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Rapportera problem med översättningen
You can see what HL mods have been set up for the in-game mod system by going to the CurseForge website.
When enough of the mods you want have transitioned there by checking the website, then consider the update. Until the mods you want have made it to CurseForge, stick with the previous version of the game.
The in-game mod interface is Bethseda-level clunky, and the process isn't explained well. Modded saves will always be in four separate save slots accessed through Play Mods menus.
Installed mods have to be enabled/disabled per modded save slots and applied to the game from the menu. A mod cannot be uninstalled if it is enabled for any save slot. All new modded saves start with all mods disabled.
Unmodded saves can be copied into a modded slot (or a new character can be started).
Modded saves cannot be moved to the main menu without a lot of extra footwork to remove mods and any extra modded content in the save. Copying any content that isn't in the base game back into the main menu saves is risking a "bricked" load of the base game where it will either get stuck at or after the shader cache screen. Removing/restoring the errant save might fix the issue but the final state of the last main menu save before exiting will try to load immediately as a separate SAV file just for the main menu.
(I used a CurseForge Character Editor mod [a direct copy of the Nexus mod] to change the wand because I somehow didn't set the wand I wanted and finally had enough of a student running around with an Elder Wand copy. After editing the wand and disabling and uninstalling the mod, I externally copied the modded save file onto one of the original autosaves and loaded that save from the main menu character slot. It worked, but all I did was change the wand and uninstall the mod once that was done. No extra content was added during the modding. I have a new save with oodles of mods, and it's working fine from the mod menus, but the main menu maintains the state of the last unmodded save.)
E: CurseForge is having a contest of HL modding. Maybe, that'll encourage more mods that are worthy.
I have a few old mods from Nexus that wont get an update cause the authors left, and those are mods I can't play without. So unless they add something truly amazing to the game, we're rolling with the 2024 version of it. I could update them myself, of course., but it's just one game and I'm honestly fine playing the current version. I'm not super hyped with the game. It gets a bit tedious after a while chasing collectables, and the story isn't something groundbreaking. It's more of a way to scratch an itch of wanting to be a wizard at Hogwarts myself.
Hopefully for HL2 they begin launch with a mod portal right away and/or support Nexus mods by simply ignoring that people wanna use it.
The fact that CurseForge is having a contest with monetized prizes suggests to me that WB Games is doing something with Epic who does business with Overwolf (the current owner of CurseForge—Epic might be an investor, but Intel, Ubisoft, and Samsung are known investors).
Wheelings and dealings behind closed boardroom doors: It's pretty much how games are made once games reach a certain echelon in the ecosystem.
To do this, you must use WB's account web page. However the new eula states they will be recording and keystroke logging your interactions on this page. It is a separate popup to enter your Steam password, but unclear if its in a protected iframe or are they indeed capturing your password keystrokes, as you are still in the WB main web page and you gave them permission to record the session.
Still would be best to change your Steam account password after you link accounts with WB and CurseForge.
I'm gonna put the Denuvo issue to bed. That ship sunk for them on release day one. It was already removed by those who fight the powers that be. People had the option to patch it out if they wanted to. That is also why we had pirated versions of the game circulating around the internet on release day one. The only thing Denuvo prevents is those of us using a full on legal copy of the game from having a truly single player offline game. At this stage of the game they just look goofy leaving it in. lol It literally just is a waste of coding space as far as this game is concerned mates. lol
Does it suck that these mods will no longer work? Sure. But no one should have been shocked about this and its not like they didn't warn us a long time ago that they were going to be adding in their own modding system. Anyone who continued to work on Nexus mods at that point should have known that they were not going to work forever.
Here are games that offer Steam workshop mods and still allow Nexus and other sites. I know, not the same thing, but almost cause Steam workshop mods can be locked so you have to own access to the game to use them.
- Space Engineers, Project Zomboid, Prison Architect, Poly Bridge, Poly Bridge 2, Half Life 2, Ground Branch, Door Kickers 2, Company of Heroes (most games if not all), American Truck Simulator, European Truck Simulator, Arma (most games if not all), Counter Strike, Dying Light, Final Fantasy, Hatred, Left 4 Dead 2, Police Simulator: Patrol Officers, Rocket League, Settlement Survival, Teardown, Terraria, Transport Fever 2, We Happy Few and so on and on.
Yes I did just go through my Steam library and as you can see, HL is very exclusive on gatekeeping mods. It's not like HL is a game that a ton of people play every single day. Meanwhile Space Engineers, Project Zomboid, Counter Strike, Rocket League, Terraria and Door Kickers 2 still have a willing community. Half Life 2 is being woken up out of it's sleep by updates meant to prepare the game for the RTX mod which is making worldwide news.
Edit: Grammar correction.
Or fix the sutters and lag that keep happening in the game, even if you have the latest and greatest tech.
Edit: Something that Nexus mods fixed actually so you can play the game without stutters.