Install BepInEx
Five items into your game folder, beside StreetsOfRogue.exe.
Start here
Footage of a live run with the plugin installed, and what to watch for while it plays.
Reading that characters "use cover" and watching a police squad actually work an angle on you are different experiences. This is a run with the plugin installed, so you can decide whether it is worth the five minutes before you spend them.
WatchStreets of Rogue with my Ungodly Streets of Rogue AI v1.0.0Almost everything this mod changes is invisible in a still frame — the stock game and the modded game screenshot identically. The differences are structural, and they only show up in movement. These are the tells that read clearly on video, roughly in the order you are likely to notice them.
| Watch for | Why it happens |
|---|---|
| Nobody stands in an open doorway trading shots | The stock game has no cover logic whatsoever. Characters now search for cover, run hide-and-peek cycles, and relocate when their cover stops facing the threat. |
| Guns stop sounding like a metronome | Stock fire is a flat percentage roll per cycle that fires the instant it passes. This adds bursts, pauses between bursts, and an aim-up delay before the first round. |
| Nobody shoots an ally in the back | There is no friendly-fire check at all in the stock game — a police squad will happily do exactly that. Every shot now runs an angular line check against allies closer than the target. |
| A gang arrives as a gang | Stock team-size counting makes six gang members trickle into a fight one at a time. The count is widened to include allies who would respond, so they turn up together. |
| Someone notices, hesitates, and only then commits | The stock game flips instantly between oblivious and hostile. There is now a real middle state — suspicion builds and decays, which is why backing out of sight sometimes works. |
| Crouching and walking genuinely help | Stock sight is a flat 96° cone at a fixed 13.44 units for everyone regardless of what you are doing. Sight is now weighted by distance, movement, sprinting, crouching, recent gunfire and darkness. |
| A gunshot pulls a crowd, a footstep does not | Stock hearing is one flat number. Gunshots, explosions and footsteps now carry different distances, with configurable falloff through walls. |
| Somebody breaks and runs — and somebody else does not | Fight-or-flight still uses the game's own formula, then adjusts it by temperament, morale, threat assessment and group strength. Two characters in identical situations can now reach different conclusions. |
| People dodge, block and strafe | None of these exist in the stock game for characters on foot, and neither does anti-stuck handling. All four are Emerald-style combat actions. |
Footage shows one preset on one set of levels. Hardened is the intended experience and what the guide assumes, but Streetwise sits close to the stock game and Nightmare is deliberately unfair — so your run will not look identical to this one unless your settings match. Every preset is described on the panel guide.
Three parts, about five minutes. If you already run BepInEx 5 for another mod, it is closer to one minute — you can skip straight to dropping the DLL in.
Five items into your game folder, beside StreetsOfRogue.exe.
The loader builds its folders and tells you in the log whether it attached.
One DLL into plugins\, then press F5 in a run.