A collection of fixes and enhancements for Half-Life 2: MMod. Make sure to read the description before installing!
UPDATE NOTICE: If you have an installed version of the mod that is dated before the publishing of the current mod version, Release 1.2, on October 2nd, 2023, please re-download the mod to recieve the newest release. For more details on the newest release, be sure to scroll down to the "Patch Notes" section of the mod's description.
Originally beginning development in early 2022 as a small-scale patch that aimed to apply "band-aid" fixes for issues that had appeared as a result of Valve's Steam Deck-centric updates for the Half-Life 2 games in February 2022, the MMod Fixes & Enhancements Project is a comprehensive collection of bug-fixes and improvements for issues that have been found in both Half-Life 2: MMod and the base Half-Life 2 games.
NOTE: While the mod primarliy makes changes to the games that MMod supports by default, it should also work well with most community-made compatibility patches, including my own patches.
• The selectable maximum field-of-view range has been extended from 90 to 120. FOV values above 120 can be set using the developer console.
• The previously cheat-exclusive Gluon Gun has been added to all base MMod campaigns.
• Player access to the "Developer Commentary" mode in Half-Life 2: Episode One, Half-Life 2: Episode Two and Half-Life 2: Lost Coast has been restored.
• A new "Leave game" button has been added to the in-game menu, which allows the player to exit back to the main menu whenever they like.
• All-new closed captions for the Combine Overwatch have been added, alongside various fixes for localization files.
• Custom content can now be loaded directly from the main "HL2MMod" folder.
• Extensive bug-fixes have been applied to Cinematic Mod 2013, including texture fixes, music fixes and the removal of various pieces of explicit content, including a certain object in Alyx's bedroom. You know the one.
• And much, much more - be sure to visit the "Changelogs" folder for a detailed overview of the changes that this mod applies to HL2: MMod. You are also free to scroll down to the "Patch Notes" section for a look at the changes that have been made in the newest release of the mod.
NOTE: It is recommended that you install this mod over a clean installation of both HL2: MMod and version 1.2 of Cinematic Mod 2013.
To install the mod, open the "HL2MMod_Fixes_and_Enhancements_v1.2" folder and extract the contents of the folder to your sourcemods folder. If you are asked to overwrite files, please do so.
Once you've done this, restart your Steam client to make sure that all of the changes are correctly applied.
NEW FEATURES/ADDITIONS:
• All-new background images for the night-time variants of the "Highway 17" and "Sandtraps" chapters in the Cinematic Mod 2013 version of Half-Life 2 are now available to use as an optional addon.
• Added a Tau Cannon spawn to the CM 2013 map d2_prison_07.
BUG-FIXES/MINOR CHANGES:
• Re-enabled MMod's built-in zombie model replacements for CM 2013.
• Player flashlight range in CM 2013 is now consistent with base HL2 flashlight settings.
• Fixed missing chapter title card displays for the following chapters:
- Anticitizen One (HL2, CM 2013)
- Exit 17 (HL2: EP1, CM 2013)
• Set the default "r_lod" console command value to "0" in CM 2013.
• Corrected the HUD hint text scaling in HL2: Update.
• Adjusted the positioning of the intro text in MINERVA: Metastasis.
• Updated the localization strings for HL2, HL2: Update, HL2: EP2 and CM 2013.
can i use this with your Compatibility Patches
Yes, you absolutely can.
Most of my compatibility patches were recently updated to ensure that they are compatible with the mod and some of my more recent patch releases, like my patches for The Hammer Cup 2017, were built with the Fixes and Enhancements Project in mind.
The weapons are clipping on the floor, on walls or on top of tables. Is there any way to fix this?
Could you share a screenshot of the issue that you seem to be experiencing?
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Why not an 1.4 version? :|
Because 2.0 is still development!
is there any other way i can further improve the graphics in addition to cinematic mod? e.g an enb of some sort?
Hey there, I have something of a strange bug to report: The gluon gun is entirely unusable. It won't accept EgonUranium ammo, as if its maximum ammo capacity is at zero, and thus cannot be armed nor fired. Tinkering with skill.cfg to "add ammo" into the gun has sadly met with failure.
The second issue is, while the gluon gun does have a model, it strangely lacks proper textures. This is especially puzzling, as I'm not using any mods for the gluon gun, and I can clearly see your screenshot with a functional model.
I hope you can help resolve these issues soon, these are rather odd bugs that don't appear to be the norm. Thank you for your time.
Edit: So, skill.cfg is, in fact, the issue at play here; while I don't know if this here unofficial patch includes the necessary skill.cfg file to give ammo and damage, the Realistic Difficulty mod's skill.cfg *definitely* does not. When Egon isn't listed in skill config files, it effectively has no stats at all, while still being registered as an entity in the game's console. Thus, for anyone with custom difficulty configs, you have to add gluon gun's stats manually into the file, using "egon" as the keyword (e.g. sk_plr_dmg_egon_wide "damage number here" and sk_max_egon "255"), and repeat the process for all MMOD "games" with custom skill config files.
As for texture bug, I'm still hunting. It could be some peripheral mod that lists texture pathing for all weapons simultaneously that, like skill, isn't listing egon? Experimentation continues.
good stuff man
Episode Two doesn't work for me. Looks like Valve just destroyed game engine for modding again.
There's an issue of this working in everything, except main game HL2, the Gluon is also still the AR2, yet everything that seems to work and affect the episodes and LC, doesn't work with main-Hl2. Any recommendations?
Every episode every mod that's supported by you is working a couple of RTSL maps with texture issues but most work perfect, thank you, brother.
Be careful over there, just know in your heart what is right. Peace.
Hi, this doesn't work. I followed every step, including putting the mods into sourcemods folder inside the client installation on C: (I have games on another HD though), everything should be fine, but I cannot find any mod on the steam library. Any suggestions?
Hey, this is a great fix pack, I was very happy to have the Music in CM fixed up!
Regarding CM I was wondering if you know anything about the post-processing effects. In HalfLife 2 especially (less of an issue in the episodes) It seems that MMOD is lacking the god rays and lens flares and a few effects that cause the maps to not really look "as intended" for CM. The god rays specifically are really missed, the skies look dull and grey, etc. Any chance of a patch or a way I can fix it myself?? or am I doing something wrong?
CM used a crude method which was just using ReShade/ENB for adding Screen-space God Rays and Ambient Occlusion. You can still use them with CM I believe with just a manual install.
Are these fixes and enhancements compatible with Project HL2?
Should be as that mod only reanimates the viewmodels.
Ehm, everything works fine but for some reason the tau cannon and ar3 are entirely unusable for me, i try picking them up from the manual turret and the car but it just doesn't do anything and the symbol of full ammo appears (the one that appears on screen after trying to pick off ammo for a weapon you already have full ammo for, altough i can put the tau cannon back in the car, i have no clue why this happens i installed mmod in sourcemods and even attempted to reinstall it, i even verified hl2's files just in case
Conflict with some weapon mod in Custom folder perhaps?
I see that you have used my Cinematic Mod Chapter Icons and Menu Backgrounds for this fix pack. It's nice to see someone using my work for a UI fix pack. The only problem I have is that for Half-Life 2 Cinematic Mod only, the .vmts for the menu backgrounds in widescreen were set to the standard 4:3 version instead of the widescreen version. You may have to fix that (and also I recently updated my Cinematic Mod chapter icons). Overall, good work.
Hi I found bug in the win Anticitizen One there is a big yellow trigger wall (box) showing where D0g throws the APC at the Combine.when I remove this mod it goes away, when I put it back it comes back up.