Introduction

SWAT 4: The Stetchkov Syndicate is a fantastic, albeit flawed game. I have played this game for many years in co-op and have always been irritated at all of the bugs and glitches present. Originally, my project was going to be focused on making the game into a simple mod to make the game more realistic and maybe become used by police officers for training. Instead, this became one of the largest, if not the largest, and most expansive mod for SWAT 4.

Features

The following is a non-exhaustive list of features. There are plenty more, but you can take a look at the README file for a full list.

  • Over 40 new pieces of equipment, including equipment cut from the original game, suppressed versions of the original weapons, grenade and wedge 3-packs, and new equipment entirely. There's more than twice as many types of ammo from the original game. Weapons are categorized by family (Assault Rifles, Submachine Guns, etc) in the interface, so as to be easy to select.
  • ...and it's more realistic equipment, too. Less lethal equipment is truly less lethal, not non-lethal. Tasers can kill the elderly and drug users, or those in poor health. Beanbags can break bones and fatally injure at close range. Bullets can realistically ricochet off of surfaces. Ceramic-plate armor breaks and degrades as more bullet holes punch into it. Lightsticks can be tossed across the room, or simply dropped at your feet, much like SWAT 3. Everything you pack contributes to Weight and Bulk. Weight, how heavy your equipment is, reduces your movement speed. Bulk, how large your equipment is, reduces your interaction, weapon changing, and reload speeds. Too much stuff, and you won't be able to play.
  • The original SWAT 4 and Stetchkov Syndicate campaigns, combined into one. There is a refined unlocks system, designed to make the campaign more enjoyable to play.
  • A second campaign. The new Extra Missions campaign will be adding cut missions, newly created missions, and curated custom levels with scripted encounters, new blueprints, and custom voice acting.
  • All Missions Campaign. In an All Missions campaign, you can load all of the missions from your hard drive (including custom missions) and play them through in singleplayer, with the AI.
  • Permadeath Modes. When creating a campaign, you can turn on Permadeath for either yourself or your squad members. With AI Permadeath, when your squad members become incapacitated, they are out of the fight for good. With Player Permadeath, if you die, your campaign is over.
  • Campaign CO-OP. Help your friends complete their campaign. As you complete missions together, more equipment becomes unlocked, just like in singleplayer.
  • Ironsights. Hitting the Zoom key will switch to fully 3D ironsights for improved accuracy. This feature can be disabled however, for the original game's zoom function. (Weapons with a scope will use that instead of ironsights)
  • Overhauled AI. The officer AI is much more deadly and efficient now. There are a number of new commands that can be issued to them, including Leader Throw and Clear, which allows you to be the one to throw the grenade of your choice. Or Search and Secure, which orders the officers to restrain civilians and collect evidence in an area around the player. Civilians restrained by officers are reported to TOC. Suspects have been altered too and given distinct personalities. Insane suspects for example will shoot at hostages without hesitation. Suspects may shoot at the player while fleeing from them. Lastly, hostages have been altered too, and may choose to give up easier when witnessing someone else become tased or pepper-sprayed.
  • Order your squad through your voice. A cut feature from the game, you can order your AI squad members using an attached microphone and the Microsoft Speech Recognition API. Instead of navigating an interface to find the breaching command you want, just say "Breach, Bang, and Clear."
  • Altered door mechanics. Doors can be breached with any shotgun, however the effectiveness depends upon which shotgun is taken (the M870 Breaching will always breach 100% of the time) and what ammo is taken. Broken doors can be closed, and wedged. Doors can be locked by the player by using the toolkit on the doorknob. Doors can be checked if they're locked using the melee key. Some doors may have traps on them, which may force you to take alternate routes.
  • Side Objectives. Some levels may have drug evidence on them, which may be collected for additional points. On some levels, incapacitated civilians may bleed out and die, which may penalize your score slightly.
  • Multiplayer Improvements. There is a totally overhauled and deep admin system, with more than just a simple administrator password. Chatting now displays the name of the room that the message was given in. Snipers work in multiplayer and can be controlled to shoot by the leader of a team. There is now a "Not Ready" button which makes you unready. There are new types of votes that can be held, and at the end of a round, the menu will display the next map name.
  • Quality of Life changes. You can now change your FOV with an FOV slider. Mission dispatches can be disabled. Most modern resolutions are supported without bugs. The crosshairs can be disabled. Whenever anything important occurs, like a penalty or an objective completion, the player is notified of it. Your stats in singleplayer are tracked and visible from the Campaign screen. Maps on the Host Game menu can be filtered. There are simply too many minor things to list here.
  • Bugs fixed. Over 100 lines of dialogue which never played in the original game due to bugs or missing content have been restored. And that's just the tip of the iceberg. Most of the bugs that were fixed were from the expansion, which was quickly rushed out the door.




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v7.2 Released!

After a long while, we've released another patch to SWAT: Elite Force. Work between myself and others has been concentrated towards fixing bugs and resolving minor issues with the game, with efforts focused this time mostly on:

  • Reskinning some of the existing weapon models to fit the vanilla aesthetic better. One of the complaints of the newer patches has been that the new weapon models don't fit the original game's aesthetic very well. Since Elite Force is primarily meant to be a "vanilla+" experience, this didn't work very well. Kevin Foley has been hard at work retexturing a lot of these models.

G36K Reskin

  • Improving the AI. Again, another one of the complaints of v7 has been that the enemy AI in particular tends to be too easy and doesn't offer very much of a threat. Safe to say, this issue has been rectified, with suspects shooting much quicker and employing new tactics, such as shooting while they are fleeing from you.
  • New REPORT IN command. This command asks your AI officers to report their status, which provides you quick situational awareness without having to look at the pause menu or cycle through your cameras.
  • Fixing various bugs. Search and Secure functions a bit better, the bug with the heavy armor mesh skin has been fixed, and lots of other items were changed here.
  • New weapon: MAC-10; other added weapon skins. The Less Lethal Nova has a new orange skin option and the M1911 has the option of using the Kimber special skin.

MAC-10 weapon

  • Widescreen resolution improvements. Kevin Foley did an amazing job here as well in making sure that the menus fit ultrawide resolutions much better.
  • Tweaking and rebalancing some of the existing equipment. Beanbags in particular got a huge change in their mechanics, to the extent that suspect body armor can almost completely negate the effect of them. I recommend reading the CHANGELOG.md here. Additionally, many pieces of equipment got slight changes to weight, bulk, firing speed, etc.

Again, for a full list of changes, I would recommend viewing the CHANGELOG.md for more information.

GOG Galaxy Integration

GOG.com have started adding mods to their storefront as part of their One Click Mod feature. I'm honored now to say that SWAT: Elite Force has been chosen to participate in this program, and you will soon start to see this on the GOG.com storefront. Expect an official announcement from them soon. This provides a second, easier way of installing the mod, and there may be a link to the mod from SWAT 4's storefront page to help increase visibility. Exciting stuff!

GOG Galaxy Integration


Future Plans

There are future items that I would like to address in the next updates:

  • Adding back in PvP modes, and adding a new Arrest and Rescue mode, as well as some sort of unlock system to make it extra interesting.
  • An overhaul to the weight and bulk system, including fixing a lot of the bugs surrounding it, changing how weight works to be a 5-speed system, and possibly making arrest speed vary based on bulk
  • Making the XDM an All Missions weapon and including Kevin Foley's new USP40 as an extra item; also adding the VIP M1911 as a skin option. There's other ideas for equipment too.
  • Adding sound effects for certain interactions where they don't exist (wedges being removed, traps being removed or broken, etc)
  • Additional bugs to correct (suspects bunching up near doors when barricading, etc.)

I haven't set an explicit timeline or roadmap yet on any of this stuff, because a lot of these are just ideas at this point. Well, except the USP40:

WIP USP40


Keep an eye out for future updates. I might have something big to share soon!

v7.2 Release Date

v7.2 Release Date

News 10 comments

Announcing preliminary features, test date and further news for the next update - v7.2.

v7.1 Update

v7.1 Update

News 26 comments

Update about the state of the mod, and a preview of features and bugfixes that will be present in the next patch.

SWAT: Elite Force v7 Released

SWAT: Elite Force v7 Released

News 26 comments

At long last, version 7 has been released for the masses.

v7 Release Date

v7 Release Date

News 15 comments

Announcing the release date and full features of v7.

Add file RSS Files
SWAT: Elite Force v7.2

SWAT: Elite Force v7.2

Full Version 22 comments

The latest base + patched version of the mod. Use this if you are playing the mod for the first time. Please uninstall any existing version of the mod...

SWAT: Elite Force v7 -> v7.1 Upgrade

SWAT: Elite Force v7 -> v7.1 Upgrade

Patch 33 comments

Use this to upgrade an existing v7 installation to a v7.1 installation.

SWAT: Elite Force v7

SWAT: Elite Force v7

Full Version 43 comments

The latest base version of SWAT: Elite Force. Use this if you are installing the mod for the first time.

SWAT: Elite Force v6x -> v7 Upgrade

SWAT: Elite Force v6x -> v7 Upgrade

Patch 8 comments

Use this to upgrade a v6 - v6.4 installation to the latest base version, v7.

SWAT: Elite Force v7 Source Code

SWAT: Elite Force v7 Source Code

Source Code 2 comments

A source code backup of v7, licensed under the GNU GPL license.

SWAT: Elite Force v6x -> v6.4 Upgrade

SWAT: Elite Force v6x -> v6.4 Upgrade

Patch 88 comments

This is an outdated patch. Please use the latest version, v7.

Post comment Comments  (0 - 10 of 1,781)
KaikyMagrao
KaikyMagrao - - 3 comments

I noticed 2 bugs, the first one is when you tell them to breach with the shotgun and cs, they just dont throw de cs and also just domt get in, the second one is when you request a flashbang, after using it the flashbang model just stays in your hand when you change for a pistol.

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Guest
Guest - - 754,994 comments

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thedoomguy666
thedoomguy666 - - 3 comments

Excellent as always, I found two minor texture-related bugs.

1: The GUI icon for the S-10 helmet sometimes swaps with the default gas mask icon.
2. Heavy ceramic armor is using standard light pants and vest textures instead of the correct heavy ones.

I already wasted hours in the editor trying to fix these problems, but without any result... I would really appreciate it if you could release a hotfix or incorporate these changes into the next update!

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badel36
badel36 - - 5 comments

I like the mod, but I would like the weapon flashlights to shine wider. It bothers me how little light it gives. I like it to shine like in the original. Is there any way to do this? That's why I don't play the mod because that flashlight light bothers me, sorry.

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Taberone
Taberone - - 86 comments

Suggestion for v7.3: SWAT AI should not "burst-fire" Pepper Spray 3 times in a row when ordered to use it. Considering that it generally only takes a single pepper-spray to make NPCs compliant, I do not understand why SWAT AI keeps wasting ammo.

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Guest
Guest - - 754,994 comments

Suggestion: Secure and Search should only work in a "room" where the order was executed. It seems like the AI recognizes and understands as securing and searching for whole map. They will open the door and enter other rooms, moving around the whole map.

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badel36
badel36 - - 5 comments

It's completely true and they enter rooms where there is an enemy, but I understand that you must give that order as soon as you finish the mission.

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TITLEplayer
TITLEplayer - - 7 comments

How do I get Speech Recognition working on Steam Deck? I set Proton to Experimental. Enabled Engine.SpeechManager in User.ini. And updated the xml to either 409 or 809. But it didn't ungray the checkbox

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TITLEplayer
TITLEplayer - - 7 comments

LaunchSEF doesn't work on Steam Deck when I install through Heroic Launcher and GOG and had set in Proton Experimental. What do I do?

Update: Never mind, I got it. Had to set alternative exe to Extra's LaunchSEF

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