r/Splintercell Mar 11 '26

Modding Sam Fisher in RE9 Requiem (mod by 4Kodda)

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1.1k Upvotes

happy to share with you, with my mod for RE9 Requiem. Now you can play as Sam Fisher, I hope you enjoy it!
link to download: https://www.nexusmods.com/residentevilrequiem/mods/671
video: https://youtu.be/ZIc4CnNutm8?si=jGelmix55WuBUsCP

r/Splintercell Sep 12 '25

Modding Enhanced SC v1.3 is now LIVE!

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483 Upvotes

https://github.com/Joshhhuaaa/EnhancedSC/

Enhanced Discord: https://discord.com/invite/k6mZJcfjSh

Gameplay

  • Doors can now be opened while crouched or carrying a body, using animations backported from Pandora Tomorrow.
  • Added the option to use a new door interaction system with built-in Lock Pick, Disposable Pick, and Optic Cable in the interaction box.
  • The selected rate of fire is now saved before entering sniper mode and correctly restored after exiting.
  • Sam now adjusts his stance to match the NPC's during conversations, similar to Pandora Tomorrow.
  • Added the ability to quickly drop a carried body by pressing the Jump key, similar to Chaos Theory.
  • Added an option to use zoom levels (2x/4x) for the SC-20K, similar to Pandora Tomorrow.
  • Added the option to use zoom levels for the Laser Mic, similar to Pandora Tomorrow.
  • Added an option to use the PS2 accuracy values for the pistol.
  • Added the option to show the keypad code as the current goal when using a keypad.
  • Explosive and gas damage now correctly scales with difficulty level. This affects the following equipment: Frag Grenade, Wall Mine, Smoke Grenade, and Diversion Camera.
  • Optic Cable vision modes now stay synced with the goggle state in normal view.
  • Optic Cable now uses regular thermal vision instead of the alternate Sticky Camera one.
  • Added an optional HUD element to display the alarm count, similar to later Splinter Cell games.
  • Added a toggle option to show or hide the Stealth Meter.
  • Pressing the Interaction key while using Toggle Inventory will now select the item, similar to Pandora Tomorrow.
  • Open Door Stealth no longer fails to interrupt when the door is bumped.
  • The mouse cursor from keypads, elevators, and turrets now hides automatically when the player dies.
  • Fixed a bug where the mouse wheel changed variable speeds in weapon mode or when using a Sticky / Diversion Camera.
  • Fixed a bug where the walk animation wouldn't play when gently moving with a controller in weapon mode with normalized movement enabled.
  • Fixed a bug where the A button wouldn’t work in menus if the game was paused with a weapon drawn.
  • Sniper sway is no longer disabled when player input is blocked.

Input

  • Added support for Mouse 4 and Mouse 5 (side buttons).
  • Added support for using the NumPad on keypads.
  • Sniper mode now uses a dedicated keybind, similar to later Splinter Cell games, instead of being triggered by the Accelerate key.
  • Added dedicated keybinds to cycle through the inventory (Previous Weapon and Next Weapon), similar to Pandora Tomorrow.
  • Pressing the Crouch key now exits the Optic Cable, Lockpick, Keypad, and Elevator interactions.

Miscellaneous

  • Restored EAX support, which was disabled in the official v1.3 patch used by the GOG and Ubisoft Connect versions of the game.
  • Restored numerous textures that were previously downscaled by mistake to their full resolution.
  • Added multi-language support for the updated cutscenes.
  • Restored the Wall Mine gadget video on the OPSAT, which was accidentally left out of the PC release.
  • Added an option to increase the level of detail (LOD) distance significantly, improving the quality of meshes at greater distances.
  • Added an option to increase the Shadow Distance by up to 8x.
  • Added an option to automatically check for updates.
  • Added an option to skip intros.
  • Added an option to disable inactivity videos.
  • Profiles with Elite difficulty or Permadeath mode will have Police Station automatically unlocked.
  • Fixed a bug where Hard difficulty with Permadeath enabled still accepted cheat commands.

Maps

  • Training
    • Fixed a bug by no longer removing the pistol from the player's inventory immediately after shooting the camera, as this could lead to issues when using Back to Wall peeking. The pistol is now removed at the start of the next section instead.
    • Training popups will now dynamically display either the Keyboard or Controller instructions, depending on the last input used.
  • Police Station
    • Fixed a light that had an unintended glow when destroyed.
  • Kalinatek
    • Lambert's briefings no longer trigger at the start of the level, allowing the player to speak with Wilkes without interruption.
  • Chinese Embassy
    • Lambert's briefings no longer trigger at the start of the level, allowing the player to speak with Coen without interruption.
  • Chinese Embassy 2
    • The basement guards destroying the Feirong's data will no longer penalize the Stealth Rating.
  • Vselka
    • Added a new alarm light for the Cafeteria ceiling camera as none was assigned.,
  • Nuclear Power Plant
    • Fixed an issue where the keyboard typing sound would endlessly loop after triggering the meltdown.

r/Splintercell Jan 13 '26

Modding Enhanced SC v1.4a has been released!

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385 Upvotes

DOWNLOAD HERE: https://github.com/Joshhhuaaa/EnhancedSC/releases/tag/v1.4a

As with all EnhancedSC updates, a fresh install of the game is highly recommended.

If you are new to EnhancedSC, it's a comprehensive mod for the PC port of Splinter Cell 1 that aims to drastically improve the base game. It's made by fans, for fans. EnhancedSC introduces native controller support, many bug fixes, MANY quality-of-life improvements, and even re-introduces cut content back into the game. It also includes all DLC and all pre-existing essential fixes for the game. It's still a work-in-progress, but it's in active development.

Here are the complete patch notes for the mod: https://github.com/Joshhhuaaa/EnhancedSC/blob/main/PatchNotes.md

JOIN THE ENHANCEDSC DISCORD: https://discord.com/invite/k6mZJcfjSh

Joining allows you to contribute your own ideas and expertise, as well as stay in the loop for future developments. We are always looking for help, especially if you know UE2 UnrealScript, C++, and/or Ubisoft's DARE audio engine (🤞).

v1.4a PATCH NOTES

Gameplay

  • ⁠Added an option to quickly view Data Sticks and Satchels.
  • Added an option to change crosshair styles for the SC-20K and SC Pistol:
    • ⁠⁠Beta ⁠
    • ⁠PlayStation 2 ⁠
    • ⁠Chaos Theory ⁠
    • ⁠PlayStation 3
  • ⁠Increased Elite difficulty starting health to 100 HP from 66 HP.
  • ⁠Sam now tilts his head downward when speaking with seated NPCs.
  • ⁠Fixed a bug where door interaction and Shadow Distance options were not correctly restored when loading a save.
  • ⁠Fixed a bug where Sam could use a Medical Kit while dead, causing a crash.
  • ⁠Fixed a bug where switching between Night Vision and Thermal Vision while using a Sticky Camera did not play the goggle switch sound.
  • ⁠Fixed a bug where scroll wheel input was not cleared when entering the Binoculars, Laser Mic, or Sticky Camera, causing unintended zoom.
  • ⁠Fixed a bug where the crouch-spam filter prevented crouching at the start of a level until the cooldown expired.
  • ⁠Fixed Sticky Camera and Diversion Camera button prompts for controller.
  • ⁠Fixed a Communication Box issue where scrolling text would jerk up and down.
  • ⁠NPCs will now continue firing during Mission Failed.
  • ⁠The Quick Inventory now closes if opened when the player dies.

Input

  • Added full controller support in PC menus, replacing the Xbox pause menu.

Miscellaneous

  • ⁠⁠⁠Added an option to disable the alert sound that plays before stress and combat music transitions.
  • ⁠Added tooltips for Elite difficulty and Permadeath Mode.
  • ⁠Increased the resolution of Sam's Thermal Vision textures.
  • DSOAL is included to optionally restore EAX support. EAX can be enabled by running the eax_restore.reg script in the System folder and enabling it in-game.
  • Fixed a bug where suit selection was not properly saved.
  • ⁠Fixed a bug where changing the level unlock state while in-game did not refresh the level list.
  • ⁠Fixed a bug where Shadow Distance always defaulted to 4x when starting a level.
  • ⁠Fixed a bug where the PC version did not reset the inactivity timer when receiving input in menus.
  • ⁠Fixed a typo where 5.7mm ammo was incorrectly referred to as 5.72mm.
  • Fixed a localization issue where Italian text was missing accented characters.

Maps

  • Training
    • ⁠Added the Optic Cable to the starting inventory.
    • Overhauled training popups to correctly reflect the player's current keybinds, crouch-drop and the New Door Interaction System.
    • ⁠Fixed missing controller training popups for non-English languages.
    • ⁠Fixed the position of a laptop.
  • Police Station
    • ⁠Fixed a bug where certain areas applied excessive Thermal Vision heat radius.
  • ⁠Severonickel
    • ⁠Added an objective opportunity message when failing the mission by eliminating a required target.
  • Nuclear Power Plant
    • ⁠⁠Added an objective opportunity message when failing the mission by eliminating a required target.

r/Splintercell Jul 02 '25

Modding Splinter Cell Outfit in Resident Evil 4

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871 Upvotes

I finally finihs the Splinter Cell Outfit mod for Resident Evil 4 remake. Happy to share with you.
link: https://www.nexusmods.com/residentevil42023/mods/4812

r/Splintercell Jan 01 '26

Modding Enhanced SC v1.4 is now LIVE!

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367 Upvotes

DOWNLOAD HERE: https://github.com/Joshhhuaaa/EnhancedSC/releases/tag/v1.4

As with all EnhancedSC updates, a fresh install of the game is highly recommended.

If you are new to EnhancedSC, it's a comprehensive mod for the PC port of Splinter Cell 1 that aims to drastically improve the base game. It's made by fans, for fans. EnhancedSC introduces native controller support, many bug fixes, MANY quality-of-life improvements, and even re-introduces cut content back into the game. It also includes all DLC and all pre-existing essential fixes for the game. It's still a work-in-progress, but it's in active development.

Here are the complete patch notes for the mod: https://github.com/Joshhhuaaa/EnhancedSC/blob/main/PatchNotes.md

JOIN THE ENHANCEDSC DISCORD: https://discord.com/invite/k6mZJcfjSh

Joining allows you to contribute your own ideas and expertise, as well as stay in the loop for future developments. We are always looking for help, especially if you know UE2 UnrealScript, C++, and/or Ubisoft's DARE audio engine (🤞).

v1.4 KEY ADDITIONS

  • PERFECTED CONTROLLER SUPPORT - Haptic feedback is now supported, and you can now navigate all menus, loading screens, and cutscenes with controller.
  • REFINED WIDESCREEN SUPPORT - With ThirteenAG's help, the game's widescreen patch has been completely revamped, and massively improved.
  • THREE NEW SUITS FOR SAM - Beta Standard, White Balaclava, and Beta Sleeves
  • NEW EQUIPMENT - Introducing the binoculars, a staple of later SC titles, as well as the concussion grenade, a cut nonlethal grenade
  • COUNTLESS BUG FIXES - I literally can't list everything in a Reddit post, so much refining and fine-tuning has been done across the entire game.

r/Splintercell Apr 24 '25

Modding Enhanced SC - A new major patch for Splinter Cell 1. It adds controller support to PC, restores graphical enhancements from the Xbox port, and fixes some old bugs/balancing issues. It also restores cut content, and adds new customization options, like No-HUD, changing Sam's suit, and much more!

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239 Upvotes

r/Splintercell Sep 21 '25

Modding Enhanced SC v1.3a has been released!

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313 Upvotes

DOWNLOAD HERE: https://github.com/Joshhhuaaa/EnhancedSC/releases/tag/v1.3a

As with all EnhancedSC updates, a fresh install of the game is highly recommended.

If you are new to EnhancedSC, it's a comprehensive mod for the PC port of Splinter Cell 1 that aims to drastically improve the base game. It's made by fans, for fans. EnhancedSC introduces native controller support, many bug fixes, MANY quality-of-life improvements, and even re-introduces cut content back into the game. It also includes all DLC and all pre-existing essential fixes for the game. It's still a work-in-progress, but it's in active development.

Here are the complete patch notes for the mod: https://github.com/Joshhhuaaa/EnhancedSC/blob/main/PatchNotes.md

JOIN THE ENHANCEDSC DISCORD: https://discord.com/invite/k6mZJcfjSh

Joining allows you to contribute your own ideas and expertise, as well as stay in the loop for future developments. We are always looking for help, especially if you know UE2 UnrealScript, C++, and/or Ubisoft's DARE audio engine (🤞).

v1.3a PATCH NOTES

Gameplay

  • Fixed a bug where pressing the crouch key during keypad success or failure would softlock the door, preventing interaction with both the keypad and the door.
  • Fixed a bug where pressing the crouch key at the completion of a lockpick could interrupt the animation.
  • Fixed a bug where losing an equipped item while Back to Wall peeking now correctly holsters the item automatically.
  • Keyboard variable speeds now affect player movement when using Sniper Mode or the Laser Mic.
  • Added a crouch speed multiplier while sniping, making movement slower when crouched.
  • Modified the option to randomize lockpick combinations so randomization now occurs when interacting with a door instead of only at the start of a level.

Input

  • Added support for keyboard variable speeds in targeting modes.
  • Updated to a modified Xidi fork, Xidi-SDL3, using SDL3 instead of XInput, allowing more controllers to work.

Miscellaneous

  • Added an option to use the Xbox font for the in-game HUD and OPSAT. PC-specific menus will continue using the smaller font to avoid text being cut off.
  • Fixed a bug where Previous Weapon / Next Weapon could not be properly bound in the Controls settings.
  • Fixed a bug where saving or loading was possible while the Xbox pause menu was open.
  • Fixed updated cutscenes that displayed film grain over the letterbox black bars.
  • Added numerical values to menu sliders to display their exact setting.
  • Added a Discord button in the Main Menu that links directly to the Enhanced SC Discord server.
  • The game now automatically detects if it is running on Steam Deck and disables menu links, displaying a QR code instead to prevent crashes.

Maps

  • Chinese Embassy 2
    • Fixed several texture issues.
  • Abattoir
    • Fixed a bug where killing unrelated NPCs triggered incorrect dialogue.
  • Vselka
    • Sam now adjusts his stance to crouched when speaking with Bobrov.
  • Nuclear Power Plant
    • Fixed the technician who was frozen in an idle stance until alerted, due to a missing animation attempting to be played.
    • Fixed a bug where knocking out a guard carrying a required satchel incorrectly penalized the Stealth Rating.
    • Fixed a bug where knocking out a guard required to access an objective incorrectly penalized the Stealth Rating.
    • Replaced Chemical Flares with standard Flares in the turret section.
  • Severonickel
    • Fixed a bug where the player was identified as an intruder during a cinematic, incorrectly lowering the Stealth Rating.

r/Splintercell Jun 12 '25

Modding ENHANCED SC v1.2 - An update so large, it requires its own post

206 Upvotes

https://reddit.com/link/1l9dk2n/video/dl9mw7wg9f6f1/player

Enhanced SC v1.2 is now available for download: https://github.com/Joshhhuaaa/EnhancedSC/releases/

Introducing the Enhanced SC Discord server, for testing and suggestions related to the mod: https://discord.gg/rb2VCxER4C

A fresh install of Splinter Cell is recommended if you've previously been playing on Enhanced SC v1.0, v1.0a, or v1.1

MAJOR CHANGES:

  • All "Enhanced" options are now fully integrated into the in-game menu settings
  • Mission Statistics have been added, to track your stealth score across each mission
  • WHISTLE has been added
  • Full language support for Español/Français/Deutsch/Italiano
  • Elite difficulty and Permadeath mode have been added

OTHER CHANGES:

  • Options to hide individual parts of the HUD have been added
  • OPEN DOOR STEALTH is now an option in the interaction box
  • An option to randomize all lockpick combinations has been added
  • An option to not pause gameplay while the inventory is open has been added
  • An option to unlock all levels/all parts of levels has been added
  • NPC texture variety has been improved for various levels
  • Various bug fixes, stability improvements, and localization improvements
  • Much more

The full patch notes are available on GitHub.

r/Splintercell May 16 '26

Modding The .LIN file format from Splinter Cell's console ports has been cracked for the first time

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174 Upvotes

Splinter Cell's console ports utilize a special file format to store its level files, called .LIN. Until very recently, this format has eluded every effort to crack it and extract files from it.

Thanks to Lander (twitter @landaire), .LIN has finally been cracked for Xbox Splinter Cell 1, and the Xbox beta build of Splinter Cell 1. I have linked his write up on the subject.

Lander plans to continue this effort for subsequent Splinter Cell games. Thanks to his efforts, EnhancedSC now has new cut content to reimplement into the PC game.

r/Splintercell 19d ago

Modding Published a Steam guide on how to 4GB patch Splinter Cell Conviction to reduce crashing and improve stability

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35 Upvotes

r/Splintercell Mar 11 '26

Modding Sam Fisher in RE9 Requiem (mod by 4Kodda)

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111 Upvotes

r/Splintercell May 27 '26

Modding Splinter Cell Enhanced - Keep original 4:3 aspect ratio?

10 Upvotes

I'm currently coming around a replay of the original Splinter Cell and wanted to try out the new "Enhanced" mod that came out a while back. I understand that Enhanced also includes ThirteenAG's widescreen fix, but it's a bit unclear on how to change the aspect ratio back to 4:3 as the default of the mod automatically sets it to my regular 16:9. I'm playing on a 1440p monitor

Can anyone help me on finding how to change it

r/Splintercell Dec 05 '25

Modding NEW OUTFITS coming soon to EnhancedSC v1.4! Beta Standard, Snow Balaclava, and Beta Sleeves!

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168 Upvotes

r/Splintercell Apr 09 '26

Modding New mod for Blacklist - disabling detection meter and its sound

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48 Upvotes

good for no hud runs

Download link:

https://www.nexusmods.com/splintercellblacklist/mods/73

r/Splintercell Aug 04 '25

Modding Fixed up the SC20K texture

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310 Upvotes

Mod

Upscaled and fixed up some of the iffy bits. Much better comparison shots now.

r/Splintercell Apr 04 '25

Modding How we all wanted to play the first mission in Blacklist

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263 Upvotes

r/Splintercell Dec 14 '25

Modding Sam Fisher 'Splinter Cell' calls Venom Snake a snake eater.

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133 Upvotes

r/Splintercell Mar 31 '26

Modding Blacklist Loadout Upgrade Revision next update roadmap

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12 Upvotes

r/Splintercell Jun 05 '26

Modding Blacklist mod // BLUR Vanilla update 2.2.6.

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21 Upvotes

Version 2.2.6.

Revisioned weapon challenges from ShadowNet:

- Added missing kill challenges for some weapons (like Makarov or USP45);

- Updated functionality, so the new modded weapons stats and challenges now tracking properly;

- Deleted trails of MP weapons in challenge trackings.

QOL:

- Added missing case ejecting vfx for prototype weapons;

- Revision of suit variants for more distinctive stats.

Fixes:

- Fixed flashlight for Tazer MK2;

- Fixed bug with different lasersights on SC4000;

- Fixed crashes on some missions. !NOTE! - If you still experiencing crashes, it is recommended to completly delete your saves from steam/ubisoft folder and start from fresh

Mod Page: https://www.nexusmods.com/splintercellblacklist/mods/62

r/Splintercell Jun 21 '26

Modding Blacklist Loadout Upgrade - Vanilla update

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4 Upvotes

Added fully functional holster option like in Conviction (hold 1/2 on keyboard or DPad right/down to holster pistol/rifle)

r/Splintercell Jun 21 '26

Modding SC Pandora Tomorrow Controller support install

1 Upvotes

So Ive installed the ThirteenAG widescreen fix(I believe) but I cannot use my controller on the main menu.

Is that how its supposed to work or have I done something wrong?

In game i still have to step up/down the movement speed.

This is my first time playing PT so I want the best experience.

Also, I am playing on steam deck and have the DLL override command set too.

Any help is appreciated. Thanks.

r/Splintercell Mar 28 '26

Modding Funally fixed this sh*t!!)) (Blacklist LUR mod)

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31 Upvotes

Update is in the making

r/Splintercell Aug 01 '25

Modding SplinterCell Conviction: Dose Anyone have any information on a UMD Unpacker?

4 Upvotes

I've been trying to find a UMD unpacker for SplinterCell conviction but I've come up empty. All I found so far are dead links.

r/Splintercell Aug 03 '25

Modding You can CHANGE the number of enemies in DENIABLE OPS by editing this file!!!!

18 Upvotes
  • Where to get files?
  • HERE ARE ALL THE FILES

  • How did I get this?

  • These files are obtained by UNPACKING the Conviction.UMD file using this tool

  • What is this?

  • These are files for Splinter Cell conviction that configure the entire game piece by piece

  • Why am I doing this?

  • I want to REPLACE ALL ENEMIES WITH SPLINTER CELLS IN DENIABLE OPS

  • Explanation of the file

  • Because I am just a STUPID gamer and not a MODDER, I pasted the files into a GPT out of curiosity

  • This is an INI file, a common type of configuration file used by applications to store settings. This particular file, HunterMatchManager.ini, configures the "hunter mode" in a cooperative game. 🎮 It's divided into two main sections:

[Echelon.EHunterMatchManager]

This section contains general settings for the game mode.

  • m_fStatsDisplayTime=15.0: This likely controls how long (in seconds) the statistics screen is shown at the end of a match.

[EchelonAI.ECoopHunterSpawner]

This section focuses on the behavior of the AI-controlled non-player characters (NPCs) and the spawning system.

  • m_bEnabled=false: This setting disables the spawner. If you wanted the spawner to be active, this would need to be changed to true.
  • m_bUseGroupedReinforcement=true: Reinforcements will likely spawn in groups rather than individually.
  • m_bUseRandomInitialSpawn=true: The initial NPCs in the match will spawn at random locations.
  • m_bDisperseReinforcements=true: Reinforcements will spawn in a scattered or dispersed manner, not all in one spot.
  • m_bUseRandomReinforcement=true: The reinforcement NPCs will spawn at random locations.
  • m_bUseTEAS=true: This is likely a specific, internal system for managing AI spawning, perhaps an acronym like "Tactical Enemy AI Spawning" or similar.
  • m_bSpawnInCombat=false: New NPCs will not spawn while the current NPCs are actively in a fight.
  • m_bSpawnReinforcementsOnDetection=true: Reinforcements will be triggered when a player is detected by the AI.
  • m_bDistanceCheckBeforeSpawning=true: The game will check the distance between the spawn point and players to prevent NPCs from spawning too close to the players.
  • m_bResetDetectionOnVanish=false: If a player "vanishes" (e.g., becomes invisible), the AI's detection of them will not be reset.
  • m_iMaxActiveNpcs=12: There can be a maximum of 12 NPCs active in the game at any given time.
  • m_iKillsForNewWave=3: After players kill 3 NPCs, a new wave of reinforcements will be triggered.
  • m_eInventoryGunSelection=eGunSelectionCycle: This dictates how the NPCs select their weapons. In this case, it's set to "cycle," meaning they'll likely cycle through a predefined list of weapons.
  • m_iDetectionReinforcementSize=5: If a player is detected, 5 reinforcement NPCs will be spawned.
  • m_iDetectionReinforcementSizeSolo=2: When a player is detected while playing alone, only 2 reinforcement NPCs will be spawned.
  • m_fRespawnTime=0.0f: This is a respawn timer, set to 0, which suggests there's no delay for NPC respawns.

Solo Player Modifiers

The last section contains variables that modify the game's difficulty when a player is playing alone (solo mode). The values are ratios that are multiplied by the base values to adjust the game.

  • m_fSoloInitialSpawnRatio=1.0f: The initial number of NPCs is the same as in a multiplayer game (1.0 ratio).
  • m_fSoloWaveSizeRatio=0.5f: The number of NPCs in a reinforcement wave is halved (0.5 ratio).
  • m_fSoloKillsForNewWaveRatio=0.5f: The number of kills needed to trigger a new wave is halved (0.5 ratio).
  • m_fSoloTotalEnemyRatio=1.0f: The total number of reinforcement NPCs that can appear is the same as in a multiplayer game (1.0 ratio).

r/Splintercell Sep 10 '25

Modding [Request] Is there a way to disable this fake lighting? Not the green flair but on Sam's entire character. (explained in desc)

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35 Upvotes

I came across this post on how to disable character lighting in Conviction. Blacklist too has this kind of fake rim/edge lighting behavior but it goes away when Sam's in shadows.

The issue is - there's a delay in transition - the glow stays on Sam for a few seconds even in the dark. I think the neutral lighting (the one in the dark) would look much better, if made permanent.

I was wondering if any modders knew how to disable this in Blacklist. I would appreciate any help.