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(Question) Can Usermap Mods Be Done In Reach?

8 posts in this topic

Can they be done like they were in Halo 3? In Halo 3 you could open the .map file in Johnson and open your usermap in a hex editor like Hxd then find the tag you want in Johnson and then find it in HxD and replace it with another tag. Could you open up the .map file for Reach in Ascension and open your usermap from Reach in HxD and replace the tags you want?

Any information on this would be great, and if it can't be done could you explain why?

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Can they be done like they were in Halo 3? In Halo 3 you could open the .map file in Johnson and open your usermap in a hex editor like Hxd then find the tag you want in Johnson and then find it in HxD and replace it with another tag. Could you open up the .map file for Reach in Ascension and open your usermap from Reach in HxD and replace the tags you want?

Any information on this would be great, and if it can't be done could you explain why?

Not with any program like Johnson it can't. You can only mod a .map to have infinite items then save it as a usermap after you spawn the items. The reason we can't swap items is because Reach only saves coordinates (I think), and loads the rest from the sandbox which is from the .map you're using.

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Not with any program like Johnson it can't. You can only mod a .map to have infinite items then save it as a usermap after you spawn the items. The reason we can't swap items is because Reach only saves coordinates (I think), and loads the rest from the sandbox which is from the .map you're using.

I don't mean to mod the .map file but use it to find the tag of something, for instance a grenade launcher, and then search for that tag in the usaermap in HxD then replace the grenade launcher's tag with another tag like the one for a Spartan model.

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there is no idents in the usermaps anymore, its all saved from locations on the forge list. meaning that if you were to mod anything you would swap struct locations and chunk indexes instead of actual idents. and the only ones that would load are ones int he forge list.

unlike halo 3 where if loaded the ident saved in the usermap. so you could actually switch it. the idents are only saved in the .map this time

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there is no idents in the usermaps anymore, its all saved from locations on the forge list. meaning that if you were to mod anything you would swap struct locations and chunk indexes instead of actual idents. and the only ones that would load are ones int he forge list.

unlike halo 3 where if loaded the ident saved in the usermap. so you could actually switch it. the idents are only saved in the .map this time

I see. Well thanks for all the help guys.

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I don't mean to mod the .map file but use it to find the tag of something, for instance a grenade launcher, and then search for that tag in the usaermap in HxD then replace the grenade launcher's tag with another tag like the one for a Spartan model.

I explained what mod you could do with a usermap on a retail...

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