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About Maydelcore
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Maydelcore
- Birthday 10/31/1996
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México
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HaloNMincrft liked a post in a topic: halo MCC modded maps/gametypes in file share
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Faultiplayer liked a post in a topic: Official Videos/Screenshots Of Your Mods
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Evan Roman liked a post in a topic: Forge World AI
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YEETUSMCTEETUS liked a post in a topic: Forge World AI
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I might re-start this as there was quite a lack of interest. That, and the fact I can no longer record gameplay.
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LucineAura liked a post in a topic: Campaign AI Weapon modding
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Hola qué tal gente de XboxChaos, here's Maydelcore with a new tutorial on how to replace the weapons certain AI enemies/allies are holding in campaign mode. This applies to both Halo 3 and Reach, so there are no differences at all. However, this is meant to be done for the RGH/JTAG version so I'm not sure if this would work on PC. Although it should in reality. There might be simplier ways to do this but this is the way I've succesfully replaced some AI's weapons. Two methods I know work perfectly. Take in mind this is not for the AI Spawns as it is a completely different process. This is meant to modify enemies spawned via squads. I know there might be tutorials that talk about this, but as far as I've seen none of them sets this part clear. Let's get to it: Things required: Assembly. .MAP file you want to mod. Adjutant (optional). Notepad (optional). Lots of patience. =Method 1 (Halo 3)= 1. Open Assembly and open up the campaign map you desire. Mine will be 100_citadel.map (The Covenant) from Halo 3. 2. On the tag search bar look for [scnr] or scenario tag and open it. 3. Once opened, you'll have to take in mind three specific blocks, but only one of them will be modified. These blocks are Character Palette, Weapons Palette and Squads. You can look for them in the Search bar inside the tag tab. Character Palette Weapon Palette Squads The Character and Weapon Palettes are to know which IDs correspond to which AI characters or weapons. In The Covenant's case, there are 21 IDs for weapons and 33 for characters (all start from 0). 4. So now I want all Elite AI to spawn with Fuel Rod Guns right when they first appear (out of the Phantoms). What I have to do is find the correct squad and modify the weapon ID so it matches the Fuel Rod Gun. Now, all Halo games have high amounts of squads for each level, and this level's case is 250 squads. While it can be tough to find the correct one, once you get it it won't be too much problem. It helps to take a look on the character ID shown on "Character Type" under the Base Squad block under "Squads" block (Elite's case is 19). (Note: Adjutant can come to help here to find the locations of the squads) 5. Once I've found the correct squad, now I have to check on the weapon palette. As the Elites on those two Phantoms of the third tower all spawn with Plasma Rifles, all I need to modify is the "Initial Primary Weapon". Plasma Rifle's ID is 6, and the Fuel Rod's is 14, so I just have to switch them. As an extra, the "Initial Secondary Weapon" bit obviously gives them a secondary weapon, though somewhat useless for them to use. As there are actually many squads that feature Elites in this level, but most are useless, I just modified all Elite squads that had the Plasma Rifle as a weapon as there are some that appear weaponless. (Note: In that pic I placed the wrong number on the Primary Weapon, and this obviously makes them spawn with a different weapon). 6. Once you're done with this, hit "Save", then play the mission until you get the desired moment. If the AI spawned correctly with the weapons you made them spawn with, then you're done. You can do this for nearly any AI in the game. Although there might be some trouble with weapons that don't exist on certain zonesets, so you might need to do other stuff I'm not well informed. On my first test, I gave the Elites the Energy Sword. However, due to the sword not being loaded in that area outside of the third tower, all Elites spawned weaponless. I thought the sword appeared in the whole level all along, but I guess I was wrong. For this method, if you place two dual wieldable weapons in the Initial Weapon bits and the character is able to dual wield, then the character will spawn dual wielding both weapons. Although so far this only happens to Elites and Spartans on Halo 3. Haven't tried this dual wield thing for Reach, but I guess it works the same way. =Method 2 (Reach)= Follow the same first steps and the same blocks. However, Reach functions differently on it's squads' coding and there are three new blocks specifically for the characters and the weapons the AI uses. The blocks it uses are "Squad A", "Actors" and "Weapons", all of them under the "Squads" block. They look like this: Following the steps 3-5, just replace the correct values in the corresponding block. Remember all maps have different IDs for any AI and weapon, so always check the "Character Palette" and "Weapon Palette" In this map's case (m10), the character ID 12 is for "marine" (Army Trooper), and the weapon ID 4 is for the Magnum. If you play with the numbers shown on the palette, then many results can come. This should affect Firefight maps as well. And due to all weapons being available for those maps, no zoneset stuff needs to be made. =Method 3 (not perfect, applies to both)= 1. Open the [scnr] tag and go to the "Weapon Palette". 2. Just replace the weapon AI normally uses with the one you desire. As a note, when doing this one you're forcing that weapon to be replaced by another anywhere it is supposed to spawn. Anywhere means anywhere, even if they are set to spawn on the floor. If a certain AI character cannot wield that weapon, there is a chance for it to spawn weaponless, though some enemies such as Brutes and Elites are actually able to wield almost any weapon. Again, if the weapon you desire isn't loaded in a zoneset, it will just not appear there. In Halo 3 this normally happens to the Energy Sword and the Rocket Launcher, but most other weapons seem fine. Hope this tutorial is useful. As always, any doubt or bug you come to notice you can always post it here and I'll try to check it out. One last thing: If you place any number that doesn't link to any character or weapon, then nothing will spawn and can make the AI weaponless. This is why some squads appear with their "Initial Primary Weapon" bit with a "-1", meaning they're not supposed to carry a weapon.
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Maydelcore started following Campaign AI Weapon modding
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The link leads to nothing. EDIT: Unless you copy and paste it.
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Now to test them.
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Guess I just have to check that out.
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How can the reticle of a weapon or vehicle be changed or replaced? I want to replace the reticle of certain weapons in my mod to make them a bit different from their originals. Also, is it possible to mix the reticles without having to dual wield weapons?
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Maydelcore liked a post in a topic: Official Videos/Screenshots Of Your Mods
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My body is ready.
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FederalGOKU liked a post in a topic: Official Videos/Screenshots Of Your Mods
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Pfeuff liked a post in a topic: Official Videos/Screenshots Of Your Mods
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Nate the Great liked a post in a topic: Halo 3: The Great Schism (Overhaul mod)
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Muy buenas, comunidad del modding. This is the first release of the overhaul mod for Halo 3: The Great Schism. This mod brings some new features to the game as well as bringing back some others that went absent from previous games, mostly the reincorporation of old Elite enemies. Missions uploaded: Sierra 117, Crow's Nest, Tsavo Highway and The Storm. Next update: Floodgate, The Ark and the Covenant What's new to the mod for version 1.0: =Weapons= =Enemy encounters= =Other stuff= DL: Sierra 117 https://drive.google.com/open?id=1l9NX37RRrV3f27FUJ7toOn85wJjccplv Crow's Nest https://drive.google.com/open?id=1q3UuTrNC9Dc-Ntw0MpNlabSQxuLuQDKJ Tsavo Highway https://drive.google.com/open?id=1mmZg92t_uysRxK69nGUgF9PqOsh36wNk The Storm https://drive.google.com/open?id=1hZsc6H88BTZNc1TLyEl8IsJ48-3H2Yxz =Known bugs= Credits: TheVengeful'Vadam- Testing and tips for certain weapons. Akarias- Helping me edit Brute Plasma Pistol's propierties. ShrektFam- For his idea of injecting H3:ODST's BPR shaders. =Previews (Sierra 117)=
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TFK liked a post in a topic: Official Videos/Screenshots Of Your Mods
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Now I'm having this problem again on "The Storm". And this time there is no specific zoneset for the Arbiter or Elites. How can I make them spawn earlier?
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I'm bringing some stuff to Halo 3 so it becomes more fun to play. Features so far (Sierra 117 and Crow's Nest): -Enemy Elites. This was done because, according to the lore, not all Elites joined forces with humanity and remained loyal to the Covenant. Brutes are still the main threat though. -N'tho Sroam and Usze 'Taham are now present during gameplay. This is not meant to be played 4 player co-op at the moment. -New weapons such as the DMR and Brute variants for the Plasma Rifle and Plasma Pistol. That last one mimics the SPV3 version of it. -Weapon tweaks for AR and Magnum to be similar to CE. Needler has CE ammo count and H2's firing speed. Energy Sword can now strike on switch like Halo 2. Planned stuff: Bring back Grunts and Hunters as allies, also make ally Elites more common. Make allied Elites look similar to those from H2A's intro cutscene, with white as a secondary color. Add secret weapons ala Halo 5.
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Nevermind, I apparently solved it by turning all of Arbiter's zonesets. Makes sense as he's an Elite too, but an entirely different one so... I don't know now.
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You need to add the RGH or JTAG to your console. Otherwise you won't be able to play modded maps.
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Well so I'm trying to make Elite AI to replace certain Brute squads. While it does work for some encounters, it just doesn't for others. This is done on Crow's Nest btw, as most encounters I modified for Sierra 117 did work. For example, attempting to replace a squad of Brutes inside the barracks works fine for the most part and it also did good with the jumppack Brutes (replaced with Spec Ops Elites). But when I try to replace the Jackals in the hangar with Elites, they just don't spawn. I also tried to replace the final Brute Bodyguards with Elites, but the same effect. They just don't spawn. What is making this happen? Or what am I doing wrong? Because it works for certain encounters in the level but those specific ones just... well, don't work. I even added them to specific Designer Zonesets but they still don't spawn there.
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I believe it's ready to be tested. The Latch thing removes the charged shot, btw.