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https://www.nexusmods.com/readyornot/mods/3169
There are many options for this mod (you choose only one option) including weaker enemies and so on. My favorite was "Cracked but sweet" with insane amount of suspects, because if I want just to shoot, 15 guys is clearly not enough, over 50 sounds much better. But if you feel suspects are too hard you better to choose "Some Crack" or "No Crack" version.
I tried running the Jugulator + Astral AI combo before. The Jugulator mod helped make the AI vision cones more realistic (no more 360 degree vision) but it didn't seem to stop the wall hacking, which was still noticeable in smaller maps like Ides of March.
https://www.nexusmods.com/readyornot/mods/4837
my mod won't prevent being hit through walls inside realistic parameters. for instance, after you were detected and retreated back to cover. We as players keep shooting through the cover, so will do the AI.
Depending on the hardness of it, you'll still be hit. Sometimes the material won't reflect reality very well, but in general they're pretty well set on the maps.
They won't, on the other hand, shoot you before detection.
Right, I did notice they won't fire beforehand. But they do track like a laser beam after losing line of sight. Sometimes it's just them seeing you for a moment between objects (and maybe them moving).
Your mod was helping a lot for a while. But when I was playing coop this week on Ides of March, the wallhacking behavior got pretty blatant that even my coop buddy was calling BS on the AI.
BTW, could you add an optional increased suspect count TH mode? I always struggle between using Astral's AI mod alone (with increased suspect counts and TH mode) versus your mod combined with Astral's AI mod (your mod seems to override the suspect count from Astral's).
After about 5-10 minutes of reading the instructions, you'll be able to customize the AI to your preferences and add or remove features like bombs, suspects, explosive vests, traps etc. Once familiar, the entire process takes just seconds.
Oh, nice tool.
One question that's not clear from the guide: Does the pak only contain changes made compared to the base AI file loaded?
Basically trying to understand if I can make a mod that just changes the suspect AI count and be able to throw that on top of other AI mods without overwriting their other settings.
Initially I thought maybe it only contained the changes I made, but the INI file you export contains all settings and made me wonder if the generated pak would overwrite all settings rather than just the ones I changed.
The generated pak file is smaller than the mod I loaded as the base AI package (meaning it doesn't contain all the base mod data), but it's also larger than the pak using public branch as the base AI package (meaning there's something extra). So I can't even guess what the pak contains.
I've been using Kronzky's method and QuickBMS since 2021, but I find this website's UI method much easier for new AI modders while achieving the same results.
Yeah, if you only change one variable the rest should remain vanilla. You don`t need to edit the entire thing.
That said, it depends on whether the "vanilla" base they have is the same as the latest version (it says July 2024, so it may be), but most likely no issues there even if it isn`t.
I meant whether the pak file only contained the deltas (the changes).
What I'm trying to do modify the suspect AI count only. And then load that after another AI mod from nexus. Basically want to keep the nexus AI mod and only overwrite suspect AI count.
If the pak file copies everything from vanilla (instead of just the changes I made), that would seemingly overwrite the nexus AI mod.
Yeah, you'll want to "modify custom AI config" on the top left (Basic AI Settings) to accomplish that instead. It may or may not work, depending on the mod (some modify things beyond the AILevelData.ini).