Ready or Not

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Astral

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AstralStare

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About this mod

A revamp of AI behaviors, archetypes, and more that aims to make the game more dynamic, fun, and enjoyable. NPCs now utilize hiding spots and cover more often, have adjusted surrender rate, reaction time, and weapons based on mission, suspect type and lore

Requirements
Permissions and credits
Changelogs
UPDATE 1.4 Sins suspects can now execute civilians, separate surrender chance for terrorist archetype, improved hit reaction animation for armored suspects (no more awkward taking-a-dump reaction)
For a update overview, check pinned post in "Posts"

"Terrorist Hunt Conversion" and "No hostage execution for Sins" now available as optional files

IF YOU HAVE A BUG TO REPORT
PLEASE CHECK "BUGS" FIRST TO SEE IF IT IS A KNOWN ISSUE FIRST

General Quality of Life Fixes Mod is HEAVILY RECOMMENDED with this AI mod!





"Astral's Revamped AI" is an AI mod that focuses on tweaking the existing AI behaviors to make every NPC perform more dynamic actions, while also changing up the existing levels and suspect equipment, in order to provide a "Vanilla Plus"-like experience. Civilians and suspects will now surrender, flee, take cover, and hide more often, while on some levels they will now have new behaviors.


FEATURES
This mod aims to make each encounter with suspects more fun, unpredictable, and unique. Each map has been tweaked appropriately with this in mind, and you may start seeing a NPC doing stuff they don't usually do, such as hiding, running away to ambush the SWAT team somewhere else, or perhaps even pointing a gun at you without any intention of actually shooting you if they're on your side. How surrender works has been tweaked as well, now suspects will surrender more often, unlike how in vanilla they would always open fire, it's now worth the effort to not immediately open fire at an armed suspect and take your time with them, since they might hesitate or give up now.

NPC
  • Morale curve for surrender has been tweaked, expect more compliance from armed suspects
  • Redone NPC archetypes, most suspects are now using new archetypes, some of them may start hiding on levels with hiding spots, or perhaps even start shooting civilian...

An unfortunate victim

  • Reaction time has been tweaked based on a map's difficulty and suspect's skill level, a run-of-the-mill gangbanger won't react as fast as a prepared ex-military terrorist
  • Suspects and SWAT AI can all see further now (SWAT view distance increase is incompatible with SWAT overhaul mod)
  • Suspects may now surrender the moment they see a SWAT officer, albeit rare and the SWAT officer must be facing them
  • High stress suspects can now hesitate, unlike in vanilla where once the stress reached a certain level, they won't hesitate
  • On some missions, traps have been adjusted, some missions will now have alarm traps, or perhaps even something that may surprise you...
Danger around the corner... or is it?

  • Suspects now carry more appropriate amount of ammo depending on the missions, an unaware suspect in his house will only carry a mag or two unlike a suspect that's prepared for a long fight
  • Some suspects now use JHP rounds instead, usually security details or someone who's just "home defending"
  • Some suspects will now wear gas mask, depending on the missions
  • Suspect arsenal has been tweaked, they will now use different guns, and some may even have attachments on them (no actual gameplay difference)
  • Suspect armors have been rebalanced, they can now be broken more easily, however a level 4 armor can block everything, even AP rounds, only highly dangerous suspects will wear them, and some might even have steel plates instead of ceramic
Ready for war

Ammo types have been tweaked to account for the rebalanced suspect armors, now depending on caliber and round type, some ammo will now deal higher armor damage, and provoke more (or perhaps, less) responses on hit depending on if the target is armored or not. In order to make some of the more underwhelming equipment shine more, they have been tweaked as well for players to actually consider taking them. The ammo and equipment tweaks are all optional, which means if you already have a mod that changes these stuff or simply just dislike the changes, you can simply just choose to not install the buffs.

MISCELLANEOUS
  • Ammo types have been tweaked, in general AP can penetrate any armor that isn't level 4 and deal high armor damage if it doesn't penetrate, while JHP is not as effective against armors, will still take less shots to break them than in vanilla
  • Pistol calibers will now work better against armored suspects, with some special calibers that are designed to defeat armors being as effective as rifle calibers when it comes to breaking armor, however they will very rarely provoke a hit reaction
  • Slightly increased the range of flashbang and gas grenade for more consistency
  • Faster flashbang detonation
  • Kevlar armor has been buffed to be able to block JHP rifle rounds, however it still won't protect you from AP rounds, and will only allow you to take one or two extra shots in the torso, still better than nothing
  • Anti-flash goggles has been buffed to resist flashbang better, it's now possible to flow into a room with your bang

Welcome to Los Suenos

DIFFICULTIES
There are "mode difficulties" and "map difficulties", depending on these two, the suspects will have adjusted required time before shooting and max morale, with further adjustments depending on suspect types.

MODE DIFFICULTIES
STANDARD
(Recommended for casual players, or those who wish to see more compliance)
  • Suspect required time to shoot ranges from 0.3 second to 0.17 second, with long time to start shooting if they didn't ready their weapon
  • Lower suspect counts
  • More unarmed suspects spawn
  • Slightly longer execution timer before certain suspects execute a civilian
  • Longer bomb timer
  • Max player damage taken cap is 60, you won't die as quickly (due to vanilla bug, damage dealt to player armor is decreased as well)
HARDCORE (Recommended for average players)
  • Suspect required time to shoot ranges from 0.2 second to 0.1 second, with slightly shorter time to start shooting if they didn't ready their weapon
  • Easy map difficulty now uses Medium-Easy's morale settings
  • Slightly higher suspect counts
  • Less unarmed suspects spawn
  • Reduced bomb timer
  • Trap adjustment on some maps
  • Ceramic armor will only block 90% damage at max
  • No player damage taken cap, you will receive full damage from everything
JUDGE MUST DIE (Recommend for experienced players)
  • Contains Hardcore mode changes
  • Suspect required time to shoot is now 0.05 second for all maps. with short time to start shooting if they didn't ready their weapon
  • All suspects are extremely accurate, and reload quickly
  • All maps are using Hard map difficulty's morale settings
  • Very little unarmed suspects spawn
  • Even shorter bomb timer
  • Welcome back to 1.0 release date

Engaging suspect

MAP DIFFICULTIES
EASY (Gas, Streamer, Meth, Beachfront, Campus)
  • Low max morale
  • Slow reaction speed, this may not hold true for those who are under the influence of methamphetamine however...
  • Slow fire rate and poor accuracy
  • Can't fast reload
  • Receives more morale damage, and gets stunned for long amount of time
  • Baby's first SWAT operation
MEDIUM-EASY (Agency, Datacenter, Valley, Farm)
  • Slightly higher max morale
  • Decent reaction speed, with security details being even faster
  • Regular fire rate and accuracy
  • Receives lower morale damage, and gets stunned for decent amount of time
MEDIUM-HARD (Importer, Coyote, Dealership, Port)
  • High max morale
  • Reaction and accuracy are similar to Medium-Easy
  • Suspects have illegally converted automatic firearms, can fire extremely quickly but with less accuracy
HARD (Ridgeline, Penthouse, Sins, Club, Hospital)
  • Highest max morale, with very low chance of surrendering
  • Fastest reaction speed, with highly skilled suspects being even faster
  • Quick fire rate and good accuracy
  • Fast reload speed
  • Receives low morale damage, and gets stunned for short amount of time
  • Less-than-lethal weapons are discouraged

Modded maps use in-between values of medium-easy and medium-hard

Get to cover!



If you have any feedback, please leave it here, I'd greatly appreciate it! Report any bug with this mod in "Forum" tab too, so I may try and fix it (Or post a workaround if I can't)
Feel free to submit any cool image or clips with this mod, if I think it's fitting then I will add it to the mod page!