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---
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"
---
<p>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 &mdash; 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.</p>

<h2>1. Have the base stack ready</h2>
<p>CoD mod runs on <a href="/tutorials/install-metamod-r">Metamod-r</a> + <a href="/tutorials/install-amx-mod-x-1-9">AMX Mod X 1.9</a>. On ReHLDS/ReGameDLL it is happiest. Confirm AMXX is live before adding anything:</p>
<pre>amxx version</pre>
<p>CoD mod is a total gameplay conversion, so run it on a dedicated server &mdash; do not bolt it onto a normal public running other gameplay mods, or they will fight over the same events and cvars.</p>

<h2>2. Load the modules it depends on</h2>
<p>The mod calls natives from several AMXX modules, and if any is missing the plugin throws load errors. Enable them in <code>addons/amxmodx/configs/modules.ini</code> &mdash; typically:</p>
<pre>fun
engine
fakemeta
hamsandwich
cstrike
csx
nvault</pre>
<p>If the mod saves XP to MySQL rather than a local vault, it also needs the <code>sqlx</code> (or <code>mysql</code>) module. Confirm they loaded at runtime:</p>
<pre>amxx modules</pre>
<p>Each must read <code>running</code>. A CoD build that uses <a href="/plugins/csb-multi-jump">extra movement</a> or effects may list more; match the modules to what its documentation asks for.</p>

<h2>3. Place the plugin and its includes</h2>
<p>Drop the mod's compiled plugins into the plugins folder and any custom include (<code>.inc</code>) into the scripting include folder if you plan to recompile add-ons:</p>
<pre>addons/amxmodx/plugins/cod.amxx
addons/amxmodx/scripting/include/cod.inc</pre>
<p>Then register the main plugin in <code>addons/amxmodx/configs/plugins.ini</code>. CoD mod usually wants to run near the top so its class and XP systems initialise before add-on plugins that hook them &mdash; follow its readme for order, and see <a href="/tutorials/plugins-ini-load-order">plugins.ini load order</a> and <a href="/tutorials/install-amxx-plugin-files">installing plugin files</a> for the mechanics.</p>

<h2>4. Install the resources</h2>
<p>The mod ships models, sprites and sounds for its perks, weapons and effects. Copy the resource tree into <code>cstrike/</code> so the paths line up:</p>
<pre>cstrike/models/...
cstrike/sound/...
cstrike/sprites/...</pre>
<p>These are precached on map load and sent to clients, so they must exist server-side and be reachable over <a href="/tutorials/fastdl-setup-guide">FastDL</a>, or players get missing-model errors and silent effects. Keep the folder structure exactly as shipped &mdash; the plugin hard-codes those paths.</p>

<h2>5. Choose and configure the save backend</h2>
<p>Levels are worthless if they reset every map, so the mod persists XP. Two common backends:</p>
<ul>
<li><strong>nvault (local file)</strong> &mdash; zero setup, stores progress in <code>addons/amxmodx/data/vault/</code> keyed by SteamID. Fine for a single server.</li>
<li><strong>MySQL</strong> &mdash; stores XP in a database so several servers share one progression. Set the host, user, password and database in the mod's config, and load the <code>sqlx</code> module.</li>
</ul>
<p>Either way, progress is keyed by SteamID, so on a non-Steam server give players stable ids with <a href="/tutorials/install-reunion">Reunion</a> or their levels will scramble. The mod's own config file exposes cvars for max level, XP curve, and which perks are enabled &mdash; read that file for the exact names, as they vary by CoD build, rather than guessing.</p>

<h2>6. Balance and first-run tuning</h2>
<p>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 &mdash; nobody grinds an empty room. Set <code>mp_startmoney</code> and the round timing in your <a href="/tutorials/setup-server-cfg-cs16">server.cfg</a> to suit the mod's pace, and keep a <a href="/plugins/csb-server-adverts">rotating advert</a> explaining the class menu so newcomers are not lost.</p>

<h2>Common errors</h2>
<ul>
<li><strong>Plugin shows <code>bad load</code> or "invalid" in <code>amxx plugins</code></strong> &mdash; a required module is not enabled in <code>modules.ini</code>, or the build targets a different AMXX version. Enable the modules and match the version.</li>
<li><strong>Everyone starts at level 1 every map</strong> &mdash; the save backend is not writing. Check directory permissions on the vault folder, or the MySQL credentials.</li>
<li><strong>Missing models / no perk effects</strong> &mdash; the resource tree is not in <code>cstrike/</code> or not on FastDL. Restore the exact folder paths.</li>
<li><strong>Levels reset or swap between players</strong> &mdash; colliding non-Steam SteamIDs. Fix identity with Reunion.</li>
<li><strong>Server crashes on map load</strong> &mdash; another gameplay mod is loaded alongside CoD. Run CoD on its own server.</li>
</ul>

<h2>Verification</h2>
<p>Start the server and run <code>amxx plugins</code> &mdash; the CoD plugin must read <code>running</code>. 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.</p>