Community Resources – VOID Interactive

Community Resources

These mod update tips are intended to give some guidance on the process of updating community-made Ready or Not game mods for when new game patches are released.


Why do Mods Need to be Updated?

When Ready or Not or games in general release an update to add new features or fixes, it often necessitates changing the game’s core code base in some way.

The code base is the foundation of code that makes up the game itself and all of its functionality or features.

If certain community-made game mods were using elements of the old code base that has since changed with the new game update, those mods will likely need to be updated in order to work properly with the new version of the game.

Therefore, some mods may be more affected than others depending on what aspects of the game are being updated in each game patch.


AI Config / Difficulty Config Mods

The Los Sueños Stories (RoN v1.3) update for the game changed the way AI mods are structured, as well as added selectable difficulties to the game.

Consequently the old Recursive AI Mod Generator is outdated and will not work properly with the new system. AI/difficulty mods need to be manually made based on the current config in the unmodded game.

Mod makers for old configs will need to start again with the current setup as a baseline in order to fully utilize the system and prevent issues due to many new entries being added and old ones changed over time.

Configs can overwrite existing difficulties (casual, standard, or hard) or create new difficulty options.

Use the DifficultyGameplayTag and DifficultyNameKey entries on the config with unique names to make addon difficulties, which can be selected on the difficulty dropdown on the level select. Custom map makers can also leverage this system to make a difficulty specific to their map, as described here: https://unofficial-modding-guide.com/posts/mapping_CustomDifficulty/


Weapon Mods

Guns as a whole have been changed due to systems updates for the game in the Boiling Point (RoN v1.4) release, so updated mods will need to reflect the new changes.

The following need to be set/changed to show in the loadout screen:

  • CategoryFlags integer needs set for the appropriate primary/secondary value
  • bShowInLoadout boolean needs to be set to true
  • EWeaponSubclass enum needs to match one of the visible tabs on the loadout
  • EItemType enum needs to match the corresponding type in order to be equipped upon clicking in the loadout

The following are not need to show in the loadout, but may have functionality breaking consequences in the game:

  • LookupTableIdx name may need to match for weapon replacers, but addon weapons might need to be unique in order to have all game systems function as intended
  • EItemClass enum may be used by other game systems to identify the weapon
  • EWeaponType enum may be used by other game systems to identify the weapon

Illuminator attachments and their usage on guns will have changed, so please reference unmodded guns for comparison. Other variables on the weapon as well as other attachment types may have also changed names or other properties.


Mod Actor Spawn Data

The Mod Actor Spawn Data (MASD) was introduced during the Los Suenos Stories (RoN v1.3) release.

The MASD is a built in framework for spawning custom actors/blueprints of your own making into the world every time the current level changes, including the main menu. This is the same principle that the Simple Blueprint Loader community made mod used to accomplish via a workaround.

In order to be able to leverage this system for yourself you must first have the correct setup to mimic game source content in a Unreal Engine 5.3.2 project. This is most easily done by downloading the current version of the Community Mapping Framework (https://www.nexusmods.com/readyornot/mods/1384?tab=files) which is designed to be used for map making purposes (https://unofficial-modding-guide.com/posts/mapping_gettingstartedue5/) but can be used to make other custom content while leveraging game classes.

Once the project is setup you can create a Data Asset of class Mod Actor Spawn Data, in which you populate the array of actors that the game will automatically spawn every level change. You do not get control over where they are spawned, but creative use of blueprints allows you to achieve many things with your own custom logic.


Voice Over Mods and VO_MOD

The Los Suenos Stories (RoN v1.3) release moved Voice Over (VO) lines for the game into the .pak files instead of their previous location in the VO folder in the installation directory.

Consequently it is possible to directly replace lines on an individual basis by including them in your own mod .pak file named ending with “_P” (without quotations)(patching .pak which take precedence over base game files in the event of structure overlap). Lines must be in .ogg format to match those of the game.

The Patch #3 of LSS (RoN v1.3.5) added the ability to override VO lines without a pak file and on an entire character basis.

This is accomplished by making a folder named “VO_MOD” (without quotations) in the same location (not inside) as your Paks folder for the game. Inside of this “VO_MOD” folder goes the folder for the character name (example: “SWATJudge” (without quotations)) that you are replacing lines for. The file path below for the steam version of the game shows this location, where you would replace “CharacterFolder” with your character’s respective name in the original game VO lines. Lines must be in .ogg format.

⁨⁨⁨⁨…\steamapps\common\Ready Or Not\ReadyOrNot\Content\VO_MOD\CharacterFolder⁩⁩⁩⁩

The difference with this method is that any lines not present in this, or any other custom added character folder, will not play in game and will act as if they do not exist. You may consequently use this to easily silence all lines for a character by not including any files in this folder, for example. This may however lead to unintended issues where other lines waiting for missing lines being finished to not play, such as the Port container dialogue between the characters.


Map NavMesh World Generation

As of RoN v1.4, Room NavMeshes need to be separated by Doors. Essentially each room needs to reside on its own NavMesh island so the generation can identify that island as a Room.

  • The current framework’s Door actor/blueprint does not carve out the NavMesh where it is placed, allowing for Rooms to connect between each other. This may be cause of errors that occur with world generation on modded maps.

For optimal AI navigation outcomes, NavMeshes must be clear of obstructions and placed without any floating areas on top of props or outside areas where the AI cannot reach.

  • Floating NavMesh areas can cause anomalies when the generation is assessing the NavMesh for placement of actors relevant to clearing and cover.
  • Non-optimal placement of NavMeshes may be a significant cause of excessive load times during world generation.

FMOD Mapping Procedures

In RoN v1.4, for optimization reasons FMOD Events now require you to load (and unload) corresponding FMOD Banks into your modded maps from the Level that they are originally used in.

  • To further optimize the game, maps now automatically load and unload FMOD Banks required to play FMOD Events for that map.
    • Each Level has a dedicated Bank that contains the content required to play audio just for that level.
    • These are located under …/Content/FMOD/Banks/Levels/

Since Modded maps often use a variety of different Events from multiple maps, you will need to manually Load and Unload the different Level FMOD Banks for all the Events that are used in across your map.

  • On BeginPlay you will need to use theLoad Banks node for all the different FMOD Events used in your map
  • On EndPlay you will also need to use the Unload Bank node to unload all previously loaded Banks

There are some Banks you should never load and unload as they are already loaded by default. These are:

  • Dialogue
  • CivSus
  • Global_Amb
  • Interactions
  • Modding
  • SWAT
  • UI
  • Weapons
  • Tablet_Media
  • Interactable_Media
  • Music