Silence - PVE Remix Mod
by Silence_AUS
1.1.25
Bases stop generating their own supplies at 25,000 (setting: autoSuppliesCap). Storage stays high, so refunds and supplies players bring in still fit above that. Refunded supplies no longer drop as crates on the ground in or near a base. They go straight into the base’s storage. Crates still drop away from bases or if a base is full.
- Game Version
- 1.9.0.37
- Created
- Sun, 08 Nov 2026 10:40:07 GMT
- Last Modified
- Sun, 08 Nov 2026 10:40:20 GMT
1.1.24
fixing MOB rotation to only be per campaign reset
- Game Version
- 1.9.0.37
- Created
- Sun, 08 Nov 2026 08:22:20 GMT
- Last Modified
- Sun, 08 Nov 2026 08:22:28 GMT
1.1.23
The next objective is now always one your team can reach by radio, picked from your own radio network. The front no longer jumps across the map to bases you can’t capture. If nothing is in radio range it waits until you take a relay or bring a radio forward.
- Game Version
- 1.9.0.37
- Created
- Sun, 08 Nov 2026 07:54:17 GMT
- Last Modified
- Sun, 08 Nov 2026 07:54:45 GMT
1.1.22
Fixed GM budget caps only being raised for the first player to join. Every GM now gets the higher limits.
- Game Version
- 1.9.0.37
- Created
- Sun, 08 Nov 2026 07:04:52 GMT
- Last Modified
- Sun, 08 Nov 2026 07:05:04 GMT
1.1.21
Bases no longer capped, companion relay within 500 m, Bellau radio source fix
- Game Version
- 1.9.0.37
- Created
- Sun, 08 Nov 2026 03:32:53 GMT
- Last Modified
- Sun, 08 Nov 2026 03:33:01 GMT
1.1.20
Companion relays now only open if they’re within 500 m of the objective, down from 1500 m. The nearest one is always picked, so a relay within 200 m wins whenever there is one. Fixed radio coverage starting from the wrong MOB on maps with several player MOBs, such as Bellauwoods. The signal now starts from your actual HQ, which should bring back the radio links between bases and the base info on the map.
- Game Version
- 1.9.0.37
- Created
- Sun, 08 Nov 2026 00:19:43 GMT
- Last Modified
- Sun, 08 Nov 2026 00:19:51 GMT
1.1.19
- Radio relay towers now open as bonus objectives next to nearby bases (within 1.5 km), not only when the radio needs them. They strengthen your radio network but don't count toward the win; capping all bases still ends the campaign. - Maps no longer get their own settings file created automatically. Every map runs on the defaults plus settings.json. A per-map file still works if you make one by hand. - Server owners: delete your old SilencePVE settings.json (and any files in SilencePVE/maps) so the new defaults apply.
- Game Version
- 1.9.0.37
- Created
- Sat, 07 Nov 2026 07:09:55 GMT
- Last Modified
- Sat, 07 Nov 2026 07:10:08 GMT
1.1.18
- Fixed enemy AI never recapturing bases. Enemy soldiers now take the faction of their FIA group, so they count towards captures.
- Game Version
- 1.9.0.37
- Created
- Fri, 06 Nov 2026 22:17:13 GMT
- Last Modified
- Fri, 06 Nov 2026 22:17:20 GMT
1.1.17
- Players now start each fresh campaign at a random one of the map's player MOBs, never the same one twice in a row. Saved campaigns keep their MOB. - Fixed a player MOB losing its faction at start-up and showing as hostile, which also moved the players to a different MOB. - The players' radio network is now rebuilt once the starting HQ is settled, with a log line showing which base it runs from and how many bases have signal.
- Game Version
- 1.9.0.37
- Created
- Fri, 06 Nov 2026 10:25:01 GMT
- Last Modified
- Fri, 06 Nov 2026 10:25:14 GMT
1.1.16
- Front alerts (counterattack, enemy reinforcements, base lost, base retaken) now show as a top banner and a chat message for every player, even with hints turned off. - Fixed seize tasks looping on zones that were already completed.
- Game Version
- 1.8.0.13
- Created
- Wed, 04 Nov 2026 11:21:24 GMT
- Last Modified
- Wed, 04 Nov 2026 11:21:30 GMT
1.1.15
Silence - PVE Remix Mod Players now get a top-of-screen alert when the enemy counterattacks: when reinforcements arrive mid-capture, and when a captured base is about to be retaken. It shows once per counterattack and follows the same server setting as the LOST and RETAKEN hints.
- Game Version
- 1.8.0.13
- Created
- Wed, 04 Nov 2026 11:19:45 GMT
- Last Modified
- Wed, 04 Nov 2026 11:19:57 GMT
1.1.14
fixed: Duplicate seize tasks: the 10-second loop on Hautevesnes and Paris Station. Cause: once a seize task is completed, failed or cancelled, it keeps its ID. The mod didn’t count those old tasks, kept trying to make a new one, and the game kept rejecting it. Now a zone the players still hold doesn’t get a new task. A zone the AI has taken back has its old task removed so a fresh seize task can be issued.
- Game Version
- 1.8.0.13
- Created
- Wed, 04 Nov 2026 06:02:37 GMT
- Last Modified
- Wed, 04 Nov 2026 06:02:48 GMT
1.1.13
Silence PVE - Fixed the enemy command post check on maps where the campaign gives the enemy one of the players' MOBs. Bases are now judged by the faction they were built for, so the enemy is moved back to its own post (Belleau Wood: the top-left MOB) and the MOB is handed back to the players. - The "N bases claim to be the command post" warning now prints once per session instead of every 90 seconds.
- Game Version
- 1.8.0.13
- Created
- Mon, 02 Nov 2026 04:51:21 GMT
- Last Modified
- Mon, 02 Nov 2026 04:51:27 GMT
1.1.12
- Logs a clear error at startup if Linear Conflict PVE is also loaded, since it blocks captures and repeats the objective notification
- Game Version
- 1.8.0.13
- Created
- Sun, 01 Nov 2026 04:20:25 GMT
- Last Modified
- Sun, 01 Nov 2026 04:20:35 GMT
1.1.11
- Counterattack waves now mix the ARGC Section12 with the MG team - AI budget counts Section12 and HunterTeam15 correctly
- Game Version
- 1.8.0.13
- Created
- Sun, 01 Nov 2026 02:50:54 GMT
- Last Modified
- Sun, 01 Nov 2026 02:51:06 GMT
1.1.10
Silence PVE Remix - update - Anti-air and anti-tank response teams are now ON by default - AA teams: ARGC Hunter AA (2x Igla, sniper, rifleman) - AT teams: ARGC Hunter AT (2x Javelin, RPG, rifleman) - Up to 4 teams of each type at once, 4 men per team - New teams are counted correctly in the AI budget - Companion relays now only open when the radio network needs them - A settings file with a typo is no longer wiped and replaced with defaults; the error is logged instead - Requires Silence Groups on the server for the AA/AT teams
- Game Version
- 1.8.0.13
- Created
- Sun, 01 Nov 2026 02:14:57 GMT
- Last Modified
- Sun, 01 Nov 2026 02:15:02 GMT
1.1.9
Fixed: objectives outside your radio range (e.g. Airfield North on Bellauwoods) could not be captured; the task kept cancelling and re-appearing. When an objective opens outside radio range, the relay that links it is now opened with it, at any distance. Objectives you cannot reach by radio are skipped until you can, so the front always opens somewhere you can actually take.
- Game Version
- 1.8.0.13
- Created
- Sat, 31 Oct 2026 09:48:27 GMT
- Last Modified
- Sat, 31 Oct 2026 09:48:33 GMT
1.1.8
Fixed: Bellauwoods’ extra AI waves pointed at a group prefab that doesn’t exist, so they likely never spawned. They now use the map’s machine-gun team.
- Game Version
- 1.8.0.13
- Created
- Mon, 26 Oct 2026 06:53:20 GMT
- Last Modified
- Mon, 26 Oct 2026 06:53:29 GMT
1.1.7
- Locked zones no longer keep capturing. - A broken config file is no longer overwritten with defaults. It's left as it is and named in the log. - The AI cap stays accurate: split groups, early deaths and removed counter sniper, air defence and vehicle patrol teams are no longer counted wrong. - Counterattack waves 2 and 3 stop if a newer counterattack takes over the zone. - With the new QOL loaded, QOL does the ACE medical litter cleanup on PVE maps. With an older QOL or none, PVE Remix still does it, more cheaply.
- Game Version
- 1.8.0.13
- Created
- Sun, 25 Oct 2026 03:44:26 GMT
- Last Modified
- Sun, 25 Oct 2026 03:44:31 GMT
1.1.6
Fixes Locked zones can’t keep capturing any more. When PVE Remix blocks a capture, the point now resets the same way the base game does when nobody’s holding it. Before this, a capture that had already started could keep ticking with nobody near it. A broken config file doesn’t get wiped now. If a PVE settings JSON has a typo, the file is left alone, the log shows an ERROR with the file name, and the server keeps the values it had already read. It used to replace the file with defaults and you’d lose your settings. A default file is only written when there isn’t one. The AI budget is accurate again: Men that SilenceAI’s splitter moves into a new group still count until they die or get deleted. Before, their slots were freed while they were still alive, so PVE could spawn past the AI cap. A check every 10 seconds frees the slot once one of them is gone. Men killed in the first few seconds after their group spawns aren’t refunded twice. Removing a Counter Sniper, Air Defence or Vehicle Patrol team refunds its slots once, not twice. Groups that go dormant (members despawned, group kept) still free their slots straight away. Counterattack waves 2 and 3 now stop if a newer counterattack has taken over the zone. The later waves already did this. Lost zones stay in oldest first order, and a zone restore that bails out early isn’t left stuck as “in progress”. The “No command post found” warning only prints once per session. ACE medical litter If the new Silence QOL Fixes is loaded, QOL handles litter on PVE maps and PVE Remix’s own sweep doesn’t start. QOL’s version is lighter on the server. It uses QOL’s defaults: pieces go about 45 seconds after they drop, within 100 m of a player (PVE Remix used 400 m). You can raise radius in Silence QOL/Config/MedicalLitterCleanup.txt. Heads up, enabled=0 in that file now turns litter cleanup off on PVE maps too. With an older QOL, or no QOL, PVE Remix still cleans up and it’s cheaper than before. It skips anyone standing within half the radius of a player it’s already checked, and it checks one player per frame instead of everyone in the same frame. Mixing old and new versions can’t leave a map with no cleanup. One of the two always runs.
- Game Version
- 1.8.0.13
- Created
- Fri, 23 Oct 2026 03:42:51 GMT
- Last Modified
- Fri, 23 Oct 2026 03:42:55 GMT
1.1.5
Moved it to Prefabs/Groups/SilencePVE/SLNC_Group_USSR_SF_Assault_NotSpawned.et with a new ID (371A49C66A70D9E8). It no longer touches ConflictPVE’s file, so the share-alike issue is gone and it can stay APL-ND. Updated every reference: the settings script, settings.json, and the ConflictPvE, GulfCoast and Atios map JSONs. No references to the old ID remain. If the server has its own copy of the PVE settings JSON in its profile folder, replace CE81CF89942B76D9 there with 371A49C66A70D9E8.
- Game Version
- 1.8.0.13
- Created
- Sun, 18 Oct 2026 06:29:29 GMT
- Last Modified
- Sun, 18 Oct 2026 06:29:41 GMT
1.1.4
reupload to clean up files, more updates to come
- Game Version
- 1.8.0.13
- Created
- Fri, 09 Oct 2026 11:33:40 GMT
- Last Modified
- Fri, 09 Oct 2026 11:33:50 GMT
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

