Half-Life: Alyx

Half-Life: Alyx

Halo 3: ODST - M6C/SOCOM
60 Comments
Aperture Dragon 5 Oct, 2021 @ 7:48pm 
Just a thought. Would you ever consider making the Gunfighter or Tactical Magnum from Halo 5? If not I understand just something I thought of
StrokeMyScales 5 Jun, 2021 @ 2:03pm 
Extremely cool mod, Thanks for making it! Any plans to continue making more halo themed weapons?
T-TaaN 6 Feb, 2021 @ 10:31am 
pity I can't see how many bullets left in the mag
MC2K07 23 Jan, 2021 @ 8:59am 
@McMessenger Is there any chance you could make a high damage version of this gun as I really want to play the Goldeneye levels on "Licence to Kill" mode and reckon this gun would be perfect as it's already silenced and can be upgraded. Not sure what damage level would work best (maybe around 100?), but ideally I'd want close to one hit kills on the highest difficulty, with headshots being definite kills. Thanks.
McMessenger  [author] 16 Jan, 2021 @ 1:12pm 
@Jojo reference. Yes, there is left-hand support.
Sneak 16 Jan, 2021 @ 1:09pm 
yo is there left hand support?
Dima Stardust 24 Nov, 2020 @ 11:42pm 
We need Snake's Mk 23 SOCOM
Rhyme Minister 25 Oct, 2020 @ 10:09am 
Alright perfect. Thank you.
McMessenger  [author] 25 Oct, 2020 @ 9:36am 
@Tak Addon's can't be enabled mid-campaign on a save that doesn't have them enabled already, so yeah, you'll need to restart from Chapter 5 at least.
Rhyme Minister 25 Oct, 2020 @ 9:35am 
I'm actually on chapter 5. I load a save. Do I need to restart the whole chapter from 5 to see it? Or do I need to start from chapter 2?
McMessenger  [author] 25 Oct, 2020 @ 9:26am 
@Tak That depends - are you starting the campaign from the very beginning, or are you starting from Chapter 2? That's a level transition during Chapter 1 that disables addons for some reason - that's something I have no control over and Valve needs to fix on their end at some point.
Rhyme Minister 25 Oct, 2020 @ 8:54am 
This is a campaign addon right? Do I have to do anything other than activate it? Because I activate it and it isn't showing up.
༨ڿґἷҠ༡ 5 Oct, 2020 @ 2:20pm 
Hey, just wanted to say I really like this mod, I think I actually prefer this model (and the sounds) better than the vanilla.

I have one suggestion that I think would really perfect the mod. It's to do with knowing the bullet count in the clip. I think a nice touch would be to have each bullet visible on the magazine itself, maybe just simply via a thin transparent vertical line on the side - seeing just the glow of each bullet would be enough. I think being able to take the mag out and look at how many bullets would be really cool, and I imagine would be less work than coming up with some visual on the gun like in the vanilla model.

Thanks for the great work.
DEATHST4R 2 Oct, 2020 @ 3:43pm 
@McMessenger Maybe it is just my bad memory because I haven't played it in a while. Has it always had custom sound effects? If so, sorry for my bad memory :steamhappy:
Toby_Bryant 30 Sep, 2020 @ 11:34pm 
thanks, im interested into this tutorial. But I am not familiar with blender. And tips how to get started?
McMessenger  [author] 30 Sep, 2020 @ 10:48pm 
@Toby_Bryant A massive tutorial is in the works right now, but it's going to take some time to make it. There are a lot of things I'll need to cover, and I want to cover just about everything regarding the pistol, including creating custom animations and attachments for those that would want to go the extra mile.

But to answer your question, I've been using Blender for the modelling, UV unwrapping, animations, and rigging, along with some free Blender addons. I also use Armor Paint for 3D texturing / painting (similar to Substance Painter, but free!), sometimes Photoshop for quick edits, and Audacity for sounds.
Toby_Bryant 30 Sep, 2020 @ 10:21pm 
im wondering how did you do this? I know you have to use blender, but what other programs did you use
McMessenger  [author] 28 Sep, 2020 @ 5:18pm 
@DeathStar514 Are they really not working at all for you? That's strange - those should be fixed for good now. Can you show me a video of custom sounds not working for you?
DEATHST4R 26 Sep, 2020 @ 3:16pm 
This is awesome! The only thing is I wish the sound effects were there but otherwise, great job!:steamhappy:
solomon.petty 17 Aug, 2020 @ 4:05pm 
yeah, I love you
McMessenger  [author] 14 Aug, 2020 @ 8:07pm 
@Modern I've managed to work out how to recreate the base game ammo counter for some other pistols I'm working on - I'll look into adding that to the M6C at some point.
Modern 14 Aug, 2020 @ 7:50pm 
Out of curiosity, could you make it so you have a ammo counter? I found that really useful when playing the base game.
CptBattleV2 13 Aug, 2020 @ 11:51am 
Ok thanks!
McMessenger  [author] 12 Aug, 2020 @ 11:52pm 
@Cpt.Battle V.2 It shouldn't no - so long as you're not using the console to enable cheats in-game, you should be fine for getting achievements.
CptBattleV2 12 Aug, 2020 @ 8:57pm 
Will this affect achievments?
BX Beamer Droid 9 Aug, 2020 @ 3:36pm 
ik but i'd like to see another model like from WW2 or something
McMessenger  [author] 9 Aug, 2020 @ 5:03am 
@Big chunges I guess maybe you haven't realized this yet, but the default pistol that Alyx uses IS a 1911 - I don't feel like many people would want a Colt variant specifically that doesn't really change much at all.
BX Beamer Droid 8 Aug, 2020 @ 6:33pm 
hey can you Make A Colt 1911 Mod?
McMessenger  [author] 31 Jul, 2020 @ 1:48pm 
Continuing from a previous save without the mod enabled won't work - the game's saves determine what mods should be loaded on those save files.
McMessenger  [author] 31 Jul, 2020 @ 1:47pm 
@Qt3.14 You'll need to start the game over yes - the mod only works within the entire campaign if you start from Chapter 2 (arriving on the train part).
Qt3.14 31 Jul, 2020 @ 7:24am 
So do I need to start the game from the beginning in order to use mods? I tried enabling it and then continuing my save but it just doesn't show up in game
McMessenger  [author] 26 Jul, 2020 @ 12:47pm 
@Socks That's something I've been looking into - haven't figured out anything for it yet. I'm not sure how the default mags are set up for that sort of functionality.
Socks 26 Jul, 2020 @ 12:33pm 
One issue i noticed is that magazines on corpses don't respond to being tugged by the russels.
𝑀𝒾𝓈𝓈 𝒥 24 Jul, 2020 @ 7:51am 
Zombies can be UNSC soldiers with grunts on their heads :lunar2020gigglemonkey:
𝑀𝒾𝓈𝓈 𝒥 24 Jul, 2020 @ 7:47am 
Crab Gulch? All combine assets replaced with jackals and headcrabs replaced with grunts :lunar2020thinkingtiger:
McMessenger  [author] 16 Jul, 2020 @ 1:23am 
@Napalm Sticks to Kids I've thought about that, though I suspect some people wouldn't really like not being able to properly 2-hand it, where the off hand has influence on the aim of the gun - the most we could do at the moment is just fake it. I'll keep this in mind though.
McMessenger  [author] 13 Jul, 2020 @ 12:01pm 
@Anthrax360x I've made a bugs thread for this - can you post a screenshot of what it looks like for you in-game? It's possible that, due to Workshop ID limit issues, that Workshop updates are still broken. I've tested the mod on my own machine after temporarily removing the source files and it still worked fine, but I just want to see if the update even worked or not.
Anthrax360x 13 Jul, 2020 @ 11:19am 
The left handed mode is still a bit off after the update with the hand not really holding the gun and being a bit under it, not sure if other people are having better luck. The luger mod works perfectly left handed but its hard to see the ammo...
McMessenger  [author] 11 Jul, 2020 @ 5:27pm 
@Juhoy That seems strange. This mod uses nearly the exact same animations as the normal pistol, but I never tested that whole sequence with Russel to see if it'd still work. I'm not exactly sure how that sequence is handled in the campaign - it seems like the pistol he tosses you might be a separate model but I'm not really sure.

It's not something on my high priority list right now, but I've made a note of it - if I find a solution, I'll release another update.
BrainShackle 11 Jul, 2020 @ 1:37pm 
@McMessenger it worked after loading in to "The Quarantine Zone"

for some reason it wouldn't load when Russel tosses you the gun.
SLAD3 11 Jul, 2020 @ 3:02am 
@napalm sticks to kids, this
McMessenger  [author] 11 Jul, 2020 @ 1:12am 
@Juhoy I've had it work just fine in the campaign - it seems like you may have to disable certain addons that affect weapons. If you have other weapon replacements that you're subscribed to, try disabling them and having only this addon enabled. There are also a few workshop levels that I've seen use their own weapon replacement for the pistol - for those I'd have no idea if those would overwrite my pistol or not, but most likely.
Chirpsalot 10 Jul, 2020 @ 10:11pm 
what about the SMG replacer for the M7 caseless from halo 3?
it's a side loader and caseless! it may work!
BrainShackle 10 Jul, 2020 @ 7:18pm 
i have the addon enabled but i'm not seeing it in the campaign, does it not work in the main campaign for some reason?
SLAD3 5 Jul, 2020 @ 10:53pm 
@smug tug that exists
Smug Tug 4 Jul, 2020 @ 9:27pm 
Oh Man, Now I want to see the Classic Combat Evolved Pistol
Chirpsalot 20 Jun, 2020 @ 9:18am 
you have just made the best pistol mod known to man
Prairie Boy 15 Jun, 2020 @ 10:31pm 
By far the best weapon mod. The magazines still glow so it doesn't make it any harder to find ammo. The reflex sight looks great after your update. Spots where it could be improved are the handle. still a bit angular in an un-ergonomic, and therefore unrealistic way. There's no counter for shots unless you have the internal mag upgrade, but that counter doesn't sit flush against the handle. Great Work
Peter Nencompoop 15 Jun, 2020 @ 6:58pm 
Great skin! Glowing clips really helps and the night sights are a necessary component.
Tornado 13 Jun, 2020 @ 2:04am 
the mod isn't working for me :c