Ungodly Streets of Rogue AI v1.0.0

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See it in action

Footage of a live run with the plugin installed, and what to watch for while it plays.

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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.

Video thumbnail: Streets of Rogue with my Ungodly Streets of Rogue AI v1.0.0WatchStreets of Rogue with my Ungodly Streets of Rogue AI v1.0.0
A live run on v1.0.0, recorded by StixsworldHD4k. Best watched at 1080p — a lot of what changed is small movements you will miss at low resolution. Watch on YouTube · StixsworldHD4k
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What to watch for

Almost 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.

Each row is something the unmodified game does not do. The overview has the full stock-versus-mod table.
Watch forWhy 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.
The honest caveat

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.

Want the same setup?

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.

Part 1

Install BepInEx

Five items into your game folder, beside StreetsOfRogue.exe.

Part 2

Launch once

The loader builds its folders and tells you in the log whether it attached.

Part 3

Add the plugin

One DLL into plugins\, then press F5 in a run.