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Releases: Nokama0/ReadyOrNot-MissionObjectiveCounter

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v1.1

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@Nokama0 Nokama0 released this 08 Aug 23:11

A stability release. It fixes a crash that could take the game down the first time the panel was shown, on UE4SS builds from before 14 June 2026.

UE4SS interns every string handed to FName, and older builds kept a pointer into the caller's own buffer rather than owning a copy. The panel named all 108 widgets it builds for a typical mission, each name a freshly built Lua string, so once Lua collected one the pool was left pointing at freed memory. Only the outermost widget needs a name now, and that one is held for the life of the Lua state. This does not make the game immune, since the pool is shared and any mod can poison it, but it removes this mod's own contribution.

Row text is also written only when the value actually changed rather than on every poll, and a write that fails now retries on the next poll instead of being recorded as done, which previously could leave a single cell frozen while the rest of the panel updated.

Requirements

UE4SS experimental-latest, from https://github.com/UE4SS-RE/RE-UE4SS/releases/tag/experimental-latest

That is a rolling tag: it is rebuilt continuously and never changes name, so a copy downloaded months ago still calls itself experimental-latest and still reports itself as v3.0.1 Beta. If yours predates 14 June 2026 it carries the bug described above, so download it again if you are unsure. You can tell which build you have by whether ReadyOrNot\Binaries\Win64\ue4ss\ exists; if UE4SS.dll sits directly in Win64\ instead, that is the older stable release, and this mod cannot attach to the HUD on it at all.

Install

  1. Download MissionObjectiveCounter-v1.1.zip below.
  2. Drag the MissionObjectiveCounter folder into ReadyOrNot\Binaries\Win64\ue4ss\Mods\.
  3. Add MissionObjectiveCounter : 1 to ue4ss\Mods\mods.txt, above the Keybinds line.
  4. Restart the game. mods.txt is only read at startup.

Upgrading from v1.0 is the same drag, overwriting the Scripts folder. No change to mods.txt is needed.

v1.0

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@Nokama0 Nokama0 released this 08 Aug 01:03

First public release. A toggleable in-mission panel showing live counts of suspects, civilians, evidence, reports, score groups and named mission objectives. Press F7 in a mission to show it, F7 again to hide it.

Read-only. It reads scoring and objective state through UE4SS and draws a panel. It does not alter scoring, does not write save data, and does not touch session or matchmaking state.

Requirements

UE4SS v3.0.1 Beta or compatible, installed separately from https://github.com/UE4SS-RE/RE-UE4SS/releases.

Install

  1. Download MissionObjectiveCounter-v1.0.zip below.
  2. Drag the MissionObjectiveCounter folder into ReadyOrNot\Binaries\Win64\ue4ss\Mods\.
  3. Add MissionObjectiveCounter : 1 to ue4ss\Mods\mods.txt, above the Keybinds line.
  4. Restart the game. mods.txt is only read at startup.

The download contains the mod and its licence only. Full documentation, and the notes on the UE4SS behaviour this mod relies on, are in the repository linked above.

Confirmed working

Single player, and co-op for both the host and joining clients. Counters, score groups and the objective list all populate with values matching the end-of-mission results screen. Panel position and scale hold across different resolutions and aspect ratios.

Known limitations

Spectator view is not supported; it uses a different HUD class.

The EVIDENCE row is absent at mission start, and that is correct. Evidence is largely weapons dropped by suspects, so none exists yet; the row appears once the first evidence does. Any row whose total is genuinely zero is omitted rather than shown as 0 / 0.

A value the mod could not read renders as -, never as 0, so a failed read is never mistaken for a real count of zero.

Reporting problems

Open an issue using the bug report form. UE4SS.log is what makes a report actionable, and the form says which lines matter. Setting DIAGNOSTICS = true in Scripts/main.lua adds one-time detail that is off by default.