The death of the Nihilanth threw the Xenian army into disarray, and the subsequent portal storms stranded many on Earth in the wake of Combine occupation.
After once more having to endure existence beneath the totalitarian boot of their cosmic nemesis, they have searched for a way out. Now, buried in the heart of a dilapidated university, they’ve found it.
In Human Error, relish the opportunity to join Civil Protection and stop the Xenians from ever finding peace! Step into the jack boots of Anders, and follow his story through a moral quagmire of thinly disguised genocide and raging psychotics. Vortigaunts, Alien Grunts and Controllers stand in your way from dashing the hopes of an entire civilisation, but worry not: you have at your disposal all the perks of the Combine empire. Step into the APC, equip your manhack and stand side-by-side with equally disgruntled traitors to the human race, Eloise, Noah and Larson.
- Title: Human Error
- Filename: sdk2013-sp-human-error.7z
- Original Filename: hl2-ep2-sp-human-error-v102.7z
- Size : 311.00MB
- Author: Half-Life Short Stories Team
- Date Released: 08 February 2010
Download to your HDD [311.00MB]
This mod contains fixes most issues related to engine branch incompatibility and is designed to run using the latest “Beta” of Source SDK Base 2013 Singleplayer.
The patch which has been incorporated into the file was created by Marc-Antoine Lortie AKA malortie and Koneko created the RTSL file with the patch incorporated.
More detailed installation instructions are included in the file, in a file called “README_fix.txt”
Ensure that you have Source SDK Base 2013 Singleplayer installed and configured to use the latest beta, “incoming”.
If not set it:
- Right-click on Source SDK Base 2013 Singleplayer.
- Go to the “Betas” tab.
- Change “Select the beta you would opt into” option to “incoming”.
- (Optionally restart Steam).
Next verify the integrity of game cache for Source SDK Base 2013 Singleplayer.
- Right-click on Source SDK Base 2013 Singleplayer.
- Go to the “Local Files” tab.
- Click “Verify Integrity of Tool cache…”
- Wait until game cache inspection is completed.
- Optionally launch Source SDK Base 2013 Singleplayer to update game data files).
Continue with the instructions below.
- Copy the Human_Error folder into your SourceMods folder.
- Restart or start Steam.
- No Escape should now be listed in your Library tab.
Click on the thumbnails below to open a 800 pixel wide image.
WARNING: These screenshots contain spoilers.
Please note: These statistics are valid from December 2010
12Last 7 days
56Last 30 days
Using Gauge: Users
Manually: 2 Users
Average: 3 Hours, 45 Mins
Shortest: 3 Hours, 30 Mins by Blue Lightning
Longest: 4 Hours by Winterman
Total Time Played: 7 Hours, 30 Mins
If you believe this release is missing important tags, please suggest them in a comment?
This is really a place holder review. I normally wait until my review is ready before I post a mod but I wanted to let readers play this as quickly as possible. Also, a lot of readers expect my review to appear first.
I have added my recommendation of Play It! and the full review won’t change that, just go into detail as to why I reached that opinion.
You should know that this mod contains some fantastic voice acting, no not mine (which is okay, at best), some excellent new gameplay mechanics and a detailed story. Some of which I have already listed for possible best of the year elements.
This is a fantastic piece of work and everybody involved should be congratulated. When you play this mod you will enjoy so many new elements and wonder why it hadn’t been done sooner.
A lot of reviews use the sandwich method, as do staff apprasials, this is where the reviewer or appraiser starts with something positive, puts the real critisim in the middle and finishes with something positive. I am not going to do that, I’m just going to tell you what I didn’t like and then tell you the stuff I did. So you can put that ketchup away, no sandwich for you today.
My overall feeling is verging on disappointment. Not because that’s directly how I feel about the mod but because I felt it was on the edge of being great. If you look at all the elements you would conclude that the mod would rock, but it doesn’t, at least not for me.
The start was definitely interesting but I am struggling to make the connection with the girl and the gameplay. To me that’s very important and a vital part of game story writing. Samon has done a great job of creating believable characters in a realistic situation. The problem is that all those details about the characters don’t really appear in the mod itself. Telling a story and telling a story in-game is very different.
Sure, I see that I was just a citizen that became a member of Civil Protection but I am not sure why. Maybe that doesn’t matter but why do I keep seeing her? Why is she attacked by Manhacks but not seen by the others? Probably just a little oversight but it got me thinking.
What story is being told here? I know that it was called episode 1 and we would learn more in later episodes but there is nothing in this one that makes me want to know. Take away the story and the mod would have been just as good.
However, take away the ability to control manhacks and the mod would not have been as good. That alone is worthy of praise, both conceptually and its implementation. Looking for gaps to pass through, for vents to enter etc was really fun and feeling suicidal was also kinda cool.
The interaction between the squad was great but needed more beta testing. Valve ensures that you can’t move too far away from those types of interactions but here I lost so much of the banter that I was worried others might too. It’s too easy to get away from your squad and miss what they are saying. I also wonder about the inclusion of Larson. The play between Eloise and Noah was great and they could have both used Larson to agree with them. Somebody who is easily led and agrees with whomever spoke last. He would have added to the relationship but he was just the odd one out.
Taking about the squad it seemed strange that they followed me but I wasn’t their team leader. Yes, sometimes Larson or Noah controlled what happened but it still felt wrong. It may have been better to have the player as the team leader and Eloise and Noah “fighting” over who should do what and some jokes referring to my lack of response. “I’ll take that nothing as a yes then”.
The beginning of the mod was too dark and dour. The street scenes and never ending rebels became very annoying and I was so glad I could ditch the APC. I don’t really feel that the gameplay for that section suited the vehicle. I should have been able to crash through things rather than drive and shoot. Replace the APC with a buggy and it would have probably been more fun. And we are back to this point about content and gameplay. What actual benefit to the gameplay did having an APC bring? To me, almost none. Beside the fact that a metrocop driving a buggy would have been silly, I can’t see the real benefit.
Things like this might seem petty to you but having new content is not enough, it needs to drive the story along or provide the player with something new. And I don’t believe this element did.
The addition of new enemies was great but again the details seemed to let it down. The Alien Grunts were fun but they didn’t fill me with dread. I feel the areas I encountered them were too open. I seem to remember that in HL it was always in corridors with few places to run, almost as if I were cornered. I got close to one on purpose because I wanted to see the effect and it was cool. The player should have been forced into those situations more often.
I feel the same about the Alien Controllers. Yes, when I first encountered them it was outside and they could attack from almost any direction, I still felt I should have been contained more because it was too easy to run and hide. Yes, I am a pussy, but so what.
The generator gameplay element was another really nice addition but I feel it may have been overused. In the final battle it’s almost possible to do nothing and just wait by the generator to charge it if necessary. In fact, let’s talk about the final battle. I never felt there was a real build up to it and never felt it climaxed the mod. I was super shocked when the mod ended, because I thought it was just another battle, abate a big one.
What I am trying to say is that somehow all the potential of this mod was lost and I can’t see why. I believe it was too long, for one thing. Too many streets and the beginning in the APC that did nothing to tell the story, too many corridors and rooms in the university and not enough “WOW” at the end.
You should definitely play this mod but I so wanted it to be a personal favourite. Maybe you disagree with my rambling rant/review, in which case tell me why you enjoyed it so much.
5 Words Or Less Review
So close, yet so far.
You will enjoy this mod but will you love it? Only one way to find out.
Voice acting is one thing, but do you really play the guitar and the flute ??
I hope whatever you day job is, it’s not with the Police !!!!!!!!
Watch this with caution and don’t show it to the kid’s.
I’ve posted my proper review. I may add to it later.
this game keep shuting down were you get in the riot car is there any way to fix it I downloded the pache but still shuts down
Wish I could play this, so I could give a better review. But I just can’t wait 2 hours for it to download. Yep 2 hours from the Filefront servers and that’s on my 8Mb/s connection giving an actual d/l speed of between 6.5Mb/s and 7Mb/s.
In view of this it would be so helpful if everyone used an alternative d/l location. In the meantime I’ll just keep popping back every so often in the hope of getting something a bit faster than the average 40Kb/s.
To add to the above.
OK, it’s a little faster from the Short Stories Team’s home page, so I’m gonna give it a go.
From the screenshots it does look good though.
It took me 12 minutes from filefront on a 5mb connection.No big deal.If it was moddb the way their servers are lately it would be about 2 days lol
wow that is like 1999 all over again 20min for next in Q then maybe 2 day with filefront and getright.
I just started reading all the reports I have the mod and ready to play, just that quick.
RC MANHACK FTW
Just That is a reason to play it…
But if you want a full review
What I like :
Story (You play as the evil combine)
Weapon system & weapons in general
You cant pick up a shotgun and a smg the same time as Dr.Gordon Freeman makes you choose whats the best weapon…
What I didnt like
I hate combines (they really prove they are @holes)[btw nice voice acting]
and mapping (they good have taken more time to polish it up)
Great, been waiting for this.
So far, not so good for me. I had the world’s longest loading time after the first cutscene/opening scene. Then, when I got into the combine tank I got the thing stuck on the bench right near the tunnel opening (don’t ask me how…). I’ll probably have to start it over, but I’m already onto the next game for the night.
Its called an APC not a Combine Tank.
“Combine Tank” – I like it!
I am liking it, the battles are full of action. I do not like being a Combine solder, and I do not like the voice naration, I tried to kill the girl as soon as I saw her and I died. If you can get past the fact that you are the bad guys Combine, and that dweeb Noah I would also like to nuke.
Alot of it is realy good, I have just finish the university battle WOW cool!
I’ve only just started playing today, but I’ve already formed some pretty strong impressions just from the first few minutes of this mod.
1.) Crash HELL. I ended up trying to reload from the autosave right before you have to fight the first vortigon, and I wound up with the game constantly locking up as soon as the save loaded. I had another instance of this when I went back to an earlier save that I had made manually while I got that initial debriefing of the situation. This has given me some pretty major apprehension.
2.) Holy crap, I TOTALLY feel like I am part of the combine. From driving the APC to the mechanics behind the stunstick (I love the idea that you can devote suit power to powering the charges on it) it just FEELS right. At first my fellow combine actually felt a little TOO human, but then I recalled how Breen was threatening the combine in Nova Prospect and realized that despite the severe modifications, the combine are still retain a distinct degree of humanity or else his threats would have been pointless. For all I know, the combine might not have even come to play yet.
This alone is what’s been really keeping me playing. I can’t wait to see the different quirks to come from actually playing from the perspective of the combine.
3.) Less about my own character would be more. The personal history is interesting and well thought out, and is probably going to be crucial for the storyline in terms of explaining why my character chose to side with the combine in the first place, but I would have rather they had gone the Gordon Freeman route of putting in as little character development for the main character as possible, so that I could insert myself in that role and make up my own reasoning for why I was part of the combine.
4.) Does anyone else feel like the combine weapons really suck? I don’t know why, but I feel like all my weapons are half as accurate as they were when I played HL2 and barely do half the damage they should be doing.
5.) New content style doesn’t mesh. it’s hard to place my finger on it, and it might be because I have all my video settings on low (but that’s normal for me) but the models just don’t quite look like they fit with the HL2 style.
All of these are just initial impressions though. I’ll give my actual review after I beat the thing.
To reply to your #4:
The sniper rifle in particular had it’s laser pointing visibly a lot lower than my actual crosshair
But I can’t explain it, I had same problem with the pistol in a hl1 mod not long ago! A reload of a save solved it tho, in here idk..
Just for starters, you have to give kudos to any mod project this ambitious that actually releases something. The fact that Human Error is also fairly stable and consistently high quality just takes us above and beyond.
Granted, there are still technical problems. I drove the APC through a gate some rebels opened direclty into a dead-end overlooking the skybox. I got a crash to desktop when I originally tried to open the door to the roof without using the button. I got stuck between the stalker pod and one of the doors you have to open for it. And it sounds like others have had much worse.
New weapons are always welcome, even if ditching the stunstick for the far superior crowbar at the first opporunity pretty much embodies my in-game reaction. The remote-controlled manhacks and their attendant puzzles are genius and very solid. The Sniper Rifle I found near the begginning, and I never had suit power again. It didn’t feel just quite right… but it’s the damn combine sniper rifle. It’s mine and you can’t have it.
The CP squad themselves are a little strange looking sometimes, but that’s okay too, as they’re often pretty strange people. We get along though; I kill things for them, and they continually supply me with more sniper ammo. I don’t know about the choice to leave their masks off. Though it was undoubtedly to let the player easily distinquish them… having easily recognized personalities within your ranks is almost the opposite of what you’d want from playing on the Combine side. Besides, I could always distinquish Lawson by the glowing red manhack attached to his foot.
The personal story of our main character adds a nice bit of flair. The “play as Combine/fight some Xenians” aspect never really grabbed me from the time I first heard of the project some time ago; when the next part comes out, it’s this personal story that’ll draw me back, not the chance to mow down more vorts with a sniper rifle. Though I will.
[Chapter 1 – Intro]
– The bloom was a bit overdone, it made the level feel surreal, but not in a good way. I assume the mod authors were going for a flashback vibe, but it felt a bit like an abstract dream set in idyllic, wooded meadows.
– The camera was a neat tool, if a bit difficult to use (a zoom function would have been nice).
– The Xenian asteroid needed a few more art-passes here, I think. When I played, it looked like a huge pile of falling rocks, but it didn’t really communicate “asteroid” to me. Maybe a trail of flame would have helped as well as placing portal further up in the sky (to allow the asteroid more time to fall).
[Chapter 2 – Vortessence]
– Visually, this map could be a lot better. Night is dark, but not dark to the point you’re not entirely sure where the edge of buildings lie. There was a lot of opportunity here to make countless interesting light sources. Just imagine a burning car lighting a large portion of a street with low-lying hues of fiery orange, or a streetlight gone crooked from a vehicle collision and now casting light at an odd angle. There were many missed opportunities here.
– The generator defence battle was interesting. I felt overwhelmed for most of it, which is a strange thing to be feeling so early into a game (and stranger that that desperation didn’t really carry over to the final defence battle). I lost both of my turrets fairly early on, and most of the CPs died very quickly as well. There were a lot of entrances to cover and I had basically just arrived into this building, so I had little working knowledge of the environment and how to defend it adequately. Aside from that, it was enjoyable, if a bit repetitive (it became quite clear quickly that my enemies were basically arranged into similar waves).
– I was really excited when I first found out I was going to pilot an APC around, but what followed didn’t really live up to that excitement. It was mainly large, empty streets with a few fortified rebels and a lot of “stream-spawning” rebels. I wanted to ram through barricades and really see the APC be given the chance to be used as a kind of blitzkrieg-style breakthrough vehicle, but it was basically a turret on wheels. In fact I get the sneaking suspicion that this level would have seen a large improvement had it been more geared to on-foot fighting with more rubble and obstructions in the street.
– My favourite moments weren’t directly involved with the APC, funnily enough. Seeing the resistance fighters lobbing Molotov cocktails was a great moment. Another great moment was coming up to an intersection and looking up to a sniper’s window. He dies, and you venture into the building. A few rebels fire at you from the stairwell and you cut them down. You continue upward and find yourself at the door of the sniper’s loft. The rebel who killed him spots you and tosses a Molotov at the door and you backpedal. She presses and you cut her down too. You find the dead sniper and his scoped rifle at the window and claim it for yourself, returning to the street with a prize and a sense of satisfaction at being able to visit a corner of the map and experiencing a little story like that. I would have appreciated more of that kind of gameplay over the APC, that of working your way up and down streets while on foot and clearing buildings.
[Chapter 3 – Mine Control]
– This building was one of the more interesting locations in the mod for me. It almost seemed like there was another story to tell in it, it felt like it had something of a past life and use (before the Combine’s rule, in all likelihood). Some more details and art would have helped to flesh out this past more.
– The guide-by-remote manhacks were probably the best and most novel part of the mod, they were very well done. Whoever designed the level should also be congratulated on making clever use of ventilation shafts and the level itself to further the goal of making the manhacks vital to progression. Aside from a bug or two in implementation, the mechanic was flawless. Not only that, but it’s ingenious, it embraces a part of the classic Metrocop archetype and makes it a part of the player’s toolset.
– The Stalker was a nice touch, although I was a bit puzzled by the other CPs” familiarity with the synth. The horrific transformations done to regular humans and the fact that these things were everywhere would probably be something the Combine would try to conceal from its unmodified minions.
[Chapter 4 – Ritual]
– The building in this chapter felt less “real” than the building in chapter 3. Something about it felt a lot less three-dimensional, everything felt more closed in and restricted into more hallways and corridors. Chapter 3 had high ceilings, staircases, and so on, but Chapter 4’s spaces seemed to be not as well designed.
– The final battle seemed to be less difficult than the generator-defence scenario featured in Chapter 2. Once I realized I could prevent the dropships from ever landing troops by spamming AR2 energy balls and suppress everything else by doing the same, I found that the battle was no longer challenging at all. I was able to reduce the amount of enemies I had to fight by about half. The rest were easily mopped up at the gates. I correctly guessed that this would be the climactic battle of the episode. However, I didn’t see anything that really topped everything I had done up to that point, something to bring this smaller arch within the general story to a satisfying conclusion.
– I was never given the chance of looking behind me as the portal erupted, my CP squadmates sounded hurt when they were pushed back, but I was taken away by the game before I could actually see what had happened to them.
– Weapon limit: The trading up to better guns was kind of interesting, but the play itself never really seemed to justify the feature’s inclusion.
– Increased player vulnerability/damage: Whatever was changed here made the base gameplay a lot more difficult, on Normal difficulty I found myself losing half my health in under fifteen seconds. Either the player’s a lot more vulnerable to bullet damage, the enemies are far more accurate, I’m not sure what was going on, but Normal difficulty became far more like Hard than it needed to be. Easy felt like the “Normal” of the main HL2 games.
– Sniper rifle: Unpolished, but enjoyable to use. From a story pov, its power might be a bit unjustified (especially as it is a portable weapon), and the dual-zoom feature was a bit awkward.
– Alien Grunts/Controllers: New enemies are always nice, but I don’t think Human Error took advantage of these new enemies enough. The enemies were deployed into battle like every other enemy. There weren’t any unique gameplay situations pushed by their inclusion.
– Alyxgun: The model looked really rough (it almost looked like it was a low detail third-person model).
– Some of the human models looked very robotic. The superior officer character especially stood out to me, his eyes seemed too massive and his pupils never flitted around or focused at varied angles (they always seemed fixed straight ahead).
– The energy ball generators did seem a tad overused, some of them could have been replaced by other kinds of puzzles. I love the model and the animations for it, but the concept didn’t need to be reused as much as it was.
– There were some interesting environments and rooms, but nothing truly spectacular, nothing that made me stop for a second and drink in my surroundings.
– The voice acting was passable/decent in most places. The CPs you travel with for the most part have well spoken lines (your lines seemed to be as good as the rest, Phillip).
– For the most part I really liked all the banter between the CP squadmates. Some of it was silly, but a lot of it lightened the tone of proceedings and made me smile as I played. This should definitely be added upon in future instalments.
– I didn’t really care much for Ander’s girl. Her voice acting was really spotty at times, especially in the final scenes. Her ghost appearances had some really deep issues as well. Firstly, she’s solid, and she walks around the environment like a regular NPC (sometimes walking back and forth before settling down on a node). I got the distinct impression she was some kind of mental apparition, or somewhere between dead-and-alive. To that end, perhaps a better idea would have been to have her model in a room outside of the map, relayed by a camera effect such as the one used during the G-man monologues, and with a dash of transparency/ghostly saturation of colour, that sort of thing. Furthermore, her hostility to the player was never really adequately established. In the intro she’s kind, but no more than ten minutes later she’s rude and completely chewing him out. It could be argued that this creates curiosity in the player towards finding out what Anders did that would inspire such a reaction, but as a player I’ve experienced very little in-game about what happened to him or his woman. So these rants aimed at me really fall flat, I don’t feel like I’m the recipient and I don’t feel like I’m familiar with the person doing the ranting either.
[Botolf’s Closing Thoughts]
Human Error is good (far better than most mods), but not truly excellent. It falls short in some key areas, and excels in a few. Ultimately I have to concur with Phillip in his sentiment that new stuff alone doesn’t make a mod great, they need to be paired with excellent gameplay. At this point I can’t see it as belonging with the absolute best of the HL2 mods, but make no mistake, it is still good and worthy of your time. Here’s hoping the next episodes are even better.
The generator defense battle has caused me my latest bit of concern with this Mod. I’ve killed off three waves of enemy, and I now have 2 combine buddies. I’ve got turrets placed at two entries near the power generator room. My combine boss/buddy is standing in the small room staring at the blank screen. The problem is…there are no more enemies attacking, and no further instruction from the dude staring at the screen. I’ve cleared the map, and have explored every nook and cranny on it. Another bug? I’m not going to rate this poorly out of respect for the team that made it. It looks like it’s great quality, although way too much bloom effect. I’ve already uninstalled it from my harddrive.
Botolf pretty much summed up my personal thoughts as well. It’s definitely a great mod but I expected more. Either way, you’ll definitely have a fun experience for about 2 hours.
For me Minerva: Metastasis is still the king of the throne and I expect it to be for quite a while.
This is definitely one of the best hl2 mods I’ve played in some time. The team-leader of the people who made it is a math student in Finland. He did a really excellent job in my opinion. I thought the creation of the new characters was very well done, in addition to re-creating two of the original half-life monsters. The new way man-hacks were conceived is good innovation too. My old pc encountered no bugs or slowdowns, so I think beta-testing was very careful. The mod-developer has added a audio commentary for anyone interested in learning the details of how the mod was made. I might run through it again to hear it. I hope to see more mods from his team.
This has become one of my favorite mods. Over the time unfortunately my thirst for professional mods and avoidance of crappy ones has grown soo much.
This mod however, I really enjoyed. Even as a team member of Combine Destiny 2, a mod with very similar features, yet however still a bit away from release I must say, purely amazing…
I agree with Botolf’s review. It’s not Research and Development, but it’s still a fun game. There’s more Human Error episodes on the way.
After my 1st play, I was going to comment but was very surprised at the some of the grouses written.
I played again, in normal, and pretty much disagree with most negative comments.
I do have a grouse myself though. The outdated and, by today’s standards, very silly and ugly HL Grunts, Airships and Alien Controllers were just horrible and out of place.
This is an EP2 Mod for heaven’s sake; perhaps we could have had reprogrammed rebel Hunters instead of Grunts, rebel controlled Helicopters instead of the Airships. Strangely, the Alien Controllers weren’t too bad but I’d rather not see them again. Maybe they are part of the story yet to be unravelled in later episodes,
The machine gun toting, missile armed APC was great. You can fire through 360 deg’s and the rebels squeaked wonderfully when run over.
I was rather disappointed when those sections ended.
The 1st sniper rifle was a waste of time. The APC had a zoom and a great machine gun. Sniper rifle not required. The same for the 2nd Sniper rifle as it was obvious that close quarter fighting loomed ahead.
Story? Well I sort of got it I think with the final scene but we need to wait for the next or even 3rd episode I suppose. It’s not a problem for me anyway.
Remote controlled Manhacks – Brilliant device.
I had no problem with not being “in charge’. After all when playing as Gordon Freeman you are not in charge but you do get “Point Duty” – just where a fighter belongs.
Combat; very well thought out and very enjoyable. Looking forward to EP2 and “Paradigm Decay”
A PIN. I would have given it a PF but regression to the Xen beasties was repulsive to me. They are, quite simply, out of time.
after launching the intro nothing happens, I’m just able to wander through the map (meadow with the car).. other maps crash the game when loaded from console (memory can’t be read error), except the he01_01 which spawns me in the void unable to do anything. I tried re-unpacking the mod twice with downloads from here and the homepage.. doesn’t seem to be incomplete.
The first scene is a little frustrating. You should have the camera for taking photos. If not then wander around near the car until you get it.
Turn up the volume and take photos of exactly what the somewhat glary golden girl tells you. The car, the Uni and then her If I recall correctly.
Hope this works for you.
I quit at the university,,, after the battle it became an unsolvible puzzle.
If your talking about the dead end, just [spoiler]shoot the glass off the top of the experimental headcrab cannister and it will shoot through the wall.[/spoiler]
Yes it is the dead end, when the voice of the admi/super, say what are you doing don’t break anything…
I only see a generator & energy cell, and a test fire unit with a steel back stop
Around the Test Fire unit are some glass covers, break all of those.
I just replayed that section: I had a save between the 2 jail type gate doors, my manhack is in the room to push the button I do that, then the jail gate opens, I go to the next set of double doors, press use and it starts loading/delay, the new sceen. The door opens and the manhack goes offline & a new manhack appears. There is a hallway that surrounds the center room and has a double door to enter. Once inside their is a powercord on the floor which is instalable to the command counsel. after doing this the offline generator becomes in as ready state. Inserting the power cell brings it online as well as the test fire counsel. their is nothing in the room to break. I even brought the only LP gas bottle from in the water downstairs to the testfire chamber.
I have re-done this section about 10~20 times.
thanks for all of the suggestions
There is glass around the test fire unit. You have to go right next to it and smash with your stunstick. Go all around the unit. It’s definitely there because I was stuck for a while and that’s why the voice acting says “Don’t break anything!”. Reverse psychology.
This mod is well designed and reveals the author’s obvious concern for the player’s experience. The quality and gameplay thrroughout are much higher than average. I really like the manhack feature, as well as the tank feature. The mod has a refreshing “Half-Life 1” atmosphere to it. I highly recommend it.
I love the manhacks
Well I agree with Philip the voice acting was quite good, so much so that I really wanted to kill the supervisor with his annoying face and voice, I was really hoping the main character (and the pretty female officer) would leave the combine at the end of the mission – the bi-product of that is I would have then been able to kill that damn supervisor bloke.
I like it. It’s better than most HL2 mods out there.
Well, I think this mod is amazing. It’s one of the few Source mods that don’t bore the hell out of me. The new gameplay mechanics worked nicely, the voice acting was great, and it’s cool to get a new point of view on the story, like in Opposing Force. I was a bit disappointed that there really was no good place to use the sniper, and I ditched it for the shotgun, which worked great. The APC part was some good fun also. My only complaint is the length, it was a bit too short. Also, I was a bit confused on what my goal was at times. All in all, great fun.
I enjoyed being a combine for a while. I have to thank the author for not making us endure some annoying “google view” while playing as a combine.
The APC had some advantages over the buggy; 360 deg firepower was the best part. The control seemed better also. It also had increased mass which allowed for a bit of trolley car road kill.
Once I figured out how to use and control them, the manhacks were a cool recon tool.
The voice acting was well done compared to other mods, but the dialogue seemed out of place in a combine environment. Also, the mod could have done without the F-bombs near the end. Added nothing to the story.
The new aliens were a bizarre bunch of creatures. With all of them in the final battle it seemed like alien overkill.
The vision of the girl added a clever connection to Ander’s life before the combine. I guess they were about to get married.
There is more to talk about, but I’ve run out of time. All considered, this was a great mod. Play it now.
Those bizarre aliens you mentioned are all from the first Half-Life. The Alien grunt that shot the bees was not exactly bright, but the other ones worked well.
What a great experience.
This has got to be one of the best Mods to date.
The people responsible for making Human Error should be congratulated on the excellent outcome of their efforts. Very well done.
I look forward to playing the rest of the stories.
It is great mod, but sometimes I stuck and I don’t know what to do. Now I stuck in the beginning of Ritual chapter. My team members try to kick doors but they stuck I do not know what to do, I have tied everything. Thx for help in advance.
Use a Manhack to go outside and see what is blocking the door.
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Echoing Duk’s comments, what do you do after you’ve beaten the final generator battle. The reinforcements have shown up, all enemies are dead, and nothing is happening. My allies are staying in the room, manning the machine guns, and the other metrocops are just standing around. What am I supposed to do to trigger the ending?
It seems that you have to wait for everyone to show up before you can kill all the enemies. Also, great singing Phillip.
Also, this was a brilliant mod.
I’m stuck here too. The enemies are all dead and everyone is just standing around. What did you to do to trigger the final scene? There has been one drop ship. Are there supposed to be more? I noticed an error listed in the console:
npc_combinedropship dropship02: Template NPC metrocop_dropship06 not found!
Go down into the mine
Thanks for the reply Jasper. That’s what I figured from looking at screen shot 93. Guess it’s just my failing 50 year old brain. I see the switch console to open the gate but can’t figure out how to operate it. can’t plug/unplug anything and the generators seem immune to damage.
Weedslayer when I got to the end of the big battle the female combine and the supervisor after a short conversation went through to the switch for the gate(I followed them through)and opened the gates.
you probable have got it by now.
Installed the patch and did a ” start a new game” at the last level and it worked. Despite the issues at the end for me, I still gave it a PIN. I think with a little polishing this could definitely be a MOTY candidate. The RC manhacks and the driveable combine tank were brilliant. Good story, voice acting, and cut scenes make it a total package.
Now on to Outpost 16.
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Excellent mod, despite some obvious bugs. I think it should be a MOTY candidate.
Especially enjoyed piloting a manhack – what a rush!
I finished playing Human Error: Episode One a few days ago. I was really excited when I saw its release, and now that I have played it I can surely recommend to everyone.
The voice acting was really good, I was shocked to see Philip’s voice acting seem so bad compared to the others, and yet amazed how they performed.
I don’t really want to get into details, because I don’t have so much time and people probably already said the things I would point out.
The mod is very enjoyable, but doesn’t live up to its full potential. But despise its small issues, it is surely one of my personal favorites. It’s so much better than most mods I play and is surely an inspiration for my own one. I’m a bit amazed that Phillip didn’t make this a Hall of Fame (Or did that get removed? I am not entirely up to date on recent development). It’s surely among the very best SP mods released this year.
A game of 2 halves for me. The best was the APC which I thoroughly enjoyed. The other half while sparkling with some brilliant moments and some quite hard fighting left me a bit disappointed.
The final battle was too easy and left me with lots of ammunition but nothing to shoot at. The cannons started far to early and then the troop carrier came and game over except for the last little scene.
A lot of fun but sometimes there is a need for direction.Excellent overall just some things I didnt like.Pretty long if this is only part 1
Lots of action
Driving the apc
Good story line(sorta)
Retro enemies :p
No direction in alot of places
Not optimised as seems to be the case with most ep2 mods lately
A lot of empty spaces while driving apc
To much time between voices so that you think they are done and then they start it up again so you stand there waiting for the next thing to happen
I hate timed sections
Oh how cute Phillip, you voice acted Larson ! :3 just kidding . 5/5, new features, new sound. Specially liked the part were many manhacks spawn to deal with the enemies. Well played. Good to work in team with other npcs and feel like a CP officer. Even the arms have been worked up to be made to look alike in the player view. Good job!
I’m stuck, Chapter 3 — Mine Control.
I’ve got as far as the area where you need to release a manhack into an overhead pipe, which leads to a small room with a switch. The switch operates a pair of sliding barred gates which are blocking progress.
I can’t seem to get this sequence to work, having entered the room via manhack and pipe then operating the switch once, the first gate opens. I get taken back such that I can go through the first gate, having released the next manhack and returned to the small room and operate the switch so opening the second gate. At this point a just get stuck in the room.
A fellow combat player stuck! This will not do at all.
Are you still in the room with the switch? If yes, then press E to relinquish control of the manhack after the second gate opens.
Or I think your at the ‘dead End” if you have got through the second gate in which case:
[spoiler]The headcrab canister is retained by a frame – break it. Power up the generator, plug in, press the button. Canister rockets through the wall[/spoiler]
Thank you Jasper.
This was an excellent mod and very fun to play. Finally a combine mod done right. There were 1 or 2 bugs I noticed but they didn’t affect gameplay all that much. Voice acting was better than others’, and the amout of detail that was in it was extraordinary.
Well, I guess it was different and I am not about to say I understood all the interplay between Andrew and the lady in the yellow ball dress, but was I meant to?
Also, the other point I did not understand was Phillip’s lament, how did he get talked in to that?
Back to the mod, after a somewhat questionable start, well I was asking the question do I bother with this, the mod settles down with some good gameplay although I was not sure what was going on for some of the time, or was it that there was too much going on at times.
The strength of the mod is the inventiveness of the gameplay created with the use of combine weaponry and HL1 aliens, the manhack sequences and inclusion was a unique piece of gameplay which surely will be copied by others.
I did not enjoy the entire dialog with the swearing unnecessarily and over used in parts, but what the F–– Hell do I know? The interplay and back chat of the support team was both well done with humor at time adding a nice touch. The “Guide the F––— Generator” got on my nerves and if I hear it one more time I will scream. Also,a law should be passed, no sequences allowed with squads going down stairwells.
What the hell the ending was all about I haven’t a clue, but for sure Phillips song matched it.
More please, with less swearing and no singing, please no singing, nice job team.
First off thank you phillip and all posters for your great site and feedback, I use it often and appreciate it. i’ve come to this site many times but haven’t posted but on this partucular mod I wanted to add my thoughts. This mod had great potential but needed alot more testing, I found long load times and a high number of bugs. I needed to restart in several places. annoying. if I wasnt one to try to finish what I start I may have given up on this mod. the talent to make the mod was there but it just failed. the remote control manhacks was the best idea and part of the mod, much credit for that. the overall map was too dark even with the brightness turned up. the apc didnt add anything of value for me, the area where the folowers are trying to kick open the door was very annoying to me, although I realized what needed to be done using the manhacks, there wasn’t anything visable blocking the door, I eventually just rammed it but I needed to backtrack to resupply manhacks, ( I hate having to backtrack )I too had trouble at the end scene with everyone just standing around, had to go back several autosaves several times before they fianlly opened the final gates to the mine. most mods I usually give a few plays too to wander and explore but unfourtunately this one will be deleted.
You are most welcome.
Can anyone tell me how to continue after finishing with the APC? I cleaned out the rebels as much as possible with the APC, then returned to the junction where you can’t continue driving through the overturned tanker truck. I used the APC to block the fenced area by that junction from which the rebels spawned endlessly so they wouldn’t chase me down the street blocked to the APC. I proceeded on foot past the overturned tanker truck, explored everything that looks explorable, but nothing happens. What do I have to do to trigger the next phase of the game?
Thanks for any help.
I just insert my personal review available at my blog that kind of sumarize the general feeling (sorry for the approximative english)
Design: Looking back to Duke Nukem and the first age of FPS we found a lot of release that came with some new features and was called back Total Conversion… this one totally reminds me from this approach, new enemies, weapons, textures, voice acting… It was a long time ago since I had this particular feeling playing a free release that integrates a full custom content. The story behind was perhaps not that clear (at least for me) with Andrew’s girl through flashback and appearance with a little F.E.A.R. because sometimes you have some doubt about her real thaught (good or bad).
The overall design can always been critisize especially when you have a lot of custom content, people think that everything should always been from high quality especially when it seems more difficult to create some custom content that to create maps. It this way it’s clear that human error never make you travel through unique location from high atmosphere like you can encounter them in the original Episode 2…Location are really from a classic bottle perhaps sometimes too dark, witch is for me part of the atmosphere but will decrease the feeling of general layout and detail, this wasn’t for me disapointing because I was happy with what it was. Addition to the General layout Human error comes with a lot of new created content and this is was I really loved.
Starting with the new models from enemies to weapons to the cusomized overuse power generator, the pilotable NPC and Manhacks, the sniper rifle sadly unuse through a dedicated gameplay area and the attention to modelling of all main characters. All of them were quite well done and also gave a good turn back to half life first experience.
Gameplay: The fact you play as a combine was still perturbating and this something I don’t like to, like playing as a german in a WW2 game, I think it’s part of our ‘the bad and the good” approach witch can sound as nonsense regarding the fact that FPS gaming is just a “killing” game witch is certainly not good…But all in all this “combine team” appoach with some differents main characters add this cooperative gameplay I really like in the more recent FPS gaming experience, sadly in my appoach if you part of a combine team it’s a kind of squad where the main aim is too be efficient (move and act without thinking too loud) and not to talk like if you where on a happy journey, It’s sure it add a better filling than to play without any ‘sound environment” but for me it’s unrealistic…
With this team apporach you will also be able to conduct the NPC (cool experience), to drive the manhack through vent and stuff, an amazing experience through the difficulty of third dimension mouvement and also through the limited angle of view this was really a great moment of inovative gameplay.
Even if it was sometimes challenging, also by the fact you cannot carry out all weapons but need to choose, it was also a little disapointing with the too easy end battle gameplay sometimes also went to “what’s next now?” feeling where you turn arround and after turn to external help to find what to do (happens ones) but all in all the fluidity of all those feature dropped into the game while you progress was perfrectly timed to create a not perfrect but still unique experience.
There are certainly a lot of things to improve but the challenge was put on a high live through integrating a lot of new features, trying to make a background storyline, an interesting gampelay and give the whole first episode a good structure, even if not perfrect through voice talking, mission, combats and puzzles
In conclusion: Even if there are a lot of things that could have been done better, the fresh new content really add a woaw feeling when I encounter it sothat I defenitly consider this mod as a personal favorite and can only recommend it clearly and hope we won’t wait too much for Episode two.
HELP-I’m stuck. I don’t know if it’s a glitch in the game or me. I’m in the small room with the generator and control panels. I plugged in the cord and started the generator but now what? I see no way out. There’s only one sliding barred door and it’s closed. This is in the small room with the generator and some device that shoots when you hit the green botton.
The instructions you received said “And, don’t break anything!”. Look for something to break.
Explicit instructions below.
[spoiler]Break the glass around the object that fires. It’s more like a cover than anything obvious. When you do that, the next time it fires it will shoot out and smash through some walls.[/spoiler]
I don’t know why I didn’t like this mod as much as most everyone else.
At first, I couldn’t figure out how to get into the APC. When I finally did, I felt like I took too much damage. I’m supposed to be in an armored personnel carrier, why am I taking so much damage? But whatever. (Figuring out how to get in was more frustrating than the fact that I took damage.)
At the first generator battle it crashed on me several times, until I ventured outside to do the battle there. (Hey, I’m supposed to protect the generator, why wouldn’t I stay near it?)
The manhacks were fun, but for some reason I was slow to learn the controls. I think just time and use took care of that.
The voices were hard for me to hear unless I cranked my speakers up (which made combat way too loud). So I just got to the point where I ignored them.
The second generator battle was sort of too easy as someone said, but I was confused for much of it so I think that compensated. 🙂
There were some neat things about this mod, though. I really liked the stalker helper. Overall, a very good mod that I would recommend, in spite of my issues.
Great-I loved it, even though I got lost at times and had to go back and start again. This one is really good and worth the time. I never did figure out who the girl was or why she was there. The author needs to clear that up, maybe in part 2. Also, it would be alot better if it was easier to navigate the maps. At times I had no idea which way to go next. The manhack idea was fantastic. It could also use more action.
The puzzles were good but more fighting would be good. Also didn’t like the bad words and sex talk. It keeps young players from playing it and that’s a shame as it’s really a good mod with alot of hard work done. Why mess it up and cheapen the soldiers by lowering the bar on their professionalism? It’s understandable to cuss when your real mad or just got hurt, but to drop f bombs for no real reason is dumb. This mod is better then that and maybe in part 2 the authors will lose it. Add more fighting and better directions around the areas and it would be retail quality game.
The voice acting was like most mods-not real good, lack of passion and not real clear at times. Someone in the game needed to really step up and clearly explain where we are, why we are here and who the hell is the girl? I couldn’t tell if she was a good guy or bad. Other then that this was alot of hard work for the author and is to be thanked for this one. Looking forward to part 2.
O–and Phillip, don’t give up your day job. You were out of key and, well, if it was fun to do, that’s the main thing.
Anybody have a problem with the game crashing whenever you turn on your flashlight? I can make the game crash at will by doing that. Haven’t gotten past the beginning because I need the light…
No-It never crashed, but there was a framerate slowdown a couple times, but it cleared up and played fine. You may want to try turning the settings down or using a program like Gamebooster to shut down all your other programs. You can also defrag it with that program.
This was a brilliant mod! you won’t regret playing I certainly didn’t! A favorite for me and really hope it will be for you too.
so here my review
nice story, very nice gameplay, I really enjoyed the manhack puzzles, very innovative!
The fights were good, were diversifying and challenging, the new enemies were quite nice, although I didn’t like that those flying things from xen were also walking and they were far too weak (and their shots looked more like flames and the firing rate was not the same as in the first part).
The voice acting was good, but there were no subtitles?
Dammit, I bet I lost some decent story elements due to my inexperience with the english language 🙁
The last fight was…good, but yet it kinda annoyed me because I had not really a plan what todo and once an enemy hit me bout 100 metres in the air, not so funny 🙁
Although these small downparts, I quite enjoyed it, the design was very cool, quite realistic, hardware friendly and yet, wonderful brushwork and immaculate big levels.
More of it!
game stuck in intro level
Got the camera yet? If not,wander around a bit. It might be near the car.
Once you’ve got it take snaps of what the girl says.
If that doesn’t work then type:
map he01_01 into the Developer Console (See How To… at the top of the page if you need to).
This takes you to the first combat level.
Welcome to the War.
I think he means that the girl is not there and the camera will not spawn. I is a bug I have too.
can someone please help me!? I get an engine error when its loading the menu (after the movie that says “HUMAN ERROR”) the error is this “SetupArrayProps_R:array prop “(null)’is at index zero.” and then the game shut down. Could this be the new update of HL2? or did I downloaded a wrong version of the mod?
I got the same exact error…so some help may help us…:)
Anyone got round to posting a walkthtough anywhere ? I’m stuck right at the beginning where you first get the APC/Tank…I’ve shot and blown up everything I can…so what next ?
Before anyone can help, we need to know more about where you are.
Does the post have a screenshot of the area?
no, but it’s at the beginning, the first sight of a tank/apc that you get…
Looks like Screenshot 13 to me.
You should have the female Metrocop who uses the console to open the door.
I haven’t downloaded the patch following the Valve nonsense yet. I will and jump to that map, lunch time tomorrow which is Friday UK.
Unless someone else helps, I’ll get back to you then.
Got to go. She-who-must-be obeyed calls!
Downloaded the patch and the mod plays great.
The verbose female metrocop does not open the door until you get into the APC. You can only get into the APC on one side (UK passenger side, US driver side).
Formidable fighting follows.
it’s ok, don’t bother…there are loads of walkthroughs on u-tube…
This is a great mod… Really great.
The APC sequences, the HL1 enemies version 2.0… Wow, what a pleasure!!!
The most enjoying part was the utilisation of the manhacks, it is not just a gadget, it is really necessary to go through the game, it is really well-thought, not so many people could have done that!!!
I can also speak of the voice acting, the depth of the scenario, with the remorsful hero seeing the “ghost” of his girlfriend… I think it is an Alma-like feature, really entertaining…
Perhaps one of the best mods ever created, it has however some problems, like the rush sequences of the Resistance, sometimes too hard, and the final battle, with, for this time, too many weapons and it is overall too easy, whereas some previous battles, where more difficult…
I can’t wait for the next episode, however, and every fan of HL2 should play it!! With Combine Combat, it is the best Combine mod, AMHA.
And, also, the APC sequence was really fun, but this was more a “Goliath vs. David” than anything… I felt really like god in the APC, in fact… Maybe it was for showing us the horrors of the war? Terrorizing the Resistance with all the mighty Combine arsenal?
I cannot start this since it crashes with something about prop(null) on the opening banner.
Patch 1.0.3 fixed this. Should have read “Get This Mod Working” first!
Goshhh!!, this is a must must must play!!! defenetly, is on my few personal favourites list, because this mod is fun, have great story line is inovative in the gameplay (force fields to be deactivated and tele-manipulative manhacks!!) and maybe the reason why i’m placing in my personal favourites list is that this mod, has it’s own driveable APC I love that tank oh god hope to use it in the future of this apparent saga, the machine gun in the APC is great, and plus the rockets are a perfect killing machine in the hands of the gamer, the modder defenetly has talent and I hope the next time he could place us in a combine helicopter that would be terrific!!
So finally I loved human error, but i’d like to see this mod now on the rebel prespective, maybe using those sweet molotov coktails, ahh the last battle was sweet!, and also was great as nostalgic to see some xen buddys again this time on the source world.
finally just one statement, this modder has talent maybe as good or better than Adam Foster creator of “Minerva”, well that’s in my humble opinion…..
I played this mod multiple times, that’s how good it is! This mod is great, because it’s showing Metrocop’s personalities. Anders is a great Metrocop, but has visions about his old girlfriend Oliva. Noah, I don’t think really hates Anders, I think he’s jealous, because he gets more attention to Elouise then he is. Larson is my favorite character, he’s funny! Play this mod, homies! OG Loc says so!
I saw that HLSS is developing a new mod, Water, a total conversion… I hope this won’t delay more HE : Episode 2 🙁
We all want to see the sequel of the story.
This is a pretty good mod!
By far the best thing about it was the Manhacks. Being able to pilot a Manhack and use it to solve puzzles was a great idea. While it’s fundamentally similar to a number of other games (the old Cam Bot in Perfect Dark comes to mind), it still leads to clever mechanics. If I remember correctly, this wasn’t the first HL2 mod to have these, but it’s probably the first to integrate them so nicely.
I also enjoyed the cast of supporting characters. Yeah, maybe this isn’t how a group of Metrocops would behave. But there’s something amusingly silly about this ragtag group of baddies. They remind me of the Turks from Final Fantasy VII. Absolutely ruthless when they need to be, completely dysfunctional otherwise. Their banter was great and even though their personalities didn’t really develop much over the course of the mod, it was refreshing to have a mod that didn’t take itself too seriously and smack you over the head with melodrama.
The new Xen enemies worked well. It was weird to see them fighting alongside humans, but whatever. The return of the Alien Controllers, in particular, made me wonder why Half-Life 2 didn’t have more hovering enemies. Ragdolls are so nice when they fall 20 feet through the air. 🙂
There were a few issues I found that kept this from getting a PF:
– The opening parts of the mod were way too dark. I couldn’t see where I was driving. In Ravenholm, you can clearly see a fair amount of ambient moonlight. That should have been present here was well instead of pitch black darkness.
– I didn’t like how “G” was rigged to Grenade. I instinctually press that button to switch to the Gravity Gun to break objects. You don’t have the Gravity Gun in this mod, so let’s just say I wound up grenading a lot of things early on.
– Loading times were awful. I’m not really sure why. The maps are quite large, but they aren’t overflowing with detail. Still, I noticed it on my powerful rig, so I can only imagine what it’s like for the average user. I’m glad I played on Easy, because having to endure that load every time I died would have been awful.
– The campus made a great first impression, but it got very, very repetitive in terms of visuals. I felt that, more often than not, I’d just stumble into where I was supposed to go instead of being intelligent about it. Having your squadmate on the radio clarify your objectives, and coupling that with more signage throughout the campus, would have helped a lot. As well as varying the textures every now and then. There are numerous tiles to choose from, after all.
– Two puzzles that were very confusing: the “Don’t break it” thing and the kicking of the door. For don’t break it, I had assumed that because my character was a trickster that I had to break something. Thing was, it wasn’t clear what that something was supposed to be. The door kicking actually had me coming back to PP to see if anyone had mentioned a solution. While the mod teaches you “When in doubt, it’s probably a Manhack,” here the solution wasn’t clear at all. Mostly because I didn’t realize there were windows. Maybe my friends should have stopped kicking the door and asked me to see if there was something on the other side. The endless kicking looked really silly.
Still, it’s definitely worth playing. It’s a lot of fun and has good character interaction.
Yeah the excellent mod “Combine Combat” (which I highly recommend) already had manhacks. But you could not control them in the first person like in this mod. However, in “CC” you throw them like the Combine do in HL2, whereas in this mod you just “let em go”. I dont know if any mod before Combine Combat had em…it’s possible though.
Taking on the role of a member of Civil Protection was a great idea followed by a great execution. PF for sure.
HUMAN ERROR — Episode 1.
Wow! For a short story this felt kind of epic.
I loved the opening scene; such a picturesque way to start a dark game.
The voice acting is this mod is so good it just brings those disgruntled Civil Defence guys to life. They all seem to look down on old Anders, (you the player) for some reason and I’m sure it’s not because of a few turned around cameras!
Being a Combine lackey you get to take on those alien loving terrorists with plenty of firepower, including the Combine APC!
Fun to drive and shoot freeman’s goons with gun and rocket along dark brooding streets through cars and buildings!
Then you have to earn your keep with a difficult “Keep Him Alive” shootout at the first post you stop at. I stopped playing this mod because I could not get through this section! But this time I did second time and remembered to save!
Weapon loud out was excellent and felt more real than the usual “infinity” backpack, but the star has to be the drivable manhack.
An interestingly novel use of this former pain in my rear as an ally to take out those pesky barrier generators. Bravo!
Each section was so well designed and beautifully textured I sat in awe as I waited for the next to load. And waited and waited. Long loading times forgiven because the wait was worth it!
Bravo for including flooded sections as they appear so pretty on my monitor.
Another slice of nostalgia in a mod, only this time it was my old enemies from Xen! Even those floating big-heads and new Manta rays to bring down to earth!
My fellow cohorts were quite a laugh especially when two of them were trying to kick a door in. another clever use of the manhack as a door-blockade remover!
Now where’s that bloody hole! Ha; very sneaky!
This mod had a great ending without the usual, abhorrent “boss” fight. (Just my opinion) and I loved it all.
So I found out why Anders ghostly girlfriend was bothering him and it seems he is a complete and utter, you fill in the rest!
An amazing mod, that I’ve already played through twice and will try for a thrice tomorrow!
Sheer brilliance no wonder in got so many 2010 nominations!
Hi! Please, fix the link to download file.
I have fixed the link.
This is the 5th mod in a row that is broken and wont run. Seriously Phillip, you should change the code in the gameinfo file or whatever so it is a working game when we download it.
Pretty good mod overall. However I ran into some game-stopping bugs.
These things happened to me that made it necessary to restart game:
The stalker lift sandwiched me to the first door which only opened halfway before getting stuck. The mapper should have waited for the door to fully open before letting the stalker lift start moving.
There was a sequence with a burning car that suddenly move towards the squad. However the game autosaves here, and in my case the squad was trying to lob a manhack at the car, causing multiple game overs since they got ran over.
Finally, the game itself was too easy, which is fine, because the combine is obviously overpowered against puny resistance. Very good mod, well deserving of the honors.
The first time(s) I tried to play this my PC wouldn’t have it. The cut scenes wouldn’t work, and the game crashed again and again, though with perseverance I did more or less somehow manage to struggle through.
That was probably about the time it was released, nearly two years ago, and I have a significantly better machine nowadays…. Given the currently very slow drip of new mods appearing on the scene I have been picking up some older ones and running through them again. I saw this mod mentioned in more than one other post on the main site here and thought I’d try it out, and how utterly glad am I that I did??
I will avoid swearing, (just use your own imagination and insert as many swear words as you like!), but having played through this today I am blown away. It is simply brilliant. Sure there are quite a few places where I really had to think what to do next, and where to go. Some triggers didn’t seem to work until I’d backtracked two or three times to see if I’d missed anything, and the first time you get to pilot the manhack was a mixture of excitement and frustration as the areas you have to explore are a bit much for a first time, it could have been built up to a bit rather than straight in at the deep end, but it didn’t really matter I suppose. Driving the combine APC was a pleasure, if only the vanilla HL2 jeep (or air-boat) had that kind of fire-power!
The remodelled flying sting-ray things from HL1, as well as the Xen soldiers, and controllers were a fantastic touch, and I am amazed that no other modders seem to have thought of them before for source material, but they are just a few things that set this mod apart from pretty much everything else.
The combat is challenging, on medium, but there are enough supplies to balance it with your survival, pretty much, and it’s nearly always been good where it’s been tried, to play as a combine, and thank goodness without the restricted view of one or two other mods, I hate that. There’s information, humour and story in the voice acting, which is extremely professional and really add to the experience. The sets are huge, the attention to detail simply fabulous, and while it is perfectly possible to get disorientated in places, you usually have a clue to the path onwards, though to be honest sometimes it felt a bit of trial and error rather than logic, but that’s probably me.
I won’t go on, if you haven’t already, or even if you have, go and give it a try, this is first class stuff. Premier league modding on every front.
First time I played it, wanted to review but didn’t think I would have enough different views besides what’s already been said and it was a medium-long mod (which is a good thing) and couldn’t remember all I had to say so writing only what I could remember wouldn’t do it justice and decided to postpone and play it again. And tried so hard to look at it from a player’s view and not a tester’s. So here goes!
– long loading times (so many throughout the entire mod and not just for map changing but for saves, too)
– Anders sounds like a Surname to me
– yet the story is touching from the start
– now I tried to figure out what could possibly be the connection between the name and the actual level, but unfortunately couldn’t find one, nor in the next levels
– love the new HUD, except (well, despite everyone applauding the use of default view) I just don’t get why I’m the only one wearing a mask and the view is no different; I personally loved past mods with different views, including the one-eyed white combine one, but that could be just me
– great lipsync
– the hud slot for ar2 though is hard to notice on top right
– why don’t people understand the deal with the girl showing up since she says she’s dead first time she appears after the incident
– took me almost the entire mod to figure out (see up close) what those lit thingies the rebels kept dropping, which are kinda cool
– first time I played, didn’t think the sniper was pickable in that rebel room up stairs, maybe put a small light on it like the smg has that red dot
– APC doesn’t have hand break lol I started searching for it cus it slid down the road
– lighting bit odd in places, and the shadows under the closed doors broke my immersion a few times
– the pacing of the first generator protection battle is kind of slow
– don’t see the need for smoke grenades, that’s so CSS of Au-Heppa 😀
– the drop weapon system is rather annoying and shouldn’t be enabled when there’s no weapon on the floor to switch to! And sometimes the notification is there for longer than necessary. I’m so used to having my F and G keys reversed – F for ggun and G for flashlight – so I kept pressing G a whole lot in this somewhat dark mod to turn on flashlight but ended up throwing my weapons under a lot of things and losing it
– the streets could have had more details put in them and layout could’ve had broken the pattern; why not take examples from the actual City 17 in HL2?
– got kind of lost; as I stopped the 1st generator, nothing happened; then stopped the 2nd generator in the kitchen but only noticed 1 door open, the other lead to a dark corridor and I ignored it, cus as others stated, a dark corridor meant a dead end in any other case in this mod
– the repeating radio message about manhacks gets annoying
– I didn’t get why at some point a simple door couldn’t be opened, then as I went back to charge a generator after I just broke it down (what?.. why?) and therefore triggered more enemies, that particular door would now open; this entire part was confusing for me, obviously, and I was thankful to find an elevator and get out.. well, almost, since after that I just got back in with a stalker..
– I don’t think there is a person out there that has played this and not have loved the RC manhacks, they are amazing; very impressive implementation, easy to understand and learn the health, signal and how to control them; they play very well and are even fun to drive! not to mention fighting crabs with them and ducking as they tried to jump on my “head’
– the fighting here was ok, a better combo of rebels and vorts than in the previous chapter imo; I think the alien grunts could have been used better, though, since I could avoid being pushed by them the 2nd time I played it; so the scene when I first encounter them and they just dismantle a CP officer, although scary, didn’t have a lasting effect on me
– as I was thinking “hmm this far the mod was pretty easy on Normal settings’, and hardly any save was required because of the great number of autosaves (which is applaudable), I get to fight the mighty controllers which to my surprise could move crates and throw them at me! too bad they died so easily since I was desperate for a harder fight
– first time playing through, I found a sniper rifle to break the wooden planks blocking the door, and now to my surprise there is none around and the manhacks lsoe signal awful quick and die if I release them outside and they go too high, so.. took me a while to see the holes in the goodies room; I mean they are really hard to spot since that specific wall layout never had any holes in the entire mod except in that place, and with being dark outside and all.. well maybe I was just a blind newbie as always haha
– “Are you afraid of spiders?” Lol
– exploration is neatly awarded as I find another sniper rifle and a batteries crate, this time near some xen lights; too bad it’s quickly traded for rpg (which now holds FIVE rockets tsk tsk) and finally I get Alyx’s gun for which I saw ammo very early in the mod and which is traded for the 357, since I just found it more effective and accurate against the alien controllers
– and the final battle is, of course, too easy and Eloise’s lines about being on the mountain of doom, having guns and all just prepared me for a bigger fight! sadly that didn’t come as we all.. died? in a pretty colored explosion
I think the Outro needed buildcubemaps and I, for one, didn’t get the end of the story. But nice song and manhack symbol.
No doubt this mod deserves a PIN, but it needs a lot more than simple polishing to get a PF, I found the overall gameplay lacking. It did make me want to play Episode 2, so, yea. It’s an amazing and ambitious piece of work, nonetheless, and not just a proof of concept like any other scripters would release. Pretty fun and enjoyable, specially the APC drive, smashing through entire plaza structures, and let’s not forget the awesome remote controlled man hacks! So, what are you waiting for? Go play it!
Wow. What an experience. Yeah, “epic” is a good word. It’s all pretty much been said. This mod is aces.
Firstly, one must install the 1.0.3 patch to get this thing working. I have Windows 7, 64 bit and installing this patch was something I needed to do. Then, it worked just fine.
The author(s) were so creative here, Im not sure where to begin. Yeah there is a story. Being one that could care less about stories, I tried to ignore the story as much as possible. Really it isnt too bad, there are only a few places where the game stops so you can hear parts of the story told by the ghost girl. I suppose many here like stories, so good for them!
Ok, onto gameplay. Driving a Combine APC is pretty awesome. And getting to control manhacks by radio control sounds good. But to do this, the author in essence puts the player in the manhack! Well not really, you body is in the same spot. Your really controlling the manhack via radio, but you get a first person view(and controls) as if you are in the manhack! Furthur, the manhacks sound and behave just like HL2’s manhacks. That must of took a lot of work.
Of course this opens up many possiblities. Being (in essence) a manhack, you can go places where you could never go before. Even when I didnt need the first person look from a manhack to solve a puzzle (like cutting generators, the usual mission for the manhacks), I would many times launch a manhack just to get a look ahead to see what I’ll be up against. It really added a variety to the gameplay.
There are con’s…but they are not too bad (Uh Oh!): 😮
CON 1: When driving the APC, some areas of the long city streets seemed a bit bland and generic…but it was still well constructed…and it worked. Some outdoor areas around the college had the same issue.
CON 2: Chapter 3, “mine control” is the place you use a lot of the manhacks. The whole long chapter is indoors, and it got mazey with all of the hallways, rooms, and stairwells. Because of all the generators you have to cut to open doors to proceed, your in that chapter one hell of a long time. It all looks nice, and didnt feel cramped, but it got tedious. Only halfway through the level I found myself yearning for some wide open outdoor areas. Because of it’s many cooridoors and mazeyness, if your not paying attention you can end up getting turned around and backtracking. But it stayed fun enough, so I never lost interest. Other than these two gripes, I dont have much negative to say.
The enemies used from Half Life 1 was a nice touch, and getting to play a Combine has it’s advantages. Not only can you use Combine weaponry (as illustrated above), but moreover you can pass through force fields with no problem at all 🙂
This mod felt like Valve themselves built it. It was a long, fun and sometimes complex playthrough that really felt like a pro-production. Anybody that likes HL2, should really download this mod.
3 Hours, 30 Minutes
I have a problem, when I try to play it it just say’s this: SetupArrayProps_R: array prop “(null)” is at index zero. Can anyone help me?
Yes, and your problem’s name is Gaben; he loves to break mods, it’s his favourite thing. After eating HL3, of course. Thanks gabe – we just love you too.
Depending which version of Human Error you have, you may just need to patch it. Once the Human Error folder is present in your sourcemods folder, unzip and copy the patch folders into the Human Error folder, overwriting where prompted. Restart steam & you should be good. (Just tested it on my Win7 64b & it works ok).
Also note this excerpt from the excellent Gorpie’s Steam post:
“Post-patch Bug: Some people may still experience problems with continuing at the end of Ritual (level 3), where an NPC is supposed to open a gate for you. If you experience this, open the console, enable cheats, and type in: ent_fire model_gate_to_mines setanimation open”
n.b. In this mod, you will have to enable the console yourself as it is disabled by default. From the mod’s main menu it’s Options/Keyboard/Advanced and tick “Enable Console” (“Fast Weapon Switch” is very handy, too) then ~key (or `key, just left of 1 and below Esc keys) to open console mid-game.
Download mod + patch: http://hlssmod.net/index.php?page=3
Gorpie’s Steam Forum thread: http://forums.steampowered.com/forums/showthread.php?t=1289845
Does anyone have a fix for the missing textures and errors all over the place? I can’t seem to find one. It runs, but…
I’ve heard so much about this mod but have never been able to play it.
Does anyone have a version of the gameinfo.txt file that definitely works with today’s Steampipe etc? I have tried several versions, and I’ve installed the 1.03 update etc, but they either have missing textures, missing models, or simply crash to a black screen on startup.
Try using MapTap 2.5.0 It automatically adds the correct Steampipe gameinfo.txt file. It might work. I’ll do some research too.
I tried MapTap, and multiple combinations of the mod and the gameinfo files, all done very scientifically and systematically. One gameinfo version solves one problem, but creates another. Bummer! Feel like I missed a lot with this mod.
Found a guide to using GCFSCAPE to move materials and models over from EP2 into Human Error folder.
Worked a treat.
Great. I asked the author a couple of days ago and he said he would have a look, but if you have found a solution, then that’s great.
I haven’t been able to play this either, and I also tried various fixes – it does look very good.
I’m not sure if anyone else has had this problem, but I just installed this mod and used the gameinfo.txt SearchPaths fix (http://lambdageneration.com/modding/source/fixing-half-life-2-and-portal-mods-on-steampipe-a-quick-guide/) and when I start the intro I am spawned outside of the car and the female in the scene is missing. I’ve tried re-installing the mod, and using the 1.0.3 update but neither have worked… Has anyone found a fix for this problem yet?
I’m having the same problem!
Same problem here. I start the intro being spawned outside the car and the girl in the scene is missing. I just wander around and nothing happens. Shame. This mod looks good.
installed but getting error: Can”t find background image/console/startup _loading.vtf
I tried fixing the local caches on the source software and HL2 still getting same error.
Tried this fix ((http://lambdageneration.com/modding/source/fixing-half-life-2-and-portal-mods-on-steampipe-a-quick-guide/) and it did work. However like the previous commenter I am spawning outside the car. In the second chapter it spawns me in the dark.
CSceneEntity choreo_car unable to find actor named “actor_olivia” I get that and a error saying that it can’t spawn a camera. I have looked everywhere and I can not find anything. Please help.
There’s a patch on ModDB but even with that applied I still get the same error as you. Basically, I’m outside the car and wandering around with nothing to do…. 🙁
Is there anyway to by-pass this level to play the rest of the game?
Did anyone ever find a fix for the bug where you spawn outside of the car and there is no intro screen. Really wanted to play this mod but as it is it’s completly broken :'(
I know, I’ve tried to play it several times since the first attempt…not a hope in hell…I think it either needs to be fixed properly or simply removed and forgotten about.
This release has now been updated to work with the Source SDK Base 2013 Singleplayer engine.
Full details have been added to the post and in the new download.
You can see all the other releases that have been update via the TAG: SDK2013 Updated. Remember, releases get updated regularly, so check back often.
i want 2 episode
Before Entropy: Zero, there was Human Error. The mod that lets you play as a Metro Police.
Human Error follows Anders and his CP buddies on what appears to be just another day at the office. It turns out that the Resistance has done something to cause the Xenians to emerge. Yes, that means you get to fight a few of Half-Life 1 enemies.
Anders’ friends could use more work in fleshing them out. They are very talkative, even when bullets are flying over their heads and it gets annoying because of that. It’s also weird that they don’t even wear masks when they are fighting. They also could use more work with the AI since they barely either followed me or led me to the next part of the map. There is this one character who annoys the hell out of me, the Police Chief/Captain/Leader, he is much of a jerkass who pretty much hates you for simply existing. I don’t think the CPs are that ill-mannered to each other. I think I like Elois most, but in combat, she is as smart as a bag of rocks. She always rushes towards the enemies and proceeds to try to kick them to death. You have a six-shooter, use it!
You will also come across Anders’ girlfriend, who probably is a better character, as a hallucination from time to time. Although I have seen this gimmick in Dead Space 2, I still enjoy it.
The enemies you will face are the Resistance (Rebel scum!) and their Xenian allies. You will encounter the Vortigaunts, Alien Grunts, and Alien Controllers. The latter two is not the same as you remember them as the Grunts now doesn’t have armor and the Controllers send a wave of flame at you. The rebels also throw molotov cocktails too!
In this mod, you can only one of each weapon types at a time. One melee, one sidearm, and a primary weapon. You also get to control the Manhacks, which is awesome but they could have done more damage. You also come across a sniper rifle, but there’s no opportunity to use it well and you’d be better off using the SMG or the shotgun.
Level design is alright. But I think the college could do more than just the same hallways and classrooms. There’s also this part where you drive an APC, which is awesome for the entire part. I was sad when I had to leave my four-wheeled Resistance shredder.
One final criticism is the end battle. It doesn’t feel like the end that much and it was easy for me. I had no problem using my RPG to blast every Manta Rays out of the sky. So, when the ending arrived, it feels abrupt.
I enjoyed it for the most part, and I still recommend it.
after the starting sequence and beginning of the game the girl died automaticly?
Is there a bug?
The game doesnt work without the girl (partner).
Hello, i’ve been wanting to play this mod but i cant, i have HL2 ep 1 and 2 downloded and source SDK base 2013 installed, i followed the instruction guide but i still cannot play the mod, i also didn’t see it in my steam library, please help, thank you
One of my personal favorites, solid recommendation.