Half-Life 2

Half-Life 2

Miscellaneous Tweaks, Fixes, Enhancements, and More!
37 Comments
The Pacer 17 Jul @ 1:05pm 
ok thx
2.5 Bobux  [author] 16 Jul @ 10:59pm 
@The Pacer It's just a cosmetic change that changes the difficulty selection menu, intended for use alongside the "hardmode" extra. This is essentially part of the "Harder Difficulty Tweaks" mod, which I decided to embed within this mod to prevent conflicts when using some of the customization options.
2.5 Bobux  [author] 16 Jul @ 10:55pm 
@Private Parts A lot of mods don't work if you just subscribe to the workshop and, even if you do manually install a mod, there are some files that just cannot be modded without a direct replacement, particularly the HUD. Unfortunately, a lot of features of the mod require these installation steps due to how files in-game are loaded or they simply won't work at all.
The Pacer 10 Jul @ 6:58pm 
What's the hard mode hud and what does it do?
Private Parts 27 May @ 11:58am 
what's with the overcomplicated download process?
2.5 Bobux  [author] 21 Apr @ 2:50pm 
@L.Starkweder Hi, to restore the vanilla HUD, you need to unsubscribe from the mod in the steam workshop, go to your instance of this mod in your custom folder, and delete:

-hudlayout.res and hudtextures.txt inside the scripts folder
-halflife2.ttf inside the resource folder

Hope this helps!
L.Starkweder 16 Feb @ 7:13pm 
hola, de por casualidad me podrias explicar como deshacer la HUD del mod?
[DaGeTi]_666 7 Feb @ 1:10pm 
Nah, thanks! It doesnt work right
2.5 Bobux  [author] 21 Jan @ 6:22pm 
Hi, sorry, I forgot to update the instructions properly since I have a lot of backup copies. Thanks for letting me know. I will be updating the description soon since there is a way simpler method now that only requires dragging and dropping some files.

I will also be including an option to revert to a slightly improved version of the AR2 that holds 30 rounds. The default one has 20 rounds because it is significantly more powerful now compared to vanilla. I based this change on the Boreal Alyph ar2, which held 25 rounds. It is pretty much intended to feel like a battle rifle, such as a SCAR or FN FAL, so it felt pretty unbalanced having it with a larger magazine size, which ended up outclassing the other weapons.
crazyadam96 21 Jan @ 1:08pm 
Never mind, found my answer in the scripts folder. I´m such a hacker ;)
crazyadam96 21 Jan @ 1:03pm 
Ok fixed that, turned out your mod didn´t have priority above another HUD mod I accidentaly subscribed to.
I have another question though: is it possible to increase AR2 magazine size from 20 to the vanila 30. I just want more Dakka with my AR2
crazyadam96 21 Jan @ 12:27pm 
Also there is no "valve_hud_armor" only "valve_hud_suit", which is what I assume you had in mind?
crazyadam96 21 Jan @ 12:24pm 
I dont understand this step of your guide: "NOTE: If English is not your language, simply locate valve_[yourlanguage].txt located at steamapps\common\Half-Life 2\hl2\resource and modify the letters next to "valve_hud_health" and "valve_hud_armor" to "D" and "N" respectively, the icons should work now, tough the text will still be in English. Don't forget to back up the original file."

The letters in the file are already set to D and N, so what am I supposed to modify?
2.5 Bobux  [author] 19 Jan @ 10:51am 
Hey @Calvin491. Good news, I really got into it.

I've made a brand-new hud inspired by the one in Half-Life 1 MMod and the beta HUD, added brand-new crosshairs for the beta weapons (which are different from the vanilla crosshairs), made new font-based weapon sprites (these do not lose quality with resolution), updated the naming scheme for the beta guns, adjusted the ammo quantities and damage for the beta weapons, and I've made it all compatible with this mod, which you can run together with no issues (even the extras for changing ammo work!). Most changes will also be entirely optional, of course.
2.5 Bobux  [author] 19 Jan @ 10:30am 
@VHsigil Unfortunately no. It is hard-coded, unlike in Black Mesa, which can be edited through their weapon script files.
BOON: SPIRAL LOLLIPOP 19 Jan @ 10:27am 
Would it be possible to make the pistol more accurate? Like on par to the Glock in HL1
Calvin491 19 Jan @ 10:12am 
Cool beans!
2.5 Bobux  [author] 18 Jan @ 5:51pm 
@Calvin491 Hey, good news! I've looked into it and the two mods are compatible! They pair really well together too, to my surprise. There are a couple of inconsistencies with the weapon icons and some crosshairs being missing, but I think i can add a couple of original files to fix this. Just make sure these two mods are set high up in the priority list, and that beta aesthetics is below this mod.
2.5 Bobux  [author] 11 Jan @ 2:33pm 
I'll look into it, but I might have to ask the dev from beta aesthetics to create a compatibility patch since it seems to change a lot of things. No promises though.
Calvin491 10 Jan @ 10:08pm 
Can this be fix when having Beta Aesthetics 3.0 enabled?
2.5 Bobux  [author] 3 Jan @ 10:41pm 
Nice! This has happened to me quite a lot in the past, and even to this day I still forget what to do and think I have messed something up. Thankfully it was nothing weird.
The Pacer 3 Jan @ 10:31pm 
It does, thanks!
2.5 Bobux  [author] 3 Jan @ 10:28pm 
This happens if you extract the contents of any mod DIRECTLY into the custom folder. You have to create a folder INSIDE the custom folder, and then drag the files there. Hope this helps.
The Pacer 3 Jan @ 12:34pm 
Also, the game doesn't start up, it just gives me the error
The Pacer 3 Jan @ 12:32pm 
I don't have a readme.txt in there, and I know it's your addon because it's the only one in there.
The Pacer 3 Jan @ 12:31pm 
Tried to add D:\SteamLibrary\steamapps\common\Half-Life 2\hl2\custom\materials as a search path.

This is probably not what you intended.

Check D:\SteamLibrary\steamapps\common\Half-Life 2\hl2\custom\readme.txt for more info
2.5 Bobux  [author] 28 Dec, 2024 @ 2:48pm 
@kirillkalitin Hi, Thanks for letting me know! With the addition of the extras, I forgot to add skill_episodic.cfg to the skill_manifest.cfg. It should be fixed now.

Also @CJTechGaming01 Great suggestion. Done!
kirillkalitin 28 Dec, 2024 @ 2:06pm 
Why don't worker antlions shoot?
CJTech01 27 Dec, 2024 @ 1:09am 
Can you add extented music for "pulse phase" for strider battle on nexus and breen's dark fusion reactor on citadel too
2.5 Bobux  [author] 11 Dec, 2024 @ 8:11pm 
@Cellulose is bad Starch Thank you for bringing that up. Animation replacements like Juniez' increase reload times for some weapons compared to using vanilla animations and also introduce some delay between finishing the reload and moving the weapon to a "ready to fire position" since the reload times essentially depend on how long the .mdl animations last. Normal MMod animations also have this issue, so having to reload everything independently might get annoying since the ammo count does not update fast enough.

I really wish there was some sort of mod menu configuration to add more customization for things like these. The option you pointed out works well for now, though. Thanks for the feedback! Let me know if there is anything else that feels off.
Cellulose is bad Starch 11 Dec, 2024 @ 4:37am 
Absolutely great tweaks. Never had the pleasure of playing this with MMOD, but combining this with "EZ2 Animations With Juniez' & Fewes' Models + MMod Particles" is about as close as I need. The auto reload disable is not to my taste, but that was easy enough to change by resetting sk_auto_reload_time to 3. Thanks!
2.5 Bobux  [author] 11 Dec, 2024 @ 2:36am 
@Marisa ᗜˬᗜ I promise it is better than what it seems. I mean, sure, it is not exactly overpowered, but the pistol is one of your only weapons with decent accuracy at medium and longer ranges. If you aim for the head, you will take out things very fast, especially with its fast firing-rate up close, or if you take careful potshots at a distance. Sure, a +2 damage increase might not seem like a lot, but it is enough to hit a lot of health thresholds that lower the time to kill significantly.

As for the ammo: before, you had to furiously dump a whole clip to take out anything past a metrocop, even if all your shots landed. Now, however, you have a more reliable source of damage at all ranges if you take your take your time to aim and adjust firing speed accordingly. which saves way more ammo.

I can only speak from my own experience and playstyle here, however, so I might change my mind if I receive additional feedback. Thanks for sharing your thoughts.
Marisa Freeman 10 Dec, 2024 @ 9:04pm 
''*Pistol max 150 => 90 Dmg 5 => 7'' bro the damage is still shit and the ammo reduction isn't okay.
2.5 Bobux  [author] 10 Dec, 2024 @ 2:28pm 
@goblinlaptop I made another version here as to not inconvenience people who already installed this mod since installation can be a bit convoluted. I've lowered it to 24 since shotgun shell boxes are hard-coded to give you 20 shells on normal, and lowering the ammo you get for your other weapons using the difficulty multiplier would be a bit awkward. I hope this works for you!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3382225419
goblinlaptop 10 Dec, 2024 @ 11:50am 
nerf the *Shotgun max 30 => 32 to just 12