[MOD] ODST sans CE, v1.3 now up!

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2310
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[MOD] ODST sans CE, v1.3 now up!

Post by 2310 » Thu Jan 21, 2010 6:25 am

There seem to be a lot of Halo 3:ODST inspired mods, and most of them have a lot of CE content, which may be glitchy or slow. This mod is hence for those who want to enjoy an ODST experience (you're not an supersoldier anymore!) with the original Halo graphics/models/etc., and do not mind lacking the ODST models.

Main changes:
  • Reduced shields (increased health to balance) (Halo 3:ODST does have shields, it's called stamina, if I remember correctly ...)
  • Weapons more ODST-like, based on http://halo.wikia.com descriptions
  • You're supposed to use your allies; ally health greatly increased (Their not invincible, even if they seem to be, especially on Easy)
  • More grenades (in H3:ODST, you can carry 3 of each grenade, & there are 4 types; since Halo Mac only has 2 types, you can carry 6 of each type)
  • Removed motion tracker (don't use it, it looks like it's there but it's not)
  • Slowed down walking. (Possibly harder to dodge plasma)
  • More active camo's.
  • Marines drop health packs, & elites drop active camo.
To-do:
  • Increase methods of stealthy-ness (suggestions on how?)
  • VISR mode instead of flashlight.
No pics, because they wouldn't look any different; gameplay changes only.

Enjoy & review!

DL: http://www.halodemomods.com/wiki/File:ODST_sans_CE.zip

v1.0:
  • Removed motion tracker (don't use it, it looks like it's there but it's not)
  • Slowed down walking. (Possibly harder to dodge plasma)
  • More active camo's.
v1.1:
  • Pistol now single-shot/non-auto.
  • SMG slightly toned down.
  • Active camo time back to default.
  • Less zoom for SMG.
v1.2:
  • Pistol & SMG now silenced.
  • Camo time shortened.
  • Elites drop active camo! :D
  • Since VISR technology hasn't been developed before the end of Halo 2, you get a super-powerful flashlight instead. :P
v1.3:
  • Random Explosion bug fixed.
  • Marine health reduced slightly.
Last edited by 2310 on Fri Jan 22, 2010 7:42 am, edited 4 times in total.

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Moxus
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Re: [MOD] ODST sans CE, v0.9

Post by Moxus » Thu Jan 21, 2010 6:47 am

"That's the stuff!"

:D.

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Re: [MOD] ODST sans CE, v0.9

Post by Fortune » Thu Jan 21, 2010 5:50 pm

Thats mah boi!
Gj not importing a load of horse shit. Its finally getting original around here! YAY!
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Re: [MOD] ODST sans CE, v0.9

Post by Dittoz7 » Thu Jan 21, 2010 6:37 pm

Very fun. i Enjoyed it a lot.
What you should work on:
• Pistol should be single-fire not automatic
• AR/SMG is a bit too powerful and über epic pwn, so tone down the damage a bit (or make enemies have more health)
• Increase the active camo time (not enough time to assasinate most enemies)
• Make the perception radius of the AR/SMG smaller (as if it were silenced)
Otherwise, it was very fun. I liked being a ninja.
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2310
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Re: [MOD] ODST sans CE, v0.9

Post by 2310 » Thu Jan 21, 2010 8:16 pm

Fortune wrote:Thats mah boi!
Gj not importing a load of horse shit. Its finally getting original around here! YAY!
You're not the only one tired of CE ...
Dittoz7 wrote:Very fun. i Enjoyed it a lot.
What you should work on:
• Pistol should be single-fire not automatic
• AR/SMG is a bit too powerful and über epic pwn, so tone down the damage a bit (or make enemies have more health)
• Increase the active camo time (not enough time to assasinate most enemies)
• Make the perception radius of the AR/SMG smaller (as if it were silenced)
Otherwise, it was very fun. I liked being a ninja.
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Working on it! I don't seem to be able to reduce perception radius - I know I can reduce it for the AIs, but that would affect all weapons. Does anyone else know how?

EDIT: Version 1.1 uploaded, with new values. Still can't find perception radius setting specific to SMG (Think of it as a SMG with an AR case :P)

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Re: [MOD] ODST sans CE, v1.1

Post by Smythe » Thu Jan 21, 2010 11:14 pm

Ok change the firing sound in SND i think to minimal or something also tweek the values in SND of pitch.
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Re: [MOD] ODST sans CE, v1.1

Post by 2310 » Fri Jan 22, 2010 12:04 am

olly12345 wrote:Ok change the firing sound in SND i think to minimal or something also tweek the values in SND of pitch.
Not working, do you have specifics? (preferably tested before) Does the AI really depend on the sound files? I know there's a Hearing Distance setting, but I didn't know how it works ...

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Re: [MOD] ODST sans CE, v1.1

Post by Smythe » Fri Jan 22, 2010 1:24 am

Yeah it does work and yes they do rely on the sound file.
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Re: [MOD] ODST sans CE, v1.1

Post by 2310 » Fri Jan 22, 2010 1:58 am

Still not working, do you know what value changes do actually work?

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Re: [MOD] ODST sans CE, v1.1

Post by Smythe » Fri Jan 22, 2010 2:42 am

Hold on i'll have a look.

Oh i see.
weapons\assault rifle\assault rifle: starter plugins: Reflexives: triggers: triggers 1: Enum16s: firing noise: Silent/Medium
Pitch changing is just for Aesthetics.
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Re: [MOD] ODST sans CE, v1.1

Post by 2310 » Fri Jan 22, 2010 2:55 am

Ah ok! Thanks! :D Trying it out.

EDIT: It works! Finishing 1.2 now.

EDIT: 1.2 now up, with more ninja/ODST-ness! :D Still no CE! :D

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Re: [MOD] ODST sans CE, v1.2 now up!

Post by Sugarlumps » Fri Jan 22, 2010 5:49 am

WHAT THE HELL IS WITH THE random exploding EFFECTS? THEY ALWAYS glitch UP MY GAME!

And when elite dies, THEY DROP CAMO? When you use flashlight nothing happens. Plus, your marines are too strong.

Keywords aren't in caps

Otherwise its a okay mod.
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Re: [MOD] ODST sans CE, v1.2 now up!

Post by 2310 » Fri Jan 22, 2010 7:29 am

Sugarlumps wrote:WHAT THE HELL IS WITH THE random exploding EFFECTS? THEY ALWAYS glitch UP MY GAME!

And when elite dies, THEY DROP CAMO? When you use flashlight nothing happens. Plus, your marines are too strong.

Keywords aren't in caps

Otherwise its a okay mod.
1 & 3. SORRY!!! 1.3 uploading now. I forgot to change back the wraith explosion effect, because I was testing some VISR implementation options.
2. Since the open world hub effect of ODST can't be implemented in the Silent Cartographer, (& hence you can't just wait for enemies to pass) I decided to reduce camo time & make the Elites drop camo. It also forces the player to fight instead of just running past with camo.
4. Marines are meant to be strong because being an ODST means you can't recklessly charge into battle; you need to place allies strategically, and in Legendary the marines usually die pretty quickly, & even if you can save them, they usually are left with very little health. More health is to compensate for their low intelligence (relative to the player :P)

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