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Found 348 results

  1. Modding

    How do i increase Forge item limit in Assembly so i can place over the limit?
  2. Modding

    Xbox 360 Slim RGH works. Forge Campaign .MAP Mod in the game file. I see the .MAP Mod in Forge Lobby, but I have the message Kicked Back To The Main Menu After Load ScreenoO Why....
  3. Hi guys, I got around to spending some time in Assembly and I've been having a total blast modifying the various parameters of the tags and poking the changes to my rgh. I'm a big CE campaign fan and one of the things I liked to do was experiment with different game speeds by doing game_speed 0.5 in the console. I've searched through many tags where I thought this could be found, like globals for instance but I'm convinced a script needs to be written. I don't know what language Halo scripts are in but I've written programs before in other languages so I can follow along just fine. Where should I be looking to modify this parameter? Best regards, GruntyGunner
  4. Modding

    So I'm trying to re-create SPV3's Brute Plasma Pistol on Halo 3 and I want to know what changes the following stuff: Rate of fire. Overheat. Battery wasted per shot.
  5. Modding

    Anyone got anything working with the Halo Reach PC Flighting build? Was trying to add support to Assembly, but it doesn't give the engine version or anything.
  6. Modding

    Hay Gamecheat13 i joust saw this and wow didint think id ever see it. Hows is the port going? Hears a link:
  7. I am attempting to set an objective icon on the startup objective title in a FFA gametype. For some reason when I do this I end up with 2 objective titles (I'm going to do my best to explain what this is.) Basically in FFA gametypes there is a blue objective box shows up at the start of a round and the text in it is the objective title. When I use PlayerSetObjectiveIcon Another objective box appears behind the blue objective box with the icon I used. So what my question is does anybody know if its possible to remove the blue objective title that shows up at the start of the round in FFA gametypes? When I enable teams in seems to operate normally with only the objective title with the icon showing up. Whats also interesting is the new objective title with the icon will also have your players primary color in FFA.
  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

    Halo Reach: Evolved guy here. I'm working on the mod again, and I'm making a new Brute variant of the Plasma Spate, which for those who don't know, is a modified Plasma Repeater that fires in bursts instead of traditional full-auto. Anyway, this Brute variant fires slow 4-round bursts in player hands, but in the hands of AI, its bursts are unnaturally fast. Here's a video example of what I mean: https://1drv.ms/v/s!AgBNuu4h4p5cxlrA7JpGaxIoOaOC?e=lqI7j2 For some context, here's some of the weapon and AI generic stats that I feel are related to this topic: Weapon Properties: https://i.imgur.com/ijOs6Rn.png ai/generic Firing Pattern properties: https://i.imgur.com/vfK8MwA.png From my experience, decreasing the rate of fire simply decreases the amount of bursts being fired at a time instead of decreasing the rate of the burst itself. I'm kind of at a loss here tbh
  10. Modding

    When dual wielding a sword with anything even another sword or weapon, is there any way to actually lunge with said sword? Is there any way to actually melee while dual wielding? on some weapons the animation is there but has no effect. I'd imagine since reach was never intended to dual wield it may just be impossible.
  11. I'm trying to make a Stalker variant for Reach Evolved, and I'm using Exodus as my test map. I made a new variant of Brute in its .hlmt, then duped the brute_major char tag, changed the variant name to Stalker (already had the string in the map files anyway, assuming leftover from H3), set the variant index to 2, then gave it the Active Camouflage equipment. However, when spawning one ingame, they remain visible and don't use active camo. How would I go about changing that? On the subject of non-Chieftain Brutes, is it possible to give them energy shielding, and what would I need to do for that?
  12. 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?
  13. Modding

    is it possible to port the halo 4 mp spartan tags to sp? i did see a video from lord zedd with his mp spartan
  14. How do you spawn ai vehicles? In forge world.
  15. I know how to swap bipeds and play as them but I don't know how to change ODST characters in campaign with assembly, I wanted to play as buck in mombassa streets instead of the rookie. I cant find anything in the globals tag or the change colors block in the biped tag .if anyone knows anything about that would be amazing thank you -Greasy Goose
  16. Modding

    On the levels such as Floodgate and Cortana there is a ALOT of preset corpses and a lot of infection forms. Which means more mayhem. I know you might be thinking "but opticalillusion you retard you can just spawn your own squads so why bother". But i just cant let those corpses that clog up the CPU go to waste lol. Plus it looks legit AF(especially on the cortana level when you walk into an area and its foggy and there are bodies rising up in the distance) So I have a few questions 1) Instead of resurrecting corpses the infection forms want to beeline straight for me. Is it possible to "lower" your aggro with assembly so they go for corpses instead or is it hardcoded?. 2)Sometimes it appears that the corpses must be laying in a certain position for them to be infected. Like if they are twisted/on a platform the infection forms seem to ignore them and only infect if they are laying on the ground face down/face up. Is it possible to somehow change or "enlarge" the area so infection forms go for the weirdly twisted bodies like make it a bigger aura of effect or something 3)There are alot of bodies on the Covenant(the brutes, etc where you assault the 2nd citadel ) and when you come back the flood infects them but most bodies have already dissapeared due to the engine cleaning up the clutter. Is it possible to modify the timer the bodies stay up(specifically brute bodies not the useless grunt/bugger bodies). Or some sort of a temporary script specifically for that section? 4) The preset corpses are found in the scnr/biped section, correct?
  17. Modding

    The Warthog Run is a staple of the classic Halo series, even Halo 2 was originally meant to have a warthog run but most of it was cut from the final game but recently restored by BlackDimund. Technically Halo 3 ODST's Coastal Highway included a slight warthog run too. But yeah unfortunately with Halo 4, there was never anything close to a warthog run. Only thing was a ghost run at the end of the mission Forerunner. So just for fun and to see how it'd turn out, I replaced that ghost run with a warthog run instead. It actually turned out pretty well but is probably the most difficult warthog run ever even with some adjustments we made to the warthog. Changes we made: Injected Warthog to mission Forerunner (m30_cryptum) includes all sounds too Removed chaingun turret from Warthog to fix memory issues causing the mission to freeze Replaced Infinite Boost Ghost in vehicle palette with the Warthog Fixed driver seat animation Increased Warthog engine maximum angular velocity to make warthog accelerate faster Made Warthog more stable Disabled suspension to reduce bounciness Increased ground friction for better traction on ground Removed string for ghost boosting tutorial during the run Issues: Co-op is supported but players that die during the run will end up respawning in a ghost Passenger seat of warthog doesn't have right animation and will cause passengers to stand up in seat and be unable to manually get out Can be fixed by setting the passenger seat animation to ghost_d but it doesn't look right so I left it as it is Restarting mission, especially during the ending cutscene, will cause the warthog on the next playthrough to have numerous graphical issues including HUD elements to the point of being a giant blob sometimes Big thanks to Lord Zedd and Tuco for help on creating this mod! Download Link The download is for the Assembly patch file rather than the full map itself. For help with patching a clean map with that file, instructions are here in Lord Zedd's modding guide. Hope you all like the mod! It's pretty nostalgic and fun, and incredible challenging too! Video:
  18. So how do you spawn in a warthog, destroyed, on fire?
  19. Modding

    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
  20. 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.
  21. I am new to modding and would like to know what it does and if i should add it to my custom palettes or not
  22. I followed this tutorial by Lehvak on how to place new squads in a map: With this method, I was able to spawn a new pair of Hunters (as well as an Elite General, but it's not present in the following video since I recorded it before I placed the new Elite) at the end of Nightfall, as shown here: https://twitter.com/vengeful_vadam/status/1086434600199561217 However, I'm trying to follow this method on other maps, and nothing I try works. At this moment, I'd like for a few Brutes to spawn next to the Hunters in Club Errera on New Alexandria. I made sure that the appropriate Designer Zonesets were enabled for that BSP (the Brute Minor and the Brute Captain are in the "Gameplay" Zoneset on New Alexandria, which is 1, and it was already enabled in the first place). Here's what I have set up. I made three new squads for each Brute that I want to spawn (2 Minors and a Captain) and they essentially follow the same settings as each other besides the spawn coordinates and the character indexes which is 3 for Brute Minor and 8 for Brute Major. I tried copying the values used for the Hunters that spawn in the same area, which I did for my new Nightfall encounter.
  23. So I know HOW to remove equipment from the campaign maps; going to the scenario tag, to the equipment box, and change any instance of the AAs to -1 in the Palette Index box. However, some of the campaign missions will only have a single palette index number for ALL of the Equipment slots for the level, and I have no idea which slot to make the change to. Anyone know what to do in this situation? Edit: nvm, I got it figured out. I had to find the equipment boxes in the scenery box. Thanks Zedd!
  24. In a campaign mod that I'm making, I'm having the sword detonate like it does in CE, and I'd like it so the player cannot pick it up. There's a flag in the weapon tag called "cannot be used by player" but it never works for me, and I'm still able to pick up the sword even after I removed the pickup strings for it.
  25. I'm trying to edit the Sniper Rifle to do less vehicle damage, for example.