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silvadagga

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silvadagga

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About this mod

This mod changes various attributes of AI to create a realistic and immersive playthrough. Your tactics, teamwork, and valor will be tested.

Permissions and credits
Immersive AI
(Dark Waters Update)

Important:

This mod has 3 versions: a main version, a max suspects version, and a vanilla suspects version, all with options to remove traps.

Please read the instructions on how to correctly install/uninstall in order to avoid issues. You can find instructions at the end of this page.

Check out my other mods: 
Task Force Dagger Camo
Immersive TOC
Silent Mods
 
YouTube Series:
Ready or Not Mod Showcases


Join Task Force Dagger and the community:
Task Force Dagger discord server



AI Modifications:

Suspect/Civilian Counts:
In the main version, suspect counts have been increased and scaled to each map/mission. The suspect count for the max suspects version has been set to the highest possible number, while the vanilla suspects version leaves suspect counts as is. All versions scale civilian counts to each map/mission. Note that higher suspect counts demands more performance from your computer.

Thank You, Come Again (gas): 9 suspects, 7-12 civilians
23 Megabytes A Second (streamer): 9 suspects, 3-5 civilians
Twisted Nerve (meth): 15 suspects, 5-7 civilians
The Spider (agency): 10 suspects, 4-6 civilians
A Lethal Obsession (ridgeline): 4 suspects, 0 civilians
Ides of March (penthouse): 20 suspects, 3-7 civilians
Sinuous Trail (datacenter): 20 suspects, 5-7 civilians
Ends of the Earth (beachfront): 4 suspects, 2 civilians
Greased Palms (importer): 22 suspects, 5-6 civilians
Valley of the Dolls (Valley): 25 suspects, 8-9 civilians
Elephant (campus): 4 suspects, 12-16 civilians
Rust Belt (coyote): 30 suspects, 2-3 civilians
Sins of the Father (sins): 20 suspects, 4-8 civilians
Neon Tomb (club): 23 suspects, 6-9 civilians
Buy Cheap, Buy Twice (dealer): 22 suspects, 7-10 civilians
Carriers of the Vine (farm): 19 suspects, 4-6 civilians
Relapse (hospital): 30 suspects, 11-12 civilians
Hide and Seek (port): 30 suspects, 6-10 civilians

Dorms: 11 suspects, 6-8 civilians
Narcos: 12 suspects, 5-6 civilians
Lawmaker: 13 suspects, 6-7 civilians

Mirage At Sea: 15 suspects, 8-10 civilians
Leviathan: 22 suspects, 11-13 civilians
Letter Triad: 29 suspects, 1 civilian


Reaction Time/Delays:
Various attributes of suspects, SWAT, and civilians have been modified to simulate realistic metrics. Note that there are other variables besides reaction time that affects how fast a suspect/SWAT is able to shoot. All attributes have been weighed to have a balanced and realistic delay before shooting. Suspects have dynamic values and SWAT has consistent values to simulate SWAT having consistent training. Alerted suspects who are holding angles/expecting SWAT will shoot faster than a suspect who is unalert/not prepared to fight.

Visual Reaction Time:
suspects: unalerted=300ms, suspicious=201ms, alerted=99ms
SWAT: 125ms
civilians: unalerted=300ms, alerted=201ms

Audio Reaction Time:
suspects: unalerted=150ms, suspicious=100ms, alerted=50ms
SWAT: 75ms
civilians: unalerted=150ms, alerted=100ms.

Required Time Spent On Target (simulates target identifying):
suspects: 150ms
SWAT: 75ms

Delay Time With Weapon Up Before Firing (simulates lining up sights on target):
suspects: 150ms
SWAT: 100ms

Accuracy/Health/Damage:
Accuracy for suspects and SWAT have been modified to account for different firearm expertise. SWAT got an accuracy buff (considering SWAT AI and yourself are heavily outnumbered, but better trained). Suspects are categorized into 3 types: amateur criminals (example: gas station robbers), professional criminals (example: Los Locos gang members), and trained criminals (example: military veterans/terrorists). A suspect's accuracy is determined by their type, amateur criminals being the least accurate and trained criminals being the most. Suspect's and SWAT's accuracy has been slightly decreased for targets that are moving perpendicular to the shooter (the faster the lateral movement, the less accurate the shooter will be).

Health stats have been balanced across suspects, SWAT, and civilians. All suspects, SWAT, and civilians have 160HP. The damage cap was increased to 80HP, which allows for a realistic damage model for suspects and SWAT. Body armor can absorb a few bullets, but will leave you exposed once compromised. A single bullet to the head/upper neck is lethal. A few bullets to center mass vitals are lethal (with no armor or with compromised plates). Damage is reduced as bullets impact towards to the body's extremities. For example, bullets to the shoulder do less damage than to an exposed chest, but still do more damage than getting shot in the arm. Excessive/accumulated damage to a limb can still be lethal.

More Changes:
There were a plethora of other changes made to the AI, but these are a few:

Suspect surrender chance scaled to suspect type.
Roamers (suspects looking for SWAT) have been increased.
The time before an active shooter can start shooting has been decreased.
Bomb timers scaled to map size and suspect count.
Bomb timer low warnings set at t-02:00, t-01:15, and t-00:30.
Gunshots have a greater effect on suspect stress levels (suspects are alerted faster with gunshots).
Suspect hesitation chance depends on suspect type and hesitation time has been decreased.
Suspect morale has been adjusted to suspect type/mission. For example, a show of force (door breach, non lethal, muzzle bash) has different effectiveness on a suspect's morale depending on their type.
Increased the chance of suspects to fake surrender.
Increased trap counts on maps that have traps, and increased the maximum number of traps suspects can place during a mission..
Slightly increased the vision cone for all AI.
Decreased the suspect push/flank/search cooldown.
Increased number of suspects who flee.
Suspects reload speed adjusted to stress level/suspect type.
Suspects have infinite world abilities.
Increased suspect conceal weapon chance for specific suspects on certain missions.
Increased number of melee suspects on certain maps.
And more...


Change Log:

April 18, 2025:
- Immersive AI Vanilla Suspects v1.6 mod file updated to v1.7, which fixed a bug.
- Immersive AI Vanilla Suspects (No Traps) v1.6 mod file updated to v1.7, which fixed a bug.
- Immersive AI Max Suspects v1.6 mod file updated to v1.7, which fixed a bug.
- Immersive AI Max Suspects (No Traps) v1.6 mod file updated to v1.7, which fixed a bug.
- Immersive AI v1.6 mod file updated to v1.7, which fixed a bug.
- Immersive AI (No Traps) v1.6 mod file updated to v1.7, which fixed a bug.


April 13, 2025:
- Immersive AI Vanilla Suspects v1.5 mod file updated to v1.6, which adds Dark Waters DLC maps.
- Immersive AI Vanilla Suspects (No Traps) v1.5 mod file updated to v1.6, which adds Dark Waters DLC maps.
- Immersive AI Max Suspects v1.5 mod file updated to v1.6, which adds Dark Waters DLC maps.
- Immersive AI Max Suspects (No Traps) v1.5 mod file updated to v1.6, which adds Dark Waters DLC maps.
- Immersive AI v1.5 mod file updated to v1.6, which adds Dark Waters DLC maps.
- Immersive AI (No Traps) v1.5 mod file updated to v1.6, which adds Dark Waters DLC maps.


August 24, 2024:
- Immersive AI Vanilla Suspects v1.4 mod file updated to v1.5, which adjusts suspect surrender chance to suspect type.
- Immersive AI Vanilla Suspects (No Traps) v1.4 mod file updated to v1.5, which adjusts suspect surrender chance to suspect type.
- Immersive AI Max Suspects v1.4 mod file updated to v1.5, which adjusts suspect surrender chance to suspect type.
- Immersive AI Max Suspects (No Traps) v1.4 mod file updated to v1.5, which adjusts suspect surrender chance to suspect type.
- Immersive AI v1.4 mod file updated to v1.5, which adjusts suspect surrender chance to suspect type and suspect counts.
- Immersive AI (No Traps) v1.4 mod file updated to v1.5, which adjusts suspect surrender chance to suspect type and suspect counts.


August 17, 2024:

- Immersive AI Vanilla Suspects v1.4 mod file updated to correct file.

August 15, 2024:

- Immersive AI Vanilla Suspects v1.4 mod added.
- Immersive AI Vanilla Suspects (No Traps) v1.4 mod added.


August 12, 2024:
- Immersive AI Max Suspects v1.4 mod added.
- Immersive AI Max Suspects (No Traps) v1.4 mod added.
- Immersive AI v1.3 updated to v1.4, which adjusts suspect counts, suspect reload speed, active shooter start time, increased melee suspects, increased suspect conceal weapon chance, and gave suspects infinite world abilities.
- Immersive AI (No Traps) v1.3 updated to v1.4, which adjusts suspect counts, suspect reload speed, active shooter start time, increased melee suspects, increased suspect conceal weapon chance, and gave suspects infinite world abilities.


August 9, 2024:

- Immersive AI v1.2 updated to v1.3, which adjusts bomb timers/warnings and slightly increased suspect counts.
- Immersive AI (No Traps) v1.2 updated to v1.3, which adjusts bomb timers/warnings and slightly increased suspect counts.


August 8, 2024:
- Immersive AI v1.1 updated to v1.2, which increases number of traps suspects can place, adjusts civilian count on club map, decreased push/flank/investigate cooldowns, increased roamers, and increased number of suspects who flee.
- Immersive AI (No Traps) v1.1 updated to v1.2, adjusts civilian count on club map, decreased push/flank/investigate cooldowns, increased roamers, and increased number of suspects who flee.


August 7, 2024:
- Immersive AI v1.0 updated to v1.1, which increases trap counts, increases the suspect fake surrender chance, and adjusts when suspects search for cover.
- Immersive AI (No Traps)  v1.0 updated to v1.1, which increases the suspect fake surrender chance and adjusts when suspects search for cover.
- Immersive AI v1.0 mod added.
- Immersive AI (No Traps) v1.0 mod added.




Installation Video Tutorial:

YouTube: How to Install Mods and Voice Overs for Ready or Not


How To Install:

1. Locate the game's "Paks" folder in the game files. To do this, go to your steam library and right click the Ready or Not game.
Click manage, then browse local files. Click on the "ReadyOrNot" folder, then "Content" folder, then locate the "Paks" folder.
Usually in a path like this "C:\Program Files (x86)\Steam\steamapps\common\Ready Or Not\ReadyOrNot\Content\Paks". I recommend
saving a shortcut to the "Content" folder for faster navigation. This is where you can find the respective folders to
manually install mods.


2. Place the mod's .pak file in the "Paks" folder.


How To Uninstall:

1. Just remove the mod's .pak file from the "Paks" folder, or simply delete the file.




Recommended Mods:

Gunfighter Gameplay Improvement
 - This mod is aiming to provide a realistic gunfight experience in theory(based on gameplay), covering some CQB concepts and tactical thinking in recent years.

Disable Enable AI SWATs arresting and collecting - This mod allow you to Enable/Disable SWAT AI arresting & collecting.

No Mercy for Terrorists - Relaxed ROE - Changes rules of engagement so you no longer need to take the suspects alive, or bother with shouting before opening fire.

No Stress for SWAT - Increases therapy slots in Commander mode, as well as granting increased passive stress loss.

No Suppression for SWAT - Removes suppression blur and camera shake for player.

No Rescue All Civilians - Removes the "Rescue All Civilians" objective requirement before you can soft-complete the mission.

No Scoring Penalties - Removes all scoring penalties and bonus requirements.

Less Aim Sway - Reduce aim sway.

Allow Sprint - Changes the player's running speed and the running speed in Low/High Ready state.

Silent Mods - These audio immersive mods allow you to silence ROE voice lines, yells for compliance, police references, and more! Special Forces and lone wolf playthroughs are possible with this mod.




*Please report any bugs you encounter in the bugs section. Feel free to ask any questions or comment feedback in the posts section.*