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Mody i pluginy do Left 4 Dead 2
Ten katalog zawiera 219 000+ projektów Left 4 Dead 2 ze źródła Steam Workshop. Wpisy mogą być serwerowe, klienckie lub wymagane po obu stronach, a także obejmować mapy i inne treści użytkowników. Przed instalacją sprawdź podlinkowaną stronę źródłową, wersję gry i zależności.
Dead Space 3 - Regenerator (Charger)
przez 76561198064151154
Regenerator from Dead Space 3 for Charger. Requests or spam comments will be ignored or removed. I will not update my L4D2 addons any more than that they work without errors. My old mods that are unlisted probably will not be fixed unless I really feel like it, refer to statement above as to why. Credits to Electronic Arts and former Visceral Games for assets. Mod is intended to be used with my audio conversion pack: https://steamcommunity.com/sharedfiles/filedetails/?id=2539878035
Grove Street - Roku's cut
przez 76561198834752911
This is my version of Grove Street. Welcome to Los Santos. This addon features two versions of the same map, night and day. And I have added a few GTA's mechanics. Common skins for Ballas were made by the great Skessler ♥ Thanks again to my testers. And special thanks to Lalo0 and Kevkas. Just enjoy. With love, Roku. DONACIONES: Les dejo mi cafecito por si quieren invitarme una taza, aunque soy mas de mate yo ;D Cafecitos para Roku internacional: Paypal
Pearto replaces Bile Jar
przez 76561198130115937
"i am a pear" Includes: - Custom Viewmodel - Custom Worldmodel - Custom Animation - Custom Particles (Invisible smoke, etc) - Custom Sound - Vitamin C - Vitamin K - Potassium - Can probably sing you Teto Territory to sleep Credits: Hoodrian - Creator of the model, which I edited ChimiChamo - Custom animation & normalmap fix Misc tags: kasane teto, teto pear, teto fruit, vocaloid, utau, meme _______________________________________
LOL Flashlight NSFW(r18)
przez 76561198393685974
replace Flashlight enjoy ;)
Kirari M4A1
przez 76561197994054368
Based on "Mw3 m4a1 red dot sight" of xXx_B4r1sDaBl4d3_xXx replace the M16 rifle
崩坏星穹铁道卡芙卡替换Rochelle
przez 76561198889345485
模型版权所属:miHoYo 模型编辑:神帝宇 模型来源:模之屋 模型风衣有贴图bug,但我不会修,寄! 包含(第一第三人称,表情,飘动骨骼,vgui) 泳装缓慢重制中
Homura Akemi Replacement for Zoey (Puella Magi Madoka Magica)
przez 76561198015030094
Features: -Eye blink -Lip Sync (Her mouth moves with Zoey's speech) -Jiggle bones for her hair, skirt, ribbon, bows (her skeleton is nearly 50% jigglebones so there is a lot of motion in this model) -FPS arms -Hud and lobby icons -Boomer bile texture Homura Akemi joins the fight in the zombie apocalypse! Not lacking in small arms experience, she is no stranger to the usage of military grade weaponry to annihilate her foes. This variation includes her shield. Other PMMM characters: Kyouko as Francis Mami as Bill Sayaka as Louis Madoka as Louis Devil Homura as Zoey Homura as Rochelle Kyouko as Nick Mami as Coach Sayaka as Ellis Madoka as Ellis Devil Homura as Rochelle Note: This mod uses jiggle bones to simulate her skirt, which is radically different from the typical approach of rigging the skirt to the leg bones. Feedback on this design choice is highly appreciated. Credits: -Shaft: character -Alfia: Model and texture -CaptainBigButt: For the proportion technique that basically makes animating a character of Homura's stature possible.
Batmobile
przez 76561198003387606
During the first week of the outbreak, Batman quickly arrived at the mall to help evacuate civilians with Nightwing and Robin. But, as a sudden horde of zombies broke through the building and rapidly began infecting more people, Batman had to make a rash, devastating decision... to leave hundreds of lives behind... Three weeks later, after Batman's escape, our survivors find their way to the same exact mall, but with something special left behind this time: the Batmobile... (and a sh** load of zombies...!) It's the Batmobile, from Injustice: Gods Among Us! It replaces the racecar in Dead Center, the Passing, and Dark Carnival. Enjoy, everyone! :] Credits: • NetherRealm Studios and Warner Brothers, for the model. • ZeqMacaw, for Crowbar. • Cannonfodder, for MDL Decompiler. If you like this mod, be sure to rate up, follow, or favorite! Thank you! :]
[R-18] Yorha 2B Sprays NSFW
przez 76561199056975427
16 diversos sprays del personaje 2B, disfrutenlo ;)
[vscript] Tactical Sprint
przez 76561198373371392
注意事项 本脚本目前仍处于开发与迭代阶段,功能尚未完全稳定,请在使用前注意以下事项: - 在冲刺过程中,可能会偶尔看到角色自身的面部或身体模型。这是由于每次冲刺都会重新计算第一人称摄像机的位置与角度所导致的已知问题。 - 若遇到此情况,可通过取消当前冲刺并重新触发来临时规避。 - 后续版本中将尝试对此问题进行修复(如果条件允许)。 - 当同时订阅并启用了其他与移动相关的脚本(例如滑铲脚本)时,可能会在冲刺与滑铲动作同时触发的情况下出现第一人称视角闪烁的问题。 - 这是由于多个脚本同时对摄像机或动画进行控制而产生的冲突。 - 该问题已被记录,后续将视情况进行兼容性调整。 - 由于游戏本身的限制,Military Sniper 与 M60 无法让人物的世界模型正常播放冲刺动作。 - 因此,这两种武器无法通过世界模型来模拟第一人称冲刺摄像机效果。 - 目前正在制作并测试武器的专用冲刺动作。在开发过程中遇到的主要问题是不同动作之间的衔接尚不够流畅。 - 当前脚本已经支持播放武器自带的冲刺动作(如果该武器已制作完成相应动画),但该功能仍不完善。 - 在正式推广该功能前,我将首先发布一把支持冲刺动作的示例武器,并根据玩家反馈提供冲刺动作的制作规范与建议。 - 相关武器内容将在不久后发布。 使用说明(快速上手) 下面是脚本的基本使用方法及推荐设置流程: - 订阅本脚本及对应的动作包后,进入游戏并加载任意一张地图。 - 成功进入地图后退出游戏,此操作用于生成脚本所需的配置文件。 - 打开以下路径中的配置文件进行设置: Left 4 Dead 2\left4dead2\ems\dynamic_sprint\sprint_cfg.txt - 在大多数情况下,仅需修改以下设置即可获得较好的体验: - 将 SprintTriggerBit 设置为 14 - 在 autoexec.cfg 中添加以下指令: bind shift +alt1 - 同时建议将游戏原本的“步行(+walk)”功能重新绑定到其他按键,以避免冲突。 - 建议将游戏的 FOV 设置为 100 或更高,以获得更自然、舒适的冲刺视角表现。 - 其余参数在默认情况下无需修改,除非你清楚其具体作用并有针对性的调整需求。 ------------------------------------------------------------------- Important Notes This script is still under active development and iteration. Some features are not yet fully stable. Please read the following notes before use: - During sprinting, you may occasionally see parts of the character’s own face or body model in first-person view. This is a known issue caused by the camera position and angle being recalculated every time sprint is triggered. - If this happens, you can temporarily resolve it by canceling the sprint and activating it again. - This issue is planned to be addressed in future updates if possible. - If you are using other movement-related scripts at the same time (such as slide mechanics), conflicts may occur. In some cases, triggering sprint and slide simultaneously can cause first-person camera flickering. - This is due to multiple scripts attempting to control the camera or animations at the same time. - The issue has been noted and compatibility improvements may be made in future versions. - Due to engine limitations, the Military Sniper and M60 are unable to play sprint animations on the character’s world model. - As a result, first-person sprint camera simulation based on world-model animations is not available for these weapons. - Weapon-specific sprint animations are currently being developed and tested. One of the main challenges at this stage is ensuring smooth transitions between different animations. - The script already supports playing weapon sprint animations if the weapon provides them, but this system is not yet fully polished. - Before fully rolling out this feature, a sample weapon that supports sprinting will be released, along with guidelines for creating sprint animations based on user feedback. - The weapon content will be released in the near future. Usage Instructions (Quick Start) Below is a basic guide on how to use the script and apply the recommended configuration: - After subscribing to the script and its animation pack, launch the game and load any map. - Once the map has fully loaded, exit the game. This step is required to generate the necessary configuration files. - Navigate to the following path and open the configuration file: Left 4 Dead 2\left4dead2\ems\dynamic_sprint\sprint_cfg.txt - In most cases, only the following changes are required for an optimal experience: - Set SprintTriggerBit to 14 - Add the following bind command to your autoexec.cfg file: bind shift +alt1 - It is also recommended to rebind the original walk function (+walk) to a different key to avoid input conflicts. - It is recommended to set your in-game FOV to 100 or higher for a more natural and comfortable sprinting view. - All other parameters can be left at their default values unless you understand their functionality and wish to customize them further. --------------------------------------------------------- 致谢 本脚本的设计与实现过程中,参考并受到以下优秀脚本项目的启发,在此一并致谢: - Inspect Weapon - Quick Slide Credits The development of this script was inspired by the following excellent Workshop projects. Special thanks to their authors: - Inspect Weapon - Quick Slide
MW3 USAS-12 (for Benelli)
przez 76561198012689307
Daewoo USAS-12 from CoD: Modern Warfare 3. While a fully automatic shotgun idea takes its roots in the Vietnam War era, the AA-12 was never widely produced, making this South Korean model the first fully automatic shotgun went into production. It has a modest cyclic rate of fire and an effective recoil dampening system in its hollow stock. The shotgun is fully ambidextrous as well. Replaces the "Tactical Autoshotgun" on L4D1 rifle anims ported by Lt. Rocky. A slightly less awesome but slightly more logical replacement than my previous version. I learned a thing or two while dividing the rifle reload animation into start-loop-end parts. Constructive criticism is welcome. Think twice before posting complaints or suggestions. Credits: Models/textures: whoever models/textures guns at Infinity Ward/Sledgehammer Games/Raven Software (distributed by Activision) Animations: Turtle Rock Studios/Valve (ported by Lt. Rocky) Compile: Alex_D_Vasilkov Sounds: NONE, link for a sound pack HUD icon by yours truly: https://steamcommunity.com/sharedfiles/filedetails/?id=1484427326 Copyright 2022 Alex_D. This item is not authorized for posting on Steam (or anywhere else, unless fully credited), except under the Steam account named Alex_D_Vasilkov.
Demogorgon [Hunter]
przez 76561199070084462
Demogorgon from Stranger things Replacing the Hunter Features: -Hunter Model Replacer -L4d1 Hunter Model Replacer -First Person Viewmodel -Custom Sound -Custom Music Credits: Models Taken from Dead By Daylight that was ported to sfm by CozyChicken: https://steamcommunity.com/sharedfiles/filedetails/?id=1853919641 Sounds taken from : https://steamcommunity.com/sharedfiles/filedetails/?id=1854704676 Music Taken from : https://steamcommunity.com/sharedfiles/filedetails/?id=1897325237
Long Dead Road, Campaign
przez 76561197995270576
The survivors have left Taco Bucket Supreme, but their military transport has run into some trouble. It’s time to start walking down this long dead road. Description Five map campaign that runs in Coop, Realism, and Versus. The finale map also can run in scavenger mode. One of my playtesters asked me to make a map that is just one super long corridor, that varies in width, for playing mutations, especially witch mutations. This is my version of that request. Map names - atc2m1_road - atc2m2_orchard - atc2m3_motel - atc2m4_trailer - atc2m5_carshow Maze Warning Most of the maps are dead simple, just follow the road with the occasional detour. Follow the lights or leaves, etc. There are some sections that are dynamic and have randomized paths. The areas with lots of dynamic pathing (which can be confusing) are: The motel in map 3, the trailer park in map 4, and the caves in map 4. There are randomized elements/events, especially on maps 1 and 2, which don’t dramatically change the path. Randomization in Versus mode should result in both teams getting the same path. Scripts are set up to run differently for Versus mode than for campaign or realism mode. The campaign has a scavenger style gas can finale. Length Warning Maps 1 to 4 are physically long. I encourage you to keep moving forwards. Campaign can be completed in about 40 minutes if you don't get distracted, and you know where your going. Campaign may take significantly longer on your first play-through. Because of the length of maps 1-4, if you wipe near the end of a map, you that will make the campaign take considerably longer. Features - Custom Particle Effects. I made a bunch of custom particles of floating leaves to help indicate the path forwards. - Custom skins for Tanks, Witches, Chargers, Hunters, Jockies, Smokers and Spitters. The custom skins are in a separate file so they can be used on multiple maps, but only have to be downloaded once. - Randomized Tank, Witch, and Special Infected models. You may see Tanks, Witches, and Infected with different appearances on the same map, because the models are being randomized. - Director anger, difficulty level the game is set to, and number of wipes, to control witch and event spawning. The lower the difficulty the less witches and hazards will spawn. The more times you have wiped, the less witches will spawn. Because director anger is consulted, It is possible to wipe, then see more witches, if the director is more angry. As there are a lot of variables at play. - Director anger may influence which director script is run for some sections of maps. - Decaying Difficulty. The map tracks how many times you have wiped during the entire campaign. Each time you wipe, the number of witches and hazards will decrease on some of the maps. You may not notice the difference from one wipe, but the map will trend towards being easier the more times you wipe. Map 2 counts how many times you have wiped just on map 2, in addition to some scripts being based on total wipes for the campaign. Map 2 is particularly dangerous on the first and second attempts when playing on Advanced or Expert. - Day Cycle witches. Map 1 is a night map with sitting witches. Map 2 is a dawn map, witches may be sitting, or wandering. The sitting and wandering witches are randomized, so you may see one or the other, or both at the same time. Map 3 onwards are morning maps with wandering witches. - Each map has a custom soundscape, so there are localized noises relative to objects and locations in each level. - Each map has custom remarkables. Meaning I made talker scripts, and specifically chose each voice line that is used for each remarkable on the map. - Each map is close to the entity limit. I can’t add more to them and still have them function in versus. - Mutations that work on any campaign should work on this campaign. - Scavenger Finale has some randomized stages. So the exact timing and number of tanks may vary. - Gnome on map 1, 2, 4, and 5. Don’t deposit all gnomes until you have gotten the gnome on map 5. All 4 gnomes are needed to open the gnome art gallery on map 5. Gnome removal is disabled for mutations Last Gnome on Earth and Healing Gnome. - If you do not have enough players to carry all the gnomes on the elevator, or simply don’t want to carry them; you can toss the gnomes into the stairwell next to the elevator by throwing them over the slanted door. You can then collect them from the stairwell after riding up on the elevator. Technical You must have all required files in order to play. I’m using a lot of custom files. Custom models, textures, tanks, witches, and special infected are in separate folders for a variety of technical reasons. You only need one copy of a file even if it is referenced by multiple campaigns. This campaign and custom scripts it uses take advantage of hooks added in The Last Stand Update, specifically GetDifficulty() and GetMissionWipes(). This allows randomization based on the difficulty that is being played, as well as how many times the survivors have been wiped out during a given run of the campaign. The campaign will get easier if the survivors are wiped out repeatedly. The Game Engine is Old and has Limits I strongly advise you to play this campaign with no mods active. Especially if you are local hosting and you are the host. If the host crashes everyone crashes. If you want to experiment with mods, to see if specific mod(s) won’t crash, don’t be the host. There are multiple limits the game engine has in terms of entities, polygons, memory, etc. My custom campaigns are often using up the majority of those resources just to run. If you run a number of mods, or a single poorly optimized mod, you may push the game engine past its hard-coded limits, and it will crash. This is not my map crashing because of something I did. This is the game engine crashing because of the mods you chose to activate. Don’t complain to me about crashes caused by you not heeding my advice.
Weegee (Smoker)
przez 76561198174045806
One shutters to imagine what it would be like to lock eyes with this guy... The infamous off-model Luigi sprite from Mario Is Missing turned internet meme is now a Smoker. Replaces both L4D2 and L4D1 variants. Model by SAB64. Ported by CardboardLuigi A sound mod for this now exists, and you should use that.
[R-18] Celestia & Luna Pistol
przez 76561198062065555
Made By: https://steamcommunity.com/id/AstolfoSevici The original author stopped making Workshop and Addons. Too sad... :( illustrator: https://x.com/anxiety_chan
SOUR Miku Hello(louis)
przez 76561199077435779
模型来源 Saryta-Chan MOD包括 第一人称,第三人称,乳摇,丝绸飘动,vgui 其他 第一个作品,请多多指教
【戍戎红月】Katana
przez 76561198825640445
说明 ·【戍戎红月】Katana · 添加了夜光贴图,保留了溅血效果 · 欢迎反馈 · 祝使用愉快~ 借物表 · Models:Valve · New skin:【绀海】云鹤.Undefined 截图 其他 · 喜欢/(不喜欢) 就请 点个赞/(给个反馈) 吧,谢谢大家了 禁止任何未经允许的转载
ME: Alpha (OC) > Louis
przez 76561198024680817
Replaces Louis with Alpha (OC) from Mass Effect (Andromeda). I decided to share this one. Very high poly model. Disabled decals to avoid any crashes. Features: 1st person arms Glowing effects VGUI pictures Credits: Bioware/Hardsuit Labs - Original Assets N7Legion - Left 4 Dead 2 Port and other stuff Nick: https://steamcommunity.com/sharedfiles/filedetails/?id=2848898627
Obsidian Edge[spiral knights][cricket bat]
przez 76561198153172749
fun and is looking better in blender don't know if l4d can use bloom if i know how to use sad
Winnie The Pooh (Coach)
przez 76561198022717239
Commissioned by The Thinking Plumber. "They took my fucking eyes." Winnie the Pooh (or Pooh for short) is the titular protagonist of the Winnie the Pooh franchise, introduced in Disney's 1966 short Winnie the Pooh and the Honey Tree. He is an anthropomorphic, honey-loving teddy bear belonging to Christopher Robin. Pooh is based on the character of the same name from the book of the same name, written by A.A. Milne. But what does it include, Tony? The mod features: • Custom Proportions • Overhauled model with fixes. • Viewmodel arms. And, last but not the least.. Plenty of love put into it. Do be sure to give it a like and a favourite if you liked this mod. Credits The Thinking Plumber: Idea. Dr. Tony: Porting, rigging, custom textures, improvements, viewmodel arms. Kingdom Hearts 2: Original model. Also, do be sure to join my Discord server if you'd like to: https://discord.gg/buUNZbC
Curved Witch - R18
przez 76561199274335193
▭▬▬▬ ENGLISH ▬▬▬▭ It has everything the same as the previous one, only now she's naked. And I did this mostly to try to make a model of the beta witch all ugly, but when I tried it, it didn't come out the way I wanted D: But I'm still leaving it here so I don't do it for nothing. ▭▬▬▬ ESPAÑOL ▬▬▬▭ Tiene todo lo mismo que el anterior, solo que ahora esta encuerada. Y esto mas que todo lo hice para tratar de hacer un modelo de la witch beta asi toda fea, pero al intentarlo no salio como queria D: Pero aun asi lo dejo aqui para q no lo haya hecho para nada Credits: El mod fue porteado a Gmod por: TonyHuh_H/Big Balls
Lil Gaben!
przez 76561199115235473
"Hi, im Gabe Newell." -Gabe Newell its lil gaben! everyones favorite CEO shaped garden gnome! AVAILIBLE FOR GMOD! DOWNLOAD HERE All models and textures made by myself. -model replacemnt -lil gabe Credits: -me! for making it! haha! DO NOT REUPLOAD THIS MOD WITHOUT PERMISSION, feel free to use for edits though (with credit of course) tags: shitpost, meme, shit post, gnome, gabe, Valve, gmod, dark carnival, prop
Flashlight (Tonfa)
przez 76561198128378736
Vintage flashlight replaces tonfa. First melee weapon I've made. A relic from times when ships used coal and laudanum was still in wide use. Includes: - Viewmodel - Worldmodel - Custom first-person animations Does not include: - Custom sounds - HUD image Comments and feedback are appreciated.
Winchester M1907/17 温切斯特M1907/17自动步枪
przez 76561198028701225
=Winchester M1907/17= =温切斯特M1907/17自动步枪= Replaces M16 Assault rifle 替换M16突击步枪 Feature: V model W model sounds 内含: V模 W模 音效 V3.0版更新内容: 重新制作了切枪、开火和行走的动画,并对换弹动画进行了改良,开火音效使用了战地5的M1907 SF的音效。 Scripts here 武器脚本订阅链接 https://steamcommunity.com/sharedfiles/filedetails/?id=1747982273 DICE - Model,Texture PYgame.D.Cthulhu - Animations,Rigging,Compile The M1907/17 was similar to the M1 carbine, only heavier and more powerful. Some versions were modified so that they could fire on full auto. It was mainly used by the French and the British. 第一次世界大战期间,英国与法国等协约国为了弥补单兵武器数量上的不足,曾向美国采购了大量的步枪,其中就有大量来自于温切斯特公司的M1907 SL半自动步枪,而这些M1907 SL半自动步枪在经过改造以后可以实现全自动发射,这种可以全自动射击的M1907/17步枪在第一次世界大战中被法军用于近距离堑壕战,因为M1907 SL步枪所使用的.351 SL弹可以看作是属于中间型步枪弹,连续射击时后坐力容易控制,而且枪身长度较短,适合近距离作战,因此M1907 SL步枪完全具有发展成为突击步枪的巨大潜力,因此全自动版的M1907/17步枪可以说已经具备了世界上最早的突击步枪的雏形,而这种全自动版的M1907/17步枪也启发了突击步枪的元祖——利贝罗勒1918自动步枪与费德洛夫M1916自动步枪的研发,甚至一部分全自动版的M1907/17步枪还一直被沿用到了后来的第二次世界大战中。 该模型所有权为EA DICE所有,武器动画为个人制作,禁止在未经本人许可的情况下反编译提取或转载,否则本人将直接追究责任!
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