By KetsuCorp

Welcome to the most anticipated and enjoyed Tom Clancy Rainbow Six Mod
available; RavenShield 2.0! KetsuCorp's debut mod differs from many R6 mods
in that all the most important gameplay aspects aren't nerfed or altered. All
refinements come at the community's consideration, created by KetsuCorp.


*Completely Updated Characters.
*Redefined Armaments Textures.
*Improved Visual Particle Effects.
*Implemented Ironsight System's.
*Fundamentally Improved Reality.
*Revisualized Menu Background.
*Updated AI, improving on squad.
*Hostile AI behaviour is balanced.
*Immersive GoggleHUD & Health.


-1- Download from the download page.
-2- Extract the data from the archive.
-3- Overwrite your existing RVS folder.
-4- OPTIONAL: Please make a backup.
-5- Enjoy.

KetsuCorp is a community oriented development group, we seek to begin a
new era of modding where the designer has the largest say not only by the
product that is finished by us; but also by teaching you all how you can be
involved in your own works. We wish you the best of times in development.

NOTICE: PayPal Donations are contributed solely on the basis that you find all

projects conceived and completed above standards. If you enjoy our works on

titles you love. Support our future, we are a non-profit organization with that

aim to ensure high quality modifications are released for your own enjoyment.

This is not for purchase for the modification and we will not support this at all.

Thank You

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Creating a simple server mod for Raven Shield

Server Side Coding Tutorial 5 comments

1. Getting Started

In this easy tutorial, you will create a multiplayer mod that is installed server side. Programming a multiplayer mod can be confusing in the Raven Shield engine, because the UBISoft developers stripped out a lot of support for modding from the original code. However, this tutorial will walk you through the basics.

You will need:

1) My SDK2 - download here: Mediafire.com
2) Raven Shield source code reference (included in the above download)
3) A text editor like Notepad, Notepad++, or my favorite, Crimson Editor.

2. Basic Code

Open up your text editor, and copy and paste the following:

class ModName extends Actor;

var bool bOne,bTwo;

//replication is basically determining what code should run on client and server
//this stuff with the replication will check to make sure that the mod runs properly
   reliable if ( Role == ROLE_Authority )

//more replication stuff
event PostBeginPlay()
   bTwo = bOne;

//this function is where the work of your mod gets done
simulated event PostNetBeginPlay()
   local color y;
   if ( !bTwo )
   log("Replication FAILED");
   //here you can change the color of the console alert
   //just look up online a RGB color chart to get the correct numbers
   y.R = 57;
   y.B = 255;
   y.G = 150;
   //here is the message that will be added when a player joins the server
   AddMessageToConsole("--- This server is running MODNAME ---",y);
   AddMessageToConsole("   Mod created by AUTHOR - NAME@EMAIL.COM",y);
   //here is what your mod can change
   //for example, right now it changes the normal and silenced FAMAS to have a 50 round clip

//these are just housekeeping code
//it makes sure that the mod runs without bothering gameplay

That is the complete source code to a simple mod that changes the ammo capacity of the FAMAS G2. You can see that the comments (behind the double slashes) explain what each element does. Essentially, this code is designed to fulfill two functions:
1: Test to see if client/server communication is working, and
2: If it is working, make the proper changes to a game element (in this case, FAMAS ammo).

3. Make Your Changes

Start by changing the "ModName" in the very first line to the name of your mod. It must be a single word, but can have capitals and small letters. Save the file in SDK2 > Code Environment > (Whatever you just named your mod) > Classes > (Whatever you just named your mod).uc. The *.uc ending is VERY important. It won't work without it!
In the function "PostNetBeginPlay," at the section with "AddMessageToConsole", change it to say what you like. This is the text that adds to players' consoles when they join your server. Tell players a bit about your mod. Just above that, you can also change the color of the text by modifying those three numbers.

Now you need to make the mod do what you want. Go into the Raven Shield source code. Most classes will have a section at the bottom called "defaultproperties." These are simple variables that you can easily change with your new mod. In the above code, I am changing the defaultproperties for the classes NormalAssaultFAMASG2 and SilencedAssaultFAMASG2 -- specifically, I am changing the value m_iClipCapacity.

For another example, check out the class R6SniperRifle. It has the defaultproperties entry of m_fMaxZoom. If I were to delete the two lines referring to the FAMAS G2, and enter this line:


My mod would now change the zoom amount for all snipers to 5x instead of 10x.

You just always need to make sure your line follows this format:

So in the code above that you copied and pasted, where I changed the default ammo amount of the FAMAS, you can delete those two lines and put in your own changes. Just look at some of the original source code classes and decide what you want to change.

4. Make It Work

Save all your changes, then close the text editor. Run ToolBelt in SDK2, and type Compile at the command prompt. Then type the name you gave your mod. It should compile in a few seconds with no errors. Then type UTX, then your mod name again. This gives you a file that will work as a multiplayer mod!

(NOTE: One of the features that UBI removed from Raven Shield is the ability to transfer *.u files between players and servers. Because code is by default compiled into *.u files, we need to change that into a *.utx file. This is why we use the UTX command in ToolBelt. Alternately, you could just rename the file extension.)

To install this mod, place the final UTX file in your server's textures folder, then add these lines to the bottom of your ravenshield.mod file:


Change "NameOfMod" to whatever you named your mod. And start your server up! Post any questions you may have, and I'll try to help.

Comments  (0 - 10 of 267)

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Any updates you could give us regarding the talks?

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How come the ADS textures are slightly transparent?

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Does anyone know how to remove the goggles from the hud? I tried looking around for a solution but I couldn't find one.

Reply Good karma Bad karma0 votes

Well, you didn't look terribly hard, now did you? Your answer was on page six of this very comments board.

Reply Good karma Bad karma+1 vote

So how are the talks going regarding this mod? Hope you guys decide to continue.
I personally think it doesn't need much more work, just perhaps adding weapon specific scopes for certain firearms (like an L2A2 SUIT for the L1A1, or an 1P29 for the AK-74), as well as adequate collimators like the 1P63 for AK's and the M552 CCO or Aimpoints for AR's and NATO related firearms.
Whatever you guys decide, good luck, hope at least somebody who is capable sees this so maybe they can do it, if you guys decide not to for whatever reason/s. I'd do it myself but I lack both time and knowledge unfortunately.

Reply Good karma Bad karma+2 votes

Any updates on 3.0?

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KetsuCorp Creator

Talks are being held. Hold the line.

Reply Good karma+7 votes

Would love to see the multiple attachment in the game too, and more optics.
Being able to use supressors and an rds wol be great!

Reply Good karma Bad karma+2 votes

Oh and I don't know about you, but every instance of 3d iron-sights in raven shield I've seen have looked worse than the 2d images by a significant delta.

If RS3.0 is a thing, I hope the 2d iron-sights (fixed if all goes according to plan) remain as an option.

Reply Good karma Bad karma+1 vote

Jep, don't think 3d sights would add anything to the game. I quite enjoy these 2d sights, wny idea on the location of the textures of these? then i'll see what i can do.

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They are in the textures folder if I recall correctly, it took me like 5 minutes to find them. You'll probably need a way to open .utx files.

Reply Good karma Bad karma+1 vote

Any easy programs to open these files? I'm better at photoshop then these files :P i did find the 1st weapons file in textures.. tho being utx i could go into it. Thought you found an other location maybe.

Reply Good karma Bad karma+1 vote

You already can with some guns (e.g. tar-21), but I absolutely agree with you.

Reply Good karma Bad karma+1 vote

This needs to be a thing! Barring that, or in the meantime: is there any way you could point me in the right direction for converting the iron sights to 16:9? The iron sight stretching is the only thing bothering me at the moment.

[EDIT] if the game only accepts 4:3 overlays, I'm thinking of squishing the iron sights so that they look right when stretched.

Reply Good karma Bad karma+1 vote

Was thinking the same thing, making a 1 pixel outline at 16:9 ratio. Don't know if it wil work.

Reply Good karma Bad karma+2 votes

It definitely wouldn't look as good as a native 16:9 picture, but I can make it look much better than the stretched out image we have at the moment. There also seems to be a transparency issue with the hands, but I haven't had time to verify if it was the assets at fault, or the rendering.

Reply Good karma Bad karma+1 vote

That would be our solution too, given the engine.

Reply Good karma Bad karma+1 vote

Any leads? I found the overlays, but editing seems to break them.

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Tom Clancy's Rainbow Six 3: Raven Shield
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Highest Rated (3 agree) 9/10

A must-have if you own this game.

Jan 18 2014 by boredgunner

Lowest Rated (2 agree) 1/10

I understand this mod meant to improve the game but vanilla game is better in every aspect. For example. In menu, several pictures have been changed with ugly ones. Portraits are gone from menu and been replaced with bad ones. No Hud in gameplay, you cant see how many magazines you have, you cant see how many flashbangs/grenades left, seriously where is realism? I can count my magazines and see my equipment in real life. You dont know if youre on semi-auto or burst fire, unless you shoot, really…

Dec 21 2013 by skulz87

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