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alphaZomega

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141 comments

  1. Hich
    Hich
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    Had issues with the mod, where "Prevent Despawn" made some scripted enemies either disappear or not spawn at all. Tried to downgrade REFramework and REFix as suggested earlier by Tinuzzo and it fixed the issues!

    Use versions 1.5.2 for REFramework and 0.5.1 for REFix, both dated Oct 2 2023. That should do it.
    1. Amanahikhtiar
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      prevent despawn will actually use more of your cpu since it has to process the enemy ai even when you are not there. so its pointless to have it enabled
    2. Hich
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      Obviously it will consume more CPU. And it's essential to allow an enemy AI to exist even when you are far away, so that they can continue to roam around the whole place. Otherwise they will be doing it only in a very limited range from your character.
  2. Hich
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    I don't know if the author would ever consider updating the mod, but there are two suggestions I have for it.

    First, "Zombie Pursuit Time Limit" should only affect zombies, dogs and Mr. X, being the only enemies capable of moving between most rooms. Otherwise, some enemies behave weirdly. Lickers just continue to violently clawing the door for the entire duration set, should you run to another room or even several rooms away, while G adults simply refuse to hide in the water if you climbed to a higher ground, allowing you to attack them with no punishment.

    Second, "Unsafe Rooms" should have separate toggles for Mr. X and other enemies. With him being essentially immortal, it's impossible to "cheese" and kill him, unlike with the others. Having some safety against Mr. X could be desirable if other mod options are already making the game hard.
  3. Hich
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    Holy. It's truly nowhere safe now.

    In vanila, backtracking is always the safest time in the game, since you know most if not all enemies are either dead or chilling in distant corners and won't agro on you unless you intentionally come close. Now though, I would occassionally hear a zombie bursting through a door nearby. Or I see a zombie walking menacingly, in a previously clear corridor. Makes me feel being hunted all the time. Also puts an extra strain on your resources, since running past some enemies is only gonna help for so long, until they move somewhere else and you inevitably have to deal with them.

    Great mod!
  4. flojob94
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    Hi!  My problem ist, that a lot of zombie-heads explode after the first shot. Can anyone help me, please?
  5. Tinuzzo
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    EDIT: alright i did it. downgraded to reframework 1.5.2 and refix 1.5.2! everything works as intended. i did one full leon A playthrough with no issues.

    this mod used to work perfectly but now it doesnt. some zombies dont spawn, sometimes softlocking you, like the very first one.
    i played MULTIPLE playthroughs with this, and it worked PERFECTLY. about a couple years ago.
    so i dont think the issue is with the mod itself, even if it hasn't been updated. the game hasn't been updated either, so the only thing that could have changed is...
    reframework. i will try to use an older version of it, and see if it works. i recommend you guys do the same and see which version works!
  6. SolidGearZero
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    Some zombies at the start of the 2nd scenario have infinite HP.
  7. Sukeroku440
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    This is a mod from hell.I want to use only the feature where zombies roam, making it "The city of the dead + nowhere safe".
    I would like a MOD that simply allows zombies to roam without restrictions.
    If you have these two, you will have a complete RE2.

    ・Speaking of desires, I would like the effect to be activated after Marvin turns into a zombie as soon as possible.
    ・More specifically, I want a MOD that increases the durability of the knife several times.
    ・Moreover, I want a safe version of the safety room.
    ・Speaking of my ultimate desire, police officers and U.S.S. soldiers sometimes drop bullets.
  8. Uxot
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    The zombie dogs doesn't like this mod xD they keep starting to sprint and stop fast over and over LOL
    1. AndehX
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      There seems to be a couple of issues identified with this mod since the last update, although it seems as though the author is no longer actively updating it, which is unfortunate.
    2. Uxot
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      Well...it seems there was an update..but sadly that issue doesn't seems to be fixed.. :(
  9. zearyman
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    This mode is absolutely fantastic, thats true of what many people said here sometimes the scripted zombies disappear, but the funny thing is when you mix this nowhere safe mode with the City of the dead mode. As you all know City of the Dead put more zombies in the game now imagine you going to safe room after try dodge that big hordes and suddenly you are resting on safe room and they invade your room and enter like 3 or 4 at same time in a tiny space! you can feel the pression and the fear in the game when you play this 2 modes together I hope the guy who made City of the Dead for RE2R, he do for RE3R.
  10. MuhammadJA
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    After hours of testing this mod, I came to the conclusion that this mod is broken. Some of the settings freeze the game when you reload your save or exit. I tried everything from reseting the script, turning on and off the mod. It's so unstable. You wouldn't notice the difference when using the mod in an already ongoing save. But try it in a new walkthrough. All the zombies or critical scripted ones would dissappear breaking the progression of the story.

    If everything is working, just open the reframework and you'll see a lot of red errors in the script generated tab indicating the mod didn't activate.

    It's a real shame. This can be the best mod.

    Edit: I tried this mod using the latest DX12 version. Maybe it works better for the non RT version? I hope the auther can confirm this.

    Edit: I'll try earlier versions of the mod and see how it plays.

    Edit: I downgraded the game to the non RT version and installed the latest version 1.5.1 Someone mentioned in another mod that disabling "Prevent Enemy Despawn" helps a lot. SSo far the mod is working great. I'll post again when I finish the game.

    Final Edit: I'm near the end of the game and so far everything is working!

    Here's what I did to make the mod work without any errors.

    1. Downgraded the game to DX11 non RTX.

    2. Used the latest version 1.5.1

    3. Used the default settings of the mod in the Reframework but turned off one option "Prevent enemy despawn". This setting made the enemies disappear after a while.