I wrote my own mod to implement a few cheats (although it kind of... got away from me, with how much I wound up putting in it) but I don't know how the game authors would feel about me linking a literal trainer mod on the page for their game. If they say it's okay though, I'll share it.
[EDITED]
Needed some significant work, mostly to resolve the library files for the new x64 game version, but I got it working. Just download Release.zip from the latest build and extract everything to the same folder as the game. Source code is now public, too! Also, all future updates to CCEM will be done purely over on the repo, so just keep an eye on the releases tab. And if it breaks, open an issue to let me know!
I just tested it myself, with the latest game version (1.1.0.1) and the latest mod release build (1.2.0 at the time) and it worked fine for me. I've made an update to include the mod version in the overlay that will release shortly (ten minutes at most) that you can try, and that I can confirm definitely works. If that still doesn't work, please open an issue on the repo tracker and we can try to figure out what's wrong.
Unfortunately, not as far as I'm aware. If you could make bepinex load my DLL without needing it to be a mod, it might work, as long as bepinex doesn't modify parts of the game that I hook into. Sadly, I can't promise that, or help you do so, as I don't develop for bepinex.
This mod was made to be a very small, simple, and lightweight trainer, and I doubt I'll ever rewrite it for a mod framework, especially as I'm already aware of two different (and incompatible) ones, which would mean I'd need to maintain three different versions of it. Sorry about that.
I just added keybinds to operate on $100 and $1000 amounts at a time, hopefully the v1.4.0 build will work better for you. I can also look into making those keys affected by the increased income settings maybe, but I can't change the labels based on that setting so I'm still considering it.