Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo CE: Lore Accurate Edition
92 Comments
orangastang  [author] Oct 8 @ 9:43am 
@WolfShadow2021 playing through Halo 2 with it, I wish they never removed it. It's such a fun weapon compared to the SMG.
WolfShadow2021 Oct 7 @ 7:05pm 
i am loving both the ce and halo lore accurate mods
and thank you for adding the ce ar to halo 2
orangastang  [author] Oct 7 @ 6:57pm 
@WolfShadow2021 I take it back. I added the Assault Rifle into the Halo 2 version of the mod.
orangastang  [author] Oct 5 @ 2:32pm 
Halo 2 Lore Accurate Edition has now been released
orangastang  [author] Oct 5 @ 9:55am 
@Aneurysm that was explored, and while it would be much more lore accurate, it made the game feel strange. I'm also afraid of breaking triggers because the player can move from point to point much faster than intended.
orangastang  [author] Oct 5 @ 9:54am 
@WolfShadow2021 it always bothered me that the Halo CE AR wasn't in Halo 2. Unfortunately, I don't have the experience or know-how to add it to the game.

I'm also out of time as the Halo 2 mod is set to release this week.
WolfShadow2021 Oct 3 @ 12:09am 
you have got yourself a new follower
the mod is pretty fun

i will make one request/ suggestion
please add the ce ar to halo 2
to me it doesn't make sense lore wise why we don't see it
Aneurysm Sep 30 @ 7:43pm 
Before playing, I believe you may need to alter spartan´s speed too
orangastang  [author] Sep 30 @ 9:53am 
@Mosquitoslayer Good analysis! I'll lower the amount of rounds it takes for the Magnum to take out a Ghost and a Banshee.

I'll change the sniper rifle to kill a Ghost in 1 hit, Banshee in 1-2.

And the Magnum to kill a Ghost in 2-4 and Banshee in 3-4. I generally go slightly above the number of bullets it would take to kill something to account for range damage falloff which I never wanted to fully implement into the mod due to the length of time it would take.

I'll include the sniper values in the Halo 2 mod I'm working on now too. Although the magnum in Halo 2 doesn't fire explosive rounds so I'll leave that unchanged.
Mosquitoslayer Sep 29 @ 7:55pm 
Hello mate, i didn't tested the gameplay yet, i wanted to draw your attention on something :
We are good on something, the Elite (Shield and body) should take 1 to 2 hits from the M6D Magnum (.50 caliber, explosive) which is quite realistic

Where the sheet seems to be weird using this calculation is about the Ghost/Banshee, withstanding 36 shots from .50 explosive caliber and the sniper rifle, which is even bigger caliber.

Let's see what we knows : The Ghost is made with a kind of metal parts (We don't have the exact composition but it's ok), we can safely assume the metal is far more efficient than the one we knows, Covenants have superior tech.
Mosquitoslayer Sep 29 @ 7:55pm 
From the lore, the Ghost is broken in two parts :
-The front, where it contains the firing system, the motor, and the vehicle systems
-The back which if i understood well is really just a seat lol

A .50 cal explosive round carries the equivalent of 15–18 grams of TNT, plus armor-piercing effect.

So 36 rounds = over half a kilo of explosives
plus over 18,000 joules of kinetic energy each

What "kills" a vehicle is when the vital components (like a body) are damaged/destroyed. You can break, burn, destroy a car's door. The car is ok.
Mosquitoslayer Sep 29 @ 7:54pm 
For the ghost (and probably banshee too), everything of vital is compacted, at the front or within reach so it is even worse for them

Realistically, 1 or 2 shots from the M6D magnum would literally explode the vehicle and the driver too. 3 shots if really they have a very very strong metal

From a design logic, these vehicles are not made to withstand hits, but to deliver devastating plasma bolts. It's not there to tank, but to destroy.

The sniper would probably obliterate the vehicle (one shot in front would pierce the components and i would not be surprised that the bullets pierce the driver behind)

Would the Covenant win battles against Humanity with pistols that fires .50 caliber explosive ammo is an other question (Especially when crewmen are equiped with .50 cal pistols and marines 7.62mm... seems like someone high up in ONI's logistics chain was smoking Hunter gel lol)
RandomAname Sep 29 @ 9:28am 
so basically its skyrim requiem mod but for ce?
orangastang  [author] Sep 29 @ 4:31am 
@Qsfff You're right, ghosts and banshees are too fragile so I've doubled their resistance to plasma pistols, rifles, and turrets. Tanks also received a substantial buff. But I stand by the lore that Banshee's and Ghosts are lightly armored and would go down quickly to small arms fire.

For the human pistol, it fires .50 cal explosive rounds in the lore. 6 rounds of those to take out an Elite minor's shields and 1-2 round to finish them off is reasonable. Whether that's more effective than the sniper rifle is up to the engagement distance and the lore. Halo's map sizes rarely give distances you would use an actual sniper rifle for, so it is what it is. I'm having the same issue with the Carbine and Battle Rifle in Halo 2. 70% of encounters take place at ranges where other weapons are just better in the lore. I've had to get creative to make them viable in the game while respecting the lore damage values.
orangastang  [author] Sep 28 @ 4:23pm 
@Skolotaj about 90% done with Halo 2. The needler thing is unfortunate. If I had more experience I'd modify the AI so that Marines would dive out of the way if lots of needles were coming their way.
Skolotaj Sep 28 @ 8:11am 
one thing i think is not good is that the needler follow from too much distance. Grunts obliterates marines from 100 meters becouse marines cannot evade incoming needlers from distance.
Skolotaj Sep 28 @ 8:05am 
super mod, was my dream to play with "lore" settings. Please do other games too
Qsfff Sep 28 @ 6:53am 
Human weapons and vehicles are very reasonable except pistol that is effective against elites and in most scenarios better than sniper rifle.
Qsfff Sep 28 @ 6:51am 
Needler is still worst weapon here even with buffs, as it deals no damage to shields and against flood there is always shotgun
Plasma rifle is just super effective against everything same as plasma pistol but with superior accuracy and projectile speed. That fire rate buff is definetly not needed.
Ghost and banshee have less durability than elites and that doesnt really makes sense lore-wise.
Lightly armored doesnt mean it is not armored at all. Plus plasma guns on them are dealing around same damage as plasma rifle but with terrible accuracy. I dont understand how ghost is supposed to be fast and dodge plasma bolts with its sluggish acceleration and turn speed. Banshee is even worse because manuevers dont exist until halo 2. Only usable to fly to destination in safe environment as it gets destroed with just on spree from plasma rifle. Wraith has like double or something like that hp of ghost and that makes it a joke. Just shoot it a little with plasma rifle and wraith will explode.
orangastang  [author] Sep 26 @ 4:59pm 
@Solur Voludun I had to update the maximum and minimum game versions when I upload the mod. I set the minimum game version to 0.0.0 and the maximum to 9.9.9. Now, whenever MCC updates, in theory the mod should always work unless they change around the game files which I highly doubt they'll ever do.
Odimendax Sep 25 @ 12:29am 
I retract my last comment, it seems to work now! thx for amazing work
Odimendax Sep 25 @ 12:27am 
this mod doesn't show up in mod list when i open mcc (mods enabled option). what i am doing wrong?
Solur Voludun Sep 24 @ 11:16pm 
@orangastang Great! Glad to be playing again.

I'd like to know, what did you have to do to fix it? Some instinct tells me I should know
orangastang  [author] Sep 24 @ 6:02pm 
@200 Angry Locusts should be fixed now.
orangastang  [author] Sep 24 @ 6:02pm 
@Tachaerus Should be fixed now
orangastang  [author] Sep 24 @ 6:01pm 
@Solur Voludun Should be fixed now.
orangastang  [author] Sep 24 @ 6:01pm 
@Randomhalomarine It's not you. A recent MCC update broke the mod but it's fixed now.
Randomhalomarine Sep 22 @ 6:52pm 
Alright, feel free to make fun of me. I have installed this mod and when I load in there is no campaign for this mod. Do I play the built in campaign or what. I tried it and its been a minute since I've played ce so I cant tell the difference.
Solur Voludun Sep 21 @ 4:33pm 
@Tachaerus Unfortunately it doesn't seem to have worked. I followed your advice but nothing happened, and I don't know if I did something wrong or this is up to orangastang to fix
orangastang  [author] Sep 21 @ 1:40pm 
@Qsfff Hmm. I'll go check and see, although I suspect it's made automatically.

To your other comments about the plasma rifle being OP, the mod is modeled after the lore, and in the lore, the plasma rifle "is" OP.

1 bolt kills most humans. Armor might save you but you'd be severely wounded. Plasma bolts also has a slight EMP effect, making them effective against shields and vehicles. In the lore and books, the Ghost is basically an antigrav motorcycle with very thin armor meant to protect against very small arms fire for a limited time, as you would primarily be strafeing your target at high speeds. To model this in game, ghosts have lower health against plasma but much faster speed, making them more difficult to hit.

Come Halo 3, a Mongoose would probably go down with 1-2 hits from plasma due to the lack of armor.
Qsfff Sep 21 @ 7:02am 
Exactly What Tachaerus said, i do not know if you are making this file or it is made automatically
orangastang  [author] Sep 21 @ 6:20am 
@Qsfff is that within steam? Or do I need to change the mod version in MCC mod uploader?
Tachaerus Sep 20 @ 12:29pm 
Workaround until orangastang fixes it:

Shutdown the game.
Navigate to your Steamapps\workshop\content folder, open the folder numbered 976730, and then the one for this mod, 3559179109. Open Modinfo.json, find the MaxAppVersion section, and change the value for "Minor" to 9999.

Save and launch the game, and it should be playable again.You may need to do this every time the game updates.
Solur Voludun Sep 20 @ 10:00am 
I think I now know what Angry Locusts was talking about. Even though I have the Multiplayer installed, for some reason this mod no longer appears when I want to play it. Other custom campaigns do show up but this one's gone
Solur Voludun Sep 20 @ 2:52am 
@200AngryLocust How so?
200 Angry Locusts Sep 18 @ 10:04pm 
I think the latest mcc update broke it
Qsfff Sep 18 @ 7:47am 
Ghosts have no hp at all, that doesnt seem to be lore accurate
Qsfff Sep 18 @ 6:24am 
Can you put 9999 in max version so it wont break with updates?
Qsfff Sep 17 @ 10:04am 
Plasma rifle is kinda op
Solur Voludun Sep 16 @ 9:55pm 
Great!
orangastang  [author] Sep 16 @ 7:26pm 
@Solur Voludun almost done with H2
Solur Voludun Sep 14 @ 10:35am 
I just beat this mod, it was great. Loved it.

Can’t wait to seeing your take on the rest of the games
Solur Voludun Sep 12 @ 6:53pm 
@orangastang

I think they're being a bit too tanky against Sniper Rifles.

And as for Zealots, I got the impression that they were easier to kill than Majors, but I gotta test that out
orangastang  [author] Sep 12 @ 6:20pm 
@Solur Voludun It's probably working as intended. Covenant shields are very tanky against certain types of weapons. Specifically ballistic weapons. Spartan shields are even tankier against ballistic weapons and can take a full clip of AR rounds before collapsing in the lore.

Elite minor shields in the lore can tank 5-10 AR rounds while Zealots are shown to tank 30 at times. In the mod, Elite ranks have their shields scale while their health remains the same. Majors have shields increased by 50%. Zealots (golds) scale up to 300%. Is there a specific weapon you think they're too tanky against?
Solur Voludun Sep 12 @ 3:36pm 
So I'm going to point out something I'm not sure if it's working as intended or should be fixed, but Elite Majors (the ones with red armor) are a bit too tanky
orangastang  [author] Sep 11 @ 4:27pm 
@M0URN1NG5TAR and it only took 5 updates!!!
orangastang  [author] Sep 11 @ 4:26pm 
@Јован Кочев If you are stuck in infinite loading screens make sure your Halo CE multiplayer add-on is installed.
Јован Кочев Sep 10 @ 12:48am 
it wont start the mission
M0URN1NG5TAR Sep 9 @ 7:24pm 
Needler seems to be working as intended!
orangastang  [author] Sep 9 @ 5:32pm 
@Gander, I have no idea of what's causing the checkpoint issues.