Ready or Not
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Created by

TheLoneRango

Uploaded by

Acidpoptart24

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About this mod

This mod is a complete overhaul Enhancements to armor, inventory, AI, visuals, blood and more.
Mod is Currently an active daily WIP until full completion with a 'realistic' and a 'minimal' version to be implemented by final product.

Permissions and credits
I basically re did my original mod since it was really nice; Here are the following implementations.

GUNPOWDAH MOD
FULL MOD DESCRIPTION
The aim for this mod is to overhaul almost all configurations and mechanics of Ready or Not. It is a WIP that is in quick development until fully finished. Overall the goal is to achieve a more dynamic, fluid and realistic experience in the sense of mechanics. All armor, weapons, ammo, physics, AI, decals, animations and more are already overhauled and more to be planned. Below are the current modifications in the 1.6 build that is made for Ready Or Not 1.0

  • AI Reacts to Suppression - This means shooting around the suspect will increase the chances of them surrendering; Additionally, the more fire at an enemy the higher chance of surrender. This probability is highest when suspect is initially first engaging you. Suspects can surrender during engagements when suppressed but the chances are lower.
  • AI Reacts to Gunshots -This means the audible fire of your and friendly weapons will increase the chances of them surrendering; This is a radius effect so suspects in radius distance will be affected.
  • AI Surrendering Changes - The remaining changes for AI Surrendering effects include changes to door kicks, battering ram hits, C2 having a very high probability, Suspects killed having a high probability, ADS (Pointing at suspect while aimed down sights) probability. And example of AI Compliance 'If kicked door is successful and AI hesitates or becomes frightened by the breach, advancing forward towards the suspect will increase probability higher for surrendering rather than retaliation; spacing between you and the enemy affects their decision of fight flight or submit'
  • AI Dynamic Abilities - This means there will be more dynamic world events within AI; Doing drugs, smoking, taking selfies etc. AI Will be more dynamic, becoming frightened at the sight of cops more, Reluctant to give up instead of snapping onto cops, run and cover and change varieties of cover. AI Will run and hide in variables such as under beds in closets etc. AI has more abilities in animation pool queue such as smoking, doing drugs etc. AI Will have higher chance to misfire gun upon their death, to commit suicide, fake suicide or take hostages. Suspects will fake surrender, or attempt to gang up when possible. 
  • AI Reaction and Accuracy - AI Sometimes will be reluctant to engage hesitating and backing into cover or intimidating you. Accuracy will decrease as with reload speed as morale goes down, Accuracy will also go down more when suspect is running or moving quicker. The further suspects are the less accurate they are, Fire rate decreased but time to engage is quicker. Suspects will not snap on and instead use animations to further build the scenarios. Suspects will attempt to fire from cover and spray. Shots tend to hit center mass on player but bone variety is set to target arms legs and head in rarities. This evens the play field for taking shots with armor.
  • Armor Ballistic Reworks - This means all armor from helmets to vests are now replicated to be as close to their real counterparts that LEO's use on the field. LEO Vests will now replicate IIIA Armor. Meaning Rifle rounds will typically pierce or spall armor within 2 shots. Any smaller caliber round can usually be taken up to 8-9 times. CERAMIC ARMOR - IIIA Vest High Mitigation Spalling Med | STEEL ARMOR - IIIA Vest High Mitigation Med/High Spalling(breaking of steel) depending on caliber | KEVLAR - IIA Vest Medium Mitigation(Damage Protection) Low/Med Spalling ||| HELMETS REPLICATE Level 4 BALLISTIC ARMOR Meaning they can sustain 3-4 Rifle rounds 10-12 Lower caliber rounds, though face is still 100% flesh. Helmets have chance to ricochet and spall.
  • Ammo Ballistic Reworks - This means all ammo have been reworked from damage to bleed out chance to flesh wounding, Ammo will now have variable chances of penetration depending on caliber and type, Ammo will also now have more probability to ricochet depending on type. FMJ Rounds have highest ricochet chance while JHP Rounds have lowest probability. Buckshot have low probability to ricochet while Slugs have higher. FMJ Rounds have more damage, but lower probability to cause bleed out's. JHP Rounds have less damage but higher probability to bleed out. Higher caliber rounds have higher damage and large wound size as well as higher probability for bleed out. Lower caliber rounds have lower damage and lower wound size as well as lower probability for bleed out. All FMJ rounds have chances for spalling on materials and armor.
  • Weapon Recoil Reworks - This means all guns (Still WIP But Majority Completed) are completely reworked from inertia to recoil completely enhancing how weapons feel. Weapons will now have increased recoil in attempts to get players to 'feel' the chunk of guns. Weapons now have more inertia, aiming slightly feels 'arma' like when moving while ADS. Weapons fire rate changed to be exactly replicated as real life counter parts. Weapons now have sway, jitter, 'charging kick', bob.
  • Player Reworks - Player reworks from weight to physics to speed and yell distance changed. Movement speed increased, suppression increased for player. ADS/Walk/Backward Speed/Lean Speed/Wound Speed decreased. Player shake increased. Sprint shake Increased. Suppression Shake Increased (This means your gun will shake from adrenaline and fear more) Yell Distance decreased
  • Blood Reworks - All blood decals and values have been changed, blood will now be darker, more textured and more varieties will spawn. Added more blood decal varieties to death pools. Changed color of blood to darker colors. Artery bleeds last longer causing suspects to fight while bleeding out. Gibs variety increased (brain splatters etc). Wounding deformation increased (Weapons depending on caliber will shred skin until it exposes bone, some calibers and velocities dismember after so many shots) Blood timespans for animated blood longer. Blood distance increased (How far blood can reach distances from gunshots) Blood textures and reflections increased (Blood will reflect more, and texture on material is more defined) Blood opacity decreased (Blood slightly transparent more)
  • Commander Reworks - More officers are available to be purchased and more reserve slots added. Time for officers changed, changed therapist dialogue in post-match review for a more 'email' text, original felt too 'speaking to an invisible person'. Up to 8 officers allowed in therapy at once.
  • FX Physics & Damage Reworks - Reworks to physics for C2 explosions, particles for C2, blood spray particles, grenade particles altered and made for longer durations. C2 and traps as well as throwable grenades (extremely rare to have) have larger damage radius 'stay back.



FUTURE UPDATES COMING SOON AND GUTTED VERSIONS, ENJOY!



OPEN RAR FILE AND PLACE THE .PAK FILE IN FOLLOW DIRECTORY
STEAMAPPS>COMMON>READYORNOT>READYORNOT>CONTENT>PAKS