Tweaked and tested with randoms for immersive and realistic gameplay.
Now a random team should be able to clear most missions (drug house, car dealership and gas station at least) with some solid teamwork (by random team standards).

Ready or Not AI Mod Configuration

First of all thanks to Kronzky’s spreadsheet I was able to tweak the parameters relatively quick.

I have been tweaking and testing with randoms for some time now. Most teams should now be able to clear most missions from my experience if they are not too sloppy and work as a team.

Now with the following configuration the suspects :

– Have a more reasonable health.
– Have average human reaction time.
– Are still deadly up close but their accuracy drops over distance.
– Are more likely to seek cover and run away when they see you.
– Are more likely to roam in the map instead of staying where they are like a dummy.
– Are more likely to hurt and suppress you instead of outright aimbot you with OHKs. (They still headshot you sometimes by chance as in real life).

There are also more of them now (compared to vanilla) to keep you busy (so watch your ammo).

You may see more variety in the behaviors of suspects and civilians over time (e.g. fake surrender, go back to do their own thing after a while if you forget to cuff them etc) but that’s not because I tweaked their behaviors. It’s simply due to the fact that you now spend less time instantly killed by the AIs.

——————————————–

Here is the ini. Only the host needs to have the AI mod for it to work.
Have FUN !

[Global]
 ASTimeBetweenTargetingCivilians = 3.0
 ASTimeBeforeTargetingFirstCivilian = 35.0
 BTTimeUntilBombExplodes = 720
 BTMaxBombs = 2
 BTMaxDistanceFromSelectedBombs = 2500.0
 HRMaxDistanceFromSelectedSpawner = 1500.0
 HRMaxRoamers=2
 
 PolicePresenceDecayTime = 40.0
 
 SuspectHealth=120.0
 SwatHealth=250.0
 CivilianHealth=80.0
 
 UnalertedSightRange=3000
 AlertedSightRange=6000
 UnalertedPerceptionHalfAngle=90
 AlertedPerceptionHalfAngle=160
 
 MaxCivilians=6
 MaxSuspects=20
 MaxRoamers=3
 
 SuspectAccuracy=5.0
 
 SuspectDefaultFireRate=1.0
 
 SuspectRifleFireRate=0.175
 SuspectRifleFireRateDeviation=(X=-0.25,Y=0.5)
 SuspectSMGFireRate=0.1
 SuspectSMGFireRateDeviation=(X=0.0,Y=0.5)
 SuspectPistolFireRate=0.2
 SuspectPistolFireRateDeviation=(X=0.0,Y=2.0)
 SuspectShotgunFireRate=0.5
 SuspectShotgunFireRateDeviation=(X=0.0,Y=0.5)
 SuspectAccuracyLostPerMeter=1.00
 SuspectAccuracyLostPerMeterSecond = 1.3
 
 SuspectTimeWithWeaponUpBeforeFiring=2.0 ; A value in seconds
 
 SuspectCoverEvaluationCooldown=10.0
 
 SuspectTrackLastKnownPositionTime = 30.0
 RequiredTimeSpentOnTarget = 0.3
 
 SuspectMoraleMediumReload=0.5 ;If morale goes below this use the medium reload speed
 SuspectMoraleLowReload=0.3 ;If morale goes below this use te slow reload speed
 
 AIStunDuration = 16.0
 BeanbagStunDuration = 3.0
 
 MinMorale=0.30 ; A value from 0.0 to 1.0
 MaxMorale=1.0 ; A value from 0.0 to 1.0
 
 KickDoorMorale=0.25
 KillEnemyMorale=-0.75
 GrenadeDetonateMorale=-0.5
 BeanbagShotgunMorale=-0.5
 PepperballMorale=-0.5
 TaserMorale =-1.0
 BashMorale = -0.5
 C2Morale = -0.75
 
 StunHealth = 100
 GrenadeStunDamage = 100
 BeanbagShotgunStunDamage = 100
 PepperballStunDamage = 25
 TaserStunDamage = 100
 
 MinFlees=-1
 MaxFlees=2
 
 MaxTraps=3
 TrapType=Flashbang
 
 MaxLockedDoorsPercentage = 0.225
 MaxOpenDoorsPercentage = 0.075
 
 NoExitChanceToSurrender=0.50
 NoExitChanceToFakeSurrender=0.25
 NoExitChanceToGoArmedAndDangerous=0.2
 
 NoExitTimeToHesitateSuspectArmed=1.0
 NoExitTimeToHesitateSuspectUnarmed=5.0
 NoExitTimeToHesitateUnarmed=10.0
 
 SuspectChanceToSpawnWithNoWeapon=0.2
 
 TimeToFireAtDoorAfterKick=5.0
 
 SwatAccuracy=1.0
 SwatTimeWithWeaponUpBeforeFiring=0.1 ; A value in seconds
 
 SwatRifleFireRate=0.175
 SwatRifleFireRateDeviation=(X=-0.25,Y=0.5)
 SwatSMGFireRate=0.1
 SwatSMGFireRateDeviation=(X=0.0,Y=0.5)
 SwatPistolFireRate=0.2
 SwatPistolFireRateDeviation=(X=0.0,Y=2.0)
 SwatShotgunFireRate=0.5
 SwatShotgunFireRateDeviation=(X=0.0,Y=0.5)
 SwatLessLethalFireRate=1.0
 SwatLessLethalFireRateDeviation=(X=0.0,Y=0.5)
 SwatAccuracyLostPerMeter=0.0
 
 SwatCoverEvaluationCooldown=2.0
 SwatTrackLastKnownPositionTime = 5.0
 
 SwatDoorLockpickDistance=70.0
 SwatDoorKickDistance=50.0
 SwatDoorShotgunDistance=50.0
 SwatDoorC2PlaceDistance=80.0
 SwatDoorTrapDisarmDistance=70.0
 SwatDoorMirrorDistance=70.0
 SwatDoorWedgeDistance=50.0
 SwatDoorOpenDistance=25.0 ; For Open/Close Door command
 
 MaxDoorInteractionDistance=1000.0
 
 [Lobby_V2]
 NoExitChanceToSurrender=0.0
 NoExitChanceToFakeSurrender=0.0
 NoExitChanceToGoArmedAndDangerous=0.0
 MaxMorale=0.0
 
 [ron_wb_combat_01a_BarricadedSuspects]
 MinMorale=0.7
 
 [RoN_Meth_Core_BarricadedSuspects]
 MaxTraps = 0
 
 [RoN_Dealer_Core_BarricadedSuspects]
 
 [RoN_Gas_Core_BombThreat]
 
 [RoN_Gas_Core_ActiveShooter]
 
 [RoN_Gas_Core_HostageRescue]
 
 [RoN_Gas_Core_BarricadedSuspects]
 MaxTraps = 0
 
 [RoN_Gas_Core_Raid]
 
 [RoN_Port_Core_HostageRescue]
 
 [RoN_Farm_Core_BarricadedSuspects]

Thanks to bben for his great guide, all credit to his effort. you can also read the original guide from Steam Community. enjoy the game.

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  • Ready or Not: How to Clear Rooms (Standard Operating Procedures)
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About Robins Chew

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