Half-Life 2
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SMOD REDUX FINAL V2.0.1 | Installation / Full Mod Guide [2024]
От Dissy EX
Greetings! This guide will show you how to install SMOD REDUX FINAL 2.0/2.0.1, as well as detail a majority of the content in the mod. Such as the new NPCs, the new weapon arsenal, and much more! This mod was created by OneManShow and is built upon SMOD40aq, created by "The Author"

If you'd like to check out a guide covering the REDUX version before this one, check it out here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1872188926

If you'd like a guide on how to install SMOD OUTBREAK, a zombie focused version of SMOD, check it out here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1867939989
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1. Introduction / Feature Summary


SMOD Redux Final is an overhaul mod for Half-Life 2 based on the original SMOD40a, created by the Author. SMOD Redux Final modifies the HL2 campaign to include revamped enemy encounters, new enemies, various new firearms, new game-play features and much more. SMOD Redux Final was created by OneManShow.

A feature list taken directly from the forum post:
  • 18 custom weapons, all carefully picked for fun factor, balance, and looks. From old Redux standbys like the OICW, Garand Rifle, and Spike Grenade to new weapons like the Shredder, and the Firework Grenade.

  • SMOD Menu System 3: A easy to use in-game menu for SMOD's settings. No messing with clumsy presets. Mix and match settings to how you want your SMOD. The mod's configs have been crafted in a way that leaves autoexec.cfg completely to you for your custom settings.

  • Battle Maps: A revamped survival mode with 10 maps converted from Half-Life 2: Survivor. Survive for 7 minutes against a endless wave of increasingly difficult enemies. Earn money and get special rewards by killing enemies.

  • The Bullsquid, Zombine, and Zombie2 return, along with the new Combine Commando: A faster soldier with a unique melee attack.

  • HL2 Survivor's Gordon Freeman model as player model, as well as unique models added for the Combine Ace, Killer Scanner, and Zombie2.

  • Revamped HL2 maps based on the Ultimate Campaign addon with a number of fixes and tweaks for better pacing, as well as new content.

  • Graphics Improvements: Tweaked bullet time effects, world models that are more consistent with the view meshes, which have a number of fixes themselves. HEV Suit is now consistent across the player, kick mesh, and prop. New menu backgrounds.

  • Sound Changes: SMOD's player dialogue feature now has a use in the form of the HL1 VOX announcer, New Bullet Time sounds, music, various sound fixes.

  • Ease of use/quality of life changes: Default key bindings for SMOD's new features, HUD hints for SMOD features added into the HL2 campaign.

  • Retro 2006 style: No phong shaders, no episodic models.
To quote OMS, "Redux Final was rebuilt from scratch using SMOD Standalone to bring you the most solid version of Redux ever that expands upon the original SMOD's content and game-play. Many custom models were replaced with ones edited from Valve's own games and HL2 Survivor to make this version a bit more than just a GameBanana compilation mod."
2. SMOD Standalone & SMOD REDUX Final Installation
Before we begin, please understand that this mod requires
- Half-Life 2
- Source SDK Base 2006 (This is in your Tools tab in the library!)

  • Install these two and make sure to run them at-least once!
  • Make sure you have Half-Life 2 and Source SDK 2006 Base installed onto the same drive as your sourcemods folder! Otherwise the Standalone install will not complete correctly and Standalone nor Redux will not work properly!
  • Half-Life 2 needs to use the "steam_legacy" beta branch. To enable it, select the beta branch via the game's properties under the Betas tab!

In comparison to older versions of SMOD Redux/other SMODs, this is very easy to install. We are first going to install SMOD Standalone. It makes SMOD standalone and Steam non-dependent, that is of course for playing. Or more precisely, the automated installer extracts .vpk archives from Source SDK Base 2006 and moves extracted files to a separate location, to provide independent, yet legal, source of Half-Life 2 files that will survive any Steam or Source Update.

Installing SMOD Standalone
1. First, you'll want to download SMOD Standalone from here:
https://mega.co.nz/#!Pd110AbI!R-Zyp0skbmJye5rk3h5gq01C4kReVbzHafbjLkiMNxE

Once its downloaded, navigate to your "steamapps" folder. You should see a folder called "sourcemods". If the folder isn't there, create a new folder and call it "sourcemods".
(C:\Program Files\Steam\steamapps\sourcemods)



2. Once you are inside the "sourcemods" folder, drop the installer inside and run it as an administrator. Follow the instructions in the installer. I recommend that you have it create a desktop shortcut.





3. Once the installation is complete, you should see a folder called "Smod Standalone" in your "sourcemods" folder. You can remove the installer application now.



After installing SMOD Standalone, I recommend you install the new experimental launcher by the same author. It supports launch parameters and fixes some issues that are present in the old/current one. Download it from here:
https://github.com/Pepsifan04/Smod-Stdl-Launcher/releases

Once downloaded, just drop it in your Smod Standalone install folder.
(Steam\steamapps\sourcemods\SMOD Standalone)



If for whatever reason your installation fails/messes up, please refer to this post on the BSNOOCH forum that should help you troubleshoot your issues.
https://web.archive.org/web/20230811173543/http://bsnooch.com/forums/index.php?topic=1360.msg8292#msg8292

If you are still having issues then watch this video tutorial on how to install SMOD Standalone.

Installing SMOD REDUX Final
1. With SMOD Standalone installed, we can now install the mod in question. Download it from here:
/http://mega.nz/file/GcFlxAoI#VPp58yULy6ZalRdP3RQC-7eV7gJVlv1pzE4B_ohKZjE
[remove the first slash on the MEGA link]

Once its downloaded, open the .zip file and you should see a folder named "SMODRedux_FINAL"



2. Navigate to your newly installed "Smod Standalone" folder. Open it. You should see a folder named "mods" inside as well as some other folders. Extract the "SMODRedux_FINAL" folder (NOT the contents of said folder) into the "mods" folder.



3. If installed properly, once you launch the Smod Standalone launcher, the launcher menu should list "SMODRedux_Final or SMOD REDUX - Final." Now you can play!


NOTE: If for whatever reason you don't want to use Smod Standalone/you can't get it to work you can also use the steammod version of the mod. You can download it from here: https://mega.nz/file/aYEFhIob#rE5T7BrnqYcR9NXzzdlH0YEISCCqQSgOWEx31p6_bFw

To install it, simply extract the contents of the zip archive into your "sourcemods" folder. If you do have any issues with this then I recommend you try it with Smod Standalone instead.
3. SMOD Menu System / Useful Console Commands




Before getting started, you should check out the options to bind some of the new SMOD related keys. This section will cover some aspects of the new and improved SMOD menu system. I will not be going into detail on every single option here as they are fairly self explanatory.

The menu system in Redux Final is a massive improvement over the menu system featured in Redux V8 and allows much more customization without having to fight with .cfg files and messy presets.

The menu system allows you to fine tune your experience across the board. Giving you freedom to craft your own little SMOD experience.

Combine Shield Usage/enemies_useshield





This option/console variable allows Combine Soldiers, Combine Elites, Combine Commandos, and Metrocops to spawn with various protective shields. Combine Soldiers can spawn with a full shield helmet. Combine Elites & Combine Commandos can spawn with full shield helmets & a riot shield. Metrocops can have a face shield & left and right arm shield. These shields block full bullet damage, block thrown props, and in the case of the Combine Elite & Combine Commando, can even push large props out of the way. These shields can be destroyed. In the menu, you can adjust how often these shield wearing units may appear. Shield health was adjusted & randomized health values were removed in SMOD Redux Final.

Random Combine Have 4x to 8x More Health/enemies_strong_gappoi





This option/console variable allows one soldier or metrocop in every few to be enhanced. These super-soldiers will have four or eight times the normal amount of health, will randomly patrol around their post, and have a uniquely colored uniform of dark red (4x health) or dark blue (8x). Otherwise they function the same. They can also wield shields if shield usage is enabled.

Useful Console Commands
Here is a list of useful console commands. Some of these are in the SMOD menu, so you can mess with them there if you prefer.
disable_autosave - Disables or enables map based auto-saving. Keeping auto-saves disabled will decrease the risk of crashing, it is advised to keep this enabled. viewmodel_fov - Allows you to change the fov on your viewmodel. fov - Changes the fov, 90 is preferred. *physlaunch_dissolveentity - Disables or enables the Stuff/Physics Launcher from dissolving entities/objects that are copied with the alt-fire. *Useful for mapadd creation. *See section five for more information on mapadd creation. zombie_headcrabless - Causes mostly all Headcrab Zombies to lose their Headcrab. Strangely enough, these Headcrabless zombies can be found placed in mapadds. They seem to move faster compared to their normal counterpart. This doesn't seem to happen with this variable enabled however. npc_citizen_explosive_resist - When enabled and a companion is killed by an explosive, the rest of the squad's NPCs will temporarily gain a 50% resistance to explosive damage. gore_gib_quantity_of_calorie - Controls how much HP you gain from eating a gib, by default this is set to one. The max value of this command is 64. giveall - Gives you one of each weapon type. Fun for messing around or testing. sv_infinite_aux_power - Enables infinite aux power, allowing you to use anything that requires AUX power without needing to let it recharge. Fun for messing around or testing. weapon_infinityammo - Ammo never decreases, weapons never need reloaded. Fun for messing around or testing. smod_gamemode - Enables or disables Headcrabs that may spawn from item crates, item crates spawn coins/power pills which can be used at health/HEV recharge stations. Recharge stations are infinite. Medkits are removed. painkiller - Enables or disables mini item crates & coin/power pill drops from killed enemies. Best used in tandem with smod_gamemode. kick_gappoiball - Kicking multiple times generates a Combine ball. smod_player_superjump - Enables the super jump (duck+jump). The player must be going over a certain speed for it to work. smod_player_superjump_speed - Speed required for the super jump. Can be changed. smod_player_superjump_scale - Sets the height multiplier. smod_player_superjump_damagecancel - Ignore fall damage from the super jump.

More console commands/variables can be found here if you are curious:
http://www.bsnooch.com/games/_smod/gifts/cvars.htm
4. Basic SMOD Gameplay Features
This section will cover the primary game-play features in SMOD. A majority of these originate from SMOD40aq and have seen some slight adjustments in Redux Final. Redux Final also adds some features.

Bullet Time





Similar to the Slow-Motion features seen in games like Max Payne and F.E.A.R. Bullet Time puts the game world into slow motion. Unlike other bullet time mods for source before SMOD, even bullets are affected and can be seen and dodged. Bullet Time drains the HEV auxiliary power at a fast rate. Using bullet time with the quick kick on props or enemy corpses can result in a ton of stored momentum, causing the object in question to be sent flying once you exit it. Typically bullet time is best used in a large scale firefight when the player needs to move to a new position without getting peppered to death.

Quick Kick





A melee attack inspired by a similar move in the game Duke Nukem 3D. The move is fully integrated into the physics engine, so if the player kicks an object, it will be sent flying. The kick's damage varies depending on the inertia of the player so a sprinting, jumping kick will deal heavy damage while a motionless kick will do only the base damage. It's also possible to pick up objects like barrels and kick them at enemies. The player can reliably spam this attack to deal with injured enemies or weaker enemies such as Headcrabs. If the player spams the kick fast enough, they can create a Combine Energy Ball and send it flying. The player can also kick grenades out of the air with good enough timing.

Ironsights





SMOD adds the ability to look down the sights of some weapons much like in the Call Of Duty games. In some cases this increases the accuracy of the player's weapon. In normal game-play this can be useful depending on the situation and weapon type. It is usually beneficial to use Ironsights to help mitigate recoil on some weapons. Ironsights are most useful when playing with the Red Orchestra styled free aim enabled, as they allow the player to get some more pinpoint accuracy.

Leaning





Leaning allows the player to see enemies around a corner without being seen in the process. Enemies will not see the player leaning out. Depending on the player's settings they may or may not be able to shoot while leaning. Being able to shoot while leaning is very useful, due to the fact that the enemy cannot see the player. This allows the player to kill them with little to no resistance. Being able to fire from cover can be toggled via the SMOD Menu.

Night Vision





Night Vision greatly amplifies the light seen and can blind the player's screen if there is enough around. However the effect is almost useless if there is no light to amplify. It drains HEV aux power at the same rate as the flashlight. Night Vision isn't very useful usually, but it isn't useless. Just very situational.

Drop Weapon





This allows the player to drop the weapon they are holding. Unless they have one of the weapon limit settings on this has little use aside from getting rid of excess weapons they do not plan to use anymore to help select more useful ones faster. Some weapons cannot be dropped.

Third-Person View





Redux Final allows the player to play the game in Third-Person. Redux Final adds a Gordon Freeman player model (taken from Half-Life 2: Survivor) for third-person and death-cam usage, as well as several key binds for different view points. Third-Person is mainly included for fun as it has some bugs and unfinished features and is not intended for "serious" game-play. It uses the animations from Half-Life 2: Deathmatch. This is particularly good for recording videos or getting screenshots and is a nice little feature.
5. SMOD's Mapadd System




One of the first things you will likely notice when you play SMOD is the number of enemies, events and more added into the maps. SMOD (And Redux Final) uses "Mapadds" to do this. Mapadds are text files that allow you to replace, modify or add entities into maps. Not only is the Half-Life 2 campaign modified, however. *Redux Final adds ten converted maps from Half-Life 2: Survivor. These are modified to give the player a challenging single player survival experience.
*(More info about Battle Maps can be found in section six)

Half-Life 2 Campaign Changes
  • Expect many more enemies in the maps as well as a larger variety of them. Compared to other SMOD's, error prone NPC random spawns have been removed in favor of hand-placed NPCs throughout the campaign.

  • Several of SMOD's original events have been kept while several new ones have been added. Redux Final also fixes several issues with some of the original mapadd's as well as fixes for other mapadd data.

  • While many of the new weapons can be found in (and taken from) the hands of enemies and allies, many more are hidden through the campaign. Explore the game-world thoroughly in order to find them! or check out the weapon section in this guide.

I won't be detailing each event/campaign change as it is much more enjoyable to play through this blind. Mapadd is without a doubt the largest defining feature of SMOD. If you are interested in learning how to create your own custom Mapadd for a map or set of maps, then please check out Biz's Mapadd video tutorials. They are extremely helpful and insightful. The full playlist can be found here:
https://www.youtube.com/playlist?list=PLV0ENF3iGXORxqxWDNsnlTCYv5LvxMgMU

6. Battle Maps | Battle Map Mechanics
SMOD Redux Final adds a new set of maps called Battle Maps. These are standalone from the main Half-Life 2 campaign. Battle Maps are a revamped version of the survival mode style maps seen in SMOD Redux V8. These Battle Maps are ten maps converted from Half-Life 2: Survivor. The player is tasked to survive for 7 minutes against a endless wave of increasingly difficult enemies.

This section will breakdown the mechanics featured in the Battle Maps. Mechanics/features that differ from map to map will be detailed with the map in question in section seven.

Battle Map Mechanics


Spawn Mechanics & Locations

The player is given a loadout when they first spawn into the map. This applies to all Battle Maps. The loadout comprises of:
  • Crowbar
  • Gravity Gun
  • 9mm Pistol
  • Dual 9mm Pistols
  • .357 Magnum Revolver
  • SMG1
  • AR2
  • Shotgun
  • Crossbow
  • Frag Grenade
  • RPG
  • Ammo for all weapon types

Each Battle Map has several random spawn locations. These are marked with an HEV suit container/case. The player will randomly spawn in one of these each time they load into the map.

Money

Money is rewarded to the player upon killing an enemy. The amount of money given depends on the enemy type and if the player killed them with the Crowbar or Shovel. Crowbar or Shovel kills give the player three extra money. As far as I know, enemy type and Crowbar/Shovel kill bonuses can stack. Earning money gives the player special rewards that assist in survival. These rewards differ from map to map. Each reward is given at 30/60/90/120 money respectively.

Here is a list of enemies that reward the player with extra money and the amount of extra money they can give:
  • Antlion Guard - 15
  • Combine Elite - 3-4
  • Combine Ace - 3-4
  • Combine Commando - 3-4
  • Killer Scanner - 3-4
  • City Scanner - 3-4
  • Poison Zombie - 3-4
  • Bullsquid - 3-4
  • Friendly/Companion Combine Soldier - 3-4
  • Friendly/Companion Kliener - 1-2
  • Citizen - 1-2
  • Citizen Medic - 1-2
  • Combine Soldier - 1-2
  • Cloaked Combine Soldier - 1-2
  • Combine Prison Guard - 1-2
  • Stalker - 1-2
  • Zombie2 - 1-2
  • Zombine - 1-2
  • Houndeye - 1-2

Enemy Spawn Mechanics

Battle Map's each have a unique set of enemies that can be spawned. Enemies of different faction types will not attack each other. There is a limit to how many enemies can be active/alive at once, and this differs from map to map. Enemies that are capable of using weapons will typically have different weapons per map. Tougher enemies will begin to spawn after the three minute mark. If the player reaches two minutes or less, even tougher enemies will spawn until the player survives or is killed. When the timer ends, all enemies in the map will disappear.

Supply Crates

Supply crates are littered around every Battle Map. Unlike most supply crates from the Half-Life 2 campaign, the contents of these are dynamic. They are coded to focus on giving the player rare ammo and suit batteries. The contents will only be ammo, health, and suit batteries. These are limited in supply and will not respawn. Use them wisely.

Ammo Caches

Ammo Caches are also placed around every Battle Map. It is a locker containing SMG & AR2 ammo. This ammo can respawn.

Vending Machines

Some Battle Maps contain vending machines. These vending machines dispense items if hit/attacked by the player. The most common items dispensed seems to be the Power Drink and Suit Batteries. I'm unsure if other items can be dispensed.
7a. Battle Maps | Maps 1-5
This section will cover the first five Battle Maps. (Had to split the maps up due to character limits) I'll be covering information regarding each map's possible rewards, enemies, enemy weapons, enemy limit, a summary of the map design, and some strategies.

Battle Maps 1-5



  • Name: Lockdown / battle_92
  • Possible Rewards: Suit Battery, Beta Hopwire, Power Gloves, Shredder, NES Zapper
  • Enemy Types: Metropolice, Combine Prison Guard, Combine Elite Soldier
  • Enemy Weapons: Stunstick, Pistol, SMG1, MP5, AR2, Shotgun
  • Enemy Limit: 14
  • Description: Lockdown appears to be based on several different locations from Nova Prospekt. It features close quarters combat with several winding hallways. Generally the player should keep moving and try not to camp. If the player acquires the Beta Hopwire, they should be able to use the tight corridors to their advantage by blocking off choke points. The Power Gloves will also grant better movement speed to avoid nasty situations.



  • Name: Truss Bridge / battle_93
  • Possible Rewards: Suit Battery, Desert Eagle, Dual Uzis, Super Shotgun, UMD Launcher
  • Enemy Types: Metropolice, Combine Soldier, Cloaked Combine Soldier
  • Enemy Weapons: Pistol, SMG1, MP40, MP5, AR2, Shotgun
  • Enemy Limit: 14
  • Description: Truss Bridge is a large bridge masked in fog and rain. It appears to be inspired by the bridge section from Highway 17. The map is fairly vertical and features two levels. The topside of the bridge and the underside. Topside features a wide open road that is very risky to be in. The underside features two teleports on the opposite ends of the bridge. These will teleport the player to the topside, with some possible fall damage. A decent strategy may be to funnel the enemies towards the teleporter, then use it before getting overwhelmed.



  • Name: Dried Lake / battle_96
  • Possible Rewards: Suit Battery, AK-47, Scissors, Annabelle, M60
  • Enemy Types: Bullsquid, Houndeye, Zombie, Fast Zombie, Zombie2, Antlion
  • Enemy Weapons: N/A
  • Enemy Limit: 25
  • Description: Dried Lake is a massive open lake bed covered in a sandstorm/fog. Some houses can be found on elevated hills. Given how wide open this map is, the player should be relatively safe as long as they keep moving. No enemies spawn using weapons as well, allowing for some riskier movement. The sandstorm/fog could prove to be an issue but shouldn't impede the player very much.



  • Name: Ravenholm / battle_97
  • Possible Rewards: Suit Battery, Spike Grenade, Soy Beans, Super Shotgun, Shovel
  • Enemy Types: Headcrab, Poison Headcrab, Zombie, Zombie2, Zombine, Fast Zombie
  • Enemy Weapons: N/A
  • Enemy Limit: 25
  • Description: Ravenholm is an amalgamation of several locations from the base campaign's Ravenholm chapter. The player can traverse multiple buildings and jump around to avoid choke points. Movement is key to avoid the faster Zombie types. No enemies spawn using weapons either, allowing for risky movement. Spike Grenades can prove useful in clearing out a choke point full of Zombies. Acquiring the Super Shotgun is also extremely useful, as it will effectively shut down anything that gets in the players way.



  • Name: Prison Yard / battle_98
  • Possible Rewards: Suit Battery, Dual Uzis, Motion Sensor Bomb, Gordon's Magical Stick, Sweet Banana
  • Enemy Types: Metropolice, Combine Prison Guard, Combine Elite Soldier
  • Enemy Weapons: Pistol, SMG1, MP40, AR2, OICW, Shotgun
  • Enemy Limit: 12
  • Description: Prison Yard is a remixed/expanded version of one of the Nova Prospekt maps from the base campaign. Featuring new playable spaces and a fair amount of focus on verticality. The player can climb up the watch towers and use the emplacement guns, but this can be risky. It may be best to funnel the enemies into tighter areas such as the rooms near the roofs. Getting hands on an OICW will prove very useful, allowing the player to take down enemies from afar or from cover.
7b. Battle Maps | Maps 6-10
This section will cover the rest of the Battle Maps. (Had to split the maps up due to character limits) I'll be covering information regarding each map's possible rewards, enemies, enemy weapons, enemy limit, a summary of the map design, and some strategies.

Battle Maps 6-10



  • Name: Station 17 / battle_99
  • Possible Rewards: Suit Battery, Firework Grenade, Flaregun, M1 Garand, AK-47
  • Enemy Types: Metropolice, Manhack, City Scanner, Killer Scanner
  • Enemy Weapons: Pistol, Desert Eagle, SMG1, MP40, Shotgun
  • Enemy Limit: 16
  • Description: Station 17 is a remixed/expanded version of the first trainstation map from the base campaign. Featuring original design elements such as removing the back fence and being able to traverse the topside & surrounding buildings. Keeping on the move and avoiding Manhacks is key, as well as watching out for City Scanners.



  • Name: Citadel / battle_100
  • Possible Rewards: Suit Battery, Hopwire, Gauss Gun, Flamethrower, Combine Ion Rifle
  • Enemy Types: Combine Soldier, Combine Commando, Cloaked Combine Soldier, Combine Elite Soldier
  • Enemy Weapons: SMG1, MP5, Grease Gun, M60, AR2, OICW, Laser Rifle, Shotgun, SVD
  • Enemy Limit: 14
  • Description: Citadel is a largely original design based off of one of the several pod ride maps from the base campaign. It features some key design elements from the pod ride maps such as the moving pods and train track. Keeping on the move is very important as the enemies are armed to the teeth. Until the player gets their hands on an M60 or some of the rewards.



  • Name: Sanctuary / battle_101
  • Possible Rewards: Suit Battery, Chargebow, Laser Rifle, Sweet Banana, Minigun
  • Enemy Types: Bullsquid, Houndeye, Zombine, Zombie2, Fast Zombie, Poison Zombie, Fast Headcrab, Poison Headcrab, Antlion, Metropolice
  • Enemy Weapons: Stunstick
  • Enemy Limit: 20
  • Description: Sanctuary is an original map that takes place in some sort of forest filled with ruins, resistance tech, and sprawling hills. There is also a system of tunnels underneath the surface. The map is chock full of various enemy types that will quickly gang up on the player. Camping can be a fairly effective strategy in some sections of the surface. The player can use the water to their advantage to cause Headcrabs or Antlions to drown.



  • Name: Steamlab / battle_102
  • Possible Rewards: Suit Battery, Molotov Cocktail, Shovel, Motion Sensor Bomb, Flamethrower
  • Enemy Types: Citizen, Citizen Medic, Friendly Combine Soldier, Vortigaunt, Gordon Freeman, Alyx Vance, Isaac Kliener
  • Enemy Weapons: Crowbar, Gordon's Magical Stack, Alyx Gun, Grease Gun, Laser Rifle, AR2, AK47, Shotgun, Kar 98K, Shredder
  • Enemy Limit: 16
  • Description: Steamlab is a remixed/mildly expanded version of the Steamlab map from Half-Life 2: Deathmatch. What really makes this map stand out is the enemy selection, seemingly a bunch of clones of the player's allies. This map will most likely test the players skill, as a majority of these enemies wield strong weaponry. Tight corridors are also a factor in the difficulty. As usual, movement is key.



  • Name: Nexus / battle_103
  • Possible Rewards: Suit Battery, Laser Rifle, Shredder, NES Zapper, Minigun
  • Enemy Types: Stalker, Killer Scanner, Combine Soldier, Combine Elite Soldier, Cloaked Combine Soldier, Combine Ace, Combine Commando
  • Enemy Weapons: SMG1, MP5, Grease Gun, M60, AR2, OICW, Laser Rifle, Combine Ion Rifle, Shotgun, SVD
  • Enemy Limit: 16
  • Description: Nexus is a remixed/mildly expanded version of the Combine Nexus building from the base campaign. This map is fairly difficult and is full to the brim with deadly enemies using even deadlier weaponry. The player will need to heavily rely on rewards such as the Minigun or NES Zapper in order to cut down the opposition.
8a. Allies / Ally NPCs
This section will cover ally NPCs modified from the base game as well as the new ally NPCs added by SMOD & SMOD Redux Final. I will be detailing information on the name/spawn code, where it can first be seen, health, and an overall description of each NPC.

Ally NPC's altered from Half-Life 2



  • Name: Citizen / npc_citizen / npc_citizen_medic
  • First Seen: d1_trainstation_01
  • Health: 40
  • Description: Citizen's in SMOD & Redux Final act relatively the same as their base Half-Life 2 counterparts. However, some settings relating to them can be adjusted in the SMOD Menu system. These settings include: adjusting their weapon accuracy, if they can be damaged by friendly fire, if they will attack the player if an ally has been killed or damaged by them, and if they are forced to keep their weapons instead of trading them out. Citizen's are capable of using a majority of the new weapons in SMOD & Redux Final. The player's squad size is also much larger, allowing more Citizens & other allies to tag along.

New Ally NPCs



  • Name: Friendly Combine Soldier / npc_f_combine
  • First Seen: d1_coast_07
  • Health: 40-60 (unsure)
  • Description: SMOD adds a friendly Combine Soldier ally that are sometimes found fighting alongside rebels & the player, or operating as their own guerrilla units. Redux Final gives them a more unique model, taken from Half-Life 2: Survivor. They are mildly tankier than normal Citizens and are usually sprinkled in with other Rebels in later chapters. Friendly Combine Soldier's typically use weapons from SMOD & Redux Final. Citizen settings from the SMOD Menu system also apply to this NPC. They behave like typical Citizens by responding to the player's commands, swapping out for better weapons, and so on.



  • Name: Squad Member Grigori / npc_f_monk
  • First Seen: d1_coast_07
  • Health: 2000
  • Description: This clone of Father Grigori behaves like typical Citizens by responding to the player's commands, swapping out for better weapons, and so on. He appears only once in the campaign, leading a charge to the bridge on d1_coast_07. He spawns using the Annabelle rifle. He mainly differs from the normal version in that he has lots of health but does not regenerate it. Citizen settings from the SMOD Menu system also apply to this NPC.



  • Name: Squad Member Kleiner / npc_f_kleiner
  • First Seen: d3_c17_10a
  • Health: 8
  • Description: This clone of Dr. Kleiner behaves like typical Citizens by responding to your commands, swapping out for better weapons, and so on. He appears once in the base campaign, as part of the player's group attempting to break into the nexus building. He spawns using the Laser rifle. Unfortunately, he is very fragile and lacks the regenerative health of the original Kleiner. Citizen settings from the SMOD Menu system also apply to this NPC.



  • Names: Friendly Rocket, Crossbow, Laser, & Normal Turret / npc_f_rocket_turret, npc_f_crossbow_turret, npc_f_laser_turret, npc_f_turret
  • First Seen: d2_prison_07 (Normal Turret)
  • Health: N/A
  • Description: These are four different variations of the Combine Turret, the original turret, one that fires rockets, one that fires crossbow bolts, and one that fires laser bolts. These function the same as the hostile turrets but are friendly to the player and their allies. The Crossbow, Rocket, and Laser versions do not appear in the base campaign.
8b. Enemies / Enemy NPCs 1
This section will cover enemy NPCs modified from the base game as well as the new enemy NPCs added by SMOD & SMOD Redux Final. I will be detailing information on the name/spawn code, health, damage values, (when applicable) and an overall description of each NPC.

This section had to be split into two parts due to Steam's character limit. Refer to section 8c. for the rest of the enemies once you have read this section.

Enemy NPC's altered from Half-Life 2



  • Name: Antlion Guard / npc_antlionguard
  • First Seen: d2_coast_11
  • Health: 1000
  • Damage: 80 (Charge), 40 (Headbutt/Shove)
  • Description: The Antlion Guard has seen changes to its health and damage values, making it far deadlier than its base game counterpart. The health buff was most likely done so that it wouldn't be a pushover with the new weapon arsenal. Otherwise, it functions the same.



  • Name: Combine Gunship / npc_combinegunship
  • First Seen: d2_coast_03
  • Health: 3/5/7 RPG hits (varies per difficulty)
  • Damage: 40 (NPC), 3 (player)
  • Description: The Combine Gunship has been modified to be able to shoot down rockets much more efficiently compared to the base game. It's fire rate has also been increased, and the bullets will push physical objects much more than before. Some can even use a special attack; a beam fired from it's underside that severely hurts the player and kills most human NPC's in one shot. The SMOD Menu system also allows the player to modify some options related to the Gunship, including if its death explosion deals damage, and if it can be damaged by high penetration power weapons.



  • Name: Metropolice / npc_metropolice
  • First Seen: d1_trainstation_01
  • Health: 40, 160 (enemies_strong_gappoi 4x), 320 (enemies_strong_gappoi 8x)
  • Damage: (varies per weapon)
  • Description: Metropolice in SMOD & Redux Final function the same as their base game counterparts. However, they have some options that can be tweaked via the SMOD Menu system. These include if they can use protective shields, randomly spawn with 4x to 8x HP, and their accuracy with weapons. Metropolice are also capable of using a majority of the new weapons in SMOD & Redux Final. Metropolice also have blue glowing eyes, based off a piece of concept art.



  • Name: Combine Soldier / npc_combine_s
  • First Seen: d1_canals_03
  • Health: 50, 200 (enemies_strong_gappoi 4x), 400 (enemies_strong_gappoi 8x)
  • Damage: 10 (melee), (varies per weapon)
  • Description: Combine Soldier's in SMOD & Redux Final function relatively the same as their base game counterparts. However, they have some options that can be tweaked via the SMOD Menu system. These include if they can use protective shields, randomly spawn with 4x to 8x HP, use incendiary grenades instead of regular frag grenades, and their accuracy with weapons. Combine Soldier's are also capable of using a majority of the new weapons in SMOD & Redux Final.

New Enemy NPCs



  • Name: Laser Turret, Rocket Turret, Crossbow Turret / npc_laser_turret, npc_rocket_turret, npc_crossbow_turret
  • First Seen: d3_c17_10a (Laser Turret), d3_citadel_01 (Crossbow Turret)
  • Health: N/A
  • Damage: (varies)
  • Description: These are three different variations of the Combine Turret, one that fires lasers, one that fires rockets, and finally, one that fires crossbow bolts. The Rocket Turret doesn't appear in the base campaign.



  • Name: Killer Scanner / npc_kscanner
  • First Seen: d1_canals_03
  • Health: 30
  • Damage: 25 (Death dive bomb), (varies)
  • Description: The Killer Scanner is a scanner that can fire bursts of lasers at it's targets. It uses a modified City Scanner model. The lasers are slow but VERY painful. Taking large amounts of health from the player and outright killing most NPCs if they get hit with a full burst.



  • Name: Stalker / npc_stalker
  • First Seen: d1_town_05
  • Health: 50
  • Damage: (varies)
  • Description: The partially cut Stalker now has a proper ragdoll model and has been fully fixed for usage. While it is slow and does not have very much health it's laser beam can quickly bring the player's HP down and throw off their aim.



  • Name: Cloaked Combine Soldier / npc_combine_c
  • First Seen: d2_coast_09
  • Health: 50
  • Damage: (varies per weapon)
  • Description: The Cloaked Combine Soldier is a normal soldier who is almost invisible. Blood will still show up on his suit if he gets shot though, and the muzzle flash of his weapon and a weapon that's "floating" can also give him away. The Cloaked Combine Soldier also can run nearly double the normal speed of other Combine Soldiers. Allies will not attack him due to his cloaking so the player will need to take them down.


  • Name: Combine Ace / npc_combine_ace
  • First Seen: d2_prison_05
  • Health: 100
  • Damage: (varies per weapon)
  • Description: The Combine Ace is stronger and can react more quickly than its counterparts. Aces are easily distinguished by a custom model and a pulsing red lens that glows harshly enough to leave a trail of light whenever they trudge around. Tactically, ace soldiers prefer ducking in and out of a firefight, gradually bringing a target down while avoiding harm themselves. Aces do not use melee attacks or grenades, rarely have to reload, can perform superhuman jumps, and usually fire in full-auto instead of typical bursts. They're very restless and will constantly skulk around their posts, always on the alert. This enemy seems to be based off the Combine Assassin, a cut enemy from Half-Life 2



  • Name: Combine Commando / monster_human_grunt
  • First Seen: d2_prison_04
  • Health: 50, 200 (enemies_strong_gappoi 4x), 400 (enemies_strong_gappoi 8x)
  • Damage: 55 (melee), (varies per weapon)
  • Description: The Combine Commando is a soldier with faster movement speed and a custom model taken from Half-Life 2: Survivor. They typically use heavy weapons from SMOD & Redux Final. The commando also uses a unique kicking melee attack that deals heavy damage and sends the player flying backwards.
8c. Enemies / Enemy NPCs 2
This is a continuation of section 8b, covering the enemy NPCs. (character limits are the worst) Please refer back to that section for more information on what is being covered here & the rest of the enemy NPCs.



  • Name: Zombine / npc_zombine
  • First Seen: d2_coast_09
  • Health: 80
  • Damage: 5 (melee), 75 (grenade, varies by distance)
  • Description: The result of a Combine Soldier becoming a Headcrab's victim, The Zombine is stronger and faster than most types of Zombie. Zombines walk slower than the average Zombie; however, they are capable of short sprints, which allow them to quickly close in on their prey. It can also pull out a live grenade and charge its target with it. These grenades can be pulled out of their hands with the Gravity Gun. The Zombine functions identically to its appearance in Half-Life 2: Episode One & Episode Two.



  • Name: Zombie2 / npc_zombie2
  • First Seen: d1_town_02
  • Health: 40
  • Damage: 10 (melee)
  • Description: This new Zombie bridges the gap between your typical Headcrab Zombie and Fast Zombies in terms of speed and brute force. It is capable of climbing pipes and jumping from building to building like a Fast Zombie. They sprint towards their target and have a fast attack speed.



  • Name: Kamikaze Headcrab / npc_kheadcrab
  • First Seen: d1_town_03
  • Health: 20
  • Damage: 100 (kamikaze explosion, varies by distance)
  • Description: This Headcrab is virtually identical in appearance to Fast Headcrabs, but have an unusual blue hue and move twice as fast. Once a target has been spotted, the crab will let let off a Poison Zombie pain groan, as well as starting to glow bright white which starts a timer. The crab will violently explode if it gets close enough to its victim or this timer runs out, but if killed before either, it will die only with a harmless pop, not leaving a ragdoll.



  • Name: Houndeye / npc_houndeye
  • First Seen: d1_canals_06
  • Health: 50
  • Damage: 40 (shockwave)
  • Description: A returning enemy from Half-Life 1 and a cut enemy from Half-Life 2. It is capable of charging up powerful sonic blasts that deal damage in a radius around it. It has decently fast movement speed and tends to appear in packs.



  • Name: Bullsquid / npc_bullsquid
  • First Seen: battle_96
  • Health: 120
  • Damage: 20 (bite), 30 (tail whip), 20 (spit)
  • Description: Another returning NPC from Half-Life 1 and a cut enemy from Half-Life 2. It is a fast and powerful melee monster capable of soaking up a decent amount of damage. It also has a spit attack for dealing damage at longer ranges. It cannot be gibbed for health due to the original SMOD never adding it's special gore or ragdoll effects in. It does not appear in the base campaign.
9. Items & Ammo
This section will cover the new items and ammo types found within SMOD & SMOD Redux Final. I will be detailing information on the name/spawn code, where it can first be seen, how much ammo is gained from pickup (when applicable), and an overall description of the item/ammo.

Items



  • Name: Corned Beef & Sankaba / food_cornedbeef & food/sankaba
  • First Seen: d1_trainstation_01 (Sankaba), d1_trainstation_05 (Corned Beef)
  • Health & Suit Given: 10
  • Description: Corned Beef & Sankaba (Corned Beef being the larger can, while the smaller can is Sankaba) are edible food items that are sprinkled through out the campaign. They will give the player 10 health & suit points. These allow the player's health and suit values to go over the cap of 100.



  • Name: Soy Bean / food_soybean
  • First Seen: d1_canals_12
  • Health Given: 1
  • Description: Soy Beans are spawned when using the Soy Bean weapon. One bean restores 1 health and can go over the 100 health limit. These will not naturally spawn in the campaign.



  • Name: Power Pill / item_powerpill
  • First Seen: d1_trainstation_06
  • Money Gained On Pickup: 1
  • Description: If you are playing with "smod_gamemode" enabled you will encounter these small, brightly shining gold coins found hidden in miniature item crates, as well as from killing enemies (if painkiller is enabled). Once picked up, these coins count towards the player's money score for purchasing health and battery power from aid stations and chargers. Similar to old-school video game pickups, these coins will disappear shortly after they appear, so a quick grab is a must. These will not appear normally.



  • Name: Miniature Item Crate / item_item_crate_mini //spawn code may not work
  • First Seen: d1_trainstation_06
  • Description: This is a miniature version of the supply crate that uses a small cardboard box as its model. These boxes are only encountered when "smod_gamemode" is enabled, and normally house power pills rather than health kits or batteries. These can come out of normal sized supply crates if said supply crate was containing health or suit batteries. This can also drop from enemies if "painkiller" is enabled.



  • Name: Pochibukuro/Otoshidama / item_otosidama
  • First Seen: d1_trainstation_05
  • Money Given: 1 - 9000
  • Description: This will only appear naturally if load into d1_trainstation_05 on New Year's Day. Pochibukuro is a small envelope that upon pickup gives the player a random amount of money, between 1 - 9000. These are a reference to a Japanese custom known as Otoshidama, where adult relatives give money to children.

Ammo



  • Name: Flare Box / item_box_flare_rounds
  • First Seen: d1_canals_01
  • Ammo Amount Given: 3
  • Description: A small box of Flare rounds. Used for the Flaregun & Combine Ion Rifle. Upon pickup the player is given 3 flares. These are scattered through out the campaign.



  • Name: Flare Round / item_flare_round
  • First Seen: d1_canals_05
  • Ammo Amount Given: 1
  • Description: A single Flare round, commonly found in groups of one to two. Used for the Flaregun & Combine Ion Rifle. Upon pickup the player is given 1 flare. These are scattered through out the campaign.



  • Name: Sniper Rounds / item_box_sniper_rounds
  • First Seen: d1_canals_13
  • Ammo Amount Given: 6
  • Description: A small box of ammo for rifle/sniper type weapons. Commonly found in groups of one to three. Upon pickup the player is given 6 rounds. These are scattered through out the campaign. The design appears to be based off the leak/cut sniper rifle rounds model.
10. Weapons | Slot 1


These sections will go over each weapon in the mod. Ordered by slot number. I will be listing the following information for each weapon: the name/spawn code, when it can be first obtained, if the player can use ironsights, magazine size, ammo type/capacity, and a brief description. If a piece of info doesn't pertain to a weapon, it will be omitted.

Several of these weapons can be obtained multiple times through out the campaign. I will only be listing what I believe to be the intended first time a player is to get a new weapon. A screenshot is also provided to show the weapon location. If there is no weapon location screenshot, then that means obtaining it is the same as the base game or it is obtained anywhere. (like with the Dual Pistols.) Damage values & damage types for all weapons are listed in their own section.

Slot 1
  • Name: Crowbar / weapon_crowbar
  • First Seen: d1_trainstation_06
  • Description: The Crowbar has seen only one change in SMOD, an alternate attack that allows the player to throw the Crowbar at a decent distance and with semi-fast air travel. The attack will usually kill human sized enemies in one hit.

  • Name: Gravity Gun / weapon_physcannon
  • First Seen: d1_eli_02
  • Description: The Gravity Gun has seen no changes in this mod beyond an improved viewmodel.

  • Name: Physics Gun / weapon_physgun
  • First Seen: N/A (console only)
  • Description: The Physics Gun is based off a cut weapon from Half-Life 2. It allows the player to grab objects from a far range and manipulate them with more precision than with the Gravity Gun. It's also useful for picking up objects for making bridges or barricades that can't be shoved aside. Using the scroll wheel allows the player to push or pull the object with the beam. Alt fire fires a glue blob that objects and ragdolls can "weld" to. Only 64 glue pellets can be present at a time. Hitting the use key while lifting something freezes it in place. This feels more intended as a tool for mapadd creation, and isn't really a weapon.



  • Name: Gordon's Magic Stick / weapon_lstick
  • First Seen: d2_coast_11
  • Description: Gordon's Magic Stick, A lightning-throwing magic wand. When the lightning hits a surface, it splits into 3 bolts, and those bolts split into 3, and so on until a certain amount is reached. Primary fire lobs them from the wand, while alt fire generates them at the point where the crosshairs are pointed. Best used inside a building or room so the lightning can have a better chance at hitting a target.



  • Name: Power Gloves / weapon_custom21
  • First Seen: d2_coast_09
  • Description: The Power Gloves offer powerful and fast melee attacks. Primary fire throws fast jabs while alt fire throws damaging hooks. If the player misses with either attacks, there is a lengthy cool-down period compared to hitting a target. Objects destroyed by the Power Gloves tend to light on fire afterwards. The player also gains movement speed while having these equipped, so these are a must when bunny hopping or trying to get out of a bad situation.



  • Name: Strider Cannon / weapon_stcannon
  • First Seen: d2_coast_10
  • Description: The Strider Cannon fires a disintegration beam with a large blast radius, much like the ones that Striders use. Secondary Fire charges up a "shock ball" that can disintegrate any NPCs in it path and shoot energy bolts at those who are not. Charging for too long can hurt the player.



  • Name: Shovel / weapon_shovel
  • First Seen: d1_canals_13
  • Description: The Shovel, one of the more iconic weapons. Inspired by Postal 2, it can kill almost anything in a few hits, even Striders. Primary fire swings the shovel back and forth, it can be auto swung by holding the primary fire down. Alt fire thrusts the shovel forward in a stabbing motion, If airborne, this attack will pull the player forward a bit. In earlier SMOD versions the player was able to fly up into the air by swinging the shovel at their feet, however, this doesn't work anymore.



  • Name: Golden Crowbar / weapon_gcrowbar
  • First Seen: d1_trainstation_05 (Christmas), d1_eli_02
  • Description: A very special weapon. Fires lasers really fast with primary fire in a wide spread. Alternate fire casts a REALLY powerful blue bolt, with a limited homing ability. Once the bolt has hit a target, the victim will be jolted until the bolt's lifespan runs out. If other enemies are close enough to the target, the bolt will travel through them as well.



  • Name: Soy Beans / weapon_soy
  • First Seen: d1_canals_12
  • Description: A box of roasted soybeans. They can be tossed at enemies to do damage, and the player can eat them afterwords to gain 1 health per bean. It can also light zombies on fire... for some reason.
11. Weapons | Slot 2
Slot 2
  • Name: Pistol / weapon_pistol
  • First Seen: d1_trainstation_06
  • Ironsight: Yes
  • Mag Size: 18
  • Ammo Cap/Type: 150 / Pistol Rounds
  • Description: The Pistol has seen no major changes in this mod, beyond a new fire sound and improvements/fixes to the view model.

  • Name: Dual Pistols / weapon_custom23
  • First Seen: d1_trainstation_06 / Anywhere a second Pistol can be obtained
  • Ironsight: Yesn't
  • Mag Size: 36
  • Ammo Cap/Type: 150 / Pistol Rounds
  • Description: The Dual Pistol's have twice the magazine size and can be fired faster than the single Pistol. It comes at the cost of having slightly worse recoil, accuracy, and a longer reload time. Unlike older versions of SMOD Redux, *the player can obtain this weapon in any map as long as they have a single Pistol and pickup another Pistol.
    *If the map has the mapadd/lua included.

  • Name: .357 Magnum / weapon_357
  • First Seen: d1_canals_08
  • Ironsight: Yes
  • Mag Size: 6
  • Ammo Cap/Type: 24 / .357 Magnum
  • Description: The .357 Magnum has seen no major changes in this mod beyond improvements to the world & viewmodel.



  • Name: Flaregun / weapon_custom3
  • First Seen: d1_canals_01
  • Ironsight: Yes
  • Mag Size: 1
  • Ammo Cap/Type: 20 / Flare Rounds
  • Description: The Flare Gun, a weapon cut from the final release of Half-Life 2. However, it functions differently in comparison to the cut version. The Redux Final Flaregun shoots explosive projectiles that can light multiple NPCs on fire with one shot.



  • Name: Desert Eagle / weapon_custom24
  • First Seen: d2_coast_03
  • Ironsight: Yes
  • Mag Size: 7
  • Ammo Cap/Type: 24 / .357 Magnum
  • Description: The Hollywood Handcannon. It features a faster fire rate and reload speed, however its accuracy and recoil is much harsher. Alt fire turns on a laser sight that increases the accuracy a tad bit.



  • Name: Alyx Gun / weapon_alyxgun
  • First Seen: d1_canals_08
  • Ironsight: Yes
  • Mag Size: 25
  • Ammo Cap/Type: 150 / Pistol Rounds
  • Description: Alyx's custom handgun has been fully completed for the player's usage in SMOD. Alt fire changes its fire mode between semi-auto, 3-round-burst and full auto. Has some harsh recoil in sustained fire. Redux Final finally lets the player us this weapon with ironsights.



  • Name: NES Zapper
  • First Seen: d3_breen_01
  • Mag Size: 3
  • Ammo Cap/Type: 150 / Pistol Rounds
  • Description: The NES Zapper is a special weapon found at the end of the campaign. It can instant kill nearly everything with one shot. Alternate fire plays various NES game sounds/music.
12. Weapons | Slot 3
Slot 3


  • Name: SMG1 / weapon_smg1
  • First Seen: d1_canals_01a
  • Ironsight: Yes
  • Mag Size: 45 / 5
  • Ammo Cap/Type: 250 (SMG Rounds) / 5 (SMG Grenades)
  • Description: The SMG1 has seen no major changes in this mod beyond having a new fire sound & getting it earlier in the main campaign.

  • Name: AR2 / weapon_ar2
  • First Seen: d1_town_05
  • Ironsight: Yes
  • Mag Size: 30 / 3
  • Ammo Cap/Type: 90 (AR2 Rounds) / 3 (AR2 Dark Energy Orbs)
  • Description: The AR2 has seen no major changes in this mod beyond having a new fire sound, a holographic sight for ironsights, and an improved viewmodel.



  • Name: MP40 / weapon_custom16
  • First Seen: d1_canals_06
  • Ironsight: Yes
  • Mag Size: 32
  • Ammo Cap/Type: 250 / SMG Rounds
  • Description: Heavily inspired by the MP40 from Day of Defeat. Features a slower fire rate with more powerful rounds compared to the SMG1. Accuracy is good when on the move. Alt fire is a fairly damaging melee attack.



  • Name: Tau Cannon / weapon_gauss
  • First Seen: d2_coast_10
  • Mag Size: 1
  • Ammo Cap/Type: 500 / Gauss Energy
  • Description: A returning weapon from Half-Life and a weapon cut from the final release of Half-Life 2. Essentially the buggy's Tau Cannon in a handheld form. Primary fire shoots a bolt with a semi slow fire rate, alt fire charges up a blast. Tau/Gauss jumping is also possible, though not exactly like in Half-Life.



  • Name: Laser Rifle / weapon_lasergun
  • First Seen: d3_c17_09
  • Description: The Laser Rifle primary fire shoots a constant beam that tears through anything and everything. Alt fire shoots a red beam that generates an explosion on contact that can take down a gunship in mere seconds. This weapon is unique in the fact that it runs off the player's HEV battery power.



  • Name: AK-47 / weapon_ak47
  • First Seen: d2_coast_03
  • Ironsight: Yes
  • Mag Size: 30
  • Ammo Cap/Type: 90 / AR2 Rounds
  • Description: Inspired by the AK-47 from the Counter Strike games. The AK-47 is deadly, accurate, and fairly hard to control in automatic fire. It's spread greatly increases if used while moving, much like Counter-Strike.



  • Name: Kar98k / weapon_kar98
  • First Seen: d1_canals_11
  • Ironsight: Yes
  • Mag Size: 5
  • Ammo Cap/Type: 40 / Sniper Rifle Rounds
  • Description: Heavily based on the Karabiner 98k from Day of Defeat. The Kar98k is very accurate and damaging. Alt fire uses a fairly damaging bayonet with somewhat poor range. It's slow-firing due to its bolt action, So it's best used at long ranges. Accuracy gets bad if firing while on the move.



  • Name: OICW / weapon_custom14
  • First Seen: d2_prison_03
  • Ironsight: Yesn't
  • Mag Size: 30 / 5
  • Ammo Cap/Type: 30 (AR2 Rounds) / 5 (SMG Grenades)
  • Description: Probably the most well-known cut weapon from Half-Life 2. The OICW is a capable assault rifle with a scope, activated by pressing the Ironsight key. It also features a grenade launcher. Accuracy suffers under sustained automatic fire and recoil can be difficult to control when fired in sustained bursts. When firing from the scope, the rate of fire is vastly slower. Allowing for better shot placement and accuracy.



  • Name: Grease Gun / weapon_grease
  • First Seen: d1_canals_05
  • Ironsight: Yes
  • Mag Size: 30
  • Ammo Cap/Type: 250 / SMG Rounds
  • Description: Heavily based on the Grease Gun from Day of Defeat. It's slow-firing, but hits consistently harder then any other SMG. It has low recoil and is highly accurate when fired from a motionless position. Accuracy degrades if fired while on the move.

  • Name: Airboat Gun / weapon_abgun
  • First Seen: N/A (console only)
  • Mag Size: 50
  • Description: A handheld version of the Airboat gun. Acts almost the same as it too. Its ammo pool is rechargeable like the Airboat's Gun, but it only goes to a maximum of 50. The ammo recharge rate is incredibly slow compared to its mounted cousin, as well as the damage seeming lower overall. It can push props very easily however.



  • Name: MP5 / weapon_mp5
  • First Seen: d2_coast_09
  • Ironsight: Yes
  • Mag Size: 30 / 5
  • Ammo Cap/Type: 250 (SMG Rounds) / 5 (SMG Grenades)
  • Description: Seemingly an homage to the MP5 from Half-Life. This SMG is highly accurate with very low recoil. It's damage randomly swings between that of the a bit more than the SMG to the same as the Grease Gun. Accuracy degrades a bit if fired while moving. Alt fire fires an SMG grenade.



  • Name: M60 / weapon_custom15
  • First Seen: d2_prison_08
  • Ironsight: Yes
  • Mag Size: 100
  • Ammo Cap/Type: 250 / SMG Rounds
  • Description: A machine gun with a high rate of fire and damage, capable of mowing down several foes before needing to reload. Accuracy can be hard to control under sustained fire. It's reload speed is also very slow, encouraging the player to empty the box magazine instead of reloading prematurely.



  • Name: M1 Garand / weapon_custom12
  • First Seen: d2_coast_07
  • Ironsight: Yes
  • Mag Size: 8
  • Ammo Cap/Type: 40 / Sniper Rifle Rounds
  • Description: Heavily inspired by the M1 Garand from Day of Defeat. While it does less damage than the Kar98k, it has 8 rounds in it's clip and is capable of semi-automatic fire. The player cannot tactically reload, it is required to empty the clip.



  • Name: Dual Uzis / weapon_custom22
  • First Seen: d1_canals_11
  • Mag Size: 32
  • Ammo Cap/Type: 250 / SMG Rounds
  • Description: A pair of Uzi sub-machine guns. Features a ridiculous fire rate that practically vomits bullets. Damage per bullet is low, but the fire rate mitigates this. Accuracy is awful and shouldn't be a concern, these are best used in close quarters. The reload is also fairly slow.
13. Weapons | Slot 4
Slot 4


  • Name: Shotgun / weapon_shotgun
  • First Seen: d1_town_02
  • Ironsight: Yes
  • Mag Size: 6
  • Ammo Cap/Type: 40 / Shotgun Shells
  • Description: The Shotgun hasn't received any major changes in this mod beyond being required to pump it twice if the alt fire is used as well as a new first location.



  • Name: Super Shotgun / weapon_custom5
  • First Seen: d1_town_02
  • Ironsight: Yes
  • Mag Size: 2
  • Ammo Cap/Type: 40 / Shotgun Shells
  • Description: A fan favorite from SMOD Redux V8, by far the most damaging shotgun in the arsenal. At the cost of only having 1 shot, needing to reload after each shot, and being fairly inaccurate even by shotgun standards. The SSG is capable of killing most human sized targets in a single blast.

  • Name: Crossbow / weapon_crossbow
  • First Seen: d2_coast_05
  • Mag Size: 1
  • Ammo Cap/Type: 20 / Crossbow Bolts
  • Description: The Crossbow has so no major changes in this mod beyond an improved viewmodel and increased max ammo capacity.



  • Name: Combine Ion Rifle / weapon_custom8
  • First Seen: d2_prison_05
  • Mag Size: 1
  • Ammo Cap/Type: 20 (Flare Rounds) / 3 (AR2 Dark Energy Orbs)
  • Description: The Combine Ion Rifle is a slow firing weapon that lobs high damaging bouncing energy orbs with its primary fire. It's alternate fire shoots out an even stronger blast of chain lightning, similar to the one from the Golden Crowbar's alt fire.



  • Name: Scissors / weapon_scissor
  • First Seen: d1_canals_11
  • Ammo Cap/Type: 24 / .357 Magnum (alt fire)
  • Description: A weapon inspired by Postal 2. Primary fire tosses a scissor that will bounce around until it hits a number of objects or hits a NPC. Alt fire tosses a spread of 3. The projectiles themselves aren't very damaging but in high numbers they can shred any NPC. The player can throw as many as they want, however, using the alternate fire will deplete the player's.357 Magnum ammo by one per alt fire use.



  • Name: UMD Launcher / weapon_psp
  • First Seen: d2_coast_07
  • Mag Size: 1
  • Ammo Cap/Type: 150 / Pistol Rounds
  • Description: Primary fire shoots an exploding UMD. Alt fire un-jams the PSP if it jams when the player tries to fire it. Damage is based on the player's health, and the blast radius is determined by the player's HEV battery amount. The projectile is capable of damaging Striders and Gunships, and can kill Combine Floor Turrets & Combine Snipers.



  • Name: SVD / weapon_svd
  • First Seen: d2_coast_11
  • Ironsight: Yes
  • Mag Size: 10
  • Ammo Cap/Type: 40 / Sniper Rifle Rounds
  • Description: An extremely powerful sniper rifle with a large 10 round magazine. It'll usually kill any human sized enemy in one hit, whether its a body shot or head-shot. Hitting the use key while scoped in makes the crosshair glow red, making it easier to accurately shoot in low-light environments. Ironsights function differently on this weapon, zooming in a similar fashion to the zoom on some weapons in the Counter-Strike games. *The player will need to take scope sway into account to get an accurate shot so wait a moment for it to decrease if you moved or looked around. Bullet ballistics are modeled for it. Meaning the bullets will drop at long ranges.
    *Unless this is disabled in the SMOD Menu system



  • Name: Shredder / weapon_custom6
  • First Seen: d3_c17_07
  • Mag Size: 8
  • Ammo Cap/Type: 40 / Shotgun Shells
  • Description: A fast firing automatic energy shotgun that is capable of firing 6 energy projectiles in one shot, each dealing good damage. The energy projectiles can bounce off of objects 3 times before disappearing. Pressing the use key will toggle a Slug mode. Allowing the player to make precision shots. Pressing the alternate fire key will toggle between automatic & semi-automatic. Reloading is slower than the base Shotgun.



  • Name: Chargebow / weapon_custom
  • First Seen: d2_coast_07
  • Mag Size: 1
  • Ammo Cap/Type: 20 / Crossbow Bolts
  • Description: An energy crossbow ported from Half-Life 2: Survivor. It fires a single red energy projectile before needing to be reloaded, similar to the normal Crossbow. The projectile can bounce 10 times before disappearing. The bouncing projectile allows the player to shoot around corners or perform trick shots. The projectile deals enough damage to kill most human sized NPCs in a single hit.



  • Name: Annabelle / weapon_custom7
  • First Seen: d2_coast_07
  • Ironsight: Yes
  • Mag Size: 8
  • Ammo Cap/Type: 24 / .357 Magnum
  • Description: A fully completed version of Father Grigori's rifle. Has high accuracy when standing still or crouch walking. Accuracy heavily degrades when moving. Reloads fairly quickly.
14. Weapons | Slot 5
Slot 5
  • Name: Frag Grenade / weapon_frag
  • First Seen: d1_canals_03
  • Ammo Cap/Type: 10 / Hand Grenades
  • Description: The Frag Grenade has seen no major changes in this mod beyond the increase in ammo capacity.



  • Name: RPG / weapon_rpg
  • First Seen: d2_coast_07
  • Ammo Cap/Type: 5 / RPG Rounds
  • Description: The RPG has seen no major changes in this mod beyond the increase in ammo capacity & having it show up a map earlier compared to vanilla.



  • Name: Spike Grenade / weapon_17
  • First Seen: d1_eli_02
  • Ammo Cap/Type: 10 / Hand Grenades
  • Description: The Spike Grenade when tossed will explode out in a set of 8-10 Crossbow bolts in a circular shape. These Crossbow bolts function the same as the ones fired from a Crossbow, so they can pin targets as well as ricochet off of surfaces. It is a bit harder to throw and is heavier than other grenade types. The Crossbow bolts don't harm the player.

  • Name: Stuff Launcher / weapon_physlauncher
  • First Seen: N/A (console only)
  • Description: Alt fire will tag/copy and disintegrate any prop that's not part of the map. Primary fire launches a copy of that tagged prop, be it a cinder block, Citizen or a car. Copying an entity will put info in the console on said entity. This is intended as a mapadd development tool and not a weapon to use in a play-through, although the player could if they want.



  • Name: Sweet Banana / weapon_banana
  • First Seen: d1_canals_05
  • Description: Exploding bananas inspired by the Worms series of strategy games. Primary fire tosses them, Alt fire makes the banana bunch fly apart and explode in a cluster-bomb effect. The player has an infinite amount of these explosive plantains.



  • Name: Motion Sensor Bomb / weapon_msbomb
  • First Seen: d2_prison_05
  • Ammo Cap/Type: 10 / Hand Grenades
  • Description: Laser trip-mines like in Half-Life. These are fairly small and the player can lob them onto surfaces from a distance. The player will also find planted Motion Sensor bombs as traps through-out the campaign. This was originally going to be a SLAM from Half-Life 2: Deathmatch, however, due to custom weapon scripting issues it was kept as a trip mine bomb exclusively. They can stick to any surface or prop, proving to be very effective for setting up a trap.



  • Name: Stickybomb Launcher / weapon_stickybomb
  • First Seen: d1_canals_13
  • Description: Another cut weapon from the 2003 leak of Half-Life 2. Fires sticky bombs. Alt fire detonates. The sticky bomb sticks to any surface, prop, and NPC. Much like the Sweet Banana, the player can have infinite sticky bombs planted.



  • Name: Singularity Generator / weapon_gravgren
  • First Seen: d1_eli_02
  • Ammo Cap/Type: 10 / Hand Grenades
  • Description: Inspired by a weapon seen in a trailer for Cellfactor. It brings in objects and sometimes NPC's around the area before sending them flying away from it and hurting or killing NPCs near it.



  • Name: ANM14 Incendiary Grenade / weapon_anm14
  • First Seen: d1_canals_08
  • Ammo Cap/Type: 10 / Hand Grenades
  • Description: The AN-M14 incendiary grenade ignites the area around it with flames that persist for some time and light almost anything ablaze, the player should use these with care as they can light themselves and their allies on fire. They will not work underwater. If enabled in the SMOD Menu system, Combine Soldiers can also use these.



  • Name: Firework Grenade / weapon_custom18
  • First Seen: d2_coast_11
  • Ammo Cap/Type: 10 / Hand Grenades
  • Description: The Firework Grenade is a slightly harder to throw variant of the Frag Grenade. Upon detonation, it causes an explosion of various colored fireworks. The fireworks also use unique sounds. The explosion radius seems to be larger than the normal Frag Grenade.



  • Name: Molotov Cocktail / weapon_custom25
  • First Seen: d2_coast_07
  • Ammo Cap/Type: 10 / Hand Grenades
  • Description: A more explosive version of the ANM14. The Molotov Cocktail explodes on impact with a surface or object, causing an explosion as well as a large lingering flame that can cause damage to to anything within its radius. Much like the ANM14, the player can light allies & themselves ablaze.
15. Weapons | Slot 6
Slot 6
  • Name: Bugbait / weapon_bugbait
  • First Seen: d2_coast_12
  • Description: The Bugbait has seen no changes in this mod.



  • Name: Bug Spawner / weapon_bugspawner
  • First Seen: d1_canals_06
  • Description: Generates friendly Antlions. They won't attack the player or their allies, although rebels and citizens WILL attack them. Primary fire tosses a regular Antlion, while Alt fire makes a Antlion Guard. Pressing the use key will call the normal Antlions to the player, similar to Bug bait. Spawning may by buggy in enclosed spaces, So try to only use them in wide open areas.



  • Name: Minigun / weapon_custom29
  • First Seen: d3_citadel_03
  • Mag Size: 999
  • Ammo Cap/Type: 999 / Minigun Ammo
  • Description: While this massive weapon slows the player down while carrying it and takes time to spin up, it delivers hundreds of rounds of rifle-caliber fire to anything unfortunate enough to be in front of it. The player can keep the weapon spun up by holding the alt fire button, but they'd also need to hold down the fire button while doing so.



  • Name: Vortex Hopwire / weapon_hopwire
  • First Seen: d2_coast_11
  • Ammo Cap/Type: 10 / Hand Grenades
  • Description: A partially cut cheat weapon from Half-Life 2: Episode 1. This grenade generates a black hole bringing in everything and everyone around it to destroy it, including the player. Press primary fire once to toss. And once more to trigger it.



  • Name: Power Drink / weapon_custom30
  • First Seen: d2_coast_03
  • Ammo Cap/Type: 10 / Hand Grenades
  • Description: The Power Drink is a healing item ported from Half-Life 2: Survivor. Upon using the primary fire, the player is given 25 HP. An equivalent amount of health gained from a large medkit. Costs one grenade per use.

  • Name: Beta Hopwire / weapon_hopwire_old
  • First Seen: N/A (console only) / Battle Map reward
  • Ammo Cap/Type: 10 / Hand Grenades
  • Description: The original Hopwire, cut from Half-Life 2. This grenade generates a number of wires that, when walked into, cause the wires and the main grenade to explode.



  • Name: Flamethrower / weapon_flamethrower
  • First Seen: d1_town_01
  • Mag Size: 150
  • Ammo Cap/Type: N/A / Flamethrower Fuel
  • Description: Fires a stream of flames. It can ignite NPCs, objects, even the walls and floors. The stream can be bounced off walls to get enemies hiding behind them. It's ammo pool automatically recharges at a semi-slow rate. The Flamethrower is also capable of destroying dropship transports and damaging Striders.
16. Weapons | Unused / Test Weapons
This small section will cover the unused/test weapons found in the files. A majority of these aren't intended for use and were just made for testing purposes. Like the other weapons, I will cover the following information for each weapon: the name/spawn code, if the player can use ironsights, magazine size, ammo type/capacity, and a brief description.

Unused / Test Weapons
  • Name: Beta Stunstick / weapon_custom10
  • Slot Number: 1
  • First Seen: N/A (console only)
  • Description: The cut Stunstick from the beta/retail files. It has a slower swing speed compared to the Crowbar and deals more damage. The HUD icon is unfinished. This uses the beta/retail viewmodel.

  • Name: Nodemaker / weapon_nodemaker
  • Slot Number: 1
  • First Seen: N/A (console only)
  • Description: A mapadd tool added by SMOD, specifically for creating and editing NPC node graphs. It almost functions as a streamlined interface for Source's map_edit mode, wherein you can create and link nodes for a map in real-time. Unless your making or editing a mapadd, you shouldn't mess around with this.

  • Name: Spore Launcher / weapon_custom4
  • Slot Number: 4
  • First Seen: N/A (console only)
  • Ironsight: Yes
  • Mag Size: 5
  • Ammo Cap/Type: 40 / Shotgun Shells
  • Description: A weapon that launches Bullsquid spore projectiles. It uses the Super Shotgun model & HUD icons. One spore is loaded per reload.

  • Name: Pipebomb Launcher / weapon_custom11
  • Slot Number: 5
  • First Seen: N/A (console only)
  • Mag Size: 50
  • Ammo Cap/Type: 150 / Pistol Ammo
  • Description: Named "PIPEBOMB TEST" in the HUD info, this uses the RPG model and is intended to fire a custom "Pipebomb" projectile. However, the projectile doesn't seem to exist in any capacity, therefore it fires nothing.
17. Weapons | Damage Values
This section includes all the damage values for each weapon. Organized by slot type & slot order. Dynamic means that the damage usually varies and isn't always consistent/has extra variables.

Slot 1
Crowbar - 10 / Dynamic (alternate)
Gravity Gun - Dynamic
Physics Gun - Dynamic
Gordon's Magic Stick - 30 (per bolt)
Power Gloves - 20 (primary / jab) / 50 (alternate / hook)
Strider Cannon - Dynamic
Shovel - 40 (swing) / 60 (stab)
Gold Crowbar - 10 (laser) / Dynamic (lightning) / 1 (melee)
Soy Beans - 1-12


Slot 2
Pistol - 5
Dual Pistols - 5
.357 Magnum - 40
Flare Gun - Dynamic
Desert Eagle - 40
Alyx's Gun - 8
NES Zapper - 999999


Slot 3
SMG1 - 4 (primary) / 100 (alternate, at center)
AR2 - 8 (primary) / Dynamic/Instant Kill (alternate)
MP40 - 6
Tau Cannon - 20 (single blast) / 20-100 (charge shot)
Laser Rifle - 10 (primary) / 25 (alternate)
AK-47 - 14
Kar98k - 70 (primary) / 50 (alternate)
OICW - 10 (primary) / 100 (alternate, at center)
Grease Gun - 8
Airboat Gun - 3
MP5 - 6-8 (primary) / 100 (alternate, at center)
M60 - 15
M1 Garand - 40
Dual Uzis - 5


Slot 4
Shotgun - 8x7
Super Shotgun - 12x12
Crossbow - 100
Combine Ion Rifle - 70 (primary) / Dynamic (alternate)
Scissors - 40
UMD Launcher - Dynamic (based on player HP)
SVD - Dynamic (damage scales, 75-100)
Shredder - 10x6
Chargebow - 80
Annabelle - 40


Slot 5
Frag Grenade - 150 (at center)
RPG - 100 (at center)
Spike Grenade - 100 (per bolt)
Stuff Launcher - Dynamic
Sweet Banana - 50 (at center, per banana)
Motion Sensor Bomb - 75 (at center)
Stickybomb Launcher - 100 (at center)
Singularity Generator - Dynamic
ANM14 - 20 (initial explosion) / Dynamic (fire damage)
Firework Grenade - Dynamic
Molotov - 50 (initial explosion) / Dynamic (fire damage)


Slot 6
Bugbait - N/A
Antlion Spawner - N/A
Minigun - 15
Vortex Hopwire - Dynamic/Instant Kill
Power Drink - N/A
Beta Hopwire - 100 (at center)
Flamethrower - 1 (fire stream) / Dynamic (flame damage)


Unused Weapons
Stunstick - 20
Spore Launcher - 20
Pipebomb Launcher - N/A
18. Easter Eggs / Secrets
This section will cover various Easter Eggs and secrets added by SMOD & SMOD Redux Final. If you find anything that isn't listed here, please let me know in the comments and I'll happily add it to this list.

Bowling Minigame




Typing "impulse 95" into console will spawn a bowling ball and a set of pins, for a small minigame. A cute little addition.

Aperture Science Weighted Storage Cubes




Inside Kleiner's lab are these rather familiar looking cubes... how'd they end up here? It's true that the Half-Life and Portal universe are one in the same but... Kleiner has some explaining to do!

Ravenholm Plate




On d1_town_02, a rather odd prop of some sort of Japanese advertisement can be found. It only appears in this map. Why is it here? Unsure. The original creator of SMOD, The Author, was Japanese. Hence all the Japanese themed stuff in the mod but, what is the meaning of this, if any?

Justaway Doll




First seen in d1_trainstation_05, it is a small figure with explosive properties. It can be found on the desk next to a hula girl. If tossed by the player or knocked around by an NPC, it will explode. In the original SMOD, the Justaway Doll was placed on top of the locker that Lamarr jumps up to. Meaning the player had to move it out of the way unless they wanted Kliener, Barney, Lamarr, and Gordon splattered on the wall. The doll can be found through out the campaign in different locations. The concept likely originates from an anime called "Gin Tama" in which Mamushi Industries creates figures called "justaways" that explode when not handled properly.

Citizen Chef Hats




If the player enables "npc_citizen_insignia", Allies who join the player's squad will don a chef hat. This could cause crash problems if the model isn't precached. A very odd console variable, but also quite humorous.

Killing Breen Early


If the player grabs the NES Zapper from Breen's desk and manages to shoot him before he gets into the elevator, they will be greeted with a funny little message. As well as dying instantly.

Merry Christmas!








Now this is a really cool one, and in-fact, the first Easter Egg I found on my own several years ago. If the player loads d1_trainstation_05 when the PC clock is on December 25th, they will be treated to a cute little jingle, various festive decorations, and a very special gift from Santa... or Kleiner. One of those two! If you wanna see this for yourself, just change your PC clock to December 25th and you are good to go!

Happy New Year!










Similarly to the Christmas event, load up d1_trainstation_05 on January 1st and the player will be treated to some Japanese New Year traditions and culture! As you can see, this adds a ton of props to the entire teleport sequence. As well as a nice oriental jingle when the "Happy New Year" message pops up. You'll also get a ton of money from the Pochibukuro envelopes on Kleiner's table if your playing with the SMOD game-mode enabled.
19. "Unofficial" Addons [Optional]
Customize your experience even further!
Here are some extra "unofficial" addons/mods to further enhance your SMOD experience.
NOTE: If what you are installing is a replacement, be sure to backup whatever it is you are replacing! Just in case something breaks or you want to revert back to the original asset!

Leaked Elite Metropolice Model




Download it here:
/https://mega.nz/file/qHARzS6K#Gy2ShCG_wdaWvkKVbBv2BfP7h_DZkwiBT2iqOE0tkxA
[remove the slash from the link]

Something you may have seen through out the guide. Adds the Leaked Elite Metrocop model that was cut from retail. This is set up to randomly replace Metropolice in the campaign and battle maps. They function the same and are merely a cosmetic addition. Compiled for use in SMOD by yours truly. Installation instructions are included in the forum post. Shields work properly with the model as well.

Mark V Hand/Arms Reskin





Download it here:
https://gamebanana.com/skins/152792

A high quality reskin with darker colors and optional LED lights & dirty versions. I personally use these with the optional LED added. Extract the materials folder for the base skin into your SMODRedux_FINAL folder. If you want the optional LED or dirty variants, do the same and override the base skin.

Combine Elite Soldier Hand/Arms Reskin




Download it here: /https://mega.nz/file/2WBDFQaZ#NW4FjvrrXmK26a3GSwdglAX0yYhfk28dz4PQ9b_9bs8
[remove the slash from the link]

An old Garry's Mod 9 era hand/arm reskin I've always been fond of. Extract the materials folder into your SMODRedux_FINAL folder.

Halo: Reach Blood Decals




Download it here:
/https://mega.nz/file/SC5AUQiB#F_ZyS7_q-4QwvMeBt_TVScAmzVtT8AfP7WNWUhXo9Ek
[remove the slash from the link]

Blood decals ported from Halo: Reach, which look a fair bit better compared to the base SMOD blood (IMO). This also adds a few more decals than base SMOD so if you uninstall this, don't forget to remove those. Extract the materials folder into your SMODRedux_FINAL folder.

bigthunk's weapon Randomizer table + Sgt. Stacker SSG NPC Fix


Download them from here:
[bt table] /https://mega.nz/file/qWhHwQRL#wzEkkX4HoCYZlv6zSBwSS8bBtEtiNQi6XIoENOEtc9s
[SSG fix] /https://mega.nz/file/PPI1DaSa#-htvq3ihQ-FKpv7GwWposed4gkHc0RXuT-oJqzvgdW4
[remove the slash from the link]

Fellow Smodder bigthunk has made a custom weapon randomizer table for Redux Final. Basically what this does is that Citizens, Friendly Combine Soldiers, Combine Soldiers, Combine Elite Soldiers, Combine Prison Guards, Combine Ace, and Metropolice will have randomized weapons as dictated by the table. This changes the entire experience of SMOD, surprisingly. Drop the .txt file ontop of your "scripts" folder inside the SMODRedux_FINAL folder. To enable this in-game, type npc_randomize_weapon 1 into console.

The other file was created by fellow SModder Sergeant Stacker, and it allows NPC's to use the SSG properly. Extract the "scripts" and "models" folder into your SMODRedux_FINAL folder. It's required to use this if you want to use the weapon table.
20. Conclusion / Credits / Revision History
Welcome... Welcome to City 17.
This concludes my installation & mod guide for SMod Redux Final V2.0.1. If you have any suggestions, criticisms, or found out something that I didn't mention in this guide then please drop a comment below and let me know! If you also have any questions feel free to ask them, I'll answer them when I can. I promised this guide a couple years ago in my Redux V8 guide and I'm happy to finally deliver. This took almost two weeks of work and I'm very satisfied with the result. I'm not sure if I will be writing more guides related to SMod but... who knows.

If you would like to connect with more people who are interested in SMod, check out the BSNOOCH Discord server.

https://discord.gg/prpGADkcgc

I hope this guide was informative and of use to you. Thank you for reading, and please have fun with the mod!









Credits
The Author: Creating the original SMOD mod that this was based on. God speed you magnificent bastard.

OneManShow: Creating SMOD REDUX, an incredibly fun and addictive SMOD modification that makes the original look like child's play. The man, the myth, the legend.

http://smod.wikidot.com/ : Helped me discover a ton of information regarding console variables & miscellaneous info. Cheers to whoever created it!

BSNOOCH + BSNOOCH Discord: For being the home of SMod mods and being an incredibly cool community of people. Shout out to the small group of people from the server who were super encouraging for the Redux V8 guide.

Valve: For Half-Life 2, nuff said.


-Revision History-
11/19/24 - Added information on how to revert Half-Life 2 to the steam_legacy branch.

11/12/24 - Added information and a link to the non SMod Standalone version of the mod.

11/6/23 - Updated download links due to the Bsnooch website going down. Archive links have been added and should still work.

10/3/23 - Updated guide title, included links to my two other SMod guides.

9/22/21 - Added ironsight info to the SVD.

9/17/21 - Added more detailed information for how rewards in Battle Maps are granted, added missing info related to the Shredder.

9/12/21 - Fixed/added where the Sticky Bomb launcher can be found in the main campaign. Apologies for missing it to begin with.

9/10/21 - Small format adjustments.

9/6/21 - Initial release of the guide.
256 коментара
Dissy EX  [автор] 1 апр. в 20:29 
Did you run HL2 and SDK 2006 atleast once before trying to run smod?
sk1zzy 1 апр. в 19:23 
ok so i uninstalled both hl2 and the sdk base 2006, aswell as replace the smod file so they are all on the same drive, now smod will not boot up and crashes everytime i try to open it. suggestions?
Dissy EX  [автор] 1 апр. в 18:39 
The sourcemods folder doesn't work if it isn't on the same drive as the Steam installation as far as I know
sk1zzy 1 апр. в 18:14 
my source mods file is on my C: drive while hl2 and sdk base are on my D: drive will moving the sourcemods file to the C: drive break anything?
Dissy EX  [автор] 31 март в 22:18 
Make sure you run Half-Life 2 and Source SDK Base 2006 atleast once before attempting to install and play. Also make sure both of those are on the same drive as your Steam installation.
sk1zzy 31 март в 19:58 
PLS HELP!! i installed the standalone version of SMOD but for some reason it would not work and said "Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately." so i followed your advice and installed the steam version, and it booted up but when i click the start new game button, NOTHING HAPPENS!!!! pls help i wanna play SMOD so bad!
Beepity :P 24 март в 16:01 
oh alr thanks
Dissy EX  [автор] 23 март в 23:49 
Delete the "Smod Standalone" folder in your "sourcemods" folder.
Beepity :P 23 март в 22:42 
how to uninstall smod and its addons?
Dissy EX  [автор] 14 март в 18:40 
POWERRRR POWWAHHH