
https://youtu.be/SHPIDEq1j5o
The Remnants: Wasteland
The world didn’t just end with zombies. It ended with us. The Remnants is a dynamic open-world AI expansion designed to populate the post-apocalyptic wasteland of San Andreas. While the undead roam the streets, the living have split into desperate factions. This script adds surviving military units, ruthless raider gangs, and lone survivors, all fighting for territory and survival.
REQUIREMENTS
ScriptHookV (Latest)
ScriptHookVDotNet 3 (Latest)
KEY FEATURES
Living Wasteland: Unlike standard NPC mods, survivors spawn anywhere—in the wilderness, alleyways, and mountains—not just on main roads.
Three-Way Faction Wars: Fully integrated relationship system.
Military: Well-armed, armored, and hostile to raiders and zombies.
Raiders: Aggressive scavengers who hunt survivors and players alike.
Survivors: Desperate civilians just trying to stay alive.
Zombie Hunters: Every faction is programmed to prioritize the elimination of the undead. They will actively engage any “InfectionX” zombies on sight.
Vehicle Patrols: Military squads and Raider gangs now utilize vehicles (Crusaders, Rebel Trucks) to patrol the ruins of Los Santos.
Dynamic Wander KI: NPCs don’t just stand around; they explore, patrol, and move through the world, creating a constantly shifting battlefield.
Changelog:
CHANGELOG (v5.0.0) (Enhanced) ( The Final Chapter )
ADDED: THE ENDTIME TRANSMISSION (Endgame Event): A new dynamic narrative finale is now active in San Andreas. Survivors who discover the emergency frequency in Sandy Shores will trigger a high-stakes, multi-stage escape operation.
ADDED: HIGH-ALERT IMMERSION: Initiating the finale forces a dramatic environment lock (9:00 PM) with a persistent heavy thunderstorm, creating a chaotic atmosphere for the final breach.
ADDED: UNPREDICTABLE WARFARE: Breaching the final departure zone dynamically alters faction AI behaviors—turning former dynamic entities into temporary allies or lethal roadblocks depending on the objective.
ADDED: CINEMATIC CLOSURE & BEYOND: Implemented a filmic transition sequence upon completing the escape objectives, serving as a special thematic bridge and conclusion to the 13-year Los Santos era.
ADDED: AUTOMATIC FREEPLAY MODE: The world safely resets and locks the narrative arc once the sequence concludes, ensuring players can seamlessly return to Los Santos for endless Freeplay exploration without scripts breaking.
CHANGELOG (v4.3.0) (Enhanced)
ADDED:PROGRESSIVE CIRCLE PHANTOM SPAWNS: Implemented an advanced, boundary-aware spawning algorithm for Zone Phantoms. Anomalies now spawn dynamically in a progressive circle outside the player’s immediate field of view, scaling the spawn radius based on the zone type (60–120m for mega-zones like Alamo Sea, 45–70m for standard zones).
EXPANDED EXCLUSION MAP GRID: Expanded the radioactive grid from 9 to 13 high-threat zones. New hotspots include the massive Alamo Sea Core, Alamo Sea East Shore, Stab City, and a lethal level-4 radiation center at the Mount Chiliad Peak.
AUTOMATIC SKYDIVE GEAR INJECTION: Upgraded the Air-Spawn framework to automatically inject and equip a functional parachute upon resurrection, preventing free-fall fatalities during map streaming delays.
PHANTOM BOUNDARY RESTRICTION LAYER: Phantoms are now hard-coded to their respective radiation zones. If an anomaly crosses the outer perimeter of an Exclusion Zone, the engine instantly triggers entity ignition, neutralizing and purging the entity safely from memory.
STUCK-VEHICLE MITIGATION CLOCK: Integrated a 3000ms background thread supervisor that actively monitors stuck or blocked faction vehicles, automatically forcing new navigation parameters (CruiseWithVehicle) to clear traffic deadlocks.
IMPROVED:FULLY SYNCHRONOUS GAMETIME ENGINE: Completely overhauled the script’s infrastructure by migrating all asynchronous tasks into a single-threaded, native GameTime loop inside OnTick. This completely removes core engine stuttering and guarantees flawless script compilation.
ANOMALY MELEE AGGRESSION BEHAVIOR: Reconfigured Phantom combat patterns to maximum threat levels. Anomalies now feature absolute pain immunity, disabled audio markers, and forced hyper-aggressive melee rushing (CombatMovement = 3).
ENHANCED WORLD GARBAGE COLLECTION: Upgraded the persistent cleanup routine to aggressively wipe out-of-bounds dead entities, unoccupied faction vehicles, and orphaned props, drastically reducing resource load during massive 150-NPC combat simulations.
FIXED:RESOLVED “SCRIPT DOES NOT CONTAIN A DEFINITION FOR ASYNC” ERROR: Fixed a critical compiler crash caused by unsupported async Task wrappers inside the ScriptHookVDotNet environment by implementing native GameTime state management.
FIXED INFINITE PHANTOM SPAWN GLITCH: Resolved a serious logic flaw where Phantoms would duplicate infinitely under specific radiation multipliers by capping the zone limit to 5 active entities with strict wave-cooldown timers.
FIXED AMBIENT GHOST RAD DAMAGE: Fixed a calculation error where civilian NPCs outside radioactive grids were accidentally taking ticking damage. Damage profiles are now tightly locked to zone radiuses.
COMPLETELY REMOVED LEGACY ASYNC TASKS: Stripped all multi-threading Task blocks from the main source code to prevent game crashes during script reload phases.
REMOVED UNBOUNDED PHANTOM ROAMING: Removed the ability for Phantoms to wander or stalk players indefinitely outside the radioactive grid borders.
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.
CHANGELOG (v4.0 Beta) (TheExclusionZone Integration)
ADDED: Mod Fusion Architecture: Fully merged “The Exclusion Zone” into the core engine of “The Remnants”, reducing script clutter to a single, hyper-optimized .dll file.
ADDED: Dynamic Faction Masking: Remnants squads (Military & Raiders) now automatically equip gas masks inside radiation sectors, granting them full environmental immunity.
ADDED: Zone Defense Spawns: Infiltrating verstrahlte hot spots without protection triggers active tactical backup, causing hostile Remnants units to move in and secure the area.
FIXED: Type-Cast Stability: Resolved a critical ScriptHookVDotNet issue where RelationshipGroup objects caused type-conversion engine crashes during real-time NPC scanning.
FIXED: INI Bypass Glitch: Implemented a robust, manual Windows-path file parser to completely bypass SHVDN ini loading bugs and ensure all settings load flawlessly.
IMPROVED: Unified Loop Engine: Combined player radiation tracking, civilian damage logic, and squad AI monitoring into a single 250ms cycle to drastically reduce CPU overhead.
REFINED: Environmental NPC Interactions: Non-faction civilians now correctly suffer from radiation exposure, showing visible stumbling animations and taking scaling tick-damage.
REFINED: Clean Cleanup Cycles: Merged vehicle and pedestrian despawn routines with zone safety logic, preventing memory-leak crashes when players leave active combat zones.
ADDED: Integrated Config File: Created a combined “TheRemnants.ini” that allows seamless adjustment of spawn limits, faction accuracy, and radiation values in one place.
ADDED: New startup UI notification: “The Remnants 4.0 Beta Loaded
CHANGELOG (v3.5) (Enhanced)
FIXED: Death-Loop Prevention: Completely removed unstable loading screen natives that caused infinite blackscreen hangs in modern builds.
FIXED: UI Restoration: Implemented a dynamic HUD and Radar recovery trigger to ensure the interface returns immediately after a parachute respawn.
IMPROVED: Air-Spawn 3.0: Added a 200ms world-stream buffer. This ensures the engine has properly loaded map collisions before the player begins the skydive task.
IMPROVED: Memory Management: NPC cleanup cycles have been refined for the 2026 Enhanced build to prevent population-cap crashes during massive firefights.
UPDATED: SHVDN Enhanced v1.1.0.5: All native calls fully migrated and optimized for the latest ScriptHookVDotNet Enhanced API (v1.1.0.5+).
REFINED: AI Combat Coordination: Optimized the “Call-for-Help” routine to reduce CPU overhead when multiple tactical squads engage the player simultaneously.
ADDED: Compatibility Note: Confirmed stable on GTA V Legacy. Specifically optimized with unverified logic for full GTA V Enhanced Edition support.
ADDED: New blue startup UI notification: “The Remnants v3.5: Enhanced Port Active”.
CHANGELOG (v3.2)
FIXED: Core Stability: Full refactor of the code to prevent memory leaks. NPC and vehicle lists are now managed with high-priority cleanup cycles.
FIXED: Model Request Logic: Vehicles are now safely requested in memory before spawning. This eliminates random crashes when heavy convoys are generated.
IMPROVED: Wave Continuity: The system now instantly deletes dead NPCs instead of just marking them. This keeps spawn slots open, allowing for a constant stream of reinforcements.
IMPROVED: Air-Spawn 2.0: Added a short frame-delay system to ensure the world is properly collision-loaded before forcing the parachute task.
UPDATED: SHVDN 3.7.0 Integration: All native functions updated for ScriptHookVDotNet 3.7.0 to ensure maximum compatibility with the latest GTA V builds (3788+).
REFINED: INI Parser: Implemented error-resistant loading. If the configuration file is missing or corrupted, the script defaults to safe hardcoded values instead of crashing.
ADDED: Startup UI notification to confirm the Stability Build is active.
CHANGELOG (v3.2 Beta)
FIXED: Engine Compatibility – Full support for the latest GTA V Game Build (3788+) and ScriptHookV updates by removing unstable/deprecated Native-Call experiments.
FIXED: Fatal Hash Error – Resolved the FATAL: Can’t find native crash by replacing broken Hex-IDs with verified Legacy-Natives for maximum stability.
UPDATED: SHVDN 3.7.0 Integration – Fully optimized for the latest ScriptHookVDotNet version to ensure seamless background execution and prevent script-hangs.
IMPROVED: Alliance Forgiveness System – Refined the “LIKE” relationship logic; allied NPCs now automatically abort combat (Task.ClearAll) and reset to patrol if accidentally provoked by the player.
ADDED: Air-Spawn Redeploy – Integrated a 5-second Skydive-Respawn system (including parachute) to prevent infinite loading screens and keep the action flowing after player death.
IMPROVED: Squad Intelligence – Enhanced “Call-for-Help” logic; NPCs within the same faction now act as a coordinated team when engaging enemies.
CLEANUP: Performance Optimization – Refined the core tick logic and the 500m auto-despawn system to maintain high FPS, even with high NPC limits (up to 80).
MAINTENANCE: Code Refactoring – Internal cleanup for better compatibility with heavy combat mods like GunshotWound2 and PrivateSecurityService.
CHANGELOG (v3.1.2)
FIXED: Engine Compatibility – Full support for the latest GTA V Game Build and ScriptHookV updates.
UPDATED: SHVDN 3.7.0 Integration – Replaced deprecated methods with modern engine calls to prevent crashes on newer ScriptHookVDotNet versions.
IMPROVED: Script Stability – Refined the core tick logic to ensure the mod remains stable during high-action combat scenarios.
CLEANUP: Code Optimization – Internal refactoring for better performance and smoother spawning transitions.
MAINTENANCE: Config Sync – Synchronized internal versioning with the .ini configuration for better user feedback.
CHANGELOG (v3.1.1)
FIXED: “Ghost-Car” Bug – Vehicles are now properly despawned along with NPCs to maintain performance.
IMPROVED: Hard-Cleanup Logic – Stricter memory management for long-distance entities.
NEW: Advanced Combat Logic – NPCs use professional-grade tactical flanking and aggressive suppression.
NEW: Integrated .ini Configuration – Fully customizable settings for Spawn Rates and NPC Accuracy.
FIXED: Tasking Stability – Replaced obsolete AI methods with modern engine tasks for maximum compatibility.
CHANGELOG (v3.0)
NEW: Advanced Combat Logic – NPCs now use professional-grade combat attributes (Tactical flanking, smarter cover usage, and aggressive suppression).
NEW: Dynamic Road Spawning – Re-engineered spawn system specifically designed for highways and main roads to ensure constant, fluid action.
NEW: Integrated .ini Configuration – Fully customizable settings for Spawn Rates, NPC Accuracy, and the “Hospital Delay” to prevent spawn-camping.
IMPROVED: Memory Management – Refined auto-cleanup for dead bodies and vehicle wrecks, ensuring high FPS and maximum stability during long play sessions.
FIXED: Tasking Stability – Replaced obsolete AI methods with modern engine tasks to prevent crashes and ensure compatibility with NVE and GSW2.
CHANGELOG: v2.7 (The Exile & Stability Update)
Added: Technical & Biker Support – Raiders now spawn with armed Technicals and Biker Gangs (Bagger, ZombieB) for high-mobility warfare.
Added: Anti-Stall Logic – New monitoring system detects stuck vehicles and forces AI to reroute, preventing empty/static cars on roads.
Improved: Advanced Combat AI – NPCs upgraded to “Professional” skill level with defensive movement and tactical flanking maneuvers.
Improved: Map Scale Persistence – Increased Despawn Distance to 600m to ensure patrols stay active across the large GTA V map.
Improved: Staggered Tasking – Logic cycles are now split across frames to maintain high FPS even with high NPC counts (45+).
Fixed: SHVDN 3 Compatibility – Fully updated RelationshipGroup handling and replaced obsolete “WanderAround” and “WeaponHash” calls.
CHANGELOG: v2.0 (The Tactical Update)
Added: Advanced Combat Logic – NPCs now use professional combat attributes (Tactical flanking, smarter cover usage).
Added: Radio Communication System – Military units emit radio chatter when engaging threats.
Improved: Targeting System – Optimized NPC logic to prioritize “ZOMBIES” (InfectionX) without API conflicts.
Improved: Performance Cleanup – Refined memory management for stable performance alongside heavy mods like GSW2.
Fixed: Obsolete Tasking – Replaced old AI methods with modern “Combat” tasks for better stability.
CHANGELOG: v1.2 (Up Next)
Added: Global Map Distribution – NPCs now spawn across the entire map, including off-road and wilderness areas.
Added: Raider Vehicles – Raiders now have a chance to spawn with their own motorized transport.
Improved: AI Targeting – Optimized the “Hate” relationship towards the “ZOMBIES” group for seamless integration with InfectionX.
Fixed: Seat Allocation Bug – Rebuilt the vehicle spawning logic to prevent crashes when a vehicle is at maximum capacity.
Fixed: Stability Fix – Replaced unstable PedHashes with high-compatibility model strings to prevent script abortion.
INSTALLATION
Place The Remnants.dll and Remnants.ini into your /scripts/ folder.
Customize spawn rates and distances in the Remnants.ini.
THE SURVIVAL COLLECTION
This mod is part of the ultimate apocalypse suite. For the best experience, use:
InfectionX 4.1 (Blood Edition): For the primary zombie threat and infection mechanics.
GunShot Wound 2 (GSW2): For realistic combat and injury simulation.
Credits:
VelyXCore



