Elden Ring in first person, with HL2 weapons, a gravity gun and survival ammo.
0.2.8 gravity improvements: gentler launch (48→32m/s, less upward kick and shorter enemy coast), wider9m pickup and400mass cap. Loose props beside enemies are more accessible. Freshly thrown physical props now produce bounded native HP/poise attacks; a real carried skull throw confirmed soldierHP219→52 and native hit feedback. Attack tuning80physical/20poise with host armor/immunity/reaction handling; no direct HP writes. Mouse2 retries through a short death/cache transition and reports inactive corpse physics. Animated, fading or removed bodies without active physics remain ungrabbable; active grouped corpse compatibility and full boss stagger thresholds remain unverified. This expands access to existing physics objects, without spawning new world crates. Protected original/current-expedition/HL2 saves and normalammo unchanged in the focused native test.
0.2.7 gravity-gun correction: restores ordinary hostile soldier targeting, fixes carry/launch movement relative to enemy facing, and adds original HL2 animation/sound plus refreshed HUD feedback to unsuccessful clicks. Holding Mouse2 briefly retries nearby acquisition within the bounded cache. Focused native foot-soldier and loose-skull grab/hold/launch checks passed; protected existing saves and expedition ammo stayed unchanged. Static map crates and inactive/scripted bodies remain excluded.
0.2.6 gravity-gun fix: replaces expensive click/holding memory queries and full-scene searches with bounded cached targeting and live body identity checks, gives the renderer a nonblocking status snapshot, and queues gravity sounds off the game thread. Launch speed doubled24→48m/s, upward push4→7, tighter hold gain and32m/s hold-speed cap. Native local checks measured held physics CPU p9517µs/max42µs, grab tick max549µs, and an existing skull's early native launch velocity45.8m/s. These are mod CPU spans, not total frame-rate guarantees. Native collision/gravity/fall damage and save isolation remain active. A dropped fixture became obstructed; the remaining stronger-launch check used a clear native skull. No new corpse compatibility claims.
Resonance Ring is a solo, offline first-person Elden Ring expedition using the original crowbar, pistol, shotgun and gravity-gun viewmodels, clips, sounds and HUD glyphs from your owned Half-Life 2 install. Those assets are read into memory; the download contains the mod's code and editable source.
0.2.5: compact amber enemy HP bars now use native combat tags and confirmed hits. Native menus, dialogue, tutorials and important message paths regain their presentation. Grounded landing recovery is shorter and run-jump momentum is preserved; native collision, gravity, ordinary incoming damage and fall damage remain active.
Controls: WASD move, mouse look, Mouse1 fire/swing, Mouse2 focus; R reload; 1 crowbar,2 pistol,3 shotgun,4 gravity gun or mouse wheel. Space jump, Shift sprint (about2.2x walking), Alt dodge, Ctrl crouch, E interact, H quick item. With the gravity gun, Mouse2 grabs/drops and Mouse1 launches/punts. It needs no ammunition.
The gravity gun moves real dynamic Havok props and conservatively eligible ordinary nobles/foot soldiers, with range, mass, occlusion and identity checks. Bosses, elites, mounted enemies and friendly NPCs are excluded. Static scenery, scripted objects and many map crates/corpses are not movable. Active ragdoll handling is implemented conservatively but remains unverified; tested humanoid deaths did not produce eligible active bodies.
Pistol starting supply36+90; shotgun12+24. Each credited player kill with any weapon replenishes both +3 pistol rounds/+1 shell within caps. Magazines/reserves persist per character; legacy updates never repeatedly refill ammo. Health/stamina/FP/quick item/runes remain ER data. No Half-Life enemies yet.
Requires owned PC Elden Ring executable2.7.1.0 and Half-Life2. Tested with Shadow of the Erdtree installed; base-game-only compatibility remains unverified. Melty installs ModEngine2 and starts the offline expedition. Original .sl2 saves are backed up/locked/verified; expedition saves and ammo are separate. HL2/episode saves are never written. Private lab checkpoints are not distributed.
Local0.2.5 native verification covered actual mouse prop hold/drop/launch (~12.6m), ordinary enemy hold/launch (~7.9m), pistol-hit enemy HP bar, menu/death-message handoff and a run-jump landing tail of about70ms. An18m native fall dealt608HP. Game-only silent demo uses normal incoming damage after protected lab ground-placement setup. Every popup and a live custom boss-bar fight have not been exhaustively tested. Original saves and normal expedition ammo matched their backups after exit. The release uses the tested DLL; platform safety review is separate.
Built with Codex using ModEngine2, hudhook and fromsoftware-rs. MIT code; remixes allowed. See the bundled README and credits.