Mission Objective Counter (UE4SS)
🟡 Updated this yearPreview

🔍 Analysis
- 🏆 #19 of 21 Scripts mods in this game by downloads
📋 About This Mod
Adds a toggleable in-mission panel listing live suspect, civilian, evidence and report counts, every score group, and each named objective with its status. Works in single player and co-op for host and clients. Read-only and does not affect
Description
Press F7 during a mission and a panel appears showing live counts of suspects, civilians, evidence and reports, the game's own score groups, and every named mission objective with its current status. Press F7 again and it is gone.
It is read-only. It reads scoring and objective state and draws a panel with it. It does not alter scoring, does not write save data, and does not touch session state. It changes nothing about what the game records; it only shows you what is already there.
It works in co-op, for the host and for joining clients alike. Everyone in the session can see the same information without relying on one person to call it out.
Installation instructions
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[]Install UE4SS (experimental-latest) first if you do not have it. This mod does nothing without it.[/]
[]Download the archive and open it.[/]
[]Drag the MissionObjectiveCounter folder into ReadyOrNot\Binaries\Win64\ue4ss\Mods\. Do not rename it, the name has to match the next step exactly.[/]
[]Open ue4ss\Mods\mods.txt in a text editor and add this line above the Keybinds line near the bottom:
MissionObjectiveCounter : 1[/]
[]Restart the game. mods.txt is only read at startup, so a running game will not pick it up.[/]
To uninstall, delete the folder and remove the line.
Main features
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[]Suspects and civilians, showing how many are accounted for out of the mission total, broken down by reported, arrested, killed, and injured for civilians.[/]
[]Evidence and reports, collected out of total.[/]
[]Score groups, the game's own graded objective categories, each as primary, secondary or tertiary with its given and total score.[/]
[]Named objectives, each with live status: active, done, or failed, colour coded, including hidden objectives.[/]
[]One hotkey. F7 by default, and configurable. A few other Ready or Not mods also use F7; both handlers fire on the same press, which is usually harmless, but if it causes trouble change TOGGLE_KEY in Scripts\main.lua rather than uninstalling either mod.[/]
[]Works at any resolution and aspect ratio. The panel anchors to a HUD corner and scales with the game's own UI scaling rather than using fixed pixel positions.[/]
[]Configurable in Scripts\main.lua: the hotkey, which corner it sits in, its scale, how often it refreshes, and which of the three sections are shown. If it reads small on a high resolution display, raise SCALE.[/]
Good to know
Two behaviours look like bugs and
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[]Suspects and civilians, showing how many are accounted for out of the mission total, broken down by reported, arrested, killed, and injured for civilians.[/]
📊 Mod Details
- Game
- Readyornot Mods
- Author
- nokama10
- Version
- 1.1
- Downloads
- 95
- Endorsements
- 3
- Category
- Scripts
- Created
- 8/8/2026
- Updated
- 8/8/2026
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