[PREVIEW] Ready or Not



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O lance de poder separar uma lista pros mapas mods era o que eu mais pedia.. Agora vai poder lotar de mapa custom sem ter que ficar substituindo arquivos de mapas do jogo...
 
February Content Update
General

New
  • New Map: Club (Early Blockout Phase)
  • Support for displaying modded maps on the World Map (in Lobby)
  • World generation on modded maps will now have AI and Stack Up points generated automatically
Updated
  • RoE updates/improvements
Fixed
  • Fixed loading screen crash
  • Multiple crash fixes

Gameplay

Fixed
  • Fixed an issue where placed C2 explosives would spawn inside of some doors instead of on it
  • Fixed an issue where CS Gas would sometimes trigger off traps
  • Fixed crash when opening loadout
  • Fixed double evidence bagging with AI teammates
  • Fixed shotgun reloading one too many rounds when reloading from empty
  • Fixed an issue where reporting a suspect may sometimes cause a crash
  • Fixed crash when firing a projectile based weapon (pepperball gun, R7, etc)

AI

General

Fixed

  • Fixed an issue where hesitating AI would sometimes move (floating around)
SWAT

Fixed

  • Fixed possible crash when giving a stack up order when no SWAT are available
  • Fixed SWAT sometimes getting stuck on the 'Restrain' command

Suspects

New

  • Knife wielding suspects(Careful, these guys are sharp)
  • Added ability for AI to place traps
Fixed
  • Fixed suspects instantly reacting to the player deciding to kick a door
  • Fixed bug preventing AI from holstering weapons
  • Fixed an issue where suspects could sometimes exit arrests while being arrested by SWAT

Networking

Improved
  • Grenade de-sync fixes and improvements
Updated
  • Continue to search for game automatically when server is full
Fixed
  • Fixed Online Login crash
  • Fixed Tasers not properly replicating magazines from server to client post-reload

Weapons

New
  • G36C -- A German 5.56 assault rifle that looks way cooler without a carry handle.
  • BRN-180 -- A modern take on the classic AR-18 with its sleek charging handle.

Updated
  • Changed the Speed Grip's name to Angled Grip
  • Changed the Control Grip's name to Vertical Grip
  • Adjusted the BCM MK1 recoil and damage to be the same values as the SR16

UI
  • UI and HUD font overhaul

Localization
  • Added Chinese localization

VO

New
  • Meth Suspect and Civilian voices
Improved
  • Dialogue doesn't duck FP gun fire as much(prevents dialogue from artificially quieting gunfire)

SFX

New
  • Farm boiler room ambiance(I am scared)
  • New NVG toggle sound(Tacticool)
Updated
  • Volume tweaks for various ambiances for better balance
  • Use proper physics materials to various surfaces / objects
Improved
  • Backend ambiance system overhaul for Dealer, Farm, Fast Food, Gas, Meth, Penthouse, Port, and Valley
  • Additional sounds / footstep Foley areas added to Port
  • Many Farm ambiances tweaked for better atmosphere
  • Additional sound detailing to Meth raid house
  • Additional sound detailing to Valley
  • Optimized Hotel for smaller audio CPU footprint
  • Optimized Lobby for smaller audio CPU footprint
  • Adjusted certain footstep sounds
Fixed
  • Metal doors now play a sound when the player attempts to open a locked metal door
  • Certain props no longer cause incorrect SFX to play for level duration
  • Certain sounds on Dealer now properly spatialized
  • Port auction music now only plays in the correct game mode
  • Certain incorrect sounds removed from incorrect modes on Hotel
  • Certain sounds no longer pop when looped on Meth
  • Fixed many instances of incorrect bullet impacts for certain surfaces

Music

New
  • Port track added(not final)
  • Club diagetic track(a bop)

Lobby
  • Fixed a rare crash when opening the World Map
  • High quality lobby lighting bake and lightmap adjustments on broken objects

Wenderly Hills Hotel -- 'Checkin' In'

Updated
  • Lobby clock now simulates occlusion when player is behind it
Removed
  • Remove instances of sounds that shouldn't be playing in certain modes

213 Park Homes -- 'Twisted Nerve'

Updated
  • Increased physics barrel mass(even though they were hilarious before)
  • Increase velocity threshold before any barrel sounds to play (should not play sounds as often)
  • Moved physics barrels out of corridor and into another room nearby

Port

Fixed
  • Fixed navmesh in shipping services area
 
February Update Hotfix #1: Rules of Engagement Tweaks and More!
General

  • Fast Reload magazines maintain velocity from animation
  • Any weapon can now be canted(default keybind 'O'. This will not be O if you have an existing keybind set up.)

ROE bug fixes and improvements:

New

  • Revoke penalties if AI tries to threaten someone again (by fake surrendering, for example)
  • Fixed an issue where a suspect drawing a weapon would be considered unjustified when force was used
  • Updated SWAT engagement rules
  • Fixed an issue where fake surrender exits would not count as authorized use of force
  • Fixed an issue where fake surrenders with a knife would not count as authorized use of force
  • Shortened required yell reaction time before authorizing use of force
  • Made surrender checks more lenient in the case where accidental shots were fire as soon as an AI surrenders
  • If a suspect is hesitating or fleeing with a weapon, even after hearing a yell, force is authorized
Other
  • Civilians again avoid traps
  • 'Bring Order to Chaos' is only complete if all suspects are arrested or dead. Excludes civilians.
  • Added civilian response to yelling outside of line of sight(with a cooldown).
  • Any weapon can now be canted (Default: O)
  • Pepper spray now reduces morale
  • Knife damage now applied to AI
  • Lowest chunks of destroyable doors now ignore pawn collision (may resolve AI getting stuck inside doors)
  • Detonator now appears in tactical device slot once all C2 has been used/placed
  • Fixed an issue where clients could not see item scroll menu due to inventory not being replicated at start
  • Fixed bleed audio playing on death
  • Fixed new fake surrender exits not aborting when stunned
  • Fixed camera being stuck in mirror gun when dying while mirroring in full screen
  • Fixed several crashes
  • Fixed AI not always having correct health on start
  • Fix for ragdolls repeatedly playing collision sounds
  • Fix for ragdolls never sleeping
  • Fixed suspects being able to fake surrender multiple times
 
  1. RON PVE Update 26/03/2022 (Patch 18861) (Supporter Alpha) Pt.1

    General
    New
    - NVG Green and White phosphor option selection (default: Green)
    - TOC game mode briefings (for all modes)
    - Bomb Threat TOC events
    - Overhauled glass destruction (only available on certain maps)

    Updated
    - Penthouse major visual/layout update

    Fixed
    - Fixed Nvidia Reflex not applying on restart if enabled & boost applied
    - Various crash fixes

    Gameplay
    New
    - Carry Arrested AI

    Updated
    - Increased melee bash range

    Fixed
    - Fix SWAT AI becoming 'Injured' to CS gas when wearing a gas mask

    AI
    General
    New
    - Bomb vests for Suspects and Civilians in certain levels and scenarios

    Settings
    New
    - NVG Phosphor display option (Green or White)

    HUD
    Updated
    - Team View is no longer tied to HUD visibility. (HUD can now be turned off and team view will still visible)

    Performance
    Improved
    - HUD optimizations
    - Team View optimizations

    Fixed
    - Fix a performance issue with the significance manager causing hitches on certain maps

    Networking
    Updated
    - Don’t allow join when coop game is in progress

    Weapons
    New
    - M32A1 Launcher (Flashbang Rounds)
    - M320 Launchers (Flashbang, Stinger and Gas)

    Fixed
    - Fix for pepperball projectiles hanging in air when firing at sky
    - Fix shotgun ammo counting

    Animation
    New
    - Turn in place animations for players (for more natural turns, WIP)

    Improved
    - Hesitation strafe tweaks to have weapon follow hand properly

    UI
    - Fix shotgun ammo UI display

    VO
    New
    - Shared death screams now added to all NPCs

    Fixed
    - Swan no longer repeats certain lines
    - Remove duplicate death sound from GenericSuspectMale voice batch


    SFX / Music
    New
    - Foley sounds for various SWAT and NPC actions
    - Knife attacks
    - SWAT Breaching
    - Compliant and fake surrenders
    - Universal rifle draw / holster sounds

    Updated
    - Gunshot stereo width is no longer as thin as Zack’s hair
    - Volume balance across tons of sounds
    - Python snub gunshot now slightly different than non-snub gunshot
    - Surface impacts now more pronounced in the overall mix
    - Tweaks to certain step foliage sounds
    - SWAT footstep gear foley sound now plays slightly more often
    - First-person dirt footstep sound sounds more like dirt now

    Fixed
    - Metal impacts now use shared metal impact sound for better audibility / consistency
    - Fix instances of incorrect impact sound being applied to various surfaces
    - Fix tons of instances where doors would incorrectly sound occluded on various maps and modes
    - Fix certain step sounds not firing for all characters
    - Optimize many events so they don’t continue playing even after stopping
    - Fix instances of SWAT steps being waaaaay too quiet
    - Fixed instances where pre-game music wouldn’t play
    - Optimize certain gunshot tail layers
    - Optimize bash sound
    - Optimize first-person footstep sounds
    - Increase sound size for all weapon foley to mitigate left / right channel switching if sound fires while player is moving mouse


  2. [11:27 PM]
    RON PVE Update 26/03/2022 (Patch 18861) (Supporter Alpha) Pt.2

    Hotel
    Updated
    SFX
    - Hotel now uses updated ambience backend
    - Massive amount of tweaks to existing sounds / ambiences across all game modes (sizing, adding, deleting, etc)
    - Massive amount of tweaks to existing 3d sound sources across all game modes (stereo width, positioned closer to sound sources, etc)
    - Implemented 3 unused ambiences (Bar, Kitchen, Gym)
    - Implemented unused occluded traffic effect in parking garage
    - Fixed instances where sprinklers on Bomb Threat game mode wouldn't all play
    - Fixed instances of bomb threat puddles not producing splishy splashy sound
    - Increase stereo width of certain sounds for better realism

    Music
    - Game music now stays quiet until player is in certain areas on the first floor
    - Upper rooms music section now plays during upper rooms game modes

    Meth
    New
    - New Areas: Attic, Meth Lab, new rooms in tent house

    Updated
    - Change and remove sounds to match updated visuals
    - Re-implement second combat theme

    Fixed
    - Backend improvements to Meth music
    - Optimize certain sounds

    Dealer
    Updated
    - Game music fades to silence when close to rockin' stereo song

    Fixed
    - Fix instance of ambient tension not playing during certain combat outro

    Gas
    Fixed
    - Fix instance of incorrect ambience playing in certain areas

    Port
    Updated
    - Game music now fades out when inside and around the Auction room

    Fixed
    - Fix instances of certain warehouse rooms not having reverb
    - Fix instances of rain sounds continuing indoors on Port
    - Fix instance of incorrect ambience playing on Barricaded Suspects spawn
    - Add invisible wall to hostage rescue to prevent players from jumping out of map
    - Add invisible wall to prevent players from getting stuck in certain external warehouse area
 


Ready or Not Briefing 27: Future Content Preview
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The March Update Has Arrived!

Howdy gamers,

Welcome to the 27th edition of our biweekly newsletter! This time around, we wanted to showcase a few different concepts and weapon variants that are further out from being ready for public release. We're keeping an eye on any necessary hotfixes for the recently released March update and are hard at work on a much larger update for April, so we thought it would be good to offer a few teasers of what the future might hold.



New Weapon Variants -- MP5A3 and MP5A3/10MM

As we continue to work on brand new weapons for Ready or Not, we also want to show love to the subtle intricacies that existing weapons platforms already have. Whether these be different calibers, different furniture, or the ability to utilize different attachments, so long as it offers more options for the player to enjoy we're happy.

To that point, we've been working on two new variants of the venerable MP5 for Ready or Not. The MP5A3 and the MP5A3/10MM, its higher caliber cousin, are perfect examples of weapons that showcase and emphasize the subtle differences. This updated version of the world's most well-known and best trusted submachine gun features a lot more rail coverage for attachments, and in the case of the 10MM variant, a higher caliber. Both feature unique, updated audio to represent their differences from the existing MP5.

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Above: The new MP5A3, available in addition to the existing MP5.

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Above: The MP5A3/10MM, a favorite of officers looking for a bit more punch. Or who just like straight mags.



Suspect Ingenuity, AKA Shotgun Traps

On the conceptual side of development, we've been working on adding more variety to the traps and tools that suspects can utilize against the player. Chief among these has been the shotgun trap, an idea that we've held close to our hearts for years but never been able to dedicate time to creating it. Now, however, we're happy to showcase an in-game render of the new shotgun trap, and what it looks like from the other side of the door.

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Above: The shotgun trap requires an elaborate setup, but packs a devastating punch.

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Above: The business end of the shotgun trap. Be alert, or you might go home in a body bag.

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Above: A very early concept of shotgun traps, as well as a few others that may show up...



Conclusion

This brings an end to our 27th biweekly briefing, sharing some new weapon variants and a deadly new trap that we look forward to integrating into the game. Please tune in next time for even more development news!

If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with all the activity and playtesting events occurring within the Ready or Not Alpha, you can become a Supporter at http://www.voidinteractive.net or at our Steam store page.

 
Última edição:
Vol. 28 Ready or Not Supporter Development Update
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Future Update News and Community Spotlight

Howdy gamers,

Welcome to the 28th edition of our biweekly newsletter! In this briefing, we'll be primarily focusing on content made by our wonderful and passionate modding community, as well as a few sneak peeks at what our team is working on behind the scenes.

Community Spotlight -- Mods of the Month

Since Ready or Not entered Early Access, we've been lucky enough to see tons of mods from our community that add content to the game and offer unique experiences for players. We love our modding community and will continue to support it and expand support for it throughout development of Ready or Not. Today, we'll be sharing three mods in particular that caught our eye this month.

1.) 'Pup SWAT[www.nexusmods.com]' on Nexus Mods, by BeYkeRYkt

Based on concept art released for Ready or Not, this mod provides high quality character skins that bring an old school, classic look to your SWAT team. Lovers of the 90s and early 2000s aesthetic rejoice, we've found just the mod for you.

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Above: A timeless look for door kickers everywhere.

2.) 'Super-A Club[www.nexusmods.com]' on Nexus Mods, by matthew9324, TayW, and mal0.

The neon lights, vibrant decorations, and numerous private rooms of the Super-A Club make for an exciting environment to move through and clear. This is an incredibly colorful map that radiates personality and clearly had a lot of love put into it.

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Above: The club's entrance. Blinding lights are ignorant of the chaos brewing within.

3.) 'Breaking News[www.nexusmods.com]' on Nexus Mods, by CCRifles.

Breaking News provides a new map for Ready or Not constructed of entirely unique assets laid out with care and precision. Alternating between claustrophobic close-quarters combat and open office spaces, your journey through this independent media office will require careful attention and a steady hand.

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Above: Advancing through Breaking News.

Fast Food Update Preview -- Under the Hood

We're happy to share some updates from our level design team on one of Ready or Not's test levels, 'Fast Food'. Still in its very early stages, we've seen a lot of progress on expanding and texturing the level to get it up to our standards.

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Above: The familiar fast food place is starting to look a bit more alive.

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Above: The back is coming together as well.

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Above: The competition across the way.

Conclusion

This concludes our 28th biweekly briefing, focusing on community-made content and some sneak previews of how Fast Food is starting to come together. Please tune in next time for even more development news, and keep an eye out on our social media!

If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with all the activity and playtesting events occurring within the Ready or Not Alpha, you can become a Supporter at http://www.voidinteractive.net or at our Steam store page.


 
rsrsrsr , não sei se foi você que fez , mas achei bem zuado a voz , sem imersão nenhuma rsrsr
não foi eu :limo:

Se fosse eu o resultado seria ainda pior :crycat:

Mas isso vídeo mostra que dá pra sair muito MOD para o jogo
 
Nada mais justo: um pouco de fôlego para talvez o melhor jogo do gênero. Simplesmente impressionante tudo o que entregaram até agora, em especial os gráficos: toda a parte de iluminação é muito impressionante e passa uma atmosfera incrível nos mapas sombrios que projetaram. Baita jogo.
 
Vol. 29 Ready or Not Supporter Development Update
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Howdy gamers,

Welcome to the 29th edition of our biweekly newsletter! This time around, we'll be showcasing our team's work on updating the game's SWAT models and adding new variations for players to choose from. Expect to see more of these models(and others we haven't teased yet) in the near future!

Updated SWAT Models and Variants

Our modelers have been working hand-in-hand with our on staff police advisor, implementing the feedback of an experienced SWAT team member to improve existing equipment and add new options for players to take advantage of. We're excited to show off what we have so far, so without further ado, let's get to it!



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Customization

Countless new kit options, from uniform color, to vests, to helmets.

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Above: New helmet variations with functioning IR strobes.


Conclusion

This concludes our 29th biweekly briefing, unveiling a variety of changes we're working on for the game's SWAT models. Please tune in next time for even more development news, and keep an eye out on our social media!

If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with all the activity and play test events occurring


 
Vol. 30 Ready or Not Supporter Development Update
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Howdy gamers,

Welcome to the 30th edition of our biweekly newsletter! In this week's issue we're going to be taking a look at some work-in-progress shots of Club and Valley as well as a(quite scary) suspect you can expect to see on Meth in the near future!

Club and Valley Come to Life

With each passing week our level design team continue to add details and improvements to our existing lists of maps, and we're excited to show off some of their fine work. The potential for environmental storytelling in Ready or Not is something that excites us, and that means adding the little details that stand out whether it's your first play through or your hundredth.

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A cascade of violence in the Club. Take control in the Aftermath.


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It's important to keep the flowers tended to


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A truly luxurious party. Time to crash it.


Preview of New Meth Suspects

In addition to a myriad of improvements and variations to existing character models, our team has been putting together an entirely new and unique cast of characters for Meth, aka 'Twisted Nerve'. While we're excited for players to run into all of these variants, there's one character in particular we'll be focusing on today.

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One of 123 Park Home's residents. His cloths have seen better days, and so has he.

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I don't like the way he's lookin' at me, Sarge.

Between the gentleman above and the rest of the new suspect and civilian models coming to Meth, players will encounter a dozen new faces in their journey to bring order to chaos.


Conclusion

As with every aspect of Ready or Not, we're focused on creating an immersive environment that is conducive to tense and fun game play. This means interweaving elements of the game's story with its characters and the world, and we can't wait for you to experience it.

This concludes our 30th biweekly briefing, focusing on a few level previews and a new character model for Meth. Please tune in next time for even more development news, and keep an eye out on our social media!

If you'd like to help us test new content on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with all the activity and play test events occurring within the Ready or Not Alpha, you can become a Supporter at http://www.voidinteractive.net or at our Steam store page.

Keep your feet on the ground.
Community Management Team
 
Comprei essa semana, jogo é bom! Esperava algo mais simples por estar em acesso antecipado, mas supreendeu. Há sim o que melhorar, mas no primeiro momento é muito bom. Com mod de mapas ajudará a dar uma sobrevida ao jogo vanilla que ainda possui poucos mapas.

Espero que futuramente eles melhorem a customização de armas e equipamentos.
 
May Update Addendum
To the Ready or Not Community,

Our developers have been hard at work on putting together our largest content update yet, including new levels, characters, weapons, and a complete cover system for civilians and suspects to utilize. The extra time allotted to our team to work on this update has allowed us to perform necessary bug hunting, problem solving, and mechanical integration.

At this point we now have a firm grasp on how much work is left ahead of us to get the update in a playable and test-ready state. Unfortunately, we'll need just a little bit more time to ensure we can adequately prepare the large amount of new content and systems being added to the game.

Our biggest content update yet will be available to all Ready or Not players in the first week of June.

We know that we've already asked for you to wait for us once, and we know that this delay will come as frustrating news for our community. These extra few days will be crucial in making the update consistently playable and ready to experience with your friends without forcing our dev team into a crunch period that is all too common in the industry.

Going forward, we will continue to communicate any such development news so that we are maintaining openness with our player base. We thank you for your patience, for your support, and for your passion that pushes us to make the game better every day.

We're so excited to share everything that we've been working on with you, and we'll see you in the first week of June!
 
Community Content Exhibit Vol. 1
Welcome to the first in our series of monthly newsletters, dedicated entirely to community creations and contributions to Ready or Not! This month, we’re focusing on popular, well made, and unique mods to take your gameplay to the next level. Let us know if you’ve already experienced one of these in the comments!

Community Spotlight – Mods of the Month


1.) In-Game Menu[www.nexusmods.com] by TheRareKiwi

For many players this will be one of the first mods they download, and often the first they are recommended. The simply named ‘In-game menu’ offers users more granular control over their lobbies in both single and multiplayer. The mods feature set includes a proto-server browser, user limit changes, a map selector, and even a simple mod management and identification interface, to see what mods you have loaded at any given time.

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2.) The Fairfax Residence Remake[www.nexusmods.com] by bmatthew9342

The Fairfax Residence is a map that features many veterans of the Tactical Police Action genre. It’s a faithful remake of the old SWAT 4 map, and faithfully maintains both game’s high level of environmental storytelling. Most present is the slow feeling of dread from the compact map, the well decorated environment, and its sparse use of NPCs.

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3.) Old Wenderly Psych Hospital[www.nexusmods.com] by WasabiParty

Old Wenderly’s claustrophobic corridors, and high density of both civilians and suspects, lend themselves very well to the short, furious firefights that test all players' target acquisition and identification skills. The only downside to the map is the lack of decoration, but given the map's size combined with how hectic the action tends to be, it’s very easy to overlook its missing flair.

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Editors Choice

4.) ODST RONMOD[www.nexusmods.com] by Sierra107

I really think the name of this mod speaks for itself! Though given the in-universe talents of the ODSTs and the incongruity of placing them in a reasonably modern space, it doesn’t mean that Sierra107 didn’t hit it out of the park with a modern version of the ODST battle suit and aesthetic. The cherry on top of this mod, is that Sierra also adds voices that sound like they’ve been passed between helmet comms, as well as two weapons! The headliner is the venerable M90 pump shotgun, whose sheer imposing presence makes it an absolute joy to use. The other is the MK50 Sidekick from Halo Infinite, whose replacement of the USP is quite a fitting choice.

All round it’s a wonderful package, with more tweaks and firearms on the way!

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Closing

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

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

Don’t forget to share your mods with us on Twitter, Facebook, and Instagram, and join our modding community on Discord.

TOC, signing off.
 

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