Black Mesa
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MMP - Mega Mod Pack
   
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4 ENE 2024 a las 3:22 p. m.
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MMP - Mega Mod Pack

Descripción
Attention! This mod requires manual installation and basic knowledge on how to work with files and folders.
There's a lot of steps!!!

Greetings! This is a collection of console/config scripted mods that are designed to work with Black Mesa.
It's is known that there's no virtual scripting machine for Black Mesa, so these are just proofs of concept on how these things would work. This script pack is glitchy and has a lot of limits and nitpcks because this is just basically a config files and they are not supposed to work that way. These mods are only inteded to work in singleplayer. Do not use them in multiplayer.

Any mods can be activated/deactivated from a config file. Unfortunately most of the mods do not support autoloading, so most of the times you will have to reload them on map start/transition with a special console command(or bind).

Installation Guide:

Without Auto Loading:
1. Subscribe to Mod.
2. Go to (Steam directory)->steamapps\workshop\content\362890\3131593395->cfg
3. Open "msp_loader.cfg" and setup mod options, disable/activate any mods you want to play with, be sure to read information inside.
4. Launch Black Mesa.
5. Start any map or load save.
6. Type "exec init_everything.cfg; exec msp_loader.cfg" without quotes. You can bind any key to activate mods with single button. Type bind f1 "exec init_everything.cfg; exec msp_loader.cfg" with quotes to activate mods at any time.
Only single activation on a map is required. After map transition to other level some mods require reloading, click the button or enter command again. Do not reload after loading save or game death on the same map. Double activation will cause lags, bugs and crashes.
7. Open "autobinds.cfg" inside cfg folder. Change any key bindings at your liking. Remember what mods can be activated from the binds.
8. Type "exec autobinds.cfg" in console witthout quotes. This will activate all binds to specified keys. You are able to use activation and toggleable mods now. To unbind all of the mod's binds type "exec unbindmods.cfg" in console without quotes.

With Auto Loading:
1. Subscribe to Mod.
2. Go to (Steam directory)->steamapps\workshop\content\362890\3131593395
3. Delete megamodpack.vpk file and then copy megamodpack folder and go to your Black Mesa directory: steam directory\steamapps\common\Black Mesa\bms\custom. You can use this guide but do not follow step 4 and further.
4. Paste/drop megamodpack folder in custom folder.
5. Go to megamodpack/cfg and open autoexec.cfg, there you can disable some autoloading mods. Do not use this to load other mods that are not in the list.
6. Open skill_manifest.cfg. There you can enable starting as a specific faction after every map start, map transition to other level and save loading. Uncomment/comment commands below faction name to enable/disable faction. Choose only a single faction.
7. Open "msp_loader.cfg" and setup mod options, disable/activate any mods you want to play with, be sure to read information inside.
8. Launch Black Mesa.
9. Start any map or load save.
10. Type "exec msp_loader.cfg" without quotes. You can bind any key to activate mods with single button. Type bind f1 "exec msp_loader.cfg" with quotes to activate mods at any time.
Only single activation on a map is required. After map transition to other level some mods require reloading, click the button or enter command again. Do not reload after loading save or game death on the same map. Double activation will cause lags, bugs and crashes.
11. Open "autobinds.cfg" inside cfg folder. Change any key bindings at your liking. Remember what mods can be activated from the binds.
12. Type "exec autobinds.cfg" in console witthout quotes. This will activate all binds to specified keys. You are able to use activation and toggleable mods now. To unbind all of the mod's binds type "exec unbindmods.cfg" in console without quotes.

Problems and questions:
1. High Priority Mods doesn't work.
*You should only activate one of them with some exception that are stated inside msp_loader.cfg. They are not compatible with each other.
2. Auto Loader Mods doesn't works.
*This Mod is incompatible with other mods that are using autoexec.cfg and skill_manifest.cfg.
You will have to either disable them or move stuff from this mod's autoexec.cfg and skill_manifest.cfg to their edited autoexec.cfg and skill_manifest.cfg.
3. Nuke particles doesn't show up.
*Again this mod changes particle_manifest.txt. Either disable other mods with new particles or edit their particle_manifest.txt and add "file" "particles/marine123_moab_fx.pcf" "file""particles/nuke.pcf" "file" "particles/vman_explosion.pcf".
4. Some of the mods are suddenly stopped working, scripts are always broken.
*You need to reload game after activating and disabling "Sandbox Headcrab Zombification"
5. Campaign scripts are broken and I'm softlocked.
*High Priority Mods are semi-compatible with campaign and you have to use noclip and changelevel commands to proceed. Currently I can't fix it because these are not supposed to work in the first place. This is just a config files that works because of inpurs/outputs system. I recommend to only use high priority maps in sandbox or arena type maps.
6. It doesn't work.
*Disable other mods and try to do correctly each steps in installation guide.
7. I hear health/armor charging sounds but I don't use chargers.
*It happens if you use regeneration mods. Type stopsound in the console to turn them off.
8. I'm getting killed in the elevators
*It happens if you use regeneration mods. Do not look under your feets if you're in moving elevators.
9. Weird graphics problem with glowstick mod.
*Turn it off and on again. This will fix problem.

Discusiones populares Ver todo (1)
0
4 ENE 2024 a las 3:24 p. m.
FIJO: MODS LIST
Hds46
11 comentarios
uno14 9 ENE 2024 a las 8:51 a. m. 
@Hds46 sick
Hds46  [autor] 8 ENE 2024 a las 11:38 a. m. 
@uno14
I'm actually working on some stuff on sourcemod.
super robot123 8 ENE 2024 a las 9:26 a. m. 
I am hoping that this will eventually be able to add custom firearms that dont replace weapons
uno14 8 ENE 2024 a las 6:45 a. m. 
from knowing that you made vscript addons, have you ever tried making Sourcemod/Metamod plugins? White and Birdy made some of them like Inspect addon
Hds46  [autor] 7 ENE 2024 a las 2:01 p. m. 
BMCE? Multiple zombie skins from that pack? I think it's impossible to check what model does NPC have using console input/output system this mod uses. I managed to add different zombies because they all have different classes: original zombie for scientists, security zombie for barneys and zombie grunt for hecu. No way to check if human NPC has a worker model because he uses scientist NPC Class.
Black Mesa Security officer 6 ENE 2024 a las 9:36 p. m. 
I tried to do it, but I'm too stupid to do it.
Black Mesa Security officer 6 ENE 2024 a las 9:35 p. m. 
Can you add BMCE support for Headcrab Zombification?
TCMOREIRA 5 ENE 2024 a las 10:23 a. m. 
This is really cool! Here's hoping for more mods like this in the future!
Данька🦊🍄 5 ENE 2024 a las 12:28 a. m. 
I do not know what to say!:gordon:
Hds46  [autor] 4 ENE 2024 a las 4:15 p. m. 
@Boreal Sketcher
Yep, this collection is a what if BM had scripting language, aka gameplay additions and even custom weapons. There's simple custom melee weapons in the pack that basically are clones of crowbar with different models, damage, reach and firerate.