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.
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.
Hello all. It has been a long time since I have last updated the page. As some of you may be aware, I have had some real life issues keeping me away from the keyboard. Most notably, my fourth child has been born, and I have been scrambling to get things ready for the new baby. That, and I was hospitalized fairly recently with a severe case of pneumonia. Thankfully, I've been lucky enough to avoid catching COVID-19. Both my wife and I are high risk groups that would be severely affected by the disease. I have been meaning to return to the mod, but I honestly have just been exhausted by everything going on.
That being said, the short bursts that I have been developing in have been very fruitful, since a large part of this next patch is going to be bugfixes. I've received a lot of reports about bugs in v7, and the next patch, v7.1, has been laser-focused on addressing them. The following are some of the more major problems that have been fixed:
There have been a number of other changes and minor feature additions. For example, custom skins can now alter your first person hand textures. There is now a "round in the chamber" system for added realism.
Two of the new features that I want to talk about in depth are changes that I want to expand on in the future: target acquisition and weapon variations.
In SWAT 4, AI in the level are either suspects, civilians, or SWAT. There's no overlap between the roles of suspects and civilians. If you've memorized the way that suspects and civilians sound, you'll know instantly if someone is a suspect or a civilian. And if you aren't sure, the zipcuff prompt will always tell you. When diving into the code a bit further, there does appear to be some intent by Irrational Games to make the lines a bit fuzzy at times. Consider the bodyguards for Hyun-Jun Park for example. They actually won't fire upon you if you announce yourself as being police (go ahead and try it in the vanilla game if you don't believe me). Even if their morale is set to maximum, they always do this, because they follow a strict Guard archetype. Likewise, Carl Jennings on The Wolcott Projects will never actually attack you, even if you don't announce yourself first. Despite this, they're both dumped into the same category as suspects.
When you consider challenges in policing, probably one of the biggest is knowing whether a contact will act with intent to harm. It is why all targets on a level in SWAT 4 need to be handcuffed, regardless of whether they have a weapon. So with v7.1, I'm going to start blurring the lines a little bit with what is considered a suspect and what isn't considered a suspect.
Prior to v7.1, if SWAT saw a civilian, they would announce that the target is unarmed. If SWAT saw a suspect, they would announce that the target is a suspect. In v7.1 this is changed: if a target is armed, SWAT will announce that they've spotted a suspect, otherwise, they will announce that the target is unarmed. This applies to both mirror results and approaching targets. I will be making further changes to blur the lines at a later point in time.
There are a lot of weapons in SWAT: Elite Force. Some of them are just minor variations of one another. Consider the M4A1 - in v7.1 there are twelve different ways to pack this weapon. That's a lot of entries in dropdown boxes. Finding the exact weapon you want through all of the noise is going to be chaos.
I've already shown off screenshots of this feature, but the list of weapons will be reduced to just base weapons, and you'll be able to pick variations of that weapon. For example, Submachine Guns might include the MP5A4 and UMP45. From the MP5A4 choice, you'll be able to pick options such as No attachments, Holographic Sights, Suppressed, or Suppressed + Holographic Sights. Each of these options has different drawbacks, such as a change in weight or how the weapon handles.
This seems like a really minor change, but I'd like to open this up to modders. Inevitably, people are going to want their own custom weapon skins to be a feature, and that's where weapon variations can come in. One really interesting mod I've seen lately has the ladder sights opened up for the HK69, and that's just one example of what a user-created weapon variation can do.
I know it has been a long time since I've posted anything, and I will certainly make good on releasing v7.1 in a timely fashion. In the meantime, you can keep track on our official Discord (see the link ingame, or in the mod description), and you can always view the most recent changelog on GitHub. The link I've provided will always be the most up-to-date version of the changelog.
At long last, version 7 has been released for the masses.
The latest base version of SWAT: Elite Force. Use this if you are installing the mod for the first time.
Use this to upgrade a v6 - v6.4 installation to the latest base version, v7.
A source code backup of v7, licensed under the GNU GPL license.
Use this to upgrade an existing v7 installation to a v7.1 installation.
The mod attempts to immerse the player in making the best out of tough situations and identifying threats during firefights in an effective manner. Note...
This is an outdated patch. Please use the latest version, v7.
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Crash Time: 08/04/23 17:24:09
OS: Windows NT 6.2 (Build: 9200)
CPU: GenuineIntel PentiumPro-class processor @ 1100 MHz with 2047MB RAM
Video: No Video
UserName: brosc
ComputerName: LAPTOPQS51T27P
Application location: D:\SWAT 4\ContentExpansion\System\
SWAT Build Number: 7.0
Can't find 'ini:Engine.Engine.GameEngine' in configuration file
History: UObject::SafeLoadError <- UObject::StaticLoadClass <- InitEngine
how do i fix this?
How about new updates?
I just gotta say, SWAT 4 is one of the best games I have played so far! I love fighting crime! Man...the teens in this game though are uncooperative...sort of like in real life...Can I still play this mod? Will it be compatible? The criminals and thugs are always wounding my men in the harder levels. I am past Mission 3 and beyond 4 or so.
I am currently working on a set of custom missions based on the Recon of Commissioner Gordon to the final defeat of a group of radical activists who have gone violent because the majority disagree with their ideologies based on common sense.
How's going about new updates?
Sadly this mod is old and superseded by mods like;
Moddb.com first responders
Moddb.com back to the LA
(Mind you, elite force is more of a vanilla-ish / restoration mod compared to these)
I'll add those to my game alongisde SEF. Thanks
You said that they are better, i don't believe in that..
Sef 7.1 is more fun than Ready or not.
I keep spawning without weapons including my teammates, I show up empty handed
Thanks for this! What a great game that, in stock form, was just way too buggy.
Such a great mod, I love the ADS, it annoys me when games don't have it
Games dont need ADS, but given Swat 4 already had a zoom button and is a realistic fps, ADS is something that felt missing.