This is an outdated patch. Please use the latest version, v7.
If you have not installed SWAT: Elite Force v6 or have upgraded to v6 from v5, do that first. The Stetchkov Syndicate Expansion (included in the GOG.com release) is required to play SWAT: Elite Force.
If you do not follow the above instructions, you WILL get an error upon starting the game! If you have installed v6.1 or v6.2 previously, you do not need to reinstall SWAT: Elite Force, just use this patch.
To install this patch, just copy the (whole) folder from the .zip file into your SWAT 4 directory, where the game is installed. It will ask you to overwrite some files, this is normal.
The following changes are changes made in this patch. For a full list of what the mod changes, please view the README.md (openable in any text editor, but a Markdown viewer or Notepad++ will display the best formatting)
Changes
- Added the option to go without helmet/armor/tactical items, for keeping weight and bulk low. (You must still pack both weapons)
- Nerfed flashbang damage and damage radius (stun properties unaffected)
- DuPlessi's civilians now bleed out on a 15-25 minute timer, instead of a 10-15 minute timer.
- Empathy morale modifiers are now based on line of sight and don't affect everyone in the same room at once.
- Lightsticks are now colored based on team. (Lead in Singleplayer uses green lightsticks)
- AI-controlled officers no longer stare at/watch restrained targets.
- Added a new tab to the Host Game menu: Voting. From this tab, you can enable/disable voting, as well as enable/disable specific kinds of voting, such as Ban and Map votes. There are also other settings, like how long a vote takes, etc.
- Added a new tab to the Host Game menu: Equipment. From this tab, you can disable specific equipment and pick a designated "less lethal" loadout. Disabled equipment will not show in the Loadout menu.
- The chat log and admin logs have been merged together.
- Added the option to have either multiple logs per day, or one large chatlog.
- Added the option to configure the chatlog name (in SwatGuiState.ini)
- The log now removes colored/bold/italic/underline tags, for better readability.
- Greatly improved the speed (and in multiplayer, reduced the bandwidth) of opening the equipment page and switching tabs.
- Location data in the chat can now be turned off (for the server) in SwatGuiState.ini
- Voting settings are now stored in SwatGuiState.ini (instead of Swat4x/Swat4xDedicatedServer.ini)
- Tweaked the collision of lightsticks a little bit
- Restored a cut TSS feature where lightsticks would lose their glow and become "faded" in appearance.
- Ingame admin logins now persist across level changes
- Player mute status now persists across level changes
- Added a new type of voting: Start Map
- New admin permission: Force player to Spectator
- New admin permission: Go to Spectator
- New admin permission: Force Less Lethal loadout
- WebAdmin: Now has an option to select players or map actions, in addition to performing them via command.
- WebAdmin: Now displays tags ([b], etc) correctly.
- WebAdmin: Now has messages colored in a similar way to how they are ingame.
- WebAdmin: Now shows the friendly name of the weapon that killed/incapacitated someone, instead of the class name (ie, "HK33" instead of "SwatEquipment.HK33MG")
- WebAdmin: When entering a command wrong, it lists the usage of the command instead of silently failing.
- WebAdmin: Added commands /forcespec, /switch, /nextmap, /startgame, and /abortgame, /forcell.
- WebAdmin: Minor look/feel changes
- Fixed SEF bug: When a player dies, it lists the killer instead of the person who died as "fallen"
- Fixed SEF bug: When a target is incapacitated with a taser or a C2 explosion, it states "None.None" as the damage type.
- Fixed SEF bug: When a target is incapacitated or killed with beanbags, direct grenade impacts, or triple baton rounds, the damage type was blank.
- Fixed SEF bug: When a player triggers a trap, the penalty message does not show their name.
- Fixed SEF bug: Bulk amount could go negative on the display
- Fixed SEF bug: The admin panel player list would reset which player was selected constantly
- Fixed SEF bug: Sometimes your equipment would change back to being an AKM/Browning Hi-Power in Multiplayer.
- Fixed SEF bug: Wedges weighed less than they were supposed to.
- Fixed SEF bug: Heavies would not show their skin properly in multiplayer games.
- Fixed SEF bug: Server crash on GetRoomName
- Fixed SEF bug: Typo in the X2 Stun Gun description
- Fixed SEF bug: Heavy Armor health amount was stuck at 100% in multiplayer
- Fixed SEF bug: Some stuff was not greyed out in the Admin panel when a player viewed the "Server Setup" tab like it should have been
- Fixed TSS bug: In CO-OP, suspect skins were visible but not usable (now, all skins can be used in co-op)
Ric Flair wooooooooo!
Hiiiii :)
How change resolution??? My Screen is 21/9. Thx
SWAT Build Number: 34688
Access Violation caused General protection fault!
History: ASwatPawn::execInitNativeAnimationSystemForPawn <- UObject::CallFunction [SCRIPT='SwatGame.SwatPawn.InitNativeAnimationSystemForPawn' OBJ='SwatEnemy0'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatPawn.InitAnimationForCurrentMesh' OBJ='SwatEnemy0'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatPawn.OnMeshChanged' OBJ='SwatEnemy0'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatRagdollPawn.OnMeshChanged' OBJ='SwatEnemy0'] <- UObject::CallFunction [SCRIPT='Engine.Pawn.SwitchToMesh' OBJ='SwatEnemy0'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatAICharacter.InitializeFromArchetypeInstance' OBJ='SwatEnemy0'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatEnemy.InitializeFromArchetypeInstance' OBJ='SwatEnemy0'] <- UObject::CallFunction [SCRIPT='SwatGame.SwatAI.Internal_InitializeFromArchetypeInstance' OBJ='SwatEnemy0'] <- UObject::CallFunction [SCRIPT='SwatGame.Archetype.InitializeSpawned' OBJ='Hospital_Terrorist_SEF'] <- UObject::CallFunction [SCRIPT='SwatGame.Spawner.SpawnArchetype' OBJ='EnemySpawner5'] <- UObject::CallFunction [SCRIPT='SwatGame.SpawningManager.DoSpawning' OBJ='SpawningManager0'] <- UObject::ProcessEvent [Function SwatGame.SwatGameInfo.PostBeginPlay() on SwatGameInfo SP-Hospital.SwatGameInfo0] <- BeginPlay <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- UpdateWorld <- MainLoop->GenerateExtraCrashInfo [(GLevel: 'myLevel' PendingLevel: '(NULL)' NetMode: 'NM_Standalone'] <- MainLoop
Does this fix the issues with 6.2 of trying to punch a non compliant individual near a door? It seems to be a glitch that cannot distinguish between a punch or trying to check the door for lock status.
It is better than it was before but it can still happen. v7 will introduce a key to turn special melee interactions off.
Is anyone else feeling like the C4 deployment is slow as well as using the toolkit on door locks or bomb cases? Also, is the AI supposed to be able to shoot through doors and kill you before you get it open? Thanks for any help.
C2 deployment depends on your bulk. At 50% bulk, it is the same speed as vanilla SWAT 4. Anything below that is faster, anything above that is slower. For more information, check out the charts on this page: Swat-4.wikia.com
Will the tactical reload in the next update have one bullet in the chamber? As in, will the ammo counter for the M4 be 31/30 and the Glock 19 16/15 if a tactical reload is used? Shotguns are exempt from this mechanic because there is no external magazine.
I haven't implemented such a feature yet. But I am definitely considering it.
I would also like it if I can do a tactical reload even if I start out with a full magazine.
Do I need to reinstall the mod because I edited some of the files or do i have to reedit the files again if I want certain things, Also will I need to restart my career because of this patch ?
Hi!
I have a strange bug, my toolit disappeared. No matter how I equip myself, no matter which loadout I choose, neither me nor the ai teamates can pick locks or disable bombs. It suddenly stopped working at the mision where you have to disable 4 bombs in a decrepit building (forgot the name, sorry).
I uptated the mod, with no result.
Do you know how to fix this?
Hi!
I have a strange bug, my toolit disappeared. No matter how I equip myself, no matter which loadout I choose, neither me nor the ai teamates can pick locks or disable bombs. It suddenly stopped working at the mision where you have to disable 4 bombs in a decrepit building (forgot the name, sorry).
I uptated the mod, with no result.
Do you know how to fix this?
Delete your DynamicLoadout.ini in SEF/System and replace it with this one: Raw.githubusercontent.com
It worked! Thanks!
My first person hands and arm texture and the textures of the SWAT Officers when heavy armor is equipped isn't rendering. How can I fix this?
Reinstall the game and the mod. Something got screwed up in the installation.
Nice mod!
For those having trouble installing it (i.e. "system cannot find file specified"), do this:
uninstall the entire game (most notably GOG buyers).
Reinstall it in the programX86 folder.
Then extract the RAR file directly into the SWAT 4 folder.
It should work after that.
Eezstreet you made this game worth 100 times its price! Keep up the awesome work!!
I dont know if this is the base game or the mod, but im hoping someone here will know how to fix this. Most of the squad commands in the game just dont register, they will go incompleted or my squad will ignore them. Say if i say fall in, this might happen: lead says"Gold......element....element....gold.......gold......gold fall in, ill take point......gold....element.....gold, fall in on me." Squad finally responds"on your six"
this happens with EVERY command in the game, i have to issue it like 10 times before they respond, which makes breaching more than one door at the same time such a chore
Check settings for commands. Depending on what you use, you might have to click which command you want, release rightclick for what command you want, etc.
Hi... I need all previous versions first or just need the v6 ?
You only need v6.
eezstreet: awesome work on this mod. My friends and I are getting much mileage out of this game and are anxiously awaiting the next update. 1) We were discussing, recently, the possibility of having a melee "kick", such as kicking in doors (sort of an explosive entrance, I guess, like, a battering-ram?). It may not be possible in the game,such as it is, but we were thinking along the lines of Postal-2 with its door-kick (kick melee). 2) I also experienced a stuck AI teammate in A-Bomb Nightclub; I sent him into a stall to retrieve drugs/evidence (on commode) and he got stuck. Not a huge deal since I was at the end of the mission, but, just letting you know. Thanks again for all the hard work!!!!
1. I need animations to do this.
2. Thanks for the information, I will look into it.
It would be cool if we have ballistic mask for v7.0 update ;)
Anyway I having a problem when I and my AI teammates deployed a lightstick. I forgot what map is but the lightstick sometime get drowned on floor.
There's a lag/bug when you order AI officers to check for tracks.
When you ordering, game will lag a bit, and when AI responding, game also lag a bit.
Hey,
Just an kind advice. You could add more helmet options for the next update, such like gas masks, instead of only one helmet.
Especially when you trow a cs gas, your character will also be affected for a period of time. There should be a helmet/mask option to protect you from getting the gas effect.
Also, I just have another new idea.
You might add the night vision, just like the one that original TSS has.
And, you might add an option to carry extra ammo packs. Which will be more realistic.
Last thing, the animation of check for tracks, you could change it to something else more realistic, instead of the same animation as check for lock.
Also, when you order AI arrest suspect, you will say"move and clear" which doesn't match your order.
You should probably play through the campaign all the way through, because everything you've suggested (night vision, gas masks, etc) are all in the game already, you just have to unlock them.
I used Move and Clear audio for the Search and Secure and Restrain All since it made the most sense.
Is there an approximate release date of v7?
Not yet.
I am very confused on how to install the mod, where is SwatEd.bat? I don't have it.
I've installed the 6.4 upgrade, but when i equip the suppressed m4 or g36 it doesnt show a weapon, just the hands, the not suppressed m4 or g36 works normally.
Do i need a reinstall or is there a fix?
Nick
Hi! You may need to reinstall the mod, it sounds like some data may be corrupted.
I have a SwatEd.exe in the System file in the main game, so I'm not sure if the .bat version of it is supposed to come with the mod or I'm just missing files.
1. You don't need the SwatEd.bat, per se. It's for development purposes.
2. Make sure you install the v6 version first, and then the v6.4 patch on top of that.
Thank you so much.
I can't run the batch file, what should I do now?
It should tell you why it can't run. What does it say?
Nevermind, I got it to work.
i have been enjoying this mod for the past three weeks and im now about to start the diamond heist mission and i try to open SEF and i get and error reading
SWAT Build Number: 6.4
Can't find 'ini:Engine.Engine.GameEngine' in configuration file
what happened? going to try to reinstall the mod, the vanilla game opens fine :/
BUT I DONT LIKE VANILLA!! HELP!
Hi, something might have become corrupted. If you back up the following files (if they exist):
SEF/System/Campaign.ini,
SEF/System/Swat4x.ini,
SEF/System/SwatGuiState.ini,
SEF/System/User.ini
and then reinstall the mod, it should run fine. If that works, you can put your backed up files back in, and it will restore your campaign progression and saved settings. If that DOESN'T work, try reinstalling the game and installing the mod again. I'm not sure why it would fail on you after playing it for a bit, though.
Hi just wanted to ask. Is there a way to install this mod and keep the briefing/dispatch menu? I quite enjoyed them and found them immersive.
Sry my bad. Dont mind this question. It just doesnt show when i play all missions. All good.
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Whenever I place the SEF folder in the swat 4 directory, it says "Could not find SWAT 4 data." It's definitely the right directory, please help!
Make sure that you place the whole SEF folder inside of the SWAT 4 folder. That is, you should have a Content, ContentExpansion, and an SEF folder, all side by side. Check the Tutorials section on how to install the mod.
hello
first off I love the mod but when I updated to 6.4 I copied the sef folder just like the readme file said so since I have been using the mod since v6, but when i was overwritting the files something happened and everything that should be in the sef folder is empty? I uninstalled and reinstalled with the same problem of the sef folder being empty. is there a fix for this glitch?
Thx
Try copying the contents of the SEF folder in v6.4, into the SEF folder of v6.