FranklinTerritoryMod -- Install Guide
======================================

SHORT ANSWER: the mod itself is one file and IS just drag-and-drop. The only
reason this folder has two parts is that FranklinTerritoryMod runs on top of
a shared modding framework (ScriptHookV + ScriptHookVDotNet) that most GTA V
modders already have installed from other mods. You only need that part if
you don't already have it -- installing it a second time on top of an
existing setup can overwrite a different version and break other mods.

STEP 1 -- Check if you already have ScriptHookVDotNet
    Open your GTA V install folder (the one with GTA5.exe in it). If you see
    a "scripts" folder AND a file called ScriptHookVDotNet.asi already
    there, you already have the framework. Skip to Step 3.

STEP 2 -- Only if Step 1 said you DON'T have it
    Copy everything from the "Prerequisites_ScriptHookVDotNet" folder into
    your GTA V install folder (root, next to GTA5.exe).

STEP 3 -- Install the mod (always do this part)
    Copy the "scripts" folder from inside "Mod" into your GTA V install
    folder, merging it with the one that's already there. This just adds
    FranklinTerritoryMod.dll and its .ini alongside whatever other scripts
    you already have -- it won't touch or remove anything else in that
    folder.

That's it. Launch the game and load a save as Franklin.

REQUIRES GTA V **LEGACY** -- the pre-Enhanced build that Script Hook V
supports. It will not load on GTA V Enhanced.

CONTROLS  (all rebindable -- see CHANGING THE KEYS below)
    L  or  RB + B      Open / close the mod menu
    Numpad 8 / 2       Move up and down
    Numpad 5 or 6      Select / enter a submenu
    Numpad 4 or Back   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're 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 script mods without restarting the game

CHANGING THE KEYS
    Every key above is set in scripts\FranklinTerritoryMod.ini, next to the
    mod's .dll. Open it in Notepad, change MenuKey to whatever you like, and
    press Insert in game (or restart) to pick it up.

        [Keys]
        MenuKey = F5

    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. A
    misspelled name is ignored and keeps its default, so a typo can't break
    anything. RB + B on a controller can be turned off with
    EnableToggleCombo = false under [Controller].

    Change this if the menu key clashes with another mod -- Ped Selector also
    uses L by default.

GETTING STARTED
    Open the menu and choose Campaign -> Waypoint Next Target to mark the
    closest territory you're allowed to attack, recruit a few crew members
    under Crew, then drive there and pick Campaign -> Start Nearest Campaign.
    Taking a block is a three-day campaign: clear a wave, wait for the next
    in-game day (or use Skip 1 Day), and repeat. Clearing day three captures
    it. You can only attack turf bordering ground you already hold.

    Held turf pays out once per in-game day, and capturing a block pays a
    bonus. Turn that off under Settings -> Turf Income if you'd rather not.

    If your car is full the crew fetch their own Cavalcade and follow. Use
    Crew -> Spawn Crew Vehicle to drop a fresh one, Waypoint Crew Vehicle to
    find one you've left behind, and Crew Status to see what everyone's doing.
    Tapping your car horn calls the crew in without opening the menu.

    You can also start a fight just by standing in enemy turf: fifteen seconds
    on foot and the gang comes out to meet you.

    Take all fourteen territories and the conquest ends with a Gold/Silver/
    Bronze rating, a large payout, permanently doubled turf income, and a
    custom Zentorno waiting for you at the docks -- you'll get a waypoint.

    Done with the map and want it back? Campaign -> Restart Whole Campaign
    hands every block back to the gangs and starts the conquest over. It asks
    for confirmation first, and it cannot be undone.

YOUR PROGRESS
    Conquest progress is saved automatically to
        Documents\Rockstar Games\GTA V\FranklinTerritoryMod\progress.ini
    and read back whenever the script loads, so installing a new version of
    the mod mid-playthrough keeps your captured blocks and any campaign you
    have running. A campaign that was mid-fight respawns that day's defenders
    a few seconds after you load back in.

    To start a fresh conquest, delete that file. It is plain text with a
    legend at the top, so a block can also be fixed or un-captured by hand.

What's in Prerequisites_ScriptHookVDotNet, if you're curious:
  dinput8.dll             Ultimate ASI Loader -- makes GTA V load .asi files.
  ScriptHookV.dll         Base native hook library ScriptHookVDotNet needs.
  ScriptHookVDotNet.asi    Loads .NET script mods (like this one) into GTA V.
  ScriptHookVDotNet.ini    Config -- sets ReloadKeyBinding=Insert.
  ScriptHookVDotNet2.dll   The managed v2 API this mod is built against.
  (ScriptHookVDotNet3.dll is not included -- this mod doesn't use it.)

If the mod doesn't load, check ScriptHookVDotNet.log in your GTA V folder --
a version mismatch between ScriptHookV/ScriptHookVDotNet and your game build
is the most common cause and will be logged there.
