a key to None to switch it off, and turn the RB + B controller chord off with EnableToggleCombo = false. A misspelled name is ignored and keeps its default, so a typo cannot break anything.

Change MenuKey if L clashes with another mod. Ped Selector uses it too.


CONTROLS

- L or RB + B: open and close the menu
- Numpad 8 and 2: move up and down
- Numpad 5 or 6: select, or enter a submenu
- Numpad 4 or Backspace: go back (backing out of the main menu closes it)
- Controller: d-pad to move, A to select, B to go back
- F6: list every territory and who holds it
- F7: details of the territory you are standing in
- F8: start a campaign against the nearest eligible territory
- F9: print your exact world coordinates
- F11: force the current campaign stage to complete (testing)
- Insert: reload all script mods without restarting the game


YOUR FIRST TERRITORY

1. Load a save as Franklin. Open the map. You will see coloured zones across South Central. Green is yours, every other colour is a gang.
2. Open the menu and go to Campaign, then Waypoint Next Target. This marks the closest territory you are actually allowed to attack. Drive to it.
3. Before you start, build a crew: Crew, then Recruit Assault, a few times. They will fall in beside you and follow you on foot or by car.
4. Choose Campaign, then Start Nearest Campaign. Day 1 begins, a waypoint drops on the block, and the first wave of defenders spawns.
5. Clear the wave. Your wanted level is held at zero for the first two minutes so the police do not turn it into something else.
6. When the last defender goes down you get a Day 1 Complete banner. The block goes quiet, and the next wave arrives after a full in-game day.
7. Come back the next day (or use Campaign, then Skip 1 Day) and fight day two, then day three. Clearing the day-three wave captures the territory immediately and it turns green on the map.

Each territory you take borders new ones, so capturing turf is what opens your next set of targets. Territories, then Open To Attack, lists everything currently available, nearest first.


SETTINGS

Everything in Settings is live, no restart needed.

- Territory HUD: corner panel with turf counts and live campaign progress. Off by default.
- Suppress Police: the two-minute wanted-level grace period at the start of a wave.
- Enemy Blips: turn off for a cleaner map during large waves.
- Ambient Gang Members: whether enemy turf is populated with that gang's members.
- Attack Starts Campaign: whether shooting a gang member opens a campaign automatically.
- Presence Starts Campaign: whether standing on foot in enemy turf brings the gang out after fifteen seconds.
- Turf Income: daily earnings from held territory and the payout on capture.
- Horn Recalls Crew: whether tapping the car horn calls the crew in.
- Gang Tweets: rival trash talk.


UNINSTALL AND COMPATIBILITY

To uninstall, delete FranklinTerritoryMod.dll and FranklinTerritoryMod.ini from your scripts folder. That is the whole mod. If you installed the ScriptHookVDotNet prerequisites purely for this and run no other .NET script mods, those can be removed too. Otherwise leave them, since other mods almost certainly depend on them.

Nothing is written to your GTA save file. Conquest progress lives in its own progress.ini under Documents, so removing the mod leaves your save exactly as it was.

This mod only spawns its own peds, vehicles and blips, reads player state, and adjusts AI behaviour. It does NOT modify any base game files: no .rpf archives, no handling or vehicle metadata, no mission scripts. It should sit alongside almost anything, including graphics mods, trainers and other script mods.

Two things worth knowing:

- It deliberately avoids the F5 key, which the Rampage trainer uses. Its own defaults are L, F6 to F9 and F11, and all of them can be changed in the .ini.
- Other mods that heavily rewrite pedestrian spawning or gang relationships may interact oddly with the ambient gang members. If so, turn Ambient Gang Members off in Settings. Every campaign can still be started from the menu.

If the mod does not load, check ScriptHookVDotNet.log in your GTA V folder. A version mismatch between Script Hook V, ScriptHookVDotNet and your game build is by far the most common cause and will be recorded there. Script Hook V needs updating after most game patches.
