PersistentRaids
Raid creatures hunt and persist after the HUD. Open-world mobs stay vanilla. Per-raid Custom Raids durations untouched unless you opt in.
About this mod Author’s original text
PersistentRaids
Raid/event monsters keep hunting and get longer sight. Open-world creatures (boars, greydwarves, etc.) stay vanilla.
Far-despawn can still be blocked for enemies. Raid mobs keep hunting after the HUD ends. Custom Raids owns when the next raid starts. Raid creature cap defaults to 60 server-wide (CapScope).
Do not enable Expand World Events Multiple events. Leave AllowMultipleRaids = false.
Install on server and all clients.
Commands: persistraid clear | event | stop | cap | boss
Changelog
1.0.7
- Cap counts only raid creatures and works on a dedicated server. Tames, wildlife, and bosses are never removed.
- CapScope: ServerWide (default 60), PerPlayerArea (default 40 within 200 m), or Both. Furthest from players go first.
1.0.6
- ALL raid/event creatures forced to fight every AI tick (block flee, keep hunt). Every raid, every shy prefab.
1.0.5
- Timers: leave per-raid Custom Raids Duration / PauseIfNoPlayerInArea alone by default. Optional OverrideRaidDurations is off.
- Raid AI: force hunt + alert, clear shy flee flags so Greylings fight instead of milling.
1.0.4
- Persistence is raid-only now. Never-despawn / ZDO.Persistent apply only to raid/event creatures (and bosses).
- Open-world wildlife culls like vanilla, so it no longer piles up around bases (fixes base-area FPS).
1.0.3
- Fix: 1.0.1 lied that a player was always inside the raid circle and could report a stashed event as “current”. Custom Raids then skipped every new raid.
- AllowMultipleRaids now defaults false. persistraid stop clears a stuck current event.
1.0.2
- Long-range sight, forced hunt, and never-lose-aggro apply only to RandomEvent / raid creatures.
- Open-world mobs keep vanilla view range and aggro.
- Night despawn skip is raid-only.
- World bosses no longer inherit raid hunt from NeverDespawnBosses.
1.0.1
- Initial release.
Config Values
[Despawn]
Block far-despawn and mark ZDOs persistent for RAID/event creatures only. Open-world wildlife culls like vanilla so it does not pile up around bases.
Setting type: Boolean
Default value: true
NeverDespawnMonsters = true
Bosses persist / skip far-despawn. Hunt range is still raid-only.
Setting type: Boolean
Default value: true
NeverDespawnBosses = true
Event creatures keep hunting after the raid timer ends.
Setting type: Boolean
Default value: true
EventMonstersSurviveRaidEnd = true
Ignore despawn-in-day on night-spawned event creatures.
Setting type: Boolean
Default value: true
NeverDespawnNightMonsters = true
[Filters]
Comma prefab names. Empty = all enemies.
Setting type: String
Default value:
CreatureWhitelist =
Comma prefab names to ignore.
Setting type: String
Default value:
CreatureBlacklist =
[General]
Master switch.
Setting type: Boolean
Default value: true
Enabled = true
[Logging]
Log blocked despawns and extra raids.
Setting type: Boolean
Default value: false
EnableDebugLogging = false
Log when the monster cap is hit.
Setting type: Boolean
Default value: true
LogCapEvents = true
[MultipleRaids]
Leave false. Custom Raids will not start a new raid while any event is still current.
Setting type: Boolean
Default value: false
AllowMultipleRaids = false
OFF by default. When on, keeps the raid timer (and spawn checks) running with nobody in the circle. Leave off so each raid's PauseIfNoPlayerInArea and Duration work as configured.
Setting type: Boolean
Default value: false
ContinueSpawningWithoutPlayers = false
Unused (kept so old configs still load).
Setting type: Single
Default value: 600
SpawnWithoutPlayersDuration = 600
OFF by default. When on, replaces every random-event Duration with OverrideDurationSeconds. Leave off to use each Custom Raids Duration.
Setting type: Boolean
Default value: false
OverrideRaidDurations = false
Only used when OverrideRaidDurations is on. Seconds.
Setting type: Single
Default value: 60
OverrideDurationSeconds = 60
[RaidChase]
Only RandomEvent/raid creatures keep hunt/aggro. Open-world mobs stay vanilla.
Setting type: Boolea
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: