[size=5][b]Franklin's Turf War[/b][/size]
[i]Take South Central back, block by block.[/i]


[size=4][b]DESCRIPTION[/b][/size]

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 [b]three-day campaign[/b] 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 can't simply pick the richest territory on the map and drive there. Franklin expands [b]outward from ground he already holds[/b] — 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 isn't a scripted mission chain. It's a persistent system running underneath normal free roam: territories stay held or contested across sessions, 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 (the game's own [i]popzone[/i] definitions), 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.


[size=4][b]MAIN FEATURES[/b][/size]

[b]Territory control[/b]
[list]
[*][b]14 rival gangs, 14 territories[/b] 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.
[*][b]Real neighbourhoods[/b] — positions derived from the game's own zone data rather than estimated, so each gang occupies a genuine, recognisable block.
[*][b]Adjacency-gated expansion[/b] — campaigns only open against territory bordering ground Franklin already controls. No map-wide jumps.
[*][b]Per-territory stats[/b] — strength, difficulty, strategic value, defender count and wave difficulty all vary, so some blocks are considerably harder than others.
[*][b]Turf earns money[/b] — every territory you hold pays out once per in-game day, and taking a block pays a substantial one-off bonus on top. Richer, better-defended turf is worth more, so there's a real reason to push into the hard blocks. Toggleable.
[/list]

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

[b]The three-day campaign[/b]
[list]
[*][b]Day 1 Pressure → Day 2 Escalation → Day 3 Final Push[/b], each stage spawning a larger and better-armed wave than the last.
[*][b]Clear the wave, then wait out the day[/b] — advancing needs both. Clearing the final wave captures the territory immediately.
[*][b]Pause and resume[/b] any campaign with its exact progress preserved, including how far into the day you were and whether the current wave was already cleared.
[*][b]Skip a day[/b] from the menu if you'd rather not wait for the next wave.
[*][b]Mission-complete banners[/b] after each wave and on capture, with the defenders eliminated.
[*][b]Police suppression[/b] holds your wanted level at zero for the first two minutes of a wave, so a takeover doesn't immediately turn into a police chase. Toggleable.
[/list]

[b]Live map overlay[/b]
[list]
[*][b]Colour-coded area blips[/b] 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.
[*][b]Optional corner HUD[/b] with held/contested/enemy counts, crew size, and the live state of every active campaign including defenders remaining.
[*][b]Per-defender blips[/b] during a wave, removed the instant each one goes down. Toggleable.
[*][b]Automatic waypoint[/b] dropped on a territory the moment its campaign begins, plus a menu option to mark your next legal target.
[/list]

[b]Franklin's crew[/b]
[list]
[*][b]Recruit up to seven[/b] in three classes — Assault (rifles and SMGs), Heavy (machine guns, extra health) and Sniper (long guns, high accuracy). No territory ownership required.
[*][b]They actually follow you[/b] — on foot, through neighbourhoods, using the game's own companion group behaviour.
[*][b]They fight[/b] — engaging conquest defenders on their own, using cover and drive-bys, with infinite ammo so they never run dry mid-campaign.
[*][b]Vehicle handling[/b] — they pile into your car if there's room, and if it's full they fetch their own ride and follow in convoy. If the driver is killed, a passenger takes the wheel instead of the car sitting there stranded.
[*][b]A fully built crew vehicle[/b] — their Cavalcade spawns maxed out: every performance upgrade, turbo, full cosmetic pass, blacked-out paint with green accents, custom plate, bulletproof tires, and green neon underglow on all four sides. It carries its own map blip, and you can drop a fresh one from the menu whenever you want.
[*][b]Drivers who actually keep up[/b] — the crew car chases you directly rather than obeying traffic routing, so cutting across streets or going off-road doesn't leave them circling to the next intersection.
[*][b]Durability[/b] — body armour, immunity to one-shot critical hits, and slow passive health regeneration, plus a menu option to patch the whole crew up instantly between waves.
[*][b]Call them with the horn[/b] — tap the car horn and anyone out of position boards your car, or their own if yours is full. Toggleable.
[*][b]Crew management[/b] — call everyone to your position, patch them all up, drop or locate a crew vehicle, or dismiss the lot, all from the menu. Each recruit carries a named blip.
[*][b]Crew status readout[/b] — see at a glance what every member is doing (fighting, driving, riding, catching up, following), their health and how far away they are.
[/list]

[b]A living map[/b]
[list]
[*][b]Occupied turf[/b] — enemy territory is populated with that gang's own members going about their business, spawned only on valid ground.
[*][b]Start a war by starting a fight[/b] — attack a gang member in territory bordering yours and their campaign kicks off on its own. Toggleable if you'd rather begin campaigns deliberately from the menu.
[*][b]Or just stand there[/b] — linger on foot in a gang's territory for fifteen seconds and they come out to meet you, no waiting around for someone to provoke. Driving through doesn't count. Toggleable.
[*][b]Clear rules, clearly explained[/b] — attack a gang you're not yet able to reach and the mod tells you why, names a territory you [i]can[/i] take, and points you at the menu option that starts it.
[*][b]Bystanders stay out of it[/b] — uninvolved pedestrians are moved clear of an active firefight rather than being dragged into a three-way brawl.
[*][b]Rival gang "tweets"[/b] — enemy leadership taunts Franklin at random between fights, in character, with handles in the style of [i]GangName_StreetAlias[/i]. Toggleable.
[/list]

[b]Your progress is kept[/b]
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 -- so installing a new version of the mod part-way through a conquest does not
reset the map. 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 -> Restart Whole Campaign hands all
fourteen blocks back to the gangs and resets the conquest, behind a confirmation page with
Cancel selected by default. A reward car you already collected stays yours.

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


[size=4][b]REQUIREMENTS[/b][/size]

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

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 doesn't — see Installation below.


[size=4][b]INSTALLATION[/b][/size]

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.

[b]Step 1 — Check whether you already have ScriptHookVDotNet[/b]
Open your GTA V install folder (the one containing GTA5.exe). If you see a [b]scripts[/b] folder [i]and[/i] a file called [b]ScriptHookVDotNet.asi[/b], you already have the framework. Skip to Step 3.

[b]Step 2 — Only if Step 1 says you don't have it[/b]
Copy everything inside [b]Prerequisites_ScriptHookVDotNet[/b] into your GTA V install folder, alongside GTA5.exe.

[b]Step 3 — Install the mod (everyone does this)[/b]
Copy the [b]scripts[/b] folder from inside [b]Mod[/b] 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.

[b]Step 4 — Launch[/b]
Start the game and load a save as Franklin. Press [b]L[/b] to open the menu.

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


[size=4][b]UNINSTALL / COMPATIBILITY[/b][/size]

[b]Uninstalling[/b]
Delete [b]FranklinTerritoryMod.dll[/b] from your scripts folder. That's 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 save file. Territory progress lives in the script session, so removing the mod leaves your save exactly as it was.

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

Two things worth knowing:
[list]
[*]It deliberately avoids the [b]F5[/b] key, which the Rampage trainer uses. Its own keys are L, F6–F9 and F11.
[*]Other mods that heavily rewrite pedestrian spawning or gang relationships may interact oddly with the ambient gang members. If so, turn [b]Ambient Gang Members[/b] off in Settings — every campaign can still be started from the menu.
[/list]

[b]If the mod doesn't load[/b]
Check [b]ScriptHookVDotNet.log[/b] 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.


[size=4][b]HOW TO USE[/b][/size]

[b]Changing the keys[/b]
Every key is set in [b]scripts\FranklinTerritoryMod.ini[/b], next to the mod's .dll. Open it in
Notepad, change MenuKey to whatever you want, and press Insert in game to reload. Use Windows key
names (A-Z, F1-F12, NumPad0-NumPad9, D0-D9 for the number row, Oem3 for the ` 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. Change MenuKey if L clashes with another mod
— Ped Selector uses it too.

[b]Controls[/b]
[list]
[*][b]L[/b] or [b]RB + B[/b] — open / close the menu
[*][b]Numpad 8 / 2[/b] — move up and down
[*][b]Numpad 5[/b] or [b]Numpad 6[/b] — select / enter a submenu
[*][b]Numpad 4[/b] or [b]Backspace[/b] — go back (backing out of the main menu closes it)
[*][b]Controller[/b] — d-pad to move, A to select, B to go back
[/list]

[b]Your first territory[/b]
[list=1]
[*]Load a save as Franklin. Open the map — you'll see coloured zones across South Central. Green is yours; every other colour is a gang.
[*]Open the menu and go to [b]Campaign → Waypoint Next Target[/b]. This marks the closest territory you're actually allowed to attack. Drive to it.
[*]Before you start, build a crew: [b]Crew → Recruit Assault[/b] a few times. They'll fall in beside you and follow you on foot or by car.
[*]Choose [b]Campaign → Start Nearest Campaign[/b]. Day 1 begins, a waypoint drops on the block, and the first wave of defenders spawns.
[*]Clear the wave. Your wanted level is held at zero for the first two minutes so the police don't turn it into something else.
[*]When the last defender goes down you'll get a Day 1 Complete banner. The block goes quiet — the next wave arrives after a full in-game day.
[*]Come back the next day (or use [b]Campaign → Skip 1 Day[/b]) and fight day two, then day three. Clearing the day-three wave captures the territory immediately and it turns green on the map.
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[b]Expanding[/b]
Each territory you take borders new ones, so capturing turf is what opens your next set of targets. [b]Territories → Open To Attack[/b] lists everything currently available, nearest first. If you attack a gang you can't reach yet, the mod will tell you so and name somewhere you can.

[b]Running a crew[/b]
[list]
[*]Recruit up to seven across the three classes — a mix works best, with Heavies absorbing fire while Snipers thin defenders out at range.
[*]They ride with you if your car has room. If it's full, they'll fetch their own Cavalcade and follow in convoy — give them a moment to reach it.
[*][b]Crew → Call Crew[/b] pulls everyone to you instantly, which is worth doing right before you push into a block.
[*][b]Crew → Resupply Crew[/b] restores everyone to full health and armour between waves.
[*][b]Crew → Spawn Crew Vehicle[/b] drops a fresh, fully built Cavalcade on the street behind you and hands it to anyone without a ride. [b]Waypoint Crew Vehicle[/b] marks the nearest one if you've left it somewhere.
[*][b]Crew → Crew Status[/b] reports what everyone is doing and their condition — handy if someone isn't where you expect.
[*][b]Tap the horn[/b] while driving to call everyone in without opening the menu.
[*]They regenerate slowly on their own and never run out of ammo, but they can still be killed — losing one is permanent, so recruit replacements.
[/list]

[b]Tuning the experience[/b]
Everything in [b]Settings[/b] is live, no restart needed:
[list]
[*][b]Territory HUD[/b] — corner panel with turf counts and live campaign progress. Off by default.
[*][b]Suppress Police[/b] — the two-minute wanted-level grace period at the start of a wave.
[*][b]Enemy Blips[/b] — turn off for a cleaner map during large waves.
[*][b]Ambient Gang Members[/b] — whether enemy turf is populated with that gang's members.
[*][b]Attack Starts Campaign[/b] — whether shooting a gang member opens a campaign automatically. Turn this off for a slower, more deliberate game where campaigns only ever start from the menu.
[*][b]Presence Starts Campaign[/b] — whether standing on foot in enemy turf brings the gang out after fifteen seconds.
[*][b]Turf Income[/b] — daily earnings from held territory and the payout on capture. Off if you'd rather take turf for its own sake.
[*][b]Horn Recalls Crew[/b] — whether tapping the car horn calls the crew in. Off if you honk in traffic a lot.
[*][b]Gang Tweets[/b] — rival trash talk.
[/list]

[b]Advanced / debug keys[/b]
[list]
[*][b]F6[/b] — list every territory and who holds it
[*][b]F7[/b] — details of the territory you're standing in
[*][b]F8[/b] — start a campaign against the nearest eligible territory
[*][b]F9[/b] — print your exact world coordinates
[*][b]F11[/b] — force the current campaign stage to complete (testing)
[*][b]Insert[/b] — reload all script mods without restarting the game
[/list]
