Silence - PVE Remix Mod
by Silence_AUS
1.1.3
added a function to continuous enemy HQ audit, the change that stops the AI holding one of your MOBs for the rest of a session once the first 90 second check has passed.
- Game Version
- 1.8.0.13
- Created
- Sun, 13 Sep 2026 10:25:03 GMT
- Last Modified
- Sun, 13 Sep 2026 10:25:19 GMT
1.1.2
changing defaults and fixing companion relays
- Game Version
- 1.8.0.13
- Created
- Sun, 13 Sep 2026 09:46:39 GMT
- Last Modified
- Sun, 13 Sep 2026 09:46:49 GMT
1.1.1
Mortars off. enableFireSupport is now false in the code default and in settings.json. That one flag gates the whole crewed-mortar system: tube discovery, battery placement, crew spawning, the pre-capper barrage and the rescan loop. Nothing spawns at a pit, and the crew stops competing with the objective garrison for AI budget. If you ever want it back on one map, set enableFireSupport in that map's override rather than flipping it globally, so one experiment does not re-arm the fleet. No hull, no crew. The old comment argued the crew should stay because it was "already spawned, branded and paid for". That was wrong in the direction that matters: it is an armoured patrol, and a crew without a vehicle is just extra infantry standing on the budget. It now releases the AI slots and deletes the group. fixing a potential AI count leak
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 09:21:54 GMT
- Last Modified
- Sun, 06 Sep 2026 09:22:08 GMT
1.1.0
new v1.1
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 03:31:32 GMT
- Last Modified
- Sun, 06 Sep 2026 03:31:43 GMT
1.0.94
Fixed: no safezone protection at your own main base. The safezone worked out which bases were HQs by scanning for an IsHQ() flag that does not always agree with the faction's registered main base. On Gogland it found one zone out of two live HQs, and the one it found was the enemy's, 6.5 km away. Players spawned at their own MOB with no protection at all and took full damage. It now asks each playable faction directly where its main base is, and keeps the old scan as a backstop. Fixed: two MOBs left open instead of one. A base the campaign passes over is meant to be disabled and disappear. Where the enemy had taken one of yours, the mod was handing it back as a live second MOB instead of standing it down.
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 16:05:55 GMT
- Last Modified
- Sat, 05 Sep 2026 16:06:01 GMT
1.0.93
Fixed: garrison AI defending from 150 to 300 metres away instead of on the objective. The zone garrison ring sat entirely outside the 100 m capture radius, so a point with a full 48-man garrison still played as undefended. The ring is now 50 to 90 m. Patrols, defensive surges and counterattack waves still come in from range as before. Fixed: roughly 30 infantry spawning on a mortar pit. A request for a 3-man mortar crew was drawing from the general garrison pool and planting a full 18-man team on the tube, twice over. Mortar crews now use the dedicated mortar team, and those men go back to defending the objective. Fixed: vehicles spawning on top of players. The patrol crew respected player distance; the vehicle itself had no such check at all, so a BTR could appear about 50 m from someone standing on the flag. Fixed: the enemy taking one of your MOBs as its own HQ. The mod now puts the enemy HQ back on the command post the map built for it and hands your MOB back. Every map has been given a dedicated command post, and three that had none now have one. Fixed: AI being effectively bulletproof inside a MOB safezone. Any shot fired from inside a zone was deleted at the muzzle whatever it was aimed at. Fixed: AI walking into rocks and cliffs forever, from waypoints placed by terrain height rather than navmesh. Fixed: a false "BRANDING FAULT" warning on every map since 19 August. Hidden command posts on Atios, Everon, Bellauwoods and Chernarus, which were correctly non-capturable but still drawn on the map.
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 15:31:43 GMT
- Last Modified
- Sat, 05 Sep 2026 15:31:53 GMT
1.0.92
spawning fix on bases
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 14:23:25 GMT
- Last Modified
- Sat, 05 Sep 2026 14:23:36 GMT
1.0.91
Fixed: a false "BRANDING FAULT" warning on every map. The faction check looked for a component none of the group prefabs have ever carried, so it reported 100% failure on every map since 19 August and claimed the AI were fighting for the wrong side with nothing behind that claim. It now reads the group's actual faction, only changes it if it is wrong, and proves the result by reading it back. Groups whose prefab already sets the right faction, which is all of them today, are reported as correct instead of as a fault. Fixed: the enemy taking one of your MOBs as its own HQ. The campaign picks both HQs out of one pool of every base with "Can Be HQ" ticked, and it ignores which faction a base was built for. On any map offering more than one candidate per side the pairing is not forced, so the Soviets could land on a US MOB while the command post built for them sat unused. The mod now puts the enemy HQ back onto the base the map actually built for it, and hands any borrowed MOB back to the players. Both of your MOBs stay yours. Every ARGC map has been given a dedicated enemy command post, and three maps that had none (BakhmutCity, Bakmut, Mogadishu) now have one. New setting: enforceEnemyHQ (on). No config change needed. Fixed: AI being effectively bulletproof inside a MOB safezone. Any shot fired from inside a safezone was deleted at the muzzle, whatever it was aimed at. On Gogland the two placed zones are 200 m circles over MOB Thor and MOB Odin, so standing anywhere in your own MOB meant you could not hurt an AI at all. Outgoing projectile deletion is now off by default. The damage gate already blocks player-on-player damage when either end is in a zone, and unlike the projectile deleter it knows what is being shot at. Anti-griefing is unchanged. Gogland's two hand-placed 200 m zones over MOB Thor and MOB Odin have been removed. It now uses the automatic zone around whichever HQ is actually live, the same way Merak always has. Fixed: AI garrisons getting stuck trying to walk to unreachable waypoints. Waypoint targets were placed using terrain height, which cannot see rocks, buildings or cliffs. A group could be sent to a point no unit can physically stand on and would then fail its move forever, filling crash.log with "Failed move from <A> to waypoint <B>". Every waypoint the mod creates is now corrected onto walkable navmesh before it is placed. If the nearest walkable ground is too far from the requested point, the group holds its own position instead of marching at somewhere it will never reach. Also added: a log line every 25 waypoint corrections, so a bad placement pattern shows up in script.log instead of only in crash.log. New settings: snapWaypointsToNavmesh (on), waypointNavmeshExtent (40 m), waypointSnapMaxCorrection (20 m). No config change is needed, the defaults apply automatically.
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 12:36:32 GMT
- Last Modified
- Sat, 05 Sep 2026 12:36:39 GMT
1.0.90
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 10:04:54 GMT
- Last Modified
- Sat, 05 Sep 2026 10:05:03 GMT
1.0.89
Fixed: a false "BRANDING FAULT" warning on every map. The faction check looked for a component none of the group prefabs have ever carried, so it reported 100% failure on every map since 19 August and claimed the AI were fighting for the wrong side with nothing behind that claim. It now reads the group's actual faction, only changes it if it is wrong, and proves the result by reading it back. Groups whose prefab already sets the right faction, which is all of them today, are reported as correct instead of as a fault. Fixed: the enemy taking one of your MOBs as its own HQ. The campaign picks both HQs out of one pool of every base with "Can Be HQ" ticked, and it ignores which faction a base was built for. On any map offering more than one candidate per side the pairing is not forced, so the Soviets could land on a US MOB while the command post built for them sat unused. The mod now puts the enemy HQ back onto the base the map actually built for it, and hands any borrowed MOB back to the players. Both of your MOBs stay yours. Every ARGC map has been given a dedicated enemy command post, and three maps that had none (BakhmutCity, Bakmut, Mogadishu) now have one. New setting: enforceEnemyHQ (on). No config change needed. Fixed: AI being effectively bulletproof inside a MOB safezone. Any shot fired from inside a safezone was deleted at the muzzle, whatever it was aimed at. On Gogland the two placed zones are 200 m circles over MOB Thor and MOB Odin, so standing anywhere in your own MOB meant you could not hurt an AI at all. Outgoing projectile deletion is now off by default. The damage gate already blocks player-on-player damage when either end is in a zone, and unlike the projectile deleter it knows what is being shot at. Anti-griefing is unchanged. Gogland's two hand-placed 200 m zones over MOB Thor and MOB Odin have been removed. It now uses the automatic zone around whichever HQ is actually live, the same way Merak always has. Fixed: AI garrisons getting stuck trying to walk to unreachable waypoints. Waypoint targets were placed using terrain height, which cannot see rocks, buildings or cliffs. A group could be sent to a point no unit can physically stand on and would then fail its move forever, filling crash.log with "Failed move from <A> to waypoint <B>". Every waypoint the mod creates is now corrected onto walkable navmesh before it is placed. If the nearest walkable ground is too far from the requested point, the group holds its own position instead of marching at somewhere it will never reach. Also added: a log line every 25 waypoint corrections, so a bad placement pattern shows up in script.log instead of only in crash.log. New settings: snapWaypointsToNavmesh (on), waypointNavmeshExtent (40 m), waypointSnapMaxCorrection (20 m). No config change is needed, the defaults apply automatically.
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 08:46:52 GMT
- Last Modified
- Sat, 05 Sep 2026 08:47:01 GMT
1.0.88
AI no longer spawn on top of players PushClearOfPlayers clears the spawn centre, then every group rolls its own random point on a 50 to 90 m ring around it, so a centre at exactly the 200 m minimum could drop a group 110 m from the player it had just been moved away from. A three-group composition rolled three independent chances to do it. Only four directors called it at all, and the depot guards were not among them, which is the worst case: triggered by a player arriving within 500 m, then placed on a 40 to 90 m ring around the depot. The check now sits where a group's real position is decided rather than where the centre is chosen, in both SpawnForce and FindSpawnPoint, so every garrison, wave and depot guard passes through it. Horizontal distance only, so a player on a roof still counts as on top of you. It relaxes rather than vetoes. Full clearance for the first half of the placement attempts, half for the next quarter, a quarter for the last. A player parked on an objective must not be able to block its garrison outright and stroll onto an empty base. No new setting; it reuses minSpawnDistanceFromPlayers. AI budget no longer counts a group transfer as a death OnAgentRemoved released a budget slot unconditionally, which was correct while the only way to leave a group was to die or despawn, and stopped being correct when SilenceAI's splitter started moving men between groups. Every transfer looked like a death, the budget would have been credited for men still standing, and the spawners would have spent that credit on more AI. The test is now the man, not the event. Identical behaviour when no splitter is running.
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 08:23:34 GMT
- Last Modified
- Sat, 05 Sep 2026 08:23:44 GMT
1.0.87
AI no longer spawn on top of players Reported as: AI are spawning on us. The mod already had PushClearOfPlayers, so this looked covered. It was not, for two reasons. It clears the spawn centre, not the spawn position. Once a centre is chosen, every group rolls its own random point on a 50 to 90 m ring around it. A centre sitting at exactly the 200 m minimum could therefore drop a group 110 m from the player it had just been moved away from, and a three-group composition rolled three independent chances to do it. Only four directors called it at all. Defense, DynamicZone form-up, Resupply and Wave. The depot guards were not among them, and they are the worst case: triggered by a player arriving within 500 m, then placed on a 40 to 90 m ring around the depot. Walk up to a depot and the guards appear around you. The check now sits where a group's real position is decided rather than where the centre is chosen, so every spawner in the mod passes through it. Same reasoning as the water and rock checks that already live beside it: guard the position, not the intent. Two places, because there are two position sources: SpawnForce, the inline ring roll FindSpawnPoint, used by SpawnComposition, which is every garrison, every wave and every depot guard New IsPlayerNear(pos, minDist) helper. Horizontal distance only, so a player on a roof still counts as on top of you. It relaxes rather than vetoes. Full clearance for the first half of the placement attempts, half for the next quarter, a quarter for the last. A player parked on an objective must not be able to block its garrison outright and stroll onto an empty base, which would be a worse bug than the one being fixed. At the relaxed floor nobody watches men materialise, and the zone always gets defended. No new setting. It reuses minSpawnDistanceFromPlayers, currently 200, and the relaxation ladder scales with whatever you set.
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 06:56:24 GMT
- Last Modified
- Sat, 05 Sep 2026 06:56:35 GMT
1.0.86
Fixed: AI garrisons getting stuck trying to walk to unreachable waypoints. Waypoint targets were placed using terrain height, which cannot see rocks, buildings or cliffs. A group could be sent to a point no unit can physically stand on and would then fail its move forever, filling crash.log with "Failed move from <A> to waypoint <B>". Every waypoint the mod creates is now corrected onto walkable navmesh before it is placed. If the nearest walkable ground is too far from the requested point, the group holds its own position instead of marching at somewhere it will never reach. Also added: a log line every 25 waypoint corrections, so a bad placement pattern shows up in script.log instead of only in crash.log. New settings: snapWaypointsToNavmesh (on), waypointNavmeshExtent (40 m), waypointSnapMaxCorrection (20 m). No config change needed, defaults apply.
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 06:08:25 GMT
- Last Modified
- Sat, 05 Sep 2026 06:08:38 GMT
1.0.85
AI budget no longer counts a group transfer as a death OnAgentRemoved released a budget slot unconditionally. That was correct while the only way to leave a group was to die or despawn, and stopped being correct the moment SilenceAI's splitter started moving men between groups. Every transfer arrived looking like a death, the budget would have been credited for men still standing in the field, and the spawners would have spent that credit on more AI. More AI is the opposite of the point, and on a console client it is the thing players actually feel. The test is now the man, not the event. Entity gone means despawned, DEAD or INCAPACITATED means killed, anything else is a live man who changed hands and his slot is still occupied. Identical behaviour when no splitter is running.
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 06:00:50 GMT
- Last Modified
- Sat, 05 Sep 2026 06:01:00 GMT
1.0.84
Persistence is fixed, and this mod found it. The save probe added here read the engine's own getters twenty seconds after game mode start and reported allowed=0 enabled=0 on every map. That turned a fortnight of guesswork into one line: saving was switched off outside script. Maps missing SystemsConfig in their mission header were the cause. Latest logs show 35 autosaves started, 47 completed, zero failed. The probe stays in as a permanent two-line health check at startup. AI backcapping no longer stacks up infinite objectives. A lost zone reopens as an objective, and nothing capped that list. Players took four bases cleanly, the AI walked all four back over four hours, and the map finished with five objectives live against a cap of three, because the cap only ever counted active zones and never lost ones. There's now a maxLostObjectives cap, default 2, and past it the oldest lost zone re-locks and drops its seize task. That cap is also what makes it safe to turn front-blocking back on, so lost ground gates progress again without the 79-minute softlock that got it switched off. This mod stopped fighting SilenceAI over formation. Both were setting it. This one rolled uniformly across four shapes at spawn, so a quarter of every group got Column, single file at 3 m, and another quarter got Line, a parade. Half of all groups in a shape nobody wanted. SilenceAI could not undo it because formation is read when team members are placed. varyGroupFormations now defaults off and Column and Line are out of the pool, so turning it back on can't recreate it. Groups walking into an objective now fight on the way. Defensive surges and resupply spawn hundreds of metres out and walked in on a Defend waypoint, and a Defend waypoint means "get there and hold", so arriving outranked being shot at for the whole march. They get their own approachWaypointPrefab slot on SearchAndDestroy. Patrols move to it too. Counterattack waves deliberately stay on Defend, because a wave has to hold the zone it retakes. Counter-sniper stops being a metronome. The cooldown was a flat 180 seconds, so a sniper who had drawn a hunter team twice knew exactly how long he had. It's now rolled fresh between 10 and 30 minutes, and since it starts when the previous team retires the real gap is closer to 15 to 35. All nine numeric counter-sniper settings are now range-checked too; none of them were, and a cooldown of 0 or a lifetime of 0 went straight through to the director. Also: the one place that hands out waypoints now logs each distinct kind once per session, so "which groups are on which waypoint" stops being a guess.
- Game Version
- 1.8.0.10
- Created
- Wed, 02 Sep 2026 14:05:44 GMT
- Last Modified
- Wed, 02 Sep 2026 14:05:50 GMT
1.0.83
PVE: groups walking into an objective now fight on the way. Defensive surges and resupply spawn hundreds of metres out and walked in on a Defend waypoint, which means arriving outranks being shot at. They get their own waypoint slot now. Counterattack waves deliberately keep Defend, because a wave has to hold what it retakes.
- Game Version
- 1.8.0.10
- Created
- Wed, 02 Sep 2026 13:35:49 GMT
- Last Modified
- Wed, 02 Sep 2026 13:35:58 GMT
1.0.82
Ensuring the configs are sorted, also https://claude.ai/code/artifact/17965401-de98-459e-a98d-54aec691a8ad
- Game Version
- 1.8.0.10
- Created
- Wed, 02 Sep 2026 07:33:57 GMT
- Last Modified
- Wed, 02 Sep 2026 07:34:10 GMT
1.0.81
fixing the AI compositions
- Game Version
- 1.8.0.10
- Created
- Wed, 02 Sep 2026 05:54:47 GMT
- Last Modified
- Wed, 02 Sep 2026 05:54:57 GMT
1.0.80
changing the counter sniper team to have an Igla user spawn in
- Game Version
- 1.8.0.10
- Created
- Wed, 02 Sep 2026 04:16:38 GMT
- Last Modified
- Wed, 02 Sep 2026 04:16:44 GMT
1.0.79
adjusting the counter sniper teams to be a range from 10 - 30 mins
- Game Version
- 1.8.0.10
- Created
- Wed, 02 Sep 2026 00:49:07 GMT
- Last Modified
- Wed, 02 Sep 2026 00:49:16 GMT
1.0.78
fixing backcap to block progressive line
- Game Version
- 1.8.0.10
- Created
- Tue, 01 Sep 2026 23:17:15 GMT
- Last Modified
- Tue, 01 Sep 2026 23:17:29 GMT
1.0.77
AI formations have been commented out so when run with SilenceAI that controls formations
- Game Version
- 1.8.0.10
- Created
- Tue, 01 Sep 2026 14:41:21 GMT
- Last Modified
- Tue, 01 Sep 2026 14:41:31 GMT
1.0.76
trying to fix the persistence saving that seems to be disabled
- Game Version
- 1.8.0.10
- Created
- Tue, 01 Sep 2026 13:36:37 GMT
- Last Modified
- Tue, 01 Sep 2026 13:36:42 GMT
1.0.75
fixnig the capture softlock that was occuring due to zone number mismatching also changing the radius to be 2d to prevent this from reoccuring. this will also turn on debugCaptureGate so the next session prints Capture REFUSED by the zone gate at: <base>
- Game Version
- 1.8.0.10
- Created
- Tue, 01 Sep 2026 13:17:07 GMT
- Last Modified
- Tue, 01 Sep 2026 13:17:16 GMT
1.0.74
ensuring the forward freeze and counter fix is good
- Game Version
- 1.8.0.10
- Created
- Tue, 01 Sep 2026 05:21:03 GMT
- Last Modified
- Tue, 01 Sep 2026 05:21:13 GMT
1.0.73
changing the counters and setting up the timings and chances
- Game Version
- 1.8.0.10
- Created
- Tue, 01 Sep 2026 02:42:46 GMT
- Last Modified
- Tue, 01 Sep 2026 02:42:54 GMT
1.0.72
few little tweaks found from logging
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 17:15:09 GMT
- Last Modified
- Mon, 31 Aug 2026 17:15:18 GMT
1.0.71
just ensuring updates are pushed
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 16:58:35 GMT
- Last Modified
- Mon, 31 Aug 2026 16:58:45 GMT
1.0.70
fixing vehicle spawns to be random 20 - 30 mins
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 16:09:29 GMT
- Last Modified
- Mon, 31 Aug 2026 16:09:36 GMT
1.0.69
saigon AI prefab
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 14:07:53 GMT
- Last Modified
- Mon, 31 Aug 2026 14:08:04 GMT