Halo: The Master Chief Collection

Halo: The Master Chief Collection

Kat's Halo 3 Campaign
343 Comments
Katherlyn  [author] 7 Jul @ 7:53am 
I'll do my best. Been working on a side project for Halo 3 and ODST that I'll likely include in a future update as it's a minimal thing.
ryanbailes06 6 Jul @ 8:42pm 
hopefully you succeed kat never give on yourself kat
Katherlyn  [author] 6 Jul @ 8:22pm 
I still plan on doing Reach next, its just its incredibly easy to get distracted doing other things. I actually wanted to release part of it this past weekend but I didnt get around to it. I do need to play test it a bit and take screenshots for the workshop item before doing all that.
ryanbailes06 6 Jul @ 8:18pm 
are you gonna do reach next kat or not really or something else
Katherlyn  [author] 30 Jun @ 4:29pm 
LOL, yea I didn't add elites all over like some mods. Not a fan of them just being there. If I ever do another version, sure, I'll add them in more places. I did try to fit Players 3 and 4 into the Cutscene where they talk about going through the portal and stuff.
agileFlown 30 Jun @ 3:54pm 
*Doesn't add Elites* (mistake, and Kat along with other of Noble died like scum against those nasty felon breeds, curse the writers responsible for these tragedies) :MCCSWORD: :edf:
Katherlyn  [author] 27 Jun @ 8:02am 
I don't like CE so, no, I haven't played it.
$P!TMyKidsOut 💦 26 Jun @ 8:01pm 
Did you play his CER, yet? I highly recommend it, it's really something else.
Katherlyn  [author] 26 Jun @ 5:46am 
Yea I've heard and seen bits and pieces of Rubys.. he's really going crazy with his Halo 2 mod. I dont have the patience and stuff for that
$P!TMyKidsOut 💦 25 Jun @ 8:43pm 
Can't wait to play it! I'm honestly quite particular with my halo mods, especially since I'm spoilt by ruby of blue's mods, if you ever heard of him. I'd say this is a good set of mods you got while I wait for the rest of his rebalances lmao.
Katherlyn  [author] 25 Jun @ 5:47pm 
yea i've done a few Reach things, I should actually put out the first version that has a few levels to see how people like it.
$P!TMyKidsOut 💦 25 Jun @ 2:52pm 
Interesting...any ideas for Reach?
Katherlyn  [author] 25 Jun @ 2:30pm 
Can't really make them sync unless you make them very specific characters in Halo 3. In ODST, there's a way to model variants have a specific voice separate from the character.
$P!TMyKidsOut 💦 25 Jun @ 12:31pm 
Makes sense now, especially since it seems they're voices don't properly sync up to the proper character model.
Katherlyn  [author] 25 Jun @ 7:45am 
They're not so much Alpha Nine as they are heavily inspired by. I have thought about actually making them Alpha Nine though.
$P!TMyKidsOut 💦 25 Jun @ 4:14am 
Alpha 9 on the Covenant was pretty nice.
The Blessed Word 20 Jun @ 1:55pm 
I wish this had a health bar added to it, that's the one thing I want in my Halo 3 mod campaigns.
Katherlyn  [author] 19 Jun @ 7:54am 
Maybe I'll hide one somewhere as an Easter egg :p
Rico37 18 Jun @ 6:35pm 
We need a 60 round assault rifle from CE in here with the CE sound effects for it. Dew it! lol
Katherlyn  [author] 18 May @ 2:48pm 
i was working on Reach yea, then i went back to H3 and ODST. I need to get back into Reach and finish up, it's just a lot of art work to do for.. just two vehicles but .. I guess I want them to be fully functional so ugh
Goku 17 May @ 10:38pm 
how is ur next project goin so far? i heard u working on halo reach next?
Katherlyn  [author] 27 Apr @ 7:16am 
You're welcome!
Snoup Sniddly 27 Apr @ 6:08am 
Ah gotcha. Thanks Kat^^
Katherlyn  [author] 26 Apr @ 9:29am 
it's been told to me that it is easier than vanilla Halo 3, yes.. Primarily for the fact you carry more ammo, and weapons in general are more useful. Side note: the legendary difficulty damage modifier is 1.2 instead of 1.6.
Snoup Sniddly 26 Apr @ 8:40am 
so is this easier than vanilla halo 3?
Katherlyn  [author] 21 Apr @ 3:33am 
It's not. Archives is more for Halo art and assets. Halo modding discord is usually where Halo modders post stuff like Zad for example is doing his own brute faction and campaign.
Jericho 20 Apr @ 1:40pm 
Honestly, I'd play the absolute shit out of a Reach mod if you made it, not to mention the other games. Ever since modding and rebalances became a thing, I find it very difficult to play any of the games vanilla. I really can't stand bullet sponge enemies and precision meta. And as it stands? Most rebalances I found for Reach feel too much like vanilla in terms of gameplay.

Also, I'm in the Halo Archives discord. I'm not sure if that's the same thing.
Katherlyn  [author] 17 Apr @ 4:20pm 
I only have my 3 mods right now, this one, my ODST campaign, and ODST firefight. I keep going back to them instead of finishing up my Reach mod. I stopped working on it when I started skill issuing a destructible pelican lol. If you're in the Halo modding discord, I've posted pics of some things I've done to it - the flyable dropship easter egg was always disappointing so I was trying to make the pelican better just for that
Jericho 17 Apr @ 3:50pm 
Yeah I do think you did a great job with balancing the Elites as allies, it felt like they lasted for more than two minutes in Floodgate as opposed to vanilla/other mods.

And don't get me wrong, I love new content and weapons (which you've done, like with the M6C being available, which I think is awesome) but yeah some other mods do overdo the clashing art style thing and it kinda gets jarring.

Anyways, I'm excited to see what else you might do.
Katherlyn  [author] 17 Apr @ 3:45pm 
You might've but yea. I appreciate the compliment!

I hate bloat in mods; I get the work that goes into it when there aren't tags available but that's not my kind of mod. Clashing art styles and stuff just feeling.. off?


I don't think Elite enemies fit Halo 3 for a few reasons. 1, their animations suck ass. 2, why would you be fighting elites after what happened with Halo 2? lol it makes no sense to me why mods add elite enemies. If you want like, CE style/early H2 combat, remove brutes and replace them with elites, but even then unless you use a modded anim graph, it wouldn't be fun to fight them; they're boring. Speaking of them though, I did my best to make them feel.. decent as allies. I know the ultra with the fuel rod in Floodgate can kick some ass.
Jericho 17 Apr @ 2:45pm 
I can't remember if I ever commented on this, but I thought about your ODST mod and remembered you made one for 3.

I have a lot of fun with it, it's genuinely a blast. Aside from weapons actually feeling useful, I love the decisions you made with it, like not adding a shitton of bloat. And thank God you didn't add Elite enemies, I hate mods that do that.

Also you're a godsend for making the Cortana flashes not slow you down. Absolutely a highlight of this mod. Great stuff, Kat.
Katherlyn  [author] 7 Apr @ 7:44am 
Yea that level is rather ...short. It does have a ton of flood but that's about it.
topquark 7 Apr @ 3:22am 
Love the mod. I wish you could add something to the last level, it's always felt way too abrupt to me.
Katherlyn  [author] 31 Mar @ 4:42pm 
that was the idea with the mod lmao, i don't like adding any and everything for the sake it. I do realize the automag and magnum share very similar roles but eh?
4ndy Miauw 31 Mar @ 4:20pm 
Thank you for keep the vanilla essense but just with more useful guns.
Katherlyn  [author] 28 Mar @ 10:50am 
Problem with adding more AI is you have to account for them in some parts of the script and I don't know how to do that. Plus they start going more braindead with each AI past like.. the general accepted limit is 32.
chriscrushm 28 Mar @ 3:39am 
Alright then I guess the AI is just well weird which were my only problems otherwise fantastic mod, bit of a challenge on heroic it's been awhile but still one of my favorites.

Was wondering if you ever make a mod like this again but with twice or 3 times the amount of friendly and enemy AI? Make the fighting a lil bit more intense or something they feel short in my opinion
Katherlyn  [author] 27 Mar @ 3:45pm 
As for the grunts, i guess it depends on the difficulty, but even in stock game they do this. It tends to happen far more often if you kill their leader.
Katherlyn  [author] 27 Mar @ 3:44pm 
Sporzart is right, there's very little I can do about the AI driving; it's always been bad. Even in the later games such as Reach and 4 - an example of Reach is the Kat meme where she ALWAYS drives off a cliff for whatever reason and no one has been able to fix this.

As for the Arbiter, he's always been derpy. There's no way to really smarten them up aside from heavily scripting what they can and can't do and to always be monitoring them.. which I don't have the ability to do.
Sporzart 27 Mar @ 8:01am 
@chriscrushm

When it comes to the Arbiter and AI driving issues, I'm pretty sure those are just Halo/Blam!-isms. In the ~20 years I've been playing Halo, the AI's driving ability has always been questionable at best and atrocious at worst. The player is usually obligated to buckle up and lead the charge, serving as a guiding light for the other Hogs (fruity, I know). The Arbiter's AI (from what I've noticed) can be a little silly at times. In most cases, if you continue to move forward in the level, he'll just teleport to you whilst emerging from Active Camo.

The ODSTs make their debut in The Storm , where you'll find a dead team with SOCOM kits in the dockyard after dismounting from the initial Warthog ride. The next troopers you encounter will be in the Mongoose and final Warehouse sections. Been playing through this mod with a buddy over the past few days, and it looks like this still holds true.
chriscrushm 27 Mar @ 4:05am 
Great mod, I'm about to start "The Storm" mission but I ran into a few things.... First mission "The Arrival" I saw the Arbitar get stuck on trees and rocks until there was a battle he got himself free, the other one was I was a gunner on the warthhog and the marine driver drove us off the map killing us almost did it a second time and couldnt find the path to take basically driving in circles, I'm not sure if this is an issue or not but whenever I kill one grunt the rest scream and run away despite there being more than 3 or 5 of them they just run away, I havent seen an ODST yet either maybe thats further down the story I'm not sure... This was before "The Storm" mission.

Idk if its the game script or not but I thought I'd let ya know
Katherlyn  [author] 26 Mar @ 3:24am 
I'm glad it is topquark! The general idea was to keep it close to vanilla but change it up a little in a way that isn't too intrusive.
topquark 24 Mar @ 1:11pm 
great mod, this is my goto way to play halo 3
chriscrushm 24 Mar @ 4:05am 
Cool, Im playing through the campaigns and this is the only mod that really caught my attention, cant wait to try it out
Katherlyn  [author] 23 Mar @ 9:12am 
Yes, it has been updated.
chriscrushm 23 Mar @ 5:13am 
Has this been updated since the mcc update?
Master Cheeks 21 Mar @ 7:39am 
I'll take 3 lol
Katherlyn  [author] 19 Mar @ 2:13pm 
Lmao that's fair but nah, I'm gonna leave it as is. If anything I'd reduce it to 3 so it's the same as ODST
Master Cheeks 19 Mar @ 6:28am 
I'd like to see grenades to be reduced to 2 again
Master Cheeks 19 Mar @ 6:27am 
Man I love this mod, but IMO, 4 grenades for each type is way overkill, and turns the game into grenade spam