

He's behind mapping and weapon models that you see in SEF. Engi (Mapping, Modelling) - Engi (theTCREngineer) is a gamer and gorehound straight from the UAE.He is the brains behind SEF, and has singlehandedly created many of the features that we know and love from the mod. eezstreet (Lead, Programming) - Eezstreet (eezstreet) is a programmer and modder from Florida, USA.
#Swat 4 mods female mod
The SAS Mod has also given permission to add their weapons into the mod, some of these include the MP5KA4 SMG and the Browning Hi-Power. The player now has access to the Riot Helmet and ProArmor Helmet, two cut helmets. The Pepper-ball Gun is not nearly as effective, and flashbangs are now potentially lethal pieces of equipment. Tasers can cause cardiac arrest if used on the elderly or those in poor health the Less Lethal Shotgun can kill if used at point blank range.

Like in The Stetchkov Syndicate, missions have equipment that need to be unlocked. SWAT 4 and SWAT 4: The Stetchkov Syndicate campaigns merged into one "SWAT 4 + TSS" campaign.New pieces of equipment, improved AI, restored cut content, quality of life features, and modern amenities such as widescreen support were added to the game. The mod is an overhaul of all aspects of the game, except for the graphics. Instead of overhauling all of the graphics, the decision was made to keep the original game's aesthetic, and focus on being a simple improvement mod that would be used everywhere. Other mods were influential Speech Recognition Improvement was borrowed, and the graphic command interface layout was inspired by 11-99 Enhancement's configuration. Originally, the mod was designed to be a police training tool, similar to the likes of Canadian Forces: Direct Action. From there, the AI was examined, and cut content was beginning to become restored. One of the earliest features to be added was cardiac arrest, a feature which made tasers much more dangerous. SEF started to expand rapidly in early 2016, with new team members such as Jose21Crisis, and Rangar, other members of the team, Engi and Sandman332 joined the ranks later on, helping with mapping and other inner workings. On top of this, native classes made it difficult to implement much of the features that were wanted. Coming from a Quake 3 background, much of the work seemed easy, but documentation about SWAT 4 modding was spare and hard to find. This should be quiet realsitic.Eezstreet started work on SEF in 2015, but most of this early work bore little in the way of early features as he learned to develop on SWAT 4's Vengeance Engine. Its used by the Canadians as a training tool. Neurus_Ex: Thanks to a mistic fairy I've just been able to grab my copy of Swat IV, and I was wondering which mods, after over 12 years since launch, are nowadays "must have." am I missing something? Should I try first Elite Force? There's any hidden gem in the mod scene that I don't know about? What seems to be a retexturing mod with some other graphic stuffs. I still can't see which should I try on a first run. This seems to be "the other" mod regarding gameplay and content. This seems to be the "way to go" regarding content and such. So far, and after a small search on moddb, I've seen these: I'm also no strange to mess around with mods, but after my experience with Stalker CoC, I would like some first-hand reviews of the content before trying it (Specially if the mods change a lot the original game). I'm mostly looking for compatible graphic and content enhancements. I did my fair amount of "swatting" back in the day with Swat 3, and I've sunk more hours that I'm going to recognize to door kickers, so I'm no new to tactical stuff. Thanks to a mistic fairy I've just been able to grab my copy of Swat IV, and I was wondering which mods, after over 12 years since launch, are nowadays "must have."
