Robbery at the docks 2.0
5.878
43
5.878
43
Lester has a line on a container sitting in the Port of Los Santos. What's inside changes every time, and getting to it is up to you.
After you steal the shipping documents, you choose how to hit the docks, and that choice sends you down a completely different set of preparations and a completely different finale. Once you pick, there is no going back.
Take the daytime approach and you walk in like you belong. Nobody stops a port service truck, so you talk your way past the gate, park where a worker would park, and find your container the way the staff does, by pulling up the yard's manifest. Workers will strike up conversations with you. A foreman walks the yard. Behave like you are supposed to be there and nobody looks twice, but act wrong and a suspicion meter starts filling. Then you drill the container open in broad daylight, with the yard full of people around you.
Take the nighttime approach and nobody sees you at all. You come in over the water and hack the security panel to kill the power across the yard, and the guards genuinely cannot see as far as they could a minute ago. You pick the lock, take what is inside, and get out before the lights come back on. Security patrol vehicles sweep the container yard, and if they spot you, more of them keep coming for as long as you stay.
Each approach has its own chain of preparations, and every one of them pays off in the finale. By day you steal an industrial drill, hijack an armed weapons convoy and lift an Elegy Retro for the getaway. By night you take lockpicks from a mechanic's workshop, run a weapons deal and put an escape boat in position. The weapons you steal at night are the weapons you carry into the finale, and the drill you steal by day is the drill you cut the container with.
Every run is different. The container is somewhere new each time, and the loot is cash, drugs or jewellery, with each one going to a different buyer in a different part of the city. If the loot is cash, Lester launders it for you, which takes about ten minutes and he keeps a cut.
How you escape is your own business. Stick to the plan and use the vehicle waiting for you, or lose it, wreck it, steal something else and disappear into the city. Once you are clear of the docks, all that matters is losing the cops and delivering the goods.
The heist starts at Lester's house, at the green marker. After you finish, give it twelve minutes and Lester will text you when there is another container worth taking.
Requirements:
Script Hook V .NET Enhanced (Chiheb-Bacha fork), package version 1.1.0.6 or newer
.NET Framework 4.8
Works on both Enhanced and Legacy versions of GTA V, in Story Mode
Installation:
Drop ContainerHeist.dll into your scripts folder. That is the only file you need.
Changelog 2.0
- The heist has been rebuilt from the ground up. The documents job is now only the beginning, and everything after it is new.
- Added a choice of two approaches, made at Lester's after the documents job, each with its own preparations and its own finale
- The choice of approach is final for that run
- Added the daytime approach - get through the gate in a port service truck, find your container by reading the yard's manifest, and drill it open in broad daylight with workers around you
- Added a suspicion meter to the daytime approach, tracking how convincing you are as port staff
- Added dock workers who strike up conversations with you, and a foreman who patrols the yard
- Added the nighttime approach - come in over the water, hack the yard's security panel to cut the power, and pick the lock in the dark
- Added a blackout that genuinely limits how far guards can see
- Added six preparation jobs, three for each approach, each one changing how the finale plays out
- Added stealing an industrial drill from a construction site
- Added hijacking an armed weapons convoy
- Added stealing an Elegy Retro for the daytime getaway
- Added taking lockpicks from a mechanic's workshop
- Added a weapons deal, with the weapons you steal carried into the nighttime finale
- Added positioning an escape boat before the nighttime job
- Added a planned escape route for each approach, which you are free to follow or ignore entirely
- Added security patrol vehicles sweeping the container yard
- Added security reinforcements that arrive by vehicle and keep arriving for as long as you stay on the docks
- The docks are now a working port during the day, with staff, traffic and a gate you have to get through
- Guards now spot you at a realistic distance instead of instantly, and investigate what they notice before opening fire
- Guards now appear on your map only once you are close enough to have seen them yourself, with their field of view shown
- The lockpicking minigame has been reworked
- Dying now only costs you the stage you were on instead of the whole heist, and your completed preparations stay completed
- Getting arrested now ends the job properly instead of leaving the mission running
- Every objective, hint and text message has been rewritten to follow the game's own conventions
- Lester now texts you throughout the job, and again once there is another container worth taking
- Raised the wait between heists to twelve minutes
Changelog 1.3
- Added new loot: jewelry, which offers the highest potential profit.
- When the loot is cash, it must be delivered to Lester for laundering. After laundering, he transfers the money to our account, but he, of course, takes a 10% commission.
- Before searching a container, the player must first gain access to it by completing a mini-game.
- Now, if the player is chased by the police again while escaping with the loot, they will first have to lose the police before the destination point appears.
- Fixed a bug that prevented players from gaining a wanted level outside of missions.
- Improved displayed messages/notifications.
- Optimization.
Changelog 1.2
- The mission is now divided into 2 stages. The first stage is stealing the documents. The second stage is stealing the loot from the container.
- Added new loot that can be obtained from the container — now you can get either drugs or cash.
- If the player dies during any of the stages, they must repeat it. If they die in the final stage after obtaining the loot, they also lose it and must repeat that stage.
- In the final stage, guards have an invisible field of vision. If the player becomes aggressive towards the guards while within their field of vision, they will immediately start attacking.
- Guards guarding the container now patrol the area.
- Several minor improvements.
Changelog 1.1
- Working on GTA Enhanced
- Changed messages during missions
- Changed container blip
- Added security guards to guard the container
- Animations added
- Added random container locations
- There is a lower chance of missing loot altogether
- Now, to complete the mission completely, you need to lose the pursuit
- The mission can be started again a few minutes after the previous one has ended
Release 1.0
- On the map there is a marker with the letter "H" in which there is a point where you can start the mission
- In the container you can find a maximum of 45,000 dollars
- Once the money is collected, the wanted level starts
- Missions can be activated 2 minutes after collecting money from the container
Author: Anyone3909
After you steal the shipping documents, you choose how to hit the docks, and that choice sends you down a completely different set of preparations and a completely different finale. Once you pick, there is no going back.
Take the daytime approach and you walk in like you belong. Nobody stops a port service truck, so you talk your way past the gate, park where a worker would park, and find your container the way the staff does, by pulling up the yard's manifest. Workers will strike up conversations with you. A foreman walks the yard. Behave like you are supposed to be there and nobody looks twice, but act wrong and a suspicion meter starts filling. Then you drill the container open in broad daylight, with the yard full of people around you.
Take the nighttime approach and nobody sees you at all. You come in over the water and hack the security panel to kill the power across the yard, and the guards genuinely cannot see as far as they could a minute ago. You pick the lock, take what is inside, and get out before the lights come back on. Security patrol vehicles sweep the container yard, and if they spot you, more of them keep coming for as long as you stay.
Each approach has its own chain of preparations, and every one of them pays off in the finale. By day you steal an industrial drill, hijack an armed weapons convoy and lift an Elegy Retro for the getaway. By night you take lockpicks from a mechanic's workshop, run a weapons deal and put an escape boat in position. The weapons you steal at night are the weapons you carry into the finale, and the drill you steal by day is the drill you cut the container with.
Every run is different. The container is somewhere new each time, and the loot is cash, drugs or jewellery, with each one going to a different buyer in a different part of the city. If the loot is cash, Lester launders it for you, which takes about ten minutes and he keeps a cut.
How you escape is your own business. Stick to the plan and use the vehicle waiting for you, or lose it, wreck it, steal something else and disappear into the city. Once you are clear of the docks, all that matters is losing the cops and delivering the goods.
The heist starts at Lester's house, at the green marker. After you finish, give it twelve minutes and Lester will text you when there is another container worth taking.
Requirements:
Script Hook V .NET Enhanced (Chiheb-Bacha fork), package version 1.1.0.6 or newer
.NET Framework 4.8
Works on both Enhanced and Legacy versions of GTA V, in Story Mode
Installation:
Drop ContainerHeist.dll into your scripts folder. That is the only file you need.
Changelog 2.0
- The heist has been rebuilt from the ground up. The documents job is now only the beginning, and everything after it is new.
- Added a choice of two approaches, made at Lester's after the documents job, each with its own preparations and its own finale
- The choice of approach is final for that run
- Added the daytime approach - get through the gate in a port service truck, find your container by reading the yard's manifest, and drill it open in broad daylight with workers around you
- Added a suspicion meter to the daytime approach, tracking how convincing you are as port staff
- Added dock workers who strike up conversations with you, and a foreman who patrols the yard
- Added the nighttime approach - come in over the water, hack the yard's security panel to cut the power, and pick the lock in the dark
- Added a blackout that genuinely limits how far guards can see
- Added six preparation jobs, three for each approach, each one changing how the finale plays out
- Added stealing an industrial drill from a construction site
- Added hijacking an armed weapons convoy
- Added stealing an Elegy Retro for the daytime getaway
- Added taking lockpicks from a mechanic's workshop
- Added a weapons deal, with the weapons you steal carried into the nighttime finale
- Added positioning an escape boat before the nighttime job
- Added a planned escape route for each approach, which you are free to follow or ignore entirely
- Added security patrol vehicles sweeping the container yard
- Added security reinforcements that arrive by vehicle and keep arriving for as long as you stay on the docks
- The docks are now a working port during the day, with staff, traffic and a gate you have to get through
- Guards now spot you at a realistic distance instead of instantly, and investigate what they notice before opening fire
- Guards now appear on your map only once you are close enough to have seen them yourself, with their field of view shown
- The lockpicking minigame has been reworked
- Dying now only costs you the stage you were on instead of the whole heist, and your completed preparations stay completed
- Getting arrested now ends the job properly instead of leaving the mission running
- Every objective, hint and text message has been rewritten to follow the game's own conventions
- Lester now texts you throughout the job, and again once there is another container worth taking
- Raised the wait between heists to twelve minutes
Changelog 1.3
- Added new loot: jewelry, which offers the highest potential profit.
- When the loot is cash, it must be delivered to Lester for laundering. After laundering, he transfers the money to our account, but he, of course, takes a 10% commission.
- Before searching a container, the player must first gain access to it by completing a mini-game.
- Now, if the player is chased by the police again while escaping with the loot, they will first have to lose the police before the destination point appears.
- Fixed a bug that prevented players from gaining a wanted level outside of missions.
- Improved displayed messages/notifications.
- Optimization.
Changelog 1.2
- The mission is now divided into 2 stages. The first stage is stealing the documents. The second stage is stealing the loot from the container.
- Added new loot that can be obtained from the container — now you can get either drugs or cash.
- If the player dies during any of the stages, they must repeat it. If they die in the final stage after obtaining the loot, they also lose it and must repeat that stage.
- In the final stage, guards have an invisible field of vision. If the player becomes aggressive towards the guards while within their field of vision, they will immediately start attacking.
- Guards guarding the container now patrol the area.
- Several minor improvements.
Changelog 1.1
- Working on GTA Enhanced
- Changed messages during missions
- Changed container blip
- Added security guards to guard the container
- Animations added
- Added random container locations
- There is a lower chance of missing loot altogether
- Now, to complete the mission completely, you need to lose the pursuit
- The mission can be started again a few minutes after the previous one has ended
Release 1.0
- On the map there is a marker with the letter "H" in which there is a point where you can start the mission
- In the container you can find a maximum of 45,000 dollars
- Once the money is collected, the wanted level starts
- Missions can be activated 2 minutes after collecting money from the container
Author: Anyone3909
Carregat per primera vegada: 26 de Març de 2023
Actualització més recent: fa 5 dies
Últim descarregat: fa 35 minuts
All Versions
6 Comentaris
More mods by anyone3909:
Lester has a line on a container sitting in the Port of Los Santos. What's inside changes every time, and getting to it is up to you.
After you steal the shipping documents, you choose how to hit the docks, and that choice sends you down a completely different set of preparations and a completely different finale. Once you pick, there is no going back.
Take the daytime approach and you walk in like you belong. Nobody stops a port service truck, so you talk your way past the gate, park where a worker would park, and find your container the way the staff does, by pulling up the yard's manifest. Workers will strike up conversations with you. A foreman walks the yard. Behave like you are supposed to be there and nobody looks twice, but act wrong and a suspicion meter starts filling. Then you drill the container open in broad daylight, with the yard full of people around you.
Take the nighttime approach and nobody sees you at all. You come in over the water and hack the security panel to kill the power across the yard, and the guards genuinely cannot see as far as they could a minute ago. You pick the lock, take what is inside, and get out before the lights come back on. Security patrol vehicles sweep the container yard, and if they spot you, more of them keep coming for as long as you stay.
Each approach has its own chain of preparations, and every one of them pays off in the finale. By day you steal an industrial drill, hijack an armed weapons convoy and lift an Elegy Retro for the getaway. By night you take lockpicks from a mechanic's workshop, run a weapons deal and put an escape boat in position. The weapons you steal at night are the weapons you carry into the finale, and the drill you steal by day is the drill you cut the container with.
Every run is different. The container is somewhere new each time, and the loot is cash, drugs or jewellery, with each one going to a different buyer in a different part of the city. If the loot is cash, Lester launders it for you, which takes about ten minutes and he keeps a cut.
How you escape is your own business. Stick to the plan and use the vehicle waiting for you, or lose it, wreck it, steal something else and disappear into the city. Once you are clear of the docks, all that matters is losing the cops and delivering the goods.
The heist starts at Lester's house, at the green marker. After you finish, give it twelve minutes and Lester will text you when there is another container worth taking.
Requirements:
Script Hook V .NET Enhanced (Chiheb-Bacha fork), package version 1.1.0.6 or newer
.NET Framework 4.8
Works on both Enhanced and Legacy versions of GTA V, in Story Mode
Installation:
Drop ContainerHeist.dll into your scripts folder. That is the only file you need.
Changelog 2.0
- The heist has been rebuilt from the ground up. The documents job is now only the beginning, and everything after it is new.
- Added a choice of two approaches, made at Lester's after the documents job, each with its own preparations and its own finale
- The choice of approach is final for that run
- Added the daytime approach - get through the gate in a port service truck, find your container by reading the yard's manifest, and drill it open in broad daylight with workers around you
- Added a suspicion meter to the daytime approach, tracking how convincing you are as port staff
- Added dock workers who strike up conversations with you, and a foreman who patrols the yard
- Added the nighttime approach - come in over the water, hack the yard's security panel to cut the power, and pick the lock in the dark
- Added a blackout that genuinely limits how far guards can see
- Added six preparation jobs, three for each approach, each one changing how the finale plays out
- Added stealing an industrial drill from a construction site
- Added hijacking an armed weapons convoy
- Added stealing an Elegy Retro for the daytime getaway
- Added taking lockpicks from a mechanic's workshop
- Added a weapons deal, with the weapons you steal carried into the nighttime finale
- Added positioning an escape boat before the nighttime job
- Added a planned escape route for each approach, which you are free to follow or ignore entirely
- Added security patrol vehicles sweeping the container yard
- Added security reinforcements that arrive by vehicle and keep arriving for as long as you stay on the docks
- The docks are now a working port during the day, with staff, traffic and a gate you have to get through
- Guards now spot you at a realistic distance instead of instantly, and investigate what they notice before opening fire
- Guards now appear on your map only once you are close enough to have seen them yourself, with their field of view shown
- The lockpicking minigame has been reworked
- Dying now only costs you the stage you were on instead of the whole heist, and your completed preparations stay completed
- Getting arrested now ends the job properly instead of leaving the mission running
- Every objective, hint and text message has been rewritten to follow the game's own conventions
- Lester now texts you throughout the job, and again once there is another container worth taking
- Raised the wait between heists to twelve minutes
Changelog 1.3
- Added new loot: jewelry, which offers the highest potential profit.
- When the loot is cash, it must be delivered to Lester for laundering. After laundering, he transfers the money to our account, but he, of course, takes a 10% commission.
- Before searching a container, the player must first gain access to it by completing a mini-game.
- Now, if the player is chased by the police again while escaping with the loot, they will first have to lose the police before the destination point appears.
- Fixed a bug that prevented players from gaining a wanted level outside of missions.
- Improved displayed messages/notifications.
- Optimization.
Changelog 1.2
- The mission is now divided into 2 stages. The first stage is stealing the documents. The second stage is stealing the loot from the container.
- Added new loot that can be obtained from the container — now you can get either drugs or cash.
- If the player dies during any of the stages, they must repeat it. If they die in the final stage after obtaining the loot, they also lose it and must repeat that stage.
- In the final stage, guards have an invisible field of vision. If the player becomes aggressive towards the guards while within their field of vision, they will immediately start attacking.
- Guards guarding the container now patrol the area.
- Several minor improvements.
Changelog 1.1
- Working on GTA Enhanced
- Changed messages during missions
- Changed container blip
- Added security guards to guard the container
- Animations added
- Added random container locations
- There is a lower chance of missing loot altogether
- Now, to complete the mission completely, you need to lose the pursuit
- The mission can be started again a few minutes after the previous one has ended
Release 1.0
- On the map there is a marker with the letter "H" in which there is a point where you can start the mission
- In the container you can find a maximum of 45,000 dollars
- Once the money is collected, the wanted level starts
- Missions can be activated 2 minutes after collecting money from the container
Author: Anyone3909
After you steal the shipping documents, you choose how to hit the docks, and that choice sends you down a completely different set of preparations and a completely different finale. Once you pick, there is no going back.
Take the daytime approach and you walk in like you belong. Nobody stops a port service truck, so you talk your way past the gate, park where a worker would park, and find your container the way the staff does, by pulling up the yard's manifest. Workers will strike up conversations with you. A foreman walks the yard. Behave like you are supposed to be there and nobody looks twice, but act wrong and a suspicion meter starts filling. Then you drill the container open in broad daylight, with the yard full of people around you.
Take the nighttime approach and nobody sees you at all. You come in over the water and hack the security panel to kill the power across the yard, and the guards genuinely cannot see as far as they could a minute ago. You pick the lock, take what is inside, and get out before the lights come back on. Security patrol vehicles sweep the container yard, and if they spot you, more of them keep coming for as long as you stay.
Each approach has its own chain of preparations, and every one of them pays off in the finale. By day you steal an industrial drill, hijack an armed weapons convoy and lift an Elegy Retro for the getaway. By night you take lockpicks from a mechanic's workshop, run a weapons deal and put an escape boat in position. The weapons you steal at night are the weapons you carry into the finale, and the drill you steal by day is the drill you cut the container with.
Every run is different. The container is somewhere new each time, and the loot is cash, drugs or jewellery, with each one going to a different buyer in a different part of the city. If the loot is cash, Lester launders it for you, which takes about ten minutes and he keeps a cut.
How you escape is your own business. Stick to the plan and use the vehicle waiting for you, or lose it, wreck it, steal something else and disappear into the city. Once you are clear of the docks, all that matters is losing the cops and delivering the goods.
The heist starts at Lester's house, at the green marker. After you finish, give it twelve minutes and Lester will text you when there is another container worth taking.
Requirements:
Script Hook V .NET Enhanced (Chiheb-Bacha fork), package version 1.1.0.6 or newer
.NET Framework 4.8
Works on both Enhanced and Legacy versions of GTA V, in Story Mode
Installation:
Drop ContainerHeist.dll into your scripts folder. That is the only file you need.
Changelog 2.0
- The heist has been rebuilt from the ground up. The documents job is now only the beginning, and everything after it is new.
- Added a choice of two approaches, made at Lester's after the documents job, each with its own preparations and its own finale
- The choice of approach is final for that run
- Added the daytime approach - get through the gate in a port service truck, find your container by reading the yard's manifest, and drill it open in broad daylight with workers around you
- Added a suspicion meter to the daytime approach, tracking how convincing you are as port staff
- Added dock workers who strike up conversations with you, and a foreman who patrols the yard
- Added the nighttime approach - come in over the water, hack the yard's security panel to cut the power, and pick the lock in the dark
- Added a blackout that genuinely limits how far guards can see
- Added six preparation jobs, three for each approach, each one changing how the finale plays out
- Added stealing an industrial drill from a construction site
- Added hijacking an armed weapons convoy
- Added stealing an Elegy Retro for the daytime getaway
- Added taking lockpicks from a mechanic's workshop
- Added a weapons deal, with the weapons you steal carried into the nighttime finale
- Added positioning an escape boat before the nighttime job
- Added a planned escape route for each approach, which you are free to follow or ignore entirely
- Added security patrol vehicles sweeping the container yard
- Added security reinforcements that arrive by vehicle and keep arriving for as long as you stay on the docks
- The docks are now a working port during the day, with staff, traffic and a gate you have to get through
- Guards now spot you at a realistic distance instead of instantly, and investigate what they notice before opening fire
- Guards now appear on your map only once you are close enough to have seen them yourself, with their field of view shown
- The lockpicking minigame has been reworked
- Dying now only costs you the stage you were on instead of the whole heist, and your completed preparations stay completed
- Getting arrested now ends the job properly instead of leaving the mission running
- Every objective, hint and text message has been rewritten to follow the game's own conventions
- Lester now texts you throughout the job, and again once there is another container worth taking
- Raised the wait between heists to twelve minutes
Changelog 1.3
- Added new loot: jewelry, which offers the highest potential profit.
- When the loot is cash, it must be delivered to Lester for laundering. After laundering, he transfers the money to our account, but he, of course, takes a 10% commission.
- Before searching a container, the player must first gain access to it by completing a mini-game.
- Now, if the player is chased by the police again while escaping with the loot, they will first have to lose the police before the destination point appears.
- Fixed a bug that prevented players from gaining a wanted level outside of missions.
- Improved displayed messages/notifications.
- Optimization.
Changelog 1.2
- The mission is now divided into 2 stages. The first stage is stealing the documents. The second stage is stealing the loot from the container.
- Added new loot that can be obtained from the container — now you can get either drugs or cash.
- If the player dies during any of the stages, they must repeat it. If they die in the final stage after obtaining the loot, they also lose it and must repeat that stage.
- In the final stage, guards have an invisible field of vision. If the player becomes aggressive towards the guards while within their field of vision, they will immediately start attacking.
- Guards guarding the container now patrol the area.
- Several minor improvements.
Changelog 1.1
- Working on GTA Enhanced
- Changed messages during missions
- Changed container blip
- Added security guards to guard the container
- Animations added
- Added random container locations
- There is a lower chance of missing loot altogether
- Now, to complete the mission completely, you need to lose the pursuit
- The mission can be started again a few minutes after the previous one has ended
Release 1.0
- On the map there is a marker with the letter "H" in which there is a point where you can start the mission
- In the container you can find a maximum of 45,000 dollars
- Once the money is collected, the wanted level starts
- Missions can be activated 2 minutes after collecting money from the container
Author: Anyone3909
Carregat per primera vegada: 26 de Març de 2023
Actualització més recent: fa 5 dies
Últim descarregat: fa 35 minuts











This file has been approved automatically. If you think this file should not be here for any reason please report it.
Good mod just needs more animations when searching the containers for money
The mod is in constant development, soon there will definitely be some improvements to it, including the addition of animations
Hey just wanted to give you a heads up—the mission was fun to play but it broke the wanted system. Made it impossible to get any number of wanted stars or attention from cops. Deleting the mission files from scipts folder fixed it.
Hi @Cornbread_Da_Hit Thank you for the information, also thank you for praising the mission, in the next update I will make sure to reduce some bugs and make the mission even more cool and interesting
Works Great! 5070 TI, 13700KF, GTA 5 Enhanced.
Excited to see where you take this!