Unfortunately, a recent MCC update has broken the mod. I wish I had the spare time to fix it up, but at the moment, I don't.
It was fun while it lasted, but having my mods blasted out of the airlock every update is maddening and I have a full-time job to contend with as well.
If anyone would like my detailed mod notes to recreate Overkill, send me a DM here on Nexus.
Holy hell- One of the greater firefight mods i've seen. The new sandbox is so much better then de regular one. And one of the better maps to put it on as well. Great mod man, also i will ask in the future could you make this available for the Waterfront firefight map as well. Would be really good cause in my opinion its one of the better firefight maps.
I may dedicate a week to recreating this on Waterfront the next time an MCC update comes out, but I am honestly lost in Elden Ring at this point.
Oh also, thanks for the kind words! This started as a mod just for me, but I got some good feedback and decided to evolve it and release it for the community to try. This makes it all worth it!
So the shaders you need to edit are the Brute armour rmsh files, I will let you tweak them yourself to learn which ones do what, but the names are intuitive and you can poke changes to the game in Assembly to see what how they affect the model.
When you decide to edit an rmsh, you need to Null the Asset Datum first or the changes won't be reflected in the game when poked or saved.
As for the values you need to edit, the Float Constants block is where you will be making edits to some of the Constants (a[red], b[green], c[blue] d[something?]) which start a 1 for full colour and 0 for no colour.
If you would like detailed instructions, hit me up on Discord in the Halo Mods modding-support channel and I will DM you more. Good luck!
Kind of a petty request, but can you make a demonstration video for the OverKill Sound Pack? I really want to hear the sounds but I already have a sound mod downloaded, so I have to choose between them and this would help me do exactly that.
I am uploading a video showcase for the mod with many of the weapons featuring new sounds. It should be uploaded sometime tomorrow (I have terrible internet).
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It was fun while it lasted, but having my mods blasted out of the airlock every update is maddening and I have a full-time job to contend with as well.
If anyone would like my detailed mod notes to recreate Overkill, send me a DM here on Nexus.
Oh also, thanks for the kind words! This started as a mod just for me, but I got some good feedback and decided to evolve it and release it for the community to try. This makes it all worth it!
I personally had trouble testing the mod because I would lose track of time and just end up playing with the new sandbox for hours.
So the shaders you need to edit are the Brute armour rmsh files, I will let you tweak them yourself to learn which ones do what, but the names are intuitive and you can poke changes to the game in Assembly to see what how they affect the model.
When you decide to edit an rmsh, you need to Null the Asset Datum first or the changes won't be reflected in the game when poked or saved.
As for the values you need to edit, the Float Constants block is where you will be making edits to some of the Constants (a[red], b[green], c[blue] d[something?]) which start a 1 for full colour and 0 for no colour.
If you would like detailed instructions, hit me up on Discord in the Halo Mods modding-support channel and I will DM you more. Good luck!
I personally record every tweak I make on a per-map basis, I have hundreds of thousands of lines of tweaks recorded so nothing will ever be lost.
I may even release my documents when I decide to stop modding, but I hope that is a long way off.