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Featured Entries

  • Lord Zedd

    Update For March 8, 2015

    By Lord Zedd

    The latest plugin update under Assembly's Updater has been pushed. It should be available shortly on both update channels. The Github Commit can be found at: The changelog for this update is as follows: updated rmt2 and standardized better
    fixed up h2 bsdt and standardized the others
    fixed string size in reach sbsp
    fixed bit names
    named new mode ik block in reach+ animations
    named ai melee damage in reach+ units
    added the swarm and transformation blocks to odst char
    renamed transformation block to morph in h3/odst char
    added jmrq plugin for odst (ur welcome gamecheat)
    fixed and named boarding properties in char
    named extra targets block in odst hlmt
    fixed error on h3 scnr
    added missing block in h3/odst jmad
    named editor folder indexes in scnr
    other small char edits/additions
    named script values for h4 vignettes
    fixed objective conditions block in scnr
    small edit to odst+ squads
    fixed phantom types enums in phmo
    standardized and mapped pphy
    updated naming in metagame globals in matg
    updated all lsnd
    updated all snde
    updated and standardized drdf, and by extension csdt and rmbl
    fix typos in h3/odst goof
    added enums to h3b, reach beta, reach, and h4 sily/goof
    fixed big issue in reach beta impo
    A healthy-sized list this time around. Some changes came about while working on Outbreak. You will notice bitfield bits in reach are now named "Bit #" instead of just "#" which had been bugging me for quite some time. A semi-important fix is that the Boarding Properties in CHAR tags is named and properly sized. Injected AI should now be able to board you if the animations are all good. There was also a critical typo in ReachBeta's IMPO that caused freezing on injected objects. Perhaps the biggest change is that now most SILY/GOOF parameters have been named and put into an enum. Previously only Halo 3/ODST only had them set up. Along with names the enum includes the value type the xex expects from each SILY parameter.

Our community blogs

  1. Thunder
    Latest Entry

    By Thunder,

    It's been quite a while since we have had a game night. Some of us have been quite busy with megalo recently. So, let's have a megalo based game night on Xbox LIVE.

    In order to register for this event, simply PMThunder your gamertag. We will send you an invite when we are ready to begin. There is a minimum post count of 5 to attend this event!

    The game night will begin around 8 PM CDT on August 3rd. Please be ready about 10 minutes beforehand so you can receive your invite.

    We look forward to seeing you there!

    This event has been canceled due to low interest.

  2. Creating custom maps, the old school way.

    A quick overview on how custom maps were made back in the Halo 2 Xbox days, applied to Halo 3.

    This isn't a tutorial just a glance over.


    We will be going through the process of creating a custom map but in the old school way of mulling out BSP geometry and using any objects that we can salvage from the single player campaign maps. So the first thing we need is some objects to actually use. Back in the days of Halo 2 we would use machines from the campaign as custom geometry and the basis for our custom map. So image a map from Halo 3, remove all its native geometry and you suddenly have a blank canvas that you can populate. It's important to note the bounds of the BSP and use the largest possible map and also take into account the maps physics size on the disc, as I want to have quite a lot of single player assets injected, namely quite a lot of AI related tags.

    An example of using this method is shown in the platforms map that I showed a few months ago, the platforms are actually machines from


    Ditto, in engine. Note missing pieces.


    Something to take into account is lighting, broken lighting can be resolved by using fake light maps. Replace the existing bitmaps with blank ones, experiment for the best outcome.  

    Plan things out. You can use a program such as 3DSMax for this along with Adjutant's import script to get all the objects you may need into a scene and pieced together. Set your unit setup to 100 inches and you will have one to one coordinates just like in engine. By far the best maps to use my opinion would be those from the DLC maps as they tend to contain all the weapons and vehicles that you may want. Don't forget about file sizes! The last thing you want is to be half way through a maps creation and run out of space from being a idiot and injecting too much garbage... Yikes.

    Don't forget you can always scale and object's render model and physics model to make it larger or smaller! Lots of things can be built doing this.

    So you have a target map and some objects to use for the basis of your maps geometry, lovely. Lets remove all the existing BSP geometry so we can get down to populating our map with new geometry. Take a look at your map's SBSP tag, before you can go about clearing it out you need to understand how the map is constructed. The bulk of a map is created from two things: Clusters and Instanced Geometry. Clusters are typically used for the displaced terrain of a map, think of the sand dunes on shrine. Instanced Geometry tends to be all the more complex and convex pieces of geometry, the multiple pieces of the tombs on shrine and the scattered parts of the crashed phantom are all instanced pieces of geometry. To give you a better idea I was working on a map called Thunderdome until I reached space issues (Hint Hint) and ended up moving away from it. Thunder dome is actually made from a single player BSP injected into sandbox and given a nice back drop with a enlarged scenery piece to fill up the backdrop. But on this BSP is a big ugly ass half of a boat that takes up a lot of space, I actually removed it from the BSP. How you ask? Instanced geometry.

    This ugly thing.


    Poof. No more ugly boat.



    If you extract a BSP using Adjutant and import it to 3DSMax you can see all the various pieces of Instanced Geometry and various Clusters that actually make the map. Following this information you can selectively remove the geometry from the map just by scaling it down to 0. This also removes the collisions thankfully so no need to panic about dealing with MOPPs. With clusters things are slightly different and we will talk about them later. But as a quick experiment you can find a piece of Instanced Geometry in 3DSMax and then goto its block in Assembly, make a few changes and finally poke or save. Load up the map and observe the changes you have made. So with this logic in your head you can simply set the scale of all instanced geometry in a map to 0 as a means of removing almost all of its geometry, after that you can either manually remove the clusters or just set their rmtr bitmaps to invisible ones. You will now have a big empty map. Remove any extra spawned items like vehicles from their relevant blocks in the SCNR tag. Now its starting to feel really empty indeed.

    Shrine with all its Instanced Geometry removed.



    You can now get onto the hard part, building a new map from only things that you have injected or salvaged. Machines... objects... anything that has proper collisions will work. Add in some spawn points and you are on your way. Set a custom sky dome up add some weather effects and now you have something truly unique. This is how I used to do things years ago, there was very little information on forums combined with good old dial up I had to figure most of this out on my own back in the days of Halo 2. It's kind of stuck when since then so I thought I'd write out my process here for all of you to enjoy or mock. Yikes.


    No one seems to really have done this for any of the modern games, so why not give it a go? make some stuff!

  3. After over a year of nothing, I think it's finally time to make one final edition of this hefty mod compilation. After 4 other major versions that all collapsed under their own weight, this time I plan to get this thing finished on my terms.

    Unlike the past 4 versions, I'm doing something that really seems like common sense and using a test forge variant to ensure that no content breaks upon injection. Along with that, I plan to take some stuff from v3 and bring it forward as it wasn't present in v4. In addition, I'm using the latest (as of the time of writing) development build of Assembly (cloned and built from Github) which, bOy does it have some features that make life easier - like having an extract list instead of using bsdt or extracting things one-by-one.

    I'm taking this one slower and avoiding any rushing around to hopefully ensure that the final product is cleaner and easier to use. If luck is on my side, I'll also be making use of custom sounds and bitmaps, no telling how well that will work though so absolutely no promises (I also have next to no skills in 3D texture work so that's also a limiting factor).

    This will also be the final major iteration that I'm going to actually commit to in any shape or form. The past 4, I've always felt an obligation to make a newer iteration to fix the problems of before. This time around I want to actually fix those problems and just be done with it. I've got a couple other ideas for alternate variations of the map as well in addition to the standard base version (will reveal those once base version is ready). Once MCC on PC comes out (or if I'm lucky enough to be part of the insider flighting), I will also be porting this over to PC assuming that Assembly and the other things required all work as intended. If too much is different, then I'll do so once modding has progressed far enough - which I'm betting won't take too long. its too different so its gonna probably be a bit for a PC release, maybe not until official mod support





    All the characters you could ever want!



    Various gametype objects, including a couple of custom skull variants.



    Some custom and modified weapons. Portal Gun (by SnipeStyle), CE Assault Rifle, CE Magnum, Rocket AR, and a Golden Magnum that you can barely see thanks to the light.



    Here's a better view of the Golden Magnum. It's also quite powerful.



    Pillar of Autumn (is just scenery, don't get too excited - also phmo is tiny because it doesn't actually have one, and the ship can't be moved in forge without a phmo, if anyone knows of a workaround that maintains proper collision let me know)

    I'll be updating this blog post later as releases get made and as I gather screenshots, as well as making a proper post in the downloads section for a change. If you have any suggestions for things you want to see in the map, let me know! I cannot and will not promise that everything will be fully realized, but I'll do my best to try and make as many of your ideas work with what skills I have.



    Portal Gun - SnipeStyle [Download]

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  4. The latest plugin update under Assembly's Updater has been pushed. It should be available shortly on both update channels.

    The Github Commit can be found at:

    The changelog for this update is as follows:

    • changed h3 flags value in MP properties to 16 bit
    • added blocks to h3b equipment
    • added forced death dialogue enum to reach+ jpt
    • named text flag in odst chdt
    • changed naming of resource types in zone zonesets
    • fixed an enum value in h3-ish sily
    • named location string in reach+ scnr placements
    • named node positioning in scnr placements
    • named animation values in chdt
    • changed hidden enum in reach+ scnr sandbox to a flag
    • named firefight bit in reach+ squads
    • changed pmcg enums to flags
    • added new flag in pre-h4 ligh (lehvak)
    • fixed error in h4 hlmt
    • updated end of zone with new research
    • updated reach jmad with old inheritance block
    • removed testing values in h4 new inheritance block

    It's been 9 months since the last update. Big things to mention are the better CHUD animation blocks, and node positioning in scnr, so you can pose corpses or whatever to your liking.

    Probably another long delay coming, but it will be for good reason as the PC version of Halo 5 kinda came with full tag layouts, so I just have to port them backwards and LOTS of new stuff will be named.

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    Recent Entries

    Latest Entry

    so i'm trying to download minecraft maps for my xbox360 on a mac laptop but when i click on raw devices, it doesn't detect my usb.... an i've been stuck for hours trying to look up how to fix this problem but no luck at all... :'(. the laptop detects it no problem, when i plug it in, it pops up on the desktop so i don't know what the problem is so if anybody could please help me out here and tell me how to fix this problem, that would be really amazing please!!! i'm begging for someone to help :(

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    im not going to F*** around, how do u put the downloads on to your xbox??

  5. Nothing modding related here I just found something very interesting in the new star wars episode seven trailer.

    Here is the Trailer:

    at scenes 1:12-1:13 you see storm troopers

    If you look closely you can see there are troopers with different helmets, straps on there backs and ones with backpacks and without.


    In addition, the ones with the backpacks seem to have different helmets.

    But the one in the back has a different backpack and he has a kama.

    If you look closely he resembles a snowtrooper; but the helmet design is different from all the others.


    It looks like Ralph McQuarrie concept snowtooper, here:


    Lastly, there is another storm I want to point out.

    He has some weird backpack with an antenna.



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    Just an idea to make a xboxchaos app for almost all platforms including phone.

    I am thinking of using Visual studio. Might change,

    I have started to develop the home screen.

    This app is a bit like HaloWaypoint.

    You can quickly check your messages, recent posts. A preset list of members. Staff contact info.

    And if your internet takes to long to load. You can kill time with a small maze game!

    As of now, im using a WebBrowser from the list of utilities and cached it to this site. Just a placeholder as of now.

    The goal of this app is to make a UI friendly interface, cross-platform, and special features exclusive to the app.

    You may join in on this.

    Contact [email protected]

    If your interested in working as well.


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    If you haven't voted yet here's the link to the survey:

    No more shitty I think I can do better this time since a lot has changed since that map mod was made when injection first came out.

    I've been distracted too much so millions of thingswon't be in here. More will be added in

    the future.

    Version One:

    Experimental Version:

    Version 1

    I've cleared up problems with everything that you see in the pallet list except the shade turrets. Don't spawn them. Also the AA Turret on unsc vehicles. Man I really did forget out those. It did work but decided to break on me. I'll look into fixing it.


    Future Updates:

     - Enabling turrets for pillar of autumn, frigates. - Adding more civilian vehicles. - Attempt to get the shade turrets to work.  - Look into weapons for cruiser, frigate mac cannon. - Add Super Carrier, Corvette.

    Target Locator:

    The height of the map impact the ability of the missiles dropping onto the map properly... FIXED


    A better view of the smaller vehicles


    Forgot the seraph:


    Here's the frigate


    The frigate with its engines working


    Covenant Cruiser


    Pillar of Autumn, with the engines on ^_^


    Civilian Transport Ship



    The Skybox.


    Added a couple of new vehicles to the spawn list:


  6. What the fuck did you just fucking say about me, you little "cheater"? I’ll have you know I graduated top of my class on, and I’ve been involved in numerous secret hacks on, and I have over 300 confirmed mods. I am trained in doxxing warfare and I’m the top hacker in the entire anonymous forces. You are nothing to me but just another scrub. I will wipe you the fuck out with precision the likes of which has never been seen before on this website, mark my fucking mods. You think you can get away with saying that shit to me over the Internet? Think again, "cheater". As we speak I am contacting my secret network of modders across Skype and your CPU key is being traced right now so you better prepare for the storm, "cheater". The storm that wipes out the pathetic little thing you call your mods. You’re fucking banned, scrub. I can be anywhere, anytime, and I can hack you in over seven hundred ways, and that’s just with my scripts. Not only am I extensively trained in scripts, but I have access to the entire source of Assembly and I will use it to its full extent to wipe your miserable ass off the face of the website, you little "cheater". If only you could have known what unholy retribution your little online mod was about to bring down upon you, maybe you would have held your fucking key vault. But you couldn't, you didn’t, and now you’re paying XBLSE, you goddamn "cheater". I will shit projectile swaps all over you and you will drown in them. You’re fucking banned, scrub.

  7. Reach map files have a hash in them which is computed based on the data in the file header. This is kinda irrelevant since Zedd's XEX patches disable the header signature checks, but I figure I'd document this anyway because he asked me about it today. Here's some quick info on how to update the hash that's computed on the map header.

    First, you need to prepare the header by removing certain bits of data. Make a copy of the first 0xA000 bytes (header) of the map file. Then, zero out the following areas of the header:

    • 4 bytes at 0x320
    • 8 bytes at 0x328
    • 0x3C bytes at 0x330
    • 0x100 bytes at 0x36C
    • 0x100 bytes at 0x1C
    • 4 bytes at 0x144
    • 4 bytes at 0x148
    • 4 bytes at 0x16C
    • 4 bytes at 0x170
    • 0x18 bytes at 0x174
    • 4 bytes at 0x49C
    • 4 bytes at 0x4A0
    • 4 bytes at 0x4A4
    • 4 bytes at 0x4A8

    Next, you need to salt the hash. Put the following data at the beginning of the header you prepared:

    ED D4 30 09 66 6D 5C 4A 5C 36 57 FA B4 0E 02 2F 53 5A C6 C9 EE 47 1F 01 F1 A4 47 56 B7 71 4F 1C 36 EC

    Finally, compute a SHA-1 checksum over your modified header (this should be 0xA022 bytes after adding the salt). The new hash goes at offset 0x330.

    So yeah. While not too useful, I suppose this could be used to help map out unknown parts of the header based on the offsets that get zeroed. I'm also pretty sure that more hashes would have to be updated and not just that one, because cache files have at least three hashes in the header.

    Anyway, there you go. Have fun.

    -- Aaron

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  8. Dunno if this has been discovered already, but thumbing through some 343i game types I noticed they did Fiesta with randomized personal ordnance. Here's the example:

        <Ordnance flags="InitialOrdnanceEnabled, RandomOrdnanceEnabled, PersonalOrdnanceEnabled, OrdnanceEnabled" unk6="0" customizePersonalOrdnance="True">      <Right>        <Possibility weight="1.000003" name="ord_weap_storm_energy_sword" />        <Possibility weight="1.000003" name="ord_weap_storm_binary_rifle" />        <Possibility weight="1.000003" name="ord_equip_damage" />        <Possibility weight="1.000003" name="ord_weap_storm_spartan_laser" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />      </Right>      <Left>        <Possibility weight="1.000003" name="ord_weap_storm_rocket_launcher" />        <Possibility weight="1.000003" name="ord_weapon_storm_incineration_l" />        <Possibility weight="1.000003" name="ord_weap_storm_fuel_rod_cannon" />        <Possibility weight="6.000004" name="ord_equip_speed" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />      </Left>      <Down>        <Possibility weight="1.000003" name="ord_weap_storm_sniper_rifle" />        <Possibility weight="1.000003" name="ord_spread_gun" />        <Possibility weight="1.000003" name="ord_equip_overshield" />        <Possibility weight="1.000003" name="ord_weap_storm_gravity_hammer" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />        <Possibility weight="1.000003" />      </Down>    </Ordnance>

    Pretty cool, eh? Here's a list of ordnance that can be used:


  9. This action is actually very simple. All it does is enable and disable a player's ability to spawn. It was found because dominion uses it for last stand. The action simply takes a player to modify and a bool. True enables spawning and false disables spawning.

    In KSoft, you can update your database with this

    <Action DBID="139" name="PlayerCanRespawn" template="PlayerBool" />

    Here is an example of using it to disable an iterator player's ability to spawn.

    <E type="Action" name="PlayerCanRespawn">  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />  <Param type="Bool">False</Param></E>

    If you have any questions feel free to ask me!

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    After a little bit of research I have found out what Action137 is used for. It is basically used to spawn in objects that are PlaceAtStart false based on an event rather than the timer it defaults to. This is used in Dominion to spawn in the base shields based on what team is controlling the base.

    There are four values that you set when you use Action137.

    1. ObjectReference. This is the candy spawner object itself. Not sure if it can be used in regular candy spawner obejets or not. Useually used with Iterator.CandySpawnerObject
    2. Bool: This bool is used to indicate weather or not the object can spawn. If false, the object will never spawn. You must set this back to true to enable spawning.
    3. Bool: This bool will instantly spawn the object if enabled. I equate this to object is enabled. Does nothing if the first bool is false.
    4. PlayerReference: This is the player that caused the spawn. If the object is a vehicle, it will force the player into the vehicle. Does nothing if the first bool is false.

    To use this, you need a couple things first.

    You obviously need a object filter. Here is the one I am using while testing.

    <Filter labelIndex="candy_obj" name="candy_obj" />

    Then you need to add a GameObjectFilters section under the normal object filters and add a reference to the normal ObjectFilters section then add a reference to that object filter.

    <GameObjectFilters>      <Filter type="CandySpawner" labelIndex="candy_obj" name="candy_obj" />    </GameObjectFilters>

    now you are setup to use Candy Objects. To use them you would put this in the sections where you want to spawn the object. Set both of the bools to false to make sure it will not spawn, both true to spawn the object.

    <E type="Action" name="ActivateTrigger">  <Param type="TriggerReference">    <T type="Trigger" trigType="Subroutine" execMode="OnCandySpawnerFilter" name="Trigger7_Subroutine26">      <GameObject type="CandySpawner" filter="candy_obj" />      <Elements>        <E type="Action" name="Action137">          <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="Iterator.CandySpawnerObject" />          <Param type="Bool">True</Param>          <Param type="Bool">True</Param>          <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="NONE" />        </E>      </Elements>    </T>  </Param></E>

    If you would like to make things easier on yourself, I propose going into the ksoft documents and adding a name to action 137 to be used later easier. It will also make everything you decompile show that name instead of Action317 which makes it easier to read.

    To do this, go to the folder where you have KSoft installed, and then go into Games/Halo4/Definitions/ and open MegaloScriptDatabase.xml in your favorite text editor. Then Search for


    Then change

    <Action DBID="137" template="ObjectBase"> <!--candy spawner related-->			<Param sigID="1" type="Bool" name="Bool" />			<Param sigID="2" type="Bool" name="Bool" />			<Param sigID="3" type="PlayerReference" name="Player" />		</Action>


    <Action DBID="137" name="ObjectSetSpawnEnabled" template="ObjectBase"> <!--Fruit Spawner-->			<Param sigID="1" type="Bool" name="Bool" /> <!--Weather or not the object will spawn-->			<Param sigID="2" type="Bool" name="Bool" /><!--If the previous is true, set weather or not the object is instant spawn-->			<Param sigID="3" type="PlayerReference" name="Player" /><!--The player that spawned the object.-->		</Action>

  10. Well I collected the xex gravity offsets across different 3rd Gen Halo builds for something I'm working on and I figured I might as well share them. Thanks to Lord Zedd for getting the Reach Pre-Beta offset for me. The rest were either gotten from Ascension (not sure who documented them, but thank you), or found by myself.

    These are floats, and the default value is always 4.1712594; poke in Ascension, Offsetify, or something similar. If you encounter any issues, please let me know.

    Halo 3

    Halo 3 Beta TU0 - 0x82051AEC

    Halo 3 Beta TU2 - 0x82051AEC

    Halo 3 Epsilon - 0x8203585C

    Halo 3 Review - 0x82035C74

    Halo 3 TU0 - 0x82035894

    Halo 3 TU3 - 0x82035E90

    Halo 3: ODST - 0x82037838

    Halo: Reach

    Reach Pre-Beta - 0x82045048

    Reach Beta - 0x8203ADF4

    Reach Retail TU0 - 0x8203BB78

    Reach Retail TU1 - 0x8203BC64

    Reach Demo - 0x8203BE98

    Halo 4

    Halo 4 TU0 - 0x82128CC8

    Halo 4 TU1 - 0x82128EDC

    Halo 4 TU2 - 0x8212920C

    Halo 4 TU3 - 0x8212920C

    Halo 4 TU4 - 0x821297C8

    Halo 4 TU5 - 0x821354C4

    Halo 4 TU6 - 0x82135674

    Halo 4 TU7 - 0x82135F14

    Keep the mods offline.

  11. Due to size, all I can do is post this link: where you'll find everything in a pretty rar. Lists are courtesy of the "SharedDump" tool made by AMD, which can be found with Assembly's source. Also courtesy of my own merging and sorting since SharedDump goes per-map.

    If it ain't here it ain't shared. Go cry about it.


    Halo 3

    Halo 3: ODST

    Halo: Reach Beta

    Halo: Reach

    Halo 4 ;)

  12. blogs_blog_40

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    By Guest,

    This action was used in Reach's Race gametype with the index of 90 (Action90 in ksoft) and 118 in Halo 4. For the past few months, I've been trying to figure out what this action does. I decided to give it another try and I'm glad I did!

    Here's how it's used in Race (the official Reach gametype):

            <Elements>          <E type="Action" name="Action90">            <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="Iterator.Player" />            <Param type="Bool">True</Param>          </E>

    I changed the boolean parameter to False and spent several minutes dicking around in both unmodified and modified gametypes like I've done many times before. This time, I noticed something different: You were spectating other players but not the checkpoints like in the unmodified gametype.

    After some more testing, this action appears to control whether you could spectate over players or respawn objects.

    Now, what to name this action... comment with your suggestions!

  13. Believe it or not, it may be possible to re-create the AA wraith of Halo 3 and Halo 3 ODST on reach, WITHOUT injecting it. NOTE: i said RE CREATE, so this is NOT the actual AA WRAITH. Anyway, the HUD UI of the AA wraith mortar is already on, so after seeing that, i got a little idea. and after replacing the wraith mortar WEAP with the needle rifle and changing the Needle Rifle projectile, the result was quite resembling of the AA wraith. And after changing a couple shaders, the result was incredibly close. Although this is in place, I will keep trying with the REAL AA Wraith.

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    Ill Be Posting all My finding about tag injection here so im not blowing up the forms or shout box

    so far ive noticed that you can extract a proj tag with out any nulling

    may be the same for the weap tag if so then that means that when you extract a vehi tag

    that the string ids are broke and things dont know where to go so it crashes

  14. This is the magical story of how a lonely Xbox 360 S traveled all the way from Mexico, in dreaming of it's future, wished to find an owner who'd love and parent it into an RGH. The story you're about to read is true, with names unchanged. Now please, sit down and enjoy this... story.

    We'll start with it's birthplace, China. Now, where it spent it's childhood, in Mexico. That's right folks, this console spent it's early years in Me-he-co, the place of cartels, drugs, and cheap prostitutes (don't ask). It's childhood was fair, as it used to play games with it's buddies which extend to each corners of the Earth. Together it and his friends would play exciting games like Viva Pinata, Sonic, and other titles that the children in India are oh so jealous of. Though, it's childhood was tragically cut short when his current parent decided he was no longer good enough for him, and sold him to a fellow in the good ol' States. This fellow was none other than the one and only DevUltra, who promised to provide a safe and nourishing environment where it could blossom into the RGH it had always wished to be. Mr. DevUltra loved his new adopted child, and treated him well. He was slow and kind to it, playing with him as a retail boy until Mr. Ultra felt he was ready to help him grow into an RGH. Once Mr. Ultra felt his son was ready, he carefully undressed him and did his best to transform his boy into the glorious RGH he always dreamt of being. Mr. Ultra succeeded in upgrading his child with the hardware his son needed, and though Mr. Ultra tried his best, his efforts were cut short when he was unable to dump his sons memories, and was only left with a partial file of his sons memories. Mr. Ultra was devastated, but charged on hoping he'd still be successful. And though Mr. Ultra's perseverance was unbreakable, he was unable to succeed. Mr. Ultra tried his best to cope, but just couldn't. Fortunately he had an amazing friend named Xythera, who he knew would take care of, and fix his son. And knowing so, contacted Mr. Xythera offering to give Mr. Xythera his son, in hopes that he'd be able to correct what he could not. And so comrads, that's where the true journey begins!

    (Breaking Character Now)

    So, I just aquired this console and the first thing I'm going to do is install the NAND hardware. I'll be installing the wires needed so I can access the NAND. Let's begin.

    NOTE: After spending 30 minutes writing that story, I'm not going to bother adding comments for each photo explaining what I'm doing right now. The photos speak for themselves. I'll add comments later.

    (These photos are in order)

    Chapter 1, Finding The G-Spot

    First, I had to decide where I wish to have my consoles NAND access wang hanging from, and after a short examination I found the perfect spot right above the video connections.



    Capter 2, Fitting The Cable



    Capter 4, Soldering To The Motherboard




    Capter 5, Adding Connectors





    Chapter 6, Examining My Work







    For now I have the system boxed, and ready to take home with me. When I get home I'll buy the DGX and CR Rev. C

    If there are any typos, don't bother pointing them out. It was 2 in the morning when I wrote this.