Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to Xbox Chaos: Modding Evolved

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Search the Community: Showing results for tags '.MAP'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Xbox Chaos
    • Announcements
    • Welcome Forum
  • Halo
    • Halo Tools & Utilities
    • General Halo Discussion
    • Halo 4
    • Halo: Reach
    • Halo 3
    • Halo 2
    • Halo: Combat Evolved
    • Halo: The Master Chief Collection
    • Halo 5: Guardians
  • Other Games
    • Destiny
    • Skyrim
    • Miscellaneous
  • All Xbox
  • General Chat
    • Xbox Discussion
    • Free Discussion
    • Software Development

Blogs

  • Dovahkiin's Blog
  • SnipeStyle's Blog
  • AMD's Bit Bucket
  • Halo reach The blog
  • Site News Blog
  • The Intermittent Xevalous
  • How to download and play games on this site
  • Lord Zedd's Blog
  • alvarojulian's Blog
  • Pixel Art
  • halolordkiller3's Blog
  • Urbanmech's Blog
  • disposedman's Blog
  • Random Mods Blog
  • Halo Trivia
  • Modtacular!
  • test
  • julia008's Blog
  • MACKDUB's Blog
  • XxXDarkSoul25XxX's Blog
  • Stanford's Blog
  • OrangeMohawk's Blog
  • Blam Experiments
  • blogs_blog_40
  • sierra 238's Blog
  • .map modding help
  • IbizaClanProductions' Blog
  • seas and oceans' Blog
  • Teancum's Blog
  • Zerker24's Blog
  • nicoleanderson's Blog
  • ColleenMorris' Blog
  • Not Dual's Blog
  • Thilo's Blog
  • Gamecheat13's Blog
  • The404Spartan's Modding Blog
  • XboxChaos App
  • Assembly Plugins
  • Lehvak's fun blog
  • sarahred.01's Blog
  • Stu Pickles' Blog
  • Xoduel's Blog
  • Forerunner.map
  • Reach AI teams
  • broadbunny's Blog
  • MythicalRewards' .map mod Blog
  • Unspecified Project
  • Forerunner569's .MAP mod emporium
  • JenniferWhite's Blog
  • Adventures in the Blam! Engine
  • L337H4X0RZZ's Modding Adventures

Categories

  • Halo Mods
    • Halo 3
    • Halo: Reach
    • Halo 4
  • Modding Programs
  • Videos and Artwork
  • Other Xbox Stuff

Calendars

There are no results to display.


Found 437 results

  1. Hello I can not play in campaign forge mode I download the card on blamdepot.com I put it on my usb stick then I put it in the xbox and I have nothing forging menu. if someone can help me it would be very nice thank you
  2. .MAP

    hi, I've been looking for that mod or Spartan map for some time, but I have not found it. Did you want to know if someone has another download link? or if you have the mod that could happen to me pls :,
  3. .MAP

    Aight so first you need Ascension and a Jtag or Devkit. Then go find the plugins posted here and download them.. Now open Ascension and go to the MODE tag. And find the mongoose. If you have This (not trying to advertise but I dont think its posted on here. Only in HOnors Forum anyways.) build then it will be the EncryptedTag2831 if your using Nickas version from 7s then it should be 77(Im unsuure about that though) Then look for NODES. When doing this change the X,Y,Z CENTERS. Not X,Y,Z. the Chunk is the little drop down with a number at the top of NODES. Now lets start. Go to Chunk 7 X Center -- -0.0791884 Y Center -- 0.2 Z Center -- -0.2096452 Go to Chunk 8 X Center -- -0.07918847 Y Cneter -- -0.2 Z Center -- -0.2096452 Go to Chunk 9 X Center -- 0.26401 Y Center -- 0.3 Z Center -- -0.2212102 Go to Chunk 10 X Center -- 0.2640099 Y Center -- -0.3 Z Center -- -0.2212102 Skip 11 & 12 Go to Chunk 13 X Center -- 0.3864517 Y Center -- 0.428 Z Center -- -0.1400001 Go to Chunk 14 X Center -- 9999 Y Center -- 9999 Z Center -- 9999 Go to Chunk 15 X Center -- -0.2849997 Y Center -- -0.3 Z Center -- -0.14 Go to Chunk 16 X Center -- -0.2849999 Y Center -- 0.3 Z Center -- -0.1400001 Go to Chunk 17 X Center -- -0.2849986 Y Center -- -0.43 Z Center -- -0.14 Go to Chunk 18 X Center -- 9999 Y Center -- 9999 Z Center -- 9999 Now Scroll down to Bounding Box and change these Y(min) -- -0.23 Y(max) -- 0.23 Credit for the Co-Ords go to me.
  4. All credit goes to Lord Zedd for his research on this subject. I just made the tutorial. I also haven't went over this in a while, since leaving a few years ago so if there's something wrong please let me know and I will fix! [HALO 3] I’ll be having the grunt animation inherit MC’s animation’s. (parent) MC = inherited animation (child) Grunt = Local animation In the animation you want to have Inherit some other animation, expand the “Inheritance List” block. Now, you’ll see a tagref “Inherited Graph,” add the reference to the animation you want to Inherit (MC in my case). Open that animation. Navigate to the “Skeleton Nodes” block and note the count size and go back to the local animation and expand the “Node Map” with the same count. For example, the count size for MC, is 51 so I’ll be adding 51 chunks to the “Node Map” block. Go back to the animation you want to Inherit (MC in my case) and go through each “Skeleton Nodes” chunk and note the “Name” StringID for each chunk as well as the chunk. Now, go back to the local animation, (in my case the Grunt) and go through its “Skeleton Nodes” block and note each “Name” StringID for each chunk and the chunk number itself. Each chunk in the “Node Map” block corresponds to a chunk in the inherited animations “Skeleton Nodes” block. Go through the local animation’s “Skeleton Nodes” and note the indexes of the strings that show up in the inherited animations “Skeleton Nodes” block. So for instance, the first chunk (0) in the inherited animations “Skeleton Nodes” block is “pelvis,” and the first chunk (0) in the local animation’s “Skeleton Nodes” block is also “pelvis.” (remember, the chunks in the “Node Map” match up with the chunks of the inherited animation’s “Skeleton Nodes” block, so chunk 0 in “Node Map” corresponds with chunk 0 in the inherited animation’s “Skeleton Nodes” block) so for the first chunk of the “Node Map” block make the “Local Node” control the index of the corresponding “Skeleton Nodes” index. So for me index 0 of the “Node Map” block is 0 as that is local animation’s corresponding node value: If the StringID appears on a different index in the local animation’s “Skeleton Nodes” but appears on some other index in the inherited animation’s “Skeleton Nodes” block, then in the corresponding chunk in the “Node Map” (remember, the chunks in the “Node Map” match up with the chunks of the inherited animation’s “Skeleton Nodes” block, so chunk 0 in “Node Map” corresponds with chunk 0 in the inherited animation’s “Skeleton Nodes” block) give the “Local Node” control the index of where that StringID shows up in the local animation. For example, in the inherited animation’s “Skeleton Nodes” block chunk 2 is “r_thigh” but in local animation’s “Skeleton Nodes” block “r_thigh” appears on chunk 3. So for the “Node Map” block I gave the “Local Node” control 3 as that is local animation’s corresponding node value. If there is a chunk in the inherited animations “Skeleton Nodes” block that doesn’t appear in local animation’s “Skeleton Nodes” block, make it -1. Now, in the local animation expand the “Node Map Flags” block inside the “Inheritance List” block. The “Node Map Flags” reflect which nodes in the “Node Map” block are used, meaning a bit should be unchecked if you made the “Local Node” control -1. Each chunk corresponds to the first set of numbers in the series. Node 0, 32, 64, 96, 128, 160, 192, 224 Node 1, 33, 65, 97, 129, 161, 193, 225 Node 2, 34, 66, 98, 130, 162, 194, 226 Etc… The first chunk (0) of “Node Map Flags” corresponds to 0 – 31. Second chunk (1) of “Node Map Flags” corresponds to 32 – 63. Etc.… So add the proper number of chunks to “Node Map Flags” to encompass the total number of chunks in “Node Map,” since MC has 51 chunks you’ll need to add 2 chunks, 0 – 63. Duplicate the inherited animations [jmad] and steal its “Modes” block address and count and replace the “Modes” address and count in the local animation. Now go through every block and sub block in “Modes” and replace “Graph Index” with a reference to the “Inheritance List” index where you made all the edits, so for me it’s 0. You can sorta speed up the graph index process by: - hex replace a good pattern that includes the -1 This process is a bit different for halo reach. You use the “NEW Inheritance List” instead of the normal “.” From there you duplicate the Parent/animation you’re inheriting, rip out its animation block, plug it into the child (the animation you want to have inherited the child), and remove the inner block, set each blocks tagref to the original parent. Hex > line it up to a block a line > notepad++ then you can hold alt and select the tagref of everything and type it in once to fill it all To increment from 0 by 1: Edit>column editor What you are essentially doing is keeping the Spartan animation ordering and self-referencing to the original Spartan jmad, which is why you can then get away with notepad++ counting because everything is now going line up 1:1 the inner animation block holds like the raw index and stuff so that’s why you remove that the tagref says "get your raw info from this jmad and this index" If you animation breaks while you perform certain animations go to that specific animation in the parent animation go to the “Animations” block go to “Object-Space Parent Nodes” and either fix it or null it for that animation, or you can just null all of them for each animation to fix them all.
  5. This mod allows you to customize, colour and play as your own brute in multiplayer though its in very early development at the moment and I haven't tested it with more than one person as I'm using Xenia. The helmet and the body work perfectly apart from one or two helmets but most work fine. The armour does not load in-game for some reason and I will figure out for the next update which should be a polish like make sure everything loads and the armour works properly. All aniamtions work and I've added a fp model with some brute shaders on but will try to mess around with nodes and custom bitmaps to make it look better in the future. Download link - http://www.mediafire.com/file/68mzqm7q13cmdva/Playable_multiplayer_brutes.rar/file Hope you enjoy because I didn't get very good sleep yesterday lol Also a big thanks to Lord Zedd, Tuco Studios and Akarias
  6. .MAP

    Edit 9/12/15 - Fixed grammar and fixed somethings. Things you will need - Assembly can be found here and how to compile here. - Campaign.map, shared.map, and mainmenu.map for the selected Halo game you want to do this in - Console that can play unsigned code - xex with checks removed, AI in multiplayer and the ability to spawn AI via effect tags. Halo Reach Halo 3 *Make sure you have "Show invisibles" on. Step 1: First open a campaign mission and extract any [char] tag(s) you want, I'll be doing the Brute [char]. Give Assembly a minute to extract the selected [char] tag(s). TIP: extracting the [char] tag brings the [bipd] tag as well, but some [char] tags are variants of the original and some may not contain the [bipd] tag it's always safe to just extract the main base [char] for what AI you want and if you have to have a different variant then change it in the [hlmt]. once you have the [char] tag(s) you extracted somewhere leave them and open the map you want the AI to be in. I'll be opening Sandbox. So now it's time to prepare a [effe] tag so we can have our AI spawn. You have 2 options to attack this, both methods require you to duplicate a [effe] tag the first one: Pick a random [effe] tag, duplicate it and add the "Parts" block with Assembly. or Find an [effe] tag that already has a parts block and fix it accordingly (look at the first way to see what I changed). Step 2: Do a search for objects\multi\spawning\respawn_point once you found it again right click it and click duplicate tag and make the name something you'll remember, something to do with your spawn, like "objects\multi\spawning\brute_respawn_point"; now you'll need to close the map and reopen it so the newly duplicated tag shows up. First go to "Multiplayer Object Properties" Change the "Type" to "Equipment" And in flags uncheck bit 3. save. Now go to the "Functions" block and click the "+" next to the chunk count to bring up the "Tag Block Reallocator" and add 1 new entry count. Once done, check always active in flags and change both "Export Name" and "Import Name" to either respawn_point, spawn, or active (they all should work). Save. Now go the the "Attachments" block and click the "+" next to the chunk count to bring up the "Tag Block Reallocator" and add 1 new entry count. At "Attachments" use the first drop down box to find [effe] class and use the second to find the edited [effe] tag I.e for me I'll find fx\spawn_effects\spawn\AI\brute_minor. Lastly, at "Marker" change the stringID to "spawn" Save. Once done, go to [scnr] and search for "Sandbox Goal Objects", and add the spawn point there. Save. Or add it to whatever sandbox palette you want. Halo Reach: In order to get the spawns to work in Halo Reach you'll need to change the spawn point hlmt to "objects\multi\models\mp_spawn_point\mp_spawn_point" in addition for Halo Reach go in the effect under the "parts" block make "Location index" 0 instead of -1 JJIJR had the idea, I just decided to figure it out myself and make a tutorial. Want the tutorial as a pdf? Download here: MEGA outdated tutorial Virus scan here: https://www.virustotal.com/en/file/a59e979ec0aac6d89ef2704d042f2b41be9550879667e752270cf28af8598110/analysis/1437356414/ Old tutorial here:
  7. Hello! I was messing around on Gamecheat13's Fireteam Support map and I was wondering how to do this with other maps?
  8. .MAP

    File Name: Fly The Phantom File Submitter: bfixer117 File Submitted: 07 Apr 2013 File Category: .MAP Mods Patch that allow you to fly the phantom Map: -The Covenant Features: -Flying of the phantom -Shooting of the cannon bugs: -There is a shade turret proj shot from the cargo bay along with the chaingun Future Updates: -Allow entry into all seats -Fix cargo shot Click here to download this file
  9. .MAP

    File Name: Fly The Pelican V0.9.6.0 File Submitter: bfixer117 File Submitted: 24 Apr 2013 File Updated: 25 Apr 2013 File Category: .MAP Mods -Allow you to drive the pelican and shoot the missile pods -Uploaded To MediaFire Because it said the patch file size was to big Map:100_citadel.map(The Covenant) If Video Is Unavailable then its still uploading Video: Click here to download this file
  10. .MAP

    Hello, I've recently figured out how to .map mod with assembly and I was wondering where the text colour on the menus would be located on Halo: Reach. I'm trying to change the text colour on the matrix menu to be purple instead of green. I also wanted to know where other text colours are located as well. If anyone can please tell me where the text colours are located on Assembly, then I would really appreciate that.
  11. .MAP

    Campaing vehicles
  12. You WILL NEED to add 3210 to your Halo3.campaign file. I also highly recommend using my modded xex. The mod will still work with a normal modded xex, but mine will enable modified object spawning sizes, which some of the ai/vehicles use is the whole point of this mod. My xex is using TU1 so im not sure if it works with other TU or not. http://www.mediafire.com/folder/gog0wj1tf4ow3/FighttheGods full picture album https://imgur.com/a/HwUmu Think you can fight the gods? There are four diffferent rounds, one after the other after each die, then a final round. This map has lots of scripts, in fact just about everything is scripted, the ai, everything they do, a garbage collection script to keep the map going without lag, scripted working elevator, scripted giant moving doors for the bonus round, pelican weapon capsules constantly scripted to drop from the sky for replenished ammo, friendly ai will constantly respawn when low on numbers, music is scripted to switch for the bonus round, etc. Also, some edited projectiles, a some extra weapon capsules way out there, if you dare enough to go get them, edited effects, the scarabs will chase humans all around the map. First there will be two giant stalker brutes with red loud laser beams from their heads, then giant hunters, then scarabs, then giant brute chieftains with hammers, then the bonus round with everybody at once. Also imported the same scripts from the trench funrun mod, select+switch grenades for switching 50% and 100% gravity, and select+melee for toggling invincible players. thanks to gamecheat13 for the base map I worked from, and also lord zedd for various tutorials n stuff. I threw in my scripting notes to the folder as well if anyone is interested in understanding the scripts. It's a serious mess in there, it's not elegant at all, it just works, just for research/examples or whatever.
  13. Shits out of date and some parts are flat out wrong, you have been warned. Fantastic, you can now navigate expressions according to the script itself and hopefully will be able to see any "invisible" expressions that assembly does not show. Let's have a go at writing our first expressions, the classic low-gravity script. Good stuff, you can now write a basic script. All you really need to do now is read some example scripts or the single player scripts for examples on how to write certain values and expressions. Below will be some examples of logic and detecting player input.
  14. .MAP

    Couldn't have done it without referencing the truck in ai_generic - Thank you so much Gamecheat! I thought this mod would be significant enough to post here, after all, it did take some time to remake. There are a total of 12 trucks set up in Squads for scnr (feel free to add more) and you can mess around with different objects that are attached to the containers. Some things you should know: Trucks spawn at -860, 662, -48 (may need to do some flying around to find them) Original map to patch is g_cliffside.map (just obtain the original conversion off gamecheat's blamdepot) Convoy tends to slide around sometimes; had to continuously mess around with the bed_long's moving friction & mass to get the trucks moving. PATCH
  15. Gamecheat13 did this for one of his videos (can't remember which) so I did my best to recreate this experience. I simply set up the AI within the Squads from Lehvak's tutorial and went from there (we miss you Lehvak!) Team should spawn through easy, normal, legendary ect... Also. Be aware of the zombies when they die; they start walking around without a gun. Modifications: Injected Noble Team Lowered fog intensity Changed wraith's projectile to revenant bolt. PATCH
  16. I have just started a project that i have always wanted for a very long time now and yes gamecheat13 (Inspired me to actually do this) did make the covenant and the storm forgeable i plan on expanding on that, i have started on floodgate which i have broken many times (i believe around 20x) just trying to convert it and make Ai. Floodgate is very gltichy at the moment as i used it to test stuff out. i have completed sierra 117 and i am now on crows nest. I planned to complete this by saturday but due to me wanted to add as much as possible that people want (i have gotten a few suggestions by GeneralKidd, Tuco (A good youtuber: TucoStudio) and a few other suggestions, it will be a week to a month long project (probably week long). If people like this i will try to do it with both odst and reach. Also feel free to suggest any other mods you would like me to do. And if anyone has any knowledge about maps or whatever you think would help me out that would be appreciated as well!
  17. Cambiar a español hello community, I'm a lover of halo but I'm bored of the campaign and my most precious desire is to have a map with the bots in halo reach that really works
  18. I saw this decade old mod of someone who took the teddy bear from the easter egg on jungle and made it into himself. I always thought it was funny so I remade it myself. Original vid. He can punch pretty hard, some weapon proj edits, third person, and ofc you are now a teddy bear. You WILL need to edit your halo3.campaign file and add 3011. DOWNLOAD a gif
  19. .MAP

    ¿Dónde puedo descargar el creador de los parches que mencionan, llamado Ascensión?
  20. .MAP

    Forge World 2.0 (I know, unoriginal name) is a modified version of forge world that aims to restore some hidden/cut content back into the map. It is pretty bare-bones at the moment as there hasn't been much added to it yet. Features: Removed all barriers and able to forge outside of maps boundaries. Increased budget. Restored hidden vehicle variants: Shade Turrets Warthogs Falcons Will plan to add more things soon. To-do: Make the troop warthog's seats all usable. Find more hidden stuff to restore. Screenshots: forge_halo_v2.asmp
  21. .MAP

    Lockdown Revision. 1.4_3 Lockdown is a .map created from an injected bsp that was pulled from 110_hc, bsp 020. What has been accomplished so far: Important Initial Patch File Download: https://drive.google.com/file/d/0B_qQTvZFvb6OYmNTNHVkNXZJdlE (107 MB) Update. Patch to Rev. 1.4_3 patch file: https://drive.google.com/file/d/0B_qQTvZFvb6OeVFrd0k0NVl6LUU (5.80 MB) Notes: - Added invisibility ability to the list. - Added covenant crate to the list. - Added an invisible wall to the list. Things I plan to do in the next revision: - See how gametypes would work for this bsp. - Get suggestions from people. Game Variants: - Purge (Slayer) https://googledrive.com/host/0B_qQTvZFvb6OeWF2MT/usermap0000000053BE392A1 - Containment (Infection) https://googledrive.com/host/0B_qQTvZFvb6OMEp6bDZpVXNsWUU/usermap0000000053B89D5E1 Pictures: Camping spot
  22. .MAP

    File Name: Unlimited Forge Items File Submitter: Xepler File Submitted: 17 Jan 2012 File Updated: 21 Apr 2012 File Category: .MAP Mods This patch unlocks Forge Word to its full potential. Everything is unlimited with hidden Forge menus enabled. Also, all barriers are removed and underwater is disabled. To use this mod you must have a modified Xbox 360 console. Click here to download this file
  23. .MAP

    i'm currently working on a new mod and here is some screenshots from it NOTE : this is my first mod
  24. How To Change Master Chief's Armour In Campaign - Halo 3 About a month ago I replied to a thread on how to change Chief's armour for the campaign, it seems like people don't really know how to do it so I've decided to make this tutorial. It's going to take a lot of explaining on what to do, so get ready kids! I'm not the best at explaining how to do stuff, so if this gets difficult to follow, I will make a video on how to do it. I will not be showing you how to mod your Xbox, where to download Assembly or where to get a modified XeX for Halo 3, you will easily be able to find where to get those elsewhere on here. There's probably an easier method on how to do this, but my way works fine if done correctly. Also I spell "Color" with a u because I'm British mate. Please remember to save each tag after you edit it and also make a back up of the map just in case if you do something wrong. What you'll need to do this: A modded Xbox 360 Assembly Modified Halo 3 XeX (I'm assuming) Halo 3 .map files on a USB or other device that works Part 1 - Getting the required tags: In Assembly, you will need to extract the following tag from a multiplayer map "[BIPD] objects\characters\masterchief\mp_masterchief\mp_masterchief" to your desktop. You may close the multiplayer map as you will not need anything else from it. Once you have the extracted tag, open up any campaign mission and import "[BIPD] objects\characters\masterchief\mp_masterchief\mp_masterchief" into it. Your campaign mission should then look like this in the [BIPD] section. Part 2 - Changing Chief's Model Open up "objects\characters\masterchief\masterchief" in [BIPD] and change where it says model from "objects\characters\masterchief\masterchief" to "objects\characters\masterchief\mp_masterchief\mp_masterchief" Next you'll want to search the [HLMT] tag and select "objects\characters\masterchief\masterchief" and also change the model in that to "objects\characters\masterchief\mp_masterchief\mp_masterchief" Part 3 - Editing The Armour This is where it's going to get slightly more difficult, so prepare yourself... In [HLMT] open up "objects\characters\masterchief\mp_masterchief\mp_masterchief" and scroll down until you see "Regions" & "Permutations". Regions specifies which part of the body it will change, and Permutations is which armour it will be swapped to. The Regions section is where you'll be selecting the piece of armour you want changed. Make sure you change where is says "0-7 (8)" before you change the number in "Model Permutation Index". We will not be editing anything in the Regions section, only changing which part of the body you are selecting, which will be 0-7, 4-7, 5,7 and 6-7. The Permutations section is what we'll be editing. The number below will represent each armour. Insert that number into "Model Permutation Index" below where it says "Base". Make sure it always says "Base" above (Apart from Chest). Please remember to save after you edit each tag. Helmet 0-7 (8): 0 - Default 2 - Cobra 3 - Intruder 4 - Ninja 5 - Regulator 7 - Ryu 8 - Marathon 9 - Mark V 10 - Rogue 11 - Scout 12 - ODST Left Shoulder 4-7 (8): 0 - Default 1 - Cobra 2 - Intruder 3 - Ninja 4 - Regulator 5 - Ryu -1 - Bungie 6 - Marathon 7 - Scout Right Shoulder 5-7 (8): This one is the same as left shoulder. Chest 6-7 (8): -1 - Marathon 0 - Cobra 1 - Intruder 2 - Ninja 3 - Regulator 4 - Ryu 5 - Scout 6 - Katana 7 - Bungie Change Armour Colour: Go to the tag [BIPD] and select "objects\characters\masterchief\masterchief", once you are on this, scroll down to where it says "Change Colors". You will see boxes where you can change the colour in them, just click on the box and select which colour you want for your armour. Make sure to change the numbers on the side after you've finished changing the colour so you change every part of the armour. After you have done this, save the tags and test out the map you have chosen. If this was too difficult to follow, please do say so and in the future I will try my best to make a video on it. It was difficult to explain but I hope I managed. If you need help, just say so. I highly recommend playing in Third Person so you can actually see your character to know if it has worked. I don't know how to change first person arms, but I am working on it. Good luck guys, hope I helped. Feel free to show images of your game if it worked!
  25. i have a problem with anything relaited to campaign , when i load a map the game freezes in the loading screen.