Halo: The Master Chief Collection

Halo: The Master Chief Collection

Kat's ODST Firefight
75 Comments
Katherlyn  [author] 16 Apr @ 7:51am 
If they have an equivalent combat form yea. Elites, ODSTs, Marines, and Brutes.
ryanbailes06 15 Apr @ 7:56pm 
can infection forms infect living and dead
Katherlyn  [author] 8 Nov, 2024 @ 9:51am 
No, I did read all of your comments. Your mod is possible, just a lot of work. Like adding additional weapons into firefight itself isn't that hard tbh. It's mostly setting up the weapon to work like you would expect and then animations that's the hard part. Adding them to the maps isn't hard nor is adding them to the squads because luckily ODST uses squad templates that basically says use this character, with these weapons; unlike Halo 3 where you have to add spawn points for each additional weapon you want the squad to potentially use. I know others have done it though so maybe they have guides somewhere but I haven't looked for them.

I've just been playing a lot of Cyberpunk 2077 so that's why though it wouldn't have taken but like ~5 mins, at most, to respond tbf.
Katherlyn  [author] 7 Nov, 2024 @ 10:46pm 
you uh, deleted all your comments? for what? you get someone to make your mod? just curious
Katherlyn  [author] 3 Nov, 2024 @ 1:23pm 
It's possible to add as many weapons as you want tho it does tend to get a bit messy after ~100 because you have to use another character due limits tho I'm not entirely sure what the limit is. I know weaver with his halo 3 mod had some issues. As for the weapons themselves tho the animations are usually the hardest part so they're using proper animations and not reusing them
Katherlyn  [author] 31 Oct, 2024 @ 12:18pm 
You know, originally I would be like, no, but it's also like, how involved is the mod request? It really depends.
Katherlyn  [author] 29 Oct, 2024 @ 1:34pm 
Players hand would likely be animation thing; not something I'd be willing to look into right now as first person animations are very... complicated. The muzzle flash might just be an effect priority thing.

I'm pretty fine with the where the weapons are, the BR and SBR already have the Halo 3 damage table so they have higher overall damage. BR has 25% more damage compared to stock and the SBR has 33% more damage. I might consider adding more, but I might do up a custom box for 'em instead of having them on the wall.


It's not possible to make it so you can carry 2 of the same weapon. It's hard coded. I know the Halo 2 thing where you can triple wield because of the dual wielding thing.
Katherlyn  [author] 29 Oct, 2024 @ 12:01pm 
You're good, I think you wanting to learn how to do your own mod is a fantastic thing. Remember, start small or you'll quickly burn yourself out. Plenty of times I've wanted to do XYZ ABC, and .. I didn't know how to do X and.. yea that's why I have plenty of unfinished things that I occasionally show in the discord.
Katherlyn  [author] 29 Oct, 2024 @ 10:38am 
It's always possible for anyone to make their own mod. You have to start somewhere. I started messing with Assembly before the tools were even out. When the tools did come out, I spent a while just messing and changing things to see what they did while watching tutorials people have made. While I don't much any more, I used to watch RejectedShotgun stream.

If you're in the Halo Mods discord, there's a section just for tutorials though it tends to get a bit hard to find. I can send you the link to it which people have posted various tutorial videos. Most Halo 3 tutorials work for ODST since they're pretty much work the same though there are a few minor differences such as ODST uses squad templates for some squads which were later reused in Reach - this is missing in Halo 3.
Katherlyn  [author] 11 Oct, 2024 @ 12:10pm 
You're welcome :); I always find whichever Halo people started out with to be their favorite though that isn't the case every time. Anyway, I think elites don't actually have leader values in Reach which is why they don't really lead troops.. though I'm not sure if that was a depreciated behavior or not between games.
Sporzart 11 Oct, 2024 @ 12:10am 
I'm probably biased since Halo 2 was my first in the series, haha. CE's design is classic and true, of course, but I loved the "character" of Elites as opponents in H2. Their combat banter made them a lot of fun to fight against, especially when hiding from their onslaught on higher difficulties.

I actually find that I dislike the Elites in Reach the most out of Bungie's original projects. Their designs are super cool, especially the Ultras and upper echelons. However, I just didn't like how "glidey" they were compared to the rest of the Covenant in H:R. They just felt a little out of place compared to other enemy types in terms of gameplay. Functioned less as NCOs or leaders of troops and more as individualistic assassins (not sure how to articulate what I mean). That's just my opinion, though.

Thanks for chatting and sharing.
Katherlyn  [author] 10 Oct, 2024 @ 11:11pm 
I honestly find h2 elites kind of boring. For me, Halo 1 has the best followed by Reach. Halo 1 because they move a lot and well.. it's Halo 1. Reach they move a lot too but also can like, melee kill you too
Sporzart 10 Oct, 2024 @ 4:55pm 
Ah, gotcha. No worries!

Yeah, I'm still a little bummed with how they turned out in H3's engine. They just seemed to be at their best in H2, both AI and design-wise.
Katherlyn  [author] 10 Oct, 2024 @ 1:36pm 
I'm not sure I can do that in firefight as it randomizes the squad, though I can check if it uses certain squads per ... what do you call it.. like there's "elite" "elite patrol" and another but I don't remember if you can change that up. Yea, in general, elites are still kind of garbage tho that's primarily up to their animations. I do know someone did up newer/better animations but I haven't looked at it.
Sporzart 10 Oct, 2024 @ 1:04pm 
That'd be awesome! They're tough little critters as it stands, but it would be great to have them emulate their H2 roots. Perhaps Zealots and Spec Ops as well? I don't think they went berserk in the same sense as the Ultras, but they had set spawns with swords in tow depending on difficulty (i.e. Cairo boarding craft/Outskirts Phantom insertion).

As for the Elite allies, Active Camo was the only equipment I saw them use when fighting alongside them. They don't usually last too long in my games, but I keep an eye out for what other surprises they might have next time I give it a whirl.
Katherlyn  [author] 10 Oct, 2024 @ 12:57pm 
Oh? I did not know that. That wasn't intentional but y'know, I'll leave it. It's likely caused by me editing the squad so there's a chance the elite was a stealth elite. Also yea, I might change the elites to where only ultras pull out their swords like Halo 2.
Sporzart 10 Oct, 2024 @ 12:52pm 
Ah, I thought that was a feature, lol. Whenever I fight against those guys, they tend to use invincibility and energy swords when they go berserk, regardless of rank (iirc). I thought it was just RNG with their equipment sorting. Also, its pretty cool that Elite allies use active camo! I wasn't expecting that when i was playing last week.
Katherlyn  [author] 10 Oct, 2024 @ 12:46pm 
Thanks! I didn't look into the brute thing but overall, seems to be working just fine. Now that I think about it, I did see a major elite use invincibility, which wasn't supposed to happen.
Sporzart 10 Oct, 2024 @ 12:39pm 
Awesome stuff, glad to hear! If I happen to run into any bugs down the line, I'll give you a shout.
Katherlyn  [author] 10 Oct, 2024 @ 11:56am 
Ok, I did some testing with friend, seems like everything was fine; at least on Lost Platoon. Randomized the waves and set the starting weapons to random too.
Katherlyn  [author] 10 Oct, 2024 @ 9:44am 
As far as I'm aware, it has been resolved due to the scenario file being completely separate from the stock one but have not been able to test in depth.

Also, he just wants all the weapons in each game which is fairly common thing for mods to do but I refuse to do as it's not.. like, how do I put this? Something I want to do unless the art style matches and feels like it fits in. Something like that, but even then that would likely be entirely separate mod.
Sporzart 10 Oct, 2024 @ 6:41am 
@aluckyguyOWNED, come on, man. You don't need to be like that. You've gotta realize that mod authors are real folks who don't have the time, will, or energy to accommodate every wish that a fan has. Like I said before, there's nothing wrong with sharing ideas, bug fixes, or constructive feedback, but getting ornery because someone has a specific intent for their project is ridiculous. Unless we learn the skills to do it ourselves, we should be happy with what others provide.
Sporzart 10 Oct, 2024 @ 6:41am 
@Katherlyn, " I do know I had an issue where the host would see all the modded stuff and whatnot while any other player wouldn't and i think it had something to do like, other players were sort of between the normal stock map and the modded. "

That's goofy. Did the issue end up resolving itself, or is it still something that comes and goes? Truth be told, I haven't tested this mod with any buddies yet and haven't witnessed any syncing issues. More often than not, these ol' games seem to operate on duct tape and dreams, lol. regardless, I'm glad the ODST dev team threw this mode together, as it's been such a great addition to the series.
Katherlyn  [author] 9 Oct, 2024 @ 8:52pm 
I doubt it... but good luck!
Katherlyn  [author] 9 Oct, 2024 @ 12:07pm 
Yea you're welcome!, Mythic did mods for other games as well if you check his workshop. You might find some of the weapons you want in the games you want.
Katherlyn  [author] 9 Oct, 2024 @ 12:02pm 
Katherlyn  [author] 9 Oct, 2024 @ 11:56am 
Usually Mythic's mods contain all of those weapons among others
Katherlyn  [author] 9 Oct, 2024 @ 8:31am 
I'm not going tot add all those weapons from the other games; that isn't the goal of my mod. I am sure there are plenty of other mods that have done just that as that is one of the most popular types of mods. I'll be adding a brute plasma rifle but that's about it as for new weapons.

As for the brute thing, like I said, I'm pretty sure that is a stock thing and I'm not sure how I would fix it. I did see someone said something about adding cookie cutters or w/e that is to the map which would prevent them from going near said place but I don't know how that works just yet.
Katherlyn  [author] 8 Oct, 2024 @ 9:25am 
Yes, campaign/co-op and multiplayer run on two separate netcodes. I'm not actually sure which firefight works on unless it's a weird hybrid. I do know I had an issue where the host would see all the modded stuff and whatnot while any other player wouldn't and i think it had something to do like, other players were sort of between the normal stock map and the modded. Idk, it was very weird.
Sporzart 8 Oct, 2024 @ 7:28am 
@Katherlyn, sorry for the late reply on this one, been a little busy as of late.

I appreciate the insight! Thank you for sharing. Do Campaign and MP run on different engine versions/instances—is that why they don't sync up quite the same? Even with the limitations of these engines and tools, its amazing what folks are able to achieve.
Katherlyn  [author] 6 Oct, 2024 @ 9:10pm 
that would require a lot of work with skills i don't have to do. plus you'd need some fade to blacks to cover the zone set changes or some very finicky teleporting but even then.
Katherlyn  [author] 4 Oct, 2024 @ 11:24am 
Yes, it is very intentional. That single shot does more damage, and allows you to conserve ammo you otherwise would be spending burst firing.
Katherlyn  [author] 4 Oct, 2024 @ 8:48am 
There's quite a few hard coded things we can't get around; for example, we can't add new customizable species/races, however, you can say, with clever editing, sort of get around that but you're still locked to 2 race/species that work with first person.

Multiplayer is limited to 3 object attachments, any more and they don't sync - this isn't an issue in campaign however where everything is supposed to sync.

Another example: we're limited to 16 regions - regions are basically what you customize when you say, change your shoulders, helmet, knees, etc. There's a bit more but I can't think of anything more off the top of my head right now.
Sporzart 4 Oct, 2024 @ 6:22am 
@Katherlyn, ah, gotcha. It was a cool concept, nonetheless. I've heard the way they built these games was a little goofy and that a lot of things aren't able to be modified due to hard-coding/spaghetti-code, especially in the case of H2. Looking forward to what you've got in store for H:R!
Katherlyn  [author] 3 Oct, 2024 @ 7:01pm 
i wouldn't do that as the automag is odsts iconic weapon, sorry. i wanted the other weapons to be on par with power weapons, but i guess that kind of goes out the window at least for the silenced AR when the silenced SMG does the same thing.
Katherlyn  [author] 3 Oct, 2024 @ 2:48pm 
No, I was not able to fix the rocket pod thing - it was only temporary version, just wanted to see if I could get it to work.
Sporzart 3 Oct, 2024 @ 2:22pm 
@Katherlyn, thanks a ton for the update! The BR buff is perfect and doesn't feel overshadowed by it's counterparts.

Also, the mesh for your Reach project is lookin' good! Did you ever end up finding a fix for the input mapping problem?
Katherlyn  [author] 3 Oct, 2024 @ 2:17pm 
You should just not mag dump though the SMG is meant for mag dumping so maybe
Katherlyn  [author] 3 Oct, 2024 @ 12:37pm 
Silenced BR has slightly more damage, it just doesn't sound punchy. I might try to make a custom sfx at some point but I never make any custom sounds. I can make sounds work in game as I've gotten spectre and shadow sounds in Halo 3 but yea
Katherlyn  [author] 3 Oct, 2024 @ 11:04am 
As far as i am aware, that's a hard coded thing we can't do anything about as Modders though in Aus's h3 mod I did have two magnums but I think that was caused by dual wielding
Katherlyn  [author] 3 Oct, 2024 @ 9:14am 
I'm still not going to make the BR full auto as ... it is never full auto in any of the Halo games and there's no way to do select fire. There are other animation bugs that are present but those are also in MCC itself and the problem with animations is, you would need to have multiple animation graphs or spend time manually importing and fixing animations in Blender to rebuild the graph (You can't just import an animation into a graph).

For the boons, no, it is not possible as that isn't a separate option in the menu. The medals, I'm not aware of being possible to change as some of that is handled by the UE Engine that runs MCC though I can still take a look.
Katherlyn  [author] 3 Oct, 2024 @ 9:14am 
Uploaded an update a bit earlier than expected. As for the word vomit, I do read it but 99% of it I'm not going to bother with tbh, for example: weapons with alternative ammo; this isn't possible in Halo except for making the weapons separate .weapons which would mean you'd never know which is which until you picked it up.

I'm not against dual wielding but that is an animation thing and I'd only want to player to be able to dual wield one weapon - it would be the H2-style pistol present in my Halo 3 Campaign Mod. On that topic, maybe one day I'll get dual wielding brutes as seen in the ODST trailers.
Sporzart 2 Oct, 2024 @ 3:50pm 
@aluckyguyOWNED, hey man, there's nothing wrong with sharing bug reports or ideas! Feedback and different perspectives help projects grow. A separate discussion board/thread could be of use for folks like us, though, as not to clog up the comment section. I'd chalk up a notepad or word doc and write down things that come to mind. You could refine suggestions or bug reports into concise blocks and share them over time after some thought. Some things might be outside the sphere of probability, but it's still good to share and provoke thought on new concepts.

I agree, these mods have been fantastic. I've spent more time on them than any of the others on the workshop, by far. I'm sure Kat has been busy with the Reach project and has some good things in the works. From what it sounds like, feedback is welcome—but being a one-fan team, these things can take time.

Edit for my last post: "sense", not "since"*
Sporzart 2 Oct, 2024 @ 2:05pm 
@aluckyguyOWNED, a Battle Rifle overhaul is a good suggestion.

A damage buff is certainly welcome, as the 9.5x40mm cartridge wouldn't play around. Due to the large caliber, it could have some recoil added to it to function as a trade off for damage output. I think that the Silenced BR's homage to Halo 2's E3 demo BR (single shot in-scope, burst fire from shoulder/hip) is great and would be fitting if transferred over to the base model. The caveat of use being significant recoil with burst fire that the player would need to manage versus single shot precision when ADSing. Since the BR in H3 is projectile based versus it's H2 counterpart, single shot may make more since to use when aiming down the scope.

Idea summary:

- No ADS: Burst fire with high damage output on hit for CQB, but requires recoil management.
- ADS/Scope: Single shot precision for medium to long range, but less rounds downrange.
Katherlyn  [author] 1 Oct, 2024 @ 7:02pm 
Don't worry too much about it, I like feedback and ideas that could help improve the mod though obviously not all of them will be added as that's not what I'd want for the mod. Side note: I love the reach armor and the fact infinite uses a variant of it but I wouldn't add it to the mod. Just the way it is sometimes. Did remind me though that I did do up a ranger elite but I don't think it got used. Might have to find a way to do that.
Katherlyn  [author] 1 Oct, 2024 @ 6:59pm 
Hmm it could be the fonts get some sorta messed up, or I meant to remove the golf club but left it in on accident; I'll take a look. As for the weapons themselves, I could add specific spawns for them in the maps. Though the idea was for them to just be extra and not really like.. idk. For the ammo, they're considered entirely separate weapons and thus can't pick up ammo from their normal counterparts though I never did check to see if you can add a weapon to the magazine section.

For the silenced smg the idea was to not spam auto fire and instead sort of burst fire it.. or like a tacticool pew pew. I'm not sure how to describe it. As for the other weapons missing it, I'll take a look.
Sporzart 1 Oct, 2024 @ 4:29pm 
@aluckyguyOWNED, as far as I know, the Silenced AR and BR only have a chance to spawn on friendly ODST allies in Firefight. I don't think there is a drop for them otherwise. Granted, I haven't played all of the maps with this mod, so I may be wrong. In the campaign mod, you can find the Silenced AR and BR in a few different locations in the Mombasa Streets hub world. You can't use their normal variants for ammo resupply, however, you can use the little ammo packets in the world to top off your ammunition.

Regarding the Silenced SMG, I agree that it could benefit from a slight recoil adjustment.
Katherlyn  [author] 1 Oct, 2024 @ 2:44pm 
yes, there sure is!
Katherlyn  [author] 1 Oct, 2024 @ 2:43pm 
Check out my campaign mod and go exploring a little, or play fiesta and turn boons on, you might run into the other silenced weapons (just 2 anyway)