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  1. Cserleo here! Today I am showcasing / releasing a .map I finished a while ago for MCC. What it pretty much is, it's a Cutscene BSP (from 130_epilogue.map) ported over into an Multiplayer Map, everything functions normally. It's extremely good for a 1v1 map, it plays like a smaller & flatter Heretic map. Download includes pre-made Map-Variants for game-types too! Download Showcase + Tut Enjoy, here's my discord for questions Cserleo#0183
  2. I'm quite ignorant as to the "why" and "how", but is it possible to get modded gametypes like we have for Halo 4 on the 360 for the re-release in the collection on XOne? Firstly I'd just like to thank you guys for the hard work you do in tinkering around with the code and figuring out all the ways to fix Halo 4's broken custom games. In doing so you actually bring a viable amount of fun to the game that should have been there from the start. So again, thank-you and I'm glad there is such a dedicated crowd to modding for the fun of the game. I know that vanila Halo 4 in my eyes will remain untouched come the release of Halo: MCC... unless of course I am able to play the wonderful creations from you fine gents that make this game so enjoyable. Am I going to possibly enjoy some awesome custom nights with friends or will halo 4 on the XOne remain sad and shattered? If only there was a way to mod halo 2 in MCC... wishful thinking </3
  3. I tried to import a file to a map in Assembly and I got this System.ArgumentException: Invalid index table header magic at Blamite.Blam.ThirdGen.Structures.ThirdGenTagTable.LoadHeader(IReader reader) at Blamite.Blam.ThirdGen.Structures.ThirdGenTagTable.SaveChanges(IStream stream) at Blamite.Blam.ThirdGen.ThirdGenCacheFile.SaveChanges(IStream stream) at Assembly.Metro.Controls.PageTemplates.Games.Components.MetaEditor.ReallocateBlockCommand_Executed(Object sender, ExecutedRoutedEventArgs e) at System.Windows.Input.CommandBinding.OnExecuted(Object sender, ExecutedRoutedEventArgs e) at System.Windows.Input.CommandManager.ExecuteCommandBinding(Object sender, ExecutedRoutedEventArgs e, CommandBinding commandBinding) at System.Windows.Input.CommandManager.FindCommandBinding(CommandBindingCollection commandBindings, Object sender, RoutedEventArgs e, ICommand command, Boolean execute) at System.Windows.Input.CommandManager.FindCommandBinding(Object sender, RoutedEventArgs e, ICommand command, Boolean execute) at System.Windows.Input.CommandManager.OnExecuted(Object sender, ExecutedRoutedEventArgs e) at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target) at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs) at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args) at System.Windows.Input.RoutedCommand.ExecuteImpl(Object parameter, IInputElement target, Boolean userInitiated) at MS.Internal.Commands.CommandHelpers.CriticalExecuteCommandSource(ICommandSource commandSource, Boolean userInitiated) at System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler) you can probably tell already that I'm not too skilled with this stuff so some help would be nice because I'd love to start modding halo again, I got back to it recently and I want to keep on it
  4. I have been out of the Halo modding scene for awhile, was there anything new in the Halo 3 MCC PC map files that was not in the retail versions? Like new models/textures? It seems that since this is for PC a lot of the info regarding this game is scattered and can't be found all in one place.
  5. Hello there! Quick introduction: I'm a seasoned forger and currently one of the best in Halo 5. You can find some of my older stuff here with features of Rooster Teeth, Forge Labs, etc. Here are some screenshots of my H5 stuff, so you can see the artistic level I am at (Sorry, the "Insert other media"-option seemed to not have worked): https://ibb.co/zSBDYcm https://ibb.co/JRrr54x https://ibb.co/FYRTfcP https://ibb.co/WtRKsn2 https://ibb.co/WP6JpL6 The reason why I signed up here is because I need a modder to alter the Minigame gametype. I am building the most ambitious cooperative puzzle experience yet by increasing the immersion to new heights. Creating the puzzles, realistic environments, lighting and sounds takes up a looot of time, that is why I would like to outsource the modding of the gametype to an experienced modder. The gametype would still have to be fully functionable and editable by me (shield percentage or movement speed for instance), in case things change after testing. The modder would also be obligated to alter the gametype multiple times, if the vision changes and so on. Of course, I am willing to pay you for your efforts, don't worry. Now, please don't tell me that Halo 5 is already dead and Halo 6 around the corner, I am fully aware of that. This is a passion project for me to get the max out of this in-game editor. If you're interested in helping me and earn some easy money (or not easy, I don't know how difficult it is to realize my requests), then please message me at [email protected] . Thank you for reading!
  6. any body got any modded usermaps/gametypes in there file-share for halo mcc ?-
  7. Hi, this is a newer method to achieving first person view in theater mode. I've sort of updated this tutorial but it might need a bit more work. I did make some notes (mainly for myself) on how to do it. Generally speaking you should use Peek Poker and just find the following patterns in a certain address range. I can't guarantee this will work for you. Link to my notes You'll need: Peek Poker. xbdm plugin for peeking and poking. Your Xbox 360, connected to your local area network. This is mainly for Halo 3, however I have tested it (albeit with different patterns) on Reach & Halo 4 too. I haven't tested ODST but it should work. Basically go into the theater lobby and start a theater film. Make sure you're in first person view on your own character. Don't change anything. Leave the film and go back to the theater lobby. In Peek Poker, connect to your Xbox IP and click on Search For the start offset, put the start offset from the notes for the game you're attempting to get first person theater camera. For Example, Halo 3 is "C5000000" In length put the length in. In Halo 3's case it's "02000000". In the search for box, put in the values for the Default Theater state in Theater lobby menu. Halo 3's is "ec 70 00 00 00 00 00 00 00 00 00 03" After hopefully getting some results, right click the offset, preferably highest one to the top first and click copy. Click on "Peek & Poke" and in the address paste the offset and click peek. Start your theater film. Change to another player then click peek on Peek Poker, you should see some changed values in red. Underneath 0B in Peek Poker (if it's laid out the same) change the 00 to 03 and click poke. Again in Peek Poker, look at the current player being spectated (2nd 00, but could also be 05 or anything else) observe current value then poke 00 (or a value of another player) then restore the original observed value. The camera should now be in first person. Enjoy! I'm hoping to make a video at some point on how to do this, just so you can see what I'm doing when I do it. Some things to note: You'll need to peek and poke again if the target gets into a vehicle such as a warthog. The viewing experience is better in campaign games than multiplayer games. The pattern is different in Reach and Halo 4, refer to the notes for the patterns and search range. Be careful poking, if you poke the wrong area or poke to a player that doesn't exist it'll crash the game.
  8. Hey there, So just to let you know, game variant modding is possible and yes, I have some examples on my content browser (X3CXeX v3). Have fun! — GAME VARIANTS — NEW - Weaponless Survivors [Infection] No Weapon Start [Slayer] Weapons Damages Disabled [Slayer] Extended Motion Sensor (91m) [Slayer] Slice Disabled (Distance: 0%, Speed: 500%) [Slayer] Boom! (Grenades damage: 500%, Explosion radius: 500%, Knockback: 500%) [Slayer] — TUTORIAL — Requirements Windows 10 Halo app + Halo 5: Forge HxD (hex editor) Fiddler (v4.6.x or upper) A fresh Xbox LIVE account (recommended) About 5-10 minutes Tutorial In this tutorial, I'll show you how-to set additional settings to a Slayer gametype by disabling weapons damages. Please note that variants are acting like patch files, so unfortunately (by now?) you can not mess with player's scale or whatever. Start Halo 5: Forge through the Halo app, and launch Fiddler. Open Fiddler Web Debugger and exempt Halo and Halo 5: Forge. Go back to Halo 5: Forge and go to Multiplayer > Custom game > Game mode options > Player traits. Scroll to Weapons section and set damages to 10% or whatever (should not be the default value, but let's use 10% here). Keep an eye on Fiddler and save a copy of your game variant. Find the save request (POST method) and save its body. Open the saved file with HxD and look for AB 47 (hex values) in it. Here we go. In the screenshot above, AB 47 CD CC CC 3D 00 00 represents our 10%. Replace it by AB 47 00 00 80 BF 00 00, which is a 0%, and then select and copy all hex values. Go back to Fiddler, unlock the save request for editing. Switch to the HexView tab and replace the body (in black) by yours. Reissue the request. If everything was done correctly, the new POST request will return a 202 Accepted HTTP code. Go back to Halo 5: Forge, load your new variants from your content browser and profit! What now? Your call! If you are looking for additional hex values, this might help you. Also, if you are an API developer, feel free to try cryptum-halodotapi (Advanced Halo 5 API wrapper which can be extended to other Halo games)! Enjoy! — X3CXeX (Zeny)
  9. General

    Basically...i want to record xbox 360 game videos...but without a capture card. I found this. https://digiex.net/threads/stream-xbox-360-games-over-a-network-smb-to-an-jtag-rgh360-running-freestyle-dash.9788/#post52996 is it still possible?
  10. General

    Hello guys, this is my custom Halo 3 campaign mod for X360 JTAG/RGH. About: This is basically vehicles and weapons access for all maps, tag injection. Last year I've got the chance of getting an X360 RGH. Today I'm sharing my modded game for any one who is interested, screenshots taken by FreeStyle plugin to show of some stuff. Inside of this mod there are two programs: - Assembly to edit the map files locally on your computer and to edit real time on X360. - Ascension to poke advanced real time addresses, like the Halo 3 vehicle/global field of view. (If you have the plugin enabled to edit in real time, don't forget to change these two program's IP addresses according whit your X360 connection to your internet router). This mod is aimed for the game version 1.0 but it can be played for any TU (Title update) you have installed, I prefer the game base version. (Q) - What's been changed for this campaign ? (A) - Player Field of View, Vehicle access (Pelican/Phantom/etc) , Weapon enhancements (ammo increase, weapon placement on screen), Centered Crosshair, restored Hunter boarding feature and many other miscellaneous stuff. Feel free to post your videos/screenshots about this mod, I play H3 almost every day, if not playing GTA V on Steam or busy at work. If you're interested to play with me via System Link on X360 add me on Steam. Have fun Download link here ← Version 1.5 (DD/MM/YYYY) 26/12/2018 Custom Main Menu Halo 2 "Grunt Birthday Party" style for Halo 3 Cut hunter boarding feature restored John's new armour (MP Bipd) Player Field of View, Centered Crosshair, Weapon on screen adjustments, Ammo capacity increased Pelican thrusters replica from its final stages of development Can be seen here at 07:12 John's blue binocular's rulers from black to blue as it was back in it's developments Can be seen here at 07:00
  11. Ive been searching through Assembly, online, and the site here with little avail to try and accomplish somthing pretty small, but in turn may help others in the future (be cool in a RTE tool) if it's even possible at that. Hoping some amazing peeps here can give me some guidance or even a resolution, which might turn out to be somthing supper easy hopfully Im just missing??? Im attempting/wanting to modify the "edit coordinates" feature while forging more specifically the "Edit Coordinates > Nudge (X,Y,Z width, depth, height)" As an example: Placing a Crate/Object at the very bottom of a map it's coordinates for "height" or "Z" might be 0.0 and increasing it by one increment would be 0.1........Wow...yup........ But point being, is that theres is a Lot of Range between 0.0 and 0.1 and in a multitude of cases when forging (even "perfectly" snapping the coordinates in to exact matching numbers) object still are slightly off/not aligned...causing peeps like me to manually slam the object around untill..it does eventually align perfectly hence "Theres a LOT of Range between 0.0 and 0.1" So now...finally the questions... Anyone know: 1. - First if it's even possibly to use Assembly to "Increase/Extend" the Range when "Nudge"ing an object? (as possibly the structure of the whole game is completely "Locked" to its standard coordinates and can't be edited)-( or if it's locked how can the extra range be preset/possibly accessible through other methods?) 2. - If it can be edited, would it be !1! single edit to the "editor_gizmo" or somthing forge related/style/similar/map ...or... an edit to each individual forge object themselves? (as I'm unsure what to edit/where to look due to the state the object/gizmo/map go into once: (1. objects grabbed by the forge editor gizmo 2. Then you go into the "Edit Coordinates > Nudge" portion of the menu while forging??? (idk im dumb scum) 3. - If it can be edited ((the sequal)) I'm supposing the "Extra Range" as it appears to be "quartered aka 1/4-ed" so Id like to edit it accordingly: In between 0.0 and 0.1 >>>> now would be edited to have: 0.0 >> 0.25 0.50 0.75 << 0.1 [Even if they can't be represented onscreen while forging or it just itself takes way too much time (has to be done to each object) to add the numerical display of whats goin on under the hood in real time doesnt really matter much but would be just a cool bonus] Anyways.....anyway for me to manually add in that extra tiny tiny bit of range for faster forging perfection and alleviate even just a few headaches around for some fellow Reach Architechs? Thanks for any info at all in advance even possibily of no possibillity....probably shoulda just started and finished with this one paragraph...
  12. QQuiero ese mod alguien sabe de donde lo descago
  13. iv tried to spawn ai via tag effect i cant get it to work on mcc does anyone know how? thank you!
  14. Hey all, I noticed with the MCC PC H3 Flight they store the temporary theater files on an AppData folder. I am interested in parsing the film files to see if I can get timeseries coordinate data for the players/action/events. I'm not sure if this is possible, though. Is there any pre-existing documentation on these files I can look at? Does anyone have any experiencing working with these BLF files outside of injecting images into them? Thanks.
  15. General

    Temporary files/maps seems to do the trick and are able to download share all maps/creations in Reach, as I had played Halo 4 a lot in the past and thought this was impossible without entering Forge mode to share maps as did some other peeps I knew as we never used live back in the day and could have swore when i tried this in the past it would not work, but is an awesome overlooked feature by myself
  16. I recently tried to apply a first person vehicle using Assembly. I wanted to try other vehicles, but I gave up because there was no explanation. I downloaded a patch file uploaded by bfixer117 users on the Xbox Chaos site, but it was not applied to PC MCC Forge Mode. In addition, I would like to apply this to the campaign. Can't you see the history of the modified code?
  17. General

    Flood-Spartan Video: With news that MCC PC has been out for a while, and H2 and H3 PC are about a couple months away, I got real excited and started looking around the modding community for the first time in about 1.5 years and was excited to see the Xenia project has become extremely viable since I last checked. So I booted up my old project into xenia and got back to work. This is just how I left it all the time ago except I show you how I recently added the tank head. Any help scaling the head so it better fits the visor would be greatly appreciated. I've been up and down this site looking for something about model resizing, but the only thing I could find was Zedd's code for editing the xex, but if I could find an address to permenantly change my custom .mode and/or hlmt then I could share this map in the future without having to also share a xex along with it. Did it! Big shout out to ReteroX for the help! My current mod goals are all for this map and are as follows (list-items less likely for success as it goes): Rescale tank head on flood-spartan, and maybe fine tune it some more. Thanks again ReteroX Retexture the flood-spartan with photoshop and 3ds max (I have everything I need, I'm just having a hard time unwrapping the uv exactly how bungie did it. How is everyone else retexturing spartans? I can't even find a guide to do it in halo ce even) Fix how the player can't start with a shotgun for some reason. (The odst next to me gets one wtf) All I had to do was forceload it. Thanks Akarias, I made sure to like your helpful post. Perhaps add a flood left_arm_garbage to the flood-spartan as well. [I learned how to rotate things, here's a progress album: https://imgur.com/a/ARVr79X] (Ignore any weird weapons.) Here's a helpful tool for rotating matrices or quarternions: https://www.andre-gaschler.com/rotationconverter/ Update, was testing to see if scaling was working. Oh it was working: https://youtu.be/PTKzhUKkiLM Finale: https://youtu.be/ZAC7D9Qzi6I Give Jackals, Grunts, and ODST the same treatment as I did the spartan. [Jackal is in early stages. Lots of stretching and breaking that I'm sorting out. Ayyyy!! Finally some progress https://youtu.be/Y6nrmQTDPSs] Got the jackal to explode like a carrier on death and it is fun and makes the enemy challenging. Currently looking to add permanent muffins to it to justify the skinny guy exploding so much. Make Spartan Corpses/Jackals/Grunts infectable like brutes/humans/elites. Randomized Spartan Permutations. Remove the dialog, title, and AA blasts from the cinematic since I can't remove the cinematic, also maybe swap the music. Recreate the Flood swarm from halo wars (When I get to that I'll likely use Sentinels or Gamecheat's unmanned banshees, in combination with the quadwings from guardian.map) The "Skulker" new unit that's a hunter animation-inheriting a stalker, new textures and bump maps to cover up metalic bits and make it all look fleshy. (Lore: not a flood hunter, just another pureform or stand-in for the Thrasher. Everyone knows Lekgolo are immune to infection.) The "Splinter" A flood weapon that fires ranger needles and that looks like it was pulled off a pureform. [In early stages of development rn] Port over Zedd's flood-engineers and make bangers a lot more noticeable from other popcorns. The "Firecat" (because FirePuma doesn't sound as good), a red Warthog with a flamethrower turret. [Finished everything except the color. Expanding vehi 'Change Color' chunk just isn't working. Maybe I'll mess with rmsh colors later, but who knows what issues duplicating for that'll cause. Trying to keep my tag count down. So no HW2 flame color scheme for now.] (waiting until jackal and grunt are done then I'll make a video on all 3. Too stressful not to talk about early) Figure out what to unload from the game to improve stability. Change that BLF Block that one door with a flood asteroid. Or remove the machine that operates the door? Learn a lot of scripting for next parts Add more squads to that last area that spawn after one another when it is cleared out. A bloc (crate/etc.) with a 'Use' key that spawns weapons/grenades/equipment/etc. Force campaign scoring to always on and use as money. Script that checks campaign score, if x or above, subtracts x from it as though friendly fire, when player presses use key on one of those blocs. Have blocs say something like "Firebomb (300)" or "Magnum (100)" on its ingame prompt. Figure out how to get phantoms/pelicans to drop squads like they do in rest of campaign, rig that up to a bloc (antenna) as well. (Lore: A covenant antenna could intercept covie radio and call in a distraction 3-way battle for you at the expense of some score points. Blocs that call in actual allies would obviously cost more.) Friendly hunters that are colored green like the sangheli phantoms (which can be called in). Seriously, why wasn't this already in retail? Some Hunters defected too. Friendly mp_spartans as well (that can be called in for a hefty fee). Make a flood-truth boss. Hopefully this all syncs over LAN as it's technically just a campaign level. Stretch goals. Change the water to resemble water from Cortana level. And do detail work trying to get parts of the environment covered in flood mass. Have new flood squads drop in how they do on the Halo level (last level). Whenever model injection works, likely on the upcoming PC port, juggernauts, thrashers, the h4 flood-spartan, previous flood versions, and flood from Halo Wars 1/2 would be sweeet. I'm aware that Zedd's flood firefight mod exists for ODST, but I want the full spartan/H3 experience this time. Thank you for reading, any help is appreciated. Still doing as much research on my own as I can, things are changing every minute, especially with all my free time due to the coronavirus outbreak. Stay safe guys.
  18. General

    How can I download Ascension or Snipestyle's patcher?
  19. General

    Okay so i'm trying to add extra ai in a firefight map but I can't seem to find the "sq_sur_drop_01" squad from the expression list/scripts and change it out with a different squad of my own as in pictures down below. I've had to guess and check for the ai_place opcode. I've basically just been guessing function names and see if anything changes in the script. sorry for the broad explanation as I don't have too much time to go more in-depth. I'll elaborate later down the road and keep this updated...
  20. namely, Noble Team spartans' heads in cutscenes, any help with that would be greatly appreciated (for the most part, I am only going to change heads to grunt heads, so that might help a bit. this is also in the OG halo reach, not MCC, so that could clear things up too.)
  21. I had some ideas for a new map variant in mind while driving home from work, and when I get home, the Create option is gone. Steam updated the game while I was away. Offset 1E2F5D0 no longer exists in the new MCC-WindowsNoEditor.pak, so the old tutorials for enabling Forge don't work. If you try restoring a backup of your old MCC-WindowsNoEditor.pak from December, the same old edits now have no effect.
  22. So i made this a short list of things any user of Assembly can change without much in-depth knowledge of Blamscript /Forceloading /Injection. I will update this in the future whenever possible I]airs - airstrike 1.>Initial Shot Delay - 0.1 2.>Time Armed - 3.>Recharge Time (seconds) - 0.1 4.>Delay Between Shots - 0.3 5.>Total Shots Fired - 16 II]bipd - biped 1.>Go to Change Color ->Initial Permutations ->Color Lower Bound ->Color Upper Bound 2.>Flags Melee Attack is Fatal Can Dual Wield 3.>Dialogue Variants ->Grenade Velocity ->Grenade Type ->Grenade Count 4.>Weapons ->Weapon 5.>BIPED Immune to Falling Damage Spawn Death Children on Destroy Jump Velocity 6.>Physics Climb any Surface 7.>Contact Points Death Spawn Character Death Spawn Count III]char - character 1.>General Properties Flags -> Dual Wields ->Cannot Swap Weapons With Player ->Revive on Death 2.>Weapons ->Weapon 3.>Vitality Properties Vitality Flags ->Can Revive on Death Normal Body Vitality Normal Shield Vitality Legendary Body Vitality Legendary Shield Vitality Extended Shield Damage Threshold Extended Body Damage Threshold Backup Weapon 4.>Charge Properties Melee Consider Range Melee Chance Melee Attack Range Melee Abort Range Melee Attack Timeout Melee Attack Delay Timer Berserk Weapon 5.>Evasion Properties 6>Cover Properties 7.>Grenade Properties 8.>Equipment Properties ->Equipment ->Usage Chance IV]chgd - chud_globals_definition 1.>Global Dynamic Colors V]eqip - equipment 1.>Flags Does Not Cause Collision Damaga 2.>Change Color ->Initial Permutations ->Color Lower Bound ->Color Upper Bound 3.>Equipment VI]hlmt - model[Can be used to make NPCs /Allies,Enemies,Vehicles have Invinciblity along with Increased Health & Vitality] 1.>Go to Omaha Damage Info ->Check the Flag that says "Cannot Die From Damage" to get Invincibility for UNSC Marines /Army Troopers and in order to get Undamaged and Indestructible Vehicles go to Base Vitality and change the numerical value to 1E+38,Vitality Percentage to 1E+38 and if needed change Health Levels to 1E+38. 2.>Omaha Targets ->Lock-On Distance 3.>Nodes ->Flags ->Active Camo Always On ->Active Camo Always Merge ->Active Camo Never Merge 4.>To change the Warthog's Default Back go to warthog.hlmt->Child Object and change it to any other warthog variants such as Gauss Warthog,Rocket Warthog, Troop Transport Warthog,etc. [Note :This changes all spawning Warthogs's back on a map to the one you select. However this may not always work as some variants may be in the .map file but not loaded on the map and may require Forceloading(Using this can crash the game so do some extra information gathering on how to spawn such objects).] 5.>Omaha Instant Responses Damage Threshold VII]jpt! - damage effect 1.>Flags Does Not Hurt Owner Can Cause Headshots Does Not Hurt Friends Detonates Explosives Causes Flaming Death Does Not Hurt Player VIII]matg - globals 1.>AI Globals 2.>Player Control 3.>Player Trait Defaults ->Shields and Health ->Weapons and Damage ->Movement ->Appearance ->HUD ->Grenades 4.>Player Information IX]proj - projectile 1.>Flags Does Not Cause Collision Damage 2.>Projectile ->Flags AI Must Use Ballistic Aiming Detonation Max Time If Attached Has Super Combining Explosion Damage Scales Based On Distance Travels Instantaneously Can Track Behind Itself Faster When Owned By Player Collision Radius Danger Radius Timer min Timer Max Maximum Range Detonation Damage Impact Damage Air Damage Range max Water Damage max Acceleration Range max X]scen - scenery 1.>Change Color ->Initial Permutations ->Color Lower Bound ->Color Upper Bound XI]scnr - scenario 1.>Vehicle Palette 2.>Equipment Palette 3.>Weapon Palette 4.>Player Starting Profile ->Primary Weapon ->Rounds Loaded ->Rounds Total ->Secondary Weapon ->Rounds Loaded ->Rounds Total ->Starting Frag Grenade Count ->Starting Plasma Grenade Count ->Equipment 5.>Squads a}To change the number of Allies /Enemies NPCs Spawning in a map go to the specific Trooper Squad A->Count and change its value. b}To change the weapon of Allies /Enemies NPCs go to Single Locations of a Squad Entry /Desired Index selected and change the Initial Primary Weapon Value to a weapon of choice[Use the Weapon Palette to get the number of that Weapon] and if needed change the Initial Secondary Weapon to get a Trooper with his Secondary Weapon on their back. [Note: Look for Name - trooper/1_warthog/crew] c}Grenade Type Flags ->Dynamic Firefight Squad 6.>Squad A Actors Weapons Secondary Weapons Equipment Vehicle Vehicle Variant 7.>Squad B 8.>Character Palette 9.>Script Expressions How to Get Unlimited Airstrikes on ONI: Sword Base [Third level of Halo: Reach] Go to the Scnr->Script Expressions :- a)10865 b)13257 c)14659 d)18290 Change the Values of Value 03,02,01,00 to 127 for all 4 of these expressions. XII]sqtm - squad_template 1.>Squad ->Difficulty ->Easy ->Normal ->Heroic ->Legendary Count 2.>Actors ->Character 3.>Weapons ->Weapon 4.>Secondary Weapons 5.>Equipment Vehicle Vehicle Variant XIII]vehi - vehicle 1.>Flags Does Not Cause Collision Damage 2.>Collision Damage 3.>Unit ->Melee Attackers Cannot Reach ->Not Instantly Killed By Melee ->Unit Has Boost 4.>Weapons Detached Weapon XIV]weap - weapon 1.>WEAPON 2.>Melee Damage Weapon Aim Assist 3.>Target Tracking 4.>Magazines Rounds Total Initial [32767] Rounds Total Maximum Rounds Total Loaded Maximum Maximum Rounds Held Rounds Reloaded 5.>New Triggers Charging Time [Note:For the Mark 2488 Onager Set it to 0.1] 6.>Barrels Flags ->Tracks Fired Projectile ->Can Fire With Partial Ammo ->Fires Locked Projectiles a)Rounds Per Second min b)Rounds Per Second max c)Shots Per Fire min d)Shots Per Fire max e)Fire Recovery Time [For Mark 2488 Onager ->0.5,For Rocket Warthog ->0.1] f)Soft Recovery Fraction g)Rounds Per Shot h)Barrel Spin Rate i)Rounds between Tracers Projectile ->Projectiles Per Shot 7.>Initial Projectile ->Change the Projectile of a weapon to another weapon,spawn an object like a weapon,vehicle,biped [NPCs] in the map. Firing Effect Deceleration Time Rate Of Fire Acceleration Time Rate Of Fire Deceleration Time Bloom Rate of Decay XV]wezr - game_engine_settings_definition 1.>Trait Profiles 2.>Shields and Health 3.>Weapons and Damage 4.>Movement Jump Height 5.>Appearance 6.>HUD 7.>AI Trait Profiles Traits 8.>General Settings 9.>Respawn Settings 10.>Map Overrides 11.>Loadouts 12.>Survival Variants General Settings Respawn Settings Social Settings Map Overrides Loadout Pallete 13.>Scenario Flags Elite Respawn Settings Unknown Skulls Rounds
  23. When i change the biped to a marine/grunt/jackal the shield bar glows red and shows warning, i want to remove it and only the health bar to remain can someone help me or point me to the right direction please.
  24. General

    This isn't necessarily mod related but I don't really know where else to ask it. Obviously a bug but has anybody found the cause, or a workaround, as to why the Forge menu doesn't remember the last item you spawned on MCC PC? So, for example, you navigate to Structures > Building Blocks > Block 1x1 and spawn it but upon opening the menu again you are back at Weapons, Human. The normal behavior of the original Xbox 360 game as well as MCC Xbox One would have it remember that you spawned Block 1x1. It's so cumbersome trying to building things constantly having to find the object you just spawned again. Sometimes it does remember the last item but I can't figure out what causes it.