Mod Downloads Latest Topicshttps://www.xboxchaos.com/forum/81-mod-downloads/Mod Downloads Latest TopicsenRead Before Asking Questions On Installing Modshttps://www.xboxchaos.com/topic/1534-read-before-asking-questions-on-installing-mods/Just wanted to make something clear for you guys.

You need a JTAG or a Devkit to use any of the patches in this section, and if you have a JTAG or Devkit and are wondering how to use the patch then here's how you do it:

1. Get a .map file according to the map that the patch is on off of Halo Reach. (from HDD or wherever you have Halo Reach stored)

2. Download the patch you want to apply.

3. Open SnipeStyle's patcher or Ascension.

4. Click apply a patch.

5. Select the map file and the patch.

6. Once you have applied the patch move the .map file back on to your HDD or wherever you have Halo Reach stored.

7. Enjoy playing on your patched map.

NOTES:

1. You can also just poke the patch with ascension if you have RTH.

2. If the mod you downloaded includes them you will need to move the .blf files into the map images folder and .mapinfo files to the info folder.

I posted this because I've seen a lot of people asking "how do I use this patch"

Hope this helped.

NOTE: You need a patched XEX to play on your patched map or it will give you a error!

Short tutorial program attached http://ipbpublic-xbchaos.netdna-ssl.com/public/style_emoticons/#EMO_DIR#/wink.png

Virus scan

Applying patches to maps tutorial.zip

]]>
1534Sat, 09 Jul 2011 11:51:16 +0000
Snow Slayer V1.0 Releasehttps://www.xboxchaos.com/topic/4938-snow-slayer-v10-release/ I've spent around a month creating another .map mod. One day I realized something was missing, I hadn't modded Halo Reach yet! So, I am officially done with my Snow Slayer map project. This whole time, I think the hardest challenge for me was perseverance, and coming up with a map name xD. Today I just came up with the name and it was finally done.

 

Here is some of the vehicles

 

Warthogs

fA0rb1Y.png

 

Mongeese (Roadrunner was imported from Warfare World, Don't give any Credit to me for that)

og4LHiB.png

 

Trucks (color customizable)

129LJbo.png

 

Semi Trucks (all are color customizable)

dc1ZnmE.png

 

And a couple more

eWqmfy3.png

 

Wraiths (One is invisible, same shader as the camouflage armor ability)

KwWHoxi.png

 

Did a couple of modifications for the Scorpion and Revenant

KF7Mofm.png

 

Here's some flying vehicles and another Pod Racer XD.

Tue9G3X.png

Now here is some of the space vehicles and scenery

 

(The pelican can change colors)

obgrHCo.png

RCTkWZg.png

 

Bipeds

OmmoI62.png

 

Merry Christmas.

0PRDJt7.png

And what the Map Images will look like

 

IHpDNq0.pngg30m9Ze.png

Here is a video on the map

 

THANK YOU GAMERFIESTA FOR THIS AWESOME SHOWCASE!!!

My Crappy One:

 

 

 

=============== DOWNLOAD Snow Slayer 1.0 beta (MCC) ===============

=============== DOWNLOAD Snow Slayer 1.0 (XBOX 360) ===============

Or Link 2

 

If you have any questions, suggestions, or bug reports let me know.

 

Credits

XephyrCraft

Lehvak

MythicalRewards

forerunner569

Krazy Pigeon

and... the site tutorials.

]]>
4938Sun, 20 Dec 2015 21:52:34 +0000
Halo Reach "Blue Flames" XEX PPF patcheshttps://www.xboxchaos.com/topic/2420-halo-reach-blue-flames-xex-ppf-patches/File Name: Halo Reach "Blue Flames" XEX PPF patches

File Submitter: Lord Zedd

File Submitted: 07 Apr 2012

File Updated: 04 Jul 2014

File Category: .MAP Mods

Download the archive(s) you wish to use and copy the necessary files to the extracted directory. READ THE README.

Versions:

nonTU

TU1

Anniversary TU1

Each patch features:

- Checks removed

- Full armory unlock, including DLC and "Eternal" Blue Flames

- No CEA map prioritizing on map list (TU1/Anniversary Only)

- AI is enabled MP, courtesy of AMD

- Nightvision enabled in MP

- Allows net debug text to display

- No local player limits on campaign and theater

- Campaign missions and rally points always unlocked

- You can now spawn any AI through effects instead of just creatures

Click here to download this file

]]>
2420Sat, 07 Apr 2012 20:27:12 +0000
Halo Reach MCC Ultimate Marine Firefighhttps://www.xboxchaos.com/topic/5612-halo-reach-mcc-ultimate-marine-firefigh/ Halo Reach MCC Ultimate Marine Firefight

]]>
5612Mon, 01 Nov 2021 04:35:47 +0000
Mythic Slayer Gametypes [V1.50]https://www.xboxchaos.com/topic/3766-mythic-slayer-gametypes-v150/ Well here they are, the latest versions of my Mythic/Bonus Slayer gametypes for Halo: Reach.

SvE Mythic Slayer; Spartans vs. Elites; V1.50 Kilo
Sparty Mythic Slayer; Spartans Only; V1.50 Lima
Covy Mythic Slayer; Elites Only; V1.50 Lima

If you prefer CON files, you can find them here; courtesy of FreedTerror; need to be rehashed and resigned to a profile

 

Quote

V1.50 Lima+

Sparty_MythicSlayerFinalMCC.bin

Category switched to slayer so that it shows up in the MCC; Sabre & super forklift spawn options added (wh/ only work on Forge World & Tempest).

 

 

Videos:

Spoiler

Tutorials by Mike WB

 

I will also say that this guy, although in French, has some pretty clever tricks:  izX ExTasiie Xz & how to download too.

He's got several videos mixed in with non-gametype mods so you'll have to look through.

 


ScreenshotSmallBanshee.jpgScreenshotGaussTurret.jpgSpartanTank.jpgScreenshot.jpgScreenshot.jpgScreenshotFalconTank.jpg

 

 

GameType Features:

Spoiler


Features:
Spawn Option;
spawn in a vehicle or as a Monitor
Player Scale Option;
determines the player's size, only available in V1.25 and greater

also changes the size of weapons in players hands in V1.50 and later
Invincibility Option;
can't die, won't die
Biped Kill Points Option;
determine points awarded for killing objects labeled "biped;" only in V1.29 and earlier
Bro Spawning Option;
determines if bro spawning is enabled, spawn on teammates; only in V1.30 and later
trait_zone Filter;
choose a spawn sequence of 0 or 1 and 2 in V1.32 and later, choose traits in gametype options, can apply to weapons and armor abilities without a zone in V1.32, note that armor abilities automatically have a zone even if it is set to none; you must select a shape and then set all parameters to zero
attach_base Filter;
the base object when attaching objects

negative spawn sequences attach everything excluding spartans, elites, and monitors that are within it's boundary, less than negative 50 will also attach spartans, elites, and monitors; only in V1.32 and later
attachment Filter;
the object that will be attached to the base object with the same spawn sequence, based on the absolute value in V1.32 and later

negative spawn sequences allow you to fire the vehicle, less than negative 50 hides the vehicles body; should only be used on scorpions, wraiths, and revenants; only in V1.32 and later; also use on Warthogs and Shade turrets in V1.50

if the spawn sequence is greater than or equal to 75 you will also be able to enter the attached vehicle; expect connection advantages, you've been warned.

scale Filter;
scales objects by increments of ten, any spawn sequence works. Works on objects with normal physics or other objects once they are destroyed and respawn.  updated in V1.31 and V1.32
set the boundary and anything with in it will change size, only available in V1.26 and greater
civilian Filter;
removes things such as turrets from vehicles; positive spawn sequences only, in V1.30 and greater
disables vehicles' ability to shoot weapons; negative spawn sequences, only in V1.30 and greater
harmless Filter;
disables vehicles' ability to shoot weapons; only in versions earlier than 1.30, moved under civilian in later versions
spawner Filter;
spawns various objects;
spawn sequences:

Spoiler
_______
V1.50
_______
-1 through -6 various spartans
-7 through -12 various elites
-13 monitor
-14 spawns a spartan with a scorpion turret
-15 spawns an elite with a wraith turret
-16 spawns a spartan with a falcon turret
-17 spawns an elite with a revenant turret
-18 spawns a monitor with a scorpion turret
-19 spawns a monitor with a wraith turret
-20 spawns a monitor with a falcon turret
-21 spawns a monitor with a revenant turret
if the base object has a boundary and the player is within that boundary as a monitor, the player will take control of the spartan or elite
if the base object has a boundary and the player is within that boundary as a spartan or elite, the player will take control of the monitor
base object attaches to spawned object
_______
-22 spartan with skull, awards points based on teams, waypoint
-23 elite with skull, awards points based on teams, waypoint
-24 monitor with skull, awards points based on teams, waypoint
-25 spartan with flag, awards points based on teams, no waypoint
-26 elite with flag, awards points based on teams, no waypoint
-27 monitor with flag, awards points based on teams, no waypoint
awards one point if the player is not on the base object's team
subtracts one point if the player is on the base object's team
_______
-28 invisible cube of derek, fire
-29 larger invisible cube of derek, fire, attaches to base object, anything within the base object's boundary will take damage
-30 alarm sound 1; attaches to base object
-31 alarm sound 2; attaches to base object
-32 spawns a blinking light and alarm sound when entering the zone, attaches to base object
-33 spawns a blinking light and alarm sound when entering the zone, attaches to base object
-34 spawns and destroys a bomb when an enemy enters the zone
-35 pelican on Spire only; phantom on Boneyard and Breakpoint only
-36 longsword on Boneyard only without collisions; target locator on Anchor 9 only; pelican attached to a mini falcon on Spire only
-37 covy power module stand on Spire, data core laser safe on Boneyard, weapon supply pod on Anchor 9
-38 activates lights and sounds on Breakpoint
-39 rotates everything not within its boundary to the same rotation as the base object, includes the skybox
_______
0 flag
1 bomb
2 ball, flaming skull
3 UNSC data core
4 Covenant power module
 
5 detached machinegun turret
6 detached plasma turret
7 left grenadier turret from falcon
8 right grenadier turret from falcon
9 warthog machinegun turret
10 warthog rocket turret
11 warthog gauss turret, can't turn
12 scorpion machinegun turret, infantry, can't turn
13 wraith plasma turret, infantry, can't turn
14 troop hog
15 falcon with front turret
_______
16 anti air shade turret
17 fuel rod shade turret
18 grenadier falcon
19 grenadier warthog
20 custom vehicle, warthog with plasma shade turret
21 custom vehicle, warthog with anti air shade turret
22 custom vehicle, warthog with flak shade turret
23 custom vehicle, falcon with plasma shade turret
24 custom vehicle, falcon with anti air shade turret
25 custom vehicle, falcon with flak shade turret
26 custom vehicle, falcon with warthog machinegun turret
27 custom vehicle, falcon with warthog rocket turret
28 custom vehicle, falcon with warthog gauss turret
shade turrets work on Forge World, Ridgeline, and possibly other maps
_______
29 custom vehicle, Falcon with Scorpion turret
30 custom vehicle, Falcon with Wraith turret
31 custom vehicle, Warthog with Scorpion turret
32 custom vehicle, Warthog with Wraith turret
33 custom vehicle, Revenant with Scorpion turret
34 custom vehicle, Revenant with Wraith turret
35 custom vehicle, Mongoose with Falcon turret
36 custom vehicle, Mongoose with Revenant turret
_______
37 ultra small Scorpion turret and red light
38 ultra small Wraith turret and blue light
39 ultra small Falcon turret and green light
40 ultra small Revenant turret and orange light
attaches to base object, suggested for vehicles, allows you to fire the turret from the base object if a vehicle
_______
all spawned objects will have the same team as the base object
_______

 

Spoiler

_______

legacy purposes only

_______
-1 through -6 various spartans, with the biped label in V1.29 and earlier
-7 through -12 various elites, with the biped label in V1.29 and earlier
if the spawner object has a boundary and the player is within that boundary as a monitor, the player will take control of the spartan or elite, only in V1.28 and later
-13 monitor, with the biped label
if the spawner object has a boundary and the player is within that boundary as a spartan or elite, the player will take control of the monitor, only in V1.28 and later
-14 invisible cube of derek, fire
-15 pelican, Spire only, only in V1.27 and later
-16 phantom, Boneyard and Breakpoint only, only in V1.27 and later; moved to -15 in V1.33
-17 longsword, Boneyard only, no collisions, only in V1.27 and later; moved to -16 in V1.33
-18 larger invisible cube of derek (fire) that attaches to the object that it spawns on, anything within the spawner object's boundary will take damage, only in V1.28 and later
-19 elite with flag, doesn't respawn, only in V1.28 and later; automatically awards points based on player species in V1.30 and later
-20 spartan with flag, doesn't respawn, only in V1.28 and later; automatically awards points based on player species in V1.30 and later
-21 monitor with flag, doesn't respawn, automatically awards points based on player species in V1.30 and later
-22 elite with skull, respawns, automatically awards points based on player species; only in V1.30 and later
-23 spartan with skull, respawns, automatically awards points based on player species; only in V1.30 and later
-24 monitor with skull, respawns, automatically awards points based on player species; only in V1.30 and later
-25 alarm sound 1; only in V1.30 and later, attaches to object with label in V1.32
-26 alarm sound 2; only in V1.30 and later, attaches to object with label in V1.32

-27 spawns a blinking light and alarm sound when entering the zone; only in V1.31 and later, attaches in V1.32

-28 spawns a blinking light and alarm sound when entering the zone; only in V1.31 and later, attaches in V1.32

-29 spawns an elite that will instantly die; only in V1.31 and later

-30 spawns a spartan that will instantly die; only in V1.31 and later

-31 spawns a monitor that will instantly die; only in V1.31 and later

-32 spawns and destroys a bomb when an enemy enters the zone; only in V1.31 and later

-33 spawns a spartan with a scorpion turret; only in V1.32 and later

-34 spawns an elite with a wraith turret; only in V1.32 and later

-35 spawns a spartan with a falcon turret; only in V1.32 and later

-36 spawns an elite with a revenant turret; only in V1.32 and later

-37 spawns a monitor with a scorpion turret; only in V1.32 and later

-38 spawns a monitor with a wraith turret; only in V1.32 and later

-39 spawns a monitor with a falcon turret; only in V1.32 and later

-40 spawns a monitor with a revenant turret; only in V1.32 and later

-41 attaches everything not within it's boundary to this object, includes the skybox; only in V1.32 and later

-42 likely does nothing right now but who knows

-43 activates lights and sounds on Breakpoint; only in V1.32 and later

0 troop hog
1 falcon with front turret
2 detached machinegun turret
3 detached plasma turret
4 flag
5 bomb
6 ball, flaming skull
7 UNSC data core
8 Covenant power module
9 left grenadier turret from falcon
10 right grenadier turret from falcon
11 warthog machinegun turret
12 warthog rocket turret
13 warthog gauss turret, can't turn
14 scorpion machinegun turret, infantry, can't turn
15 wraith plasma turret, infantry, can't turn
16 anti air shade turret, only tested on Forge World, rotates in V1.29 and up!
17 fuel rod shade turret, only tested on Forge Wold, rotates in V1.29 and up!
18 target locator, only on Anchor 9, only in V1.28 and later
19 glitchy pelican that should attach to a falcon for a short time, only in V1.28 and later
20 custom vehicle, warthog with plasma shade turret; only tested on Forge World, only in V1.29 and later
21 custom vehicle, warthog with anti air shade turret; only tested on Forge World, only in V1.29 and later
22 custom vehicle, warthog with flak shade turret; only tested on Forge World, only in V1.29 and later

23 custom vehicle, falcon with plasma shade turret; only tested on Forge World, only in V1.31 and later

24 custom vehicle, falcon with anti air shade turret; only tested on Forge World, only in V1.31 and later

25 custom vehicle, falcon with flak shade turret; only tested on Forge World, only in V1.31 and later

26 custom vehicle, falcon with scorpion turret; only in V1.31 and later

27 custom vehicle, falcon with wraith turret; only in V1.31 and later

28 custom vehicle, warthog with scorpion turret; only in V1.31 and later

29 custom vehicle, warthog with wraith turret; only in V1.31 and later

30 custom vehicle, revenant with scorpion turret; only in V1.31 and later

31 custom vehicle, revenant with wraith turret; only in V1.31 and later

32 custom vehicle, mongoose with revenant turret; only in V1.31 and later

33 custom vehicle, ghost with revenant turret; only in V1.31 and later

34 ultra small scorpion turret that attaches to whatever object is labeled spawner, suggested for vehicles; only in V1.31 and later

35 ultra small wraith turret that attaches to whatever object is labeled spawner, suggested for vehicles; only in V1.31 and later

36 ultra small revenant turret that attaches to whatever object is labeled spawned, suggested for vehicles; only in V1.32 and later

37 ultra small falcon turret that attaches to whatever object is labeled spawned, suggested for vehicles; only in V1.32 and later

 


award_points Filter; 

biped Filter prior to V1.32;
awards points for the destruction of the object, explosives do not work

awards points based on spawn sequences; only in V1.30 and later

zones will award points to players within the zones in V1.32

spawn sequence of 0 will end the game upon destruction or the entering of the zone in V1.32
health Filter;
modifies the health/shields of an object by increments of ten, any spawn sequence works

a spawn sequence less than -10 kills the object instantly

a spawn sequence of -10 will allow players to pass through invisible boundaries if they walk through the boundary of the object, only use on objects that actually have health, do not use with other players, only in V1.33
set the boundary and anything with in it will change health/shield momentarily or instantly die, only available in V1.30 and greater

updated in V1.32
vincibility_zone Filter;
when invincibility is enabled, creates a zone where you can die; updated in V1.31

if the spawn sequence is negative it will make objects invincible for the rest of the game; only in V1.31 and later
detach_zone Filter;
detaches objects within the zone,
if the spawn sequence is 0 it will detach everything
if the spawn sequence is 1 it will detach everything labeled attachment
if the spawn sequence is 2 it will drop the player's weapons, only in V1.26 and greater

if the spawn sequence is 3 it will drop and delete the weapons of bipeds spawned between -1 and -13, only in V1.33

if the spawn sequence is 4 it will change the team of objects based on the object's team, only in V1.33

if the spawn sequence is 5 it will change the team of objects to none, object must match teams, only in V1.33; doesn't actually work?

if the spawn sequence is 6 it will hide the boundary of all objects within its boundary, only in V1.33

if the spawn sequence is 7 it will shrink everyone's primary gun.

if the spawn sequence is -1 it will detach everything not belonging to a player
if the spawn sequence is -2 it will turn the player into a monitor, only in V1.27 and greater

if the spawn sequence is -3 it will turn the player into a monitor with a Scorpion turret, only in V1.33

if the spawn sequence is -4 it will turn the player into a monitor with a Wraith turret, only in V1.33

if the spawn sequence is -5 it will turn the player into a monitor with a Falcon turret, only in V1.33

if the spawn sequence is -6 it will turn the player into a monitor with a Revenant turret, only V1.33

if the spawn sequence is -7 the base object will attach to the player; prop hunt anyone? only in V1.50
lift Filter;
works like a zone, needs a boundary, only in V1.27 and greater
if the spawn sequence is 0 it will push up players only
if the spawn sequence is 1 it will push up all objects excluding the object itself

if the spawn sequence is 2 it will push up all objects including the object itself

if the spawn sequence is 3 it will rotate the object by 90 degrees when a player enters the zone; only in V1.32

if the spawn sequence is 4 the object will continually rotate by 90 degree about the y-axis; only in V1.32
if the spawn sequence is -1 it will push up the object with the label; only in V1.28 and greater

if the spawn sequence is -2 it will push up the object when a player is within the boundary; only in V1.32

if the spawn sequence is -3 it will make the object seemingly disappear when a player enters the zone, use on movable objects; only in V1.32

if the spawn sequence is -4 it will make the object seemingly appear when a player enters the zone, use on movable objects; only in V1.33

if the spawn sequence is -5 it will make the object seemingly disappear when a player enters the zone, use on non-movable objects; only in V1.33

if the spawn sequence is -6 it will make the object seemingly appear when a player enters the zone, use on non-movable objects; only in V1.33

if the spawn sequence is greater than 6, its object at the equivalent negative spawn sequence will have the same rotation; only in V1.33

if the spawn sequence is greater than 24, its object at the equivalent negative spawn sequence will have the same rotation only on the x-axis; only in V1.33
bro_spawn_loc Filter;
provides a spawn location choice if the user option permits; only in V1.30 and later

team_ffa;

a negative spawn sequence means it will only show up in free for all

a positive spawn sequence means it will only show up in team matches

switch;
Does not work on explosives.
if the spawn sequence is negative it will have a waypoint and will spawn a fusion coil contraption to blow up.
switch_door;
when an object with the switch label is destroyed and has a spawn sequence with the same absolute value;
a positive spawn sequence will disappear. It will explode if less than 50.
a negative spawn sequence will appear.
a spawn sequence of negative 50 or less will disappear the next time the switch is destroyed
a spawn sequence of positive 50 or more will reappear the next time the switch is destroyed

if you set a boundary on a vehicle, players within the vehicle will see its health; only in V1.30, only works when playing by yourself and therefore pointless.  Tried to fix it, broke it.

 

Post on latest changes.

 

No more features will, nor can, be added.  This would be because I have hit the limit on conditions as well as actions.  Thanks for your interest.

 

Please be aware that it is safe to say that if an object hasn't already been added to the gametype then it can't be;

       this includes flyable Phantoms, Longswords, and Mac Cannons.

It is also worth noting that AI cannot be added, this includes everything from ODSTs to Hunters and Grunts.

Weather and weapon/vehicle tuning are also impossible things to achieve.

It's also safe to say that any forum topic around here that has the blue .map preceding the title is not possible to achieve in a gametype.

 

 

For a gametype ready to play on any map check out Weapon Wielders and Strife.

Also check out Mythic Infection.

]]>
3766Sat, 21 Dec 2013 21:31:35 +0000
Better Pelican on Spirehttps://www.xboxchaos.com/topic/2357-better-pelican-on-spire/File Name: Better Pelican on Spire

File Submitter: Lord Zedd

File Submitted: 15 Mar 2012

File Updated: 29 May 2012

File Category: .MAP Mods

Landing gears and cargo door are down/open with no driver, up/closed otherwise (no collision on closed door however)*

All but 2 seats work (but you probably didn't know they even existed anyway)

Gunner is first person. (try it out!)*

Seat animations are the best Spire has to offer.

Enter Pilot/Gun from the inside. (Left side is Gunner, Right is Pilot)*

Falcon Menu in Forge:

Block 1x1: Default Pelican with Turret

Block 2x2: Default Pelican without Turret

Block 3x3: Damaged Pelican with Turret

Block 4x4: Damaged Pelican without Turret

*Personal Touches that didn't normally exist for a Pelican.

Click here to download this file

]]>
2357Thu, 15 Mar 2012 06:47:09 +0000
Halo Reach: Evolved VERSION 2 RELEASED, a campaign overhaul for Reach.https://www.xboxchaos.com/topic/5368-halo-reach-evolved-version-2-released-a-campaign-overhaul-for-reach/ Salutations, and welcome to Halo Reach: Evolved, my first modding project. This is a campaign overhaul for Halo Reach that aims to bring in certain aspects from the original trilogy of Halo games, edit some of the enemy encounters, and alters the weapon and vehicle sandbox to give each tool of destruction its own distinct niche in the game, similarly to how every available weapon in Halo: Combat Evolved had a unique role to fill in that game.

VERSION 2 EDITS WILL BE BOLDED IN THE POST!

 

Preview:

Spoiler

 

 

 

 

Changes:

General:

  • Armor Ability usage is removed with the exception of the Jetpacks on Exodus since it's required to finish the level.
  • Player movement speed is 10% faster and jump height is 25% higher.
  • Carry up to 4 of each type of grenade, and frag grenades only explode "when at rest" like they do in Halo: CE while also using the Halo: Reach Beta damage values.
  • Crosshair has been centered, but there's also a non-centered crosshair version for those who prefer the original crosshair location.
  • Film Grain effects removed from each mission.
  • Edited encounters on some of the missions.
  • Edited view model positions, but uses original positions in the non-centered crosshair version of this mod.
  • This mod has had its Legendary difficulty rebalanced: projectile tracking vs player uses Normal difficulty value, and Elites do less melee damage.

Weapons:

  • MA37 Assault Rifle is now called the MA37B; like in CE, it has a 60 round magazine, fires in 15 rounds per second, and has a wide firing spread. It can now be burst fired for more accuracy like the original Reach AR. View model positions akin to CE counterpart.
  • M6G Magnum is now the XM6D, a prototype of the famous Halo 1 Pistol: 8 round magazine, full-auto capability like in CE, slightly higher damage per shot than the standard Reach pistol, and the exact same bloom mechanics from the multiplayer version of the CE Pistol. View model positions akin to CE counterpart.
  • M392 DMR is now the M392 Battle Rifle: 3x magnification, 3-round bursts, zero-bloom, and a sage-green numbers plate like in the Reach Beta.
  • Needle Rifle has a 4x magnification, double the damage per shot than standard Reach NR, only takes 2 needles to supercombine unshielded enemies, but has a slower rate of fire and only a magazine size of 10 needles.
  • Plasma Repeater is now the Plasma Spate: 5-round burst plasma weapon that works well in close-mid range firefights. Also uses a new dark-blue color scheme. Slight damage buff from v1.
  • NEW WEAPON: the Brute Plasma Spate. Fires slower 4-round bursts with less accuracy and worse heat regulation, but has way more stopping power than the Elite variant.
  • Plasma Rifle's damage has been buffed to Combat Evolved levels of power, and it uses a color scheme that's reminiscent of the CE variant. View model positions akin to CE counterpart.
  • Plasma Pistol view model positions akin to CE counterpart.
  • Spiker is now the Eviscerator: a fully-automatic Brute shotgun that fires 5 spikes per shot, with a max range of 15 world units.
  • Concussion Rifle received a 50% damage buff, is now a Brute-exclusive weapon.
  • NEW WEAPON: PROTOTYPE PLASMA CASTER! Elite-exclusive Concussion Rifle variant equipped with two firing modes: standard shot that has its projectile airburst after bouncing once, and a charged shot that fires a stronger tracking round at a very high velocity, and it can stick to anything. However, it costs double the ammo to fire. 
  • Fuel Rod Gun now takes heavy inspiration from the Combat Evolved variant: battery-powered, dark-purple color scheme, a more pronounced arc for the projectile, and a wider firing spread.
  • Sniper Rifle fires about as fast as the Halo 1 and Halo 2 variants, but its heavy vehicle damage has been significantly reduced.
  • Rocket Launcher now locks on to ground vehicles as well as aircraft a la the Halo 2 variant.
  • Spartan Laser has one extra shot, giving it 5 total like its Halo 3 counterpart. Appears near the end of ONI Sword Base.
  • Energy Sword is now usable again, and can melee immediately upon switching to it like in Halo 2.
  • Plasma Launcher is now usable again, and has its Halo: Reach Beta values.

Vehicles:

  • All vehicles received a 50% base health increase.
  • Warthog Chaingun received an accuracy buff, returning it to its Halo 3-era settings.
  • Troop Transport Warthog has its own segment on the ONI Sword Base mission. 
  • Mounted Machine Gun Turret received an accuracy and damage buff, but at the cost of a slow start-up time, returning it to its Halo 3-era settings. Two more have been added at the end of The Package.
  • Rocket Warthog's projectiles do 50% more damage.
  • Falcon Chin Gun is now fully automatic with an overheat function.
  • The Revenant is now the Apparition, a mobile Covenant Flamethrower platform that does massive damage to infantry, but has a worse heavy vehicle matchup.

Characters:

  • All Grunts wear the Minor's backpack.
    • Majors are a more defined red like their original trilogy counterparts.
    • Heavys are a more defined green like their original trilogy counterparts.
    • Spec Ops use the same armor colors as the new Spec-Ops Elite.
  • Elite Officers, Ultras, Stealth, and Zealots wear the Minor armor.
    • Elite Zealots wear Goldenrod primary and Black secondary.
    • Field Marshalls wear Black primary and Goldenrod Secondary, uses the Field Marshall armor once again.
    • NEW ELITE RANK: THE "TRUE" SPEC-OPS! Midnight-colored armor w/ the Spec-Ops armor set, uses Needle Rifle, dual Needlers, or Prototype Plasma Caster. The only Elite rank to throw Plasma Grenades now.
    • NEW ELITE RANK: THE STEALTH ELITE!  Basically the same as the standard Reach Spec-Ops Elite, but uses the Minor armor set. 
    • NEW ELITE RANK: THE ZEALOT CHAMPION! Zealot variant that wields an Energy Sword and a Jackal Shield.
    • Elite Generals now use the old purple Zealot colors.
    • Elite Officers wear a more defined red color like the Majors did in the original trilogy.
    • Elites can now dual wield the Plasma Pistol and Needler alongside the Plasma Rifle. 
  • Elite Ultras and those of a higher rank will pull out an Energy Sword when they berserk.
  • Hunters can now be boarded from behind once their back armor is broken off. 
  • Human AI allies have double the health and fire the rocket launcher at slightly further distances.
  • Noble Team uses original armor colors once again. 

Shoutouts:

  • AltSierra117 - for helping me figure out shader editing, weapon/equipment swapping in the scnr tags, hunter boarding, CHDT swapping, AI Generic Firing Pattern editing, and a bunch more stuff. 
  • Lord Zedd - helping me get the gate on Sword Base to open when I swapped out the Target Locator for the Rocket Launcher, helping me figure out some things relating to squad editing, and a bunch of other stuff I can't remember rn.
  • Gamecheat13 - for various ideas 
  • JJIJR - Flame Projectile for the Apparition.

 

EDIT: Fixed an oversight on m35 (Tip of the Spear) where Kat still used her v1 armor colors in the cutscene. Fix applied to both standard and uncentered crosshair patches.

EDIT 2: Important disclaimer: On New Alexandria when attacking the Hunters in the Disco Room, do NOT board them AFTER destroying the jammer. If you do, the game thinks you're back in your Falcon and it'll de-load the entire area as well as everything in that BSP's vicinity, including yourself since you'd be attached to a Hunter. I don't know a way to fix this as the script itself is super important to the mission in order to prevent massive frame rate drops, I believe. 

You can board the Hunters just fine beforehand, though. Also, the Hunters that show up in the side missions will do the same thing, so I don't recommend boarding them period and just kill them with your Falcon or via whatever other means you wish.

Download Link:

https://1drv.ms/f/s!AgBNuu4h4p5cxCYa80zapaPWolnH

https://1drv.ms/u/s!AgBNuu4h4p5cxzhjI6klZPDj7V1I?e=XmeVjw (Uncentered Crosshair mode)

]]>
5368Thu, 31 Jan 2019 14:10:13 +0000
BioGoji's Reach Campaign - Silver Editionhttps://www.xboxchaos.com/topic/5522-biogojis-reach-campaign-silver-edition/ Here is a download link for my modded Reach campaign: https://mega.nz/#F!6kN2nKoJ!ysNZLy4PpvEm3v0mk23kCA

The download link is set to expire on 04/03/2020... but I will renew it again afterward.

This mod aims to make Reach feel more in line with Combat Evolved by way of weapon tuning, player health and shields, and a few other tweaks.  Also, this mod has had certain weapon view-models changed for usage with centered crosshairs, to make the game feel more like Combat Evolved.  The player is also now able to swap weapons with their NOBLE AI teammates, except Jorge, who keeps his turret at all times because I think it's actually part of his biped.

Health and Shields are now much higher than in the base game.
Player Health: 75 points.
Player Shields: 75 points.

Globals have been changed as well.  Enemy damage has been increased on Easy mode from 0.2 to 0.25, and decreased from 0.9 to 0.75 on Normal, 1.2 to 1.0 on Heroic, and from 1.6 to 1.25 on Legendary.  Friendly AI damage has been increased from 0 to 0.5 on Easy, 0.5 to 0.75 on Normal, and untouched on Heroic and Legendary.  Enemy and Friendly AI vitality have been untouched in Globals.  Enemy Melee chance has been modified slightly for Legendary, because the Melee attacks are still fatal on that difficulty.

Also, the Armor Abilities have received a few tweaks.
Sprint, Jet Pack, and Armor Lock now last a few seconds longer than in the vanilla game, while Sprint, Jet Pack, and Active Camo now put the player into a third-person perspective when activated. Hologram and Drop Shield remain unchanged.  Active Camo also no longer dampens sound, but due to it putting the player into third person, zooming with a weapon is disabled, meaning it will need to be used as a stealth option for hiding and/or sneaking up on enemies for assassinations.

Elites have received the following changes.

Minors: 100 Health and 100 Shields on Normal, 100 Health and 125 Shields on Legendary.
Officers: 100 Health and 125 Shields on Normal, 100 Health and 150 Shields on Legendary. Officers are also now red all over.
Ultras: 100 Health and 150 Shields on Normal, 100 Health and 200 Shields on Legendary.
Generals: 100 Health and 200 Shields on Normal, 100 Health and 250 Shields on Legendary.
BOB: Health and Shields vary from mission to mission.
Jetpack Elites no longer dual wield on Long Night Of Solace, as they made progression almost impossible on Legendary, even with the increased shields and health for the player.  Jet Pack Elites are also now a green color instead of pale white, because I think it looks cool.
SpecOps Elites are now totally black in coloration, as they were in Combat Evolved.
Elite Zealots are now yellow/gold in color, although the Field Marshal retains his maroon coloring for his sporadic appearances.  Zealots, when they show up, have 100 points for Health and 250 points for Shields on Normal, with 100 Health and 300 Shields on Legendary.

Brutes have received the following changes.

Minors: 150 Health and 50 Shields on Normal, 150 Health and 100 Shields on Legendary.
Captains: 150 Health and 100 Shields on Normal, 150 Health and 150 Shields on Legendary.
Chieftans: 150 Health and 200 Shields on Normal, 150 Health and 250 Shields on Legendary.

Grunts: Grunt Majors are now totally red, and Specops Grunts are now mostly black.

Jackals and Skirmishers remain unchanged.

Engineers remain unchanged.

Drones remain unchanged.

Hunters can now be boarded once their back armor has been removed.  Once boarded, the Player can kill the hunter by either planting a grenade into their back or they can use a melee attack.  The grenade guarantees the Hunter's death, while the melee attack is only fatal if the Hunter has already taken significant damage prior to being boarded.

WEAPON CHANGES.

Many weapons have had their maximum ammo reserves increased dramatically to match levels seen in Combat Evolved.  The game takes place on Reach, so ALL of the ammunition for UNSC weapons is available to you.  And because this takes place prior to Combat Evolved, some weapons now have at least 20 spare magazines of reserve ammunition.  Combat Evolved had at least 10 magazines fo spare ammo for its primary UNSC weapons, so the prequel has 20 spare magazines for its primary UNSC weapons.

The DMR has 300 maximum ammo reserve of 300 spare rounds and does 25 points of a damage per bullet, similar to the M6D Pistol of Combat Evolved, while also firing fully automatic at 3 rounds per second.  Bloom is still present, so pace your shots.

The Assault Rifle now does 10 points of damages per bullet, just like the MA5B of Combat Evolved.  It also has a maximum reserve ammo capacity of 640 rounds.  Its error angles have been increased slightly to make up for its damage output, so it feels balanced.

The M6G Magnum now has a maximum ammo reserve of 160 rounds, and is now fully automatic, firing at 4 rounds per second.  Just hold down the trigger/firing button.

The Shotgun has received a boost in range and accuracy and now has a maximum reserve of 60 rounds, just like the M90 of CE, while also being fully automatic, firing at 3 rounds per second if you hold down the trigger, although there is no increase in firing speed at full auto.

The Sniper Rifle has an increased ammo reserve of 40 rounds and a slightly increased damage output, along with a firing rate of 4 rounds per second.

The Grenade Launcher now does more damage on impact and detonation, while its EMP blast has been given a wider radius.

The Rocket Launcher now carries 8 spare rockets, just like it did in Combat Evolved.

The Spartan Laser remains unchanged, aside from a slightly altered view model.

The Target Locator remains untouched.

The Needle Rifle now has a maximum ammo reserve of 210 needles, and a slightly decreased reticle bloom.  It can also pick up ammunition from Needlers as well, since both weapons use the same ammunition.

The Needler now has a maximum reserve of 96 spare needles, and the First Person view model is now held in a manner similar to Combat Evolved, and it can pick up ammunition from Needle Rifles, as both weapons use the same ammunition... sort of.

The Spiker now has an increased ammo reserve of 400 spikes.

The Plasma Repeater now does more damage per bolt (7.5 points across the board), and has a slightly longer battery life, making it a more viable weapon in general.

The Concussion Rifle now has a slower firing rate of 2 rounds per second, while also being capable of automatic fire.

The Focus Rifle remains unchanged aside from a slightly altered view model.

The Energy Sword remains untouched.

The Plasma Launcher remains untouched.

The Gravity Hammer remains untouched.

The Fuel Rod Gun now has 50 spare rods instead of only 25.

The Plasma Grenade now has an EMP effect when detonating (except when boarding), making it more dangerous, both to the enemy AI and the player.

The Frag Grenade has an increased blast radius and damage output, making it feel more like the CE Frag Grenade... so be CAREFUL on Exodus because on the high number of civilians you'll be around.

The Plasma Pistol remains unchanged, as does the Plasma Rifle.  Both weapons were already tuned pretty well in the vanilla game.  However, the Plasma Rifle now has its viewmodel changed to match the viewmodel seen in Combat Evolved, while the Plasma Pistol has a slightly altered view model as well.

Also, the player can now carry 8 grenades maximum, 4 of each type, as was seen in the glory days of Combat Evolved and Halo 2.

VEHICLES.

Vehicles remain mostly unchanged, with only the Sabre receiving any substantial modifications.

Sabre: The Sabre now has more base and shield health, along with a slightly faster recharge rate.  It also fires six missiles instead of 4 now, and the missiles no longer bounce upon impacting a Seraph's shields.

Rocket Warthog: The rockets now do more damage on impact and detonation.

In a few levels, Friendly AI, such as Army Troopers, now have fatigues and armor more reminiscent of those worn by the Marines in Combat Evolved, being gray and brown.  This shows what the Marines in Combat Evolved Anniversary SHOULD have looked like, and I can guarantee you that I will try to make these changes when the PC port of CEA is released as well.

 

Video Link: 

 

At 03:48 note the degenerate Army trooper who appears to be trying to T-Bag a dead jackal.

]]>
5522Thu, 26 Dec 2019 19:33:24 +0000
ASCENSION OR SNIPESTYLEhttps://www.xboxchaos.com/topic/5557-ascension-or-snipestyle/ How can I download Ascension or Snipestyle's patcher?

]]>
5557Thu, 09 Apr 2020 12:03:38 +0000
Halo Reach MCC Noble Firefight *Final Fixed*https://www.xboxchaos.com/topic/5555-halo-reach-mcc-noble-firefight-final-fixed/
  • This is just a copy and paste of Gamecheat13 map called firefight support just recreated for halo reach MCC so all credit goes to him I take no credit, also thanks for Akaries for the script compiler that made this a whole lot simpler. 
  • This is still a WIP known bugs so far is Ai not spawning in phantoms. I believe it's just a bug from the script compiler when recompiling. *Fixed*

    • Ai now spawn in phantoms
    • Enjoy

     

    Map Download:  

    • Just drag and drop ff_unearthed.map into wherever your map file directory is. 

    ex: D:\Program Files\SteamLibrary\steamapps\common\Halo The Master Chief Collection\haloreach\maps

    • Makes sure to back up your original .map files if you want to play matchmaking.

     

    ]]>
    5555Wed, 01 Apr 2020 02:55:49 +0000
    Mod: Modern Warfare V0.8https://www.xboxchaos.com/topic/1232-mod-modern-warfare-v08/Modern Warfare

    Screenshots:

    landscape1.jpg

    phoenix3rdp.jpg

    phoenix1stp.jpg

    roadrunner3rd.jpg

    roadrunner.jpg

    scorpionaa.jpg

    deserthogs.jpg

    landscape_g11.jpg

    spartan_laser.jpg

    Changelog:

    ****Project Modern Warfare****

    V0,8:

    (+) Two New Vehicles (Roadrunner And AA Scorpion)

    (+) Minor Forge Menu Changes

    (+) New Vehicle Names

    Bugs:

    - Two Wrong Objects In Vehicle Menu. Forgot To Remove Them.

    - Warthog, Scorpion And Mongoose Aren´t First Person. Can´t Find The Correct Markers.

    - Water Isn´t Visible But The blue Screen Effect And Death Barriers Still Are There.

    V0,6:

    (+) New Warthog Model

    (+) All Warthog Varients Now Supported

    V0,55:

    (+) Swapped Map Shaders. Looks Better Now And The Bug Is Fixed.

    (+) Modded The Warthog. Not Good Though. Update Will Follow.

    V0,4:

    (+) Unlimited Falcon Boost.

    (+) Map Shader Swaps

    (+) Removed Invisible Walls

    Bugs:

    - Invalid Shader Swap. Some Parts Of The Map Are Purple.

    V0,35/ Initial Release:

    Features:

    -Completely Modded Weapons (Model, Projectile, Effects, etc.)

    -Minor Atmosphere Changes

    -First Person Jet (Falcon)

    -Secret Forge Menu Is Visible

    Download: The "Ascension" Rar´s contain Ascension patches, the "Alternative" archives contain patches for the patcher in my reach modding equipment thread.

    Assembly (.asmp) Patch Format: (Includes .mapinfo and .blf(s)

    http://www.mediafire.com/download/u3t9atoew7xhh80/warfare_halo.asmp

    Note: This Mod Is xboxchaos Exclusive. Don´t Post It Anywhere Else!

    ]]>
    1232Mon, 14 Mar 2011 22:30:13 +0000
    Firefight Against UNSC - Beacheadhttps://www.xboxchaos.com/topic/5537-firefight-against-unsc-beachead/

    This is a modified version of ff50_park/Beachhead that reverses the roles based on a map mod i did a long time ago for the original version of reach.
    Instead of fighting the Covenant, you fight the UNSC instead.

    Downloads:

    ModDB

    Nexus Mods

    Features:

    • Announcers have been swapped.
    • Elite HUD
    • Player Spartans on the blue team. (WIP)
    • Working FP animations for elites
    • Player Elites have custom armour colours and armour effects.
    • Fight against Marines and more!

    Issues:

    • Player Spartans have elite hud colours
    • Player customization is not fully working due to me trying to get player elites to have custom armour on the red team. (Player Customization Globals are finicky)
    • Jetpack ODST's drop their jetpack equipment that is not synced in MP. (Appears for non-hosts)
    • Not all waves have been replaced so you might wanna use the ones down below or use the preset gametypes in the downloads.
    ]]>
    5537Mon, 27 Jan 2020 21:22:28 +0000
    [PC][WIP] The Pillar of Autumn - Forge Editionhttps://www.xboxchaos.com/topic/5526-pcwip-the-pillar-of-autumn-forge-edition/ This mod replaces Penance (cex_damnation.map) with The Pillar of Autumn (m70.map). The map has been mostly cleared of objects. However, default weapon spawn locations still exist.

    The incorrectly setup sandbox palette (forge mode) allows the placement of some items. Many of the objects do not spawn. The semi-truck and its variants spawn. including most of the other vehicles.

    No guns added to the palette.

    Thanks to Arttumiro on reddit for providing me a guide and Cheatengine13 and others for writing it.

    Feel free to download and complete the map or provide advice in fixing its issues. I uploaded the map in this condition because its fun to experiment with the vehicles and others can mod it further without reinventing the wheel.

    Download:

    https://drive.google.com/file/d/1gJe67wyzZsOGhrhGjIOM3qNBcflZJlix/view?usp=sharing

    Install:

    Goto Steam\steamapps\common\haloisbetteronPC\haloreach\maps

    Rename cex_damnation.map to cex_damnation.map.bak to backup the original

    mov the downloaded .map file into the maps folder.

    Choose "Create" at the main menu and choose Penance as the map.

    Have fun!

    ]]>
    5526Wed, 01 Jan 2020 02:13:21 +0000
    Lone Wolf - Forge Edition (MCC))https://www.xboxchaos.com/topic/5523-lone-wolf-forge-edition-mcc/ UZkpL6D.jpg

    Features:
    All items in map added into the forge menu
    No barriers of any kind.
    Working Target Designator
    Usable Jackal and Skirmisher shields.
    All vehicles are drivable.

    Issues:
    Hologram and Active Camo have missing textures but still work fine!
    TU and Juggernaut gametypes do not work.
    Some sounds are missing for the elite and vehicles. (Unfixable at this time!)
    Textures are missing for some elite armor permutations causing weird stuff to heppen to them.

    Installation:
    1. Go to your games directory
    2. Backup cex_damnation.map and m70_bonus.map
    3. Patch m70_bonus and replace cex_damnation with it.
    4. Your done!

    Downloads:

    ModDB
    Nexus Mods

    ]]>
    5523Sat, 28 Dec 2019 03:52:17 +0000
    UT2004 Announcer Replacment (MCC)https://www.xboxchaos.com/topic/5524-ut2004-announcer-replacment-mcc/

    This mod replaces some of the vanilla announcers sounds with unreal tournament 2004's equivalents.

    Issues:
    Not all of the vanilla announcers sounds have been replaced.
    The sounds have been sped up or trimmed a bit to fit the sounds they have been replacing. The announcer sounds are a bit quiet and cant be made louder any further without distortion.

    Downloads:

    ModDB

    Nexus Mods

    To install:

    1. Go to your mcc directory, inside the haloreach/fmod/pc folder

    2. backup english.fsb and replace it with the one of your choosing.

    3. Your done!

    ]]>
    5524Sat, 28 Dec 2019 04:03:56 +0000
    Forge World AIhttps://www.xboxchaos.com/topic/5418-forge-world-ai/ Well, I make this thread to release an old .MAP mod I made almost 4 years ago.

    Since I saw that H3 AI PG I always wondered to have a Reach version of it, as Reach's AI was the best for me.

    Although a Reach version was never made in the end so I thought why don't I do it myself?

    So I did. But a bug involving Kat didn't let me continue so I stopped there. I saw someone else ask for it quite a while ago, but it took me a while to release it LOL

    So here's my most stable build:

     

     

    It cannot be considered an AI PG because it is not perfect.

    Might/might not continue it, although I may start it over.

     

    Contains:

    Spoiler

     

    1. Almost all AI in the game except:

    Drones

    Heavy and Spec Ops variants of Grunts.

    A few Elite ranks.

    Kat

    ODST's

    Forgot if Marines are there as well.

    2. Contains four Elite AI for testing, however they have different colors due to them being created for a cancelled machinima.

    3. Certain AI characters wield different weapons:

    Grunts Minor, Major and Ultra use, in order, Plasma Pistol, Needler and Plasma Rifle.

    Noble Team use their weapons as well, including Jorge.


     

    Known bugs:

    Spoiler

     

    Brute Chieftain's shaders are messed up, most notably the armor pieces.

    Elites' third person animations for single handed weapons was bugged, so I had to make them use a Plasma Repeater instead of Plasma Rifle.

    Not quite a bug, but once Jorge dies you can get his chaingun.

     

     

    Hasta la próxima, Spartans.

    Maydelcore, fuera.

    ]]>
    5418Thu, 30 May 2019 02:47:39 +0000
    Bumper Manhttps://www.xboxchaos.com/topic/5497-bumper-man/ Bumper Man is about bumping your fends off the map.

    The download link: https://www.mediafire.com/folder/fv2ztzpn7hhit/

    ]]>
    5497Fri, 13 Dec 2019 06:38:26 +0000
    Halo: Reach Intro Replacer (PC)https://www.xboxchaos.com/topic/5493-halo-reach-intro-replacer-pc/ Now you too can have the OG Reach startup in all its glory.

    1. Navigate to \MCC\Content\Movies

    2. Make a backup of FMS_logo_microsoft_7_1

    3. Overwrite the file with mod

    $. Enjoy!

    VIDEO IN ACTION:

    Spoiler

     

     

    Download

    I emailed RAD Video for an evaluation of Bink 2. For now the file will playback at 30fps like the original and won't have interpolated frames.

     

    PROCESS (To preserve integrity of original file as much as possible)

    1. FTP'd  'intro_60' file from RGH Xbox 360

    2. Used Hybrid Avisynth to interpolate the framerate to 60

    3. Used ffmpeg to extract frames in a sequence

    4. Used Topaz Gigapixel to upscale every frame to 1920 x 1440 (to preserve 4:3 aspect ratio of original)

    5. Batch cropping to 1920 x 1080 (to remove top and bottom black bars that were not present on widescreen)

    6. FFmpeg to put sequence of new images back into movie

    7. Used RAD Tools to extract audio channels of original 'intro_60.bik'

    8. Bink'd using an automatic overall data rate and a peak data rate of 6.0 (Additionally set framerate force and adjust to 60 with no results)

    9. Mixed in sound using RAD Video Tools at a setting of 0 (lossless)

     

    ]]>
    5493Tue, 10 Dec 2019 11:14:10 +0000
    mod link ?https://www.xboxchaos.com/topic/5432-mod-link/ hi, I've been looking for that mod or Spartan map for some time, but I have not found it. Did you want to know if someone has another download link? or if you have the mod that could happen to me pls :,

     

    ]]>
    5432Fri, 19 Jul 2019 18:22:01 +0000
    New help with assemblyhttps://www.xboxchaos.com/topic/5393-new-help-with-assembly/ Hello,

    I've recently figured out how to .map mod with assembly and I was wondering where the text colour on the menus would be located on Halo: Reach. I'm trying to change the text colour on the matrix menu to be purple instead of green. I also wanted to know where other text colours are located as well. If anyone can please tell me where the text colours are located on Assembly, then I would really appreciate that.

    ]]>
    5393Fri, 15 Mar 2019 03:39:33 +0000
    Campaing vehicleshttps://www.xboxchaos.com/topic/5385-campaing-vehicles/ Campaing vehicles

    ]]>
    5385Tue, 26 Feb 2019 18:08:48 +0000
    AI Road Truckershttps://www.xboxchaos.com/topic/5380-ai-road-truckers/ Couldn't have done it without referencing the truck in ai_generic - Thank you so much Gamecheat!

    I thought this mod would be significant enough to post here, after all, it did take some time to remake.

    Q4LOOAx.png

    f7FxpB6.png

     

    UeWyiqY.png

    iGks1jO.png

    There are a total of 12 trucks set up in Squads for scnr (feel free to add more) and you can mess around with different objects that are attached to the containers.

    Some things you should know:

    • Trucks spawn at -860, 662, -48 (may need to do some flying around to find them)
    • Original map to patch is g_cliffside.map (just obtain the original conversion off gamecheat's blamdepot)
    • Convoy tends to slide around sometimes; had to continuously mess around with the bed_long's moving friction & mass to get the trucks moving.

    PATCH

    ]]>
    5380Sat, 23 Feb 2019 07:45:28 +0000
    Noble Team in Lone Wolf (MOD)https://www.xboxchaos.com/topic/5378-noble-team-in-lone-wolf-mod/ Gamecheat13 did this for one of his videos (can't remember which) so I did my best to recreate this experience.

    ld4W6Hl.png

    I simply set up the AI within the Squads from Lehvak's tutorial and went from there (we miss you Lehvak!)

    Team should spawn through easy, normal, legendary ect... Also. Be aware of the zombies when they die; they start walking around without a gun.

    Modifications:

    • Injected Noble Team
    • Lowered fog intensity
    • Changed wraith's projectile to revenant bolt.

    PATCH

    ]]>
    5378Sun, 17 Feb 2019 08:08:11 +0000
    HEEEEEELP!!! in halo reachhttps://www.xboxchaos.com/topic/5372-heeeeeelp-in-halo-reach/ Cambiar a español

    hello community, I'm a lover of halo but I'm bored of the campaign and my most precious desire is to have a map with the bots in halo reach that really works
    ]]>
    5372Tue, 05 Feb 2019 20:05:18 +0000
    Forge World 2.0 [WIP]https://www.xboxchaos.com/topic/5336-forge-world-20-wip/ Forge World 2.0 (I know, unoriginal name) is a modified version of forge world that aims to restore some hidden/cut content back into the map.

    It is pretty bare-bones at the moment as there hasn't been much added to it yet.

    Features:

    Removed all barriers and able to forge outside of maps boundaries.

    Increased budget.

    Restored hidden vehicle variants:

    • Shade Turrets
    • Warthogs
    • Falcons

    Will plan to add more things soon.

     

    To-do:

    • Make the troop warthog's seats all usable.
    • Find more hidden stuff to restore.

     

    Screenshots:

    Spoiler

    BiOoDqA.jpg

    XauLDKy.jpg

     

    forge_halo_v2.asmp

    ]]>
    5336Sun, 25 Nov 2018 17:45:29 +0000