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Maydelcore

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About Maydelcore

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    Maydelcore
  • Birthday 10/31/1996

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    Male
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    México

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  1. The link leads to nothing. EDIT: Unless you copy and paste it.
  2. Modding

    Guess I just have to check that out.
  3. Modding

    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?
  4. General

    I'm sorry to say this but: First option isn't even available. And yes, I just updated to the dev branch, but I might need to revert it back to the master version as the command didn't exist. Second option just doesn't work.
  5. 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)=
  6. Support

    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?
  7. 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.
  8. Support

    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.
  9. .MAP

    You need to add the RGH or JTAG to your console. Otherwise you won't be able to play modded maps.
  10. Support

    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.
  11. Modding

    I believe it's ready to be tested. The Latch thing removes the charged shot, btw.
  12. Modding

    It appears like the burst fire does happen but only when the AI is using it.
  13. Modding

    Yeah, figured that out already. Just need to find the correct numbers for it to waste 1.5% per shot. The other problem here is regarding the projectile spread. Changing the "Projectiles Per Shot" bit appears to change it correctly, but it still looks like it fires one single bolt, just with more damage. Also, the rate of fire can't be changed.