Ready Or Not
Ready Or Not ModMenu
43 downloads
1 favourites
Updated Sep 17, 2026
About this mod menu
READY OR NOT MOD MENU | v1.1 | by TheHolyOneZ
zlogic.eu - downloads: zlogic.eu/mods/
Single-player / offline use only. UE 5.3.2
Built for: Ready Or Not "Boiling Point"
Steam build 23037110 (2026-07-21)
Requires the game to be run in DirectX 11 (see README.txt).
HOTKEYS
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- INSERT or RIGHT SHIFT ... open / close the menu
- END ..................... unload the mod cleanly
- RIGHT MOUSE ............. hold to aim (aimbot, default)
- F9 ...................... toggle legacy focus mode (troubleshooting)
- F10 ..................... force gameplay input mode back (troubleshooting)
Fly mode keys (menu CLOSED):
- W / A / S / D ........... fly along your view direction
- SPACE .................. fly straight up
- LEFT CTRL .............. fly straight down
- LEFT SHIFT ............. hold to boost
PLAYER TAB
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Survivability:
- God mode (sets the engine's own "unlimited health" flag, not a health refill)
Movement:
- Speed multiplier (1.0x - 50.0x)
- Re-applied every frame, so weapon weight, stance and knockback cannot
reset it
- Full speed while crouched
- Crouch has a separate speed cap; without this you still crawl
- Instant acceleration (top speed immediately, stop dead, no ice-skating)
WEAPONS TAB
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Ammunition:
- Infinite ammo (uses the weapon's built-in infinite-ammo flag, keeps the
HUD magazine topped up)
Recoil / Accuracy:
- No recoil (pins view recoil + all runtime recoil accumulators at zero)
- No spread (pins runtime spread and ignores ammo-type spread)
Rate of fire:
- Override fire rate + multiplier (0.25x - 5.00x)
AIM TAB
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Aimbot:
- Aimbot toggle, hold Right Mouse to aim
- FOV radius in SCREEN PIXELS (10 - 600), not degrees
- Live readout of what that equals in degrees at the current camera FOV
- The number on the slider IS the radius of the circle you see, at any
zoom level (hipfire or scoped)
- Smoothing (1.0 - 20.0)
- Target bone: Head or Chest
- Aims at the REAL skeleton bone, so crouching and prone targets are hit
correctly instead of being shot over
Silent Aim:
- Silent aim toggle
- Silent FOV radius (10 - 900) - can be far wider, nothing moves on screen
- Rewrites the shot direction as the gun fires; the crosshair never moves
- No aim key needed, just shoot
Trigger bot:
- Trigger bot toggle
- Trigger radius (2 - 60 px) with live degrees readout
- Reaction delay (0 - 400 ms) - dwell time before it fires
- Refire gap (40 - 800 ms)
- Head only
- Arming: Always armed / Hold Right Mouse / Hold ALT
- Uses the same target sides and wall check as the aimbot
Wall check:
- Only target what you can see
- Traces from the camera to the target's head bone and skips anyone
behind cover, for both aimbot and silent aim
FOV circle:
- Show FOV circle in game
- Only while aim key held
- Separate colours for the aimbot and silent aim circles
Target side (aimbot + silent aim + trigger bot):
- Suspects
- Civilians
- SWAT / team
Silent aim status (live):
- ProcessEvent hook state
- Fire functions resolved (n / 4)
- Shots redirected counter
ESP TAB
-------
Targets:
- SWAT / team, Suspects, Civilians
Shape:
- Box, with style: 2D box, Corner box, Filled box
- Box is built from the actual bone bounds, so it wraps crouching and
prone bodies correctly
- Skeleton (head, neck, chest, pelvis, both arms, both legs)
- Skeleton budget (1 - 32 people per frame)
- Tracers, with origin: From bottom / From crosshair / From top
- Health bar (gradient green to red)
- Line thickness (1.0 - 4.0 px)
Status readout:
- Threat tag, ranked worst first:
FAKER > ARMED > COMPLYING > FLEEING > ALERT > SAFE
- Weapon held (what they are actually carrying)
- Raw combat state (UNAWARE / SUSPICIOUS / FLEEING / HESITATION / COVER / ARMED)
- Highlight fakers
- Pulses anyone faking surrender right now
- Flags anyone who has faked before with "! FAKED BEFORE", even while
they are complying
Visibility:
- Wall check
- Behind cover, 4 modes:
Fade (opacity) + occluded opacity slider
Dedicated colour + its own colour picker
Dim their own colour + dim amount slider
Hide entirely
- Apply the above to: Suspects / Civilians / SWAT
- Anyone unticked keeps their exact normal colour, wall or no wall
Info:
- Name
- Distance
- Max distance (25 - 500 m)
- Text size (0.70x - 1.80x)
Performance:
- Overlay FPS cap (15 - 144 fps)
- ESP update rate (5 - 120 Hz)
Smoothing:
- Smoothing (0.00 - 0.95) - damps jitter in the raw positions
- Motion prediction - pushes each target along its measured velocity so the
box sits on a running target instead of trailing behind it
- Boxes are re-projected from the live camera EVERY frame, so turning is
always 1:1 no matter how low the update rate is
Colors:
- Colour by threat, not side (toggle)
- SWAT, Suspect, Civilian, Faker, Armed, Complying, Skeleton, Occluded
WORLD TAB
---------
Time:
- Time scale (0.05x - 3.00x)
- Reset button + Slow-mo 0.35x preset
Movement:
- Fly mode (WASD to fly along your view, SPACE up, LEFT CTRL down,
LEFT SHIFT to boost - menu must be closed)
- Fly speed (200 - 4000 cm/s)
- Boost multiplier (1.0x - 8.0x)
- Noclip (fly through walls / floors - collision off; only while flying)
Teleport:
- Blink distance (100 - 3000 cm)
- Blink forward (along your view direction, passes through walls)
- Save position
- Return to saved position
CONFIG TAB
----------
Menu:
- Toggle keys reminder (INSERT / Right Shift)
Accent:
- Accent colour picker (recolours the whole menu live)
Overlay click-through:
- Overlay always on top
- Live click-through check, showing whether a click would reach the game
Developer:
- Dump skeleton bone names to log (only needed after a game update)
Debug (live):
- pawn found, health, walk speed, inventory, equipped weapon,
magazines and loaded ammo
Trigger bot status:
- Shots fired
- Silent redirect count
About:
- Author, website and download links
INTERFACE
---------
- Dark modern UI with accent theming and a branded header and footer
- Animated branded splash screen on injection
- Branded injector console with a spinner while waiting for the game,
and a 15 second countdown you can skip with any key
- Overlay draws during gameplay while staying fully click-through, so
mouse and keyboard reach the game normally
Protection:
- All author / branding strings are obfuscated in the binaries - they do
NOT appear in a plain "strings" or hex-editor search
- Runtime integrity check: if the author/branding is patched out, the
checksum no longer matches and every cheat is disabled, with an
"this copy has been modified" notice in the About tab
Screenshot
Tags
Unity injectorZyMonoWindows-native. Mono & IL2CPP, picks the right route itself.Get it Unreal EngineZirconReflection dumper & SDK generator. 11 formats, UE 4.22–5.7.Dump Dump indexZdexPublished UE dumps per game & build: offsets, search, diffs, usmap & SDK. Upload yours.Browse SourceGitHubEverything is open source. Star, fork, read the code.@TheHolyOneZ