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About Sod

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  1. I've figured out a way, its a bit messy atm - gonna clean it up a bit, poked that much crap.
  2. It appears only explosion/splash damage hurts the rider. I'll see if anything in hlmt works.
  3. I've been messing around with the gravity throne . vehi tags, trying to find a way to make it so the driver can take damage from bullets - bullets just phase through the driver. I have no idea where or what I should be looking for, but I think it may be possible as seen in this clip (however this is in H2X and not H2V)
  4. Depends if the marines are in the .map file. If so, an easy way to do this is: go to .scnr, search 'character palette', locate floodcombat_marine and swap it with marine and hit save. This will change all Flood Marines into Marines.
  5. I'm using Eschaton 8.1 to look at the tags, it seems to freeze when opening the scnr, should I use a different tool or am I doing something wrong?
  6. Yeah Combat Evolved, I'll give it a look, thanks.
  7. Is there a way to change the AI's team association? Ie - Make Grunts on the human/player team. I've tried looking around and can't find anything, I've tried changing the value in the biped section from default to player and it makes no difference.
  8. The method linked does work. "Now to explain how to enable animations for non-player characters, this example assumes you have changed your player representation in matg to elite. In Assembly search "jmad", open up the drop down and find "characters\elite\elite" Scroll down to the "modes" tab (for this example we will be enabling the melee animation for the elite player) In the "modes" drop down tab next to the heading, scroll through until you find combat, it will say that under the "modes" tab, next to "label" In the "weapon class" drop down, select what weapon classes you want to apply melee animations to (you will have to do the next step for all weapon classes as the values are different. -- In this example we'll give the player pistol melee animations-- Scroll through the drop down box until you find "pistol" In the "weapon type" drop down box, use the drop down tab to select "any". Open up the "actions" and "overlays" drop down boxes. In the "actions" drop down box, scroll through the tabs until you find "melee". In the "overlays" drop down, replace "wave" with "melee" and change the animation index value of the overlays box to match the animation index value of the actions box. Now your "overlays" tab should read -- Label "melee" -- Graph index "-1" -- Animation index "145" (this is the value for Hit save or poke (if the mission is open in game) to apply your changes."
  9. I've attempted modding Anniversary Campaign maps, I'm able to get the modding tools HMT3.5 and HHT to read the map and make changes to offset values and save. However when attempting to run the maps, the Xbox just restarts when loading into the mission. I've tried just changing offsets for bipeds - Crewman to Grunt, as well as actor variants and dependencies in the scenario tag, but nothing seems to work. Even though some of these things work on the PC version. Does anyone know why? I'm using a dev.xex, should I be using something else?
  10. Modding

    Bipds that do spawn: Masterchief Spartan AI Knight Marine M60 Bishop Crawler Bipds that don't spawn: Jackal Grunt Del Rio Lasky Hunter Elite Storm Marine
  11. Modding

    I'm attempting to check whether the tags are loaded through spawning the bipeds with a gun, but the mission doesn't seem to load. I'm changing the storm_magnums 'initial projectile' to 'bipd' 'insert any biped here'. *edit* was able to get bipeds spawning via firing effects on the magnum. Will reply once I've tested all the spawn-able bipeds.
  12. Modding

    For some reason when trying to edit AI spawns in campaign it doesn't seem to work for some reason. On the level Infinity I've tried editing the spawning of the two Marines from the second rally point. I can change them into a knight and a spartan but when I attempt to make them a grunt or an elite nothing spawns. The same occurs on the level Reclaimer when changing the starting spartans into elites. Does anyone know a work around for this? Or does it just not work? Using Assembly btw and editing the spawns in squads (scnr) and tried changing the character palette.
  13. Is there a way to force Brutes to be in berserk mode without their whole squad being killed?
  14. Spawn what bipeds? What ones are you referencing?
  15. Thought I'd drop this map, I've been sitting on it for a while. The mod replaces the ODST's with each member of Noble Team (excluding Noble 6). .MAP name is cex_ff_halo *edit* Helps if I put the download link in: