Barotrauma

Barotrauma

Half-Life Combine Module Pack
289 Comments
Pepsi-Cola 23 May @ 4:55pm 
Can you please add resistance grafitti as deco? :cattiva:
Пулемётчики 13 May @ 5:54pm 
When I bought a combine cannon, the cheapest, and after the test I realised that I need their fabrikotor, and since there is no such thing even if there are outposts with combines (there are people there, not combines, and they are the same ordinary outposts) then when I realised the combine cannon for any other cannon, the ammunition loader did not change, but remained the same as it was from the combine cannon. Therefore - this addon broke the submarine
Пулемётчики 10 May @ 3:04am 
You haven't abandoned your work in the workshop yet?
Пулемётчики 10 May @ 3:02am 
Perhaps the same problem, decided the other day to download again your addon already in the active campaign (not from the beginning) and found that occasionally even in the first location appear outposts combines, but the point is that there are people and it looks like a normal classic outpost. What to do with it?
SloppyTrainyard  [author] 9 May @ 3:27am 
known bug, something to do with game's procedural generation, i haven't found the fix yet
@SloppyTrainyard the outposts are fun, but I'm not having any merchants spawn!
SQL --> i5
Herbert 26 Feb @ 12:13pm 
Half life mod = respect
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
MegaPro1921 11 Dec, 2024 @ 2:31pm 
Since the checkpoints allow you to progress to the next biome. If the Combine base replaces it. Theres no way you can gain access to the next biome
SloppyTrainyard  [author] 11 Dec, 2024 @ 2:14pm 
how exactly does it prevent the progression?
MegaPro1921 11 Dec, 2024 @ 8:54am 
Could ya make it so the combine cant replace Checkpoint stations? I encountered this once and It prevented me from progressing further into the campaign
spooky evil skeleton Shopkeeper 20 Oct, 2024 @ 9:59pm 
hay uh i dont think he's responding
Andyyy 2 Sep, 2024 @ 1:34pm 
Could also add a USP with 14 shots and slightly less damage (75% damage of the vanilla revolver) other than that this mod is great, and yes I mean it
Andyyy 2 Sep, 2024 @ 1:33pm 
I recently started a campaign with my friend and this mod, the combine units don't attack you if you steal from their outpost. There could also be added the MP7 SMG from HL2 (used by Civil protection) and make it fire a bit faster than the SMG from the game and have it more accurate
Andyyy 2 Sep, 2024 @ 1:30pm 
I also have noticed that the pulse weaponry just burns, it should do a tiny little bit more damage to be good, since the AR2 (overwatch pulse rifle I think) has kinda high Time to kill, also the heavy shotgun is weaker than a vanilla shotgun
Andyyy 2 Sep, 2024 @ 1:29pm 
also an idea: You could add the HL2 soldier and Dagger armor and helmets to it, would look fantastic
Andyyy 2 Sep, 2024 @ 1:28pm 
you could do that with the combine personal radio unit so while you have it, it could do the overwatch announcement of someone dying and there could be 2-3 or 4 audios to it
Andyyy 2 Sep, 2024 @ 1:27pm 
Or you could try to add a morph or the appearance for a male and female combine which could have death audios also Europa Waifu has some different audios for when they're uncon or death audio, also someone made it possible to make a death audio with a diving suit on, like you die with it on you and you do a death grunt
Andyyy 2 Sep, 2024 @ 1:26pm 
Or like Job Specific, like where if I have the Overwatch role (civil protection) and I die I make the biosignal loss audio also somehow I didn't hear CombineHuman death audio
SloppyTrainyard  [author] 2 Sep, 2024 @ 7:54am 
i think the basic "human" character type features are hardcoded in the backend, i made CombineHuman have custom sounds, but regular Humans i don't think i can change in any way
Andyyy 2 Sep, 2024 @ 3:09am 
Could be really funny and alert other people that someone died
Andyyy 2 Sep, 2024 @ 3:09am 
I have a question, can you make it so that people with the genes or while wearing the combine clothes like the civil protection morph would have a different death audio? Like the iconic "Uagh! *Loud wail* Lost biosignal from protection team unit" Or "Agh! *Loud wail* Unit deserviced, remaining units contain" Or just the death sound, the wail and then "Unit down"....
LittleBdeng 27 Jul, 2024 @ 6:57pm 
nice mod
SloppyTrainyard  [author] 24 Jul, 2024 @ 6:51am 
no
Rebel 23 Jul, 2024 @ 1:22pm 
Can you update it to work with Dynamic Europa Mod ?
Rebel 22 Jul, 2024 @ 2:21pm 
Great mod and faction !
SToolypid 11 Jul, 2024 @ 11:33pm 
love it
slude 26 Jun, 2024 @ 7:35pm 
this is really well done, nice
Perfect Cell 23 May, 2024 @ 5:52pm 
they let you have a custom faction control an outpost now it MIGHT be time to update...
SloppyTrainyard  [author] 10 May, 2024 @ 7:11am 
it has it's own clips, they should spawn in combine containers, as well as being sold at combine outpost stations
Broadsword 8 May, 2024 @ 12:58pm 
What does the Combine enforcer Machine gun use for ammo? pulse clips dont work
Monolithmilitary 30 Apr, 2024 @ 9:45pm 
I did just that, now I'll write the ID!
SloppyTrainyard  [author] 30 Apr, 2024 @ 9:41pm 
look through the files i guess?
Monolithmilitary 30 Apr, 2024 @ 2:00am 
How to find out item IDs?
SloppyTrainyard  [author] 13 Apr, 2024 @ 9:54am 
None of the issues you described i could replicate, Pulse Pistol has been long reverted back to an SMG, which gives me an impression you might not update the mod for a while
Wiagsect 31 Mar, 2024 @ 5:27pm 
Health vials in auto injectors make you immortal, guns sound bad/have problems such as it keeps "firing" after the ammo runs out, but with no damage, or just general imbalances (Aka Pulse Pistol and the Machine Gun). I would LOVE for a update to fix this mod as I love the concept, but it is in dire need of some reworks and bug patches.
< Masterless > 29 Feb, 2024 @ 4:53am 
This could be technically considered—through the scope of canon lore—as 'off-world relocation' as it isn't implied to be specifically anywhere. In a weird way, the Europa Coalition could've easily been the reaching arm of the Combine trying to expand into the waters of Europa.

All of this gives the mod a lot of believability, and I love it.
whats 8 Feb, 2024 @ 8:50pm 
i love you sloppytrainyard
Atlas 28 Jan, 2024 @ 12:55pm 
thank you for your service
Kara Vaki 11 Jan, 2024 @ 2:01am 
Thanks