ESHQ is a mod for Half-Life with its own storyline (not from Half-Life universe). Unknown government spy must steal secret files from the building called “Evil scientists headquarters”. But his job gonna be a bit more difficult and long in time and space...

ESHQ is an abbreviation that means “Evil scientists headquarters”. This is the name for fake experimental center, used for distraction from the real infrastructure objects:

  • “Bernier city experimental complex”. It exists independently from city administration and other city buildings. Base consists of 5 separated bases and other buildings connected by subsurface transport system.
  • “Base 1”. Object works at aqua biology and same technologies. It has an underwater “garden”. Base is connected to the generic railway.
  • “Base 2”. Object worked with surface fauna. It had an own warehouse complex, connected to generic railway. Base has been closed and sealed after unsuccessful experiment.
  • “Base 3”. It works at weather control. Object has been placed into the Bernier Mountain. It uses its own transport railways, connected to generic railway and teleports system. Weather control facility was developed with constructive mistakes. Probably, it is the real headquarters of the entire complex.
  • “Base 4”. Object works with reality imitation technologies. It has its own missile arsenal and rocket bunker (probably, left by old “Base 5”). Base is connected to generic railway and teleport system.
  • “Base 5”. Object works with weapons. It’s about 100 km from the city. Base has its own tectonic laboratory and surgery complex. It is connected to generic surface railway.
  • “Bernier city secret transport system”. It is the complex of railway and teleport hubs and tunnels. Object uses teleportation core and its own reactor complex.

This organization has an antagonist – the “Sampi research complex”. Probably, the ESHQ was the part of Sampi, but it hasn’t been confirmed. It consists of 3 separated sectors and the headquarters:

  • “Onground and subsurface Sampi station”. It includes, basically, living and storage areas, test sites, etc.
  • “Deepcave Sampi station”. It performs forbidden biological and radiological experiments, teleportation tests, “living without sun” psychological researches.
  • “Sampi space station”. It is the large complex of space-station-like blocks (“columns”) used for “long staying in space” tests. Station has its own very powerful reactor complex, life supporting system, labs complex, etc.
  • “Sampi headquarters”. It is the especial building placed in Border world. This complex uses antigravitational materials and heavy-duty constructions. It has its own teleportation and gravity cores, underground city, etc.

Initially all of this didn’t concern the protagonist in any way. But fate is unpredictable. And now he need to go through all of this elements of evil...


Contacts

Follow us on Telegram (in English now), Instagram and YouTube. View our other projects on GitHub. And don't miss the latest updates!


Versions support

Support of all versions older than 11.0 has been stopped on September 1st, 2021


Known issues

We know about some troubles with our mod. F.e.:

  • Mod has the same issues as used version of engine (mainly, incorrect processing of collision bounds of pushables and doors);
  • Lack of character's disclosure elements. He must be not like in other mods where you just shoot everyone!
  • It is possible to add characters from other “canon” modifications (at least - gonomes);
  • It is possible to add additional episodes of meeting with the first antagonist;
  • It is possible to create a video in the “mind of” style for the main character.

You are free to send bug reports, wishes and recommendations to us

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RSS Articles

Deployment sequence (safe variant)

1. Download the DPModule. This tool allows you to download all needed packages and updates for all our mods, including this one. According to Applications development policy (ADP), DPModule is payments-free, ads-free, hidden-functionality-free and completely safe to use.

2. Start DPModule. Confirm your acquaintance with ADP if needed.

3.1. If you haven’t installed mod before or have version older than 10.0, download ESHQ main package from the list of projects. Otherwise, skip this step.

Actual setup assembly version: 11.4
Actual setup assembly PCC: 119C76B57B1685B8

3.2. If you already have (or will have after previous steps) mod version 11.0 or newer, download ESHQ update package.

Actual update package version: 11.6j

Actual update package PCC: 08BF80BB5BD591D4


3.3. Also you now can download localization packages for the mod (the mod is in English by default).

Actual localization package version: 10

Actual EN package PCC: 001D64C5FA97C181
Actual RU package PCC: 001D0D4F26736883


4. Press Next button to perform installation steps in suggested order.

WARNING! It is strongly recommended to preserve offered installation path and to use empty directory for it. Don't install this mod into Steam location or any other mods' placements. This mod is stand-alone!


Deployment sequence (default variant)

Download this mod archive, extract it into empty directory and start hl.exe. In this case you must be able to manually check mod updates and installation integrity. Only the archive linked here is the original one!

WARNING! Do not overwrite any other mod’s files or Steam installation - this is a stand-alone mod! Also, this variant cannot protect your save files from becoming incompatible with the version of update!


Quick fixes (for safe variant)

If you meet some troubles during installation or playing (like “xash.dll not found” or “one or more files are unavailable”), please, check next points first:

  • Unblock downloaded DPModule.exe: right-click on it -> Properties -> Unlock;
  • Check that your “Program files” directory is writable (actual especially for Win10);
  • Run DPModule with administrator's rights (typically, it's unnecessary, but may be useful).

If these steps aren’t enough to fix your problem, please, let us know about it


Special notes

  1. You needn’t to sequentially install all set of updates. Just use actual package that is linked here (f.e., to update from v 10.0, 10.1 or 10.2 to v 10.3 you need only update package v 10.3). But remember that transitions between major versions (f.e., from 10.x to 11.0) need special update packages.
  2. If you want to remove the mod, use ESHQ.dpd script placed in mod’s directory.
  3. If you have “path not found” error during installation, launch application and use tray icon's context menu to specify correct mod's installation directory (f.e., C:\Program files\ESHQ). Also you can use tray menu to change interface language of deployment utility (if needed).
  4. If you’re using DPModule on Windows XP or Windows 7, you will probably need to install Microsoft’s DotNetFX40 first. Newer Windows versions often contain this version of .NET Framework by default.
  5. Please, don’t try to play mod with non-original engine assemblies. Our engine adaptation has specific features and entities; mod will not work properly without them.
  6. It is highly recommended that you use the versions presented on this page. Other packages and archives may be out of date or may be not properly tested and assembled. We cannot be responsible for their functionality!

Actual updates log


Version 11.7 (preparing) - Current improvements and updates

Changes:
- Map 42: some placement adjustments on the top of the reactor's core


Version 11.6j - Final updates and fixes for the current cycle

Changes:
- All maps got extra autosave triggers;
- Some other fixes and improvements applied to maps


Version 11.6 - Complete review based on recommendations of our colleagues

Changes based on the walkthrough performed by Simone Schembri:
- Map eshq21: behavior of the silo’s gate has been simplified;
- Map eshq30: added extra tips;
- Map eshq32: added tip about returning from the garbage shaft;
- Map eshq39: doors in the refugees' camp are now more visible;
- Map eshq46: the way behind pipes is now more visible;
- Map eshq46: added the “dead end” trigger under the hangar’s roof;
- Map eshq50: the way to the jail is now more visible.

Changes based on Levi750496's recommendations (the last part):
- Map eshq58: weapon placement in the flooded tunnel is more visible now;
- Map eshq59: map has been rebalanced.

Other changes:
- Map eshq19: water tube has been properly detailed;
- Map eshq23: removed the laser trap;
- Map eshq56: rails are now more “smooth”;
- Map eshq65: rotors area now works properly;
- Engine: squeaks now die faster and make less noise;
- Maps 1 - 19 got extra autosave triggers (thanks to Qwertyus)


Older updates log you can find here

Voice acting is still in progress

Voice acting is still in progress

News

As you remember, we're now working on new voice acting for ESHQ. And we invite everyone who wants to be a part of its story to do this together!

Complete walkthrough for ESHQ mod

Complete walkthrough for ESHQ mod

News

Unexpected but good news came from the user DarkShift. He is a fan of Half-Life and has extensive experience in recording video walkthroughs for mods...

One more walkthrough for ESHQ

One more walkthrough for ESHQ

News

This walkthrough has been done by Simone Schembri. It provides the completely new look for mod's locations and events...

ESHQ can be started not only from the beginning

ESHQ can be started not only from the beginning

News

Player can start the mod from maps described in this article. These maps contain correct entrances for the generic mod’s plot...

RSS Files
ESHQ update to v 11.6j

ESHQ update to v 11.6j

Patch

Final fixes and improvements for the current update cycle

ESHQ 11.6j (archive)

ESHQ 11.6j (archive)

Full Version

Complete mod assembly with the latest fixes and improvements from the current update cycle

Changes log

Changes log

Other

This file contains descriptions for all changes applied to our mod ever

Russian localization for ESHQ

Russian localization for ESHQ

Patch 5 comments

Russian localization package for ESHQ mod | Пакет русской локализации для мода ESHQ

English localization for ESHQ

English localization for ESHQ

Patch

English localization package for ESHQ mod (for recover purposes)

ESHQ 11.4

ESHQ 11.4

Full Version

Complete deployment package for ESHQ mod version 11.4

Comments  (0 - 10 of 293)
PsyWarVeteran
PsyWarVeteran

Does this mod works with Xash only?

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RD_AAOW_FDL Creator
RD_AAOW_FDL

Hi!

More than this - it works only with its own engine's adaptation. Because of this (https://github.com/adslbarxatov/xash3d-for-ESHQ#main-changes) list of features and requirements

Reply Good karma+1 vote
Rainbowdash98
Rainbowdash98

Hey man can you reduced 9mmAR spread is to
big for medium and long range.

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RD_AAOW_FDL Creator
RD_AAOW_FDL

Hi!

Ok, will be done in the next update

Reply Good karma+1 vote
Qwertyus
Qwertyus

По поводу исправлений. Одна из неприятных "особенностей" мода - это непродуманное "поведение" дверей. Практически всегда дверь открывается навстречу игроку, да ещё и толкает его при этом с силой назад, частенько прижимая игрока к стене рядом, если дверь расположена в конце коридора. Количество настроенных таким образом дверей в игре просто огромно. Даже с точки зрения логики дверь не должна с силой отталкивать игрока, если в этом нет крайней нужды. Скорее, она должна захлопываться назад, если игрок ей мешает открыться. А в первую очередь лучше всего делать так, чтобы дверь открывалась от игрока, а не навстречу ему, что также вполне возможно сделать.

Ещё в игре местами используются модели машин, которые непропорционально маленькие относительно игрока (типа simplecar.mdl). Просто смотришь на них и понимаешь, что игрок при всём желании внутри не уместился бы. Там где-то раза в 1,5 нужно точно увеличивать размер модели, чтобы она смотрелась реалистично.

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RD_AAOW_FDL Creator
RD_AAOW_FDL

Доброго времени суток! Благодарим за подробное описание проблемы.

Мы стараемся постепенно избавляться от таких дверей. Но в некоторых случаях это неизбежно, поскольку там, где мы их оставили, они логически не могут (пока) открываться в обратную сторону (например, на дорогу или в тоннель).

Кроме того, есть случаи, когда обратный угол даёт неприятные последствия в виде застревания игрока в каком-нибудь углу или перекрытия пути. Которые нам пока не удалось исправить другими методами. Впрочем, полагаем, что решение всё же найдётся. Потому что это действительно неудобно.

"Давление" со стороны таких дверей прописано в движке. И пока победить этот участок кода нам не удалось. Как и некоторые другие проблемы, присущие дверям в HL-1 в целом.

Что касается этой и некоторых моделей - согласны. Когда-то давно мы обращали на это внимание. Но этот момент показался нам несколько субъективным, и мы не стали предпринимать активных действий в данном направлении. Видимо, пришло время заняться этим вопросом. Спасибо!

Reply Good karma+1 vote
DarkShift
DarkShift

A new playthrough (not 100% complete) from another YouTuber if you are interested, far more polished and well-done than my blind "trial and error" playthrough :D

Reply Good karma Bad karma+2 votes
RD_AAOW_FDL Creator
RD_AAOW_FDL

Hi!

Wow, he operates like a gamer with huge experience. Also he had modified the original assembly using default sound pack and custom models. But it seems to work properly.

This version is somewhere between 11.1 and 11.5. So, it is very fresh walkthrough. Thank you for this recommendation! We'll use it to fix possible bugs and difficulties

Reply Good karma+2 votes
orangeboi31638115952
orangeboi31638115952

hi!, im trying to download the english translation for this mod from dpmodule but it keeps saying the .dp0 file is missing or broken despite having downloaded it multiple times

Reply Good karma Bad karma+1 vote
RD_AAOW_FDL Creator
RD_AAOW_FDL

Hi!

Sorry for this inconvenience. The issue has been fixed. Start DPModule again, press 'Clear cache' button and try again

P. S. The mod has English localization by default. Maybe, you don't need to deploy this package

Reply Good karma+1 vote
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