The experimental graphic story Fast Detect takes place in the post-apocalyptic Half-Life 2 universe and is shown from the artist’s special point of view.
Play your way through a variety of amazing settings until your reach the Nuclear Missiles.
Explore detailed and beautifully crafted locations with some hidden surprises along the way.
Basic Details
- Title: Fast Detect
- File Name: Non applicable
- Size : 7GB (Estimated)
- Author: Obergun
- Date Released: 07 October 2016
Download Options
Manual Installation Instructions
There are no manual install options for this release. It must be installed via the INSTALL button on the Steam page.
Videos
The playthrough/walkthrough below is provided by PlanetPhillip. See more of my playthroughs on this site: VP: PlanetPhillip.
Panoramic Views
WARNING: The panoramic images contain spoilers and have quite large file sizes.
Screenshots
WARNING: The screenshots contain spoilers.
Reader Recommendations
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Meta Review Data
Statistics based on 11 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 10 Users
Time Taken:
Average: 4 Hours
Shortest: 1 Hours by Duke
Longest: 9 Hours, 15 Mins by rikersbeard
Total Time Played: 44 Hours, 1 Mins
Using Gauge: Users
Manually: 10 Users
Time Taken:
Average: 4 Hours
Shortest: 1 Hours by Duke
Longest: 9 Hours, 15 Mins by rikersbeard
Total Time Played: 44 Hours, 1 Mins
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Too bad it is not available for linux clients
Finaly its running under Linux after modifications of the gameinfo.txt, some copiing, etc.
Well, I’m almost through now (p7l1) and I’m quite disappointed! Why is it that all those “big mods” that make it onto Steam are nothing more than bloated endless repeating gameplay catastrophes? This one combines almost all mistakes one can make in HL2 modding, and from a technical side too: no AI nodes included, endless boring boat ride intro, black outs on level changes, no sense in level design or story, I managed to walk outside the map already in the third map and found a missing texture as well, changed details that make no sense like the headcrab blood, modified models that make no sense like zombies without headcrabs that spawn them on death, strange interlude levels that are supposed to give you stuff and then the mod takes all of it away after the first time and doesn’t register it the second time at all. Sure, you can play around a bit and do the typical HL2 enemy killing in random maze like environments with the occassional good looking bit, but overall it’s a huge mess in my opinion! Just compare that to the perfect Precinct 17 mod released recently and you know what I mean…
can I get a download for it? lol I’m running OS X, and Steam won’t even let me download it
Sorry, there is no non-steam download available. Marnamai has opted for a Steam only release at this time.
I won’t review it because I didn’t (and I won’t) finish it but I don’t understand all those bad mods greenlighted on Steam.
It sucks the same way as The Gate 2, GString, or Prospekt : mod’s developed by lone modders for nearly a decade are somewhat unique but suffers terribly in terms of gameplay, level guidance, etc… it seems they don’t get beta tested at all, that the dev is autistic.
Too bad because there seemed to be some good ideas.
But the plot quickly falls into a mess of nothingness, like the rest.
Well, at least this one was F2P.
I think Marnamai might be a little insulted to have his name associated with Fast Detect ;p
Edit – this should have been placed under Phillips comment above.
The graphics are a big problem. All I get is distortion. I trying adjusting my graphic settings, still no good. What are the system requirements.
System requirements can be found on the Steam page.
it certainly looks pretty, but from what I’ve seen, it doesn’t live up to the hype.
now, if the author comes back to it in a year or so, fixes all the bugs, reworks the gameplay, and tweaks the game to be playable on computers other than Windows, this has the potential to be a great sourced
I agree with Darth_Sylph.
As with all these giant mods, much love/care/dedication goes into creating them and I enjoy playing them, even if they get mediorcre (or lower) reviews.
This mod is a great start. The developers should revisit this version, exercise the criticism, and re-publish with a Version 2.0. The potential is there, let’s hope it can be improved upon.
Utterly appalling, I was never going to finish this, despite no-clipping through the first couple of maps. I had NO fun at all, this isn’t gaming, it’s more like a maniacal MENSA test, I mean really..
Manually
Medium
1 Hour
First of all this is my “first” comment also my english is not ultra good ı will try my best guys 🙂 anyways ı really wanted to beleive that this mod is a perfect mod but unfortenatly ı cant say “this mod is a perfect mod”.It looks amazing there is too much detail in it surely author put lot of work on visuals but ı think he rushed the making of gameplay part thats why its not perfect.My favourite scenery was bridgehead chapter also its my background iamge right now 🙂
Manually
Medium
1 Hour, 25 Minutes
I tried to play it, I really did, but somehow I got through the first map in less than ten (10) minutes (and I’ve no idea how I managed that. I saw the playthrough Phillip made and I’d only covered a fraction of the first map) only find myself stuck in the central hub (is that what it is?) and then being shot to ribbons as soon as I entered the next (?) map. Repeated attempts to play this mod only left me increasingly frustrated. The reason for all the question marks in my comments is that I didn’t, and still don’t, understand what is or was intended by its author, and I’ve played these games for literally decades so I’m hardly a newbie. Pretty graphics and no discernible game I’m afraid
This mod feels like it was make by Leon Brinkman. It just feels similar in design and layout.
not really, Leon uses assets from other games to make it look different, this looks like it uses the same (mostly) assets as HL2, but better quality, also, Leon’s games tend to actually have ‘gameplay’ xD
it took him 7 years to make it, BRUH
idk if this is Leon style or not, but level design is not only about aesthetics. way too many flaws with layout and confusing gameplay is the reason i dropped this halfway. looks like all mods making on Steam, especially big ones are having the same problem.
Under Linux:
– copy the fastdetect Subfolder from the Windows Version to the sourcemods Folder
– All files lowercase
– Copy the bin Folder of the Singleplayer 2013 bin to the bin of the mod
– Have fun…
so do most mods need to be altered a bit to work with a linux system?
If a mod uses custom programming, entirely new code, it needs to be compiled for Linux. Otherwise, the most common problems will stem from file names. Windows is indifferent to readme.txt versus Readme.txt, but Linux sees them as two different files. So, if you didn’t keep your names consistent when you reference them, it will come back to bite you. I’m not sure if Valve handles some of this on their end when they call files within their VPKs, but if they spelled it a certain way, you should do it the same. And if you add custom materials, audio and such, you should keep everything lower-case for the sake of convenience. You don’t want to get burned because you forgot to capitalize something.
thank you for the reply. I guess i’ll stick with 2 machines for a while- till hl3 or the lottery.
OMG…if I had the abilities to create a mod, I would add some atmosphere and a more interesting gameplay.
This is not a good mod.
I had no fun to play, at some places I had to watch the “walkthrough”, because I had absolutely no idea where to go or what to do and I hate it to use a “walkthrough” video!
It totally lacks of the magical and opressive feeling atmosphere of the HL-Universe, so I say “AVOID IT”.
Otherside I pay respect for creating such a big MOD. It is not bad work at all.
I like it! its big! and its not just another run and gun. Lots of new things to see. I think a lot of you guys need a light at the end of the tunnel– to find the end of the tunnel,, 😉
I had a love-hate relationship with this mod. I loved the size of the work and the interesting environments. But the gameplay was terrible. I found it impossible to advance without turning god mode on which gave me enough time to find what I was supposed to do. You can end up getting attacked by enemies before you find any weapons (happened to me). Also the story is never really explained to the player. You can go to the part of the hub that is the “briefing” area but I didn’t really know why I was doing anything. And when I got back from a mission there were enemies inside the hub itself; I have no idea why.
If the author focused on making it more playable and understandable then I think it could be really good. Right now unfortunately it is not something I would ever replay, and I deleted it once I was finished to save the space on my hard drive.
Manually
Easy
4 Hours
I have no idea what is the story behind this mod but visuals are very very very good ı almost cried at “Bridgehead” chapter ı even made it my pc wallpaper :).Anyways if you like watching sceneries go download this mod this is the right mod for you but if you like gameplay, story, fight, puzzling Avoid It.Also ı feel like this “mod” is compilation of lots of “test” maps
Manually
Easy
2 Hours
Playing “Fast Detect” felt like reading a book that is presented as a graphical novel, and finding out it actually is a sequence of stunning images that show a walkthrough of different environments without a story or other connection between them.
The author seems to have put a lot of work into the environment and the visuals, but it is not the high resolution textures, nice looking spaces and great lighting that make the Half Life games great, but the feeling you are actually fighting for a cause. A mod or game needs to make the player feel something, rather than just allow him to do something.
Good gameplay design allows you to make the player jump through your hoops while he feels he’s making meaningful choices; it is a careful balance between funnelling players toward a point in time and space and giving them the impression their actions in the virtual space matter. The balance between making the game universe seem more open than it actually is by fooling the player into thinking his choices have consequences.
Fast Detect is “too open” in a way; it lets the player loose in environments without guidance what he is supposed to do and to what end and the consequences are that the player gets stuck or wanders wondering he did something wrong.
The author does not use a consistent visual language to communicate what the path is he intended the player to take – in some places it actually confuses the player into doing something that he is not supposed to – neither does he use storytelling to guide the player. In other words: there is no gameplay design, just graphic design, a pretty picture with little to no meaning.
This lack of meaning and storytelling is evident in the map with intersecting corridors in a futuristic, almost abstract design that the player visits multiple times. Here the player can collect munition, health, batteries and teleport into the next map.
This ‘intermission’ might work – “work” in the sense of supporting the engagement through storytelling – if the player would have been told what this place is, how he ended up there and why. Without such a backstory it is completely out of place and disrupts the flow of the mod.
There are also several more or less technical issues; I fell out of the map multiple times and ended up facing away from enemies after loading, noticed “node graph out of date” with several maps, and at least twice “AI disabled” appeared (once with a map containing actual AI).
This makes me wonder whether this mod was playtested at all, let alone by someone independent who would have spotted the lack of player guidance.
If someone releases a mod on Steam stating it is an “experimental graphic story […] shown from the artist’s special point of view” he should at least tell a story using a visual language; Fast Detect does neither.
So, despite the great visuals and obviously large amount of work, my verdict is “Avoid It!”.
Using Gauge
Easy
8 Hours
I noticed an error in my information: I installed this via Steam, not Gauge/maptap; sorry for the error.
I haven’t played the mod(I don’t even have Half-Life 2 past Episode 1), but I had to post.
I guess that most of you don’t realize that “Myst with weapons” is a design approach of its own as much as the very linear but intense maps of Half-Life 2 itself are, and the one shouldn’t be rated by standards of the other. And the sole fact of existence of a hub map that repeats with changes might not create a proper narrative, but it does make you feel that “something is clearly happening offscreen, but you don’t know what exactly”, which adds a lot of atmosphere in my opinion.
We do but when a design approach is used we expect it to function correctly. This mod doesn’t. It’s broken. Getting stuck because the author didn’t test enough or couldn’t be bothered to fix something is incredibly frustrating.
I get it about the bugs, but my point still stands.
I still don’t agree. I feel we are open to new styles of mods, but if you release one, you have to make it work flawlessly, otherwise any criticism will be based on those flaws.
But how can I be sure that the reason why bugs are brought up in the first place is not players (who were disappointed by the approach difference) wanting to nitpick? This mod can be finished, after all.
Anyways, look no farther than Half-Life: Chernobyl for what I think is an example of a similarly designed mod with similar reception.
I can be sure because it’s possible to get stuck and have to restart from an earlier save. Finishing a mod shouldn’t depend on not getting stuck.
I didn’t mean that bugs don’t exist. I meant that if a player is on the whole enjoying a mod, he might look past them, and that otherwise they are nothing more than a “nail in the coffin”.
I’m not talking about a bug that is “something strange”. I’m talking about a location that once entered can’t be exited from. If this were in a standard mod it would still be a huge issue. An issue which would mark the mod down in ratings and reviews.
I meant such bugs too. Personally I did play one custom map(for Doom) that had a design decision making the player stuck if he doesn’t play it a certain way, and yet I still really liked that map (and still like it to this day) and eventually played it how it was intended. I don’t think that such cases never happened to anyone else!
Someone mentioned G-String. I enjoyed G-String. I didn’t enjoy this one at all.
Manually
Easy
1 Hour
Well, I have many thoughts about this mod I don’t even know where to start.
But I may start first by just noting that it surprises me how low recommendations has get so far here in RTSL. I think some of those low recomms. are frankly unfair. And I think they’re unfair just because the game itself stands out, just because it’s a huge project, and releasing that has enough merits to be properly recognized.
I’ve seen many comments about people that didn’t know how to do or get lost and confused even in the first giant map, and you know, in this specific case that’s not the designers fault, is only your fault just to not consider this mod is heavily focused on exploring the maps and the whole atmosphere in them. If you say an argument like “oh god, it was dire because i got lost many times” sorry but that’s just unfair, because maybe you are not an exploring gamer kind.
Now, in this mod I remember the G-String mod a lot. It felt to me that it was like almost a total conversion mod. But it wasn’t because it remains inside the HL2 Universe and that for me make it special. I think one of the features i liked the most in Fast Detect, was the fact that some scenarios inside the mod actually made me feel scared. You know that’s a cool feeling we don’t have in many HL2 mods anymore. In fact in more than one part of the mod I really felt I was playing the original HL2 darker project, -yeah the one that wasn’t released because it was stolen from a German hacker-. I’ve always dream abut to play the original sinister HL2 beta, but many attempts to reproduce it as a mod has failed, so here I have played the closest mod that had that HL2 Beta feeling.
I also always liked the new weapons into mods. Here we have lots of new weapons and I just loved that. Also some maps are just impressive, the first industrial wasteland map is just lovely and have many scary-eerie and obscure parts, the part in the city where you blew off the building with the RPG is just brilliant and I really loved that scene.
The progression feels quite OK though I felt the portal where you can get healed and recharge your batteries was some kind out of place, but even that map reminded me to the great Project Quantum Leap HL1 mods. Some people said this mod looked like a Leon Brinkman’s work and I have to say i disagree with that assumption too. Leon has it’s own unique style that it easy recognizable, and here we have a different style, and I could say if we compare this work to the finest Leon’s work, FD is better in many places, and in some others the quality of the maps are quite the same between both.
Now I also have my personal critics to the mod, as I don’t pretend to make an apology of it. I think the main shortcomings of this mod are related of how it tells a story, or even we can question if it has an story at all. I understand the basic, we are in there to shoot some nuclear ballistic missiles against some CMB positions, overall it feels like a realistic mission -which I also like in HL mods- but i just would have love to have some more complex story-telling inside the mod. You know I missed voice acted parts and some little cut scenes would have come in handy in order to tell the story and make the mod even more immersive.
Also the combat was overall OK but ins some parts just felt like we were fighting against some CMB static defend positions, the zombies were challenging but in a very basic term, and in some parts the game play was broken, it happened to me just in one zombie flooded prison map, which it can be indicative the mod wasn’t beta-tested enough.
Overall I think we have this shortcomings as a result of a very ambitious project at the beginning, because, as far as I know this work lasted 7 years before being released!! And that’s a lot of time, so I may think the developers just got tired of polish some details.
In conclusion I think this mod is frankly underestimated by many gamers, so if I have to give an advice to those annoyed gamers of this mod, is just that they could better have an open mind with this mod, as is not linear as many other mods around. I also think this mod worth the effort to play, and at least I am grateful with the authors for have the guts to release it after a lot of developing time. For me this is a solid Play it Now, because its interesting and it has the sweet feeling of being developed inside the HL2 universe.
I don’t know if the developers try to make a director’s cut version, but that would be really cool and worthy if he hears the feedback given by the community, I surely would play it with a DC version.
I also would love to read or hear an interview with the author of the mod, that would be even more explanatory.
Manually
Medium
4 Hours
I loved G-string and I find some faint similarity in this mod in its huge open environment and seemingly multiple paths. Most are an illusion; dead ends leading to weapon and other supplies like in a lot of mods. Again Negative comments are unjustly thrown at a mod that plays just like Half Life 2. Sure a couple of lag issues with frame rates, something older PC cannot escape and my antlions are electroluminescent but it is a mod!
3.2 hours in and I have no issues to gripe about, in fact I find it very interesting and well detailed with the best exploration potential since G-String!
I will be finishing this soon for a proper, probably favourable review.
So far well worth all that following, watching and waiting…
Another 3 hours or more into this epic mod and my only complaint is the age of my PC, causing my gun aiming to lag in a critical situation at the Multi-sniper level entrance hall, before you go outside and duck a lot!
Unfortunately i have dropped down from a rail tunnel, after a very panoramic scenic spot and got A.I. Disabled on my screen… I cannot seen to fix this from the console so help would be appreciated if possible! 😀
Verified integrity of local game files and missing files were reloaded and the issue solved! Phew! 😀
Yes, phew!
Fast Detect by Obergun (Steam version).
“It’s a bad mod, impossible to play and just so terrible, I just won’t play it at, hate, hate, blah, blah!” I hear this for so many different and ambitious mods and it’s really beginning to piss me off! This and many others are free to download and play, people work hard to produce something and they just give it away for the pleasure of others to freely enjoy, or hate! Mods and art, both graphical and open to interpretation. Okay technical critiquing from fellow modders is perfectly fine! Sorry late night rant…
So I’ve just finished this mod, 9.4 hrs of it for me and I reckon it is a winner. It contained everything I like in a gaming experience, mostly good art, exploration and shooting, lots of shooting!
The start is unique and I liked it. Who doesn’t like a long boat ride in the fog, watching trees and interesting things appear along with those thin hard to catch credits! Arriving at the dock my PC groaned at the graphical load but worked admirably with only the faintest twitch here and here as I explored the huge island. Staying away from that swirling vortex on the roof I got to explore every inch of that island and was amazed at the amount of interesting places I discovered. This mod seems creepier than most and straight out enemy fights were not as frequent as the usual HL monsters. Oburgun likes poison headcrabs! AGH!
Graphics were very arty and had a nice colour palette and textures were mostly very detailed. There were some oddly dressed bodies around wearing caged headgear adding a surreal twist letting you know this was not Half Life exactly! The island proved long enough to be a mod in itself and a pretty good one!
Weapons are very nicely handled but my sniper rifle had that odd second mode graphic, gun suddenly in top left corner that people had said was in Episode three – You know the one – I didn’t in that superb mod! Soundscape and sky where great and I got used to the hazy and speckled visual distortion on the camera and lamp, which was automatic like in G-String! Ah. Obergun also loves stairs and gantries!
Going inside was a bit “Star trekkie”; teleporting into a weapon and health re-supply centre in a series of bright oval passages, a touch maze like until you find the exit transporter! Okay so this was a touch odd! 😀
Then it’s the real fight and those strange fridge doors that lead to places and stuff, re-supply stuff! The inside is richly textured but Obergun likes to hide nasties in black billowing smoke, even when you are just barely armed! There is some much visual beauty that sometimes the threat comes as a shock! Nice lighting effects abound along with some nice shadow play. G-man spotting was rewarded a few times in this mod but no Freeman. I did not feel I was ol’ Gordo here!
In a huge nod to Wolfenstein an art deco tube station led to a very hard and often deadly encounter with a fire-breathing electric creation with a very tradition game boss killing nostalgic twist! So hard though!
The reward was more trouble and a huge cavern to explore with fading health, but this mod seems to give you just what you want when you want it, sometimes! Vast lit dark and eerie caverns abound in this mod and always have fast zombies to add to your flight!
Outside at last you face an entire herd of snipers in an insane rush not to die! I died and died before I reached safety of a sort! Pop up and die or they did! I saved the one where I won that bet.
I entered a very spooky back lot with that horror vibe felt in that zombie-infested place in dear old HL2! Again richly detailed and infested with poison headcrabs… oh lovely!
Back out of a tunnel and a lovely vista is provided with a hazy distant bridge. Take the tunnel, oh headcrabs and then the cliff edge for goodies a better view and the way inside again. A very retro green door.
Another giant chasm leads to a huge climb up flights of stairs and zombies! Leading to another void and trouble. It seems the enemy here hurts too much and I can barely keep on my feet, red screen! Activation, a common theme in this mod, leads to a tunnel via an awkward jump. Quicksave! Hey wahat’s that bloke doing? Fire everywhere death! Repeat three times before you make the door to safety!
Now comes the part where I say “Hey I’ve played this section some time ago, ages ago?” But not the blue lasers as G-man is seen again! But that sudden loading slope reversal finds me dying again as my old PC has a major stutter as those white armour new guys pound me! So much déjà vu?
I even remember the giant plug door? What a magnificent hall and what a great route down on tiny beams as you quicksave to avoid death jumps! Then another majestic stair mastering run up flights and flights until you are just a few feet from where you threw that lever!
This mod is so atmospheric it is a joy to play and only three crashes not too bad for a mod. Although one was from noclipping around to enjoy the scenery!
More déjà vu as the large spinning thingy is stopped by that switch in that room… again?
Seriously hurting a hidden poison headcrab guy appears again and yellow screen is proceeded with red. Agh!
With the end in sight the fighting becomes impossible for me and I cower on a handy train ride through to the end zone, just managing to fight back with my heavy pistol. “A.I. Disabled…” appears as the ride stops. More déjà vu and I immediately know what to do?
Teleported to another vast chamber I head up the stairs and traverse the gangways, ladders, gangways and a final ladder and press the button. The silo opens and I climb down to watch the missiles soar into the sky. Should I have pressed that? The end…
I really enjoyed playing this mod. In strangeness and palette it was a bit “G-String” like and it played not unlike “Episode three” just with a tiny bit less polish. A fine piece of work indeed. I will play this again and probably take hundreds of arty stills!
Manually
Easy
9 Hours, 15 Minutes
This mod indeed has some serious errors and gameplay-related issues, but personally I didn’t experienced it as an unplayable mess I thought it would be after reading the reviews. I managed to complete Fast Detect legit.
Visually, it was simply astounding and jaw-dropping at some points. The Ravenholm-esque town, the intimidating indoor area with the million pipes and the giant hatch, and the outdoor area with the bridge in the distance were certainly highlights.
Audio was good too. I really liked the brutal sound of the Magnum. Soundscapes in especially the second half of the mod added to the grim but yet beautiful environment.
Gameplay however wasn’t really good most of the times. There were a lot of cases where I traded shots with enemies over long distances without any significant cover. Fights with enemies weren’t very dynamic quite often (no AI nodes?) and level changes generally didn’t make sense. During my playthrough I saw the error “AI Disabled” in two maps. In the room with the lasers, I couldn’t find a way through without taking damage. Good thing I had quite some health before jumping and ducking through it, otherwise it might have been unpassable. In Fast Detect you only fight zombies, soldiers and some turrets and I think the inclusion of a broader variety of enemies could have spiced things up a bit.
I’d say: play it later. But note that this isn’t a traditional HL2-mod and it relies more on exploration to progress throughout the mod.
Manually
Medium
4 Hours
Visually the most stunning HL2 mod I have played. Just awe inspiring really. I did have issues with the shear size of the map and my old slow video card so after an hour I shut down and grabbed the quadro from my workstation. Smoothed things out at the cost of an extra 110 watts an hour.
I did have game play issues here and there, but every time I did I just looked around the map and said damn this mapping is awesome.
(with one exception, getting attacked by 30 manhacks in a tight group with barely enough time to hit the console key to turn on god mode made me say “Yea, don’t care how good it looks, that was BS”)
I read many people complaining about the lack of story. I felt that was by design. You show up on the shore of technology in decay on a boat that barely floats. You don’t know who you are really. You survive day to day in the waste lands. (apparently without weapons until now). There are no arrows pointing you in the right direction, and there are no yellow symbols to give hints. Time has rusted the metal and flaked the paint. No books to read since they are all piles of pulp now.
You run into beasts and monsters that you would ignore if they didn’t attack you. You see other humans that you may say “Hey! Hows it goi……” until they start shooting at you. So you go into survive mode and kill them all first.
There are places you can fall and get stuck. So best be mindful since your last companion died of tetanus a few weeks ago and you have no one to pull you out of a pit.
You just keep putting one foot in front of the other trying to survive. Don’t know where this path will take you, but your only other option is to just lay down and die. You don’t even get the option of going backwards. Seems those odd symbols “LOADING” that appear occasionally must mean something like “No return”.
Manually
Hard
4 Hours, 59 Minutes
a. how can I activate the console?
b. how can I set the startup on ‘novid’ ?
a. In the mod options, under Keyboard – Advanced, there should be a checkbox to enable the developer console. The default button should be `/~ (upper left key on US keyboards). The command to bind a key to is “toggleconsole”
b. In Steam, right click the mod and select Properties. Then press Set Launch Options and add “-novid” in the text box (no quotes)
a. I already had the console enablad in that window, but pressing tilde nor esc gave me the console.
And (strange) : from the moment I added ‘-novid -console” in the startoptions and started the mod again… I had instantly the console-window on my screen…
b . I always started the mod by a shortcut on my desktop, hadn’t realise it works as the other mods…
And meanwhile there is a C. :
c. binding the del-key to my ‘reload weapon’ makes it work as long as I don’t close the game.
Restarting the game, I have to re-asign the del-key to Reload.
(is not such a great issue, but if you should knop a solution to keep it in the memory …? ?
(And thanx Unq for answering my question!)
edit: by a: forget the ‘strange’ – because I added -console .. (sorry, I was sleaping I suppose… 🙁 )
Wow, in terms of atmosphere this mod is grandiose.
I’ll definitely play this one many more times.
Don’t let the negative reviews get to you!
Manually
Hard
4 Hours, 22 Minutes
All these years have past and I’m enjoying it.
But… I can’t open the console….
Anyone?