1. First, start the ATR Generator. For my example, we're going to make 20 Russian demo experts. Set the Class to Demolitions and the Armor value to whatever you want. The armor value determines how tough it is to kill them with an abdomen shot. Next, un-check the Names and Faces in same file button. Now we need to make a .txt file that the generator uses to name our actors. This will be the name that displays in the game when you kill them or are killed by them. Make a new .txt file and type something like 'Russian Demo Expert' or 'Russian Infantry'. Copy that line twenty times, and then add one last line that says 'end' so it turns out something like this:
Russian
Russian
Russian
Russian
Russian
Russian
Russian
Russian
Russian
Russian
Russian
Russian
Russian
Russian
Russian
Russian
Russian
Russian
Russian
Russian
end
Save your .txt file with a name like 'Russian Names'. Note that you must have a name for every .atr, so if you want 40 .atrs, type in 40 names. The generator won't work if you don't have enough names.
Now, make another .txt file. This one will determine which faces the Russians will be given. Because people won't really care about seeing the same face on enemies twice, we'll let the generator 'recycle' the faces by only putting ten faces in instead of twenty. Find a face in the Origmiss texture folder, for example, ICE_rus_01.rsb. Copy ICE_rus_.rsb into your .txt file and then copy that twenty times. Now, add the numbers before '.rsb' in each name. You need to add each line twice, by this I mean it should look like this:
ICE_rus_01.rsb
ICE_rus_01.rsb
ICE_rus_02.rsb
ICE_rus_02.rsb
ICE_rus_03.rsb
ICE_rus_03.rsb
ICE_rus_04.rsb
ICE_rus_04.rsb
ICE_rus_05.rsb
ICE_rus_05.rsb
ICE_rus_06.rsb
ICE_rus_06.rsb
ICE_rus_07.rsb
ICE_rus_07.rsb
ICE_rus_08.rsb
ICE_rus_08.rsb
ICE_rus_09.rsb
ICE_rus_09.rsb
ICE_rus_10.rsb
ICE_rus_10.rsb
end
The reason for the doubles is because the first of every two lines is used for the face, and the second out of every two is used for the blink. The blink face is just a face with it's eyes closed so every once in awhile it flashes that blink face so it looks like they're blinking, but enemy actors don't need that much detail so we will just use the same face for the blink as well. Save your .txt file and name it something like 'Russian Faces'.
Back in the generator, click the browse button next to Names and navigate to the Russian Names.txt and select it. Do the same for the Faces slot and select the Russian Faces.txt. Now, move on down to the Model section. Select a .chr file, for example, rs_south_aks.chr from the Origmiss\Character\RS folder. This is some enemy Russian character. You can either use the same .chr for the LOD2 and LOD3 slots, or select the rs_south_aks
_a.chr for LOD2 and the rs_south_aks
_b.chr for the LOD3 slot. The _a and _b.chrs are just lower quality models that are swapped out on the enemy's body when you are at a distance which saves resources and reduces lag. You can, of course, use the same high-quality rs_south_aks.chr for Model, LOD2, and LOD3. Make sure to un-check the Generate DS and IT LODs button. If you want variety in the .chrs, you'll have to run the generator several times with different models selected.
Now, under the Attributes section, you can set what the Russians' stats will be. The min and max values are, obviously, the lowest and highest stat they can have for each category. It will be randomly selected, so if you set it to 2 and 5 it may be anywhere from 2 to 5. The Weapon, Stealth, Stamina, and Leadership Adjustments determine how much the random values will be increased or decreased, so if you set the Stamina to 2, our random value might jump from 3 to 5, or all the way from 5 to 7. The - values are obviously decrements.
The attachments section determines what headgear, glasses, canteens, holsters, backpacks, or whatever, the guys will all be equipped with. We won't go too much into this, but it works the same as with the .chrs, they all get it and if you want variety, run the gen several times with a different model set.
Set your output path to where you want the .atrs sent. NEVER send the same class of .atrs to the same folder or they will overwrite the old ones. Set the Start Number to 1 and End Number to 20, thus displaying that 20 atrs will be created.
2. I would suggest the built-in IGOR Kit editor, but whatever you want is fine. You need Photoshop or Paint Shop Pro in an old version to create kit icons which show your current weapons; if you don't have one of the above art editors, get Wombat50 to do it, he loves doing kit icons as he has done hundreds for me

3. Go to the IGOR editor in your GR directory and start it up. Go to File\Open, and find the mission you want to change from Origmiss\Mission. Go in and change the briefing by going to Edit then Briefing. In the briefing editor, use {p} for paragraph breaks.
4. For music, convert the sound to WAV, 22050Hz, and Stereo, format. For all other sounds (effects, guns, etc.) it should be WAV, 22050Hz, Mono. Put it in your mod's sound folder with the same name as the file you are overwriting. If it is a new sound for let's say a gun or something, you'll need to go to IGOR, open the Sound Volume Editor, navigate to your mod's sound folder, click Reconcile, then Click Apply.