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Duke49th

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Duke49th2

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  1. Duke49th2
    Duke49th2
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    Update: Monday, Dec 18th (my timezone)  - I am now busy again working. Sorry if I will not be able to respond to comments or do any more changes. Let's see the hotfix that will likely come this week and what it will change. If ever, I can check here and on the config by next week. Check Ready or Not discord for more infos on changes of AI or better mods :)

    In fact, I think you should check this guys Mod, without him, I would have not been able to make this one.
    No crack for AI - Just say NO
  2. zuizs
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    can you make it so suspects on elephant, tomb and relapse to be more suicidal (maybe for volt and brix to?)

    cuz if i knew i was surrounded by cops in a school and know im not getting out i would just end it lol
    1. Duke49th2
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      Sorry, the internal names of missions are different. I am not sure which they are. But you can change the settings yourself if you really need it.
      Check this guys version:

      https://www.nexusmods.com/readyornot/mods/3169

      He has the config file for download and also a link to a website to pack the file as a pak file.
  3. CazzJann
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    Ridiculous that the devs still don't understand that reactions are made up of reaction time and thinking time. It feels like the AI are just fighting each other in the vanilla game, able to see through objects that don't have a physical hitbox and can snap onto you after seeing the tiniest pixel of the player. They really did a 2 second google search.

    It feels like they've barely actually played their own game besides testing AI interactions.

    Like its definitely improved but it still feels like it should be in alpha.
    1. Duke49th2
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      Funny is, even if that would be, the SuspectAI has only 100ms, twice as fast as a human, if alerted lol.
      And yes. Absolutely correct. There is a difference between pure reaction (visual stimulus) and processing+reaction.

      If you're interested you can test your own processing+reaction time in this test. I get around 550-600ms.
      Here: Processing+Reaction Test
  4. darkrobinhood
    darkrobinhood
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    This mod saved the game. Thank you!

    What where the devs thinking?!
    1. Duke49th2
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      Thanks.
      Looking at the "errors" I start to think they included the wrong file. I doubt these mistakes were on purpose.
  5. rodrigoxm49
    rodrigoxm49
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    I like your mod very much, but I tweaked some things to my tast unpacking the pak file. But I have absolutely no idea how to pack it again in a .pak file. Can you help? These was my changes:

    SuspectSightStimulusReactionTime = 0.6
    SuspectSoundStimulusReactionTime = 0.4
    SuspectDamageStimulusReactionTime = 0.3
    CivilianSightStimulusReactionTime = 0.65
    SuspectAccuracy = 2.5 (I like more gunfight when we're far from AI)
    1. Duke49th2
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      Upload to this site (click modify existing mod) and then click "Generate Mod". But don't try to change any values there on the website, since it is still not up to date for 1.0 - but it works for packing it as a pak mod file.

      About accuracy, the longer the distance, the more inaccurate they will be. There is a value for that in the config. I don't recall the name. Something with distance.
      Maybe you like that more, than the overall accuracy. Just as a tip.
  6. CoolNight3
    CoolNight3
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    Great mod for non-lethal run as they are less stubborn compared to vanilla. Overall, I had a good time with it but there is one funny anomaly like this. 
    1. Duke49th2
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      Yeah the AI has blackouts lol. But thats not due to my modification. That's just bugged AI.
  7. vovobrocho
    vovobrocho
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    Hi friend, first of all thanks for the work, really liked your AI configs the game is hard but fair which is just perfect in my opinion. you asked another user about suspect morale, in my game the suspects don't surrender so easily it takes a flashbang/cs gas to make them comply, i personally like that way.
    im using 1.0 version
    1. ltjester2002
      ltjester2002
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      He's just such a coding wizard he added lots of personality types to different AI. This guy was from a small Amish village and his only movie he watched was Guardians of the Galaxy. He believed like Drax, that you're invisible if you don't move. Like Drax, he was wrong.
    2. Duke49th2
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      Hi. Yes they don't surrender automatically. But overall I thought they give up a tiny bit too easy.
  8. whattheshmitty
    whattheshmitty
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    Does this effect your swat AI teammates?
    1. Duke49th2
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      Just slightly.
  9. imhunsoo
    imhunsoo
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    Very good mod but 
    This mod swat ai reduced too
    And still AI wallshot and ESP thing
    1. Duke49th2
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      Just slightly. I even slightly increased the abilities of Swat AI, not reduced them.
      Although, maybe the ability what they can see. That value seems to be global. But hey, no wallhack for enemy, no wallhack for Swat :)
  10. onewithoutaplan
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    noticeable improvement in suspects surrendering after getting flashbanged, cs gas'd  or taser'd. thanks for the work man
    1. Duke49th2
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      Thanks. Good to know it helped.

      Question. Do you think they give up a bit too quick?

      I am thinking to increase the minimum morale just a bit so they are a bit more stoic.
    2. onewithoutaplan
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      nah some of them still shoot if after getting flashbang'd or sprayed so i'd say its great

      edit: idk if you changed anything in the 2nd version, but suspects started shooting immediately in the hospital mission
    3. Duke49th2
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      Have only changed minimum Morale to 0.35 from 0.2
      But that they immediately shoot, is because of the AI, not my change.