After several days of strenuous testing and modifications, I am finally pleased to announce that I am finished with all of the official updates for Official 2.0 Update 0.0.1!
Thank you again to everyone for your extreme patience while I worked through this challenging update, but I must say this has to be the best work I have done thus far for this mod project. Please enjoy all of the wonderful new content for the DLC 3 update and see my patch notes release below for Official 2.0 Update 0.0.1:
Added a new system for the Tactical, Terrorist Hunt, and Arcade mods
Added new Tactical and Terrorist Hunt bundles
Re-enhanced the More Slots and Damage Rebuff mods to incorporate the new DLC update
Casual difficulty has friendly fire disabled for Tactical, but not for the Terrorist Hunt game mode
Mod pack is broken out into bundles based on the suspect count (excluding Arcade mode as it's only Max Suspects)
AI Suspects are more likely to take cover and use suppressive fire using the new DLC behavioral system
AI Suspects are more likely to flank the Base Player during the squad group mechanic
AI Suspects are more likely to use the squad behavior depending on the lore and suspect archetype (IE Professional and Terrorists will use it)
AI Suspects are more likely to open doors on the base player when they are initiating an action while the AI is close to the door
AI Suspects are more likely to use fake surrender and flee mechanics if the Base Player loses sight of the AI Suspect
AI Suspects are more likely to run away in groups when under suppressive fire by the base player
AI Suspects are more likely to surrender if they are shot in a less lethal spot such as the hands and feet
AI Suspects will receive more morale damage from shouts for compliance in the Tactical game mode
AI Suspects will be more likely to surrender if another AI Suspect is shot and incapacitated or killed near them
AI Suspects have a reworked animation state that allows them to take cover in different ways
AI Suspects are more likely to blind fire if they cannot directly see the Base Player, but are being suppressed
AI Suspects are more likely to use the slow surrender mechanic to lure the Base Player into an ambush
AI Suspects are more likely to slow surrender when multiple Base Players are pointing their weapon at them
AI Suspects are more likely to run away to farther places after breaking sight of the Base Player
AI Suspects are more likely to take difficult angles when they have moved into a hostile alerted state
AI Suspects are more likely to bust a door open when ambushing Base Players
AI Suspects are more likely to group in larger rooms
AI Suspects are less likely to push the Base Player unless they have the offensive advantage initially
AI Suspects are more likely to avoid grenades if they are already in an alerted state and see the door peek open
AI Suspects will be triggered in an alert state by a flashlight without making any announcement
AI Suspects will be triggered in an alert state by a visible laser without making any announcement
AI Suspects are less likely to surrender if a fire fight has been initiated
AI Suspects are highly unlikely to surrender in all Terrorist Hunt files
AI Suspects are highly unlikely to surrender in all Hard difficulties
AI Suspects are highly unlikely to surrender in the Arcade mode
AI Suspects will not be affected by any less lethal options in Arcade mode
The Damage Rebuff mod allows for more incapacitated AI Suspects using the .50AE Pistol
Fixed a bug that was causing AI Suspects to have too harsh of accuracy on the hard difficulty
Fixed a bug that was preventing AI Suspects from initiating their decision making during a fire fight more effectively
Fixed a bug that was preventing AI Suspects from taking cover more often
Fixed a bug that was preventing AI Suspects from making more rational decisions based on situation depending if they coveted their life or not
Please Note: There is a known bug at this time where you may see the AI Suspects get stuck in vents or cracks in the wall due to an AI collision bug. I attempted to resolve the issue, but couldn't find the source of the problem, so I am sure VOID Interactive will get it figured out. In the meantime, with the higher likelihood of AI performing this action with mod, you may see them get stuck more often in the following maps:
-Ends of the Earth (Kawayu Beach) -Lethal Obsession (Gerard Scott Cabin) -213 Park Homes (Meth House)
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)
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 really like the changes in this mod overall but I'm finding that suspects act a bit too rushy and aggressive (similar to vanilla hard mode)
I'm using tactical low and standard difficulty ingame, so does changing the difficulty ingame also change how the mod works or? Sorry for the confusion but modding after this new update has been a weird one
I'm not sure which file you are using, but I did notice that I accidentally disabled stun damage for all less lethal actions against the AI in the Hard difficulties only for the Terrorist Hunt game mode.
It should work as intended for the Tactical game mode, but please let me know what file you used and I can investigate a possible stun bug.
brilliant.Arcade on Hard difficulty is really fun, but enemies tend to kill hostages easily. any solutions for this? I'm just looking for more pure gunfights.
With their morale system being set to 100%, they are more likely to terminate hostages after taking them hostage. However, I find that just holding forward is the best option. I wouldn't play the game mode to try and get a high score as it's meant to be played for fun solo or with friends as a John Wick simulator and the hostages/civilians are there just as filler to immerse yourself as Mr. Wick tearing through the area.
I just posted a new update to try and improve the Swat AI Teammates. Let me know if it feels improved or if you have any other suggestions that I can take into consideration.
Thank you so much for your positive feedback man! I am always so humbled when I hear that people's experience with the game is enhanced and more enjoyable.
Hello, I want to modify your AI profile to add some fun for me to play with friends, but I find that your profile seems to be different from other AI, Even if I just unpak your file, pak again also it doesn't take effect again, please ask me what to do, and I modify the file will not spread, just play with a few friends, because your mod is the best I've ever seen.
My English is not very good, it doesn't matter if you don't want to answer
You may need to download the correct mappings for Ready or Not if you are modifying my Blueprints/Assets, otherwise, you should just be able to use the standard unpacker.bat file that would be used in UE5.3.2 you create. There is a great modding page you can use that is publicly available on the web:
Okay, I'll go find out,I'm not going to change the blueprint or anything else, I'm just going to change the ini file, which is already making my head spin,i m a noob. I won't publicly release any modifications from your mod, I just want to prank my friends, thank you for your answer
Thanks for updating this mod so quickly. Any chance we get better SWAT AI as well since it is completely broken at the moment in vanilla. A lot of times they do not react and are not shooting back when getting shot at by a suspect. Very frustrating to play the singleplayer.
I did my best to enhance the SWAT AI to the best of my ability, but I think we will need to wait until the Swat and Suspect AI Overall mod is updated because it offers the best configuration for the SWAT AI.
I believe he should be working on an update for the new DLC and console release.
First of all, you already updated this mod to the latest version! You are simply a LEGEND!
I still haven't tried the new version, but I'm just about to. I don't even want to try the vanilla AI in the new version, so I'm putting in the Tactical mod with Damage Rebuff before anything else.
In your previous version, I think that the changes made by you to the SWAT AI in Singleplayer mod file were as good as it gets without Void getting their s#*! together. So does this new version include those little tweaks, or is the current SWAT AI so f'd up that it needs a complete rebuild or something and it is not currently on par with your previous configuration? I basically play single player 99% of the time, so the best possible SWAT AI is paramount to me. I have never tried the Swat and Suspect AI Overhaul mod, so am I missing big? :D
I am uncertain if the AI Swat changes I made will make a huge impact or not. Please try it out and let me know your feedback. If it's still broken, then I can look into trying to improve it.
All of my mod bundles include 3 different Suspect Count files, but each file already has the 3 sets of difficulties. You can use the UI for the game to change difficulties. If you want to change suspect count, then it's simulated now using my AI Mod bundle folder.
Make sure you only drop one file at a time in your Paks folder as I have it listed in the instructions of the readme.txt file.
I am really glad I could get the update out sooner than later. It had been a long while since I was maintaining my mod from burn out and this update has reinvigorated my interest again.
i prefer Tactical if offers a good challenge while still sticking to the immersion esthetic of the game this mod is truly the best when it comes to AI Overhaul Mods
All my Hard Difficulties offer a harder experience, but my Damage Rebuff mod also adds more realistic expectations to armor and flesh damage, so I would recommend pairing my mod with Damage Rebuff to increase the difficulty.
Overall though, Terrorist Hunt is generally harder than Tactical in terms of survival. For a more challenging way to get an S-Rank, then my Tactical mod will offer that experience.
2385 comments
After several days of strenuous testing and modifications, I am finally pleased to announce that I am finished with all of the official updates for Official 2.0 Update 0.0.1!
Thank you again to everyone for your extreme patience while I worked through this challenging update, but I must say this has to be the best work I have done thus far for this mod project. Please enjoy all of the wonderful new content for the DLC 3 update and see my patch notes release below for Official 2.0 Update 0.0.1:
Please Note: There is a known bug at this time where you may see the AI Suspects get stuck in vents or cracks in the wall due to an AI collision bug. I attempted to resolve the issue, but couldn't find the source of the problem, so I am sure VOID Interactive will get it figured out. In the meantime, with the higher likelihood of AI performing this action with mod, you may see them get stuck more often in the following maps:
-Ends of the Earth (Kawayu Beach)
-Lethal Obsession (Gerard Scott Cabin)
-213 Park Homes (Meth House)
Happy CQBing my friends!
-Figgy
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'm using tactical low and standard difficulty ingame, so does changing the difficulty ingame also change how the mod works or? Sorry for the confusion but modding after this new update has been a weird one
I'm not sure which file you are using, but I did notice that I accidentally disabled stun damage for all less lethal actions against the AI in the Hard difficulties only for the Terrorist Hunt game mode.
It should work as intended for the Tactical game mode, but please let me know what file you used and I can investigate a possible stun bug.
Thank you!
I'm using the AIO package
Really appreciate the response, glad to know this is a bug otherwise I really enjoy the difficulty the mod brings.
With their morale system being set to 100%, they are more likely to terminate hostages after taking them hostage. However, I find that just holding forward is the best option. I wouldn't play the game mode to try and get a high score as it's meant to be played for fun solo or with friends as a John Wick simulator and the hostages/civilians are there just as filler to immerse yourself as Mr. Wick tearing through the area.
Thank you!
I just posted a new update to try and improve the Swat AI Teammates. Let me know if it feels improved or if you have any other suggestions that I can take into consideration.
Thank you!
Thank you so much for your positive feedback man! I am always so humbled when I hear that people's experience with the game is enhanced and more enjoyable.
All the best!
My English is not very good, it doesn't matter if you don't want to answer
You may need to download the correct mappings for Ready or Not if you are modifying my Blueprints/Assets, otherwise, you should just be able to use the standard unpacker.bat file that would be used in UE5.3.2 you create. There is a great modding page you can use that is publicly available on the web:
https://unofficial-modding-guide.com/posts/mapping_gettingstartedue5/
If you ever want to create your own AI Mod using some of my ideas, I only ask that you credit me on your mod page.
Thank you!
I won't publicly release any modifications from your mod, I just want to prank my friends, thank you for your answer
I did my best to enhance the SWAT AI to the best of my ability, but I think we will need to wait until the Swat and Suspect AI Overall mod is updated because it offers the best configuration for the SWAT AI.
I believe he should be working on an update for the new DLC and console release.
Thank you!
I still haven't tried the new version, but I'm just about to. I don't even want to try the vanilla AI in the new version, so I'm putting in the Tactical mod with Damage Rebuff before anything else.
In your previous version, I think that the changes made by you to the SWAT AI in Singleplayer mod file were as good as it gets without Void getting their s#*! together. So does this new version include those little tweaks, or is the current SWAT AI so f'd up that it needs a complete rebuild or something and it is not currently on par with your previous configuration? I basically play single player 99% of the time, so the best possible SWAT AI is paramount to me. I have never tried the Swat and Suspect AI Overhaul mod, so am I missing big? :D
Thanks, brother!
I am uncertain if the AI Swat changes I made will make a huge impact or not. Please try it out and let me know your feedback. If it's still broken, then I can look into trying to improve it.
Thank you!
All of my mod bundles include 3 different Suspect Count files, but each file already has the 3 sets of difficulties. You can use the UI for the game to change difficulties. If you want to change suspect count, then it's simulated now using my AI Mod bundle folder.
Make sure you only drop one file at a time in your Paks folder as I have it listed in the instructions of the readme.txt file.
Thank you!
Thanks for your positive feedback man!
I am really glad I could get the update out sooner than later. It had been a long while since I was maintaining my mod from burn out and this update has reinvigorated my interest again.
All the best!
All my Hard Difficulties offer a harder experience, but my Damage Rebuff mod also adds more realistic expectations to armor and flesh damage, so I would recommend pairing my mod with Damage Rebuff to increase the difficulty.
Overall though, Terrorist Hunt is generally harder than Tactical in terms of survival. For a more challenging way to get an S-Rank, then my Tactical mod will offer that experience.
Thank you!