The Sheriff's Special Forces Realism modification takes many factors of an already great game and makes it better for those who play serious coop, single player, or team-deathmatch. This mod is not about adding a bunch of uniforms or guns, but rather improving the existing items in the game to make your gameplay experience better. We believe in quality over quanity and we hope it shows.

Weapon/Gameplay Changes

  • All Weapons have proper firing modes as per manufactor specs. Guns with Burst mod start in Burst mode.
  • All Weapons have correct lethality. (One shot head kills are much more common with higher caliber rounds)
  • FMJ and JHP Rounds know penetrate items correctly based on round and caliber (Example, a FMJ .223 round will penetrate wood and metal doors, where a 9mm FMJ will only penetrate a wood door. A JHP 9mm will not penetrate wood doors).
  • Firing Rates are more correct as to sustained rounds per minute.
  • Equipping animations are slightly faster. Switching weapons is quicker.
  • Weapon effects are more realistic. For example; throw a flashbang in a room with non-static items and stuff will fly across the room.
  • Body hits will send a larger impulse to the rag doll being shot.
  • Death animations are more realistic. Dying suspects and hostages will jerk and spasm from firing nerve impulses.
  • Incapacitation animations more pronounced. Incapacitated suspects and hostages will move in more realistic ways, such as trying to get up and moving their head to look around.
  • Flashbangs more effective to unarmored suspects/hostages. Flashbangs have a slight fatality issue associated to them, but flashbangs have to be right on a suspect to kill them.
  • CS Gas has the same effect on AI as unprotected players
  • Zoom to fire is instant instead of taking 0.5 seconds.
  • Recoil, aim factors and several other factors increased for much more realistic weapons handling.
  • Optiwand has a higher field of view so that you can see a larger area. Resolution for Optiwand Camera view changed so that the view doesnt look as pixelated.
  • The AK-47 and the UZI SD are now available for all game modes.
  • Primary weapons can be used as secondary and secondary can be used as primary weapons. ForExample Carry MP5 as Primary and carry LTL Shotgun as secondary, etc)
  • Option to not choose ANYTHING for a primary or secondary slot. This is useful for training. Also available are 'No Armor' and 'No Helmet' Modes
  • Removed Red and Blue Team GLOW sticks from backs in TDM Mode only
  • AI weapons have same stats and use the same limitations of the player now.
  • Dynamic Take Downs now possible with correct aiming and recoil.
  • Real-world textures used in the "Loadout" screens. Real Weapon Names, Stats, etc.
  • The stinger's lethality and incapacitating effects more realistic. Throwing a stinger on an unarmed person will now have a higher chance of killing them.
  • Door charges have a higher lethality and stun zone. Someone standing within 5 to 8 feet from door will be knocked unconcious or killed, while persons from 8 to 15-20 will be stunned, like a flashbang.
  • Breaching shotgun can be used for a very close range (within 15 to 30 feet) weapon.
  • Several enemy guns have flashlights. However, they won't always use them, but sometimes they might, especially higher-level elite suspects.

AI Changes
Most of the AI changes are based on difficulty. Easy setting will not seem much different, whereas Elite will be much different!

  • Different game modes use the same damage settings. No more getting damaged more for playing co-op versus single player.
  • AI can now engage or disengage officers at closer ranges.
  • AI is more unpredictable.
  • AI more likely to use cover when under fire.
  • AI will fake surrendering more often.
  • AI "moral effects" changed for more realistic gameplay. (Seeing buddies killed, getting shot, etc)
  • AI more prone to engage or kill hostages when threatened or hearing you.
  • AI much faster on the draw at shooting when they have decided to attack you.
  • AI will run farther when trying to hide.
  • When barricaded, AI will watch nearby doors and attack if they notice any nearby doors open.

Single-Player Changes

  • AI Swat will clear a room more effectively.
  • AI Swat will not watch a non-threat more than a new threat.
  • AI in single player gets affected by diversionary items (CS, flash and sting) the same as Co-op.

Extras

  • Opening Movies and notices removed.
  • Very quick "SSF Mod" splash screen at start. The only other place you will see SSF is a very discreet place in the MP server screen. Didnt want to flood you with "look at me" advertising.
  • Many more that we might have forgotten!

Created by: SSF (Sheriff's Special Forces)

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believe this is the one - vote for it. Everybody can vote all
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S.S.F. Realism Mod 2.1

S.S.F. Realism Mod 2.1

Dec 04, 2005 Full Version 0 comments

S.S.F. Realism Mod takes many factors of an already great game, and makes it better for those who play serious coop, single-player, or team deathmatch...

S.S.F. Realism Mod 1.1

S.S.F. Realism Mod 1.1

Jun 30, 2005 Full Version 0 comments

S.S.F. Realism Mod takes many factors of an already great game, and makes it better for those who play serious coop, single-player, or team deathmatch...

Comments  (0 - 10 of 25)
silviefox
silviefox Oct 4 2009, 5:08pm says:

No Label

Crash Time: 10/04/09 15:05:35

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 1867 MHz with 2047MB RAM
Video: No Video

UserName: user
ComputerName: USER7F450AFE01
Application location: C:\Program Files\Sierra\SWAT 4\Content\System\

SWAT Build Number: 1

ERROR: GameEngine, native class size (504) does not match scripted class size (512)

History: UClass::Serialize [(Class Engine.GameEngine)] <- LoadObject [(Class Engine.GameEngine 385948==385948/3190293 385783 166)] <- ULinkerLoad::Preload [(Class Engine.GameEngine)] <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject [(Core.Class SwatGame.gine NULL)] <- UObject::StaticLoadClass <- InitEngine



how do i fix this?

+1 vote     reply to comment
kodiak9922
kodiak9922 Jun 13 2009, 7:56am says:

this error:
No Label

Crash Time: 06/13/09 14:54:52

OS: Windows NT 6.0 (Build: 6001)
CPU: GenuineIntel Unknown processor @ 2801 MHz with 2045MB RAM
Video: No Video

UserName: Patrik
ComputerName: PATRIKSDATOR
Application location: C:\Program Files\S.W.A.T. 4\Content\System\

SWAT Build Number: 1

ERROR: GameEngine, native class size (504) does not match scripted class size (512)

History: UClass::Serialize [(Class Engine.GameEngine)] <- LoadObject [(Class Engine.GameEngine 385948==385948/3190293 385783 166)] <- ULinkerLoad::Preload [(Class Engine.GameEngine)] <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject [(Core.Class SwatGame.gine NULL)] <- UObject::StaticLoadClass <- InitEngine


how can i fix this??

+1 vote     reply to comment
omer123
omer123 Feb 2 2009, 3:05am says:

Hey, uhh I get an error when I open the game from the startmenu.
"couldnt run the mod sorry. Error:Invalid procedure call or argument"
can't you do something about it? I really want to play it. The description tells everything I want in the game.

+1 vote     reply to comment
omer123
omer123 Feb 2 2009, 3:40pm replied:

ok I bought a non-illegal version instead and got a differant problem:
No Label

Crash Time: 02/02/09 23:38:00

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 2019 MHz with 1527MB RAM
Video: No Video

UserName: PRO2000
ComputerName: BUGRAHAN
Application location: C:\Program Files\Sierra\SWAT 4\Content\System\

SWAT Build Number: 1

ERROR: GameEngine, native class size (504) does not match scripted class size (512)

History: UClass::Serialize [(Class Engine.GameEngine)] <- LoadObject [(Class Engine.GameEngine 385948==385948/3190293 385783 166)] <- ULinkerLoad::Preload [(Class Engine.GameEngine)] <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject [(Core.Class SwatGame.gine NULL)] <- UObject::StaticLoadClass <- InitEngine

What is going on in the world

+1 vote     reply to comment
corpknut
corpknut Dec 16 2007, 5:33pm says:

How come it still says 'Police' on the back of the uniform. How do I get it to say 'Sheriff' ?

+1 vote     reply to comment
FriedchikenCamo
FriedchikenCamo Oct 30 2007, 11:23pm says:

"I'm just curious, when you say "Recoil, aim factors and several other factors increased for much more realistic weapons handling" does this mean the recoil is more realistic, or is it just your gun goes flying upwards whenever you hold down the trigger?"
Really late reply, but with the mod, shooting is much easier than in the original game. You can easily nail suspects if you are walking, and even when you are fast walking at close ranges. Controlling your weapon is only an issue if you spray full auto. Single fire and burst mode is very accurate and controllable.

Basically the mod modifies a lot of *gamey* elements that made the simulation unrealistically harder in favor of something more realistic if you were part of a hight trained team of marksmen.

+1 vote     reply to comment
Desrat
Desrat Dec 16 2007, 9:46am replied:

For anyone still interested, the SSF mod has just re-comenced development with myself at the helm. The original team have just given me there source code and I will be updating the Stetchkov version of the mod from its current 3.1 version to 3.2 and beyond.

Initially the first release will address a few issues including CTD's involving AI errors and a number of maps have been improved, there will also be a big change in the friendly AI deployment times for nades, etc and I personally will be throwing a few things I think the game has sadly lacked for a long time, but for now this is all under wraps.

So till the next update, l8rs :)

+1 vote     reply to comment
Flabernat
Flabernat Apr 20 2007, 9:13am says:

I'm just curious, when you say "Recoil, aim factors and several other factors increased for much more realistic weapons handling" does this mean the recoil is more realistic, or is it just your gun goes flying upwards whenever you hold down the trigger?

+1 vote     reply to comment
smoochy666
smoochy666 Jan 22 2007, 1:18pm says:

Iscripters, if you have a Dual-Core processor, you need to run a program (called RunFirst).
Some Unreal-Engine based games have trouble with dual-core, and with the program you can select one processor to start the game.

+1 vote     reply to comment
Wandernator
Wandernator Oct 7 2008, 8:32pm replied:

I get a simmilar error, even after using RunFirst. help please

+1 vote     reply to comment
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Icon
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Platform
PC
Game
Swat 4
Developed By
frosty-theaussie
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Official Page
Sheriffsdpt.com
Release Date
Released Dec 4, 2005
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Community Rating

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8.9

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Style
Genre
First Person Shooter
Theme
Realism
Players
Single & Multiplayer
Statistics
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1,060 of 10,853
Last Update
4 years ago
Watchers
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Files
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