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Found 315 results

  1. Modding

    Hay Gamecheat13 i joust saw this and wow didint think id ever see it. Hows is the port going? Hears a link:
  2. Modding

    Soz for no responses to anyone (i was moving) but this was my previous topic(I was trying to make one of the Phantoms on the ark destructible and couldnt figure out how because the vehicle wasn't set to "deathless" or anything so it appears that the phantom is governed by a script to be indestructible and I believe i found the script) the problem I have is that the script isnt saving when I click "save and compile. So my question is what can I do to make that phantom destructible?
  3. How do I spawn as any biped such as a brute, marine, etc in a campaign mission? I figured that I didn't really want to spawn a biped every time I wanted to drive a biped so I was wondering if anyone knows how to swap the starting character (ex: Master chief) with a biped as well as give it the ability to be driven?
  4. I am new to modding as I have just gotten an RGH xbox, and wanted to spawn AI through the effect tag like Lord Zedd does in his video. Specifically, I wanted to spawn marines since I already modded the marine's biped to be drivable. I know a lot of the modded community is dead now, but help would be greatly appreciated. Also, I use assembly to edit my maps.
  5. Now im fairly new in the modding scene and im wondering how to import custom bitmaps into .map files for halo 4.
  6. Modding

    Possibly some sort of RGB float values for the game? 0x82A90050 -(change found: coulor change red when you go up in value) default: .float 1.0 0x82A90054 -(change found: coulor change green when you go up in value) default: .float 1.0 0x82A90058 -(change found: coulor change blue when you go up in value) default: .float 1.0
  7. Like for example, say I want the 7th column or Bungie nameplate in Halo 3 to appear on my player profile, is there anyway I can do that offline or is that server controlled by Bungie?
  8. I've been able to decode various gametypes to XML files, but whenever I do a gametype like Mythic Slayer or Mythic Infection, it gives an error: #0 is not a valid Player.Object variable index What does this mean, and how can I fix it? The variants won't show up when trying to load them directly with z-scriptor, despite the fact I extracted them the same way as the other variants. For the sake of detail, the command box also shows a list of what I presume is half-decoded XML with a bunch of question marks in lines. I am also using KSoft 5040.43099, using the batch files to decode (more reliable than z-scriptor, but it still works as an editor).
  9. Modding

    Soz typing from my phone when I get back will get screenshots and squad numbers 1) On The Ark, the phantom that drops off hunters is indestructible, how do I make it destructible? 2) How can I change corpse/weapon/vehicle despawn and removal rate? 3) How can I put every tag into a map?(kind of like how we have the Lord Zedd's multiplayer the covenant where you get every tag at the start) 4) How much AI/vehicles can the xbox 360 handle at once (approximately?) like 25? 5) If you remove scenery like for example truck beds or oil drums and random weapons that come from crates does that allow the game to process more AI instead and make the game less laggy?
  10. Hello, Ive tried patching my default.xex and patching the .dlls as well, but my xbox is still unable to load program. It just says to contact I'm using xbox neighborhood to xfer the patched files over. Ive been looking all over the internet, I found a supposed modded.xex already made from When ive used that, the game will load up but no .map modded files will show. When i download a modded map from a website, those are not showing up as well. I even tried to patch a mod file i create in alteration, but it wont show up. Also Ive been able to edit in real time via assembly tool. But halo is still unable to read of the map files. Ive tried patching the mod maps through assembly as well as alteration but still cannot read them. Obviously I'm doing something wrong here, could someone please advise? There are a lot of modded maps on xboxchaos i would like to use. thanks, -arms
  11. Modding

    1) On legendary/heroic extra shade turrets are spawned on Tsavo Highway/Ark/The covenant. Where do I find the file/script/whatever that places them even on normal/easy difficulty? I tried the "always place" checkmark thing but nothing happened. I could kind of figure out how to spawn the extra npcs that are placed on those difficulties but not those things 2) Where do I find the heroic/legendary damage sections? Like how can I mod the damage enemies do? 3) What sections do I mod to increase my grenade counter?(I want to make it like halo 1-2 where you had 4 grenades)
  12. Al I want to do is port the campaign maps that I modded in Assembly (on my PC) into my 360 HDD where they actually launch and work. (and yes i understand simple copy pasting doesnt work). ) ive downloaded various Xex's of halo 3 and none work. Ive even took a step back and started from something easy like this(even a 6 year old can do this as this has it all step by step I literally copied what he did and double/triple checked) and STILL nothing,. . Either discord or skype(prefer discord). Or even through here if possible as long as it works(prefer not to do it through PMs tho) Money will be transfered via paypal
  13. Modding

    Reach modding can be fun in a lot of different ways but it can also be fun once your flying with it
  14. After 10 years I have come back with a modded 360 and want to mod my halo 3 a bit. I used to heavily mod halo 2 long ago, and already got that. I already am able to mod everything, even got the 360 SDK set up with assembly and am able to poke which is great. I have been trying for hours how to correctly scale a character in halo 3, like this youtuber here I tried changing many values and found some that actually sort of work, but not near as good as the youtuber did it. I went into mode tag and changed the compression info (changing everything times 0.3) It sort of works but not really. At least their feet plant the ground. but their phmo and coll are still from the original bigger one. Here, I found I could simply change this runtime node default scale from 1 to 0.3, and it actually works better. They look good, and they take coll hits ok (can only shoot where their model is), but their phmo is still the original larger one, and they always stand in midd-air (I guess the middle of the phmo or something) I tried to scale the phmo to the new model size but nothing seems to work. I have been at this for hours and I don't know how to fix it.I tried changing a lot of values in phmo in assembly but nothing changed ingame. I even put the marine phmo as null in the marine hlmt but they still had a phmo lol. Assembly says its updated with 2016. found an old se7ensins thread titled "Model Resizing: The Correct Way" but it just tells you to edit phmo values that the marine phmo doesn't even have. Anyone have any ideas? Or maybe have any mods with scaled characters I could look at?
  15. 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.
  16. Modding

    Hey guys, I've downloaded Gamecheat13's Ai playground 1.1 map and I have followed everything to the letter with lord zedds executable to run the ai and the map itself but whenever I try to spawn certain ai and vehicles such as pelicans/phantoms or brutes/marines, it freezes and I have to turn off my jtag. Any ideas on how to fix? Haven't found anyone else with this problem! Also, every file for the map to run is in it's proper folder. Any ideas on fix?
  17. Modding

    Hi everyone, I've recently been messing around with Assembly with the intention of extending it a bit, and have been trying to understand how the application reads / parses Halo 3 maps. I'm specifically interested in where I can pull out the raw animation data for various models for analysis. Totally open to the possibility this leads me nowhere, but I thought it would be worth a shot. For exploratory purposes, I'm trying to extract the raw Halo 3 animation data for objects\levels\multi\zanzibar\big_wheel\big_wheel, since it is contained entirely within, and should be a very short animation. Here's my limited understanding of how reading animation data could work: As I understand it, asset data is associated to tag metadata via "resource" or "zone" references, which are contained within one or two data pages. So, to extract a resource contained entirely within a single page, you'd calculate the start offset like so: cache file's resource table offset + page offset + resource offset in page. In the partially parsed jmad file data for big_wheel, I see a referenced raw information zone at the bottom, with an asset index of 2328, so I looked it up in the resource table and found the necessary offsets which got me a start file offset for the raw data. To calculate an end offset, I ran through the resource table, sorted by file offset, and found the starting offset of the entry immediately after it which gave me 84 (bytes I assume). So here's my question: am I on the right track? Does any of that make sense? Am I looking in the wrong place? Bonus question: is there an IRC / discord channel where modders hang out that would be a better place to discuss this? Thanks for reading this far, and I just wanted to express my appreciation for how much work went into making Assembly the amazing tool it is today. Incredible stuff!
  18. Modding

    I posted this in the general xbox forum but I think it'd be more appropriate to post it here as I'm more focused on doing it for Halo 4 and other Halo games in general. So basically, is it possible to change the button mappings or controller scheme in any Halo game? I know on the Xbox One you can just change the global button mapping settings, but what about on an RGH 360 or Halo game? I don't know if it'd be game specific or if there's a global setting I can change for the button mappings.
  19. .:: Forge Strings Fixed (Halo 4 Beta) ::. By ChrisAn8er Fixes some missing strings in Forge. I nulled out a couple of things because it gave an error and froze my xbox. I can't get the warthogs or the mongooses to spawn either. EDIT: I want to point out that I didn't fix all the strings. Just some. UPDATE - 9/9/2015: Finished adding the missing strings to Adrift. Enjoy Mod Information:Mod Name: Forge Strings Fixed (Halo 4 Beta)Creator: ChrisAn8erPatch Download: DownloadVideo:
  20. Modding

    Star Wars Galaxy at War is a non-profit fan-made Halo 3 project. As a Halo/Star Wars fan I have always dreamed of combining Halo's engine with a Star Wars Universe, this mod will deliver just that. With the help of bitmap injection and tag injection this mod will be made possible. New playable characters, vehicles, maps, textures, and weapons will be added. This will play like a Halo game but will also be able to be played in third person to create a Star Wars Battlefront style of gameplay. I will keep you posted on this thread for updates so stay tuned. Creators: Stu Pickles and Lehvak Main Menu (WIP) Characters (WIP)
  21. Hi everyone. A couple of years ago I asked TRUSTYSN00ZE on Xbox Live to make a Sharpshooter gametype (that we used to play in Halo 4) for me and 550 people in my Halo Reach custom game clan. So, 1 month later he did, while also adding Gun Game features to it and named it Weapon Wielders instead. Then I asked him if he could make the one final gametype that we would love to have, that we also played in Halo 4 - Speed Limit, where your vehicle will blow up if you don't maintain a minimum speed limit. Soon later he did, while also adding Tron trails to the vehicles and named it Tron instead. But the problem is: if you have more than a handful of people playing it, the vehicle trails don't kill you, so the trails are pointless. I asked him if he could remove the trails but he said he's too busy at school and doesn't have his Xbox with him. So now, I am here asking if anyone else who is a modder can please edit his Tron gametype for me and my big clan so that it doesn't have trails attached to the vehicles, but you still have to maintain a minimum speed so you won't blow up (Speed Limit, which is what I asked for). The gametype Tron is in his fileshare, but it needs to be edited. Or you could start a new gametype from scratch instead, if that would be easier. If you can't help, that's fine. If you can, great - we would all very much appreciate it. Time doesn't matter - you can do it whenever you'd like. Now that's it's the summer, it would be the perfect time to do so when most people are home from school. But please don't ask me for any money because all of the modded gametypes out there were made for free, including the ones I asked for above. I'm also partially handicapped so I don't have money to give anyway. I appreciate all you can do for us. I'm sure the kids would have a blast playing it, as they currently are while playing my 400+ different maps. Thank you. AM3R1CAN MUSCLE (Halo custom game host for 9 years since Halo 2)
  22. Modding

    Considering I've never seen a .map mod for Ghost Town before, I decided to make one. It Ghost Town but reskinned to look like a Covenant City. All of the weapons have shader, projectile, and behavior mods. I have the Pelican, the Phantom, and a Suped-Up Antiair Wraith in it. I also edited what the Bungie Flames effect looks like, and made it so elites could have it too. Finally, the entire map has its shaders changed out. All I need to do is make modded versions of the Warthog, Shade Turret, Banshee, Mongoose, Hornet, Wraith, Scorpion, Prowler, and Chopper then I will be done! I know how to mod the vehicles, but really don't have any ideas as to what to do for them. If you all would like, you can put in ideas and if I add them, I'll put your name in the credits. Anyways, some screenshots of this will be below. (I do not own the that is in the background) Images can be found here:
  23. Modding

    So I got this bad boy from 5k mods and I was wondering, what Halo 3 mods do you guys suggest I try out? I have both Halo 3 Mythic fully unlocked with all armor already including Bungie Body and the Halo 3 beta unlocked.
  24. Hello all. I would like to apologise for any confusion this caused/causes. This mod doesn't add the campaign maps into Halo 3 Mythic, you will need to obtain the maps from Halo 3 to use this mod. Why make it then? Because I just did, okay? Anyways, the mod is now ready for release! You may download it here Note: You will need a modded .xex for this, which Lord Zedd has already graciously provided a patch for that you can find here. Thanks to Xerax for their original "How to edit the mainmenu" tutorial which got me very, very lost but did help me have a general idea of what I was looking for when it came to mainmenu stuff. Also please keep in mind that this is the first version, the next (whenever it comes out) will have Campaign scoring and Skulls added back in. [Update 04 July 2017]: I can make no promises of campaign scoring and skulls making a return in the next version. The next version WILL not build off of this one as it was never really intended for a public release and releasing it was a last minute thought. I'd removed useless features that don't appeal to me in the slightest and that I never use, however I do recognise that some people would in fact use such features. Please open the spoiler below for details on a future release of this mod. [Update 07 July 2017]: I can make such promises. Campaign scoring and skulls do work and I just assumed they didn't because the "<_x_button/> Edit Campaign Options" string doesn't display. Either I will make it display properly or I'll do it in a hacky way, though it's not a main concern of mine right now. I'm learning a lot off this one mod. The way I'm developing this right now is all of my test changes are being done on a version based off of the previous release and when I've tested everything, I'll be making all the changes to a clean copy of This means that the control options that I cut will be restored without me doing JS, though I will remove LIVE features. Plus it means that anything that didn't work and all the hacky stuff for testing won't be in the next release so the finished release will be a smaller size than what I'm currently working with. Also I'm pretty sure I know how to add MC and Arbiter into the Campaign lobby background. If I do I'm thinking of adding 2 elites with them too because why not? Some string changes are done, Subtitle toggling is back, I'm also removing unneeded strings left over from the alpha and beta versions of the game, if removing LIVE strings doesn't cause any problems (which it shouldn't) I'll remove those as well. Pretty sure that's it for this update. Thank you all for taking the time to read this. P.S: What to expect when you DON'T have the campaign maps...
  25. Modding

    How do u get cross injection to work?, H3 to ODST.