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Hi, can you tell if this is happening in earlier versions too? The LaunchSEF.bat was changed to check the installation for errors in v6.4.
Hm, that might be an error.
It can be implemented but it's not a very easy thing to explain.
I need more information besides "it crashes the game." What error message does it give? Also, make sure that you have configured the ENB properly for the resolution of the game.
I can probably add something like that, yes.
It's a minor oversight, it can be corrected.
There are third party skin packs which include those.
If I can get permission from him, then yes.
Yes, all custom maps should work just fine in multiplayer. Just make sure that you have the map filter set to All Maps or Custom Maps, and not Stock Maps, which only shows the original maps.
It's commonly requested. We are looking into it.
Note: You need to unlock the weapons and equipment and some are Multiplayer-only. If you want to play with all of the weapons, either play in multiplayer, or play with All Missions. You'll unlock equipment after each mission.
SEF has reduced the reaction speed of the suspects to act slower, and not super-instant laser accuracy. I'm not sure that it was bugged like that in the original game.
I don't understand what you mean; both of those weapons look fine to me.
Can you give the exact error text?
This is explained in the README.md file.
Hi, the physics engine of the game is prone to bugs. There are a few proposed workarounds to the problem of lightsticks.
Hi, thank you for your reports. They will be looked into.
I apologize, I get dozens of messages every week, yours must have fallen through the cracks. To answer your question though, I don't know where the ProArmor Helmet texture is handled off the top of my head, but if you look in SwatEd at the static mesh that's used for it in the Static Mesh Viewer, it should have a texture assigned to it as part of its properties. If you can't find that, you might look in the class editor, in SwatProtectiveEquipment, and check the properties, under display. (The class is EnemyProArmor or EnemyProArmorHelmet, I can't remember which)
Hi, what is the error?
Hi, what resolution is your game running? Do you have issues with other text not appearing?
It's almost certainly not going to happen. There's too many animations that would have to be made in order for it to work properly.
There are a few weapons which have already received very subtle reskins (G36C, UMP as examples) so it's not totally outside the realm of possibility for that weapon to get reskinned also.
The maximum ammo count is probably fine, but the weight and bulk of the grenades and taser cartridges upon closer inspection are most likely inaccurate and could be higher. The pepperball gun is also going to be reloadable at some point but it needs new mechanics and animations in order to work correctly.
The MP5SD6 will have its hand positioning corrected for ironsights in v6.1, which will be any day now (just a matter of finding the time for it over these next couple of days). The secondary shotgun won't be fixed in that version, but probably in the next version or so.
It might be easy, might be difficult. I haven't tried implementing it because it seems rather challenging.
For others who find this and don't know the answer, it's in Campaign.ini in either SEF/System or ContentExpansion/System.
There will be more updates and maps soon.
If you could with the original SWAT4, there's no reason to suspect you can't do it in this mod. The only two things that I can think of that were deliberately removed were Barricaded Suspects/VIP Escort/Smash and Grab/Rapid Deployment modes, and the ammo pouch.
You can maybe edit the SpeechCommandGrammar.xml in SEF/System and supply it with new phrases, and that might help.