v4.5 Changelog
New Additions:
Reach MCC Additions:
-Akis Helmet
-Mariner Helmet
-EXO/TSCS Torso
-Preserver Torso
Where applicable, these feature the same customization options that the base armor pieces have, minus camo options. Old Helmets also have the new attachments as options, when they would fit (minus GRD)
Sleuth Helmet
-A custom helmet mashup
Enforcer Armor:
-Helmet
-Torso
-Shoulders
-Wrists
-Knees
-Utility
The helmet, Torso, and shoulders have the normal customization attachments, but the utility features an all new system of attachments. Enjoy!
ODST Armor:
-Sniper Shoulder
-CQC Shoulder
-ODST Kit
The ODST Kit is a separate armor piece, and uses the same slot as the Grenadier and Marine collars. May clip with some torso options, but I won't be fixing those clipping issues. Works perfectly with the ODST Torso
A.I. Memory Matrix:
-The Package from Halo: Reach, now as an equippable item! Uses the same slot as the backpacks. I thought about doing it a few different ways, but this was the most preferable to me.
Equipment:
-Tech options on the main body armor will now apply the equipment attachment to the back of the armor. Each tech option has a unique glow color
Noble Team Concept Art Armors:
-Custom mesh edits for each member of the final Noble Team's concept art. These can be crafted at the MJOLNIR Requisition Station under the "Prototype Armor Sets" section
Fixes:
-JFO/Para shoulder no longer causes crash on equip
-Base armor (Robot Both) now has secondary color options as intended
-Noble Team Concept Armors are no longer invisible
-Helmet left/right attachments now have crafting requirements as intended
-Armor, tech, crystal, gel, and visor upgrades now have "None" as an option
-Tactical/Patrol and HP/Parafoil no longer have missing textures when selecting the black option
Notes:
-The prototype armor sets will require “Noble Team Companions Redux” installed to display textures properly
v4.4 Changelog
Updated the primary/secondary color system on the base armor to be more like the one from Reach!
-Does not include any armor pieces other than the base armor.
-Camo options can not be chosen as a secondary option.
In order to do this for every armor piece and color options, I'd have to duplicate and edit over 3,600 texture files, create material files for those, and then set it all up in the CK, which I'm just not going to do.
v4.3 Changelog
Major ESP Changes
-I condensed all of the omod, constructible objects, and material swaps for visor and armor colors that I could (some, like the helmet attachments and forearms had to remain separate).
This was done so that mashed up armor pieces would change color correctly when using mashed up armor pieces.
Unfortunately, this means that any patches you may have made with predone materials swaps on armor pieces will not function properly. All you should have to do is switch to the new omods for the color you want, and add the "ma_mjolnir_attachments" keyword to any duplicated entries you have from the original mod.
-All armor mods have had their name changed (ecept for camo options) to make the workbench cleaner and easier to navigate
New Armor Pieces
Helmets
-Aerial Operator
-CQC[A]
-Mark IV(B)
-Mark VI[A]
-Naval Security
-Security[Observer]
Knees
-Mark IV(B)
Shoulders
-HZ Operator
-JFO/Para
-Mark IV(B)
Torso Pieces
-Mark IV(B)
Wrist
-Mark IV(B)
Bug Fixes
-Fixed the Liquid Crystal Strength Boost mod
-Changed the description on the Visor Highlight mod
-Fixed Patrol Hood material files
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