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Community Content Exhibit Vol. 10

Welcome to our expanded iteration of our community newsletters! Just as with the legacy editions of the community newsletters, we’ll look at a variety of mods from newsletter to newsletter, but we will also include a deeper look into community content including streamers, videos, shorts, and art!

This time we will be doing something a little different, this is the first in a series of interviews with Modders that have created pieces whose presence it known to most if not all of the players of Ready or Not that have dove into the wide world of modding.

To kick off our new series, we will be Interviewing Jerry the Weekend Gunfighter, author of the most wide-spread near total conversion on Nexus, leading the pack with 512k lifetime downloads since it’s re-Introduction with the 1.0 release of Ready or not.

The wonderful combination of modularity and sheer scope lets you modify just about any facet of the game you’d want to. In some cases making Ready or Not feel like an entirely different game once the entire package has been applied.

Download link: https://www.nexusmods.com/readyornot/mods/3160

The below section has been slightly edited from the original text interview for sentence flow and readability.
[hr][/hr]

Q. Can you give us a short little introduction on who you are?

A. About myself, in the RON community, I usually call myself Jerry (the Weekend Gunfighter), of course. About the Weekend Gunfighter, this is because I am just an ordinary person you can see everywhere on the street. I have my own busy work, so I am more likely to "gunfight" in the games on weekends. I am a military/tactics enthusiast. It can be said that it was largely because of Operation Neptune Spear in 2011 that I started to study these and invested a lot of energy.

In the early years when I was not very busy, I would be happy to participate in some milsim activities and practice what I learned from there. At the same time, I also like to collect gucci gear.

[hr][/hr]
Q. Did you have any sort of Background in modding or working on games before you started working on Gunfighter?

A. Yes, mainly in ARMA3 and an old air combat game released in the 2000-2010s called Strike Fighters 2. I don't have any famous and outstanding works, mainly kill time. Basically, some model, texture and scripting work. Making gunfighter was my first time using Unreal.

[hr][/hr]
Q. What exactly made you want to create Gunfighter?

A. Hope you don't mind it being a little long. Over the past decade, I have been playing military/tactics style games such as ARMA3 and SWAT4. I think before Ready or Not was released, SWAT4 was the only game that specialized in CQB environment at that time, so ten years ago I was "dreaming" that it would be great if another CQB game could be produced on a more modern engine one day. When I first saw the trailer of RON around 2017, I said to myself "Finally, it's here". RON has become one of my favorite games over the years and I have been playing it all the time. For any game, I like to play it in a "close to reality" way. (Even though many aspects can only be based on assumptions, because I am not one of those who really put themselves in army to protect their families and country.) When I was playing RON, I always felt that there were some game designs that I didn't 100% agree with.

For example, in the game, the position of the weapon is very high. I understand that this is the traditional practice of almost all FPS, because it allows players to better appreciate the finely modeled guns, but it occupies a large part of the screen. Based on what I have learned and experienced, I hope it could be lower, closer to the height of "Depressed Ready". There are some other aspects that I want to make adjustments to. I mean, I am not dissatisfied, but I think that maybe some other ways is more suitable for me. So, in July 2022, I started thinking, hey, since I want a more "suitable" gameplay, why don't I try to modify it myself? At that time, I didn't know anything about Unreal Engine, so I had to learn it from scratch, and this is the origin of Gunfighter.

I think you may also ask me about my evaluation of this mod. So, about Gunfighter, I will say on the description page: "This mod is aiming to provide a realistic gunfight experience in theory (based on gameplay)." In fact, the core change of this mod is that based on my experience and learning materials, I changed the position of all weapons in the mod to make them closer to how the operators use weapons in reality. At the same time, I adjusted the capabilities of night vision goggles, the feedback after limb injuries, allowed us to use the hidden 9banger, and let us use NVG and gas masks at the same time, etc. etc. I would like to say that every coin has two sides. I said this mod's purpose is "Realism", but this is very subjective, and everyone has their own standards. Therefore, I will emphasize that this is "based on gameplay".

I have always believed that in many aspects, it is impossible to achieve true "Realism" in most game so far, and blindly pursuing "Realism" may have a counterproductive effect on gameplay, so games always have their own unique way to "reflect reality", just like the topic that always start war - recoil, it also applies to many other designs in the game. If you don't mind, I wrote a few articles here to explain some of the designs in the mod, and they all have reasons:

This mod aims to provide a realistic gunfight experience in theory (based on gameplay), covering some CQB concepts and tactical thinking in recent years.

[hr][/hr]
Q. You're pretty reasonable, acknowledging that you're not making the game 'better' but just giving players a different way to play RoN. If you had the chance to add something [a new mechanic, set of equipment, map, etc.] to the game, what would it be?

A. I might need to send you a 50 meter long list about this, but let's keep it simple this time.
  • 1. Mechanic: laser and flash combo, use one button to switch and another button to light up;
  • 2. Equipment: I never complain about gears, as Void has gotten better and better in this regard, but I really need an option to mount an ATAK phone on my vest;
  • 3. Map: Any map in RON is top quality, I never worry about it, but I wish the doors could opened more than 90° so we have more techniques available when doing door procedures; Especially point 1 is what I hope to achieve the most.



I'd like to thank Jerry for their time and I can't wait to pick the brain of some of the other members of our modding community. If you have anyone you'd particular to hear from, please feel free to say so in the outputs Discussion thread.

Going forward, we can’t wait to see what else the community brings to the table as we update the game to give modders more functionality to play with and as they improve their own work.

Outside of our drops, you can find more of this wonderful content here:
https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/

Keep your feet on the ground.
VOID Interactive

Vol. 77 - Ready or Not Development Briefing

Attention Officers,


Welcome to the 77th edition of our Ready or Not Development Briefing, August 30th, 2024!

August has been an eventful month between patches and some occasional downtime across the team.

In this briefing, we share moments from Gamescom and a brief intro to some of RoN's recent feature development avenues, along with some undercurrents of movement from an ‘alternate reality’ storyline.

Quick mention― if you find yourself eyeing the Ready or Not development shirts on display in the following photos and looking for something of your own, keep an eye out for merch coming in the future. An abundance of care continues to go into our selection of merchandise partners and designs with the ultimate goal of equipping you with merch that is tangibly excellent.

Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change.

[h2]Patches In and Features Underway [/h2]

We're extremely grateful for your patience and reception of Patches 2 and 3 that followed the Home Invasion Release. Leading up to Gamescom the team was hard at work guaranteeing Patch 3 was good to go and released during the convention.

Like our Game Director, Gruntr, mentioned in the last dev briefing, DLC 1 was our first foray into a content release following 1.0 and a valuable learning experience in how to approach and develop our DLC.

Right now our team is revving up progress on a suite of yet to be announced features that will continue to improve and refresh the game.

We are still moving through the production phase on many of these features, allocating the workloads, but the prospects are exciting to see.

Generally speaking, we are delving into ways to make missions more dynamic going forward and looking to get new systems in place for AI interactions. There's also new options being explored regarding an array of quality of life features and beyond.

Aside from that we're continuing to look into reports for any existing bugs and crashes to be addressed.

DLC 1 was just us getting started in terms of making accompanying feature additions to the game. The changes that will occur around DLC 2 aim to expand on that aspect further.

[h2]Gamescom Engagement [/h2]

As a remote but tight knit studio, we often spend our time connecting virtually; however this month brought us a productive unique opportunity to do some serious planning in-person while meeting with fans at Gamescom 2024!

Much of the VOID team interacted in Cologne, Germany about a week ago, enjoying each other's company (perhaps a Kölsch or two) and making connections with countless industry peers. Many of these discussions will continue to evolve in an internal manner for the time being, but they are invigorating for our development of RoN.

Just as important were the excited fans we met throughout the convention posing for photo after photo. Thank you so much to everyone who approached us just to say hi or to offer your appreciation, we see you and cherish these moments. The impact Ready or Not has had so far is not lost on us.

(Images below: Some photos with VOID and fans alike at Gamescom)

More photos from Gamescom will be popping up on our socials soon!


[h2]Roots which Run Deep [/h2]

As longtime fans and those newer may know, Ready or Not is said to have some history of a game unto its own.

The bulletined lines of lore that run throughout these stories have persistently been traced outside narrow confines.

Perhaps you know some people who have pursued these phantomlike threads. Our community has a subsect who seeks them, apparitions or not.

There is no telling what awaits in the cycle.


Conclusion


We have some exciting new feature developments underway and had a great time as a team meeting with those of you at Gamescom!

Although it's too early to get deep into detail on the sort of things we're working on since some could be subject to change, that should of course solidify as time progresses.

This concludes our 77th development briefing, thank you for joining us. Be sure to fall in next time for more development news!



Follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.

[h3]Stack up and clear out.
VOID Interactive [/h3]

Home Invasion Patch 3 Changelog

Attention Officers,


Welcome to the Patch 3 changelog for the Home Invasion Release! Among the fixes and improvements, one notable change is how DLSS capability and quality should now be improved. Meanwhile, lower graphics settings will more appropriately result in increased performance and decreased graphical fidelity.

[h2]Fixes:[/h2]
  • Reduced blurriness of sights when aiming while using DLSS or FSR3
  • Fixed DLC notification appearing in the main menu while the DLC is not owned
  • Fixed various typos across the game
  • Fixed missions being able to end automatically when downed officers have still not been reported
  • Fixed C2 placement position on various doors
  • Fixed cursor disappearing in the loadout menu while saving a preset and pressing escape
  • Fixed SWAT AI endlessly trying to kick open one-way container doors
  • Fixed facial animations not playing within a certain distance of the player
  • Fixed uneven stress application when quitting to desktop from a commander mode mission
  • Fixed manually added mods not causing the modded watermark to appear
  • Fixed stretchy informant photo in the Narcos briefing media
  • Fixed distant cars down the road on Narcos appearing as black rectangles
  • Fixed various visual issues on Dorms
  • Fixed misaligned door on Dealer
  • Fixed Informant not playing the correct animation when reported
  • Fixed detective’s neck clipping through his uniform in the station
  • Fixed new station showing as “In A Mission” in the steam overlay
  • Fixed personal best numbers not saving under certain conditions and distinguishing when a mission is considered ‘Unresolved’
  • Fixed slight performance hit when selecting customization items in the customization menu
  • Fixed some new customization items appearing blurry
  • Fixed cases of being able to equip locked customization item variants
  • Fixed cases of flickering weapons in the customization menu
  • Fixed various other UI issues in the customization menu
  • Fixed SWAT AI failing to breach the side entrance double doors on Gas
  • Fixed dead suspects falling through various assets on Narcos
  • Fixed suspects on Valley being able to take hostages
  • Fixed flashing lights when looking through some of the frosted glass on Penthouse
  • Fixed zeroing issues of picture in picture optics
  • Fixed chemlights being too dim on some levels due to eye adaptation
  • Fixed an issue with the significance manager, which caused distant suspects to pop in at times
  • Fixed missing briefing map for Dealer
  • Fixed various navmesh issues across many maps
  • Fixed funky animation when deploying a chemlight or enabling night vision while holding a shield
  • Fixed missions not auto completing once all tasks are done, if any primary objective was failed
  • Fixed officers in Commander Mode who were killed by a trap in the mission displaying as “Alive”
  • Disabled the keybind which allowed for opening the replay browser in the station or loading screens
  • Fixed overkill film grain after watching replays
  • Fixed replays sometimes showing incorrect information in the replay viewer
  • Fixed explosive vests killing officers through walls/ceilings
  • Fixed lobby manager resetting voice chat mode to local when opened
  • Fixed civilians sometimes getting stuck while moving to exit, when too far away from the player
  • Fixed friendly fire penalty against SWAT AI not appearing on the HUD
  • Fixed missing SWAT roster information on the tablet during missions in commander mode and quick play
  • Fixed various collision issues on Valley
  • Fixed out of bounds message appearing in the middle of the level on Gas
  • Fixed some shadow related issues with scalability settings
  • Fixed credits not properly showing after finishing Port
  • Fixed an instance where Civilians/Suspects should be roaming but would stop after a few minutes


[h2]Improvements:[/h2]
  • Improved graphics settings menu backend, allowing for larger performance gains on lower settings
  • Optimized nav mesh processing, improving performance when opening/closing doors
  • Improved noncompliant civilian behavior
  • Added ability to pull out fresh can of pepper spray after one runs out, as long as the player has added multiple cans to their inventory
  • Optimized SWAT equipment/customization models
  • Further optimization of various suspect and civilian models
  • Added missing facial animations to suspects and civilians across multiple levels
  • First person weapon models should now always use the highest quality LOD


[h2]Known Issues:[/h2]
  • Several replay viewer issues
  • On Valley, Importer, Datacenter, and Agency some small objects may disappear at a relatively short distance if “View Distance” setting is set lower than “Epic”

Community Content Exhibit Vol. 9

Welcome to our expanded iteration of our community newsletters! Just as with the legacy editions of the community newsletters, we’ll look at a variety of mods from newsletter to newsletter, but we will also include a deeper look into community content including streamers, videos, shorts, and art!

As this is the first look into the modding scene since our 1.0 Launch, this will be an extra-large exhibition of the frankly absurd number of mods currently available for Ready or Not. First, we’ll start with some of the first mods that most officers will seek out, an expansion of your LSPD provided arsenal with new firearms and attachments

[h3]1. SIG MCX SPEAR - by Ballistic [/h3]

Coming from one of the scenes' most prolific firearm modders, Ballistic has crafted a beautiful representation of the MCX SPEAR as a replacement for the SA58 which is unfortunately a significantly under-appreciated rifle. Sporting styles in both tan and black and fully compatible with all the stock customization options, a burst of .277 Fury will put a firm stop to any armored or unarmored threat.



Download Link: https://www.nexusmods.com/readyornot/mods/2072

[h3]2. AK-47 conversion - by Boomkaboom [/h3]

Based on one of the oldest versions of the venerable Avtomat Kalashnikova platform, the AK-47 Tactical, is a straight upgrade to the SLR-47 that features a full suite of modern furniture. The solid aluminum parts alongside the crisp modeling bring out a look that is only achieved by Russian firearms, sitting firmly on the line between sleek and chunky.



Download Link: https://www.nexusmods.com/readyornot/mods/4521
[hr][/hr]
With a brand new custom kit in hand, you’ve got to find a new mission to put it to use. The two stompin' grounds listed below are just a couple classic modded maps that will test your mettle.

[h3]1. Propaganda - by P0RTER35[/h3]

Propaganda offers any officer, green or veteran, a challenge as they move through this incredibly detailed map. Managing your teams’ tactical transitions from large open spaces to the tight and dangerous corners of the maps offices, hallways, and lobbies will continue to keep you on alert from start to finish.



Download Link: https://www.nexusmods.com/readyornot/mods/4160

[h3]2. Apartment of Horrors – by Decoymoth [/h3]

Coming from a name that has been in the modding scene for quite some time, Decoymoth has created a level that is entirely indoors which stands apart from other modded maps like Fairfax where you start outside. Apartment of Horrors shoves your team into dangerous, claustrophobic corners that are packed to the gills with both suspects and civilians that force officers to quickly identify and appropriately respond to any threat that appears.



Download Link: https://www.nexusmods.com/readyornot/mods/1798
[hr][/hr]
Next we’ll go over AI package mods. This is one of the most sure-fire ways to change how the game feels by modifying the behavior of the game's AI. Making them more or less aggressive, changing the amount of spawns, even going so far as to make all AI characters on a map hostile and arming them with nothing but knives.

[h3]1. Terrorist Hunt R6 Style - bioshockelite [/h3]

This mod does exactly what it says on the tin, by removing both Civilians and traps this AI package converts Ready or Nots gameplay into a particularly dangerous shooting gallery. Taken lethal or non-lethal, this mod makes for excellent practice or just a reasonably brainless combat experience.


Download link: https://www.nexusmods.com/readyornot/mods/4010
[hr][/hr]
Lastly we have some ancillary mods, ones that don’t directly add to the gameplay via differing weapon or system performance but still directly improve or change how the game presents itself.

[h3]1. Foundation Mobile Task Forces – by Voltscorp [/h3]

Pulling from the rich and absurdly expansive lore of the collaborative writing project known as the SCP Foundation, this mod from Voltscorp allows the player to deck out their swat time in the livery of a good number of various Mobile Task Force units which thankfully includes the ever venerable Nu-7. Perfect for leveling the cult at Cherryessa or even [REDACTED]



Download Link: https://www.nexusmods.com/readyornot/mods/2939

[h3]2. Foregrip replacer – by Ballistic[/h3]

Being a commonly recurring facit of our community showcases due to both their considerable portfolio and skill, Ballistic once again delivers a package that replaces the LSPDs store-brand grips with their counterparts from reality.



Download Link: https://www.nexusmods.com/readyornot/mods/4480



Going forward, we can’t wait to see what else the community brings to the table as we update the game to give modders more functionality to play with and as they improve their own work.



Outside of our drops, you can find more of this wonderful content here:
https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/



Keep your feet on the ground.
VOID Interactive

Ready or Not: Home Invasion Bundle is Available Now



Home Invasion Bundle Launched!


We've launched the Ready or Not: Home Invasion Bundle! Ready or Not: Home Invasion Bundle is our new exclusive offer that includes the globally acclaimed tactical FPS game Ready or Not, the thrilling first DLC Ready or Not: Home Invasion, and the atmospheric and noire Ready or Not Soundtrack, all in one unique package. Save up to 20% and experience the intense gameplay and haunting sounds that made Ready or Not a worldwide hit.

Check out the bundle on Steam here.



Follow Ready or Not on Steam here.
Our other links: Spotify, Discord, X, YouTube, Instagram, Facebook.