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Files modified:
Content/Maps/SP-DrugLab.s4m
Content/Maps/SP-Tenement.s4m
System/SpeechCommandGrammar.xml
System/CommandInterfaceMenus_SP.ini
System/PlayerInterface_Command_SP.ini
System/PlayerInterface_Use.ini
System/SoundEffects.ini
System/StaticLoadout.ini
System/SwatGui.ini
System/SwatGuiState.ini
Generated code
## GAMEPLAY ##
### Missions ###
- The Stetchkov Syndicate missions have been merged with the original SWAT 4 missions to have one linear campaign.
* They are sprinkled in, not shoved afterwards.
* The original missions have some order differences, such as Fairfax Residence coming before Food Wall.
- Like The Stetchkov Syndicate introduced, each mission has equipment that is unlocked.
* See the section titled "Changes to specific missions" for more details on what has been changed
- When creating a new campaign, you have a choice of either using the new altered campaign or "additional missions" which were created by the community.
* Currently incomplete (there are no maps yet, but the framework for it is built)
- Some missions now contain traps! An (almost fully) working feature that was cut from the game for some reason.
* Traps can be disarmed using the Toolkit, or by an AI controlled officer with the Disable command.
* AI Controlled Officers can detect the presence of traps on a door with a new CHECK FOR TRAPS command.
- Some missions now contain extra drug evidence! You will need to collect these to get a perfect score.
* Drug evidence can be collected by AI controlled officers with a "Secure Evidence" command.
- "Press ESC and debrief to exit the game" now shows on ALL missions, not just Food Wall, Fairfax Residence and Qwik Fuel.
- When a mission objective is complete, it will notify in white text at the top of the screen.
### Score ###
- Stiffened penalties and added new ones:
* AI-Controlled officers using C2 can now trigger "Incapacitated a Hostage", "Killed a Hostage", "Unauthorized Use of Force" and "Unauthorized Use of Deadly Force" penalties
* Snipers can now trigger "Incapacitated a Hostage", "Killed a Hostage", "Unauthorized Use of Force" and "Unauthorized Use of Deadly Force" penalties
* Not reporting a downed hostage or suspect will trigger a new penalty: "Failure to report downed civilian" or "Failure to report downed suspect"
- Removed the "Failure to prevent destruction of evidence" penalty on Funtime Amusements
- In singleplayer, penalties are displayed in the chat as they happen.
- Changed values of penalties:
* "Unauthorized use of deadly force": -10 -> -20
* "Incapacitated a hostage": -5 -> -25
* "Killed a hostage": -15 -> -50
* "Incapacitated a fellow officer" -15 -> -25
* "Injured a fellow officer": -5 -> -10
* All other penalties remain the same.
### Singleplayer ###
- Added missing dialogue for "Open and Make Entry" command
- If one member of a team remains (ie, Jackson is the only one alive on Blue), Lead will say their name instead of their team (so, "Jackson - Mirror Under the door)
- Fixed a bug where AI-controlled officers could only drop one lightstick
- Players can suffer effects of CS gas if not properly protected
* Likewise, the player will not be harmed by flashbangs if they have a helmet
* (Previously, the player was immune to CS gas but not flashbangs, despite having the complete opposite equipment for this)
- AI-controlled officers will automatically report any suspects or civilians that they restrain.
### Suspects ###
- Modified morale alters:
"Weapon Drop" morale modifier increased substantially.
"Flashbang" morale modifier increased
"Gassed" morale modifier increased
"Stung" morale modifier increased
"Tased" morale modifier decreased
"C2 Stun" morale modifier decreased
"Shot" morale modifier substantially increased
"Killed Officer" morale modifier increased
"Nearby enemy killed" morale modifier increased for higher-skilled suspects
- Suspects will maintain suppressive fire for twice as long when they are barricaded
- Compliant suspects will wait longer before deciding to pick up their weapon
- (Non-Insane/Non-Polite) suspects take twice as long before shooting hostages
- Added a new quality: Polite. Any suspect archetype with this quality won't attempt to shoot hostages.
** NOTE: Does not apply to Quick Mission Maker
- Added a new quality: Insane. Any suspect archetype with this quality will shoot hostages *much* faster (basically instantly) and ignores distance checks.
** NOTE: Does not apply to Quick Mission Maker
- Using your Shout button on a restrained suspect will taunt them. Examples include "You have the right to remain silent," etc. Doesn't do anything, it's just an easter egg. Warning: The suspect may have some unkind words for you in return.
### Civilans ###
- Greatly increased morale of all civilians, making them harder to give up
- Added a new quality: Fearless. Any civilian archetype with this quality won't scream when in the same room as a suspect - only if they are threatened or there is a gunshot.
** NOTE: Does not apply to Quick Mission Maker
- Using your Shout button on a restrained civilian will soothe them. Examples include "It's okay, we'll get you out of here," etc. Doesn't do anything, it's just an easter egg.
## GUI ##
* New splash screen
### Equipment Menu (SP): ###
- Weapons now have a detailed information panel with statistics like their manufacturer, etc
- Can now select body armor for AI-controlled officers and yourself
- You can also select more choices for helmets, including riot helmets, terrorist helmets and gas masks
- Cleaned up the appearance of the top tabs
- Breaching tab on right is relabelled "BREACH AND PROTECTION" for clarity
- Corrected typo for label on Secondary tab
"Select secondary weapon and equipment" --> "Select secondary weapon and ammunition"
### Graphic Command Interface ###
- Performed a drastic redesign of the menu to promote both speed and functionality
* "Open and ..." commands have been moved to a submenu: "OPEN >>>"
* STACK UP has been renamed to TRY LOCK
* New command: CHECK FOR TRAPS - officers will try the lock and will report if the door is trapped. Clunky, but it works.
* TRY LOCK, CHECK FOR TRAPS, Optiwand commands have been moved to a submenu: "INVESTIGATE >>>"
* Due to this design, when viewing a door through another doorway, you can issue both Move and Open commands with no ambiguity.
- Allowed the player to issue Breaching commands even when doors aren't locked
* These are available via OPEN >> submenu
- The GCI is now dynamic in that drop-down menus (such as "OPEN >>>") can only appear in certain contexts (OPEN will only show on doors)
- Deploy Lightstick has been moved out of the Deploy menu (Drop Lightstick command) so they can be dropped faster
### Career Menu ###
- Removed "-EXP-" tag before all TSS missions in the menu
### Settings Menu ###
- Fixed a bug where the music would get glitched
- 'Display Subtitles' moved to Audio Options
- 'Use Speech Recognition' option added to Audio Options
- 'Disable Initial Dispatch' option added to Audio Options
- Support for ~5x as many resolutions (4 -> 22)
## EQUIPMENT ##
* Colt Accurized Rifle:
- Corrected muzzle velocity
* Grenade Launcher:
- Given real world name (HK69 Grenade Launcher)
- Greatly increased damage dealt from direct impact
- May now be equipped as a secondary weapon
* AK47 Machinegun:
- Fixed inaccurate description
- Fixed name (AK-47 Assault Rifle)
- Now selectable in Singleplayer
- Corrected muzzle velocity
- 1 less magazine
* GB36s:
- Corrected wrong name (is now H&K G36K)
- Updated description
- Corrected muzzle velocity
- 1 extra magazine
* 5.56mm Light Machine Gun
- Corrected wrong name (is now M249 SAW Light Machine Gun)
- Fixed incorrect muzzle velocity
- Now selectable in Singleplayer
* 5.7x28mm Submachine Gun
- Corrected wrong name (is now FN P90 Personal Defense Weapon)
- Completely redid the description (as it's totally wrong)
* Gal Sub-machinegun
- Corrected wrong name (is now Silenced IMI Uzi)
- Updated description
- Now selectable in Singleplayer
- May now be equipped as a secondary weapon
* 9mm SMG
- Corrected wrong names (H&K MP5A2 SMG and H&K MP5A2 SSD)
- Added automatic firing mode
- Updated description
- Fixed incorrect magazine size for FMJ (holds 30 rounds, not 25)
- Corrected muzzle velocity
* .45 SMG
- Corrected wrong name (H&K UMP SMG)
- Updated description
* 9mm Handgun
- Corrected wrong name (Glock 17)
- 2 extra magazines
* Mark 19 Semi-Automatic Pistol
- Corrected wrong name (Desert Eagle .50AE)
NOTE: The name is technically correct (as a Desert Eagle Mark XIX is designed to fire .50 AE rounds), but I felt the need to change it
- Fixed typo in description
- Fixed incorrect muzzle velocity
- Slightly reduced recoil
- Added an extra clip
* 9mm Machine Pistol
- Corrected wrong name (TEC-DC9 Machine Pistol)
- Completely redid the description
- Now selectable in Singleplayer
- May now be equipped as a Primary Weapon
- 2 extra magazines
* TASER Stun Gun:
- Cut TASER stun gun probe spread by 50%
- Changed the name (TASER M26C Stun Gun)
- Doubled the range (The M26C and its sister weapon have cartridge variations that can fire up to 35 feet)
- Has a chance to incapacitate or even KILL hostages if not used correctly. Avoid use on the elderly, drug-users and people with health conditions.
- Fixed typo in description
"The Taser stun gun works on the principal" -> "The Taser stun gun works on the principle"
* Cobra Stun Gun:
- Changed the name (TASER C2 Series Stun Gun)
- Changed the description
- Reduced the range (The C2 series can only fire up to 15 feet)
This is good for balance too!
- Like the TASER stun gun, the Cobra stun gun has a chance to incapacitate or kill hostages.
The double fire mode doesn't increase the chance of cardiac arrest, but it does increase lethality. Use caution.
* Colt Python:
- Now selectable in Singleplayer
- 3 extra magazines
* VIP Colt M1911:
- Now selectable in Singleplayer
* Sting Grenade:
- Doubled the range and vastly increased damage to be more realistic
- All equipment that reduces the effect of sting grenades in MP also works in singleplayer
- Can detonate pipe bombs, oxygen tanks, and gas cans
* Flashbang:
- Increased the damage and radius to be more realistic
- Can detonate pipe bombs, oxygen tanks, and gas cans
* Added two new head armor items:
- Riot Helmet: Offers slightly less protection than the Helmet, but also reduces Pepper Spray and Gas durations
- ProArmor Helmet: Offers highest possible protection, but confers no other bonuses.
* Helmet:
- Renamed to Tactical Helmet
- Provides protection against flashbangs in singleplayer
* C2:
- Increased the damage radius, stun angle and stun radius. It is now more risky to use C2.
* Pepperball Gun:
- May now be equipped as a Secondary Weapon
* M4Super90:
- May now be equipped as a Secondary Weapon
- Added new ammo type: 000 Buck
- Renamed "12 Gauge Slug" -> "Sabot Slug"
- Corrected magazine size (5 -> 7)
SWAT 4 uses the magazine size from a civilian version of the shotgun. The Law Enforcement and Military models have 7 round magazines.
* Nova Pump:
- Corrected invalid magazine size (8 -> 7)
- Added new ammo type: 000 Buck
- Renamed "12 Gauge Slug" -> "Sabot Slug"
* M4A1 Carbine:
- Corrected muzzle velocity
* Ammo Pouch:
- Fixed misleading description (it gives ammo for all guns, not just the primary)
- No longer affects the Less Lethal Shotgun
## MISSION CHANGES ##
WARNING: This section contains spoilers
Missions are listed in order that they occur
Morale has been modified across the board.
If an equipment is not listed as unlocked by a mission, it is unlocked by default.
* Fairfax Residence
- CAUTION! May contain traps! (Evidence shows that they were cut from the original game on this mission)
- Restored a cut conversation between Lead and TOC that triggers when tripping a trap
- Restored a cut conversation between Lead and TOC that triggers when arresting the accomplice
- Gladys Fairfax is Fearless
- Gladys Fairfax has a chance to die from the taser
- Melinda Kline has a very small chance to die from the taser
- Corrected typo in mission briefing location info ("Information is specualtive regarding the basement." -> "Information is speculative regarding the basement.")
- Does not unlock any equipment
* Food Wall Restaurant
- The armed waiter is Polite
- All patrons are Fearless
- Corrected typo in mission briefing timeline ("Alex Jimenez is observed entering Food Wall Restauraunt" -> "Alex Jimenez is observed entering Food Wall Restaurant")
- Unlocks the Nova Pump shotgun
* Qwik Fuel Convenience Store
- Possible drugs that need collecting
- The suspects on this mission may be carrying drug evidence.
- Alice Jenkins is Insane and has a moderate chance (50%) to die from a taser
- The other suspects have a decent chance (35%) to die from a taser
- Made loading screen text consistent with other missions ("3721 Pitkin Avenue, Qwik Fuel" -> "3721 Pitkin Ave., Qwik Fuel")
- Unlocks the Less Lethal shotgun
* FunTime Amusements
- A penalty is no longer issued when suspects flush drugs
- Drug flushers are Polite
- Corrected missing loading screen text ("1401 Gower St., FunTime Amusement Arcade")
- Corrected a typo in briefing description
- Unlocks the Gas Mask
* Victory Imports Auto Garage
- Made loading screen text consistent with other missions ("487 29th Avenue, Victory Imports" -> "487 29th Ave., Victory Imports")
- Unlocks the Ammo Pouch
* Our Sisters of Mercy Hostel
- Both entryway doors now correctly have MAKE ENTRY commands on them.
- Locked a bunch of doors
- The residents (elderly) have a very high chance of dying from a taser
- Removed objective: Rescue Lionel McArthur
- Made loading screen text consistent with other missions ("Our Sisters of Mercy Halfway House, 796 Newbury St." -> "796 Newbury St., Our Sisters of Mercy")
- Unlocks the TASER C2 Series
* Old Granite Hotel
- Fixed wrong snipers. Sierra 1 was where Sierra 2 is supposed to be, and vice versa.
- Unlocks the Colt Python
* A-Bomb Nightclub
- Possible drugs that need collecting
- Unlocks the Riot Helmet
* Northside Vending and Amusements
- CAUTION! May contain traps. (Evidence shows that they were cut from the original game on this mission)
- Restored a cut conversation between Lead and TOC upon tripping a trap
- Restored a cut conversation where Red Two would muse about how much money the laundromat was making
- Some doors were opened that are now closed. Likewise, some doors that were closed by default are now open.
- Fixed a bug where the front door had MAKE ENTRY commands on the wrong side (unless you want to MAKE ENTRY into an alleyway..?)
- The laundromat door now has MAKE ENTRY commands assigned to it (since you are entering the laundromat, after all)
- Louis Baccus is Fearless
- All suspects are Polite
- Made loading screen text consistent with other missions ("1092 Westfield Road, Northside Vending" -> "1092 Westfield Rd., Northside Vending and Amusements")
- Unlocks the FN P90 PDW
* Red Library Offices
- Made loading screen text consistent with other missions ("732 Gridley Street, Red Library Inc." -> "732 Gridley St., Red Library Inc.")
- Unlocks the Colt Accurized Rifle
* Seller's Street Auditorium
- All of the static drug bags were removed. They have been replaced with drug evidence which can be collected.
- Andrew Norman is Insane and has a very small chance to die from the taser
- Made loading screen text consistent with other missions ("The Sellers Street Auditorium, 1801 Sellers St" -> "1801 Sellers St., The Sellers Street Auditorium")
- Unlocks the HK69 Grenade Launcher
* DuPlessi Wholesale Diamonds
- No changes
- Unlocks the ProTec Helmet
* Children of Taronne Tenement
- CAUTION! May contain traps. (Evidence shows that they were cut from the original game on this mission)
- All civilians are Fearless
- Andrew Taronne is Polite
- All civilians have a very small chance to die from the taser
- All suspects (except Andrew Taronne) have a very small chance to die from the taser
- Made loading screen text consistent with other missions ("2189 Carrols Road, Taronne Tenement" -> "2189 Carrols Rd., Taronne Tenement")
- Unlocks Night Vision Goggles
* Department of Agriculture
- Made loading screen text consistent with other missions ("Government Plaza, Offices of the Department of Agriculture, 2112 Geddy Avenue" -> "2112 Geddy Ave., The Department of Agriculture")
- Unlocks the AK-47 Assault Rifle
* St. Micheal's Medical Center
- The Terrorists are Insane
- Hyun-Jun Park's Security Detail are Polite and will -never- attack
- Corrected various inconsistences in the mission strings (It's referred to as "Memorial Hospital" in the location info, and simply "St. Micheal's" in the loading screen, but "St. Micheal's Medical Center" in the voiceover)
- Unlocks the Silenced IMI Uzi
* The Wolcott Projects
- The homeless are Fearless
- The homeless have a very small chance to die from the taser
- The loading screen and dispatch are inconsistent. Dispatch says "1210 Canopy Road" while the loading screen and mission text say "Blakestone Avenue". Corrected the text to use the Canopy Road address instead.
- Does not unlock any new equipment
* Stetchkov Drug Lab
- CAUTION! May contain traps!
- All of the static drug bags were removed. They have been replaced with drug evidence that can be collected.
- All of the external doors now correctly have MAKE ENTRY commands on them.
- Locked a bunch of doors
- The civilians are Fearless
- The civilians have a very small chance to die from the taser
- The suspects are Polite
- Made loading screen text consistent with other missions ("Stetchkov Drug Lab, 653 Tovanen St." -> "653 Tovanen St., Stetchkov Drug Lab")
- Unlocks the TEC-DC9 Machine Pistol
* Fresnal St. Station
- The elderly have a chance to die from the taser
- Fixed typos in briefing timeline ("First Units Arive" -> "First Units Arrive"; "First units arive and perimeter established" -> "First units arrive and perimeter established")
- Unlocks the Desert Eagle .50AE
* Stetchkov Warehouse
- CAUTION! May contain traps!
- All of the external doors now correctly have MAKE ENTRY commands on them.
- Locked a door
- The civilians are Fearless
- The suspects are Polite
- Made loading screen text consistent with other missions ("The Stetchkov Warehouse, 2770 Harrington Rd." -> "2770 Harrington Rd., The Stetchkov Warehouse")
- Unlocks the M249 SAW Light Machine Gun
* Mt. Threshold Research Center
- The suspects are Insane
- Does not unlock equipment
What I really like about this mod is that it makes so many changes that are radically different than most other mods (the command menus especially), So thanks for this
A couple of problems I noticed while upgrading:
- during extraction 7-zip gave an error that Content/Textures/Revolver1stPerson.psd was corrupted
- Extra missions and added maps no longer show up in the mission selection menu
Sidenote: I'm using the Mega Map Pack, which previously worked with v1.1
- Starting a new career doesn't work; it just shows you the credits and then none of the missions load on the selection screen.
- The "Move & Clear" sub-menu doesn't display properly. Instead of being offset to the right it gets overlaid on top of the command page.
Either way it's a really distinguished mod already so keep up the good work!
P.S. For more tweak and balance ideas take a look at the SSF and H.S.M.E. mods, which include shorter fuse times on flashbangs, and being able to carry multiple wedges.
Awesome that you created this. In contrast to other mods that only add weapons or levels your mod tweaks things under the hood. I can only say keep up this work! Eventhough you dont get huge responses here on moddb, do not forget that there is still a fair amount of players playing the game. Being one of them in the coop section of the game I can only appreciate the time, hours and dedication you still put in.
Btw there is a bug regarding the light stick that sometimes occurs. When deploying multiple lightsticks there is a chance that the animations get stuck. Usually the player then asks others to taze him/her. Then when the tazed effect goes away the player can use its weapons again normally.
Did you see my idea lists that I posted on the other page?
Hm, no, I tried to look at your comment history and didn't see anything.
I actually haven't heard of the lightstick bug until you told me, I will try and replicate it.
I usually play on |ETS| - perhaps we will meet ingame sometime!
Currently trying to launch a coopQMM dedicated server from ingame is not possible due to greyed out option "launch as dedicated server"
I have managed to unoficially host a coop QMM dedicated server but sadly the menu's are greyed out.
You have to have a map that can be set to COOP QMM modus in the server setup screen. There are only a few custom maps that have this option.
I used SP-WolcottFarm-TSS for this and made sure in the SWATGuiState.ini file that the gametype is set to MPM_COOPQMM.
I also set an admin password in the same file.
Clicking on the dedicated server icon launched the game on my local network. I used ipconfig to get my internal local ip adress.
However due to the server sided configuration files even a logged in administrator cannot create or launch custom scenario's.
The server behaviour is strange since when you create a scenario and click the play button the server loads a random chosen map standard map after a while that uses the original campaign objectives and settings.
I wanted to ask if you could take a look at it because enabling this feature to run on a dedicated server would be really awesome.
I'm new to this game, to install this mod only must extract and copy it to the game folder?
That's correct. When installed, you should have an SEF folder that is next to the Content and ContentExpansion folders.
When he entered the game gives me error, just copy and paste the game folder files wing
Application location: C:\Program Files (x86)\Sierra\SWAT 4\Content\System\
SWAT Build Number: 31973
ERROR: GameEngine, native class size (504) does not match scripted class size (520)
Historial: UClass::Serialize [(Class Engine.GameEngine)] <- LoadObject [(Class Engine.GameEngine 379744==379744/3376668 379579 1263)] <- ULinkerLoad::Preload [(Class Engine.GameEngine)] <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject [(Core.Class SwatGame.perty Engine.Engine.C_SemiSolidWire NULL)] <- UObject::StaticLoadClass <- InitEngine
It sounds like you installed the files wrong.
You're supposed to copy the whole SEF folder and paste it into your SWAT 4 folder so there's three folders there - Content, ContentExpansion and SEF.
Note that The Stetchkov Syndicate is required to be installed to use this mod.