(U10) Adds weapons and armor from the Halo games with working ammo counters, scopes, laser-sights, flashlights, and manual reloads. Also includes a Halo installation that can be spawned and fired! See Mod Details for Roadmap of Updates.
Requirements
This mod does not have any known dependencies other than the base game.
Permissions and credits
Credits and distribution permission
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
- Halo Activation Index by aclarke064 (Andrew Clarke) on Sketchfab - Halo CE AR Ammo by duhya on Sketchfab - Halo ring V1 by MiningChief117 on Sketchfab - "Halo Reach - MA37 Assault Rifle" by Noe.Vah on Sketchfab - "BR55" Battle Rifle by Noe.Vah on Sketchfab - "M6C/SOCOM" by Noe.Vah on Sketchfab - "Halo Reach - M6G PDWS" by Noe.Vah on Sketchfab - Halo 2 Anniversary SMG, Reach DMR by Samuel and Joshua McCarthy on Sketchfab - M90 CAWS by José Francisco Bautista - Shotgun Shells by creationwasteland on Sketchfab - Sci-fi Props by Epic_Hard_RU on Sketchfab - Robo-orb by Fenes Octavian on Sketchfab - Font "Halo" by Will Turnbow - "Halo Infinite - Into The Night" concept art by Adam Taylor (instagram @theadamtaylor) - "Halo Mark IV Helmet" by aclarke064 on Sketchfab - Helmet Visor designs by Rusle123 on NexusMods (https://www.nexusmods.com/halothemasterchiefcollection/mods/758) - Alternate Mark IV Helmet Textures (Master Chief and Glass Visor) by Drags aka Dragonsnight (https://www.nexusmods.com/bladeandsorcery/users/22256329) - "Recon Helmet" (https://skfb.ly/6z6Vo) by McCarthy3D is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). - "Halo Reach Gungnir" (https://skfb.ly/6VY7C) by aclarke064 is licensed under CC Attribution-NonCommercial-ShareAlike (http://creativecommons.org/licenses/by-nc-sa/4.0/). -"Halo Reach Gungnir Without Visor Guard" (https://skfb.ly/6WX7u) by aclarke064 is licensed under CC Attribution-NonCommercial-ShareAlike (http://creativecommons.org/licenses/by-nc-sa/4.0/).
This mod is a work-in-progress. See roadmap below for planned updates :) Please report any bugs and provide suggestions in the forum/posts section. THANKS!
Updated for U10!
Note: I had to essentially re-build this mod from the ground up for Blade and Sorcery U10.
I currently have it in a working state, but there may be bugs and some missing content.
I am continuing to work on this mod and will provide more updates in the next few weeks. Please test out and enjoy the mod in the meantime.
Thanks and Cheers! - Fisher
Halo Spawn Event
1) Take the "Halo Activation Index" from the "GreatJourney" category in the SpawnBook (marked with a Reclaimer symbol). 2) A Forunner Altar will spawn nearby. To start the event, place the Activation Index on the Forerunner Artifact ...
Weapons Tutorial
1) Spawn your weapon of choice from the "GreatJourney" category in the SpawnBook (marked with a Reclaimer symbol). 2) Grab the Slide/Bolt of the weapon and pull it back, then release to chamber the first round. (If the weapon has an ammo counter, it will now update) 3) When empty, press the Spell-Menu button to eject the magazine. 4) To get more ammo, spawn a Magazine (or for carrying ammo spawn a Pouch) from the "GreatJourneyAmmo" section of the book.
For the Shotgun You must re-chamber/pump the shotgun after each shot. When empty, you can pump the slide backwards to open the receiver for more shotgun shells.
Available Weapons (See roadmap for incoming weapons)
About: Laser Sights allow you to aim accurately while "hip-firing". They provide minor self-illumination (emission) to the world and are programmed to draw onto surfaces you point at, while tapering off when pointed to "infinity".
To toggle a laser sight On/Off, HOLD the "SpellMenu" button for a half-second (using the hand that is holding the primary gun handle). If you press the SpellMenu button for a short time only, it will eject the Magazine instead of toggling the laser.
Currently, Laser Sights are only available on the following weapons:
M6C Socom (ODST Magnum)
M6G Magnum
Misriah SMG
Designated Marksman Rifle (DMR)
If you want to switch the behavior (i.e. short press toggles laser, long-press ejects magazine), you can edit the following two lines in the "modules" section of each weapon (found in the mod folder under GreatJourney/Weapons/
"laserTogglePriority" - (default = false) If set to true, short-press toggles the laser, long-press ejects magazine
"laserToggleHoldTime" - (default = 0.5) The number of seconds required for a "long-press" to register. Decrease this number if you want the toggling to be faster/more responsive.
About: Flashlights will dynamically illuminate surfaces and can create immersive visual effects when combined with the Unity URP used in B&S.
To toggle a flash light On/Off, Press either the "Trigger" or "SpellMenu" button while holding the FOREGRIP of the weapon. (Shotgun is the only exception to this rule, for now)
Currently, Flash Lights are only available on the following weapons:
Assault Rifle
Misriah SMG
M90 Shotgun**
** To toggle the shotgun FlashLight, press "SpellMenu" on the primary gun grip!
Roadmap
Materials Upgrades
Particle Effects Upgrades
Lighting Upgrades
NPC Firearm Waves
Replace Place-Holder Models/Textures
NPC Replacement
"Campaign" Missions with goals / objectives (i.e. stop the flood)
[v2] Energy Weapons with advanced behaviors (in-progress)
[v2] Melee Weapons with advanced behaviors (in-progress)