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https://steamcommunity.com/workshop/filedetails/?id=2915174168
go to the workshop folder where your mods are stored, located the mod.
>Look for the mod's Json file (not the campaign Json file)
>right click and open with notepad++
>look for MAX APP VERSION
>Change it from 3385 to 3495 (3495 is the current version) & (check for future updates to change this number)
>do not worry about having to change the MIN APP VERSION NUMBER Do not worry NO NEED!
>DO NOT CHANGE THE MODS VERSION NUMBER
This can work with any mod no matter how old it is, it even works for multiplayer map mods and co-op campaign as long as your friend updates the mod too.
Enjoy the secrets to unlimited power the keys to the kingdom are yours.
Hell, it even makes the Scarab's tail gun destructible, something that SHOULD'VE been done for vanilla H3/ODST already, dead serious here.
(also, apologies in advance for the double-comment, but had no choice due to these comment's annoying "1000 text limit"
-"Rod" Spectre appears only once, in a situation where a regular Spectre would've been enough, and can't even be driven for long since you have to kill the 4 elites riding it to take it
-PLEASE, PLEASE, and this is a plea to all modders, STOP USING THAT ELITE BIPED YOU USE. I don't know why, but they don't use the NPC Elite melee animations, but Player Melee animations, which means they stand there gunbutting your face while screaming (even the Arbiter!)
-Particle Carbine and Trinary Pistol feel pointless, they're not different enough from Covenant Carbine and Plasma Pistol to be of use. They also disappear from later missions
-Lack of pickup icons for new weapons is confusing
-Skirmishers don't feel different enough from Jackals to matter, especially since they don't behave like Reach skirmishers (dashing close, leaping around and firing on the run)
-Jackal Forms seem redundant with Human Forms, especially since there's never a situation where Jackals make sense to be present and Humans aren't, but if there are differences please enlighten me
cont...
AR: needs more vertical up range
Needs more horizontal range towards center of screen.
BR: Needs default depth reduced
When AR is close to center of screen horizontally the BR is too far towards the center (can’t see barrel)
Vertical height is a bit too high off the hop.
SMG: vertical height is too high compared to BR and AR
Hope this helps. That’s not to say viewmodel positions are bad they’re actually not too bad… but this is too just get them all into scale very closely.
The different UNSC weapons always seem out of whack in Halo 3 centred crosshairs for some reason. This could’ve been fixed if viewmodel adjustment menu allowed for individual weapon tweaking.
I see it functions for Elites
Would be awesome if it worked for Skirmishers and Jackals too!
And also, can projectiles affect bodies after death? Sometimes marines shoot dead enemies in Halo as if theyre mad at the enemy. Would be really gritty to see corpses jiggle from it.
- really nice touch with the allied separatists, which don't fill the sandbox to the brim like many other mods;
- loved the grizzly and the sections where there are at least 3 factions fighting;
- the weapons icons for some weapons, that appear as the UNSC symbol (i think) are weird for me, since if i try to pick one during combat i need to stop and look at what i'm standing over;
- the first part of the ark is too dark to play without adjusting the settings and i kept flipping over and killing my marines.