Radiophobia is a mod focusing primarily on combat realism and immersion. The main features are: a revamped arsenal of HQ weapons, graphical improvements and much more additional content. It's time to explore the Zone once again...
Anomalies change their positions and spawn artifacts after an emission occurs.
It may break the script based NPC movement. Do you rewrite waypoints?
NPCs don't react to anomalies at all by default. In my mod there is anomaly evasion that is connected to the same list of active anomalies and is dynamic, so it doesn't matter whatsoever where the anomalies are located. Also there are zones where anomalies can't spawn, so it won't kill important NPCs or spawn at awkward positions.
Unrelated to this - sometimes quest NPCs got stuck in R2 and you had to reload to finish the quest. Haven't had this happen at all.
Does the evasion include factors that may cause an NPC to miss an anomaly and walk into it?
Things like distraction by being in an active firefight, running from mutants, health related factors, etc.