About this mod
A Reframework script to let enemies wander around or follow you across multiple rooms (even when far away), including into Safe rooms! Features options to randomize appearances and wake up corpses
- Requirements
- Permissions and credits
- Changelogs
- Donations

This mod manipulates enemies in the game to make them more interesting. It features options to let enemies wander about the map, to let zombies follow you into safe rooms, to let dead zombies wake up, to randomize zombie appearances every load and to let zombies follow you across multiple rooms.
Enemies wandering about will explore their environment randomly, moving around when you are or aren't looking. This can make the game a lot more unpredictable and fun, as enemies can wander into nooks and corners and surprise you as you approach. And with the mod's other options enabled, nowhere will feel safe.
Installation
- Get REFRamework from Github and put its dinput8.dll into your game folder (You need RE3_TDB67.zip if you have DX11, RE3.zip if you have RT !!!)
- Get Fluffy Mod Manager from Here
- Place the mod download file in your Fluffy Mod Manager mods folder for this game
- Install "Nowhere Safe" from the mods list in Fluffy Mod Manager
- or -
- Get REFRamework from Github and put its dinput8.dll into your game folder (You need RE3_TDB67.zip if you have DX11, RE3.zip if you have RT !!!)
- Extract NowhereSafe.lua from this mod's download and place it in your game folder's "reframework/autorun" folder
Options
After successfully installing the mod, a menu should appear under REFramework's "Script Generated UI"
The menu has the following options:

Mod enabled - Enable/disable the mod
Wandering enemies - Enemies will wander about their environment
Wander between rooms - Enemies will knock open doors to wander from room to room
Wander long distances - Enemies will wander through distant doors
Increased follow range - Enemies will follow the player across multiple rooms and doors
Zombies open all doors - Zombies will break down unlocked doors that they walk into for more than a few seconds. Also makes automatic doors open for enemies
Disable small invisible walls - Disables small, enemy-blocking invisible walls
Corpse wakeup - Zombies that are normally always dead will wake up when you touch them
Unsafe rooms - Enemies will be able to barge into safe rooms
Nemesis Enters Safe Rooms - Allows Nemesis to enter safe rooms and other restricted areas
Randomize zombie appearance - Zombies will spawn with a random appearance. Random appearances will stick between reloads and saves.
Clear cache - With "Randomize zombie appearance" checked, this button will reset the saved random appearances between reloads and saves
Respawn enemies - Enemies will respawn upon re-entering a major area
Prevent enemy despawn - Enemies will continue to exist even after you leave the area
Disable all despawn flags - Removes all progression-based reasons for despawning an enemy
Connect scenarios - Entire scenarios of enemies (such as RPD_B1 or RPD) can continue to exist after leaving them
Unstick enemies - Monitors for enemies getting stuck inside the wall and try to teleport them out of it
Warp falling enemies - Warps enemies who start falling under the map into safe positions
Prevent despawn range - This number determines how far away a non-despawning zombie can be before the script deactivates it
Zombie pursuit time limit - The number of seconds you must be out of sight before a non-despawning zombie will forget you
Apply spawn changes - Respawns spawned enemies and applies changes
Go home - Zombies will attempt to return to their place of origin
*Note that most settings will only be applied during loading screens
To disable Wandering Enemies while its on, for example, uncheck the box and then reload your latest save.
You can also click "Apply spawn changes", but it is safest to reload the game
An additional menu displaying collected Spawn Contexts can appear if EMV Engine is also installed
Check out the RE2 page for this mod as well, it works in both games.
Enjoy!
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