--- title: "How to Install Call of Duty Mod (CoD MW) on AMX Mod X" excerpt: "How to install the Call of Duty MW mod for CS 1.6: the AMX Mod X modules it needs, placing the plugin and its resources, choosing an XP save backend, and getting levels and perks working." category: "installation" tags: "cod-mod, mods" image: "" read_time: "8 min read" ---

The Call of Duty (CoD MW) mod for CS 1.6 turns the game into a class-and-perk RPG shooter: players earn XP, level up, unlock perks and weapons, and their progress is saved between sessions. It is not a single file — it is an AMX Mod X plugin package with its own modules, models, sounds and a save backend. This walks through a clean install on an existing AMXX server.

1. Have the base stack ready

CoD mod runs on Metamod-r + AMX Mod X 1.9. On ReHLDS/ReGameDLL it is happiest. Confirm AMXX is live before adding anything:

amxx version

CoD mod is a total gameplay conversion, so run it on a dedicated server — do not bolt it onto a normal public running other gameplay mods, or they will fight over the same events and cvars.

2. Load the modules it depends on

The mod calls natives from several AMXX modules, and if any is missing the plugin throws load errors. Enable them in addons/amxmodx/configs/modules.ini — typically:

fun
engine
fakemeta
hamsandwich
cstrike
csx
nvault

If the mod saves XP to MySQL rather than a local vault, it also needs the sqlx (or mysql) module. Confirm they loaded at runtime:

amxx modules

Each must read running. A CoD build that uses extra movement or effects may list more; match the modules to what its documentation asks for.

3. Place the plugin and its includes

Drop the mod's compiled plugins into the plugins folder and any custom include (.inc) into the scripting include folder if you plan to recompile add-ons:

addons/amxmodx/plugins/cod.amxx
addons/amxmodx/scripting/include/cod.inc

Then register the main plugin in addons/amxmodx/configs/plugins.ini. CoD mod usually wants to run near the top so its class and XP systems initialise before add-on plugins that hook them — follow its readme for order, and see plugins.ini load order and installing plugin files for the mechanics.

4. Install the resources

The mod ships models, sprites and sounds for its perks, weapons and effects. Copy the resource tree into cstrike/ so the paths line up:

cstrike/models/...
cstrike/sound/...
cstrike/sprites/...

These are precached on map load and sent to clients, so they must exist server-side and be reachable over FastDL, or players get missing-model errors and silent effects. Keep the folder structure exactly as shipped — the plugin hard-codes those paths.

5. Choose and configure the save backend

Levels are worthless if they reset every map, so the mod persists XP. Two common backends:

Either way, progress is keyed by SteamID, so on a non-Steam server give players stable ids with Reunion or their levels will scramble. The mod's own config file exposes cvars for max level, XP curve, and which perks are enabled — read that file for the exact names, as they vary by CoD build, rather than guessing.

6. Balance and first-run tuning

CoD mod stands or falls on balance. Two levers matter on day one: the XP curve, which decides how long the grind to max level takes, and the perk set, which decides how lopsided a maxed player is against a fresh one. Start with a gentle curve so new players see progress in their first session and stay, and disable any perk that trivialises combat until you have watched it play. Because everything is XP-gated, a curve that is too steep empties a fresh server faster than a bug will — nobody grinds an empty room. Set mp_startmoney and the round timing in your server.cfg to suit the mod's pace, and keep a rotating advert explaining the class menu so newcomers are not lost.

Common errors

Verification

Start the server and run amxx plugins — the CoD plugin must read running. Join, confirm the class/perk menu appears, get a kill and watch XP increase, then reconnect and confirm your level and XP survived. If progression persists across a reconnect and a map change, the save backend and identity are correct and the mod is fully installed.