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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.
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.
- 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.
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.
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.
@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.
- 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.
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.
For now though, I'm feeling like that's that. Again thanks for your thoughts regardless of everything. Have a good one, man.
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.
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).
Also what about the final strider fight with the hunters?
Thanks tho
- 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.