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Half-Life 2: Realistic-ish difficulty mod (HL2RDM) - A Config Script for Half-Life 2

316 9 kb Raw Code
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echo "Half-Life 2: Realistic-ish difficulty mod (HL2RDM)"
echo "https://gamebanana.com/scripts/9879"

//DAMAGE TO NPCS
sk_dmg_inflict_scale1 1 //easy difficulty
sk_dmg_inflict_scale2 1 //realistic-ish difficulty
sk_dmg_inflict_scale3 1 //hard difficulty

//DAMAGE TO PLAYER
sk_dmg_take_scale1 .13 //easy difficulty
sk_dmg_take_scale2 .25 //realistic-ish difficulty
sk_dmg_take_scale3 .5 //hard difficulty

//DAMAGE TO ARMS
sk_npc_arm .33
sk_player_arm .33

//DAMAGE TO CHEST
sk_npc_chest .5
sk_player_chest .5

//DAMAGE TO HEAD
sk_npc_head 4
sk_player_head 4

//DAMAGE TO LEGS
sk_npc_leg .5
sk_player_leg .5

//DAMAGE TO STOMACH
sk_npc_stomach .75
sk_player_stomach .75

//ARTIFICIAL INTELLIGENCE
ai_enable_fear_behavior 1 //npcs try to escape when badly damaged
ai_new_aiming 1 //enables new aiming mechanics for artificial intelligence
ai_reaction_delay_alert 0.2817 //reaction time in seconds (wile alert)
ai_reaction_delay_idle 0.4114 //reaction time in seconds (while idle)

//SPRINTING, RUNNING, WALKING
cl_backspeed 320 //d450, ideal 320
cl_forwardspeed 320 //d450, ideal 320
cl_sidespeed 320 //d450, ideal 320
hl2_normspeed 160 //d190, ideal 160
hl2_sprintspeed 320 //d320
hl2_walkspeed 80 //max walk speed (+walk)

//HEALTH + SUIT ENERGY
sk_battery 33
sk_healthcharger 100
sk_healthkit 50
sk_healthvial 33 //was 25
sk_suitcharger_citadel_maxarmor 500 //max HEV suit energy available inside the Citadel
sk_suitcharger_citadel 250 //max suit energy available from Citadel chargers
sk_suitcharger 100 //max suit energy available from regular chargers
sv_infinite_aux_power 0

//CROWBAR //made of steel
sk_npc_dmg_crowbar 37.5 //25% less than 9mm
sk_plr_dmg_crowbar 37.5

//GRAVITY GUN (ZERO POINT ENERGY FIELD MANIPULATOR)
physcannon_ball_cone 0.997
physcannon_chargetime 2
physcannon_cone 0.997
physcannon_maxforce 3000
physcannon_maxmass 500
physcannon_mega_pullforce 16000
physcannon_mega_tracelength 3000
physcannon_minforce 1400
physcannon_pullforce 8000
physcannon_punt_cone 0.997
physcannon_tracelength 1500

//AIRBOAT GUN
sk_airboat_max_ammo 30
sk_airboat_recharge_rate 7.5 //d15
sk_npc_dmg_airboat 43.5 //13% less than 9mm
sk_plr_dmg_airboat 43.5

//9MM PISTOL (18 rounds per clip)
pistol_use_new_accuracy 1
sk_max_pistol 72 //4x18
sk_npc_dmg_pistol 50
sk_plr_dmg_pistol 50

//12-GAUGE SHOTGUN (6 rounds per full reload)
sk_max_buckshot 24 //6x4
sk_npc_dmg_buckshot 56.25 //average value of 9mm and 4.6mm
sk_plr_dmg_buckshot 56.25
sk_plr_num_shotgun_pellets 6 //pellets per single shot (2x if double)

//‎4.6MM SUBMACHINEGUN (45 rounds per clip)
sk_max_smg1 135 //3x45
sk_npc_dmg_smg1 62.5 //average value of 9mm and .357
sk_plr_dmg_smg1 62.5

//.357 CAL. REVOLVER (6 bullets per barrel)
sk_max_357 24 //4x6
sk_npc_dmg_357 75 //50% more damage than 9mm
sk_plr_dmg_357 75

//HEATED-REBAR CROSSBOW (ammo is +1 by default)
sk_max_crossbow 19
sk_npc_dmg_crossbow 93.75 //25% more than .357
sk_plr_dmg_crossbow 93.75

//DUNE BUGGY (GAUSS/TAU CANNON)
sk_jeep_gauss_damage 93.75 //same as crossbow and ar2

//AR2, OSIPR (CLIP=30)
sk_combine_ball_search_radius 512 //d512
sk_combineball_guidefactor 0.5 //d.5
sk_combineball_seek_angle 15.0 //d15.0
sk_combineball_seek_kill 1
sk_max_ar2_altfire 3 //pulse rifle ammunition
sk_max_ar2 90 //3x30
sk_npc_dmg_ar2 93.75 //idem crossbow
sk_npc_dmg_combineball 50
sk_plr_dmg_ar2 93.75 //idem crossbow
sk_weapon_ar2_alt_fire_duration 2.5 //energy ball duration [seconds]
sk_weapon_ar2_alt_fire_mass 300 //d150
sk_weapon_ar2_alt_fire_radius 10 //d10

//GRENADES & OTHER EXPLOSIVES
sk_dmg_homer_grenade 100
sk_fraggrenade_radius 400 //formerly 500
sk_helicopter_grenadedamage 150
sk_helicopter_grenaderadius 250
sk_homer_grenade_radius 250
sk_max_grenade 3
sk_max_rpg_round 3 //max rocket ammo
sk_max_smg1_grenade 3 //amount of smg grenades
sk_npc_dmg_fraggrenade 150
sk_npc_dmg_rpg_round 150 //rocket launcher
sk_npc_dmg_smg1_grenade 125
sk_plr_dmg_fraggrenade 150
sk_plr_dmg_rpg_round 150 //rocket launcher
sk_plr_dmg_smg1_grenade 125
sk_smg1_grenade_radius 333 //not recommended over 500

//ANTLION GRUB
sk_grubnugget_enabled 1 //expel healing pearl when dead
sk_grubnugget_health_large 24.9
sk_grubnugget_health_medium 16.6
sk_grubnugget_health_small 8.3

//BIRDS
sk_crow_health 16.6
sk_crow_melee_dmg 6.5

//HEADCRABS
sk_headcrab_fast_health 12.45
sk_headcrab_health 16.6
sk_headcrab_melee_dmg 13
sk_headcrab_poison_health 14.3
sk_headcrab_poison_npc_damage 50 //damage to NPCs

//MANHACK
sk_manhack_health 25
sk_manhack_melee_dmg 25
sk_manhack_v2 1

//ALYX
sk_max_alyxgun 35 //5 clips of .45 ACP (modified M1911 according to Half-Life: Alyx)
sk_npc_dmg_alyxgun 75
sk_plr_dmg_alyxgun 75

//CITIZEN (REBEL)
npc_citizen_auto_player_squad_allow_use 1 //interaction like in hl1
npc_citizen_auto_player_squad 0 //citizens join gordon automatically
npc_citizen_explosive_resist 0 //citizen resistance to explosives
player_squad_autosummon_time_after_combat 50
player_squad_autosummon_time 50
sk_ally_regen_time 0 //was 0.25
sk_citizen_giveammo_player_delay 6.5 //ammo delay time [was 0.5]
sk_citizen_heal_ally_delay 6.5 //was 0.5
sk_citizen_heal_ally 13
sk_citizen_heal_player_delay 6.5 //was 0.5
sk_citizen_heal_player 13
sk_citizen_health 45 //5 points less than Metropolice

//COMBINE METROPOLICE (Civil Protection/CP)
sk_barney_health 50
sk_metropolice_health 50
sk_metropolice_simple_health 50
sk_npc_dmg_stunstick 13 //not kill stick anymore
sk_plr_dmg_stunstick 13

//BARNACLE
npc_barnacle_swallow 1 //determines whether Barnacles swallow or not
sk_barnacle_health 45 //same as scanner

//SCANNER
sk_scanner_dmg_dive 13 //same as Stalker
sk_scanner_health 45 //20 hp more than Manhack

//STALKER
sk_stalker_health 40 //10 hp less than Regular Zombie’s
sk_stalker_melee_dmg 13 //Manhack damage, halved

//VORTIGAUNT (Alien Slave)
sk_vortigaunt_armor_charge_per_token 25 //amount of energy per time
sk_vortigaunt_armor_charge 100 //maximum energy given to the player
sk_vortigaunt_dmg_claw 33
sk_vortigaunt_dmg_rake 33
sk_vortigaunt_dmg_zap 50
sk_vortigaunt_health 50 //same as Regular Zombie
sk_vortigaunt_vital_antlion_worker_dmg 1 //dmg scale taken by the vort in HL2E2
sk_vortigaunt_zap_range 200 //d100

//ZOMBIES
sk_zombie_dmg_both_slash 41.25
sk_zombie_dmg_one_slash 33
sk_zombie_health 50 //Regular Zombie
sk_zombie_poison_health 62.5 //Poison Zombie
sk_zombie_soldier_health 62.5 //Zombine

//COMBINE (OVERWATCH)
combine_guard_spawn_health 1 //drop health items
combine_spawn_health 1 //drop health items
hap_turret_mag 5 //default=5
sk_bullseye_health 54.37 //Sniper (13% less than Guard)
sk_combine_guard_health 62.5 //Guard
sk_combine_guard_kick 33
sk_combine_s_health 70.62 //Elite (13% more than Guard)
sk_combine_s_kick 33
sk_dmg_sniper_penetrate_npc 100
sk_dmg_sniper_penetrate_plr 100
sk_max_sniper_round 30
sk_npc_dmg_sniper_round 100
sk_plr_dmg_sniper_round 100

//ANTLION
antlion_easycrush 0
sk_antlion_air_attack_dmg 25
sk_antlion_health 55 //5 points more than Regular Zombie
sk_antlion_jump_damage 25
sk_antlion_swipe_damage 33

//ANTLION WORKER
sk_antlion_worker_burst_damage 40
sk_antlion_worker_health 60
sk_antlion_worker_spit_grenade_dmg 33
sk_antlion_worker_spit_speed 600

//HUNTER
hunter_charge_min_delay 0.13
hunter_flechette_delay 0.5
hunter_flechette_explode_delay 0.5
hunter_flechette_max_range 5000
hunter_flechette_min_range 100
hunter_flechette_speed 2500
hunter_melee_delay 0.13
sk_hunter_dmg_charge 25
sk_hunter_dmg_flechette 13
sk_hunter_dmg_one_slash 33
sk_hunter_flechette_explode_dmg 33
sk_hunter_flechette_explode_radius 150 //decreased
sk_hunter_health 164 //half the healthpoints of a strider

//ANTLION GUARD (attacking it with the Crowbar feels utterly unrealistic)
sk_antlionguard_dmg_charge 100
sk_antlionguard_dmg_shove 150
sk_antlionguard_health 250

//APC [HEAVY ARMORED LAND VEHICLE]
sk_apc_health 300
sk_apc_missile_damage 150 //episode one exclusive

//STRIDER
sk_strider_health 300
sk_strider_num_missiles1 1
sk_strider_num_missiles2 2
sk_strider_num_missiles3 3
strider_ar2_altfire_dmg 100 //dmg caused to strider with pulse rifle’s alt fire

//HUNTER-CHOPPER
sk_helicopter_health 300
sk_helicopter_num_bombs1 1
sk_helicopter_num_bombs2 2
sk_helicopter_num_bombs3 3
sk_npc_dmg_helicopter_to_plr 15.75 //compensated since it has a high fire rate!
sk_npc_dmg_helicopter 15.75

//DROPSHIP
sk_dropship_container_health 500
sk_npc_dmg_dropship 15.75

//GUNSHIP
sk_gunship_burst_size 10 //number of rounds shot [nerfed]
sk_gunship_health_increments 4 //should be set at 4
sk_npc_dmg_gunship_to_plr 15.75
sk_npc_dmg_gunship 15.75

//ROLLERMINE
sk_rollermine_shock 1
sk_rollermine_stun_delay 2 //made it even more annoying
sk_rollermine_vehicle_intercept 1

//PHYSICS & MISC
fire_dmgbase 6.5
fire_dmginterval 0.5
fire_dmgscale 0.1
phys_impactforcescale 1 //def 1
phys_pushscale 1.5 //d1
player_throwforce 1750 //d1000
r_flashlightfar 2000 //d750 (changed)
r_flashlightfov 40 //flashlight size (formerly 45)
r_flashlightnear 16 //d4
sv_gravity 600 //default is 800

//AMMUNITION
sk_ammo_qty_scale1 1.5 //multiplies the ammo rate by this value (easy difficulty)
sk_ammo_qty_scale2 1 //multiplies the ammo rate by this value (normal difficulty)
sk_ammo_qty_scale3 0.5 //multiplies the ammo rate by this value (hard difficulty)

Updates

March 17th, 2021 2mo
  • Adjustment Response time values for both idle and alert were changed for artificial intelligence.
I used Human Benchmark's reaction time test tool in order to get real response times, which then I took into consideration for obtaining average values.
November 19th, 2020 6mo Adjustment November 15th, 2020 6mo Addition November 14th, 2020 6mo Adjustment5 November 9th, 2020 6mo Tweak2
This is my Half-Life 2, Episode One and Episode Two realistic-ish difficulty script. I created this mod thinking that Gordon Freeman actually has his helmet on, so head damage is not that brutal, but it's still very dangerous.

INSTALLATION:
Mods normally work better (and safer) inside the Custom folder; you should be able to find it in Steam/SteamApps/Common/Half-Life 2/HL2/CUSTOM. If such folder does not exist, then create it.

1) Inside the Custom folder, create another one named HL2RDM.
2) Inside HL2RDM, create another folder called CFG.
3) Inside CFG, create two text files; one named skill.cfg, and the other skill_manifest.cfg (remember to erase the .txt part at the end, since Half-Life 2 works with .cfg files instead)
4) Copy this code, open skill.cfg, paste the mentioned code there, and save the file.
5) Open skill_manifest.cfg and copy the text below:
exec skill.cfg
6) Save the file.
7) Run Half-Life 2, Half-Life 2: Episode One, or Episode Twoand make sure "normal" difficulty is selected under OPTIONS menu.

UNINSTALLATION:
Delete the HL2RDM folder from Steam/SteamApps/Common/Half-Life 2/HL2/CUSTOM.
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  • You didn't set up Combine Soldiers' HP correctly

    Combine Guards = Elites
    Combine Soldiers = Regular Combine Soldiers.
    Bananite
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  • D Cal avatar
    D Cal Joined 6mo ago
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    510 points Ranked 48,291st
    2mo 2mo
    This mod has excellent and crystal-clear documentation, but despite your best efforts, it still isn't balanced. The dangers with realism mods that make radical changes of any kind lie in the following:

    1. Half-Life 2 has certain weapon, player, and NPC characteristics that are hard-coded, as you've discovered.
    2. The placement of enemies within maps is designed around the default skill.cfg file.

    To cite some examples of things that you might have missed:

    • The player walk speed is what Gordon uses in Half-Life 2 before he obtains the HEV suit. Does a walk speed of 80 allow him to escape the metropolice without taking excessive gunshots?
    • Reducing NPC leg damage makes NPCs more resistant to explosions. Did you account for this when you adjusted the damage of explosives?
    • The damage of a strider's minigun is hard-coded. A damage-take scale of 0.25 is still challenging in Half-Life 2, but since the strider's minigun has reduced damage for Episode 2, you may have unintentionally nerfed the episodic striders. I misread the code. The strider's minigun has a hard-coded damage, but they only increased the strider's magazine size for Half-Life 2.
    • The magnum has a hard-coded damage buff against hunters. Did you account for this when you changed the magnum's damage? More importantly, did you acccount for the hunter's resistance to other bullet types and buckshot as you deceased its hit points?

    I can see that you have an eye for detail, so you'll find that Half-Life 2 and its sequels are not good candidates for "realism" mods. It also helps to stop thinking of weapons and enemies in isolation from each other; observe how Valve implements them and intends for them to interact in the actual games to better reconcile the "real" with the ideal.
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  • After starting to use the HL2RDM mod with MMOd I've seen an unusual issue running it with the MMod versions of Half-Life 2.

    If the "skill_manifest.cfg" file is used to load the HL2RDM's "skill.cfg" file in order to run the mod, it turns out using the secondary attack key to detach and pick up the Emplacement Gun and use it doesn't work...the gun will just be dropped.

    However, if the "skill_manifest.cfg" file is not used (i.e., deleted or renamed), the "skill.cfg" file will still load and now the Emplacement Gun can be picked up and used.

    I tested this extensively on Half-Life 2: MMod and Half-Life 2 Updated: MMod, using MMod 1.3 and the mod's installation instructions described above.  Otherwise, as far as I've seen the HL2RDM mod works fine with the MMod versions of Half-Life 2.
    Bananite
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  • I've been using the mod both on and off, and it makes gameplay a lot more challenging but not over-the-top difficult.  Thanks for your efforts!
    • Helpful x 1
    • Thanks x 1
    • Cheers x 1
    Bananite
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  • GeneralEcchi avatar
    GeneralEcchi username pic Joined 8y ago
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    GeneralEcchi avatar
    GeneralEcchi
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    6mo
    Why do you even use Revolver when the AR2 deal more damage that it  
    This balancing doesn't make any sense
    • Disagree x 1
    • Rude x 1
    • Agree x 1
    Ich Will avatar
    Mantra
    Ich Will
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  • empleat avatar
    empleat Joined 1y ago
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    1y
    I did it exactly how is in tutorial and double checked, but it is not working. Still receive almost no dmg.
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    Bananite
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  • 1v4n94 avatar
    1v4n94 Joined 7y ago
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    2y
    I strongly recommend using custom scripts like "skill.cfg" under the "Custom" folder. Scripts like this one and also "autoexec.cfg" files should be inside a folder called "CFG". The "CFG" folder must be inside another folder with a name of your preference, such as "MyScripts_YAY", or something like that, you know...
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  • Xven avatar
    Xven Joined 6y ago
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    Something like this should've been included in MMod
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  • Spikanor avatar
    Spikanor Joined 3y ago
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    Elites have 75hp while regular soldiers have 100?
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    Bananite
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