Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo 2 | Gravemind: Revamped
298 Comments
Robert Weedman  [author] Sep 25 @ 3:33pm 
Idk where hiddenxperia got that from (though I do love his coverage of it). I think he may have interpreted that as my intent, but ultimately there's nothing set up for them to ignore the player, they're just generally more likely to prioritise the brutes on the ledge.
TROSSity Sep 25 @ 12:11pm 
is this bugged cuurrently? I downloaded it because of a hiddenxperia video from a while ago and he said at the start, the phantom and elites are supposed to ignore you and fight the brutes but thats not happening, so maybe he was wrong. just curious
InsaneEnergy Sep 21 @ 5:57pm 
The game softlocks in the garden with the Phantom over it. All the elites and marines just stand around shooting it and the doors are all locked.
Cyanith Sep 18 @ 6:03pm 
Dope! Thanks!
Robert Weedman  [author] Sep 18 @ 12:11am 
alright there we go, back to the modding cave for me
Robert Weedman  [author] Sep 18 @ 12:08am 
finally, the MCC update we've all been waiting for

two secs lads
Cyanith Sep 17 @ 6:43pm 
You'll need to update the mod, the recent MCC update broke it.
Psycho Sep 17 @ 2:15pm 
need a update
zait_sev Sep 16 @ 12:56am 
ive never worted harder with mah elite buddies
[CFr] Nightmare Lord Sep 5 @ 8:52am 
@Robert Weedman well shit ! if you try to surpasse yourself for the next one i can't imagine how good it will be when the first one is already excellent , i'll stay tune then
Robert Weedman  [author] Sep 4 @ 11:34pm 
@Nightmare Lord thank you so much for the kind words! I'm having to take a break from modding, but i've been hard at work on a new project that'll (hopefully) blow this one out of the water in terms of new content
[CFr] Nightmare Lord Sep 4 @ 8:42am 
i've played your mod the first day it was on the steam workshop and i just redone it today and ho man that a lot of work you put into it ! , i pray you keep loving modding and do some more amazing content for the community , thank you for the good time i had on your mod
Seraphis Sep 1 @ 1:03am 
Won the mausoleum fight but everyone kind of just sits there after the hunters first appear. I know there is drones afterward but they don't appear (except once).

I don't think the transitions between fights are triggering properly.
Happy Aug 26 @ 9:42pm 
Are you going to upload a version on nexus for the windows version of the game?
Krytera Aug 15 @ 8:00pm 
Kino as fuck, a good challenge too on Heroic but having all the friendly AI does balance it out for an enjoyable experience. You really captured my imagination of how I thought the Civil War on High Charity would of went down
manlyabyss96 Aug 9 @ 12:26am 
softlock after winning the mausoleum boss fight, not sure what the trigger is.
Robert Weedman  [author] Aug 6 @ 11:10pm 
Awesome thanks for the deets, will note these down for a future fix
Aries-Taurus Aug 6 @ 1:52pm 
Right after the elevator. He's often pushed under the small bridge by an attacking Brute, then just chills there. I had to push him back to the lift, alongside 2 marines. The first time i didn't i was straight up prevented from getting on the "Horizontal lift" later in the mission. Afterwards there are about 2 or 3 other instances where he is threatening to do the same, though ultimately does not. Guess due to the small army that tags along with us and block each other's pathfinding. Hunters especially had the habit of bashing crates which would then block the way for the others, though they would end up also bashing them out of the way.
Robert Weedman  [author] Aug 4 @ 12:06am 
@Aries-Taurus are there any specific/consistent aspects to how/where he bugs out?
Aries-Taurus Aug 3 @ 2:40pm 
The only issue i found is that our Buddy is way too prone to bugging out and putting a stop to the whole mission. Absolutely dope otherwise.
Robert Weedman  [author] Jul 31 @ 11:58am 
thanks @dxngeons! glad you enjoyed it :)
dxngeons Jul 31 @ 6:38am 
just wanted to say that this is one of my favorite mods on workshop. your voice acting is some of the best ive ever heard in a custom project and the elite feels like an official npc made by Bungie, great moments to really build the alliance between the elites and humans. this is now one of my go to mods for a complete halo playthrough. Great Work man
GamersThing Jul 30 @ 6:59pm 
Cool thank you so much :steamhappy:
Silver Jul 30 @ 5:21pm 
You should def make one where chief goes through high charity when the flood fully hit in force
Robert Weedman  [author] Jul 26 @ 3:36pm 
@GamersThing yep! It should also theoretically support the 4 player splitscreen mod, though I haven't had any actual testing done for it so your mileage may vary.
GamersThing Jul 26 @ 3:35pm 
Can you play with friends on this?
Robert Weedman  [author] Jul 22 @ 11:11pm 
@JenkemGaming i mean it was just a recommendation based on my own settings, i don't change gamma per level either personally
JenkemGaming Jul 22 @ 6:16pm 
level looks fine at whatever gamma we have it set to. The point is you don't switch settings randomly just cause you change levels. The game was made to look good from start to finish.
Bea Sheep Girl Jul 14 @ 10:12am 
really good, though i will say the pathing for the friendly elite is a nightmare.
DrakeHellfire Jul 13 @ 3:54am 
This revamp is amazing! I thoroughly enjoyed it, the set dressing was very nice with how the elite councillor stops to look out on the city, almost as if he was contemplating the war. Well done! I did run into a bit of an issue, but I may have ran a little too far. As I was moving forward to the end of the mission after the final fight, cortana and the councillor would overlap their voices, making it difficult to hear, let alone that once cortana finished, the cutscene would start to play. I think I might have missed out on some of the rest of his dialogue regrettably. But apart from that, it was an amazing revamp and I enjoyed it alot.
BroomDude00 Jun 30 @ 11:34am 
@Robert Weedman

This happens before the scene is supposed to occur, The Phantom doesn't leave, so the scene doesn't trigger at all and the door remains locked.
Robert Weedman  [author] Jun 29 @ 12:13pm 
just for clarification - at what point do things break? i.e. do the elites do their dialogue and then nothing happens afterwards or do they go to their points but don't say anything?
Robert Weedman  [author] Jun 29 @ 12:12pm 
uh oh, that is indeed a bug...

i'll look into fixing it/getting rid of the softlock tonight
BroomDude00 Jun 29 @ 2:11am 
I'm having some issues with a particular part of the level. It's the part when the elite opens the door ready to kill Chief, but our friend stops him. There's a phantom that I presume is supposed to leave after a while. For some reason, it doesn't, and I can't move forward. Is this a bug, or is there something specific I'm supposed to do?
Thomas Jun 15 @ 2:40am 
very good
Ezik Jun 3 @ 12:00pm 
While this level revamp is great it clearly shows that Gravemind wasn't intented to have ally Elites. While it's cool to have friendly elites almost half of all encounters are skipped because of them and last half of the level becomes comically easy (I was playing on Heroic). I presume that not rescuing the prisoner elite will make the level play normally. It would be also cool to have level be balanced around friendly elites. But overall this is a great mod, especially I love the scenery changes.
BatGear May 26 @ 10:03pm 
Wish this was in the official 2004 release. Made the level feel like it has more weight rather than a filler. Very nice goodbye from that elite. Wish he could follow into the following flood level.
Robert Weedman  [author] May 24 @ 2:36am 
fix pushed, if anyone encounters any repeated issues (especially if there's a way to reproduce them) feel free to let me know in here or in the bug report list
Robert Weedman  [author] May 23 @ 8:56pm 
@CRAZYGREG0511 are you referring to the drones in the mausoleum fight? they're a random spawn. i will push a fix shortly for the softlock with that damn jackal
CRAZYGREG0511 May 23 @ 8:38pm 
I played this in COOP and it worked for the most part, but the mausoleum seems to be a big issue, there were a few instances where the enemies stopped attacking and we'd find out that a Jackal isn't following them in. And the drones didn't spawn either like they were supposed to, took a few checkpoint resets. Fun mod regardless, wish there was more like it with background battles for HALO 2
XxX_S4LT_L0RD_XxX May 22 @ 10:53pm 
This mod is very fun at first, but as it gets closer to the Mausoleum it kinda falls apart. For the positives its a fresh fun take on arguably the longest level in Halo 2 and the friendly elites is a nice change of pace, however the issues come into play once you get past the jail, its very very easy to have the friendly elite just die by walking off the walkways or getting crushed by boxes flying, second is the amount of brutes and their allies you fight make it near impossible to keep allies alive, I also ran into the same bug at the Mausoleum where the Phantom would not leave and the next scene wouldn't trigger (likely because the friendly elite died before this) it sucks because aside from my problems its a very fresh fun take. If anything could be done to fix the elite dying issue it could be to mark him as essential so that if he walks off the edges he teleport s back up, or is made like Johnson so he cant die if he gets crushed by boxes going mach 10
StevensDark123 May 21 @ 11:09pm 
Thats canon for me
Robert Weedman  [author] May 21 @ 10:50pm 
@SuperGrunt not consistently to my knowledge, what happened?

@CptPylot yeah it's not terribly ideal, one of the many things on my to-do list for the next big update
SuperGrunt May 21 @ 4:23pm 
Is the elite buddy broken?
CptPylot May 20 @ 4:57pm 
Its lots of fun! Great new encounters, great vision and would building! The only con is that areas where you have only elite friends are now dead spots in the mission. A big showcase of this is the ending. It needs to be reworked because elites and hunters are now on your side which makes it meh.
Ryzen Fox 64 May 19 @ 9:38pm 
if the entire campaign was done like this id never stop playing halo 2
likesofme May 10 @ 2:36pm 
I now consider this canon.
200 Angry Locusts May 8 @ 2:08am 
I think my elite buddy fell off a ledge or something because i didnt see him for most of the mission past where he gets his armor
lifegames312 May 8 @ 12:28am 
i just played through this mod and needless to say i absolutely loved it
i found it via tiktok a while ago and decided id get the mod and play through it and i loved every bit of it, it feels like this is how halo's story should have gone
this is definitely one of my favorite halo mods now, i hope to see more like this someday in the future
MudgeLord May 7 @ 11:37pm 
I'm playing this right now and honestly loving it so far. there are a couple of things I would change, though. When rescuing the imprisoned elite, Cortana says, "That's the last of the marines" when there are no living marines. I would personally have a couple of survivors and maybe add like 2 friendly grunts in another cell. Just a thought. Also, perhaps have the Marines comment on the elite when we let him out. Not sure if there would be any existing lines that would be good, though.

There's also one part where you meet a bunch of elites and grunts in the tower after the 2 gravity bridges, right before Cortana talks about going through the mausoleum. once you get to the door, a brute and some jackals come through, but they die almost immediately because there are so many friendly elites to help out. I wouldn't say take away any of the elites unless necessary, but I would make this part a bit harder. especially when you go onto the bridge with the turret.

(part 1)