*IMPORTANT NOTE CONCERNING DESURA*: Desura should work now, so long as you download the full installer instead of DL/installing through Desura.

The full change log is 18 pages long, but here is a highly summarized list of the mod's features, omitting details like damage changes.

Full details can be found here: Crydev.net

Note that the full change log is very, very long (>90,000 characters). It will take some time to read but it's worth it.

Should you decide to download this, please be sure to read the installation info, which is in a separate "readme" file.

**Note**: There's a mistake in the install info. "Assault" should be "Harbor" instead. You're not missing a level.

**IMPORTANT Note**: Do not use the in-game mod loader to load the mod, as it does not work properly for DLL mods. Use a modified shortcut or the CryTools launcher.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

-New blood effects added for all weapons, including explosive direct hits.

-Ballistics changes. Tracer effects, bullet drop and working penetration with exit decals.

-AI enhanced with Rad15's AdvAI mod, used with permission.

~~~~~~~~
Weapons:
~~~~~~~~

-Increased player ammo capacity for most weapons.

-Added High Velocity Ammo to SMG.

-Added Armor-Piercing Incendiary ammo and Tranq ammo to SOCOM.

-Added Incendiary ammo to the SCAR itself.

-Added new types of 40MM GL ammo to both assault rifles. These include seven colors of smoke, thermobaric grenades, singularity anti-tank grenades, nuclear grenades, and flechette canister shells.

-Added "Tactikill" attachment to both assault rifles, makes Tactical attachment kill instantly instead of putting enemies to sleep. Note: Not a replacement. You can choose between "sleep mode" and "kill mode" in game.

-Added FRAG-12 and Slug ammo to the shotgun.

-Added Armor-Piercing Incendiary ammo and Silencer to the DSG-1.

-Gauss Rifle now capable of destroying all vehicles. Also added Anti-Tank ammo to do it more efficiently.

-Firepower of Hurricane significantly increased.

-Added Barret M107 .50cal Sniper Rifle. Courtesy of Fortran, this is perfect for heavy-duty sniping activities. Has M33 Ball, M23 Incendiary, and Mk211 HEIAP (anti tank) ammo types.

-Added lock on, fire-and-forget fire mode to the LAW.

-Added Remote Nuke.

-Repair Torch now functional in singleplayer.

~~~~~~~~
Vehicles
~~~~~~~~

-Armor less vulnerable to collision and splash damage.

-Vehicle zoom added.

-US Tank has SABOT, HEAT, and Canister shells.

-NK Tank has HEAT, SABOT, and AT-11 guided missiles.

-Both Tanks have considerably more effective machine guns.

-Added Canister shells to APC's, and missiles are now guided.

-VTOLs faster, added AIM-9X Sidewinder missiles.

-Helicopters are now highly vulnerable to direct hits to the engine from the M107 (with Mk211 ammo), Gauss Rifle, and LAW.

-Realistic mass and engine power for armor.

-Many, many other changes....

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It's that time again...

Feature 5 comments

First, I'd like to thank everyone who has supported this mod since its surprise appearance in March of last year. Your feedback and comments were very much appreciated.

As of this writing, Tactical-Expansion V1.1 is in its very final stages. I'm putting an installer together right now. Expect the new version to be out very, very soon.

Meanwhile, here is the change log since version 1.0: Dl.dropbox.com

===---===---===---===---===---===
To summarize, I have added several new weapons to the game. These include the MP5SD, SIG P226, H&K UMP-45, Colt M1911, M110 SASS, and the FNP-45. Also included are the AY-69 SMG and the FGL40 Automatic Grenade Launcher ported over from Warhead.

Most of the weapons in the game have also had their sound effects changed. These sound effects are more realistic and have a lot more bite to them. When stealth goes out the window and things heat up, there are going to be some pretty intense firefights.

Another change concerns vehicles and their engines. In regular Crysis, you can critically damage a vehicle engine and that vehicle will still be able to move. In the latest version of my mod, you can stop a truck with a single shot to the engine from the Barrett M107. Additional damage to the engine will result in that engine catching fire and destroying the truck after a short time. The same goes for tanks, put an AT round from the Gauss Rifle in their rear and watch them burn.

In addition to adding new things, some previous features of the mod were adjusted. For example, some parts of the blood effects were revised and optimized.

One very important thing about this new version is that it will have an installer. That means no more messing around in the sandbox to finish installing the mod. This is due to the fact that quite a few people have had issues getting the sandbox to work properly.

Tactical Expansion Mod V1.1

Tactical Expansion Mod V1.1

Full Version 41 comments

Second release of the mod. More guns, a few more ammo types, .50 caliber rounds in truck engines, and better sounds.

Tactical Expansion Mod V1.0

Tactical Expansion Mod V1.0

Full Version 43 comments

Full version of the mod, most notably including 22 new ammo types, modified campaign levels, bullet drop/penetration, and many weapon and vehicle changes...

Post comment Comments  (480 - 490 of 648)
KuroiChocolate
KuroiChocolate

Hello, can you tell me how to install this mod ? I only see changes to the Scope怀at the campaign ?

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Kilroy357 Creator
Kilroy357

Follow the readme, and make sure you copy the "Tactical-Expansion" folder and not the whole unpacked .rar.
It's all in the readme. If you have a specific question about where something is, feel free to ask.

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KuroiChocolate
KuroiChocolate

yes, i copy "Tactical-Expansion" folde to Mods, but i can't see any new weapon ? and I need to copy the level folder or not ?
Ex UMP45 or Barret ... etc etc ...

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Kilroy357 Creator
Kilroy357

Copying the folder is the first part. Now if you want to keep things as simple as possible without modding shortcuts, do this-

1-Go to "Crysis/mods/Tactical-Expansion/Game/" and copy the "levels" folder inside to the "Crysis/Game" folder, overwriting the files.

2-Now load the *normal* sandbox and do the open level + export procedure as describes in the readme.

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KuroiChocolate
KuroiChocolate

i don't understand this "export procedure as describes"

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Kilroy357 Creator
Kilroy357

Ok, that I can help with.
-Start the sandbox, and open the .CRY file of the first campaign level (Island).

-When it's done loading, click off of the error message that usually comes up. Click file in upper-left corner, and then click "export to engine" in the drop down menu. Wait for the process to complete, it usually takes 5-10 seconds and you should see "file changed" messages near the bottom edge of the sandbox.

-Repeat this for the other campaign levels.

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KuroiChocolate
KuroiChocolate

it you talk "-Start the sandbox, and open the .CRY file of the first campaign level (Island)." --> open file in Main Game Folder or Mods Folder ?

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Kilroy357 Creator
Kilroy357

There is only one .CRY file for each level, it's in the main game/levels/level name folder.

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KuroiChocolate
KuroiChocolate

Thanks! Great Mod

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Kilroy357 Creator
Kilroy357

You're welcome. Glad you like it!

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flippedoutkyrii
flippedoutkyrii

Incredible mod :)

Will you continue to update this mod throughout the summer?

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Kilroy357 Creator
Kilroy357

I'm planning to. Currently I'm in the middle of college summer classes.

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Highest Rated (7 agree) 10/10

the. best. mod. ever

it... completes crysis

the guy is a genius

May 26 2011 by kijebe

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