RimWorld

RimWorld

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HALO - The Covenant
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Mod, 1.6
File Size
Posted
Updated
36.606 MB
Feb 17, 2024 @ 12:45pm
Sep 21 @ 6:41am
78 Change Notes ( view )

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HALO - The Covenant

Description
Join the discord for better response time and help (
https://discord.gg/mvqZUJPjya ) updated discord link 2024

READ ME!!!

So to start off this is a Work in progress Halo Reach themed Covenant mod, also since this is WIP don't expect a in depth description for now just straight to the point answers. Thanks to the help of Dylan Scoot and people rimworld discord me and dylan manged to put together a somewhat decent in our opinion mod, that's still work in progress but its playable. Why publish it now? Well because i don't like having mods that are in a playable state sit and collect dust on my computer.

INFO FOR THE Kig Yard Shield !
The Shield that the Kig-yar uses if they don't spawn with it or you can't use a weapons type with it go into setting - mod options - than look for vanilla shield expanded. to pick what works and what dose not


Whats dose this add currently
  • Four Covenant races Unggoy and Sangheili and jackle/skimmers
  • All your well know Covenant weapons from Reach besides like one (beam rifle)
  • Pretty much for the most part all the Halo reach Elite and Grunt armor (Im pretty sure maybe)
  • Three turrets ( two Automated, one maned)
  • Voices for both races you need Biotech
  • Covenant faction
  • Brutes

CVN Mechanoid Warfare Core
is needed to Pick up and drop off Vics but is no longer a requirement

DLC requirements ( you can still play with the mod without them)
The Royalty DLC : allows you to use the make and use the Jumpack
Biotech DLC: Adds Voices
You will just get one or two harmless errors when you boot up the game

What will be added in the future?
  • Vehicles( idk about this yet might add air vehicles but ground 50/50 chance tbh)
  • more armor and weapons

Balance (Rebalance coming soon)
This was Balanced around the UNSC faction mod and a Anti killbox mindset ( i hate killboxes)
so when it come to changing certain stats here go a helpful list of what i will and will not change

  • Weapons i can change if needed (still trying to find a sweet spot for this so please let me know if something is a little overpowered i know like 2 weapons that are currently OP)
  • other things that i may have overlooked tell me

CE? READ ME!!!
I usually make CE patch for my mods but this one with how much XML and other factors i don't trust my self or my patience to do a CE patch for this mod in its current state seeing as it not finished but if anyone want to make it CE compatible by all means GO FOR IT. If you read this and still comment "CE???" or "CE WHEN?!?!?!" im deleting your comment.

Bugs
If you have Bugs post them but Please read the other comments in there to make sure the bug you have is not already in there i hope there will not be many mods that are cause game breaking errors but i will try to fix them as soon as possible when they come up.

Incompatibility

- Big and small Genes

- Dress for the weather

Our Discord for Bug Reporting and updates Etc

https://discord.gg/mvqZUJPjya

GitHub for the mod: https://github.com/kingsop12/Halo
ko-fi
The Ko-fi for the mod if anyone want to donate anything all profit gose to coding commissions
https://ko-fi.com/copedestroyer

CREDITS
My Bank Account
Dylan Scoot for all the amazing art and giving me the idea do this type of mod
VFE for the XML references.
Unofficial VE Shields Addon mod for examples in using shields
Rimworld community for being helpful.
Popular Discussions View All (6)
8
Oct 9 @ 7:17am
another bugreport
DumbledoreDoor
17
Jul 30 @ 12:50pm
1.6 Version Bug (Fixed)
kev675243
4
Sep 12 @ 9:16am
Invincible Brutes
Whispering_turd
713 Comments
markmywords800 Oct 26 @ 3:43am 
side note I love that you made the covenant an uncontested oppressive force.
Cope Destroyer  [author] Oct 26 @ 1:28am 
yeah after testing everything still works as it should i prob should put it somewhere saying your typical vanilla weapons won't do much but the grav hammer side ability its most likley causing that since the cooldown for it is low
Rex705 Oct 25 @ 7:51pm 
I don't really have any issue with shields. I used Character Editor and edited the stats of all the UNSC / Cov weapons and armor compaired to the Colonies Evolved mod and gave them a buff going for the higher stats for UNSC and lower for Cov. I never got around to adjusting Cov armor because my guys could finally fight back and survive standard raids and ambushes.

The only issue I had was the insta kill Cov melee weapons like Grav Hammer and Honor Staff. Sadly I could not see a way to edit the stats of melee weapons in Character Editor.
Cope Destroyer  [author] Oct 24 @ 12:01am 
yeah im looking into it its kinda weird rn
markmywords800 Oct 23 @ 11:03pm 
Dope thanks, I think shields in general are bugged right now because all the moded shields are doing the same. Like from the UNSC mod and even mech shields
MegaPro1921 Oct 22 @ 12:03pm 
It should have a special Gestator since again the Scarab was controlled by actual creatures called Rhulolekgolo, And there were also different types of scarabs. I hope we get to construct more than the usual head beam and anti air cannon type scarabs c:
Cope Destroyer  [author] Oct 22 @ 12:00pm 
still a lot on the drawing board but it will most likely be a mechanoid
MegaPro1921 Oct 22 @ 11:58am 
Will the Scarab be a vehicle or an Mechanoid? Since according to the lore the Scarabs werent piloted. They were controlled by some smaller creatures. But its also a mining vehicle as well strangely enough
Cope Destroyer  [author] Oct 22 @ 7:41am 
yes
MegaPro1921 Oct 22 @ 7:07am 
Will you add the Scarab?