Halo: The Master Chief Collection

Halo: The Master Chief Collection

H2 With Sprinkles
207 Comments
Sgt Stacker  [author] 18 Jul @ 8:26pm 
It should work fine on co-op mode, I've seen videos of people co-oping it without any problems
SpartanOmega768 18 Jul @ 7:38pm 
Is this co-op friendly or will it have bad de-sync?
$P!TMyKidsOut 💦 8 Jul @ 11:28pm 
I also reloaded a checkpoint at the CP near the end of metropolis and it sent me all the way back to the moment when the marine in the tunnel offers you the shotgun.
$P!TMyKidsOut 💦 8 Jul @ 11:24pm 
Adding on to my previous comment, allies just do not like to fire their weapons for a considerable amount of time, even when near an enemy who is firing at them/us.
$P!TMyKidsOut 💦 8 Jul @ 10:38pm 
Allies ain't firing during the beach assault on Outskirts when in the Warthog for some reason. Well, that's a lie, they're just very delayed.
Bodyguard 5 Jul @ 2:29pm 
Every time I reinstall halo 2 I always gotta have this mod. I refuse to play without it lol. Amazing job as always, played the Alphamoon version as well and loved it. That lance you give makes it feel like a actual battle. Keep it up dude!
Mikelol 5 Jul @ 2:13pm 
You mind fix the Sacred Icon cutscene? Because the Enforcer and Phantom doesn't appear,
$P!TMyKidsOut 💦 5 Jul @ 12:58am 
Nah, heroic is too much for me, I"ll stick to normal 😂
MrPinkAdventures 3 Jul @ 9:50pm 
I wanted to like this mod I really did but as I was playing <-- even on Normal Difficulty I noticed something strange. I felt weak like my melee' attacks were under-performing their regular output. I shrugged this off initially, then when I was on the second mission in the Scorpion Tank I noticed vehicles were face tanking scorpion rounds, vehicles were exploding and the passengers were surviving, I even noticed at the end of the tunnel when It was tight and I had a shotgun it took way more then enough shots at point blank to put down enemies.., then it dawned on me the health of the enemies was increased to some absurd output and this doesn't make any sense. Especially when you consider the whole point of the mod is simply to make engagements larger, feel more immersive. So why mess around with enemy health values and clearly not know what you're doing because even on Easy difficulty the AI were surviving what would ordinarily be killing blows.
SIGIL 2 Jul @ 2:59am 
Tanx sarg 🤟🏻💪🏻🍻
Mikelol 1 Jul @ 9:59pm 
If you have made Halo 3 with Sprinkles, would you make it balance and doesn’t have enemy elites and more allies spawning and more weapons?
Sgt Stacker  [author] 1 Jul @ 4:21am 
It's mainly because the Halo 2 engine's AI buffer is abysmally low, it typically can't handle more than 20 active units at a time if even that. Unfortunately the only real way around this is to take encounters slow and don't rush. I think you mean the Assault Rifle's muzzle flash? There's gonna be an update coming up that'll fix that along with a few other problems the mod has
SIGIL 1 Jul @ 4:19am 
Hi i have some minor problems with the mod (needless to say this is the best halo 2 mod ive ever played so got that out of the way) sometimes enemies freez up and dont move or dont spawn like the first encounter with the flood and the muzzle flash of the battle rifle is so big i cant see s**** whe i spray at enemy please tell me should i start the game with certain settings to fix the enemies weird behavior? (If im not making sense note that i have zero knowledge of modes and only play them :) )
Mikelol 25 Jun @ 6:24am 
Plus, there’s not enough allies spawning like your mod do who’s spawn more allies in the game.
Mikelol 25 Jun @ 6:22am 
Except, many elites are our enemy and this is not how the Halo lore works 😭.
Sgt Stacker  [author] 24 Jun @ 9:22pm 
Resurrection Revamp does pretty much everything that I would've done for a H3 with sprinkles
Mikelol 24 Jun @ 8:44pm 
Can you do Halo 3 with Sprinkles?
Sgt Stacker  [author] 24 Jun @ 8:05pm 
To answer questions about a "Halo CE With Sprinkles," There's a mod being worked on by Alzatarr that expands Halo CE's campaign a considerable amount which I've been contributing some character assets to, that'll likely be the closest thing to CE With Sprinkles when it's out. Stay tuned!
kevo343 18 Jun @ 4:37pm 
Out of all the mods, besides ruby rebalance. This is the one that gets it right. I've tested all the other overhaul and adjustment mods and they always lacked where they don't fix that you're the weakest person and you still die so fast on legendary. This one at least now I have a chance to do some run and gun or have not get Brutally punished just for simply walking out. Great Job man
Sgt Stacker  [author] 15 Jun @ 10:37pm 
Oh yeah and I'll be fixing the scarab allies in the great journey so that they properly fight on its deck if the player isn't onboard it
Sgt Stacker  [author] 15 Jun @ 10:36pm 
Big update coming eventually-ish:

Honor Guard Grunts will be replaced with deacons if I can cobble a model together

That TERRIBLE bridge encounter in gravemind with the Brute hacker guns will be corrected, that was a bad idea!

More dialogue for the English-speaking Jackal variants

Some militiamen will wield CE digsite SMGs.... Probably. I still have to make up my mind on this one

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If there are any suggestions, you are welcome to let me know
Azra 26 May @ 4:24pm 
I just binged this mod today. It was an absolute blast to play through. Bravo to the mod author for making something that adds just the right amount of tweaks and content to make Halo 2 a joy to re-play.
Checkpoint Guard 10 May @ 12:42pm 
I had the idea before of a 3rd Person ODST campaign for Halo 2, and having this as the base for it would be sick.

Difference would be it'd include the Arbiter levels too, as an ODST and humans too, reworked around that maybe the Heretics would be allied with them while fighting the Covvies, up until the last two Arbiter missions where they'd join up during the Schism.
Sgt Stacker  [author] 10 May @ 6:22am 
That sounds like a fun idea, I wonder if something like assembly could be used to make that real
Checkpoint Guard 9 May @ 8:56pm 
Halo 2 with Sprinkles, but you're a militia man everyone keeps mistaking as the Master Chief
Sgt Stacker  [author] 9 May @ 8:42pm 
Resurrection Revamp pretty much does what I would've done with H3's encounters, I still won't rule out an H3 or CE With Sprinkles entirely though. It'll be a mighty long time before either of those happen though
Crem-ater 567 6 May @ 4:43pm 
hey can you try this on halo 3
Sgt Stacker  [author] 24 Mar @ 11:00pm 
@Dark Lucario At least from the design side of things, grunts couldn't use rifles because they don't have animation for them by default. I copied over the fuel rod animations for rifle weapons and they work like a charm for the most part.

On the lore side of things, grunts are there primarily to be expendable and mass casualties are always expected of them by the Covenant, so they likely wouldn't wanna equip the grunts with too much useful stuff since they don't last very long in combat. I gave some of the grunts rifles during the Great Schism segment to show that the Covenant's command structure was crumbling and everyone was grabbing any weapons they could get their hands on
Dark Lucario 22 Mar @ 10:28am 
the grunts wielding rifles was an interesting concept, why couldn't they do that before? were they not allowed to due the covenant hierarchy status? do they prefer pistols over rifles? so many possibilities
D 15 Mar @ 6:51am 
great mod. love how the jackals can talk, they're cute.
Sgt Stacker  [author] 2 Mar @ 7:49pm 
Just pushed an update to try and make this playable again, hopefully it won't require a complete recompile but we'll have to see
Tj 2 Mar @ 11:17am 
Love the mod, keep doing great work
Minos Prime 21 Feb @ 9:30pm 
cool mod unfortunately it doesnt make the oracle an enjoyable level
Miasma 10 Feb @ 1:45pm 
Juggernaut too powerful in the Oracle, the fact it ate 8 grenades, needlers, ect. is too much man
Sgt Stacker  [author] 30 Jan @ 8:55am 
Jackals play Halo
guardian1368 29 Jan @ 11:31pm 
just wondering why do some jackels use the UNSC weapons
Yukari The Alpaca 22 Jan @ 3:36am 
The AR needs a nerf tbh. It may be my favorite weapon but it is straight up just busted.

I would honestly reduce its ammo from 600 to 300 and reduce the damage a bit. It just has so much ammo and deals such a high amount of damage compared to most other weapons in the game right now.
_Spartan_2004_ 5 Jan @ 7:31pm 
it needs the M247 portable turret
and the falcon
Sgt Stacker  [author] 1 Jan @ 12:55am 
Yep it should! I've seen people playing through it in co-op mode without any trouble
kcgarcia26 31 Dec, 2024 @ 6:13am 
dose coop work with this mod
Combine117 28 Dec, 2024 @ 10:35am 
I think it's kinda cool to systematically take them out with the use of camo, but it's kind of ass when the checkpoint is right after the Arbiter crashes the banshee and not right before the gauntlet. I guess the reason why people are taking them head on is because the flood usually gets aggro'd to you and then you don't really have a moment to breath and think.
Sgt Stacker  [author] 28 Dec, 2024 @ 9:53am 
Yeah I dunno what I was smoking when I did that lmao -- The whole idea was that the absolute last of Sesa's heretics all regrouped to guard the last door and the player is encouraged to cloak and sneak past them, but a lot of people are taking 'em on head-on so I'll be sure to dial that back in a later update
Combine117 28 Dec, 2024 @ 9:52am 
Oh right, you can just skip the whole encounter with active camo, I guess that's fine
Combine117 28 Dec, 2024 @ 9:51am 
Fucking christ, the Oracle blockade right before the boss fight is too insane. Give me a fuel rod or something, the amount of ultra heretics with weapons I can't reasonably dodge is too much.
Sgt Stacker  [author] 28 Dec, 2024 @ 8:00am 
Yeah I buffed it to still make it worth using against enemies since their health and shield values were changed to match CE's
Combine117 27 Dec, 2024 @ 5:36pm 
Is it normal for the energy sword to be one shotting enemies with the lunge? Haven't tested it too much, but I just OHKO'd a zealot with a single lunge.
Jesus Reeves 19 Dec, 2024 @ 10:47am 
Hey, I really like your mod. This is exactly what I was looking for. Though having played Gravemind Revamped, I wonder if you could make it so the Heretics fighting with us could act in a way to "convince" the Separatists to ally with us, so we essentially have Chief, Marines, Heretics and Separatists fighting Brutes. I liked how we have the choice of freeing or not an Elite in the prison and then he convinces the others to ally if we did, but we still play the level as normal if we don't.

Still, awesome mod !
Sgt Stacker  [author] 18 Dec, 2024 @ 6:40am 
It'll be a while to say the least
RememberReach6 18 Dec, 2024 @ 5:56am 
When do you think you could add them?
Sgt Stacker  [author] 6 Dec, 2024 @ 6:01am 
I've thought about adding some custom skulls that enable unique AI encounters here and there, a skull that spawns allied spartans is one of them