RealRTCW

RealRTCW

265 ratings
Elite Guard
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Content Descriptors: General Mature Content, Some Nudity or Sexual Content, Frequent Nudity or Sexual Content
File Size
Posted
Updated
944.016 MB
16 Sep, 2021 @ 6:38am
24 Mar @ 4:46am
27 Change Notes ( view )

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Elite Guard

Description
Elite Guard is a skin and gameplay mod for "Return to Castle Wolfenstein".

The Elite Guard mod replaces all human enemies with Elite Guard models and
makes gameplay tweaks to the AI and weapons.
Enemies wear leather outfits with a variety of accessories.
It adds voice lines of the character Widowmaker from Overwatch, and the Assaultron from Fallout 4.
It replaces the original male voices with new female voices generated with Eleven Labs.
The mod ads music taken from Wolfenstein 2009, Medal of Honor, Project IGI and Fallout 4.
Improves the fire and explosion animations, and various other textures.
Improves the texture and models of the Venom and Tesla gun.
The mod also changes the main menu background and the menu music to "elite guard assault".

Check the updates for a complete list of the changes.


To use the Elite Guard mod:
Subscribe normally then the mod should appear in the addons menu. Launch the mod.
If the menu background and music changes then the mod is working correctly.
The workshop mod folder is: steamapps\workshop\content\1379630\2603371491


Version 1.41

Compatibility update for RealRTCW 5.1.
Added some new music for survival mode.
One track from Quake 1 Scourge of Armagon and two from Painkiller.

Survival Mode loadout changes:

Soldier: Dual Colt Pistols and Thompson SMG
Engineer: Shotgun and Grenades
Medic: MP34 SMG and Gas Grenades
Lieutenat: M1 Garand and Grenades


Version 1.4

General Fixes.
Fixed the Malta map not loading issue.
Fixed soldiers not mounting the MG42 at the start of the map Factory.
Fixed the proto soldiers not chasing after the player in the corridor on the map Xlabs.

Malta Map.
Added music to the Malta map.
Added voices to the civilian NPCs on the Malta map.
Overhauled AI scripting on the Malta map.
Almost all the NPCs will fight back if you attack them.
Killing the royal marines and important NPCs like the doctor or colonel,
will give you a game over.
It's also sometimes possible to get the NPCs to fight each other.
On the last return to Malta, after you've completed the game, the fail state is removed
and you can go on a killing spree if you want to.
On the last Malta map in the training facility, if you kill the marine next to the elevator
you can leave with all the weapons in your inventory.
I've also slightly changed the ending of the dream sequence.
You don't have to wait for the briefing anymore.
You can pick up the mission document and the weapons loadout immediately.

Voices.
Added the rest of the missing scripted dialogue.
Like the soldiers talking about food on the map Village 2, or the mechanics on the Norway map complaining
about the rocket plane.
I've also added voice lines when enemies kick a grenade.
So now they'll say "look out grenade!" and "grenade take cover!".

AI.
Overhauled AI scripting the map Factory.
Friendly NPCs will now automatically stop following you and focus on attacking when encountering enemies.
So you no longer have to tell them to guard the area to allow them to freely engage the enemy.

Textures.
Added moving clouds to the skybox on the map Forest.


Version 1.31

Fixed scientist NPC animation error on the map Assault.
Fixed issue where you would spawn without weapons at the start of a new episode.
Replaced low resolution horizon haze texture on the maps Street Fighting Man, Factory and Train Yard.


Version 1.3

Update for RealRTCW 5.

Hub Map.
Added the full moon night sky to the Malta hub map.
Expanded the nightmare sequence on the Malta map.
I've been playing Fallout 4 Far Harbor recently and liked the Children of Atom theme.
So I've added that music to the nightmare sequence. I think it fits well.

Loadouts.
I've removed the two loadout options on the hub map, and the random loadouts
when you start an episode without the hub map.
Now you have one loadout with most of the weapons included.
Plus you start with full ammo, except for the heavy weapons like Venom or Panzerfaust.

Weapons.
I've decided to keep my version of the Venom Gun and I've also edited the new Tesla Gun to add
some animated energy effects to the texture.
Most of the weapon stats are the same as the previous version of the mod.
However I've decided to keep vanilla mag sizes. So SMGs have 32 mags and the Colt holds 7 rounds instead of 15.
Venom Gun wind up time decreased from 750 milliseconds to 500. Now it's easier to pop around a corner and fire.

Enemies and NPCs.
Nerfed Loper health even more. Damn these things are annoying.
Their health is now 160 180 200 200 100 depending on difficulty.
Increased most soldier running speed from 175 to 200.
Increased partisan running speed to 230 now they are as fast as you are.
No more waiting around for them to catch up.
Scientist NPCs use the same model and animations as the elite guard and have a 200 running speed.

Voices and Subtitles.
Replaced the voices on the Rocket map. The crane operator and mechanic now have female voices.
I've kept the original announcer though.
I've used the new voice conversion feature on the Eleven Labs site to make a female version
of the drunk rambling lines you hear at the start of the Village map.
The results are about as silly as you would expect.
Added English subtitle support. Now the subtitles match the modified voices.

AI
Over the last few months I've tweaked the AI on most maps, so expect some surprises.
Enemies on the Radar Outpost map now use the two mounted machine guns.
I've fixed the first boss fight so all the zombies now spawn before the boss is dead.
So you don't have to wait for the rest to spawn.
The final boss fight and the alternate ending are unchanged.

Loading screens.
I've updated the map loading screens and the photo slides in the intro cutscene to match
the mod version of Helga and Death's Head.


Notes:

As a reward for finishing the final boss fight on hard (or above) with the even more enemies mode turned on,
you'll see the "real" ending cutscene. Spoiler: Himmler and his assistant don't make it :)

The mod is tested and meant to be played on bring it on difficulty with even more enemies turned on.
The mod might be unfairly hard in some spots on harder difficulties.

Friendly NPCs can't target dogs correctly, so if you intend to use NPCs in your playthrough
I reccomend turning off dog spawns.

Enjoy!
Popular Discussions View All (2)
7
7 Aug, 2022 @ 2:18pm
I edited one of the elite guard model textures
Zeroturne
1
8 Oct, 2023 @ 9:15pm
Is the linked 1.22 zzip file incomplete?
Boris
326 Comments
madd_larkin 29 Jun @ 6:53am 
That would make sense I haven't looked at RTCW in a few years so Steam would of have to of jumped a lot of versions when it updated the mod (and probably the other mods where there were issues) and as a result missed a lot of files it was supposed to remove.

Cheers Mate, great mod
Colonel Vanek  [author] 26 Jun @ 11:32am 
OK cool, glad it's working for you. Strange bug. If the menu picture was different it sound like you still had files from a very old version of the mod.
madd_larkin 26 Jun @ 9:24am 
Okay Resolved it, full uninstall of all mods, the game and a manual delete of remaining files then installed Elite Guard alone.

having played a bit now the in game experience is very different, different enemy models, different enemy placement etc.
I've seen something like this before with another game, my guess is when Steam updated the mod it didn't fully purge out the old files and 2 versions were partially overlapping (explaining why the menu picture looks different now among other things), real testament to your mod that it booted and played at all let alone well enough not to be noticeable till after the fact.
Colonel Vanek  [author] 26 Jun @ 1:36am 
Well, I have no idea why it's doing that. The menu works correctly for me.
madd_larkin 25 Jun @ 8:02pm 
Nope, didn't fix it, unsubscribed from the mod, deleted all the local files and resubscribed, when I went into option under the 'games option' menu only 2 choices are 'Performance' and 'View.'
whereas looking at base realrtcw under game options the 3 choices are 'Gameplay' 'HUD' and 'View', so looks like 'performance' has moved menu and Gameplay and HUD are missing.

checked a few other mods and they've all got the normal options listed same as the base game. I don't think this is a me issue as when I hover the mouse over the 'Game Options' the description at the bottom of the screen says 'check performance, engine and visual settings' I don't think an install error would do that
Colonel Vanek  [author] 24 Jun @ 11:26am 
The issue is on your end. I haven't removed anything from the menu. Try unsubscribing from the mod then go to C:\Users\"username"\Documents\RealRTCW\5.1\ and delete the Elite Guard folder. After that subscribe to the mod again.
madd_larkin 24 Jun @ 9:12am 
@DMK I got round the issue (kinda) by saving a game in base RTCW with more enemies or Even more turned on, then loading the save in the Elite Guard mod, but each time it CTD'd a specifc points in the level for eg on escape1 it CTD's when you reach the base of the stairs after disposing of the doctor, I'm think the option was removed from the mod for a reason at this point
DMK 17 Jun @ 2:18pm 
I think you have to select some option menu items such as extra enemies before you start a new game now, after the base game did an update for survival, or possible from before but hadn't noticed.
madd_larkin 16 Jun @ 8:24am 
Not sure why, but when I load the mod the game play options menu for things like extra enemies doesn't appear, it's there on the base game, but once the mod's activated the menu is gone, is this something I've done?
Colonel Vanek  [author] 14 Jun @ 2:26pm 
Where does it crash? At the start of the level or somewhere else?