Half-Life: Alyx

Half-Life: Alyx

Hacking Puzzle Conversion
46 Comments
StewBurns 23 Dec, 2023 @ 10:38am 
Hi, I just wanted to say thanks and to clarify that although clearly some people aren't being so lucky, I had no issues getting it working. Thanks again.
OPEC 18 Sep, 2023 @ 9:22pm 
The mod finally works for me, but I didn't change anything. The new game I started wasn't working with the mod for some reason. The mod was active, and the save said that it was applied, but the puzzles were unchanged. So I quit that save after a couple hours and started a new game to test the mod further (without changing anything new with the mod). The new game worked with the mod just fine, and when I loaded my original game, the mod started working for that one too. I'm not sure what caused both saves to start working after I started up the second save, but it works perfectly now. This mod made my second play-through a lot more enjoyable. A must have if you've already played through once.
Sam  [author] 3 Sep, 2023 @ 7:39am 
Neither the game or the addon was changed since the last time I checked, I don't see why it wouldn't work. You need to keep the addon enabled even while loading a save with this addon saved.
OPEC 27 Aug, 2023 @ 1:50am 
Does this mod still work? I started a new save with the addon and I can't get the command to work in the console, and the .cfg file method doesn't seem to work either. The console says 'hack_convert' is not s recognized command. Thank you for the work on the mod.
Textanik 8 Mar, 2023 @ 6:29am 
doesnt f u c k i n g work
Flare56 9 Feb, 2023 @ 11:49am 
IS the Rod Pull hack even used in game?
P3ngw1ng 5 Oct, 2022 @ 2:35pm 
Doing god's work, man. Just finished the game and I despise that sphere puzzle
thatsign 2 Feb, 2022 @ 5:06am 
Ah my bad just saw the earlier comment. Only works on new saves.
thatsign 2 Feb, 2022 @ 4:56am 
hmm doesn't seem to work for me.
I installed the mod and created the safe file, also activated the mod in the menu.
The globe puzzle still triggers.
Any idea what I can do?
Does it only work for new saves?
Cyber027 15 Oct, 2021 @ 5:01pm 
finally no more bullshit red orb puzzles, thank you
Yeah233 18 Aug, 2021 @ 4:49pm 
@ Sam: Thanks... I think I just I am going to finish it without it; almost done the game anyways. But thank you... nice to know there are people in this community willing to help if the developers decide to include something similar in the HL next game.
Sam  [author] 18 Aug, 2021 @ 9:44am 
@Mooman, I added a video link in the description to show how to create the configuration file, I hope it helps.
Yeah233 2 Aug, 2021 @ 5:48pm 
can someone give me a step by step how I incorporate this into my game. I am tired of these fake ass futuristic puzzles that are not physics based like the original.
Fyne 4 Jun, 2021 @ 12:31am 
i hate that globe minigame with a burning passion. that thing is the worst
Bunnicula 26 May, 2021 @ 2:02pm 
Thanks, because of my disability, the puzzles are extremly hard to solve, I cant see stereoscopic 3D.
Actual_Artifacts 11 May, 2021 @ 4:25pm 
This is great! I turned off the holo puzzles. The only odd thing is that I have to click the white & red knob twice to unlock whatever I need to unlock. But beggars can't be choosers.
Yagoo 1 May, 2021 @ 2:04pm 
Thanks for the quick response! Works like a charm. Take care and have a great weekend!
Sam  [author] 1 May, 2021 @ 12:04pm 
hlvr_multitool_toner_trace_horizontal_distance is the command you're looking for. 20 is the default value, experiment with different values and see how it feels.

You can put the command as game launch parameter ( +hlvr_multitool_toner_trace_horizontal_distance 40 ), inside skill.cfg or inside hack_convert.cfg if you're using this addon.

You can also find more settings by typing "toner" or "hacking" in the console, and tweak them to your preference.
Yagoo 1 May, 2021 @ 8:49am 
Thank you! I always wanted to replay the game, but I am loathe to do all those stupid puzzles again. Is there any way to increase the radius for the multi-tool so that the line puzzles aren't so tedius?
Sam  [author] 5 Apr, 2021 @ 1:02pm 
The command for changing conversion type is put in a plain text configuration file in the directory written in the description along with command format and puzzle IDs. For example if you wanted to turn every puzzle into tripmine puzzles, the cfg file content would be:

hack_convert -1 6
Yeah233 5 Apr, 2021 @ 12:38pm 
ugh, how do I do this... what commands do I type and to where.
the original cumwalker 3 Apr, 2021 @ 9:07am 
thank christ for this addon because if i gotta do another fucking orb puzzle im gonna go ape
iamisandisnt 31 Dec, 2020 @ 10:48am 
Thank you for the quick reply! I was using cheats as a means to test if the console was working properly. That makes sense, and I appreciate your work! Guess I'm playing again from the start... with cheats O:)
Sam  [author] 31 Dec, 2020 @ 6:09am 
> Does it have to be a brand new save
Yes, it does. The addon states are written in the save files, so you cannot enable an addon to play on a previous game you saved without that addon enabled. The cfg is executed while the addon is enabled, and you don't need cheats to use this.
iamisandisnt 30 Dec, 2020 @ 11:13pm 
Also the .cfg file approach doesn't seem to work, even for adding normal cheats to the game. Makes me think I didn't install it correctly somehow? But I don't see any additional instructions lol
iamisandisnt 30 Dec, 2020 @ 11:11pm 
Hi, I can't seem to get this to work? I got cheats to work, the console commands are giving me infinite ammo, etc, but the "hack_convert -1 5" line doesn't seem to do anything. In the Addons section of the Alyx menu I have the mod enabled, and I've reloaded the game a billion times. Does it have to be a brand new save or something? Even the supposed default conversion isn't happening, as I'm sitting in front of two "sphere trace" puzzles on my save game and they're always sphere traces no matter what I try.
Epic 9 Nov, 2020 @ 2:06pm 
Hi Sam - It would appear the inclusion of an empty "core/coreinit.lua" within your mod files leads to a potential addon conflict. We have updated Scalable Init Support to include the base "scripts/vscripts" directory in its workshop ID file search, so if a user has Scalable Init Support enabled it will now hook into your file structure. Hope this helps address the compatibility issues you are referring to!
Sam  [author] 7 Nov, 2020 @ 8:46am 
The "glorious gloves" and its "init" dependency addons are incompatible with my addons - so you will have to disable them both to use this. The others are fine.
xAstroBoy 7 Nov, 2020 @ 7:57am 
Sam, we could talk in discord if you want to.

Yes, i have the watermelon one, the Sustenance mod, and the gravity gloves one.
Sam  [author] 7 Nov, 2020 @ 7:06am 
Read the last 2 comments below. Nothing in the game can break it (unless there's a rare bug I don't know about), only incompatible addons from the workshop can.

Or perhaps you are expecting conversion on puzzles you have not chosen to convert. You can create the config file to set it automatically, and make sure.
xAstroBoy 7 Nov, 2020 @ 6:37am 
Uhm, does the gravity glove break the mod? cause i can't get it to work.
Ashen Evereach 7 Oct, 2020 @ 3:34pm 
Sorry. I posted too hastily it seems. I found out I couldn't just do it in a save game. had to start it from a new game on that chapter "with addons" Now it's fine!
Sam  [author] 7 Oct, 2020 @ 3:19pm 
To see if this addon is actually loaded, you can check the console for the "hack_convert: activated" message, or entering any of the console commands (e.g. 'hack_convert') and see if it prints any errors.

You can enable the console by putting "-console -vconsole" in the launch parameters, and open it with the '~' key.

Could you tell me which addons you have enabled, and on which map does it not work on?

There are only a few addons on the workshop that are incompatible with my addons, namely the ones that have the "init dependency" addon. And if a custom map is weirdly configured, it is possible that the conversion is automatically disabled for not finding any puzzles, but it can be force enabled with 'hack_convert_enable 1' (which is what you're doing). A console message is also printed for this situation.
Tyler McVicker 20 Jul, 2020 @ 4:18pm 
Sounds good, sorry for the confusion.
Sam  [author] 20 Jul, 2020 @ 3:44pm 
You seemed to have believed the map's maker in the chat accusing this script of being the issue after the first and only incident on Backyard Resting. He even says he "had that issue before", which leads me to think there is something wrong with how he has set it up on that map.

I know how scripts work, I have carefully written everything to not cause any conflict with any possible addon or map.

Additionally, console commands are registered when a map is launched with the addon enabled. This is why you could not execute the hack_convert command in the menu. I have just released an update which automatically executes a user created config file (instructions in the description), this should allow people to always keep their settings.

(Comments are separated because of character limit)
Sam  [author] 20 Jul, 2020 @ 3:44pm 
Well, it is simply impossible for this to interfere with anything other than hacking plugs and holograms. As can be seen in the public source code, this script only looks for hacking holograms and nothing else.

I have just watched your stream to see the issues myself. I also tried the maps with and without the addon enabled.

Savage Sewers: keycard worked fine on your play, no issues
Backyard Resting: works fine when I tested, issue on your end
Combine Intervention: worked fine, no issues
Prospekt Attrition: works fine, you picked up the card but never used it assuming it was broken

The card and reader colours all depend on the mapper, I don't think it's even possible to change the colour of them after map compilation. You should report these colourless readers to the mappers instead.
Tyler McVicker 20 Jul, 2020 @ 12:07pm 
This mod appears to break key card situations in custom maps, turning the reader white, and not being able to "read" the correct card, soft-locking a few maps I've played today.
Epic Store Exclusive 13 Jun, 2020 @ 8:25pm 
Right. Sorry. Bad Memory
Sam  [author] 10 Jun, 2020 @ 5:42pm 
You can always disable the conversion at any time with the toggle command. Jeff doesn't have any (convertible) puzzles anyway; even if it did, I don't think it would make sense to add an exception for a single campaign map - it would only lead to confusion.
little_tornado 10 Jun, 2020 @ 10:27am 
I want to say all the explicitly roadblocking puzzles in "Jeff" are unrelated to what this bod does (EG, luring Jeff around with bottles, trapping him in that room, wiring puzzles with the multitool ETC).
Epic Store Exclusive 9 Jun, 2020 @ 9:11pm 
I can't remember - are there any puzzles on the Jeff level? If so, might be worth adding in an option to not change those as they are more sense and important than just annoying roadblocks.
Epic Store Exclusive 9 Jun, 2020 @ 9:10pm 
Awesome! This is great! On second/third playthroughs, the puzzles can get really frustrating and annoying to play through again and again. This is a godsend.
sofsof08 8 Jun, 2020 @ 1:30am 
Tyler’s gonna love this
I EAT HUMANS !!!!!!!! 7 Jun, 2020 @ 8:33am 
Wtf this is AWESOME why doesnt this have more upvotes???
Bunλy [ESP] 4 Jun, 2020 @ 8:22am 
V yes
Mettle Meek 4 Jun, 2020 @ 4:22am 
*happy Tyler Mcvicker noises*