published · approved · 217 KiB
Workshop mod by Silence_AUS
Silence - PVE Remix Mod Arma Reforger Mod
One-and-done linear Conflict PVE. Random MOB each session, a front that sweeps the map, budget-capped AI with counterattacks, patrols and resupply. Fully configurable per map.
69EAC5DC179C48C8
Ranking
Popular#634573.7Rising#280449.2
5Serversrunning this mod
0Observed players nowon servers reporting this mod
374Estimated player-hours (7d)7-day data
DeploymentTop 21%78.8ahead of 79% of tracked mods by servers running it
ActivityTop 34%66.1ahead of 66% of tracked mods by play on those servers
Popularity73.7deployment and activity combined
How those 5 installs happen100% traced
- Not identified as a dependency3
- Required by another mod2
Last 30 days
6 latest22 peak, 19 Sept1 low, 7 Oct
Servers reporting the mod in each hourly observation. Last 30 days.
Daily values
| Day | Last | Peak | Low | Obs. |
|---|---|---|---|---|
| 19 Sept | 22 | 22 | 21 | 10 |
| 20 Sept | 19 | 20 | 17 | 24 |
| 21 Sept | 18 | 18 | 15 | 24 |
| 22 Sept | 17 | 19 | 16 | 24 |
| 23 Sept | 17 | 19 | 16 | 24 |
| 24 Sept | 15 | 20 | 15 | 24 |
| 25 Sept | 15 | 17 | 14 | 24 |
| 26 Sept | 16 | 16 | 14 | 24 |
| 27 Sept | 14 | 16 | 12 | 24 |
| 28 Sept | 12 | 14 | 11 | 24 |
| 29 Sept | 11 | 12 | 10 | 24 |
| 30 Sept | 12 | 13 | 11 | 24 |
| 1 Oct | 12 | 12 | 11 | 24 |
| 2 Oct | 7 | 12 | 7 | 24 |
| 3 Oct | 9 | 9 | 7 | 24 |
| 4 Oct | 10 | 10 | 7 | 24 |
| 5 Oct | 8 | 11 | 7 | 24 |
| 6 Oct | 3 | 12 | 3 | 24 |
| 7 Oct | 1 | 3 | 1 | 24 |
| 8 Oct | 1 | 1 | 1 | 24 |
| 9 Oct | 1 | 1 | 1 | 24 |
| 10 Oct | 2 | 2 | 1 | 24 |
| 11 Oct | 2 | 3 | 1 | 24 |
| 12 Oct | 3 | 3 | 1 | 24 |
| 13 Oct | 3 | 3 | 3 | 24 |
| 14 Oct | 5 | 6 | 3 | 24 |
| 15 Oct | 4 | 7 | 4 | 24 |
| 16 Oct | 5 | 7 | 3 | 24 |
| 17 Oct | 3 | 5 | 3 | 24 |
| 18 Oct | 7 | 7 | 4 | 24 |
| 19 Oct | 6 | 7 | 5 | 14 |
1 latest37 peak, 16 Oct0 low, 22 Sept
Sampled player counts on servers reporting the mod; not unique players. Last 30 days.
Daily values
| Day | Last | Peak | Low | Obs. |
|---|---|---|---|---|
| 19 Sept | 10 | 13 | 4 | 10 |
| 20 Sept | 5 | 29 | 3 | 24 |
| 21 Sept | 7 | 25 | 3 | 24 |
| 22 Sept | 7 | 32 | 0 | 24 |
| 23 Sept | 7 | 32 | 2 | 24 |
| 24 Sept | 3 | 20 | 1 | 24 |
| 25 Sept | 5 | 21 | 0 | 24 |
| 26 Sept | 10 | 24 | 0 | 24 |
| 27 Sept | 4 | 26 | 1 | 24 |
| 28 Sept | 2 | 15 | 0 | 24 |
| 29 Sept | 1 | 14 | 0 | 24 |
| 30 Sept | 0 | 28 | 0 | 24 |
| 1 Oct | 3 | 24 | 0 | 24 |
| 2 Oct | 2 | 12 | 0 | 24 |
| 3 Oct | 14 | 14 | 0 | 24 |
| 4 Oct | 8 | 34 | 2 | 24 |
| 5 Oct | 1 | 16 | 1 | 24 |
| 6 Oct | 4 | 31 | 0 | 24 |
| 7 Oct | 0 | 1 | 0 | 24 |
| 8 Oct | 0 | 0 | 0 | 24 |
| 9 Oct | 0 | 0 | 0 | 24 |
| 10 Oct | 1 | 1 | 0 | 24 |
| 11 Oct | 0 | 1 | 0 | 24 |
| 12 Oct | 0 | 8 | 0 | 24 |
| 13 Oct | 0 | 6 | 0 | 24 |
| 14 Oct | 1 | 8 | 0 | 24 |
| 15 Oct | 3 | 8 | 0 | 24 |
| 16 Oct | 0 | 37 | 0 | 24 |
| 17 Oct | 1 | 4 | 0 | 24 |
| 18 Oct | 3 | 9 | 0 | 24 |
| 19 Oct | 1 | 2 | 0 | 14 |
Calculated Oct 19, 2026, 1:52 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.
Summary
One-and-done linear Conflict PVE. Random MOB each session, a front that sweeps the map, budget-capped AI with counterattacks, patrols and resupply. Fully configurable per map.
Official Workshop description
HOW IT PLAYS
Each session randomly selects one base as your MOB, so no two campaigns start the same. From there, only the nearest enemy zones open as objectives; everything else stays locked. Capture an open zone and the front advances: the next closest bases unlock, the fight sweeps onward, and the map progressively opens up in a line rather than dumping the full base list on you at once. No lone-wolfing the far corner of the map, no 40-task clutter, one coherent front the whole server fights along.
The number of simultaneous objectives scales with the server: solo and small groups fight one zone at a time, and as player count climbs past configurable thresholds a second and third zone open up, with a configurable cooldown between new objectives.
THE AI FIGHTS BACK
No game master needed to keep the pressure on:
COUNTERATTACKS — take a zone and there is a configurable chance the enemy masses a delayed assault from their nearest base to take it back. Stay ready after you win.
ROAMING PATROLS — patrol groups work the ground between your front line and enemy territory, so the space between objectives is never safe. Wiped patrols are replaced.
RESUPPLY — active enemy zones receive periodic reinforcements while they hold. Siege slowly and the defence grows; hit fast and it doesn't.
Every garrison, wave, patrol and resupply draws from one hard server-wide AI budget (default 300). Fallen AI return their share, so performance stays stable across a full-length campaign and the systems automatically balance against each other.
FULLY CONFIGURABLE, PER MAP
Server owners can override every value in a simple JSON file in the server profile, no republish needed, with per-map override files layered on top of global settings:
autoAddObjectiveDistance / objectiveDistanceRadiusMax — how far ahead the front opens
minPlayersForSecondObj / minPlayersForThirdObj — player thresholds for extra zones
aiTotalCap, aiPerBaseMin/Max — the AI budget and garrison rolls
counterattackChance, waveSizeMin/Max, waveDelaySeconds — pushback pressure
patrolGroupCount, patrolSizeMin/Max, patrolRespawnSeconds — patrol pressure
resupplyIntervalSeconds, resupplyBatchSize — enemy logistics
newTaskCooldown, randomizeMOB, maxActiveObjectives, endGameOnFullCapture — session flow
playerFactionKey / enemyFactionKey — pick the matchup; the enemy side is locked to AI
MAPS
Launching with four scenarios: Takistan, Everon, Kolguyev and Ruha, each with its own tuned distances and thresholds. The system is map-agnostic by design, it enumerates whatever Conflict bases the loaded world has, so supporting a new terrain is one scenario entry plus an optional per-map settings file.
STATUS AND ROADMAP
Early development, updated quickly and tested against each game update. Planned: AI recapturing zones, visible resupply convoys, and pre-cap prevention. Feedback and bug reports are very welcome.
Built from scratch as an original implementation. Not affiliated with, and containing no code from, other PVE conflict mods.
Guide:
https://claude.ai/code/artifact/17965401-de98-459e-a98d-54aec691a8ad
Servers running this mod
55 currently listed servers report Silence - PVE Remix Mod in its mod list. Showing the 5 with the most players.
- [ITA] Silence Conflict Everon PVEOnline · #AR-Campaign_ScenarioName_Everon0 / 20players
- [ITA] Silence Linear Everon GiuscoOnline · #AR-Campaign_ScenarioName_Everon0 / 10players
- [PT/EU] Portugal Gaming Team #1 | PGT Belleau Wood PVE (Milsim) | discord.gg/DekXyq9HQPOnline · PGT BELLEAU WOOD PVE0 / 64players
- Bogos Binted ZombiesOnline · Project Outbreak Deadwood0 / 40players
- Mavericks MogadishuOnline · Arma Reforger Server0 / 10players
Versions
101.1.5Game 1.8.0.13 · 217 KiB · Oct 18, 2026
Dependencies: 0Scenarios: 0PublishedApproved
Moved it to Prefabs/Groups/SilencePVE/SLNC_Group_USSR_SF_Assault_NotSpawned.et with a new ID (371A49C66A70D9E8). It no longer touches ConflictPVE’s file, so the share-alike issue is gone and it can stay APL-ND.
Updated every reference: the settings script, settings.json, and the ConflictPvE, GulfCoast and Atios map JSONs. No references to the old ID remain.
If the server has its own copy of the PVE settings JSON in its profile folder, replace CE81CF89942B76D9 there with 371A49C66A70D9E8.config.json entry
{
"modId": "69EAC5DC179C48C8",
"name": "Silence - PVE Remix Mod",
"version": "1.1.5"
}Use Silence - PVE Remix Mod on your server
Add Silence - PVE Remix Mod to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.
Fetch this mod from the API
The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.
GET https://api.reforgermods.net/v2/mods/69EAC5DC179C48C8
GET https://api.reforgermods.net/v2/mods/69EAC5DC179C48C8/versionsData is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.