Barotrauma

Barotrauma

536 ratings
Half-Life Combine Module Pack
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File Size
Posted
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38.920 MB
31 Oct, 2021 @ 9:47am
11 Dec, 2024 @ 2:52pm
66 Change Notes ( view )

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Half-Life Combine Module Pack

Description
Universal Union now visited Europa, because they can



Adds various items and structures related to Combines from Half-Life game series

Includes
  • Outfits, with custom footsteps for every added job class, Craftable, Buyable

  • Weapons and Tools, Craftable, Buyable

  • Сustom structure and ship modules for it available for SubEditor, some of which you can craft using Custom Fabricator and material, modules like Junction boxes, Lockers, etc can be placed with Right Mouse + E and detached using Multitool included in the mod

  • Custom made submarines and outposts with combine units where you can purchase or craft combine items

  • Augmentations, similar to gene splicer, you can craft new Augmentations as well as Combine versions of Vanilla gene modifications, using combine fabricator

  • Custom Jobs with their own icons and dialogues


    All item names begin with "Combine_" for ease of search

    This mod was designed to be as standalone and agnostic as possible, meaning if another mod isn't compatible, it's because that mod overrides vanilla mechanics and systems, and i can't do anything about it

    Feel free to make translations as long as you don't reupload anything from my mod

    The mod is still not finished, but can be fun to play with at it's current state

    Future TODO list

    • Custom particles
    • Combine synthets, working either as playable characters (if possible) or companions
    • Adding more combine modules and items
    • More combine related missions on the outposts

    Known issues

    • Combine outposts most of the time are controlled by random factions (possibly hardcoded)
    • CombineHuman cannot be a starter character despite inheriting all "human" class parameters and being technically playable through console (possibly hardcoded)
    • Combine plasma emitter doesn't work correctly with welding door/hatches etc
    • Custom AI does not retaliate on being attacked
Popular Discussions View All (7)
16
24 Jul, 2024 @ 6:52am
Errors noticed [Major ones] Plus suggestions to fix them
AM
9
6 Jan, 2023 @ 4:26pm
Combine Reworks???
Ziggy
3
7 Nov, 2021 @ 8:12pm
combining ammo
Defplan
281 Comments
Mister F 30 Dec, 2024 @ 9:30am 
@SloppyTrainyard Thanks!
SloppyTrainyard  [author] 30 Dec, 2024 @ 8:53am 
you can delete the corresponding XMLs if you need
Mister F 30 Dec, 2024 @ 2:12am 
Hi! I like your mod, but is there any way to optionally disable new combine outposts and faction through editing the mod itself? And if so, how? Many thanks in advance.
Ribbons0121R121 24 Dec, 2024 @ 6:34am 
"where borealis"
Andyyy 12 Dec, 2024 @ 9:43am 
For the guy under this coment. I agree, also for the soldiers and cops they should have security talent for the crouch shooting thing, will make it better
MegaPro1921 11 Dec, 2024 @ 8:58pm 
Also you should add more guns and stuff. And maybe skills and talents for the Combine. Maybe take your own spin on a few things. I really hope the mod makes it on the featured pages tho!
MegaPro1921 11 Dec, 2024 @ 5:01pm 
I dunno. Mainly due to the loadout of the outpost. But making an blockade thats held by the combine may encourage peeps to do more combine missions
SloppyTrainyard  [author] 11 Dec, 2024 @ 4:39pm 
i mean i don't know what's stopping current ones from working
MegaPro1921 11 Dec, 2024 @ 4:29pm 
Thank you. Perhaps you could make a custom station for checkpoints so you dont get soft locked by bad outpost generation
SloppyTrainyard  [author] 11 Dec, 2024 @ 2:50pm 
i'll disable it for now