*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  (50 - 60 of 648)
KuroiChocolate
KuroiChocolate

So i want to play this mod in Crysis warhead... Are you have any idea for it ?

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JackRabbitSlim
JackRabbitSlim

I have attempted to make this mod into warhead, I am not skilled enough, I am going to have to wait and see what kilroy does.

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JackRabbitSlim
JackRabbitSlim

Kilroy is working on porting it into warhead, please go to the images section, he has a link to a download for what he has done so far.

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KuroiChocolate
KuroiChocolate

Thank you !

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JackRabbitSlim
JackRabbitSlim

No problem

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KuroiChocolate
KuroiChocolate

Uhm... Many thankyou. But i have some problem with this mod, can you help me fix this ? I post problem situation in images section. Please read my comment and help me fix it. Thankyou and sorry about my english is very very bad !

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JackRabbitSlim
JackRabbitSlim

I cannot find the images you are referencing, I searched your page and did not see them. I am more than willing to help do what I can, please continue this conversation on my page: Moddb.com

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KuroiChocolate
KuroiChocolate

Iam sorry sir.
My Problem is :in the first mission at the resort, when enemy helicopter loadout enemy, game is stopped. Befor helicopter loadout, i'm destroy the helicopter and i can skip this problem. But in the Next mission, when driver with crashing pilot, game is stopped, i dont know why.Please help me.
So, for now, iam use the -devmode to next checkpoint and continue the game.If i find any bug, i will report to you. And i hope you fix this problem, not only for me, for everybody, for Crysis fan. Thankyou and Sorry about my english.

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JackRabbitSlim
JackRabbitSlim

Crysis warhead is not compatible with this mod at all, so what you are attempting to do cannot be done, that is why you are getting errors.

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KuroiChocolate
KuroiChocolate

One more, I very like LMG, ex m249, m60 etc. I think you like it too. So do you have any idea to create some LMG for Crysis ? If you can, i think we need more enemys.

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JackRabbitSlim
JackRabbitSlim

If you are looking for Crysis weapons please go to crydev.net, there are many downloads and weapons on that sight.

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CrytekOverlord
CrytekOverlord

Im sorry for not being able to respond to your last message Jack but my computer was down and its only just been fixed. When i launch the mod in the sandbox I can only find the new Barret and some new grenades but apart from that nothing.

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JackRabbitSlim
JackRabbitSlim

You mean you have not seen them in the maps, or the archetype entities on the side menu does not have the full content?

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Rotormech
Rotormech

.

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MineMoliere
MineMoliere

i love this mod but i wasn't able to find the different ammo types of the gauss rifle, smoke granades or any of the other guns, ammo types,etc. can someone please help me?

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JackRabbitSlim
JackRabbitSlim

The gauss ammo types are typically adjacent to the normal ammo pickups in game, for instance in the vtol near the lake at the end of the tank mission. You can also spawn pickups in the sandbox and export them into the engine.

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MineMoliere
MineMoliere

and the special guns that come in the mod how do i get them in the campaing?

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JackRabbitSlim
JackRabbitSlim

So you want to know where in the game you can find them? Or how to import them with the sandbox? Or both?

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MineMoliere
MineMoliere

both if possible

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Rotormech
Rotormech

If you have v1.1 of this mod just install and then launch the game. Go to the mods option and launch mod.

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JackRabbitSlim
JackRabbitSlim

Ok then, I am not really sure as to the initial pickups for weapons, so I'll have to play a bit and get back to you, probably Monday or Tuesday.
To use the sandbox you first must install Clivey's crytool launcher, once installed you can launch the mod in the sandbox, to open a level go to the level files and open the .cry file, it will give errors when it gets loaded but ignore those, there will be thousands.

To insert items into the game in the rollup bar on the right go to archetype entity> pickups for weapons, vehicles for vehicles etc... you navigate in the sandbox to where you want to put something, then select the object in the rollupbar. to help you put it in just right look to the upper screen where it says x y z xy blah blah to get it exactly where you want it. anything not on a surface should fall down onto it in game, but if it doesn't fall it will float oddly.

When you are finished YOU MUST EXPORT TO ENGINE AND SAVE If oyu do not do these things your progress and work will be lost, AND it will have zero effect in game.

If you want more info please go to my page and post, I don't wanna clog this page since it's not mine.

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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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