The Remnants Wasteland 4.2.0
1,445
27
1,445
27
OVERVIEW
The world didn't fall to a plague—it fell to chaos.
The Remnants: Wasteland is a comprehensive tactical survival overhaul that transforms San Andreas into a brutal, post-apocalyptic warzone. In a world where law and order have vanished, heavily armed factions fight for territorial dominance, while invisible environmental hazards and nightmarish anomalies rot the landscape.
This mod completely rewrites standard civilian and combat behaviors into a grim, relentless struggle for survival. Every street corner is a potential ambush, every hotspot is a toxic death trap, and the darkness itself holds horrors you aren't prepared for. Only the most tactical will prevail.
KEY FEATURES
Airborne Redeployment (The Return of Air-Spawn)
Death is no longer just a black screen. When you fall in combat, the sky becomes your respawn point. Leap from the clouds with the iconic Parachute Air-Spawn System, featuring optimized map-streaming buffers that allow you to skydive directly back into the theater of war without breaking immersion.
Dynamic Faction Warfare
A fully integrated relationship network creates a living, hostile world. Customize your diplomatic standing (LIKE, NEUTRAL, HATE) in real-time via the configuration file.
The Military: Disciplined, highly organized elite task forces executing precision sweeps.
The Raiders: Aggressive, unpredictable, and fiercely hostile wasteland scavengers.
Smart Combat & Flanking AI
Experience a total combat rebuild. Tactical 4-man fireteams utilize coordinated "Call-for-Help" routines. Attack a single enemy, and every ally within a 150-meter radius will instantly communicate, utilize suppressive cover, and actively attempt to outflank your position.
Motorized Infiltration
Armed squads patrol the wasteland in custom-sprayed, matte-black tactical SUVs and rugged off-road vehicles. Faction convoys actively cruise the entire map, establishing a relentless motorized presence from urban Los Santos to the desolate peaks of Blaine County.
Radioactive Exclusion Zones
Explore 9 heavily contaminated hotspots across San Andreas (including Humane Labs and hidden Research Facilities). Entering these sectors triggers progressive radiation poisoning, complete with custom audio geiger-counters, visual screen distortion, and lethal organ failure.
Zone Phantoms: The Nightmare Anomalies
The radiation did more than kill—it mutated. Deep within the Exclusion Zones, terrifying entities known as Zone Phantoms stalk the fog when night falls (from 20:00 to 06:00). Prepare to face:
Killer Clowns: Deranged, silent slashers wielding machetes.
Radiation Psychos: Massive, mutated brutes driven insane by the contamination, sprinting at you with heavy battle axes.
Note: These entities are entirely immune to radiation and will violently incinerate if they attempt to leave the boundaries of the toxic zones.
Scavenger Survival Mechanics
Locate physical Gas Mask Supply points hidden across the state to secure filtration gear and completely negate environmental radiation. But keep your weapon ready—intruding deep into radioactive sectors alerts nearby defense squads who will deploy heavy reinforcements to hunt you down.
FULL INI CUSTOMIZATION
Take full control of your post-apocalyptic simulation. The enhanced .ini parser lets you calibrate everything: NPC spawn caps, faction combat accuracy, radiation strength, recovery rates, and specific spawn parameters for the Zone Phantoms.
CHANGELOG (v4.2.0) (Enhanced)
ADDED:THE RETURN OF AIR-SPAWN: Re-engineered and integrated the community-favorite Air-Spawn Redeploy System (previously removed in v4.0). Players now drop back into the action via parachute upon death.
Added a dynamic relationship escalation layer; attacking neutral factions instantly shifts their global stance to hostile.
MAP-AWARE SPAWN INTELLIGENCE: Integrated a dynamic height-profile filter. The system now actively detects if a squad spawns in mountainous terrain (like Mount Chiliad) or flat terrain, automatically deploying optimized foot patrols in the mountains to prevent vehicles from plummeting down cliffs.
IMPROVED:NATIVE ROAD-NETWORK CHASING: Replaced the passive cruising combat tasks with a relentless, map-wide VehicleChase routine. Raider and Military driver AIs now fully exploit the GTA 5 road nodes, accurately navigating through every highway, street, and narrow city alley to hunt down and corner the player.
ULTRA-RESPONSIVE AI BACKUP: Restructured and boosted the AI Backup Framework. The alert and flanking radius has been massively expanded from 150m to 250m, and the logic tick-frequency has been doubled (500ms) to ensure reinforcement squads swarm the battlefield twice as fast.
Re-activated global vehicle cruising tasks. Spawned faction vehicles will now actively drive around and patrol the entire map when not in combat.
Overhauled TheRemnants.ini configuration layout, resolving formatting anomalies to guarantee proper ScriptHookVDotNet value parsing.
FIXED:RESOLVED VEHICLE CHASE COMPILATION ERROR: Fixed a critical syntax crash where the compiler rejected the missing Task.Chase extension method by swapping to the stable, API-compliant VehicleChase framework.
FIXED RAIDER VEHICLE BAIL-OUT BUG: Resolved an issue where Raiders would prematurely leap out of moving vehicles or freeze at intersections. Driver AIs will now aggressively pursue the player inside their vehicles and only dismount to open fire once they are in close combat proximity.
Fixed a critical progression bug where ambient faction squads completely stopped spawning globally due to restrictive Exclusion Zone distance filters.
Resolved a compilation crash caused by invalid player aiming wrappers by swapping to a stable native engine call (IS_PLAYER_FREE_AIMING).
Fixed vehicle AI lockups, allowing squad drivers to exit vehicles and engage in combat smoothly when taking fire.
REMOVED:Removed restrictive, experimental aiming-proximity checks that previously prevented squad backup from registering during standard firefights.
Completely removed the legacy CruiseWithVehicle combat-override state which previously caused driver AIs to act passively during active firefights.
INSTALLATION
Ensure you have the latest version of ScriptHookV and ScriptHookVDotNet 3 installed.
Drag and drop TheRemnants.dll and TheRemnants.ini into your /scripts/ folder.
Customize your experience via the .ini file.
Compatibility: Works perfectly with NVE, QuantV, and GSW2.
NOTE: This version is specifically refactored for SHVDN Enhanced. While it was developed and verified on GTA V Legacy, the core logic has been optimized to support GTA V Enhanced features and stability requirements.
Quick Tipp :
Make sure you have the MinHook.x64.dll in your main directory! v4.2 requires it for the new Enhanced memory management to function without crashing.
🪲 Help Us Improve — Post Your Bugs & Logs!
If you encounter any other bugs, crashes, or infinite loading screens while playing The Remnants Wasteland, please don't just say "it crashed". We need your help to fix them!
Please post a comment below describing what happened and share your ScriptHookVDotNet log file (found in your main GTA V folder). Your feedback is highly appreciated and essential for delivering a 100% stable upcoming version. Thank you for your amazing support!
VelyXCore
The world didn't fall to a plague—it fell to chaos.
The Remnants: Wasteland is a comprehensive tactical survival overhaul that transforms San Andreas into a brutal, post-apocalyptic warzone. In a world where law and order have vanished, heavily armed factions fight for territorial dominance, while invisible environmental hazards and nightmarish anomalies rot the landscape.
This mod completely rewrites standard civilian and combat behaviors into a grim, relentless struggle for survival. Every street corner is a potential ambush, every hotspot is a toxic death trap, and the darkness itself holds horrors you aren't prepared for. Only the most tactical will prevail.
KEY FEATURES
Airborne Redeployment (The Return of Air-Spawn)
Death is no longer just a black screen. When you fall in combat, the sky becomes your respawn point. Leap from the clouds with the iconic Parachute Air-Spawn System, featuring optimized map-streaming buffers that allow you to skydive directly back into the theater of war without breaking immersion.
Dynamic Faction Warfare
A fully integrated relationship network creates a living, hostile world. Customize your diplomatic standing (LIKE, NEUTRAL, HATE) in real-time via the configuration file.
The Military: Disciplined, highly organized elite task forces executing precision sweeps.
The Raiders: Aggressive, unpredictable, and fiercely hostile wasteland scavengers.
Smart Combat & Flanking AI
Experience a total combat rebuild. Tactical 4-man fireteams utilize coordinated "Call-for-Help" routines. Attack a single enemy, and every ally within a 150-meter radius will instantly communicate, utilize suppressive cover, and actively attempt to outflank your position.
Motorized Infiltration
Armed squads patrol the wasteland in custom-sprayed, matte-black tactical SUVs and rugged off-road vehicles. Faction convoys actively cruise the entire map, establishing a relentless motorized presence from urban Los Santos to the desolate peaks of Blaine County.
Radioactive Exclusion Zones
Explore 9 heavily contaminated hotspots across San Andreas (including Humane Labs and hidden Research Facilities). Entering these sectors triggers progressive radiation poisoning, complete with custom audio geiger-counters, visual screen distortion, and lethal organ failure.
Zone Phantoms: The Nightmare Anomalies
The radiation did more than kill—it mutated. Deep within the Exclusion Zones, terrifying entities known as Zone Phantoms stalk the fog when night falls (from 20:00 to 06:00). Prepare to face:
Killer Clowns: Deranged, silent slashers wielding machetes.
Radiation Psychos: Massive, mutated brutes driven insane by the contamination, sprinting at you with heavy battle axes.
Note: These entities are entirely immune to radiation and will violently incinerate if they attempt to leave the boundaries of the toxic zones.
Scavenger Survival Mechanics
Locate physical Gas Mask Supply points hidden across the state to secure filtration gear and completely negate environmental radiation. But keep your weapon ready—intruding deep into radioactive sectors alerts nearby defense squads who will deploy heavy reinforcements to hunt you down.
FULL INI CUSTOMIZATION
Take full control of your post-apocalyptic simulation. The enhanced .ini parser lets you calibrate everything: NPC spawn caps, faction combat accuracy, radiation strength, recovery rates, and specific spawn parameters for the Zone Phantoms.
CHANGELOG (v4.2.0) (Enhanced)
ADDED:THE RETURN OF AIR-SPAWN: Re-engineered and integrated the community-favorite Air-Spawn Redeploy System (previously removed in v4.0). Players now drop back into the action via parachute upon death.
Added a dynamic relationship escalation layer; attacking neutral factions instantly shifts their global stance to hostile.
MAP-AWARE SPAWN INTELLIGENCE: Integrated a dynamic height-profile filter. The system now actively detects if a squad spawns in mountainous terrain (like Mount Chiliad) or flat terrain, automatically deploying optimized foot patrols in the mountains to prevent vehicles from plummeting down cliffs.
IMPROVED:NATIVE ROAD-NETWORK CHASING: Replaced the passive cruising combat tasks with a relentless, map-wide VehicleChase routine. Raider and Military driver AIs now fully exploit the GTA 5 road nodes, accurately navigating through every highway, street, and narrow city alley to hunt down and corner the player.
ULTRA-RESPONSIVE AI BACKUP: Restructured and boosted the AI Backup Framework. The alert and flanking radius has been massively expanded from 150m to 250m, and the logic tick-frequency has been doubled (500ms) to ensure reinforcement squads swarm the battlefield twice as fast.
Re-activated global vehicle cruising tasks. Spawned faction vehicles will now actively drive around and patrol the entire map when not in combat.
Overhauled TheRemnants.ini configuration layout, resolving formatting anomalies to guarantee proper ScriptHookVDotNet value parsing.
FIXED:RESOLVED VEHICLE CHASE COMPILATION ERROR: Fixed a critical syntax crash where the compiler rejected the missing Task.Chase extension method by swapping to the stable, API-compliant VehicleChase framework.
FIXED RAIDER VEHICLE BAIL-OUT BUG: Resolved an issue where Raiders would prematurely leap out of moving vehicles or freeze at intersections. Driver AIs will now aggressively pursue the player inside their vehicles and only dismount to open fire once they are in close combat proximity.
Fixed a critical progression bug where ambient faction squads completely stopped spawning globally due to restrictive Exclusion Zone distance filters.
Resolved a compilation crash caused by invalid player aiming wrappers by swapping to a stable native engine call (IS_PLAYER_FREE_AIMING).
Fixed vehicle AI lockups, allowing squad drivers to exit vehicles and engage in combat smoothly when taking fire.
REMOVED:Removed restrictive, experimental aiming-proximity checks that previously prevented squad backup from registering during standard firefights.
Completely removed the legacy CruiseWithVehicle combat-override state which previously caused driver AIs to act passively during active firefights.
INSTALLATION
Ensure you have the latest version of ScriptHookV and ScriptHookVDotNet 3 installed.
Drag and drop TheRemnants.dll and TheRemnants.ini into your /scripts/ folder.
Customize your experience via the .ini file.
Compatibility: Works perfectly with NVE, QuantV, and GSW2.
NOTE: This version is specifically refactored for SHVDN Enhanced. While it was developed and verified on GTA V Legacy, the core logic has been optimized to support GTA V Enhanced features and stability requirements.
Quick Tipp :
Make sure you have the MinHook.x64.dll in your main directory! v4.2 requires it for the new Enhanced memory management to function without crashing.
🪲 Help Us Improve — Post Your Bugs & Logs!
If you encounter any other bugs, crashes, or infinite loading screens while playing The Remnants Wasteland, please don't just say "it crashed". We need your help to fix them!
Please post a comment below describing what happened and share your ScriptHookVDotNet log file (found in your main GTA V folder). Your feedback is highly appreciated and essential for delivering a 100% stable upcoming version. Thank you for your amazing support!
VelyXCore
First Uploaded: February 15, 2026
Last Updated: 12 hours ago
Last Downloaded: 16 minutes ago
44 Comments
OVERVIEW
The world didn't fall to a plague—it fell to chaos.
The Remnants: Wasteland is a comprehensive tactical survival overhaul that transforms San Andreas into a brutal, post-apocalyptic warzone. In a world where law and order have vanished, heavily armed factions fight for territorial dominance, while invisible environmental hazards and nightmarish anomalies rot the landscape.
This mod completely rewrites standard civilian and combat behaviors into a grim, relentless struggle for survival. Every street corner is a potential ambush, every hotspot is a toxic death trap, and the darkness itself holds horrors you aren't prepared for. Only the most tactical will prevail.
KEY FEATURES
Airborne Redeployment (The Return of Air-Spawn)
Death is no longer just a black screen. When you fall in combat, the sky becomes your respawn point. Leap from the clouds with the iconic Parachute Air-Spawn System, featuring optimized map-streaming buffers that allow you to skydive directly back into the theater of war without breaking immersion.
Dynamic Faction Warfare
A fully integrated relationship network creates a living, hostile world. Customize your diplomatic standing (LIKE, NEUTRAL, HATE) in real-time via the configuration file.
The Military: Disciplined, highly organized elite task forces executing precision sweeps.
The Raiders: Aggressive, unpredictable, and fiercely hostile wasteland scavengers.
Smart Combat & Flanking AI
Experience a total combat rebuild. Tactical 4-man fireteams utilize coordinated "Call-for-Help" routines. Attack a single enemy, and every ally within a 150-meter radius will instantly communicate, utilize suppressive cover, and actively attempt to outflank your position.
Motorized Infiltration
Armed squads patrol the wasteland in custom-sprayed, matte-black tactical SUVs and rugged off-road vehicles. Faction convoys actively cruise the entire map, establishing a relentless motorized presence from urban Los Santos to the desolate peaks of Blaine County.
Radioactive Exclusion Zones
Explore 9 heavily contaminated hotspots across San Andreas (including Humane Labs and hidden Research Facilities). Entering these sectors triggers progressive radiation poisoning, complete with custom audio geiger-counters, visual screen distortion, and lethal organ failure.
Zone Phantoms: The Nightmare Anomalies
The radiation did more than kill—it mutated. Deep within the Exclusion Zones, terrifying entities known as Zone Phantoms stalk the fog when night falls (from 20:00 to 06:00). Prepare to face:
Killer Clowns: Deranged, silent slashers wielding machetes.
Radiation Psychos: Massive, mutated brutes driven insane by the contamination, sprinting at you with heavy battle axes.
Note: These entities are entirely immune to radiation and will violently incinerate if they attempt to leave the boundaries of the toxic zones.
Scavenger Survival Mechanics
Locate physical Gas Mask Supply points hidden across the state to secure filtration gear and completely negate environmental radiation. But keep your weapon ready—intruding deep into radioactive sectors alerts nearby defense squads who will deploy heavy reinforcements to hunt you down.
FULL INI CUSTOMIZATION
Take full control of your post-apocalyptic simulation. The enhanced .ini parser lets you calibrate everything: NPC spawn caps, faction combat accuracy, radiation strength, recovery rates, and specific spawn parameters for the Zone Phantoms.
CHANGELOG (v4.2.0) (Enhanced)
ADDED:THE RETURN OF AIR-SPAWN: Re-engineered and integrated the community-favorite Air-Spawn Redeploy System (previously removed in v4.0). Players now drop back into the action via parachute upon death.
Added a dynamic relationship escalation layer; attacking neutral factions instantly shifts their global stance to hostile.
MAP-AWARE SPAWN INTELLIGENCE: Integrated a dynamic height-profile filter. The system now actively detects if a squad spawns in mountainous terrain (like Mount Chiliad) or flat terrain, automatically deploying optimized foot patrols in the mountains to prevent vehicles from plummeting down cliffs.
IMPROVED:NATIVE ROAD-NETWORK CHASING: Replaced the passive cruising combat tasks with a relentless, map-wide VehicleChase routine. Raider and Military driver AIs now fully exploit the GTA 5 road nodes, accurately navigating through every highway, street, and narrow city alley to hunt down and corner the player.
ULTRA-RESPONSIVE AI BACKUP: Restructured and boosted the AI Backup Framework. The alert and flanking radius has been massively expanded from 150m to 250m, and the logic tick-frequency has been doubled (500ms) to ensure reinforcement squads swarm the battlefield twice as fast.
Re-activated global vehicle cruising tasks. Spawned faction vehicles will now actively drive around and patrol the entire map when not in combat.
Overhauled TheRemnants.ini configuration layout, resolving formatting anomalies to guarantee proper ScriptHookVDotNet value parsing.
FIXED:RESOLVED VEHICLE CHASE COMPILATION ERROR: Fixed a critical syntax crash where the compiler rejected the missing Task.Chase extension method by swapping to the stable, API-compliant VehicleChase framework.
FIXED RAIDER VEHICLE BAIL-OUT BUG: Resolved an issue where Raiders would prematurely leap out of moving vehicles or freeze at intersections. Driver AIs will now aggressively pursue the player inside their vehicles and only dismount to open fire once they are in close combat proximity.
Fixed a critical progression bug where ambient faction squads completely stopped spawning globally due to restrictive Exclusion Zone distance filters.
Resolved a compilation crash caused by invalid player aiming wrappers by swapping to a stable native engine call (IS_PLAYER_FREE_AIMING).
Fixed vehicle AI lockups, allowing squad drivers to exit vehicles and engage in combat smoothly when taking fire.
REMOVED:Removed restrictive, experimental aiming-proximity checks that previously prevented squad backup from registering during standard firefights.
Completely removed the legacy CruiseWithVehicle combat-override state which previously caused driver AIs to act passively during active firefights.
INSTALLATION
Ensure you have the latest version of ScriptHookV and ScriptHookVDotNet 3 installed.
Drag and drop TheRemnants.dll and TheRemnants.ini into your /scripts/ folder.
Customize your experience via the .ini file.
Compatibility: Works perfectly with NVE, QuantV, and GSW2.
NOTE: This version is specifically refactored for SHVDN Enhanced. While it was developed and verified on GTA V Legacy, the core logic has been optimized to support GTA V Enhanced features and stability requirements.
Quick Tipp :
Make sure you have the MinHook.x64.dll in your main directory! v4.2 requires it for the new Enhanced memory management to function without crashing.
🪲 Help Us Improve — Post Your Bugs & Logs!
If you encounter any other bugs, crashes, or infinite loading screens while playing The Remnants Wasteland, please don't just say "it crashed". We need your help to fix them!
Please post a comment below describing what happened and share your ScriptHookVDotNet log file (found in your main GTA V folder). Your feedback is highly appreciated and essential for delivering a 100% stable upcoming version. Thank you for your amazing support!
VelyXCore
The world didn't fall to a plague—it fell to chaos.
The Remnants: Wasteland is a comprehensive tactical survival overhaul that transforms San Andreas into a brutal, post-apocalyptic warzone. In a world where law and order have vanished, heavily armed factions fight for territorial dominance, while invisible environmental hazards and nightmarish anomalies rot the landscape.
This mod completely rewrites standard civilian and combat behaviors into a grim, relentless struggle for survival. Every street corner is a potential ambush, every hotspot is a toxic death trap, and the darkness itself holds horrors you aren't prepared for. Only the most tactical will prevail.
KEY FEATURES
Airborne Redeployment (The Return of Air-Spawn)
Death is no longer just a black screen. When you fall in combat, the sky becomes your respawn point. Leap from the clouds with the iconic Parachute Air-Spawn System, featuring optimized map-streaming buffers that allow you to skydive directly back into the theater of war without breaking immersion.
Dynamic Faction Warfare
A fully integrated relationship network creates a living, hostile world. Customize your diplomatic standing (LIKE, NEUTRAL, HATE) in real-time via the configuration file.
The Military: Disciplined, highly organized elite task forces executing precision sweeps.
The Raiders: Aggressive, unpredictable, and fiercely hostile wasteland scavengers.
Smart Combat & Flanking AI
Experience a total combat rebuild. Tactical 4-man fireteams utilize coordinated "Call-for-Help" routines. Attack a single enemy, and every ally within a 150-meter radius will instantly communicate, utilize suppressive cover, and actively attempt to outflank your position.
Motorized Infiltration
Armed squads patrol the wasteland in custom-sprayed, matte-black tactical SUVs and rugged off-road vehicles. Faction convoys actively cruise the entire map, establishing a relentless motorized presence from urban Los Santos to the desolate peaks of Blaine County.
Radioactive Exclusion Zones
Explore 9 heavily contaminated hotspots across San Andreas (including Humane Labs and hidden Research Facilities). Entering these sectors triggers progressive radiation poisoning, complete with custom audio geiger-counters, visual screen distortion, and lethal organ failure.
Zone Phantoms: The Nightmare Anomalies
The radiation did more than kill—it mutated. Deep within the Exclusion Zones, terrifying entities known as Zone Phantoms stalk the fog when night falls (from 20:00 to 06:00). Prepare to face:
Killer Clowns: Deranged, silent slashers wielding machetes.
Radiation Psychos: Massive, mutated brutes driven insane by the contamination, sprinting at you with heavy battle axes.
Note: These entities are entirely immune to radiation and will violently incinerate if they attempt to leave the boundaries of the toxic zones.
Scavenger Survival Mechanics
Locate physical Gas Mask Supply points hidden across the state to secure filtration gear and completely negate environmental radiation. But keep your weapon ready—intruding deep into radioactive sectors alerts nearby defense squads who will deploy heavy reinforcements to hunt you down.
FULL INI CUSTOMIZATION
Take full control of your post-apocalyptic simulation. The enhanced .ini parser lets you calibrate everything: NPC spawn caps, faction combat accuracy, radiation strength, recovery rates, and specific spawn parameters for the Zone Phantoms.
CHANGELOG (v4.2.0) (Enhanced)
ADDED:THE RETURN OF AIR-SPAWN: Re-engineered and integrated the community-favorite Air-Spawn Redeploy System (previously removed in v4.0). Players now drop back into the action via parachute upon death.
Added a dynamic relationship escalation layer; attacking neutral factions instantly shifts their global stance to hostile.
MAP-AWARE SPAWN INTELLIGENCE: Integrated a dynamic height-profile filter. The system now actively detects if a squad spawns in mountainous terrain (like Mount Chiliad) or flat terrain, automatically deploying optimized foot patrols in the mountains to prevent vehicles from plummeting down cliffs.
IMPROVED:NATIVE ROAD-NETWORK CHASING: Replaced the passive cruising combat tasks with a relentless, map-wide VehicleChase routine. Raider and Military driver AIs now fully exploit the GTA 5 road nodes, accurately navigating through every highway, street, and narrow city alley to hunt down and corner the player.
ULTRA-RESPONSIVE AI BACKUP: Restructured and boosted the AI Backup Framework. The alert and flanking radius has been massively expanded from 150m to 250m, and the logic tick-frequency has been doubled (500ms) to ensure reinforcement squads swarm the battlefield twice as fast.
Re-activated global vehicle cruising tasks. Spawned faction vehicles will now actively drive around and patrol the entire map when not in combat.
Overhauled TheRemnants.ini configuration layout, resolving formatting anomalies to guarantee proper ScriptHookVDotNet value parsing.
FIXED:RESOLVED VEHICLE CHASE COMPILATION ERROR: Fixed a critical syntax crash where the compiler rejected the missing Task.Chase extension method by swapping to the stable, API-compliant VehicleChase framework.
FIXED RAIDER VEHICLE BAIL-OUT BUG: Resolved an issue where Raiders would prematurely leap out of moving vehicles or freeze at intersections. Driver AIs will now aggressively pursue the player inside their vehicles and only dismount to open fire once they are in close combat proximity.
Fixed a critical progression bug where ambient faction squads completely stopped spawning globally due to restrictive Exclusion Zone distance filters.
Resolved a compilation crash caused by invalid player aiming wrappers by swapping to a stable native engine call (IS_PLAYER_FREE_AIMING).
Fixed vehicle AI lockups, allowing squad drivers to exit vehicles and engage in combat smoothly when taking fire.
REMOVED:Removed restrictive, experimental aiming-proximity checks that previously prevented squad backup from registering during standard firefights.
Completely removed the legacy CruiseWithVehicle combat-override state which previously caused driver AIs to act passively during active firefights.
INSTALLATION
Ensure you have the latest version of ScriptHookV and ScriptHookVDotNet 3 installed.
Drag and drop TheRemnants.dll and TheRemnants.ini into your /scripts/ folder.
Customize your experience via the .ini file.
Compatibility: Works perfectly with NVE, QuantV, and GSW2.
NOTE: This version is specifically refactored for SHVDN Enhanced. While it was developed and verified on GTA V Legacy, the core logic has been optimized to support GTA V Enhanced features and stability requirements.
Quick Tipp :
Make sure you have the MinHook.x64.dll in your main directory! v4.2 requires it for the new Enhanced memory management to function without crashing.
🪲 Help Us Improve — Post Your Bugs & Logs!
If you encounter any other bugs, crashes, or infinite loading screens while playing The Remnants Wasteland, please don't just say "it crashed". We need your help to fix them!
Please post a comment below describing what happened and share your ScriptHookVDotNet log file (found in your main GTA V folder). Your feedback is highly appreciated and essential for delivering a 100% stable upcoming version. Thank you for your amazing support!
VelyXCore
First Uploaded: February 15, 2026
Last Updated: 12 hours ago
Last Downloaded: 16 minutes ago












@VelyXCore After checking the logs, I believe its working, but nothing seems to be different.
@VleyXCore Got it to work, thank you
The game crashes with a black screen when I try to enter the story mode. I thought it was because of other mods, so I decided to remove them, but the game still crashes.
I installed ScriptHookVDotNet-v3.7.0-nightly as specified in the description; the ScriptHookV version is the latest (3788.0_1013.34). I tried changing your mod’s configuration file by lowering the maximum number of active faction NPCs from 80 to 30 or less, thinking that was the issue, but it didn’t help.
@OverconfidentLeopold "Hi! Thanks for the detailed feedback. I am currently working on a new stability patch to address the black screen issue during loading. This is likely caused by the script initializing before the game world is fully ready.
In the meantime, please try to download the latest 3.2 Beta from the download section, as it may already perform better on your setup. Also, I recommend using a stable version of ScriptHookVDotNet if the 'nightly' build continues to cause issues. Stay tuned for the next update!"
@VelyXCore I installed the stable version of ScriptHookVDotNet (version 3.6.0), then tried to enter Story Mode again, and the game didn't crash until I pressed F4. The description says to download the ScriptHookVDotNet 89 Nightly Build (but I used 110 when installing your mod). After installing ScriptHookVDotNet 3.7.0 Nightly Build 89, the following appeared in the console:
[22:07:01] [DEBUG] Loading assembly The Remnants.dll ...
[22:07:01] [WARNING] Unable to resolve API version 3.7.0.
[22:07:01] [WARNING] Unable to resolve API version 3.7.0.
[22:07:01] [ERROR] Failed to load script assembly The Remnants.dll when searching for script types because there is an assembly that the script tried to load as a dependency but couldn't. Exception message: One or more of the requested types could not be loaded. See the LoaderExceptions property for more information.
First LoaderException message (which tells what assembly is missing): System.IO.FileNotFoundException: Failed to load the file or assembly “ScriptHookVDotNet3, Version=3.7.0.110, Culture=neutral, PublicKeyToken=null” or one of its dependencies. The specified file cannot be found.
File name: 'ScriptHookVDotNet3, Version=3.7.0.110, Culture=neutral, PublicKeyToken=null'.
This means that for your mod to work, I need ScriptHookVDotNet Night Build 110, which causes the game to crash when used, even with different versions of The Remnants; without the mod, the game does not crash.
I tried replacing ScriptHookVDotNet3.dll with ScriptHookVDotNet3.dll version 3.7.0.110 to see if I could work around the incompatibility between the mod and ScriptHookVDotNet 3.7.0 Nightly Build 89, but after that, it cannot access the game’s internal memory to calculate transport, and the log looks like this:
[23:16:55] [INFO] Started script TheRemnants.TheRemnantsV32Beta.
[23:16:55] [ERROR] Caught unhandled exception:
System.NullReferenceException: The reference to an object does not point to an instance of an object.
in SHVDN.NativeMemory.GetVehicleCount()
in GTA.World.CreateVehicle(Model model, Vector3 position, Single heading)
in TheRemnants.TheRemnantsV32Beta.SpawnVehicleSquad(Vector3 pos, String faction, VehicleHash vehModel, PedHash pedModel)
in TheRemnants.TheRemnantsV32Beta.SpawnManager()
in TheRemnants.TheRemnantsV32Beta.OnTick(Object sender, EventArgs e)
in SHVDN.Script.DoTick()
[23:16:55] [ERROR] The exception was thrown while executing the script TheRemnants.TheRemnantsV32Beta from “C:\Program Files\Rockstar Games\Grand Theft Auto V Enhanced\scripts\The Remnants.dll”.
[23:16:55] [WARNING] Aborted script TheRemnants.TheRemnantsV32Beta.
in System.Threading.Thread.AbortInternal()
in System.Threading.Thread.Abort()
in SHVDN.Script.Abort()
in SHVDN.Script.DoTick()
in SHVDN.Script.MainLoop()
And, honestly, I don't know what other ways to try to solve the problem, because for me, everything here is much more complicated.
"Hi @OverconfidentLeopold, thanks for the details. To clear things up: The mod is built specifically for the latest SHVDN 3.7.0 Nightly (Build 110+).
The errors you are seeing (Assembly mismatch and NullReference) happen because you are trying to run a build made for version 3.7.0.110 on older/different builds. These versions are not cross-compatible.
To fix this:
Delete all old SHVDN files from your GTA V folder.
Install the exact same SHVDN 3.7.0 Nightly (Build 110 or higher).
Use the v3.2 or v3.2 Beta from the download section.
These versions will work perfectly once your ScriptHookVDotNet is up to date. Hope this helps you get it running!"
@VelyXCore I followed these steps:
1. I downloaded ScriptHookVDotNet-v3.7.0-nightly.110.zip from scripthookvdotnet.
2. I extracted all the files (except Docs, Licenses, and README.txt) into the “C:\Program Files\Rockstar Games\Grand Theft Auto V Enhanced” folder.
3. I launched the game and played through the story mode without any mods or scripts to ensure everything applied correctly and there were no errors, then closed the game.
4. Extracted all files from 5a9978-The Remnants 3.2 BETA.rar (except README.txt) into the folder “C:\Program Files\Rockstar Games\Grand Theft Auto V Enhanced\scripts”.
5. Launched the game and tried entering the story mode again.
At the last step, just as the map should be loading and my character is about to appear, the game crashes unexpectedly; right before that, the loading music briefly cuts out.
ScriptHookVDotNet log:
[00:57:06] [DEBUG] Loading API from .\ScriptHookVDotNet2.dll ...
[00:57:06] [DEBUG] Loading API from .\ScriptHookVDotNet3.dll ...
[00:57:06] [DEBUG] Initializing NativeMemory members...
[00:57:15] [DEBUG] Loading scripts from C:\Program Files\Rockstar Games\Grand Theft Auto V Enhanced\scripts ...
[00:57:15] [DEBUG] Loading assembly The Remnants.dll ...
[00:57:15] [INFO] Found 1 script(s) in The Remnants.dll resolved to API version 3.7.0 (script assembly version: 1.0.0.0, target API version: 3.7.0).
[00:57:15] [DEBUG] Instantiating script TheRemnants.TheRemnantsV32 ...
[00:57:15] [INFO] Started script TheRemnants.TheRemnantsV32.
Hi @OverconfidentLeopold, thanks for the logs. I see the problem: You are using 'Grand Theft Auto V Enhanced', but this mod is strictly developed and tested for GTA V Legacy.
These 'Enhanced' versions change the game's internal memory and loading process, which is why it crashes on your setup during the loading screen, while it works perfectly on the standard Legacy version. Currently, the mod only supports the Legacy edition. Thanks for understanding!"
@VelyXCore Oh no, then it's my fault. It wasn't specified anywhere which version of GTA V this was compatible with; I think that's because I didn't have any experience with this mod on the Enhanced version. So I'm sorry—the problem isn't with your mod after all. Thanks for your help.
"No worries at all, @OverconfidentLeopold! Don't apologize – GTA V has become quite confusing with the different versions (Legacy vs. Enhanced) lately. I really appreciate that you tested everything so thoroughly and provided the logs; it helped me realize that I should add a compatibility note to the description for other users.
Thanks for the support and for clearing that up!"
Hey there, the mod looks and sounds really cool but I get this error [ERROR] Failed to instantiate script TheRemnants.TheRemnantsV32 because constructor threw an exception: System.MissingMethodException: Method not found: 'GTA.FeedPost GTA.UI.Notification.PostTicker(System.String, Boolean, Boolean)'.
at TheRemnants.TheRemnantsV32..ctor()
I got a few other scriptmods. Enable all interiors, A safehouse in the hills, HKH modhelper and Throwable props could any of these be incompatible perhaps I use the newest version of scripthook nightly, the only other mods I got are Menyoo, clothing and addon car mods. I hope you can help me
@DeDrago "Hey! It seems like your ScriptHookVDotNet version has trouble with the notification method used in the current version. To help you out and look for a fix, I need to see your logs.
Please post the content of your ScriptHookV.log and ScriptHookVDotNet.log directly here. This will help me identify exactly what is causing the crash on your end."
@VelyXCore Heres my last log from scripthook. [22:45:09] [DEBUG] Loading API from .\ScriptHookVDotNet2.dll ...
[22:45:09] [DEBUG] Loading API from .\ScriptHookVDotNet3.dll ...
[22:45:09] [DEBUG] Initializing NativeMemory members...
[22:45:09] [DEBUG] Loading scripts from C:\Program Files\Rockstar Games\Grand Theft Auto V Legacy\scripts ...
[22:45:09] [DEBUG] Loading assembly iFruitAddon2.dll ...
[22:45:09] [INFO] Found 2 script(s) in iFruitAddon2.dll resolved to API version 3.7.0 (script assembly version: 2.1.1.0, target API version: 3.7.0).
[22:45:09] [DEBUG] Loading assembly LemonUI.SHVDN3.dll ...
[22:45:09] [INFO] Found 0 script(s) in LemonUI.SHVDN3.dll (script assembly version: 2.2.0.0, target API version: 3.6.0).
[22:45:09] [DEBUG] Loading assembly NativeUI.dll ...
[22:45:09] [INFO] Found 1 script(s) in NativeUI.dll resolved to API version 2.11.6 (script assembly version: 1.9.0.0, target API version: 2.10.9).
[22:45:09] [DEBUG] Loading assembly The Remnants.dll ...
[22:45:09] [INFO] Found 1 script(s) in The Remnants.dll resolved to API version 3.7.0 (script assembly version: 1.0.0.0, target API version: 3.7.0).
[22:45:09] [INFO] Found 1 script(s) resolved to the deprecated API version 2.x (ScriptHookVDotNet2.dll), though the script(s) are currently running. The v2 API is deprecated and no longer actively supported. It may stop being supported in the future. You could report to the authors who developed some of the scripts that are using the deprecated API, or find alternative scripts to avoid the issue. The list of script names:
[22:45:09] [INFO] NativeUI.dll
[22:45:09] [DEBUG] Instantiating script iFruitAddon2.IFruitAddon2 ...
[22:45:09] [INFO] Started script iFruitAddon2.IFruitAddon2.
[22:45:09] [DEBUG] Instantiating script iFruitAddon2.Settings ...
[22:45:09] [INFO] Started script iFruitAddon2.Settings.
[22:45:09] [DEBUG] Instantiating script NativeUI.BigMessageThread ...
[22:45:09] [INFO] Started script NativeUI.BigMessageThread.
[22:45:09] [DEBUG] Instantiating script TheRemnants.TheRemnantsV32 ...
[22:45:09] [INFO] Started script TheRemnants.TheRemnantsV32.
I get a notification taht the mod is activated ingame but its all still vanilla los santos for me
@DeDrago "The mod is designed for the Legacy version, but your log shows a conflict. The script starts correctly, but something else is preventing the NPCs from spawning.
Make sure your GTA V Legacy installation is not corrupted and is on the latest build available for Legacy.
You have a lot of other scripts running (like iFruitAddon, NativeUI). Some of these use very old API versions (2.x) while others use 3.x, which causes conflicts in the script engine.
Test this: Move all other scripts out of your folder and keep ONLY 'The Remnants' and 'ScriptHookVDotNet'. If it works then, you know one of your other mods was blocking the spawning logic."
Will this ever be made compatible with GTA 5 Enhanced edition?
Hi @Palkia88,
The mod was originally developed on the GTA 5 Legacy version and specifically optimized for ScriptHookVDotNet Enhanced v1.1.0.5. It hasn't been officially tested on the "Enhanced Edition" (Next-Gen/Expanded & Enhanced updates) yet.
To help us look into this and see what's causing issues, could you provide a bit more detail?
Which exact GTA 5 game version / build are you currently running?
Which ScriptHookVDotNet version (and fork) do you have installed?
Also, it would be amazing if you could share your ScriptHookVDotNet.log file (found in your main GTA V folder) right after the mod fails to load. This will show us the exact error stack so we can figure out what needs to be updated for full compatibility!
Thanks for bringing this up!
@VelyXCore
This is what I get:
Game starts normally
mod loaded notification appears on the screen, but not much changes
I can see the gas mask and radiation zones on the screen, but there's no unique npcs spawning or anything.
Also, I have the expectation that this mod would like, decrease ped population and traffic to make it seem more apocalyptic, but everything is normal, so idk if it actually changes that or not.
Game info:
Latest version of GTA 5 Enhanced on PC via Steam
Latest version of ScripthookV and ScripthookVDotNet
Here is the log I got:
[14:42:54] [INFO] ScriptHookV .Net Enhanced 3.9.0.5 (1.1.0.5)
[14:42:54] [DEBUG] Loading API from .\ScriptHookVDotNet2.dll ...
[14:42:54] [DEBUG] Loading API from .\ScriptHookVDotNet3.dll ...
[14:42:54] [DEBUG] Initializing NativeMemory members...
[14:42:57] [INFO] CreateHook: SHVNDE created the hook GxtMinHooked, of type MinHook, at 0x7FF6CEDACC80, with OriginalTarget at 0x7FF6CE860FC0.
[14:42:57] [INFO] CreateHook: SHVNDE created the hook UpdateSpecialFlightVehicleBonesCallHooked, of type CallHook, at 0x7FF6CF73EE54, with OriginalTarget at 0x7FF6CF740460, Stub at 0x7FF6CE850000.
[14:42:59] [DEBUG] NativeMemory took 4887 milliseconds
[14:42:59] [DEBUG] Loading scripts from G:\SteamLibrary\steamapps\common\Grand Theft Auto V Enhanced\scripts ...
[14:42:59] [DEBUG] Loading assembly The Remnants.dll ...
[14:42:59] [INFO] Found 1 script(s) in The Remnants.dll resolved to API version 3.9.0 (target API version: 3.9.0).
[14:42:59] [DEBUG] Instantiating script TheRemnants.TheRemnantsV4 ...
[14:42:59] [INFO] Started script TheRemnants.TheRemnantsV4.
Hi @Palkia88,
Thanks a ton for providing the log and the detailed feedback!
Looking at your log, the mod actually loads and running perfectly fine without any errors on the Enhanced Edition. The UI elements (gas mask, radiation bar) showing up proves the script is active.
Here is why your world doesn't look apocalyptic yet and how to fix it:
1. Population & Traffic Control:
The Remnants does not automatically decrease ambient civilian traffic or pedestrian populations. It only handles the hostile faction spawns and radiation mechanics.
To get that true empty, apocalyptic wasteland feel, you need to combine this mod with a population blanker or trainer setting (like Menyoo -> World Options -> Set Traffic/Ped Density to 0).
2. Why Factions aren't Spawning:
Because the Enhanced Edition features highly dense ambient traffic by default, the game's internal script memory limits are completely filled with normal civilians. This prevents our custom Raider and Military squads from spawning because the game engine prioritizes standard ambient traffic.
The Fix: If you reduce the civilian population to 0 using a trainer, the engine's memory pools will clear up, and you will instantly see our custom military convoys and Raider squads spawning on the streets and alleys to hunt you down.
Also, keep in mind that squads spawn at a distance of 150m–400m away from you outside of the Exclusion Zones, so they will need a moment to drive up to your location using the map network.
Try turning off the ambient traffic/peds via a trainer, and let me know if the Raider squads start swarming your game!
@VelyXCore Alright
I have Rampage and TrainerV installed, should that work? 'Cause I don't use menyoo.
Hi! @Palkia88
Both Rampage and TrainerV have options to disable ambient traffic and pedestrians, so it should theoretically work if you find those specific settings in their menus and turn world population completely down to 0.
However, since I developed and fine-tuned this mod using Menyoo, I highly recommend installing it for the absolute best and most stable experience. Menyoo handles clearing out the game's memory pools perfectly, ensuring that 100% of the spawning slots are freed up exclusively for our Raider and Military factions.
If you stick with your current trainers, just make sure that both vehicle and pedestrian densities are locked at 0. Let me know how it goes!