Splinter Cell: Blacklist

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AlisterTheModNerd

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AlisterTheModNerd

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About this mod

This mod contains multiple INI files that change some of the gameplay mechanics, to make it feel similar to older Splinter Cell games such as Chaos Theory, such as a nice challenging stealth tweak, suit tweaks, better stealth suit look for the maxed stealth suit, etc.

Permissions and credits
Installation

  • Be sure to back up your original SC:BL files before installing this mod just in case (Not required, but recommended).
  • Unzip the Chaos Theory folder, then copy all the 'src' files inside. Do the same thing with the BLURed Chaos folder, except copy both 'data' and 'src' files inside.
  • Then paste the file into the Directory of Tom Clancy's Splinter Cell Blacklist
  • Enjoy!

Changes;
Update 1.0

 
  • The Difficulty from Rookie - Perfectionist has been tweaked to make things for players who want a little extra challenge in the stealth category like the enemy AI detection speed is now faster compared to before (More Noticeable on Realistic and Perfectionist).

  • Did you miss actually using the shadows, to sneak past enemies without them noticing even when you're 5ft from an enemy? Well with this mod, the shadows actually make a difference in your way of moving past enemies, no longer nerfed, so no more relying on boxes or walls or any object for cover (Recommend to set brightness to 0 in your game settings, for more immersion). However, when playing on day missions, the stealth get's much more challenging, since enemies can easily detect you!

  • The Stealth Nanofiber doesn't look ridiculous compared to before, it now looks much better, it's more of a hybrid of Tactical Mesh and Nanopolymer Coating instead of a bootleg ghillie suit.

  • The Upper Echelon Suit got a decent buff, so it's accurate to the stealth level that you got to Chaos Theory, for nostalgia purposes towards the Splinter Cell Fans.

  • The light's on your suit will not glow when you're in shadows anymore, no more lens flares on your suit.

  • All goggles have different visions that you can use, that being Thermal (Sonar Goggles - Colorized Imaging), Blue Sonar (Ambient Sonar/High Frequency), and EMF (Long Range - Integrated Optics).

  • Night Vision Goggles in the campaign are now replaced with the Classic SVM NVGs, so you're now able to see clearly in the darkness. Unaffected by the Drone Operators.

  • Stuck on a session on a Night Mission? Or perhaps you like to just "Go Dark"? Well the chuck a buffed EMP down, frying pretty everything in a Massive radius for 1 Solid Minute.

  • For added challenge, the gadgets you can carry is now limited, giving you much fewer slots for gadgets, so Choose Wisely.
 
Update 2.0

  • Difficulties from Rookie - Perfectionist now has AI detection time reduced from 0.5 sec (Rookie) - 0.1 sec (Perfectionist), You take more damage the higher the difficulty, so you will die easily if you're not using the Combat Suits, however you can deal more damage against foes with no body armor on as well.

  • Stealth, Combat, Upper Echelon, and 4th Echelon suits have been tweaked to suit this new difficulty tweak, as well as to provide an extra layer of challenge for Stealth players.
  • Stealth Suits now provide more thought and playing when going through a mission undetected, even though you get extra Pistol and Non-Lethal Ammo, however you will have less Primary ammo as well as having less Gadgets as well. These suits will give you a less likely chance of getting detected and getting heard when moving around. However if you do get detected, you might not likely survive the combat encounter if you're not prepared.
  • Combat Suits will have less non-lethal and pistol ammo, however will have more primary ammo, more gadgets and a higher chance of surviving a combat encounter.
  • Upper Echelon, is the highest in it's class in the Stealth category, having an even less likely chance of getting detected, however since the suit and tech are outdated, this suit will still make noise when you move around, and will not be able to carry around any extra mags during your missions, however you will be provided more gadgets than the Max Stealth Suit.
  • 4th Echelon, is the highest category in the Combat category, having a higher chance of survival in combat, however you won't have as much gadgets and ammo as you would get for the Max Combat Suit, but at least you can be able to sneak around with this suit, however it isn't as effective as the Max Stealth Suit or the Upper Echelon Suit.

  • The Goggles have now been swapped around to both fit a theme for the alternate vision they will be equipped with.
  •  The Base Goggles are more like the goggles you had in Splinter Cell Conviction, a similar Grey Sonar effect they had back then, passively detecting enemies through walls with and without a sonar pulse, however they can be easily disturbed if you're moving around, the LVL 1. Goggles being a slightly more powerful version of those goggles, however still can be disturbed with your movements. 
  • LVL 2 - LVL 3 Goggles will be having Thermal Vision passively detecting enemies through walls with no sonar pulse, and can track enemy footprints, however these too can be disturbed with your movement, but not as badly as the previous goggles. 
  • LVL 4 - LVL 5 Goggles are EMF, not being able to track footprints or passively detect enemies, however they will no longer get disturbed while moving, and the active sonar pulse has a longer range, and it looks cooler. 
  • LVL 6 - Final Goggles are the Blue Sonar, being able to do what all the other visions were able to do, with no downsides. The Final Goggles being the like the Base Vanilla Goggles to make more sense as to why Sam doesn't have different goggles in later tiles he was in.

  • Does anyone miss the cool glow our goggles and suit give off in the previous Splinter Cell Titles, without the obnoxious Lenses Flares tainting the glow? Well throughout a LOT of testing, I manage to bring all the glow colors back without any Lenses Flares anymore.

Update 2.1 - 2.1.1

  • 2.1 - Stealth Suits carry more gadgets and still carry more pistol and non-lethal ammo, Combat Suits carry more ammo than the Stealth Suits, but carry less gadgets, Upper Echelon carries up to 4 gadgets similar to Splinter Cell Chaos Theory, and does not carry extra clips for pistol, non-lethal, or primary weapons, 4th Echelon Carries up to 2 gadgets, similar to what you get in Splinter Cell Conviction, and carries more than ammo than the Stealth Suit, however less than the Combat Suits.
  • 2.1 - All visions have been tweaked and rebalanced.

  • 2.1.1 - Same as 2.1, except that the Vision modes have been altered a bit for some of the new visions being experimented on.
  • Base - LVL 1 Goggles now have EMF Vision with a slower pulse to replace the movement disturbance effect, as well as making it active pulse only.
  • LVL 2 - LVL 3 Goggles are still the Thermal Vision, not much has changed there, there is a black and white thermal I wanted to try out, however it was too bright in certain areas so you can barley see enemies through walls.
  • LVL 4 - LVL 5 Goggles Has been swapped with the Blue Sonar, and now detects with an active pulse only, however the pulse is faster than the EMF Goggles.
  • LVL 6 - Final Goggles have the New Vision I wanted to experiment on, This new vision helps you see in the dark much better than the EMF, Thermal, or Blue Sonar Vision, it has an unchangeable pulse, so you'll have a slow pulse similar to the EMF Vision, however you still have the passive enemy detection just like the 2.1 version.

Update 2.5

  • Vision Boxes are now removed for Snipers, Dogs, Normal Guards, and Guards with NVGs, their vision is now similar to something you would get in Splinter Cell Conviction, with a more realistic take to it. During normal patrol, Normal guards can see 180 degrees, Snipers are see around 6 degrees, Dogs are similar to the normal guards in terms of vision. Guards with NVGs see at around 40 degrees, and all of them see as far as they would in the original version of the game. HOWEVER, for those with no NVGs their vision will change drastically if you're in the shadows, reducing their FOV by 140, 120 if you're crouching. How far they can see will be changed as well, so you can be able to sneak past guards with ease as long as it's extremely dark, if it's a bright day and you're in shadows, they can still see you, however the detection speed will be greatly reduced.
  • New Vision Modes are available to resemble more of the vision modes you would get in Splinter Cell Chaos Theory, as well as other vision modes that came after.
  • Base - LVL 1 Goggles are now the classic EMF Vision, a short range vision mode, with a weak pulse, however you're able to see a lot of things electronic clear as day.
  • LVL 2 - LVL3 Goggles are still the Thermal Vision, however their range has been reduced so that you can only see heat signatures for those that are in a close proximity to you.
  • LVL 4 - LVL 5 Goggles has a state of the art Thermal Night Vision, a little hybrid of 2 incredible pieces of modern tech combined into one, able to see heat signatures at a much further range while being able to see in the dark as well.
  • LVL 6 - Final Goggles are the Ultra High Frequency Sonar Goggles, better than any of the other Splinter Cells are getting. You're able to see in the dark, through walls, you name it!
  • You're now able to carry 1 more EMP in realistic and Perfectionist Difficulties now.
  • Weapon Crosshair Dispersal has been increased and Dispersal Recovery has been nerfed, similar to how it was in Chaos Theory and Conviction to encourage more precision and pacing shots to get more accurate shots off on your targets.

Update 2.6

  • I've Ported the 'actionmapping.ini' and 'actionscheme.ini' from the 'Balaclava and gameplay tweaks' mod, to this latest update, for more smoother, engaging gameplay, plus the button mapping is cool and I feel like it doesn't get used a lot in other mods. 
  • With these INI files, you don't automatically vault over objects by holding down the sprint/climb button, you must press said button again to climb over an obstacle.
  • You no longer have to go into your weapon wheel to switch vision modes now, simply hold down the vision mode button to swap between Night Vision and Thermal/Sonar

Update 2.7

  • Now 'blacklistcamera.ini' has been added! Now you can enjoy the Center Camera View that is present in Splinter Cell: Chaos Theory.
  • Reticles no longer visible unless you're aiming your weapon now, similar to Chaos Theory.
  • While Crouching, Standing, and Running, the Camera will always be in the Center View unless you're aiming your weapon or doing anything else, such as taking cover for example. Similar to Chaos Theory.

Update 3.0

  • Torso shots do more damage now, adding more realism so some if not most enemies would now die with 1-3 shots now if shot in the torso
  • New Vision modes have been added now for extra variety;
  • Base Goggles are still the Conviction Sonar, however the filter has been changed.
  • Level 1 Goggles are now Thermal vision.
  • Level 2 Has now been changed to EMF Vision
  • Level 3 Is now changed to the Thermal Night Vision
  • Level 4 Goggles have become a new Vision mode which I would like to call Heartbeat Sensor
  • Level 5 - Final Level Goggles are now The Ultra High Frequency Sonar Goggles
  • Descriptions for each vision mode will be more explained in the next update log!
  • Sticky EMPs will last for 5 Minutes from now on.

Update 3.BLU.R.CT

  • Finally! The Chaos Theory Gameplay Tweak Mod has now been turned into a BLU Revision Mod thanks to the help of IKennyAgain, this would not have been not be possible without his help, so kudos goes out to him. Updates for this version are similar to the latest version of Kenny's IKennyAgain's BLU Revision mod, only instead it's with a Chaos Theory Twist!
  • Like 3.0 Sticky EMPs last for 5 minutes, and amount is decreased greatly to encourage players to use it at the right time.
  • Names for some Suits have been changed to be a bit more lore accurate with the names of some suits or at least suits I did not like the names of;
  • Classic Ops Suit? Yeah- nah, I changed that to MK-VIII Ops Suit, since that's what it's called on the SCWiki.
  • Upper Echelon has been changed to it's actual name, MK-V Tactical Suit.
  • 4E Eclipse Suit has now been changed to Eclipsed Archer.
  • The different Vision Modes from the Vision Mode Gadget from Kenny's Revision mod have been mostly changed to be different from his vision modes, so here's the new Vision Modes;
  • 3E Tac-Sonar: A Sonar Vision mode mainly present from Splinter Cell Conviction, the filter has been changed so that it can be disrupted whenever you move, pulse range is longer than most vision modes on this list, at cost of each pulse being slower than most vision modes, used for more patient and more tactical Players.
  • Thermal Vision: Not much has changed compared to Kenny's version, only difference here is that the passive range has been reduced now, only used to keep track of enemies around you like through a wall or a door. Plus the vision can be disrupted when the player moves
  • EMF Vision: Similar to the 3E Tac-Sonar, only the range is shorter, the pulse is faster, and the filter is much darker now, used to discover any electronics near the Player.
  • Digital Infrared: The hybrid between Night Vision and Thermal Vision, having none of the drawbacks of Thermal Vision for easier tracking, range is slightly longer, and you're able to see in the dark. Downside for this one however, you can't see most shadows, and you can't track enemy footprints like you would with normal Thermal Vision.
  • Heartbeat Sensor: A new and experimental Vision Mode, that is similar to the Heartbeat Sensor from Rainbow Six Siege. Despite having the shortest pulse range compared to EMF or Sonar Vision, it makes up for it with the fast pulse rate similar to a human heart rate, able to track enemies heating hearts, useful for breaches or checking if anyone is near a ledge or is next to a door!
  • The Eclipsed Archer pants now has a +1 gadget slot, so you would have 3 gadget slots to compensate for the Vision Mode gadget if players wanted to use Sonar or other Vision on Missions.
  • These changes aren't permanent, if you don't like these changes, let me know and I'll rebalance these vision modes, and if you want me to continue updating this mod through the Revision mod, let me know if you want that as well!

Update 3.BLU.R.CT.1

  • The load screen subtitle when you start the game has been fixed, the word 'Theory' in said subtitle has been spelled correctly.
  • Vision modes has been tweaked and rebalanced to be more enjoyable to use each Vision Mode.
  • Digital Infrared has now been swapped with a Newer and better vision mode, called 4E Adv-Echo; It's like the 3E Tac-Sonar, except it's a passive sonar action, only requiring the footsteps of enemy that's in your vicinity.
  • Some titles for some suits have been swapped around to actually match the suits appearance.
  • All the SpiesVMerc Suits have been removed due to them most likely messing with the back, watch, and opsat/smi flares.

Update 3.1

  • 4E Adv-Echo has now been added to the goggle upgrades, and is now apart of Level 6-Final.

Disclaimer

If there is anyone who wants me to make this into a UMD like how the other mods are, I'm not able to do that since I have no clue how to convert all the changes into a UMD. So yeah very sorry, I still hope you all enjoy this mod.