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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!
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!
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!
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@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."
@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."
"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!"
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!"
"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!"