Half-Life 2

Half-Life 2

(READ DESC.) Re-Balanced Ammo & Damage
55 条留言
MNC  [作者] 9 月 20 日 下午 8:26 
Y'know, I would like to keep this mod's whole purpose so I think you'd be better off doing it on your own. These types of mods are common and many possibilities exist (mine at least has that one fix while others are a complete re-balance overhaul), so it would be hard to satisfy everyone's needs.

I could teach you how to do it if you want, it's just that I don't want to make a whole workshop submission for it.
georgegiblets 9 月 20 日 下午 3:24 
Could you make one where the ar2 does like 9.5 or 10 damage :vort:
justdeltaxd 9 月 12 日 上午 11:35 
K
MNC  [作者] 9 月 12 日 上午 11:21 
Just look at it on your browser, "Steam text formatting"
justdeltaxd 9 月 12 日 上午 11:05 
Where is this steam website
MNC  [作者] 9 月 12 日 上午 10:13 
Assuming you already know basic text formatting (for which there's an official Steam website that you can look for), it turns out you can combine header type text (which looks blue) and bold text at the same time.
justdeltaxd 9 月 12 日 上午 9:30 
how did you do the bold blue text?
Smoggerino 9 月 9 日 下午 7:22 
It's ok. To be honest, this issue has been going on for a long while (I eventually got used to it) and I'm only now telling you about this because I wanted to know what was going on.
MNC  [作者] 9 月 9 日 下午 7:18 
Yeah well, don't know what it might be then since that's a new one. If the other weapons work fine then so should the shotgun. At any rate, all I can recommend is just checking if you followed all the steps properly and as a last resort to install it into your custom folder. Sorry for the inconvenience.
Smoggerino 9 月 9 日 下午 7:09 
But i'm not using older saves
MNC  [作者] 9 月 9 日 下午 7:06 
...Not sure how that can happen? If I had to guess it probably has to do something with loading an older save.
Smoggerino 9 月 9 日 下午 6:27 
Hey, so why does the shotgun sometimes has 8 rounds, but most of the time, it has the default 6 rounds?
MNC  [作者] 7 月 19 日 上午 11:34 
I mean it's ony an *if*, it's not like you actually have to do any of that in order for this to work. And so far with that being the only report, it seems like it does work for everyone else so I can't really do much about it.
Summit 7 月 17 日 下午 2:49 
it seems i didn't have to do any of that but for some reason. oh well can't complain :p
Baltza 7 月 8 日 上午 12:28 
@MNC Welp, I tried to do what you told me, but it didn't work. I'm kinda just tired of doing all of this, I just wanna play the game. If I ever decide to come back to this issue and try to fix it, I'll let you know.
MNC  [作者] 7 月 5 日 上午 2:37 
Extra notes because of Steam's character limit, for further assistance don't hesitate to message me:

You don't need to have a custom folder for each game (EP1 which is known as 'episodic' and EP2 known as 'ep2' in the game's files for instance) since the one for the base game applies these changes for every game. After doing that you can unsubscribe if you'd like.

Now if this feels like a doozy for you, according to a brief investigation. This mod's weapon scripts break after subscribing to another mod (though you can just re-subscribe after doing that), but doesn't when you set up a custom folder. The extra installation is still required for those same scripts to work without having to load an older EP2 save though.
MNC  [作者] 7 月 5 日 上午 2:36 
@Baltza Sorry for the late response, regardless, your only requirement is to actually install an external program (GCFSCape is the most popular option, but I personally use VPKEdit, both work anyway)

- Go to C:\Program Files (x86)\Steam\steamapps\workshop\content\220\3465733261 (Where 220 is the game's ID seen in the store URL and 3465733261 is the workshop item ID URL)
- You'll find two .vpk files there, copy whichever one of your liking (In my experience both should work fine).
- Go to C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2 and create a folder named 'custom' if you don't have one.
- Create another folder inside the custom one with whatever name you want (Like 'Rebalanced Ammo and Damage') and paste the .vpk file inside it.
- Extract the file's contents with the external programs mentioned above.
Baltza 7 月 4 日 上午 2:35 
@MNC Okay, I can try that. Also, yes, I will need your help because I don't know how to set up a custom folder.
MNC  [作者] 7 月 3 日 上午 3:06 
@Baltza You see, that would be a concern for me since the whole point of the whole extra installation process is for you to not have to do that anymore. Some friends and I just tested and it does work on our end by just subscribing without setting up a custom folder (which usually fixes many things the workshop can't replace by just subscribing, such as subtitles for instance).

I can't be certain that it'll work since it still requires the manual installation because without the fix, that one bug that makes the ammo scripts not apply is still present even though you're actually setting up a custom folder instead of just subscribing. I do urge you to try this process just to verify it's just workshop jank or try to do the installation process again. I could help you setting up your custom folder if you don't know how to.
Baltza 7 月 2 日 下午 10:40 
@MNC I loaded up Episode 2, then HL2 and it works. I guess loading up an EP2 save everytime I open the game is just something I'm going to have to live with now because I have no idea what's causing this problem. I can tell you that it's not one of the other mods I'm susbcribed to because I tried disabling all of them except for this one, while it was on the top and that didn't fix it. But thanks anyway.
MNC  [作者] 7 月 2 日 上午 11:13 
@Baltza Sorry for the inconvenience.

Try loading an older save from EP2, if the changes don't apply regardless then it must be another mod and you'd have to figure out which or put this mod above everything else on the load order list, do remember this only changes weapon scripts for the three weapons mentioned above.

If the changes do apply however, I can't tell you what might be causing this issue and I assure you this was tested heavily. As a last resort, you could try going for a manual installation with external programs (GFCScape or VPKEdit) and setting up a custom folder.
Baltza 7 月 2 日 上午 8:29 
This mod is kinda broken for me. I did everything it said in the extra installation steps and on the first launch it worked. But now, for some reason, the maximum ammo capacity is different (as in, from this mod), while the capacity in each magazine is still the same (for example, the pistol is now 18/120, smg is now 45/240, etc.). I tried turning off certain weapon mods that I thought might be interfering with this one, but that didn't fix it. What should I do?
Sourboi94 6 月 15 日 下午 10:14 
i think the shotgun should be much stronger. at lest 12 damage
kill89 5 月 26 日 上午 6:22 
good:steamthumbsup:
MNC  [作者] 5 月 18 日 下午 8:00 
(New update, check logs)

@birdypotato Y'see, if the reserve ammo changes are working then so should the damage buffs as they're in the same file (skill.cfg), the easiest way to check if it's actually working would be with the pistol and the crowbar as they both make huge changes. The other way would be to check it manually with this mod's folder. If it's conflicting with another mod that changes the same file it should be at the top but again, you shouldn't have both to begin with.
birdypotato 5 月 14 日 上午 8:38 
Should this be at the bottom or top of my load order cause the damage buffs arnt working
Dead Man Walking 5 月 1 日 上午 10:56 
What about the Entropy Zero 2 damage?
Nomar 4 月 28 日 上午 6:48 
can you upload this to gamebanana?
MNC  [作者] 4 月 23 日 下午 9:31 
Huh, guess my brain was too fried and got it mixed up with Black Mesa's barnacles... No biggie, will update later. But hey, destroying wood in two hits is still there.
⛧MegaloManiaC⛧ 4 月 23 日 下午 6:47 
What's the point of having the barnacle preview? you can kill them with one hit of the crowbar in vanilla too
MNC  [作者] 4 月 22 日 下午 3:43 
After much consideration, I've decided to update this mod once again; hoping this is the last time you guys have to bare with my indecision and that it stays somewhat true to the 're-balanced' name that I've given it:
- Increased SMG's damage from 5 to 6, making it a tad more useful.
- Reduced AR2's damage from 9 to 8, essentially restoring the unchanged vanilla AR2.
- Increased USP's damage from 8 to 9, making it so that you may prioritize this weapon over the AR2 or SMG on certain situations without making it feel too OP or out of place as a beginner weapon.

Thank you guys for all your support, comments and feedback. :headcrab:
MNC  [作者] 4 月 22 日 上午 6:29 
Might be some steam thing, and I like responding to feedback on top of all that sooo you'll have to bear with me, sorry.

Now about using script multi-loader, I did consider that at one point but I've soon come to the conclusion that I simply just suck. Like, all I did was use someone else's solution (With credits of course) and oversimplified the process that just requires you downloading a file instead of using programs to edit the .vpk of this mod and extract the same file.

Even then, the only ammo mod that I've seen that uses the multi-loader afaik is PlumpZombie's and even that one uses vanilla ammo cap and merely just adds more reserve ammo. I don't want to say it's impossible because no one else has done it but I do have my doubts anyway. And trust me if I could, I would do it.
Marisa Freeman 4 月 21 日 下午 7:54 
im not subscribed to this thread, why do i keep getting notifications??
BlueCup43 4 月 21 日 下午 7:12 
if you wanna not have people go thru the hazzle of loading a ep2 save maybe u should use script multiloader
MNC  [作者] 4 月 21 日 下午 3:32 
Updated thumbnails, no need to update the mod itself apparently sooo, yea.
MNC  [作者] 4 月 21 日 下午 2:25 
Fixed description, tysm. Also will look into that.
2.5 Bobux 4 月 21 日 下午 2:22 
Yo, clean mod and presentation. Just a heads up: from my testing, the game rounds base damage down, so the 5.5 damage from the smg will be rounded down to 5 even before any other difficulty multipliers. Oh, also the link to the crosshairs mod is the same as the ammo limit ones.
Marisa Freeman 4 月 20 日 下午 10:03 
Actually yeah, in a sense i feel like im also in the wrong because of the points stated here so i feel like my comments were pretty pointless. Good to know that this hasn't escalated to a heated argument at least, have a nice day :cupup:
MNC  [作者] 4 月 20 日 下午 6:58 
Yahh, tbf I did say I didn't really agree with the 're-balanced' title on the description but I thought it would, and indeed it was that way, attract more attention. Bit of cheating on my part but again, with a hook like that comes what I think it's the selling point and likely the reason this blew up, the weapon scripts fix. Not saying that I won't change anything in the future, who knows (Except for the mag cap part tho).

For now though, I'm feeling like that's that. Again thanks for your thoughts regardless of everything. Have a good one, man. :steamthumbsup:
Marisa Freeman 4 月 20 日 下午 6:35 
about the strider fight, i never use the AR2 against the hunters, it's always more preferable to just grab wood logs and ram your car to take them out.
Marisa Freeman 4 月 20 日 下午 6:35 
@MNC I feel like the immersion part just doesn't work in a game like HL2, mainly because in this game a crossbow heating an iron bar makes it more powerful when realistically it makes it weaker. i think the title could have been ''immersive weapons'' rather than ''rebalanced weapons'' instead, damn i could have ''justified'' the innacurate mags.

now the difference between the USP and the Python + Spas12 is that the USP is semiautomatic unlike the latter, and that the latter's meant to be used to deliver slow high damage with decent accuracy hence why both of these guns instakill soldiers with a proper headshot, we're talking about a pistol that makes you think ''why would i use this peashooter when i could just use an SMG or an automatic rifle?''. That's why i never find it comfortable that the USP deals same or less damage than an AR2 because it's essentially the same weapon but worse.
MNC  [作者] 4 月 20 日 下午 1:24 
All thumbnails updated, hopefully people didn't fall for whatever those older ones said... Regardless, thank you everyone for your comments. Really.
Ateş Bozkurt 4 月 20 日 下午 1:18 
The Crowbar Damage is E3 2003-Styled
√•/[UnλShu]\•√ 4 月 20 日 下午 12:59 
You are my fucking god that I pray to on Sunday nights.
MNC  [作者] 4 月 20 日 下午 12:55 
Y'see, I've also included that one 'immersion' part at the description soo, can't really do much right there. I've wanted to aim a mix between realistic and kinda balanced, which don't really pair well it seems.

The USP dealing 8 I'd like to think it as kinda like the revolver and shotgun, you won't kill 'em unless you aim well, it rewards you for doing so. Wouldn't make any big changes of that sort but then again, with that one fix for weapon scripts, you and pretty much everyone is free to do whatever.

As for that one strider fight, we've discussed and thought at first "just add more ammo, there's no soldiers that help you refill it" but of course that would prioritize the AR2 on literally every other situation like you said. So now it's damage, versatile with HL2 and Episode Two against those pesky hunters without feeling too-too op (And of course, you can always just switch to another weapon or roll them over with the muscle car).
Marisa Freeman 4 月 20 日 下午 12:21 
@MNC the way i would rebalance the AR2 is by reducing the mag to 20 bullet to make it on par with the USP which i rebalanced to deal 10 damage and have 20 bullets in the mag, to give some light to the USP and not stick to just using the AR2, all weapons would have 4x reserve ammo so both the USP and AR2 would have 80 reserve ammo.

Also what about the final strider fight with the hunters?
MNC  [作者] 4 月 20 日 上午 9:38 
Just realized I have to update these thumbnails a tad bit more when I get back home... Aughhhh

Thanks tho
UnWaffleSpoon 4 月 20 日 上午 9:23 
nice mod
MNC  [作者] 4 月 20 日 上午 7:30 
New Update:
- Reduced Shotgun's reserve ammo from 40 to 32 as the player already has eight ammo cap.
- Reduced AR2's reserve ammo from 90 to 60, essentially vanilla's. In turn, its damage has been increased from 8 to 9.
BM*FaZuLet_PT 4 月 20 日 上午 5:06 
yes, it's actually more important than these changes dpm of weapons changes. But the changes you made are also good. no problem.