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.

  • 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 Released!

v7 has finally been released, after nearly two years of being in alpha and beta testing. Much of the delay was due to real life issues, and also from my time being taken up by working at VOID Interactive. (Since I no longer work for them, a lot of my time has been freed up) But one of the greatest hurdles was a hard-to-resolve issue surrounding the signature feature of v7:

SWAT: Elite Force v7


The single greatest step forward in v7 is the ability to share equipment between squad members. To keep things simple, only items from the TACTICAL tab can be shared between team members - this includes grenades, wedges, pepper spray, the optiwand, and C2. It also includes lightsticks. (Do note that officers can only have one optiwand at a time, and that you cannot share something with someone if they are carrying too much weight.)

A piece of equipment can be shared by pressing the B key (default) while holding the item and looking at a team member. Both the giver and the receiver will get a message notifying them of the transfer. If you don't want this to be the same key as the Melee and Check Lock buttons, you can now bind those on alternate keys. (You can now bind Shout and Interact to different keys too, in case you find yourself shouting a lot by accident)

The REQUEST menu.

This also works with the AI-controlled officers. A new menu just above the DEPLOY >> menu (called the REQUEST>>) menu allows you to order your AI officers to give you a piece of equipment. Speaking of the AIs and commanding them...

AI and Commands

One of the most common complaints about SEF is that the default command for doors is changed from "OPEN AND CLEAR" to "TRY LOCK." I changed this because OPEN AND CLEAR places more of an emphasis on speed, while stacking up on the door makes the game a bit slower. However, it definitely becomes annoying that you can't quickly issue an OPEN AND CLEAR if you know that the door is locked. Therefore, I compromised. When a door is encountered for the first time, the default command will be "TRY LOCK":

TRY LOCK is the default command.

But, once the lock status of the door is known, the default command will change to OPEN AND CLEAR:

OPEN AND CLEAR shows as the default command once the lock status is known.

It's little things like this that can have a big impact on the gameplay itself. But how the AI behaves is something else entirely. Some major complaints about the AI have been addressed, and they've been made smarter:

  • SWAT officers will no longer stop to engage suspects. Instead, if you have issued a FALL IN or MOVE TO command, they will continue carrying out the order while also engaging the target. This makes playing on custom maps a lot easier.
  • SWAT officers will better cover each others' backs while carrying out a FALL IN or MOVE TO action. They'll actively search for things like blind spots, corners, and doors while moving, and tend to avoid looking in the same areas if they can.
  • Suspects are a lot more dangerous. They can now flee if they are compliant but unrestrained (kneeling) and they are much more prone to investigating loud noises, making surprise encounters much more common. Gas and pepperballs are much less effective now, as suspects will flee when affected by them. Keeping the situation under control is now a fairly integral part of the game, rather than something that isn't a concern.

New Equipment

Lots of equipment has been added, including:

  • Colt Model 635 9mm SMG
  • H&K MP5K PDW
  • AK74su
  • FN SCAR (with aimpoint, suppressor, and aimpoint + suppressor variants)
  • FN FAL
  • Springfield Armory XDM Pistol
  • Glock 18
  • Glock 19
  • "No Weapon" option (at least one weapon must be taken)

Weapon Pictures

And some equipment has been improved:

  • The Desert Eagle has received a remodel.
  • The M4A1 now uses Brettzie's popular M4A1 model. This includes aimpoint, and aimpoint + suppressor variants.
  • Several vanilla models have received reskins to correct mistakes.

The FN FAL in action.

If you want to give all of this new equipment a try, there are now Weapon Lockers at the beginning of the training mission which allow you to change weapons.

Quick Mission Maker

The first thing you'll notice when booting up the mod for the first time however is that the main menu is completely different:

The new main menu.

The "Play Quick Mission" option has been removed. Why? Because Quick Missions are now accessed through either the Career option, or through multiplayer. Quick Missions can now have unlocks, progression, and custom maps. They appear as a new career path option, meaning you can now use Permadeath and stat tracking for Quick Missions. And as a bonus, there's a new mode available: Hardcore Mode. Hardcore Mode is a bit like Player Permadeath in that your career ends once you die, but your career ends once you have any kind of mission failure, such as civilians being killed, bombs exploding, etc.

The Quick Mission Maker in general is a cool concept, and one which I want to expand upon further. Unfortunately in the vanilla game, the tool is very underbaked - you couldn't even rearrange the missions in a pack. I've also added the ability to write custom briefings, to disable certain tabs (such as Civilians, Suspects, etc), to have traps and mission scripts appear, and I've also added an ADVANCED MODE for civilians and suspects, to allow serious fine-grained control over the spawning of them.

Closing Thoughts

This has been only a small snippet of the numerous changes that v7 provides. If you want to see the full changelog (please do, it's pretty massive), you can view it in the downloads section, or by going to the mod's GitHub page. You can also view the full source code for the project there, but it is provided as a ZIP download as well with this release due to popular demand.

Just another day on the force.

Thank you everyone for the support in developing this mod. I have received hundreds of emails and private messages with nothing but kind words and ideas for where to take the mod further. I kind of consider the mod to be in a complete state, but I still have my own ideas for where to go next. As always, the mod is open source under the GNU GPL license, and anyone can contribute to the development of the mod.

Recently, the North America server has been shut down due to a lack of funding. PayPal has put my account in collections for the server funds, and I can't get it out due to their staff being unavailable because of COVID-19. The server will be restarted once PayPal is up again, and I can use previous donations to get things sorted out. In the meantime, if you are interested in donating to the cause, I would recommend using Patreon for monthly and one-time donations.

Once again, THANK YOU!

v7 Release Date

v7 Release Date

News 14 comments

Announcing the release date and full features of v7.

Donations Needed

Donations Needed


Donations are needed again to maintain the NA Official Server.

Status Update

Status Update

News 15 comments

An update as to the status of the mod and where things are at.

I now work for Void Interactive.

I now work for Void Interactive.

News 37 comments

I will be working with Void Interactive on their new game, Ready or Not. We will be hosting a Reddit AMA on June 13th. Also, some important information...

Add file RSS Files
SWAT: Elite Force v7

SWAT: Elite Force v7

Full Version 19 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 7 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

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 89 comments

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

SWAT: Elite Force v6x -> v6.3 Upgrade

SWAT: Elite Force v6x -> v6.3 Upgrade

Patch 7 comments

This is an outdated patch. Please use the latest patch.

SWAT: Elite Force v6x -> v6.2 Upgrade

SWAT: Elite Force v6x -> v6.2 Upgrade

Patch 4 comments

This is an outdated patch. Please use the latest patch.

Comments  (0 - 10 of 1,588)

are there texture mods that is compatible with the latest version of this mod?

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Hi,I'm a chinese player.There still has much number of the players playing this mod,but the language cause me trouble to recommend this mod to them.Could you tell me the way to add more language to this mod?

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how to start assault mod?

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Hun??? you worked for VOID which mean ready or not? so cool i think ready or not will be the same as swat 4 ?

I hope it will have best single player as swat 4 . YEAH

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Well,l am the big fan of sef7.l am an expericened player for l played through the campaigns and some custom maps under the difficulty of elite and the mode of permadeath.Sef is amazing and fantastic.
Firstly,the improvements on the AI ask the palyer to make the rhytheme of cqb more rapid,which places strict demands on players and his teammates.But it may be more realistic with your ai officers never shooting the suspects who just do not comply immediately and never ignoring my preorders.And the firing frequency of my officers gives the feeling that you seek to make officers use lesslethal weapon more frequent by altering the principle of using forces. This make officers equipped with deadly weapons kill more suspects despite that the suspects never aim at hostages and officers,which sometimes diasppoints me because one restrained sus means 1-2 marks,and those bad guys slayed by officers can bring me to 90+ marks.
Secondly,the firing frequency and accuracy of ai is so high that skilled supect armed with auto machine guns can fire 5+ rounds in 0.5s with an amazing accuracy.And the insane suspects kill the hostages without any hesitations and warnings.This setting makes sef7 more challenging and amzaing.
Finally,the suspects are more alert and their damages level up.They seems more organized and dangerous.And the random settings bring players various game experience.
ln conclusion,sef7 is realistic and challenging when igonring its demerits such as that the system always mistake your proper firing for unauthorized deadly forces , that your officers always kill the hostages when shooting suspects and that the suspects are killed by your officers by unauthorized deadly forces.Tortured by those settings ,l have to play for many times to pass some difficult maps such as DNA centre and l should search the map for the last report becaues one unreported injured civilian and suspect can make your endeavours wasted .But those disgusting and"realistic"setting may not undermine my praise for sef7.

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I'm getting a " Access violation caused general protection fault " critical error crash every time a CS is used in multiplayer. Any issue for this?. Here is the full error. Any assistance would be greatly appreciated.

( Sorry I copied something after the error report, here's a pic!. )

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Yes to me too, it happens to everyone ,it is a bug of incompatibility ,it was made for windows ME/XP and now it is running in windows 10 x64 . I have amd gpu and cpu.

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Hey, is there something wrong with my game? Because everytime I press on a door I want to stack up on, the option itself isn't there. Was it removed?

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with the mouse click, click to investigate , on a door. then what is there i don't remember, stack up or unlock it/pick the lock. try

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SWAT 4: The Stetchkov Syndicate
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Highest Rated (7 agree) 10/10

Amazing work done with an old engine, the addons and new mechanic make this SWAT 4 mod expirience close to what a SWAT 5 could had been.

Jan 24 2017 by Scud74

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