These are .cfg mods, so they're small, easy to install and uninstall, and were actually really easy to make. (Getting them right, on the other hand, can take some effort.) They also, by the nature of that, are primarily just gameplay effects. I'll list the details here.
Shot placement. You now do different damage hitting enemies in different parts of their body, not just different damage between head and body shots. This also applies to you, so be mindful of your character's weak spots. This is difficulty dependent and is in fact the only impact difficulty has other than black ops cloaking and auto aim. Details below.
Easy: Arm 0.5x, leg 0.625x, abdomen 1.5x, chest 2x, head 4x.
Normal: Arm 0.375x, leg 0.5x, abdomen 1x, chest 1.5x, head 3x.
Hard: Arm 0.25x, leg 0.375x, abdomen 0.5x, chest 1x, head 2x.
Half-Life 2 and Black Mesa: Arm 0.25x, leg 0.375x, abdomen 0.5x, chest 1x, head 2x.
Black Mesa ricochet multiplier: 0.2
Damage inflict scale Half-Life 2 and Black Mesa: Easy 1.5x, normal 1.25x, hard 1x.
Gordon: Arm 0.05x, leg 0.075x, abdomen 0.1x, chest 0.2x, head 4x.
Barney: Arm 0.25x, leg 0.375x, abdomen 0.2x, chest 0.4x, head 0.8x.
Adrian: Arm 0.1x, leg 0.15x, abdomen 0.2x, chest 0.4x, head 0.8x.
Half-Life 2 and Black Mesa: Arm 0.25, leg 0.375, abdomen 0.5, chest 1, head 20
Damage take scale Half-Life 2 and Black Mesa: Easy 0.1x, normal 0.15x, hard 0.2x
Health/Power redistribution. Health is much harder to come by. 5%/kit and 25%/charger in Half-Life 1 and Black Mesa, 5%/vial, 10%/kit and 20%/charger in Half-Life 2. Armour charge is somewhat easier to come by. 25%/battery and 75%/charger in Half-Life 1 and Black mesa, 25%/battery and 100%/charger in Half-Life 2. Barney still gets 60% armour from a vest and 40% from a helmet because dammit I can't find the convars for that. Remember that as long as you have armour you take 40% less damage and 2/3rds of the damage is redirected to your armour points, which means armour actively acts to reduce the damage you take in addition to acting as extra hit points. (Way better than what they did in HL2, in my opinion.) If you run out of armour, find some right away because you won't last long. Especially if you're fighting HECU.
Enemy difficulty. Xen animals aren't much of a threat to the armed and armoured player, but the various military forces most definitely are. Details below.
Headcrabs deal pitiful damage and die in one hit, so other than jumping out of nowhere to annoy you and take a few hit points, they don't matter.
Zombies are slow and easy to kill, so even though they do hit really hard it doesn't really matter.
Houndeyes die in a hurry, but they're fast and deal respectable damage, but they're so easy to mow down it doesn't matter.
Bullsquids have decent health and an only slightly crappy spit attack, are decently fast and hit fairly hard in melee, but you can shoot them right down before they get there so they don't matter.
Vortigaunts aren't very durable, but their charged ranged attack and rapid melee attacks are extremely powerful, so they can be quite dangerous.
Grunts are fairly durable and you don't deal much damage hitting armour, their ranged attack is homing and hits far and fast, but deals pitiful damage, where their melee is actually quite powerful.
Controllers are decently durable, and launch a lot of low-damage attacks in a row, but aren't that hard really.
HECU marines hit fast with their SMG for decent damage, their shotgun multiple times for the same decent damage. Their grenades deal heavy damage, their 40mm grenades deal a bit less but faster from farther, and their kicks deal heavy damage repeatedly if you get that close.
Black Ops men are a lot like marines, just faster moving, more accurate with a stronger kick. Black ops women, however, wear lighter armour that leaves them more vulnerable, but make up for it with speed, agility, a smaller frame, uncanny accuracy and a cloaking device on hard.
Tanks are not as durable as I'd like, but their shots deal so much damage that no player can hope to survive a direct hit.
The apache is fast, uses missiles and its main gun will rip you to pieces on a moment's notice, but is easy to shoot down with rockets and tau shots if you avoid being ripped apart.
Pit drones are fast, hit hard at range and even harder in melee, but die pretty quick so you probably have that much issue.
Shock troopers are tough, hard hitting at all ranges, and even though their grenades are lacklustre their electric attack does good damage quickly.
Voltigores are big, easy targets that have an attack that while hard hitting is too easy to dodge to be an issue, making them more of a damage sponge than anything else. They will happily leave you with no ammunition in your magazine and having to kill shock troopers with your knife.
Weapon damage. Some of the weapons frankly made no sense with the damage they did. Like the pistol doing more damage than the SMG when firing the same round. Much of this has been fixed. Varies a bit between games. Details below.
Crowbar: 30, 40 in Half-Life 2. (He makes heavier swings in Half-Life 2 that don't get locational damage.)
Knife: 20 (Except for back stabs, which appear to be an instant kill.)
Wrench: 10 (Wind up attacks do way more, with the best single-hit melee damage and worst DPS.)
Barnacle grapple: 5 (Really a crappy weapon.)
Glock and USP: 5
MP5: 5
MP7: 4
OSIPR: 10
M203: 50 in Half-Life and Half-Life 2, 40 in Black Mesa
Python: 14 (In Black Mesa, one of the few weapons effective on vortigaunts, controllers and grunts.)
Desert Eagle: 14
Shotgun: 3x6 in Half-Life, 2x5 in Black Mesa (double or quadruple against some enemies), 3x7 in Half-Life 2 (weak against some enemies but otherwise strongest version)
Crossbow: 20 in Half-Life and Black Mesa, 30 in Half-Life 2. (In Black Mesa it's effective against vortigaunts, controllers and grunts and not all weapons are.)
Rocket: 250 in Half-Life, 500 in Half-Life 2, 400 in Black Mesa (Enough to one-hit most enemies, with few exceptions.)
Grenade: 75 in Half-Life, 100 in Half-Life 2, 60 in Black Mesa
Satchel charge: 125 in Half-Life, 100 in Black Mesa
Trip mine: 125 in Half-Life, 200 in Half-Life 2, 100 in Black Mesa
Tau cannon: 15 (Charge up does way more.)
Gluon gun: 15 (But is more energy efficient than the tau cannon.)
M249: 15
R700: 30
Shockroach: 10
Spore launcher: 50
Difficulty. There is a much wider gulf between the difficulties, as you take half as much damage and do anywhere from 1 2/3rds to 3x as much damage on easy as you do on hard depending on placement, making easy a breeze and hard crushing. Now, I designed the mods around the hard difficulty, but I made sure they'd work on easy and normal if you'd prefer that.
There's also a difference in difficulty between the three games. Regular Half-Life is easiest due to Gordon's impenetrable body armour and hyperspace arsenal. Opposing force is harder because while Adrian doesn't have a weak spot his armour isn't as good, and while his hyperspace arsenal is roughly equal to Gordon's, he has to fight Race X and Black Ops, which are often harder than Xen and HECU. Barney has the hardest time, though. He has the biggest weak spot because his arms and legs are both exposed, his armour is only about as protective as Adrian's, his arsenal doesn't compare to the other two, and he fights HECU a lot.
Now, I'm only releasing my mods for Half-Life 1, Blue shift and Opposing Force. I'm not releasing the Half-Life 2, Episode 1 and Episode 2 mods because I haven't tested them yet. I'm far enough to know they don't have any massive adverse effects, but I still want to make sure they work entirely as intended. I'll put those up when I've played through Half-Life 2 and its episodes. (I'm pausing from Route Canal to post this. I'll get back to that in a second, and once I'm through it I'll upload it as well.)
I don't know where you're getting your info. Steam sells Half-Life source, Blue Shift and Opposing force in one package. That's where I got it. Exe Version says 1.2.2, Exe build: 13:14:12 August 29, 2013. These are the newest Steam versions, sold with the HD pack, and if I do recall it said Half-Life Source when I bought it.
It doesn't matter either way. Both versions include the same .cfg file because they both use the same setting names for difficulties. I'm pretty sure it'll work either way, and if it doesn't I don't know what to say.
The package I got was Half-Life Complete. Look it up, it's on Steam for $39.99. It has Half-Life, Half-Life Source, Opposing Force, Blue Shift, Half-Life 2, Episode 1, Episode 2, Lost Coast, Half-Life 2 Deathmatch and Team Fortress Classic. It has both Half-Life and Half-Life Source. So maybe Opposing Force and Blue Shift aren't Source, but Half-Life is.
I hit a snag in HL2. A pretty serious one. Player locational damage in HL2 doesn't work. The player always takes normal damage on their body and double damage on their head, no matter what the SKs say. Melee weapons also don't deal locational damage at all, no matter who wields them. This means I have to adjust damage directly from sk_dmg_take_scale and that Gordon will be both unusually resistant to head wounds and unusually weak to body wounds. Unless we just assume that in HL2 Gordon finally gets a helmet, which seems unlikely since one is never shown, ever. I'm just going to have Gordon take 50% damage, period, and increase his melee power 50%. At least it still works in 1.
I completely forgot this thread existed. All the mods are done, for a couple months now. Remove anything in parenthesis and put them in the proper folders.
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