Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo 3: ODST Kat's Campaign
114 Comments
Katherlyn  [author] 25 Jun @ 7:44am 
Can but that doesnt work the way it should. You can snipe a jackal sniper across the map and whatever is nearby will instantly know where you are. Halo AI doesnt really do stealth unless it's CE.
$P!TMyKidsOut 💦 25 Jun @ 3:39am 
Can't you flag a weapon as silent?
Katherlyn  [author] 21 Jun @ 7:15pm 
No, with how Halo enemies work, they will always hear it unless you're a million miles away and you KILL the enemy with a single shot otherwise they will know where you are. Halo doesn't have proper stealth mechanics and there's no way to mod them in without VERY heavy scripting.
The Sex Defender 21 Jun @ 7:02pm 
Is it possible to make the suppressed smg and socom actually silent? As in enemies don't react to the shots?
Katherlyn  [author] 21 Jun @ 4:04pm 
No, I didn't re-add dual wielding. I did have an idea on adding the H2 magnum that I have in my Halo 3 mod, but make it the only dual wieldable weapon.
HOBO ON WHEELS 21 Jun @ 1:34pm 
Can you dual wield in this mod?
Katherlyn  [author] 19 Jun @ 7:54am 
As stated on my h3 campaign, maybe I'll hide one as an Easter egg :p
Rico37 18 Jun @ 6:40pm 
i meant 60 rounds
Rico37 18 Jun @ 6:40pm 
69 round assault rifle please. Dew it! lol
Katherlyn  [author] 18 Mar @ 6:23pm 
That's very interesting. Yea, I know MCC has a weird input lag thing in general, it's prevalent with Halo 2 when anyone not host has a much easier time swordflying
LovablePWNER 18 Mar @ 5:32pm 
Hey Kat! I commented on here a while back because I said there was strange input lag in this mod when playing COOP. Turns out it was not even the mods fault and stems from other plays having different refresh rate compared to the host. I know COOP can still have issues on MCC but it definitely wasn't your mods!
Morry09 16 Mar @ 9:22am 
and with the marines health yeah you are right it would be better to just remove that thing, its a great mod keep up the good work:steamhappy:
Morry09 16 Mar @ 9:17am 
that would be really nice, i am saying because in like my opinion in close combat every unit should have that guaranteed melee attack so it would be fair
Katherlyn  [author] 16 Mar @ 9:05am 
i'm not too familiar with adjusting AI melee as it's functionally different than players but I can look at it I suppose.
Morry09 16 Mar @ 9:04am 
and the marines melee attack area is really small, like they almost never hit it
Katherlyn  [author] 16 Mar @ 8:47am 
It can be changed, yes. I did up their health on Tayari but it's still present. Maybe I'll just remove it.
Morry09 16 Mar @ 2:32am 
cannot that be changed ?
Katherlyn  [author] 14 Mar @ 3:23pm 
oh i see, they do make them very weak, all allies during that mission, for some reason
Morry09 14 Mar @ 3:32am 
there are more, on ONI Alpha Site, for example at the bridge after the explosion if u keep marines alive then they get 1 shot, and at end of the mission the same with the police guys
Katherlyn  [author] 13 Mar @ 10:56am 
I don't know about that being a thing aside from the first mission with Buck where marines are scripted to be very low health.
Morry09 13 Mar @ 10:44am 
in the original halo 3 odst in some missions if you progressed with ur marines and kept them alive at some point they would get insta killed, is this thing as well in this mod ?
Katherlyn  [author] 26 Feb @ 7:54am 
As neat as it'd be to run across survivors, I don't have the skills to account for them in scripts so it isn't just spawning them every time you enter the area, after a mission, etc
Bisoso 25 Feb @ 12:24pm 
I was thinking of having small groups of survivors hidding in the city of new mombasa, civilians or wounded military etc
Bisoso 25 Feb @ 12:20pm 
Let me suggest the addition of a more powerful atlernative to the sniper rifle, just like we have two types of assault rifles, battle rifles and smg in game, a gauss sniper rifle, just for the lolz, ammunition to be scarce but the damage output to be almost as insane as the spartan laser, what do you think?
Katherlyn  [author] 30 Dec, 2024 @ 9:59am 
Yea what Travers said. It can be removed but I think the idea from Bungie was to make it seem like they're getting killed and overrun.
Travers2a49 30 Dec, 2024 @ 6:08am 
@Beneral Bibobi Bainington They do. There are multiple times where they're given "low health scripts" that causes them to die in one shot. Those scripts are from Bungie and are in the vanilla game. One example is the first group of marines on Taiyuri Plaza. Once you make it to the top of the hill with the first jackal sniper and dead elites the script kicks in and they die in one hit.
SollyMcDolly 30 Dec, 2024 @ 2:38am 
i have a question regarding the marines do they have less health in halo 3 odst because they seem to die quicker than the marines in other halo games
MadlyKat 6 Dec, 2024 @ 11:41pm 
Really loved this one, can't wait for your version of Halo Reach! <3
Katherlyn  [author] 5 Dec, 2024 @ 10:28pm 
But I agree, the silenced smg needed something. I always dropped it in stock ODST as it.. didn't really do enough damage to warrant carrying. Appreciate it!
Katherlyn  [author] 5 Dec, 2024 @ 10:27pm 
If I did, I don't know how to track them being alive, what happens they have, and how to respawn them with the weapons when you return from a mission.
RollOutRory 5 Dec, 2024 @ 9:35pm 
Became a big fan of yours after playing your Halo 3 Rebalance and I'm glad you worked on this. Out of all the changes, big and small, best one by far is changing the Silenced SMG. For something that's supposed to be hyped up as this weapon of choice for special forces, it's pretty ass in vanilla. Now its buffs go a long way to actually feel like something an ODST would actually rely on. Totally agree with "feels cool" over "sandbox balance" in that regard.

As far as any additional changes, since you added some ODST bodies around, I think it'd have been neat to see some living ones too.
Ryjaki 1 Dec, 2024 @ 9:02pm 
It would be fun to have the shotgun carry 12 in the tube like in Halo 2 if possible. Either way this is probably my favorite way to play ODST
Katherlyn  [author] 13 Nov, 2024 @ 2:52pm 
while yea, quite the rules, there's still limitations, and putting the engine at max causes weird issues like what you see in some of RejectedShotguns mods where things go a little wonky
Mister T ypo 13 Nov, 2024 @ 11:35am 
That's amazing! I thought the extra bodies were a fantastic idea as well, I always thought it was weird there was no elites at night. I will look forward to that update! Thank you for your replies and wicked mod!

PS. Ya GOTTA push that engine to its limits. Thems the rules
Katherlyn  [author] 13 Nov, 2024 @ 10:04am 
I did add some more weapons and i think some more bodies but i want to say it got to a point of overloading but not entirely sure b/c I had issues with getting the suppressed AR and BR to transfer after a mission, which turned out to be an entirely different thing than that. I could have a slightly longer zoom. I am planning on doing an update sooner or later.
Mister T ypo 13 Nov, 2024 @ 9:50am 
It really feels like you added more, and if you do any updates, I nicely ask to add further goodies to find. Coming across the Spartan laser in the streets made for some great fun!
See that is what I thought - that tweak also made me realize that I rely heavily on burst scanning with the BR - thats why I mentioned it could be my fault!
I might have to try and get a little better at it - though I will suggest a bigger zoom for the suppressed BR in that regard?
Like I said though, this mod is FANTASTIC as it sits!
Katherlyn  [author] 13 Nov, 2024 @ 9:47am 
Thanks! I didn't actually add that many fun toys to Mombasa but I meant to add more and just didn't. The Suppressed AR is fun yea. The BR is still effective though. The Suppressed BR is meant to function as a DMR while scoping to help conserve ammo. The single shot it does has more damage.
Mister T ypo 13 Nov, 2024 @ 8:16am 
What a fantastic, fun mod to play! I think this may be my personal preference on how to play ODST!!

The new weapons, adjustments and tweaks to enemies lead to a wonderful challenge balance
Brutes no longer feel like damage sponges, but you still don't feel like a Spartan. I played on heroic.
The variety of fun toys to find min Mombasa streets led me to wandering around for around 8 hours - the longest playthrough of ODST I've ever done - just to keep looking and finding what was hidden.
The suppressed AR is an AMAZING sewing machine of damage, so fun to use! I love how all the human weapons feel!
The BR was something I always wanted in ODST, but I think it's a little weak due to the buffs the AR/SMG recieved, sadly. But that's just a matter of a little tweaking - and I could just be garbage with my headshots, too!
Please make the suppressed BR burst in scope... Or maybe give more utility to the single shot? Not sure, but just my opinion.
Katherlyn  [author] 11 Nov, 2024 @ 1:21pm 
Probably is a blam issue, a lot of the issues with the AI is straight up engine issues.
Sporzart 11 Nov, 2024 @ 10:58am 
I guess they're just upset about what happened to Reach.

Jokes aside, it's probably just a Blam!-ism. Fortunately, it's not too much of an issue. Just gotta play to the AI's strong suits.
Katherlyn  [author] 11 Nov, 2024 @ 10:38am 
Yea I've tried to make it so he fires longer and even set the behavior to not shoot at corpses, but for some reason, they still do. I'm not sure how to fix that honestly.
Sporzart 11 Nov, 2024 @ 10:20am 
@Combine117, I've noticed the same thing, haha.

Something about the Trooper AI aggression settings makes them hyper-fixate on enemy corpses when gunning, kind of like the Marine AI in Halo 4 (though I haven't played H4 since it released, maybe they fixed it). The aggression makes them more formidable on foot, but tends to be a little goofy/inconvenient when in vehicles. The Trooper AI in the Kat's ODST Firefight mod will do the same, so I try to have a Marine operate the Hog's gun while a Trooper uses a power weapon in the passenger seat. Buck does a great job with the SPNKr on Coastal Highway, though! There should be some scattered about, here and there.
Combine117 11 Nov, 2024 @ 10:05am 
I did Coastal Highway for a bit, but had some bad omen watching Buck shoot at an enemy, then proceed to keep shooting at its corpse despite the group of enemies currently surrounding us.

Silenced SMG feels super clean tho, love using it.
xdeadforbezdar ♅balomberov♅ 11 Nov, 2024 @ 5:34am 
+rep:MCCMONITOR:
Katherlyn  [author] 31 Oct, 2024 @ 12:28am 
Lmao, what I need/want to learn how to do is make fully functioning firefight maps so I can convert other areas of say, the Halo 3 campaign, into "new" firefight maps. I have a working prototype, it's a fully custom map.
Don Vergas 30 Oct, 2024 @ 9:06pm 
Kat, we need MORE :) keep doing this!!
Katherlyn  [author] 23 Oct, 2024 @ 9:05am 
Afaik, he spent a long time on that but that just shows what could be possible in the Halo engine. It can be hell depending on what you're trying to do. If you're in the Halo Mods discord, you can see stuff others have done, like Jordan's dinosaur Banished mod and the remake of the CE Covenant and whatnot.
LovablePWNER 22 Oct, 2024 @ 4:15pm 
You're welcome! If that InfernoPlus Pirate Themed Halo 3 level is anything to go by it looks like Halo 3 can be hell to mod for. Vanilla+ is exactly how I'd describe these mods! Taking out the "Cortana/Gravemind Slowdowns" in Halo 3 was such a goated move.
Katherlyn  [author] 22 Oct, 2024 @ 9:31am 
I know MCC has input lag, which makes playing with one of my friends almost impossible for me as I can't snipe and everything feels like 0.5 to 1 second behind but we've found if I host, it's not that bad for the friend b/c my internet is faster. I do wonder if my mod is.. making it worse? somehow? Thanks for the compliment! Been trying to just stick to vanilla+ style. I would love to do 100% custom missions but that's currently out of my skill set.
LovablePWNER 22 Oct, 2024 @ 5:56am 
Yes although we did some more testing and it seemed that even unmodded my friend was getting the input lag. So this may actually be an MCC problem and not specifically your mod. I think we just started noticing it while playing your excellent mods.