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Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
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Changelogs
Version 1.2.1
- Fixed a bug where suspects would have the long tactical as a weapon
- Replaced the text of the "No Long Tactical" item from "None" to "No Long Tactical"
- Replaced which item the "No Long Tactical" item uses. It now uses the Early Access Taser (Secondary_Taser_V2)
Version 1.2
- Fixed the Rubberband Issue when using the "No Long Tactical" option
- Fixed all broken closet hiding spots
- Removed the broken bed hiding spot on Penthouse that would make the mission not completable (It was way to broken to fix)
Version 1.1
- Added the ability to remove the primary weapon (You will always spawn in with a M4A1, that is a limitation of Ready Or Not's current Weapon system, the primary gets removed when you switch to a different item)
- Added the ability to remove the secondary weapon
- Added the ability to remove the long tactical item
Version 1.0.1
- Changed the Shortcut to remove bots from Shift+O to the "Home/Pos1" button - Fixed a issue when every player was dead except the AI's, the mission won't end
Note: Still investigating the issue with Trailer AI's taking ages to spawn
Version 1.0.0
Initial Release
This mod basically just fixes some of the bugs Ready Or Not has not fixed yet in the game while adding some Quality of Life additions
YOU NEED TO ENABLE THE MOD IN THE INGAME MENU MODS TAB!!!
Here is a list of every change the mod does:
Fixes some spawn points not working correctly for example the second spawn on Brisa Cove
Fixes Trailer SWAT guys not spawning in multiplayer lobbies
Fixes all closet hiding spots for AI modders so AI's can't get stuck anymore in closets they hide
Fixes/Removed Penthouse Hiding Spots that were broken and made missions not completable
Added Exfiltration Points where you can exfiltrate on missions that seem not winnable or end missions early (ONLY THE HOST CAN USE THE EXFILTRATION BUTTON)
Added SWAT AI's in multiplayer that can be controlled by ONLY THE HOST like you would play in single player
Added the ability to remove the primary, secondary & long tactical item if you wish to do so
Note: If you wish to remove the bots in your multiplayer lobbies then you can use the keyboard key "Home/Pos1" in game at the same time to remove the bots from your current game
Please keep in mind there are some limitations with this mod which as:
- You need to setup the bots you want to use in the "Practice" mode of the singleplayer - Trailer guys sometimes take a long time to spawn - Once the host died, the AI can't be controlled anymore - Due to how Ready Or Not's Weapon System works, you will always spawn in with a M4A1 if you have no primary equipped. Switching to any other item will removes the primary again (The only workaround for this is to make the last command "Fall in" which then follows the new squad leader after the host dies)