Chromanin NIGHTMARE

⭐ — (0 endorsements) 📥 2 downloads 📌 v1.0.0 📅 9/8/2026
🟢 Updated this month

By Vardoken · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 9/8/2026 📅 Created: 9/8/2026

🔍 Analysis

  • ✅ Updated 33 days after the latest game patch — actively maintained
  • 🏆 #182 of 186 Gameplay mods in this game by downloads

📋 About This Mod

Chromanin NIGHTMARE adds a night attack behind the player during the active Chromanin quest. The chance and group composition change with each stage: later stages can add enhanced skeletons, zombies, and a skeleton mage.

Description

Chromanin NIGHTMARE is a standalone Lua mod for UE4SS in Gothic 1 Remake.

During the active Chromanin quest, the mod can launch one attack per night. The attack is assembled according to the current quest stage and appears behind the player. The mod contains only this scenario and the required state-saving, participant tracking, placement, spawning, and cleanup systems.

Ordinary creature respawns, territory populations, daily quotas, and a general creature roster are not included in this mod. Chromanin NIGHTMARE does not require MEGA Spawner to be installed. MEGA Spawner 1. 2. 0 and later already include the Chromanin NIGHTMARE event.

Trigger conditions

The automatic route checks all of the following conditions:

  • []the mod and the event are enabled;[/]

    []one of the five Chromanin quest stages is active;[/]

    []the in-game time is between 23:00 and 05:00;[/]

    []the player is outside Old Camp, New Camp, and Swamp Camp;[/]

    []the current night has not already produced a successful attack;[/]

    []the active-game interval between attempts has elapsed;[/]

    []placement and spawn checks succeed.[/]

The standard check runs every 30 seconds of active gameplay. Once the interval has elapsed, the base chance for the current stage is rolled. A failed attempt is saved for that night and increases the next chance by the configured relative bonus. The chance is capped at 100%, and the failure streak is reset after a successful attack.

Menus, interfaces, dialogues, stopped game time, missing player context, and other blocking states pause the event. Such a pause does not count as a failed attempt.

Attack composition

After a successful roll, the group is fully formed before spawning begins. The number of ordinary skeletons is selected from the active stage's range. Each skeleton can become enhanced according to the stage's separate chance. The enhanced variant is selected between Skeleton Warrior and Skeleton Scout with equal default weights. The stage then independently rolls whether to add one zombie and one skeleton mage.

The group is prepared one participant per callback behind the player. Each point is selected inside a rear 90-degree cone at a random distance from 220 to 440 game units. Surface, navigation, and complete path checks are performed before the point is passed to the native spawn route.

Stages

The release configuration contains the following values:

  • []Stage 1: base chance 2%; 1-2 skeletons; 11% enhanced-skeleton chance; no zombie or mage roll.[/]

    []Stage 2: base chance 4%; 2-3 skeletons; 22% enhanced-skeleton chance; no zombie or mage roll.[/]

    []Stage 3: base chance 6%; 2-3 skeletons; 33% enhanced-skeleton chance; 33% zombie chance; 1% mage chance.[/]

    []Stage 4: base chance 8%; 2-4 skeletons; 66% enhanced-skeleton chance; 66% zombie chance; 10% mage chance.[/]

    []Stage 5: base chance 10%; 3-5 skeletons; 77% enhanced-skeleton chance; 77% zombie chance; 100% mage chance.[/]

The chance values apply to an individual attempt or participant. The resulting group can therefore contain the stage's skeleton range, plus no more than one zombie and one skeleton mage.

Cleanup after the night

The mod stores its own night, successful-trigger, participant, deferred-record, event-anchor, and removal-queue data. After 05:00, participants that have moved farther than the configured 5000 radius from the event anchor are placed in the removal queue. Records from older attacks are processed after their own night has ended.

After the cleanup time, 05:00 by default, if the player's current position is farther than CHROMANIN_NIGHTMARE_CLEANUP_RADIUS = 5000 from the event trigger point, participants from the latest successful attack are placed in the removal queue.

Live, dead, and unloaded participants are processed by one cleanup system. The queue state is preserved across save loads.


Installation

[]Make sure Gothic 1 Remake is not running.[/]

[*]Open the game's G1R

📊 Mod Details

Game
Gothic1remake Mods
Author
Vardoken
Version
1.0.0
Downloads
2
Endorsements
0
Category
Gameplay
Created
9/8/2026
Updated
9/8/2026

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