I have desperately scoured through hundreds of files to try and determine what is causing the AI behavioral bug, but unfortunately, it seems this is also affecting all other AI mods on Nexus Mods as well.
When you reconfigure the AI suspects to be aggressive such as a Terrorist Hunt mode, the AI are forced into a passive-aggressive cowardice stance to start. As a result, it messes with their reaction time and decision making. Overall, I would need VOID Interactive's help to isolate and fix whatever bug they caused.
Hopefully they recognize it's a problem and patch it after the holidays. For now, there doesn't seem to be anything further that I can do to enhance the AI's capabilities.
Here's to hoping for a great start of a new year with Ready or Not.
To install my files, you first need to unzip the zipped folder somewhere on your PC. From there, you can simulate a difficulty system by dragging a single file to your Paks folder ([Your Drive:]/Steam/steamapps/common/Ready Or Not/ReadyOrNot/Content/Paks). Whenever you need to swap out an AI Mod, please ensure you delete the old one from your Paks folder and then place the new one that you copied from my folder.
Please see the list below for all mods that can be used in conjunction:
Any AI Mod (single file)
Damage Rebuff (single file)
Look Behind U (single file)
More Slots (single file)
My AI Mods are compatible with all my projects and most mods on Nexus Mods (excluding other gameplay AI Mods). The only two mods that have the most incompatibility with other Gameplay mods are:
Damage Rebuff (mainly affects Armory and Gunfighter)
AI Mods (Incompatible with any gameplay mod that affects the Suspect AI. This does not include the standalone Swat configuration for the Swat and Suspects AI Overhaul)
I have two variants for the Military difficulty. One makes AI Suspects and Civilians unaffected by any less-lethal stun option to play a true terrorist hunt simulator.
The other file is called Regular, which has normal less-lethal stun options. If you choose the Hard variant it disables the stun effect.
Hi, I just have a question, after I use the mod to changed the difficulty to a higher level I think it made the game wired, like there were almost 20 suspects in one game, when I tried to change the difficulty back but it didn't work, I deleted the difficulty mod and after that i installed the new one, and when I entered the game then play it was still the harder difficulty, is this a bug or did I change it the wrong way? Now i see only play in safe mode (no mods) and everything will works fine.
This can sometimes happen with any mod and is usually a factor of a caching issue. If you follow the steps below, it should clear out the issue. Make sure to remove all mods when performing this action from your Paks file before you choose to drop in any more mods:
1. In your Desktop search bar, type %localappdata% 2. Type R to drop down to the ReadyOrNot folder 3. Open the folder and go to Saved > Save Games 4. Delete the ModData.sav file 5. Verify the integrity of the file for Ready or Not in Steam if necessary
This should fix the problem for you and you should no longer need to use Safe Mode.
Extreme Tactical is the closest difficulty version that matches the Vanilla Difficulty, however, I increase the Suspect count by 20%, so there are more suspects.
Yes, I apologize if my mod causing really bad frames and stutters. It's not necessarily the mod that is the issue, but the overall scale of increasing the AI Suspect count to max on all maps that causes a degraded performance for even the best PCs. I drop below the 60s when running with 60+ suspects using my mods that max the suspect count, so it's unintended behavior due to limitations of the Developer's game state.
Hi, im not great at modding but I noticed this is the only pak file with no number behind its name, is that normal? Does changing 'pakHIC' to 'pak99' make a difference? Please excuse me lack of understanding
AFAIK the numbers/letters indicate the load orders of pak files, which follow the alphabetic (A-Z) order and numeric (0-9). Changing it to 99 might create conflicts with other mods that have the same load order (bc a lower order won't allow this one to overwrite the others), and is not necessary
Opulnz, is correct. The number or alpha-numeric convention for a pak file is specific to the pak chunk priority. Chunk priority is defined by the lowest number to the end of the alphabet. I use HIC as a conventional way to set my mod's priority LAST in the game files. This way it lessens the impact for other mods to be impacted.
Sometimes there are mods where you need to manually edit my file and rename the pak chunk priority to 9999 for it to run properly, but ultimately, it does make a difference what you set the pak chunk priority to for a pak file.
guys, can someone explain me why when I playing RoD on hard or very hard difficult I have a more suspects and less civilians, I like shooting but I still wanna arrest civilians, not like 4-5 civil, probably 8-10 or more.. help me
I understand your concern, however, there's many reasons why I end up dropping the Civilian count as the difficulty gets harder. The point of the mod is not to be the same gameplay for each difficulty. Instead, the first half of mods are similar to simulate more real-life scenarios, but to more extreme measures up until the Hard difficulty, which switches to Terrorist Hunt game modes.
The reason I did this is because it doesn't necessarily feel hard when you just increase the suspect count and civilian count without changing the dynamics of how difficult the AI become. You can't initiate the same CQB tactics to defuse situations with more hostile suspects, so the best way to counter-measure this change is by switching from real-life scenarios to terrorist hunts.
In the end, a game is a game and real life is real life.
While other people may have ideas on how they want to rework the AI's weaponry or gear, I think the devs did a good job in the selections for the maps and haven't had any need to make changes in that way.
Each person has their own ideas or values, so this is how I made my mod.
Morbidly Tactical is the highest difficulty and meant to be played with 5 or more players. For a 2-man team I would play a lower tier difficulty such as Extreme Tactical or Military Tactical.
This mod is great and felt amazing up until levels like Buy Cheap, Buy Twice. Any long range engagement is such a slog with this mod, and its unfortunate that the tweaks to make CQB ai better ends up in them shooting from across the map and not being able to even see you.
I will agree that the AI's vision cones can be quite bothersome, but there is a give and take when trying to balance difficulty with realism. I could only push it so far with the smaller CQB-based maps, but it would negatively affect the behavior in the larger maps.
I'll see with the next update if there's any way to improve upon this behavioral issue.
2310 comments
I have desperately scoured through hundreds of files to try and determine what is causing the AI behavioral bug, but unfortunately, it seems this is also affecting all other AI mods on Nexus Mods as well.
When you reconfigure the AI suspects to be aggressive such as a Terrorist Hunt mode, the AI are forced into a passive-aggressive cowardice stance to start. As a result, it messes with their reaction time and decision making. Overall, I would need VOID Interactive's help to isolate and fix whatever bug they caused.
Hopefully they recognize it's a problem and patch it after the holidays. For now, there doesn't seem to be anything further that I can do to enhance the AI's capabilities.
Here's to hoping for a great start of a new year with Ready or Not.
All the best.
Please see the list below for all mods that can be used in conjunction:
My AI Mods are compatible with all my projects and most mods on Nexus Mods (excluding other gameplay AI Mods). The only two mods that have the most incompatibility with other Gameplay mods are:
I have two variants for the Military difficulty. One makes AI Suspects and Civilians unaffected by any less-lethal stun option to play a true terrorist hunt simulator.
The other file is called Regular, which has normal less-lethal stun options. If you choose the Hard variant it disables the stun effect.
Thank you!
This can sometimes happen with any mod and is usually a factor of a caching issue. If you follow the steps below, it should clear out the issue. Make sure to remove all mods when performing this action from your Paks file before you choose to drop in any more mods:
1. In your Desktop search bar, type %localappdata%
2. Type R to drop down to the ReadyOrNot folder
3. Open the folder and go to Saved > Save Games
4. Delete the ModData.sav file
5. Verify the integrity of the file for Ready or Not in Steam if necessary
This should fix the problem for you and you should no longer need to use Safe Mode.
Thank you!
Extreme Tactical is the closest difficulty version that matches the Vanilla Difficulty, however, I increase the Suspect count by 20%, so there are more suspects.
Thank you!
my pc is good for ready or not
Yes, I apologize if my mod causing really bad frames and stutters. It's not necessarily the mod that is the issue, but the overall scale of increasing the AI Suspect count to max on all maps that causes a degraded performance for even the best PCs. I drop below the 60s when running with 60+ suspects using my mods that max the suspect count, so it's unintended behavior due to limitations of the Developer's game state.
Thank you!
Opulnz, is correct. The number or alpha-numeric convention for a pak file is specific to the pak chunk priority. Chunk priority is defined by the lowest number to the end of the alphabet. I use HIC as a conventional way to set my mod's priority LAST in the game files. This way it lessens the impact for other mods to be impacted.
Sometimes there are mods where you need to manually edit my file and rename the pak chunk priority to 9999 for it to run properly, but ultimately, it does make a difference what you set the pak chunk priority to for a pak file.
Thank you!
Thanks for your positive feedback. I am glad that it could help enhance the difficulty and test your CQB skills.
Have a good one!
I understand your concern, however, there's many reasons why I end up dropping the Civilian count as the difficulty gets harder. The point of the mod is not to be the same gameplay for each difficulty. Instead, the first half of mods are similar to simulate more real-life scenarios, but to more extreme measures up until the Hard difficulty, which switches to Terrorist Hunt game modes.
The reason I did this is because it doesn't necessarily feel hard when you just increase the suspect count and civilian count without changing the dynamics of how difficult the AI become. You can't initiate the same CQB tactics to defuse situations with more hostile suspects, so the best way to counter-measure this change is by switching from real-life scenarios to terrorist hunts.
In the end, a game is a game and real life is real life.
Thank you!
I'll be glad to hear any feedback, thanks
While other people may have ideas on how they want to rework the AI's weaponry or gear, I think the devs did a good job in the selections for the maps and haven't had any need to make changes in that way.
Each person has their own ideas or values, so this is how I made my mod.
Thank you for your understanding!
thx❤️
ps: My ego tells me I can play the game in Ironman mode on Morbidly
Thank you for the feedback! Yes, Morbidly Tactical humbles even the best players including the person who modded the AI.
All the best!
were 2
Morbidly Tactical is the highest difficulty and meant to be played with 5 or more players. For a 2-man team I would play a lower tier difficulty such as Extreme Tactical or Military Tactical.
Thank you!
I will agree that the AI's vision cones can be quite bothersome, but there is a give and take when trying to balance difficulty with realism. I could only push it so far with the smaller CQB-based maps, but it would negatively affect the behavior in the larger maps.
I'll see with the next update if there's any way to improve upon this behavioral issue.
Thank you for your constructive feedback!
Thank you for the positive feedback! I'm glad you enjoyed it.