Half-Life: Alyx

Half-Life: Alyx

Halo 3: ODST - M6C/SOCOM
60 kommentarer
Aperture Dragon 5. okt. 2021 kl. 19:48 
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
LiveLaughToasterBath 5. juni 2021 kl. 14:03 
Extremely cool mod, Thanks for making it! Any plans to continue making more halo themed weapons?
T-TaaN 6. feb. 2021 kl. 10:31 
pity I can't see how many bullets left in the mag
MC2K07 23. jan. 2021 kl. 8:59 
@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  [ophavsmand] 16. jan. 2021 kl. 13:12 
@Jojo reference. Yes, there is left-hand support.
Sneak 16. jan. 2021 kl. 13:09 
yo is there left hand support?
Dima Stardust 24. nov. 2020 kl. 23:42 
We need Snake's Mk 23 SOCOM
Rhyme Minister 25. okt. 2020 kl. 10:09 
Alright perfect. Thank you.
McMessenger  [ophavsmand] 25. okt. 2020 kl. 9:36 
@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. okt. 2020 kl. 9:35 
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  [ophavsmand] 25. okt. 2020 kl. 9:26 
@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. okt. 2020 kl. 8:54 
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. okt. 2020 kl. 14:20 
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. okt. 2020 kl. 15:43 
@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 kl. 23:34 
thanks, im interested into this tutorial. But I am not familiar with blender. And tips how to get started?
McMessenger  [ophavsmand] 30. sep. 2020 kl. 22:48 
@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 kl. 22:21 
im wondering how did you do this? I know you have to use blender, but what other programs did you use
McMessenger  [ophavsmand] 28. sep. 2020 kl. 17:18 
@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 kl. 15:16 
This is awesome! The only thing is I wish the sound effects were there but otherwise, great job!:steamhappy:
solomon.petty 17. aug. 2020 kl. 16:05 
yeah, I love you
McMessenger  [ophavsmand] 14. aug. 2020 kl. 20:07 
@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 kl. 19:50 
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 kl. 11:51 
Ok thanks!
McMessenger  [ophavsmand] 12. aug. 2020 kl. 23:52 
@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 kl. 20:57 
Will this affect achievments?
Tom Xing Hanji 9. aug. 2020 kl. 15:36 
ik but i'd like to see another model like from WW2 or something
McMessenger  [ophavsmand] 9. aug. 2020 kl. 5:03 
@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.
Tom Xing Hanji 8. aug. 2020 kl. 18:33 
hey can you Make A Colt 1911 Mod?
McMessenger  [ophavsmand] 31. juli 2020 kl. 13:48 
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  [ophavsmand] 31. juli 2020 kl. 13:47 
@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. juli 2020 kl. 7:24 
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  [ophavsmand] 26. juli 2020 kl. 12:47 
@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. juli 2020 kl. 12:33 
One issue i noticed is that magazines on corpses don't respond to being tugged by the russels.
𝒦𝒾𝓂𝒾𝓀𝑜 24. juli 2020 kl. 7:51 
Zombies can be UNSC soldiers with grunts on their heads :lunar2020gigglemonkey:
𝒦𝒾𝓂𝒾𝓀𝑜 24. juli 2020 kl. 7:47 
Crab Gulch? All combine assets replaced with jackals and headcrabs replaced with grunts :lunar2020thinkingtiger:
McMessenger  [ophavsmand] 16. juli 2020 kl. 1:23 
@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  [ophavsmand] 13. juli 2020 kl. 12:01 
@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. juli 2020 kl. 11:19 
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  [ophavsmand] 11. juli 2020 kl. 17:27 
@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. juli 2020 kl. 13:37 
@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. juli 2020 kl. 3:02 
@napalm sticks to kids, this
McMessenger  [ophavsmand] 11. juli 2020 kl. 1:12 
@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. juli 2020 kl. 22:11 
what about the SMG replacer for the M7 caseless from halo 3?
it's a side loader and caseless! it may work!
BrainShackle 10. juli 2020 kl. 19:18 
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. juli 2020 kl. 22:53 
@smug tug that exists
Smug Tug 4. juli 2020 kl. 21:27 
Oh Man, Now I want to see the Classic Combat Evolved Pistol
Chirpsalot 20. juni 2020 kl. 9:18 
you have just made the best pistol mod known to man
Prairie Boy 15. juni 2020 kl. 22:31 
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. juni 2020 kl. 18:58 
Great skin! Glowing clips really helps and the night sights are a necessary component.
Tornadeus Vulpera Rex 13. juni 2020 kl. 2:04 
the mod isn't working for me :c