So... did you miss me? ;)< GROUNDED IN REALISM > Joining together a re-balanced AI mod and an overhauled movement mod, with additions, this gameplay suite will make RoN feel like an improved gameWe're using experience gathered in roughly 20
Jug's Gameplay Review v8.0 betaPart 1: AI Mod + Movement Mod + Sights Mod
Part 2: Elite ArmoryI missed you too <3
IMPORTANT: DLC3The AI file is now a standalone difficulty. This way, you can keep all 3 vanilla AI configurations, so it's easier to compare and see how dogshit they all are! LOL
To install, just drop the files on the paks folder. To activate it ingame, check the upper right box for the difficulty settings on the mission selector screen.
Choose "JugsAI".
Done!
The AI file affects both SWAT and Suspects. SWAT will still be stupid, but they'll be better shots. Cover them and they'll (mostly) cover you.
Thx to Curlhatt for testing
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Description:< GROUNDED IN REALISM >
Jug's Gameplay Review is a comprehensive mod for
Ready or Not, focused on refining gameplay systems with an emphasis on realism and challenge. This mod series is rooted in the author's extensive experience with tactical shooters since the genre's inception with
1998 Tom Clancy's Rainbow Six.
1.1 AI ModThe AI module refines enemy behaviors to create a human-like, tactical and immersive experience.
Key Features:- Realistic Visibility and Reactions: Enemies have refined vision cones and reaction times. Players can now approach enemies stealthily if undetected.
- Enhanced Tactics: AI will flank, take cover, suppress, ambush (deep corners, etc.), and maintain defensive lines with more realistic behavior.
- Morale-Based Decisions: Enemies will demonstrate self-preservation, with a greater likelihood of surrendering or retreating under stress.
- Improved Accuracy Settings: Per-map accuracy balancing ensures professionals are deadly accurate, while low-level thugs miss more frequently. This will change their lethality at a distance. Expect close encounters to be deadly.
- Dynamic Hostage Situations: Hostage takers will engage in standoffs, demanding careful tactical resolutions.
- Deceptive Behavior: Surrendered suspects may attempt to flee or attack if not restrained quickly.
- PROBLEM SOLVED | Tracking and shooting through cover: Suspects will act as humans, minimizing the dreaded vanilla feature of getting shot through cover by a wallhacking enemy. They will still try to hit you if you retreat back, but inside smart parameters, also minding the fact that their ammo is not infinite.
- PROBLEM SOLVED | Suspects never surrendering and suicide charges: This mod limits the max morale to all suspects and deeply rebalances (and corrects) the morale modifiers, making contacts work as they should. No more suspects accumulating in the Fatal Funnel. Also, cornered enemies will surrender. You may need to approach and bash them a couple of times though. Enjoy ;)
- PROBLEM SOLVED | Bunny Hopping: The accuracy penalty for suspects shooting while moving has been greatly increased. But.. what can I say. Sometimes you're just out of luck.
1.2 Movement ModThis module addresses one of the most crucial systems in any 3D game: movement. It is designed to enhance realism and fluidity while maintaining the challenge of CQB combat.
Key Features:- Faster Overall Speeds: Movement in general has been made slightly faster for improved responsiveness. Check "IMPORTANT" below.
- Increased Lean-Walking Speed: Peeking around corners is now quicker and more efficient.
- Adjusted Acceleration and Deceleration: Smoother transitions between movement states for better control.
- Reduced Backward Speed: Encourages realistic tactics and positioning. Going backwards is harder IRL than it seems in a game.
- Increased Speed Penalties: Leg injuries and carrying people will impose greater movement restrictions. Not as much as it would be realistic, but more than vanilla.
- Smaller Collision Cylinder: Improved navigation through tight spaces.
- Higher Stepping Height: Enables traversal over short obstacles with ease.
- Reduced Suppression Effects: Less camera shake and faster recovery improve situational awareness.
- Reduced Idle Camera Shake: Just a correction to yet another overdone feature by Void.
- Extended Melee Range and Yell Radius: Increases effectiveness of up-close actions.
- Streamlined Vest Slots: Unified slot count of 18 for all armored vests (14 for stab vests or no armor).
- High Lethality Adjustments: Reduced armor protection for a correct tactical challenge.
IMPORTANT: Use the "Allow Sprint" mod for full movement freedom. Suggested speed values: 335 (RunSpeed) and 555 (LowReadyRunSpeed).
Without that mod, you'll have 360 as Run Speed, for an intermediate basic solution.
When playing MP, all players must have both movement mods with the same settings.
1.3 Sights ModOptimized for holographic and reflex sights, this module enhances aiming speed and field of view.
Key Features:- Faster ADS: Speed up your aim-down-sights transition for close-quarters combat.
- Reduced Zoom: Maintain situational awareness while aiming.
2. Elite ArmoryThe weapons module of the mod introduces highly curated adjustments to individual firearms, starting with the ARN-18. This module ensures weapons perform as they would in the hands of elite operators. Each weapon mod is released separately and is fully compatible with other mods unless directly conflicting.
Features for ARN-18:- Reduced recoil and inertia.
- Realistic rate of fire.
- Excellent handling when firing 'from the hip' (point shooting)
- Less added recoil with an injured arm (but now it will affect your handling when ADS too!)
- Optimized ADS and scope rail positioning.
- Custom low-signature sound.
Upcoming Releases:
Other weapons will be added over time. For unmodded weapons, the "Gunfighter" mod is recommended for compatibility.
Installation Instructions:- Download the mod files.
- Place the files into the 'Paks' folder of the game, located at:
...steamapps\common\Ready Or Not\ReadyOrNot\Content\Paks - Ensure proper load order by using higher numbers in the filename for priority.
Compatibility:Jug's Gameplay Review v7.0 is compatible with other mods that do not modify the same aspects. Load order may affect compatibility. The pakchunck number of the provided modules should make the mod work with most other mods. Jug's modules should always load
after the other mods.
Changelog JGR V7.0AI Mod:
- Added per-map accuracy balancing for realism.
- Another pass on suspects' accuracy, making them just a ltl less accurate (while i enjoy the punishment, it did feel just a ltl 'too much'). A good balance for the added lethality. See below.
Movement Mod:
- Adjusted movement speeds and penalties for injuries and carrying.
- Streamlined vest slot rules for all armor types.
- High lethality adjustments for reduced armor protection.
Sights Mod:
- Introduced faster ADS and reduced zoom (when on) for holographic sights.
Elite Armory:
- Continued release of weapon-specific tweaks, starting with the covert ARN-18
Credits:
Author: Jugulator01
YouTube:
Jugulator01Support/Contact:Support and contact are available via the official channels on the platforms where the mod is hosted.
Appendix:Custom Maps with individual settings by the AI module:
[Northside_Vending_Remaster]
[Children_Of_Taronne_Tenement_Remaster]
[Victory_Imports_Remaster]
[St_Michaels_Medical_Center_Remaster]
[Red_Library_Remaster]
[sky _ tower _ remaster]
[Saint Paulasylum]
[Metro_Station]
[Hideout]
[Gas Station Bomb]
[Gas Station Raid]
Default settings for
other custom maps:
MinCivilians = 5
MinSuspects = 15
MaxCivilians = 10
MaxSuspects = 18
MaxRoamers = 6
(if it's a decently sized map, those settings will work fine. If you want to use the map's AI file, give it a pakchunk number higher than the AI mod - you'll deal with vanilla AI then. Ew =P )