Half-Life 2

Half-Life 2

Half-Life 2 Reanimation Pack
293 Comments
minions_kirill 12 Jun @ 9:06am 
is it reskin compatible?
Dmytro "Reaper" 21 May @ 8:57am 
Much appreciated
mtbNTB  [author] 19 May @ 9:17pm 
yes
Dmytro "Reaper" 18 May @ 7:54am 
So... If I wanted to apply these animations the all the beta models. Would that be allowed?
⛧Megalomaniac⛧ 29 Apr @ 3:32pm 
I'd love that script to restore the crowbar clang as a separate addon, i've heard it in a couple addons now but damn i wish it would just be it's own thing for maximum customization
√•/[UnShu]\•√ 22 Apr @ 12:30pm 
If you exaggerated the shooting of the AR2, now that I try it in its Juniez versions I like it, I mean at least it recoils backwards rather than upwards, which looked very ugly. I don't know if the same thing happens with the smg1.
Snow_Brλwl 15 Apr @ 9:27am 
this doesnt affect textures i use texture replacement all the time maybe try one and see
whirrring 15 Apr @ 6:23am 
Why is my revolver really shiny? It looks horrible and it pisses me off.
SushiSalamander 3 Apr @ 6:03am 
does this affect the muzzleflashes? cus i can swear that they look different
SleepyNotDead 18 Mar @ 4:35am 
Noticed it in the gmod version too, the firing sounds definitely dont seem to work right for NPCs, they dont have distant firing sounds.
SleepyNotDead 7 Mar @ 6:34am 
The distant firing sounds for the SMGs seem very off/aren't working. the metrocops shooting at me in water hazard sound way too loud and close.
brolike 2 Mar @ 6:33am 
yayyy gamer
will this be uploaded to synergy?
mtbNTB  [author] 28 Jan @ 8:46am 
and no, this weapon pack doesn't really support ironsights on mmod with vanilla models.
but you can use this one instead:
https://gamebanana.com/mods/565592
mtbNTB  [author] 28 Jan @ 8:45am 
not sure if i will include the rest of alternate replacement, i stopped playing mmod for a while now.
maybe i will if i manage to play it again. though i doubt it'll be soon though.
mtbNTB  [author] 28 Jan @ 8:43am 
the reason why i use vanilla materials is because mmod materials is has a misaligned texture on the ar2 model.
crazyadam96 28 Jan @ 8:40am 
Hi, I original wanted to write you on ModDB about your reanimation pack mod for MMod but I couldn´t be arsed to make an account there.
I have some nitpicks and feature requests that I hope you could implement.
Firstly I noticed that AR2 seems to use vanila materials compared to other weapons that use MMod materials. This makes the weapons kinda jarring when comparing it side by side with other arsenal.
Secondly, I was wondering if you could include optional files for you MMod reanimation pack like those you have here in the workshop. So I could for example have Gordon holding pistol with one hand and also have innacurate Spas-12 reload.
Lastly I was wondering if you could rig your animations to use weapon ironsights?
mtbNTB  [author] 26 Jan @ 12:25pm 
no... this isn't gmod
Inklineal 26 Jan @ 10:59am 
im not sure if it was this mod or some other mod but shouldn't the ar2 ammo on the gun change to yellow when firing?
moron 10 25 Jan @ 10:17pm 
smg reload sound is broken
mtbNTB  [author] 25 Jan @ 11:51am 
make sure your priority list.
all alternatives must be above this addon.
tamper 25 Jan @ 10:05am 
tested it out and the grenade launcher reskin wont apply, along with the animation set for it, and the pistol animations are the only ones that havent been changed (the regular smg animations have been do work tho)
tamper 25 Jan @ 9:55am 
animations arent applying for me, i have the one-handed pistol and the grenade launcher smg animations installed
mtbNTB  [author] 25 Jan @ 2:10am 
added, should be working now (if its not try resubscribe/reinstall this addon)
nightmaresurvivor 25 Jan @ 1:00am 
Add manifest support for Local Motive (plus night version)?
mtbNTB  [author] 17 Jan @ 8:16pm 
they sound a bit different, but is still vanilla-esque at it's core.
mtbNTB  [author] 17 Jan @ 8:15pm 
it's sort of intentional.
most of the sfx I used here was an enhanced sfx from HL:Reduxtered pack.
YourWaltNightmare 17 Jan @ 3:57am 
The only strange thing that I've just noticed in my first playtest that distant shooting sounds doesn't work as it intended in vanilla. For example in Water Hazard level's first checkpoint where you have to solve gateway puzzle there is scripted sequence with Metrocop standing on the bridge and shooting you from far away while you getting closer on Airboat. You can clearly hear that distant shooting isn't muffled as it was in vanilla.
Is it intentional or bug?
YourWaltNightmare 17 Jan @ 3:56am 
Still the best vanilla weapons pack mod consider how it closely stays to the original timing of animations, sounds and etc. And I really love these optional features like using one handed USP or Shotgun incorrect reload. Gives you the right immersion that you just playing updated vanilla game version which most weapons packs and mods can mess up like MMoD or EZ2 animations.

I can clearly understand why you added both part- and full-reload AR2 animatons. I am working on fixing vanilla weapons in S.T.A.L.K.E.R. SoC so I constantly having the same dilemmas when its about taking away some "wrong", "glitchy" or "unrealistic" elements as you have to find some compromises to not spoil original feeling of vanilla game. Same dilemma goes to SMG's greande launcher model which you can optionally install.
ottomimus 16 Jan @ 8:05pm 
could you release the old crowbar anims as standalon?
VHsigil 16 Jan @ 6:07pm 
Fair enough, my bad
mtbNTB  [author] 16 Jan @ 5:53pm 
oh that's what you meant? quite a nitpick.
the only reason i don't put it at the exact first frame, is because it'll just look weird when it moves instantly.

secondly, the previous grip style has underlying issues with it looking off at certain angles, as if it barely grips the gravitiy gun, so i had to make it firm

other than that, im not going to revert it just because of that.
VHsigil 16 Jan @ 5:46pm 
There is for me? Like instead of pressing the button like the exact first frame of the attack animation, there's instead an animation that plays of his thumb moving to press the button
mtbNTB  [author] 16 Jan @ 5:39pm 
no there isn't?
what do you mean
VHsigil 16 Jan @ 5:16pm 
Do you think you could revert the animation for activating the Gravity Gun? There's a significant delay between when the action is done and when Gordon presses the button.
Koseki bijou 15 Jan @ 12:20am 
ok what about worldmodels you making?
Zanklev™ 14 Jan @ 4:26pm 
+1 to the GMod Rebel/Citizen hands request
Freeguy 14 Jan @ 8:55am 
Can you make a version with gmod rebel/citizen hands?
nightmaresurvivor 13 Jan @ 12:46pm 
The best vanilla plus animation mod.
Mauser 12 Jan @ 10:04am 
The SMG worldmodel still ejects pistol casings instead of the rifle ones btw.
mtbNTB  [author] 11 Jan @ 5:47pm 
i had to use manifest to make it compatible with boreal alyph sfx addon.
Professor Xray 11 Jan @ 4:58pm 
Hey MTB, I just remember, if you want to make your reanimations more compatible with a lot of the campaigns on the workshop, you can put the new sound scripts directly into the game_sounds_weapons.txt, instead of adding them in using the games_sound_manifest.txt.
2.5 Bobux 7 Jan @ 4:50pm 
Hey, just wanted to say that this pack has gotten so much more polished compared to its original release. The newer animations, sounds, and their variations are full of personality and just fit Gordon so well without being super tacticool. The rare crossbow reloading animation made me chuckle. You have done an outstanding job. Keep it up!
memelover 2 Jan @ 5:38pm 
its probably something on my end then
mtbNTB  [author] 2 Jan @ 5:36pm 
this pack doesn't even have 357 worldmodel replacement.
mtbNTB  [author] 2 Jan @ 5:36pm 
why are you asking it here
memelover 2 Jan @ 5:23pm 
for the 357 to be exact
memelover 2 Jan @ 5:12pm 
why do i see a desert eagle as the world model?
Koseki bijou 2 Jan @ 6:18am 
so that worked just now:steamthumbsup:
Koseki bijou 2 Jan @ 6:17am 
ok i fixed it mtbNTB so i remove the workshop.vpk.sound.cache file that what you told me:steamthumbsup: