Unfortunately, due to the nature of how Halo's map files work, MCC updates break mods every time.
I would like to recreate this mod, but I have other projects that I feel are more important to me as a Halo fan. I will recreate this mod when the proper tools are released, assuming they bypass the aforementioned issue.
If you liked Overkill, I have a campaign overhaul on the horizon, but it is not for Halo Reach. Stay tuned.
This is something I have been looking into and have had little success with so far. I'll keep at it though - I would also like to make the UNSC a more active participant for this map especially.
I may be a little late to the fight, but this mod is outstanding. It feels like a nice hybrid between the typical Halo gameplay and that of the new Doom games. I really like how every, and I mean, EVERY weapon has a niche role in the sandbox. Hope to see more maps like this in the future! :)
Not too late at all. Glad to hear your feedback - it's exactly what I envisioned for Overkill, so I'm happy to hear more people are enjoying it.
I have recently started full-time work again, but I will be investing time into updating this map when the new MCC update drops, and I hope to get a new map going soon after. I would like to hear what map people would like to see.
?Hey, Great work on the mod. I love the distinct personalities you gave to all the guns. Its great work, and I wish there were more mods like it for MCC. (at least that I can find granted I wasn't looking for very long) Only critique that comes to mind is that It felt the Plasma Rifle took too big of a hit towards health damage, other than that I feel that every gun is pretty viable to pick up and use effectively. I think the Plasma Rifle could use an increase damage to hp to give it a more "high damage in short bursts" type feel, or alternatively I think giving the Plasma Rifle more time before overheating would make up for the lack of damage by letting you use the increased fire rate for longer. Both ideas I believe would make managing the temperature of the Plasma Rifle more rewarding. One gives you a small interval of time to dish out a good amount a damage adhering to the "rifle" aspects of the gun whilst the other would provide a larger interval of time to dish out good damage using the lower damaging projectiles adhering to the "smg" aspects of the gun.
PS. Don't know if you've answered this anywhere, but I was curious as to why all the changes were map depended. I only have a base level knowledge on how modding works, so it threw me off a bit. If you already answered this if you could direct me as to where it'd be appreciated. ? ?Anyways hope you consider my thoughts, would like to know your opinions on the changes. Kudos again for the great mod.
I don't object to making the Plasma Rifle more capable as an SMG, so I think your idea of an increased heat capacity would feel quite natural as an upgrade. I will look into this as a potential tweak for an update, it sounds good to me.
Unfortunately, Halo was designed to work well on limited hardware, therefore, maps act as their own contained games, so to speak, and mods that have a huge amount of changes like this require a massive amount of work to make. Official modding tools should make this easier by making some sort of patch that applies changes over the map, I HOPE. For now, I have to make changes per map.
I am very happy you like the mod, it has been a Great Journey of sorts to get to initial release. I am very serious about making changes to it based on feedback, so thanks for your input!
Thanks for considering my thoughts can't wait to see how it is in the next iteration of the mod.
As for how you have to make changes per map, would applying the changes you made to Instillation 04 to any other map be akin to a long copy and paste job or would it be like starting from scratch?
Lastly what's the likely hood of being able to implement more friendly AI like spawning in more ODST's when we get reinforcements for example?
Unfortunately, making changes to maps currently requires a "from scratch" approach.
I am certain taht I can add more friendly AI, I like thi idea of perhaps a side-seat ODST of that's something I can do. I will look into it at the very least.
That sounds dreadful, well if there's anything I could do to help contribute/help out with the progress just let me know. I really enjoyed this mod and would like to see it implemented in other maps and perhaps other halo games if it gets to that point.
Well, I have detailed documentation for every single change I made to make this map possible, if you feel like having a go at recreating the mod on a new map, I can share my notes.
I will endeavour to keep this mod updated, but I did just start full-time work a few weeks ago.
This isn't working for me. I try to load the level and it just goes back to the main menu. MCC is updated, and I have Ruby's Reach Rebalance and a sound overhaul installed, do you think that could be effecting it? I also tried loading it on Heroic and Legendary but no dice. Thanks for any help you can give!
Oh dear, new update might have broken it, I will take a look now!
Edit: So it still works for me. My guess, either the map file was not replaced somehow, or you are using a beta version of the MCC Update 7?
Pretty much all mods work by modifying maps - there should be no conflict between modded maps per-se, either one mod will be active or another, depending on the map that was last installed.
I wish I could offer more help, but try copy/pasting the Overkill map back into your maps folder and see if that works.
I replaced the map files by just copy and pasting the whole folders over, but I'll give directly copy over the actual files and see if that works instead. I didn't know there was a beta for Update 7, so I don't think that's the issue.
EDIT: Ok, I tried replacing them directly into the folder and that didn't work. Hmm, maybe I'm not doing something right inside the game? From my understanding, I just go into Halo Reach Custom Matchmaking, select Installation 04, select Overkill 1.3, and go through the rest of the settings like I normally would. Is there a setting or something that you think could derail the mod from loading right? Also, forgot to mention I have a ReShade preset installed, maybe that's messing up something?
I wish I had a concrete answer, the Game-Type is technically not even needed, it's just to make the spawns different. The map file is the only file that should be needed to experience the changes made by the mod. Something is just not working and I wish I had an answer.
It's fine man. You did your best and you're FAR friendlier than most mod authors on this platform. Most other authors would either ignore my issue or tell me to go get f***ed. Once I complete all my modded playthroughs I go back and restore the game with Steam's backup feature. I'll give this mod another shot then and I'll sure it will work. Keep up the hard work! Nearly all the good Reach campaign mods are either dead or incomplete so you're doing God's work over here!
Well, let me know if that fixes it and I will add it to the installation instructions as a troubleshooting fix. Sorry to hear you have had bad experiences with modders, we are a proud lot, and very defensive of our work - that's probably all it is.
Just wanted to say I really love this mod. Made all the guns feel more fun and dynamic, and made all of them usable. Having a blast playing it, and it has honestly made me pretty bored of normal firefight now. Hope we can get more maps in the future.
I would like to make modify more maps, but it is a really long process and I am waiting for the next update before I commit to adding a new map as it takes ages to get an existing one back up to date with the latest update.
I am very happy it hear that you like the mod, it is the culmination of over a year's worth of testing and I did my best to make it stand out! Thanks again for the feedback!
I'd like to see the changes you've made on other maps honestly, the gameplay is great. I've been working on a firefight mod of my own, have you had any luck changing brute biped colours? can't seem to make it work like I did with the other enemies.
Awesome! I will start work on a new map as soon as 343 release a new update, otherwise all that work will be nullified when they do.
Brutes don't inherit colours from their char file iirc, you need to edit the Brute Armour rmsh file, but first nullify the Asset Datum near the bottom of the file, that will allow the edits to display in the game.
The values you edit will be the in the Float Constants block, there are 4 variables, the top three correspond to Red, Green, Blue, and range from 0 to 1, but can be set higher to dramatically more exaggerated effect. There are a handful of indexes per Float Constants block, per rmsh file - flip through them and you will learn which one looks like a colour modifier at a glance with time. Make changes and just poke to test them out, unlike the colour changes to the char file the changes made to an rmsh update in realtime.
Not at my PC right now, but I think that is accurate.
thanks man, tried that and it worked! I had a suggestion for your mod, possibly could model swap ODST with the Halo CE marines to be more in line with the og game.
Heyo, there s a 3rd Person DLL made by a wonderful modder on the Halo Mods Discord, under the hr-modding-downloads channel - I recommend using that, as it is much more space-efficient to download and use.
38 comments
I would like to recreate this mod, but I have other projects that I feel are more important to me as a Halo fan. I will recreate this mod when the proper tools are released, assuming they bypass the aforementioned issue.
If you liked Overkill, I have a campaign overhaul on the horizon, but it is not for Halo Reach. Stay tuned.
I have recently started full-time work again, but I will be investing time into updating this map when the new MCC update drops, and I hope to get a new map going soon after. I would like to hear what map people would like to see.
PS. Don't know if you've answered this anywhere, but I was curious as to why all the changes were map depended. I only have a base level knowledge on how modding works, so it threw me off a bit. If you already answered this if you could direct me as to where it'd be appreciated.
?
?Anyways hope you consider my thoughts, would like to know your opinions on the changes. Kudos again for the great mod.
Unfortunately, Halo was designed to work well on limited hardware, therefore, maps act as their own contained games, so to speak, and mods that have a huge amount of changes like this require a massive amount of work to make. Official modding tools should make this easier by making some sort of patch that applies changes over the map, I HOPE. For now, I have to make changes per map.
I am very happy you like the mod, it has been a Great Journey of sorts to get to initial release. I am very serious about making changes to it based on feedback, so thanks for your input!
As for how you have to make changes per map, would applying the changes you made to Instillation 04 to any other map be akin to a long copy and paste job or would it be like starting from scratch?
Lastly what's the likely hood of being able to implement more friendly AI like spawning in more ODST's when we get reinforcements for example?
I am certain taht I can add more friendly AI, I like thi idea of perhaps a side-seat ODST of that's something I can do. I will look into it at the very least.
I will endeavour to keep this mod updated, but I did just start full-time work a few weeks ago.
Edit: So it still works for me.
My guess, either the map file was not replaced somehow, or you are using a beta version of the MCC Update 7?
Pretty much all mods work by modifying maps - there should be no conflict between modded maps per-se, either one mod will be active or another, depending on the map that was last installed.
I wish I could offer more help, but try copy/pasting the Overkill map back into your maps folder and see if that works.
I didn't know there was a beta for Update 7, so I don't think that's the issue.
EDIT: Ok, I tried replacing them directly into the folder and that didn't work. Hmm, maybe I'm not doing something right inside the game? From my understanding, I just go into Halo Reach Custom Matchmaking, select Installation 04, select Overkill 1.3, and go through the rest of the settings like I normally would. Is there a setting or something that you think could derail the mod from loading right? Also, forgot to mention I have a ReShade preset installed, maybe that's messing up something?
I am very happy it hear that you like the mod, it is the culmination of over a year's worth of testing and I did my best to make it stand out! Thanks again for the feedback!
Brutes don't inherit colours from their char file iirc, you need to edit the Brute Armour rmsh file, but first nullify the Asset Datum near the bottom of the file, that will allow the edits to display in the game.
The values you edit will be the in the Float Constants block, there are 4 variables, the top three correspond to Red, Green, Blue, and range from 0 to 1, but can be set higher to dramatically more exaggerated effect. There are a handful of indexes per Float Constants block, per rmsh file - flip through them and you will learn which one looks like a colour modifier at a glance with time. Make changes and just poke to test them out, unlike the colour changes to the char file the changes made to an rmsh update in realtime.
Not at my PC right now, but I think that is accurate.
Ok, I have seen your video now - you are hilarious! Good going, looks like you need to practice though! >;)
Also do you take modding requests?
Time permitting, I can take requests - depending on the nature/scope of the request.