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ExplosiveGeek

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ExplosiveGeek

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14 comments

  1. tragnemalm
    tragnemalm
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    I think the latest update killed this one. Would it be possible for a patch? Or instructions on how to do it myself?
    This goes so hard with the halo OST mod
    1. ExplosiveGeek
      ExplosiveGeek
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      I will be updating all my mods to work again in the coming days.
  2. Russell165
    Russell165
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    So question. How do we use all the halo mods together? After you go past 3 or 4, anything after don't work. 
    1. dmndgzz
      dmndgzz
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      It works i have like to patch_10
    2. Russell165
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      Do you have an order in which you number like weapons as certain patch numbers or just randomized?
    3. dmndgzz
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      order should start from patch_0 and go to patch_whatevernumber, for example kelly-087 comes with 6 files

      3 files are patch_0
      3 files are patch_1

      i change patch_0's to 2
      and patch_1's to 3 bcs i already have a mod on patch_0 and patch_1
    4. jJ0J0
      jJ0J0
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      I have a question tho, i dont know if anybody else had this problem but it works for me but i went from patch 5 to 6 on the elican and frigate mod and it just started losing its textures a bit.
    5. zyyor
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      so arfe u saying for multpiple mods to work we change the patch_0's to 2's
       & the patch_1's to 3's ???
    6. ExplosiveGeek
      ExplosiveGeek
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      Change each one to have a different number after the patch_ eg: if you have three that are patch_0 change them to patch_1 patch_2 and patch_3
    7. TheBeaminDemon
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      also, from my own experience tryna mod the crap out of my game, some mods are finnicky about were you place them, numerical value wise. some mods NEED to be first and some dont really care what number you place them. the Viper (audio) mod for the eagle strike voice is one such example where i spent days tryna make it work until i said screw it and deleted all my other mods and just made it PATCH_0 and Voila, it works, as does all the rest which apparently arent that fussed about being moved down one. 
    8. unsc43
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      I have like 50-60 mods installed for it. You just keep adding onto the patch numbers, you just cant skip any, or ad 01 or 02's it'll break the order for it.
  3. TheBeaminDemon
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    From what i can see there seems to be an "inner" layer of atmospheric entry FX and an "outer" layer. i honesytly have no idea if its possible but if you were to disable the "inner" layer of the FX Atmospheric entry the pod itself would be a lot more visible whilst still having the "burning" tip from the outer layer. 
  4. ilikbread
    ilikbread
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    this is very cool but are you able to make this work in-game?
  5. EATING GOOD NOW, WOOHOO.