Ready or Not
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BlackRock1207

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BlackRock1207

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59 comments

  1. HE1111HUNCHIK
    HE1111HUNCHIK
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    do you have a mod that you released called "No suspects" does it work? Or you can create it again
    1. BlackRock1207
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      I was the creator of that mod, it can no longer be created without remaking the maps themselves. The values in the ai config will only allow for editing the dynamic suspects. The static suspects will always spawn even at 0 max suspects.
  2. Slayman3909
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    Any chance you could also add an optional file for helmet durability/damage reduction? I like running an ai mod with max suspects, but even with increased swat health and stronger body armor, you still can die instantly to a lucky headshot. I don't care if its unrealistic, it plays better without insta-death, and the old mod I used to use (elite armor/helmets) isn't updated. I suppose if this is too much work, I could try making my own helmet mod (I'm grateful for the work you've already done, of course!), but I figured it didn't hurt to ask here first.
    1. BlackRock1207
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      I've personally always felt that the helmets over-perform in vanilla compared to irl. Of course it's a game, and I actually like the current balance of it. However, I'm more than happy to help you with this anyway!!

      I'd likely want to release a totally different mod for it though. I'll link the file to you in this comment chain once I'm finished. I do need more details about what you'd like to see with the mod. Like would you want op helmets that never break? or something more tame?
    2. Slayman3909
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      Sorry for the long time before reply, I forgot that I wrote here, hah!
      At least for my purpose, something a bit on the side of "OP" is what I'm looking for.
      In my head, I envision something like this:
      The ballistic helmet will absorb
      1-2 buckshot rounds
      1 large rifle round (7.62x51)
      1 Slug
      2-3 medium rifle rounds (5.56x45, 7.62x39, .300 BLK)
      4-6 pistol/smg rounds (9mm Parabellum, .45 ACP, 5.7x28, .380 auto)

      The rest of the helmets could be given a chance to stop 1-2 pistol rounds and 1 medium rifle round, but not a large rifle round, nor a slug nor buckshot. I feel like that would fit in well with my AI mod. I mostly made the suspects less accurate at range and while moving, but faster-firing and deadly accurate at cqc ranges. I just want people to not get insta-dumpstered by a lucky headshot at range, since I upped the fire rate lol.

      EDIT: It would be acceptable to also give suspects with helmets this same buff, too. An alternative could be helmets that never break, but allow a certain amount of damage to passthrough them. That would let us tweak how many hits you get before you die, and would achieve the same end. Just a thought I had. If you need any other info, I'll check back here daily until you reply. I really appreciate the help if you can do this!
    3. BlackRock1207
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      So helmets use a system to block a number of shots, all helmets by default stop 1 round of any kind and the face mask blocks 2 rounds of any kind. With that being the case, would something like tripling those values be to your satisfaction?
    4. Slayman3909
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      I think that would be perfect!
  3. quandan113
    quandan113
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    What's happen to OPSteel option please ?
    1. BlackRock1207
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      It feels unneeded with the OP durability mod file. Use that file and run ceramics, it has no movement penalty and makes you able to eat ~20 rounds without losing any health. 
  4. sonofthemotherlover
    sonofthemotherlover
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    Love these armor enhancements. Is it okay to extend the OP armor mod? Strengthening all plate durability by 10x more and boosting damage reduction a bit? 'cause it is a bit vulnerable when fighting against Max AI mod.
    1. BlackRock1207
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      So while I unfortunately couldn't increase the durability (except for ceramic). I could increase the minimum damage reduction values if you'd like a version where armor doesn't degrade quite as much, if that would be more to your liking.

      Kevlar and Steel both never 'break' they just degrade with damage taken.
    2. sonofthemotherlover
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      absolutely =D
      Can you boost the ceramic durability, and minimum damage reduction values of both Kevlar and Steel?
    3. BlackRock1207
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      I made a buffed version and you can find it in the optional files! Should be much stronger without being totally ridiculous lol
    4. sonofthemotherlover
      sonofthemotherlover
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      Thank you very much. Rolling with the ceramic plate more often now
  5. thejack4pack
    thejack4pack
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    is it possible to make aversion with steel that will spall against big shots moving fast like 308, but not a pistol, and ceramic that can take 5-8 shots. not sure how then pen stuff works but yee cool mod
    1. BlackRock1207
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      Ceramic takes 5 shots with my mod already. Spalling is purely chance based. The spalling is also implemented in a really stupid way imho. I gave an explanation of how it works to another commenter.
  6. LucSonBat
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    Neat mod, but I have an idea to make it more authentic to what real SWAT teams would use and to improve realism. Doubt it's possible, but still gonna ask:

    What if you made an optional file/variant where ceramic is a bit better (NIJ RF3/NIJ IV, although dunno if you can specifically adjust what rounds it can stop), steel spall is still 100% (as it is in real life) and potentially make the spall more lethal, and Kevlar is way lighter than both and can only stop pistol 9mm? (From my experience SMGs don't penetrate Kevlar ingame unlike irl where it definitely could)
    1. BlackRock1207
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      The issue with the 'spalling' in this game is that it literally turns you into a grenade... that doesn't happen in 'real life' so I disabled it. I'll explain it fully for clarity. If you take a round while wearing steel in this game, and it hits the steel, then the game creates a low damage area of effect around your character (I think it's like 0.5 meters big). It's absurd and has completely departed from the realm of reality. 

      Everything else you're asking for is already in the mod except for kevlar stopping smgs. That part I can't do much about. Despite ceramic's description in game, it still blocks every round. Both steel and ceramic have literally the same protection rating. The description was put in when it used to be weaker than steel. With 1.0 Ceramic is just as good as steel. The only difference between them is that ceramic breaks with 4 hits. With my mod it takes 5 for them to break. Steel never breaks and blocks 80% of the damage received. Kevlar never breaks and blocks 50% of the damage received. Ceramics provide complete 100% damage blocked. Once ceramic breaks, your "plate" goes back to kevlar. Kevlar is automatically provided where ever you don't assign a ceramic or steel plate. So if you choose front only, then you have kevlar encasing the rest of you. Exception to light vests, which can't hold any side armor... even if you select it in the loadout...

      And for the record, I've literally never seen anyone use steel plates irl. Not just because of the fragmentation but because it's stupid heavy. Most steel plates today come with "fraglock" which mitigates spalling significantly. It's still not worth running those plates imho and given their lack of use, I think most agree it's stupid. My agency provided us with exclusively ceramic plates for our carriers. The only reason I can see for steel is that it's cheaper. I've seen a lot of people go for UHMWPE plates for their carriers because it's extremely light and provides great protection. Personally I'd rather those be in the game in lieu of steel.
  7. jonexhd
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    I'm kinda shocked. The veterans in the hotel can take me out with the OP version mod in like 5 shots... Should I use ceramic plates instead of the steel ones?
    1. BlackRock1207
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      The steel plates have only had their movement penalty increased and their spalling chance cut in half. The OP version of the mod removes the movement penalty completely. Neither version will increase the effectiveness of that material.

      Steel provides a flat ~80% damage reduction to every bullet, and will never break. Ceramic will completely negate the damage taken but breaks after being hit 4 times in vanilla or 5 times with my mod. You are not intended to take multiple hits and survive in this game

      If you're frustrated with the enemies in the game, I highly recommend using an AI mod, as the vanilla AI are.... WIP....
      Ultimately the suspect AI parameters currently contain some errors. While I've fixed those errors with my own personal AI mod, I have not publicly released it. I mostly have avoided making it public because there are tons of AI mods to choose from, so I feel it would be pretty moot. That said, I would be open to making an AI mod that is vanilla minus the errors as I could see that being unique/interesting
    2. shotgun509
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      I think an error fixing mod would be really good actually. I've seen that apparently breaching tools can actually increase suspect morale? It'd at least be useful to give more feedback to the devs about AI if we can face AI that aren't buffed by obvious errors.
    3. BlackRock1207
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      Done, you can find it here: https://www.nexusmods.com/readyornot/mods/3203
    4. jonexhd
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      So the total defense after using this mod is actually decreased? Alright...
    5. BlackRock1207
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      No, the ceramics can take one additional hit... The rest of the 'defense' is unchanged...
  8. kaneqc
    kaneqc
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    Thanks very much, may I trouble you to add a OP ceramic version (durability 3X)? Thanks!
  9. kranjer
    kranjer
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    Great man, thank you. 
    1. BlackRock1207
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      Glad you're liking the mod!!
  10. CYWNightmare
    CYWNightmare
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    Awesome Mod! What are the odds you could make a version where Steel plates don't weigh you down at all?
    1. BlackRock1207
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      I'll make it an optional file!