Patrol War - Faction Warfare

⭐ — (0 endorsements) 📥 1 downloads 📌 v2.5-beta 📅 9/13/2026
🟢 Updated this month

By NEO · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 9/13/2026 📅 Created: 9/13/2026

🔍 Analysis

  • ✅ Updated 24 days after the latest game patch — actively maintained
  • 🏆 #113 of 116 Gameplay mods in this game by downloads

📋 About This Mod

Turn raids into faction battles with larger configurable patrols, capture points, reinforcements and paid mercenary contracts. Experimental beta for ZERO Sievert 1.2.92. Performance optimization is ongoing; large battles remain demanding.

ABOUT THE AUTHOR — KORSAROFFICIAL / NEO

I am KorsarOfficial, the author of Patrol War - Faction Warfare. This project and the work presented here are mine. On Nexus Mods I use the alias NEO.

My GitHub: https://github.com/KorsarOfficial

Patrol War - Faction Warfare 2. 5 beta

An experimental faction warfare mod for ZERO Sievert 1. 2. 92 on Windows.

I wanted raids to feel like several factions were fighting their own war around me. Patrol War adds larger configurable patrols, capture points, reinforcements and the chance to join a squad for paid mercenary work.

Included features

64-80 initial patrol groups clustered around battle areas. Green Army and Crimson squads have 18-20 members; bandits 19-22; both hunter types 14-15; loners 14-20. Wolves 5-10, boars 2-4, ghouls 3-7 and Watchers 3. Arman/Phantom ranges are 1-4 where native conditions allow them; they are not reinforcement types.

Crimson patrols do not need quest unlocks. Watchers retain story conditions. Army, Crimson, bandits, loners and available Watchers compete for points according to faction relations. Hostile hunters and mutants remain threats rather than point owners.

Points have defenders and attacking squads. Reinforcement attempts occur every 45 seconds, with default limits of 1,500 living mod patrol NPCs and 96 living squads. Capture defaults to 20 seconds within a 190-pixel radius; hostile opposition contests it.

Friendly or neutral squads can offer capture-point or enemy-squad contracts. Rewards default to 12,000-22,000 rubles, with participation near the objective required. During an active contract, bullet/grenade hits and kills do not reduce permanent player reputation; temporary relations are restored afterward. Friendly fire still deals damage. Losing the entire squad fails the contract, without restarting the raid or sending you back to the bar.

Controls

F6 accepts an invitation; F7 declines; F8 cancels the active contract; F9 toggles the warfare diagram. Invitations do not pause combat. Edit PatrolWar.ini beside the game to configure population, squad sizes, warfare and contracts. Settings apply to new raids.

Installation

1. Close the game and back up your saves.

2. Start with an unmodified data.win from ZERO Sievert 1. 2. 92. Its exact checksum is checked. Other game builds and data.win mods are refused.

3. Extract the PatrolWar-2. 5-beta folder beside ZERO Sievert.exe and data.win.

4. Open the extracted folder and run Install.cmd. Read the success/error message.

5. Launch the normal game and start a new raid. A new character is not required.

Manual installation only; this is not a Vortex package or loader plugin. Windows PowerShell is included with Windows; no Python is needed. Allow roughly 1 GB free space. The installer verifies the reconstructed file and keeps data.before-PatrolWar-2. 5.win as a backup. Existing PatrolWar.ini settings are preserved.

Uninstall

Close the game and run Uninstall.cmd in the extracted folder. The verified original backup is restored; saves and settings are retained. It refuses to overwrite a file changed by another mod or game update. Start a new raid after changing versions.

Beta limitations and performance

This is not a finished 60 FPS release. Recent isolated large-battle runs were approximately 35-39 FPS on the development machine; battle conditions varied. Severe drops may still occur. The latest detailed profiling run was interrupted. No percentage improvement or minimum frame rate is promised.

Shared squad planning, bounded route work, simplified distant/hidden simulation, retained collision bodies for hidden NPCs and fixes for repeated processing after old damage flags are included. Advertised default population has not been reduced to produce those measurements.

Warfare exists only within the loaded raid. There is no persistent cross-map campaign, offline faction economy or saved contract across restarts. F9 is a tactical diagram, not the terrain map. Other data.win replacements require a dedicated merge; other loader/mod compatibility is untested. Game updates need a compatible new patch. Earlier black-screen and graphics-buffer issues received fixes, but not every crash is guaranteed resolved.

Please report your map, approximate nearby NPC count, FPS, reproduction steps and error text. Remove personal information from logs before posting.

Development direction

Reproducible battle profiling, reducing simultaneous combat work, visibility/activation transition testing, long-raid stability and wider hardware testing come next. Persistent campaigns and a faction economy are ideas for later, not included features or promised dates.

Why I started

It began because

📊 Mod Details

Game
Zerosievert Mods
Author
NEO
Version
2.5-beta
Downloads
1
Endorsements
0
Category
Gameplay
Created
9/13/2026
Updated
9/13/2026

🔧 How to Install Zero Sievert Mods

Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.

📖 Full step-by-step install guide for Zero Sievert →

Visit the official mod page for specific installation instructions for this mod.

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