Ravenfield

Ravenfield

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Haven Mod (Ravenfield's first DLC)
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Content Type: Skins
File Size
Posted
Updated
76.283 KB
16 Feb @ 7:58am
30 Sep @ 12:38am
18 Change Notes ( view )

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Haven Mod (Ravenfield's first DLC)

Description
WARNING!! This mod updates VERY FREQUENTLY on GitHub!! You should check GitHub every 2-5 days or install the Auto update DLL(require Bepinex)!!

If the game updates AT ALL, the DLL will be erased and will no longer be compatible until Stand_Up uploads a new DLL.

Installation
SUBSCRIBING TO THIS MOD WILL INSTALL A USELESS SKIN.
Go to the installation link below. The video above contain the basic information, The GitHub contains all the information you need.

https://github.com/RavenfieldCommunity/HavenM

If the above link is removed, enter the link below manually (it's an image lol so if this mod gets reported at least it won't be removed, like links are)


If you wish to see the change notes, either go to GitHub or check the Change Notes on this workshop item. We upload the full change log since the last update intermittently, but not often.

Known Issues
-Does not work for Mac, causes pink textures; if you have mac, please verify this information.

Problems that arise when you DON'T read the GitHub:
-Your game will run like hot sh*t in Spec Ops (you MUST change the bot count. The bot count is repurposed to be BOTS PER OBJECTIVE. Setting it at 60 will incur unholy amounts of lag)
-Similarly to previous point, the respawn timer now is repurposed to mean max objective amount in Spec Ops only. Game caps max at 15 though.
-Your skins are cubes? Then you didn't read the f*ckin description, did you?
-Bots becoming invincible outside of Spec Ops? Remove any mutator that f*cks with hero armour.
-Too hard to complete spec ops? Read the first two points above (bot count = bots per objective, respawn timer = max objective limit)

Uninstallation



Y'all, I (VortexSupernova) didn't make the mod, it is Stand_Up who did. Your positivity is greatly appreciated. For those wondering why Steel hasn't done any of this is because we were driven out of RF main by people who thought it was a crap mod because it required an installation method and thought it was a virus. Thank you, the people, for being wiser!
Everyone else added as contributor directly pitched into the creation through suggestions and bug testing as well as tweaks.
If you're one of the idiots who say this mod kills performance, I'm the one who took the benchmarks shown in the images attached to this workshop item. If you can't read the GitHub then that's your fault.







Popular Discussions View All (4)
117
17 hours ago
PINNED: Bugs report
Stand_Up
115
17 hours ago
PINNED: Suggestions
Stand_Up
36
6 Sep @ 12:24am
PINNED: Incompatible mutators
Stand_Up
1,026 Comments
Stand_Up  [author] 3 hours ago 
**Update 10/08/2025**
- Now allow helicopter to pick up more troop if it's starting squad vehicle seats are not all taken without requiring the heli to fly straight into a capture point.
- Smooth out airplane pitch input so it only use 85% of it's raw input power so ai controlled airplane fly smoother
- Allowed airplane with semi/single shot weapon or weapon with only 1 ammo to not needing to slow down when going for an attack run.
- Allowed airplane to go full throttle if it's current weapon is reloading while the airplane is committing attack run (so the aircraft can fly away quickly after unloading).
PhantomBravo 18 hours ago 
I am noticing ground vehicle drivers exhibiting some strange behavior. These drivers, of any type of ground vehicle, will inexplicably stop, reverse, or turn without need or reason. This is most glaringly observed on open maps with seemingly little to no obstacles that would necessitate such maneuvers.
This is obviously problematic as it ruins game flow, immersion, and can lead to these vehicles being “stuck” as they drive around in circles and collide with each other and other easily avoidable objects.
cjprince 7 Oct @ 7:29am 
The Civjetsitraktor crashes right into the Mathis tank having not been hit once, and disembarks a bunch of Syrvanian infantrymen. They immediately bombard the tank with molotovs. The tank turns its turret frantically but even with the AI gunners best efforts it can’t do much of anything with such low sensitivity. In the end all the enemy infantry gets killed by friendly infantry or the tank’s machine gunner, with the main gunner/driver having been unable to react fast enough to do much of anything at all.
cjprince 7 Oct @ 7:29am 
Look at the first clip I posted in bug reports discussion thread for example. The Mathis tank is sitting stationary, which one would assume would be optimal for gunnery. An enemy Civjetsitraktor personnel carrier comes speeding at it, the tank tracks its target and fires multiple times. Every single time it’s shot misses slightly to the left. This is because the enemy personnel carrier is driving on a road just slightly at an angle from the tank and as a result from the point of view of the tank it is moving too fast laterally for the AI gunner to track it because it’s sensitivity is wayyy too low.
cjprince 7 Oct @ 7:29am 
Yes yes the issue is as I said the modded intended the turrets to turn somewhat slowly, so they overtuned the lack of sensitivity on turret rotation. But this mod also reduces the AI turret sensitivity. The modder intended their turrets to be somewhat slower in vanilla. But I repeat, this mod adds additional speed reduction which makes the turret speed far slower than the just mild speed reduction the modder intended! This has terrible knock on effects with AI using tanks and makes them significantly less capable.
Stand_Up  [author] 6 Oct @ 8:42pm 
Also old tank has slow turning rate, as intended by the modder.
Stand_Up  [author] 6 Oct @ 8:40pm 
@cjprince, my mod removed extra ai turret turning speed so both the player and ai are on an even ground balance wise, if the tank turrets spinning is slow is because it was intended to be slow to combat the ai 5x multipler on their turning rate sensitivity , the altirus tanks turning slow is the byproduct of that.
cjprince 6 Oct @ 5:31pm 
@Stand_Up plz fix some AI tank turrets rotating incredibly slowly, some modders intend to have slowish tank turrets (like Sofa with Altirus) and your mod also intends to do this and makes all turrets slower.

As a result when you combine HavenM which makes all AI turrets slower turning with mods where the modder intended their turrets to be slow turning IN VANILLA and as a result overtuned it, the effect stacks up and causes AI tank turrets to rotate at a glacial pace as I said on 4 Oct. I will post video proof in bugs report.
Stand_Up  [author] 6 Oct @ 3:59pm 
@PhantomBravo, if the weapon is effective against its target yes, the cold war pack weapons often get switched to single shot because of the longer effective range on those subweapon.
PhantomBravo 6 Oct @ 12:15pm 
When it comes to subweapons that are functionally alternate fire modes, how does the bot decide to use it? Will they switch to a single fire mode over fully automatic at longer distances?