For Ready or Not players, who want to fight a better AI, this guide will show you how to modify your AI for more realistic play, let’s check out how.
This is a modification of settings based on the RoN AI mod. (Version 1.2.0)
This config below aims to keep the intensity of the game, but reduce the ai’s inhuman snap speed, reduce the ai’s aimhack accuracy to promote more firefights and suppression, and lower the ai’s health values so you don’t have to shoot them several times when they aren’t even wearing armor.
I tried to stay as close to the original game’s vision as I could, all while making it more realistically fair.
It does not make it easier by any means, but makes it a lot more fair and realistic. It also slightly lowers the minimum and maximum morale values to be more varied but also not so overpowered.
Important values that were changed: RequiredTimeSpentOnTarget (time they must be looking at a target before firing), SuspectAccuracy went from 1.5 to 2.5 (so they are less like hacking snipers), and SuspectTimeWithWeaponUpBeforeFiring (to make sure they actually hold the weapon up before firing).
ONLY THE HOST NEEDS TO MAKE THESE CHANGES.
Brief Intro
Though we’ve been playing for a few days, my friend and I dialed this all in tonight after playing for 6 straight hours. These values are what we felt were best. The game feels much more free-flowing to us, all while retaining the tactical aspect, intensity, and overall feel for the game.
The default speed and accuracy of the AI in game was far from “realistic” or even being really fair. If you check some slow-mo replays online, you’ll see exactly what I mean. The Devs even acknowledged the AI is “BS” sometimes – their own words.
We strive for as close to realism as possible in games. We’ve been playing a wide selection of milsims for years including the entire Arma series, Insurgency 1 & 2, Ground Branch, Zero Hour, Red Orchestra 2, Squad, Hell Let Loose, Post Scriptum, the SWAT series, the old Rainbow Six games, and many more that I can’t currently think of.
The only aspect of RoN that we could not stand was the insanely fast and miracle-like snapshooting of the AI.
I’m no expert by any means, but I do hold a Bachelor’s in Computer Programming and Software Development with a focus in Game Design and I’ve also been a huge history/military buff for my entire life since a very young age. I also grew up with firearms and learning how to properly/responsibly handle and maintain them.
Get Mod Files
Follow the instructions in the provided readme file to get it all set up.
IT DOES NOT HAVE A VIRUS. PEOPLE WHO SAY IT DOES ARE JUST UNEDUCATED.
YES, IT WORKS. I HAVE BEEN PLAYING WITH IT ON FOR HOURS.
My Custom Config (Realistic/Intense/Fair)
ASTimeBetweenTargetingCivilians = 3.0
ASTimeBeforeTargetingFirstCivilian = 35.0
BTTimeUntilBombExplodes = 720
BTMaxBombs = 2
BTMaxDistanceFromSelectedBombs = 2500.0
HRMaxDistanceFromSelectedSpawner = 1500.0
HRMaxRoamers=2
PolicePresenceDecayTime = 45.0
SuspectHealth=100.0
SwatHealth=250.0
CivilianHealth=80.0
UnalertedSightRange=3000
AlertedSightRange=6000
UnalertedPerceptionHalfAngle=90
AlertedPerceptionHalfAngle=160
MaxCivilians=12
MaxSuspects=12
MaxRoamers=3
SuspectAccuracy=2.5
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=0.075
SuspectAccuracyLostPerMeterSecond = 0.3
SuspectTimeWithWeaponUpBeforeFiring=1.5 ; A value in seconds
SuspectCoverEvaluationCooldown=10.0
SuspectTrackLastKnownPositionTime = 30.0
RequiredTimeSpentOnTarget = 1.0
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=0.15 ; A value from 0.0 to 1.0
MaxMorale=0.85 ; A value from 0.0 to 1.0
KickDoorMorale=0.25
KillEnemyMorale=-0.2
GrenadeDetonateMorale=-0.25
BeanbagShotgunMorale=-0.2
PepperballMorale=-0.05
TaserMorale =-1.0
BashMorale = -0.3
C2Morale = -0.25
StunHealth = 100
GrenadeStunDamage = 100
BeanbagShotgunStunDamage = 100
PepperballStunDamage = 25
TaserStunDamage = 100
MinFlees=-1
MaxFlees=2
MaxTraps=3
TrapType=Explosive
TrapType=Flashbang
MaxLockedDoorsPercentage = 0.225
MaxOpenDoorsPercentage = 0.075
NoExitChanceToSurrender=0.15
NoExitChanceToFakeSurrender=0.15
NoExitChanceToGoArmedAndDangerous=1.0
NoExitTimeToHesitateSuspectArmed=0.0
NoExitTimeToHesitateSuspectUnarmed=5.0
NoExitTimeToHesitateUnarmed=60.0
SuspectChanceToSpawnWithNoWeapon=0.2
TimeToFireAtDoorAfterKick=5.0
SwatAccuracy=1.0
SwatTimeWithWeaponUpBeforeFiring=1.0 ; 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
[ron_wb_combat_01a_BarricadedSuspects]
MinMorale=0.3
[Lobby_V2]
NoExitChanceToSurrender=0.0
NoExitChanceToFakeSurrender=0.0
NoExitChanceToGoArmedAndDangerous=0.0
MaxMorale=0.0
[RoN_Farm_Core_BarricadedSuspects]
SuspectHealth=100.0
MaxCivilians=5
MaxSuspects=12
ASTimeBetweenTargetingCivilians = 6.0
ASTimeBeforeTargetingFirstCivilian = 35.0
SuspectDefaultFireRate=0.2
SuspectRifleFireRate=0.4
SuspectRifleFireRateDeviation=(X=-0.25,Y=0.5)
SuspectSMGFireRate=0.15
SuspectSMGFireRateDeviation=(X=0.0,Y=0.5)
SuspectPistolFireRate=0.2
SuspectPistolFireRateDeviation=(X=-1.0,Y=1.0)
SuspectShotgunFireRate=0.5
SuspectShotgunFireRateDeviation=(X=0.2,Y=0.5)
SuspectTimeWithWeaponUpBeforeFiring=1.5 ; A value in seconds
SuspectCoverEvaluationCooldown=5.0
AIStunDuration = 16.0
MinMorale=0.25 ; A value from 0.0 to 1.0
MaxMorale=0.85 ; A value from 0.0 to 1.0
KickDoorMorale=0.25
KillEnemyMorale=-0.5
GrenadeDetonateMorale=-0.5
MinFlees=-1
MaxFlees=2
MaxTraps=3
TrapType=Explosive
TrapType=Flashbang
SuspectChanceToSpawnWithNoWeapon=0.3
TimeToFireAtDoorAfterKick=2.0
[RoN_Gas_Core_BombThreat]
SuspectHealth=120.0
MaxCivilians=10
MaxSuspects=3
BTTimeUntilBombExplodes = 300
BTMaxBombs = 2
SuspectDefaultFireRate=0.7
SuspectRifleFireRate=0.4
SuspectRifleFireRateDeviation=(X=-0.25,Y=0.5)
SuspectSMGFireRate=0.15
SuspectSMGFireRateDeviation=(X=0.0,Y=0.5)
SuspectPistolFireRate=0.5
SuspectPistolFireRateDeviation=(X=-1.0,Y=1.0)
SuspectShotgunFireRate=0.5
SuspectShotgunFireRateDeviation=(X=0.2,Y=0.5)
SuspectTimeWithWeaponUpBeforeFiring=1.5 ; A value in seconds
SuspectCoverEvaluationCooldown=10.0
AIStunDuration = 16.0
MinMorale=0.4 ; A value from 0.0 to 1.0
MaxMorale=0.8 ; A value from 0.0 to 1.0
KickDoorMorale=0.25
KillEnemyMorale=-0.7
GrenadeDetonateMorale=-0.4
MinFlees=-1
MaxFlees=2
MaxTraps=0
TrapType=Explosive
NoExitChanceToSurrender=0.2
NoExitChanceToFakeSurrender=0.4
NoExitChanceToGoArmedAndDangerous=1.0
SuspectChanceToSpawnWithNoWeapon=0.0
TimeToFireAtDoorAfterKick=5.0
[RoN_Gas_Core_ActiveShooter]
MaxCivilians=12
MaxSuspects=2
MaxTraps=0
MinMorale=0.25 ; A value from 0.0 to 1.0
MaxMorale=0.85 ; A value from 0.0 to 1.0
MinFlees=0
MaxFlees=0
SuspectChanceToSpawnWithNoWeapon=0.0
[RoN_Gas_Core_HostageRescue]
SuspectHealth=100.0
MaxCivilians=3
MaxSuspects=10
MinMorale=0.25 ; A value from 0.0 to 1.0
MaxMorale=0.85 ; A value from 0.0 to 1.0
MinFlees=0
MaxFlees=1
MaxTraps=0
TrapType=Explosive
SuspectChanceToSpawnWithNoWeapon=0.0
[RoN_Gas_Core_BarricadedSuspects]
SuspectHealth=100.0
MaxCivilians=10
MaxSuspects=3
MinMorale=0.25 ; A value from 0.0 to 1.0
MaxMorale=0.85 ; A value from 0.0 to 1.0
MinFlees=0
MaxFlees=1
MaxTraps=1
TrapType=Explosive
TrapType=Flashbang
NoExitChanceToSurrender=0.2
NoExitChanceToFakeSurrender=0.4
NoExitChanceToGoArmedAndDangerous=1.0
[RoN_Gas_Core_Raid]
SuspectHealth=120.0
MaxCivilians=10
MaxSuspects=7
MinMorale=0.25 ; A value from 0.0 to 1.0
MaxMorale=0.85 ; A value from 0.0 to 1.0
MinFlees=0
MaxFlees=0
MaxTraps=0
TrapType=Explosive
SuspectChanceToSpawnWithNoWeapon=0.0
[RoN_Port_Core_HostageRescue]
HRMaxDistanceFromSelectedSpawner = 1500.0
HRMaxRoamers=3
SuspectHealth=100.0
CivilianHealth=50.0
MaxCivilians=3
MaxSuspects=10
UnalertedSightRange=1000
AlertedSightRange=2500
UnalertedPerceptionHalfAngle=45
AlertedPerceptionHalfAngle=160
SuspectAccuracy=2.1
SuspectDefaultFireRate=0.75
SuspectAccuracyLostPerMeter=0.05
SuspectTimeWithWeaponUpBeforeFiring=1.5 ; A value in seconds
SuspectTrackLastKnownPositionTime = 30.0
RequiredTimeSpentOnTarget = 1.0
AIStunDuration = 6.0
MinMorale=0.20 ; A value from 0.0 to 1.0
MaxMorale=0.85 ; A value from 0.0 to 1.0
KickDoorMorale=0.25
KillEnemyMorale=-0.2
GrenadeDetonateMorale=-0.4
BeanbagShotgunMorale=-0.5
PepperballMorale=-0.1
TaserMorale =-1.0
BashMorale = -0.3
StunHealth = 100
GrenadeStunDamage = 100
BeanbagShotgunStunDamage = 50
PepperballStunDamage = 25
TaserStunDamage = 100
MinFlees=0
MaxFlees=1
MaxTraps=2
TrapType=Explosive
TrapType=Flashbang
NoExitChanceToSurrender=0.0
NoExitChanceToFakeSurrender=0.1
NoExitChanceToGoArmedAndDangerous=1.0
SuspectChanceToSpawnWithNoWeapon=0.0
TimeToFireAtDoorAfterKick=1.0
SwatAccuracy=1.5
SwatTimeWithWeaponUpBeforeFiring=0.1 ; A value in seconds
[RoN_Dealer_Core_BarricadedSuspects]
SuspectHealth=100.0
CivilianHealth=80.0
UnalertedSightRange=1300
AlertedSightRange=3500
UnalertedPerceptionHalfAngle=90
AlertedPerceptionHalfAngle=160
MaxCivilians=7
MaxSuspects=17
MaxRoamers=4
SuspectAccuracy=2.0
SuspectDefaultFireRate=1.0
SuspectRifleFireRate=0.3
SuspectRifleFireRateDeviation=(X=-0.25,Y=0.5)
SuspectSMGFireRate=0.2
SuspectSMGFireRateDeviation=(X=0.0,Y=0.5)
SuspectPistolFireRate=0.4
SuspectPistolFireRateDeviation=(X=0.0,Y=2.0)
SuspectShotgunFireRate=0.5
SuspectShotgunFireRateDeviation=(X=0.0,Y=0.5)
SuspectAccuracyLostPerMeter=0.02
SuspectAccuracyLostPerMeterSecond = 0.3
SuspectTimeWithWeaponUpBeforeFiring=1.5 ; A value in seconds
SuspectCoverEvaluationCooldown=10.0
SuspectTrackLastKnownPositionTime = 30.0
RequiredTimeSpentOnTarget = 1.0
SuspectMoraleMediumReload=0.5 ;If morale goes below this use the medium reload sp
Related Posts:
- Ready or Not – Officer Trait Stats Guide
- Ready or Not Ultimate Tactical Guide
- Ready or Not Operators Tactical Guide
- Ready or Not How to Unlock Inaccessible Weapons
- Ready or Not How to Fix Shader Compilation Stutter
This didn’t work. If you follow the Quick BMS .bat files they error out, and one of the things it complains about is not being able to find the quickbms_4gb_files.exe which is not explained in either the QuickBMS or mod’s readme files.
“C:\Games\quickbms\ronmod>”C:\Games\quickbms\ronmod\..\quickbms_4gb_files.exe” -r -w “C:\Games\quickbms\ronmod\ron.bms” “C:\Games\quickbms\ronmod\pakchunk0-WindowsNoEditor_0_P.pak” “C:\Games\quickbms\ronmod\sources”
‘”C:\Games\quickbms\ronmod\..\quickbms_4gb_files.exe”‘ is not recognized as an internal or external command,
operable program or batch file.”
The readme expects this to run completely with you selecting “Y” to confirm and it doesn’t get that far.
A useful guide, but I did tweak a few of the settings myself but not by quite as much:
SuspectShotgunFireRate = 0.75
SuspectAccuracyLostPerMeter = 0.03
SuspectAccuracyLostPerMeterSecond = 0.2
SuspectTimeWithWeaponUpBeforeFiring = 0.7
SuspectCoverEvaluationCooldown = 7.5
RequiredTimeSpentOnTarget = 0.5
(Running a two-player co-op)
Ignores all entries in the .pak file, unusable.