Ready or Not
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SkebbZ

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SkebbZ

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About this mod

Many difficulty modes for various playstyles. From slow and steady, to all out war with explosions everywhere.

Requirements
Permissions and credits
Mirrors
Changelogs
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Overview
Adjustable AI accuracy based on chosen difficulty mode. Adjusted reaction times and requires them to see more of your body before they start blasting (as in reduced wallbanging or shooting through tiny gaps).
Changes to the morale system to make it possible to subdue more suspects nonlethally, as long as you don't let their stress get too high (by killing them or being noisy) and use your tools.
Be mindful of the fact that suspects already firing upon you will be much harder to subdue, and that some maps have hardcore suspects with high morale.
Note: balanced for multiplayer.

Difficulty info
See the posts tab for info on the various difficultes. They mostly differ by how accurate the enemies are, and what parts of your body they aim for.
In general, anything marked Low Intensity will have a reduced suspect count and anything marked Overdose will have an increase.
The Heart Attack mode will be all out insanity with added bomb vests on some maps and generally insane suspect counts going up to 50.

My other mods
No Mercy for Terrorists - scoring changes to remove penalties for killing suspects and missing weapons.
No Stress for SWAT - softens up the Commander mode stress relief a bit and adds more therapy slots.
No Suppression for SWAT - Removes suppression blur and camera shake for player.

Some hints
Bashing people in the face has been buffed significantly, as well as tasers. In most cases this will cause surrender. If you see a suspect hesitating, rushing them and punching them in the face might just do the trick (though watch your flanks while doing so).
Slightly increased chance of fake death - make sure to ziptie those downed suspects!
Suspects taking fire from multiple SWAT members while isolated will be likely to surrender, so supressing them should work now.
Stun timers are increased, which makes flashbang very useful.
Beanbag shotgun should now be very nice for taking down those VIP targets. One or two hits should do it in most cases, though a headshot might break their neck or just knock them out for a few seconds, so be sure to zip them fast.
Civilians will be easier to arrest in most cases.

Install instructions
  • Choose a version and install only one of them, not multiple at the same time. Recommend you start with the main file to try it out.
  • Works with Vortex, just remember to click "elevate" and "deploy" in the top right notification bell. Otherwise it won't actually install.
  • Manual install:
  • Unpack the .zip file to path ....\SteamLibrary\steamapps\common\Ready Or Not\ReadyOrNot\Content\Paks\
  • If you cant find this folder, right click the game in Steam --> manage --> browse game files or something to this effect.
  • Launch game
  • See "Modded" in top right while ingame to confirm
  • If you don't understand this, check out recursiveGecko's mod install guide here for some added pictures.

FAQ - common
Can I use this in multiplayer?
Yes, only the host needs it installed if server checksum is disabled in gameplay settings.

Does it affect cosmetic unlocks or achievements?
Guaranteed to still unlock cosmetics, and I've had progress update for achievements. The score at the end of a game will have a red text with "modded score - unofficial" or something, but it doesn't seem to affect anything other than your saved highscore.

Does it affect the SWAT teammate AI?
It does not change anything regarding SWAT teammates at all, as the main focus is to be used with human teammates in parties of 2-4. Playing Singleplayer, you probably want one of the harder variants. Or not. Just have fun.

Do I need to install both/multiple files to get the variants working?
Just choose ONE file and install it, if you choose multiple one will probably overwrite the other depending on alphabetic filename or something.

I can't get it to work, the AI is still vanilla!
If you installed any custom maps, you may have a hidden AI file included with the map overwriting this mod. More detailed troubleshooting guide here.

What is the "Default AiLevelData file" in the files tab? Do I need this?
It is a modder's resource, for making your own mod. It is easier than you think, all you need is some basic text editing skills, basic file explorer use and a feel for what a centimeter is (all the distances are in centimeters, so the metric system. Not that heretical other one, which we don't talk about.) More info in the technical FAQ below.

Technical FAQ
How do I make my own AI mod?
  • Extract or download a default AiLevelData.ini (see miscellaneous files)
  • Edit values with Notepad++ or similar
  • Repack into game files or create a .pak mod (see below)

What is the easiest way to create a .pak mod?
Upload your .ini file to this site (click modify existing mod) and then immediately click "Generate Mod" to get a usable .pak mod. The site has been updated, so you can also use it as an editor if you prefer. I recommend you edit the file manually in Notepad++ before uploading. There is also a detailed guide available there. All credits to recursiveGecko for this method and the site.

What is the significance of the various map headers compared to the "Global" header in the AI file?
The Global parameters will be applied first. When you load a map, any map specific parameters will then overwrite the global ones.
Example: You set global SuspectAccuracy to 5, but the Club map header has this variable set to 3. When loading Club, the value 3 will be used.
Example 2: You set global SuspectAccuracy to 5, but the 213 Park home map header does not have this variable under it's header. The value 5 will be used.

Donations
If you are feeling generous, you can donate anonymously through Ko-fi or through PayPal (click the piggybank Donate button in my profile).