Halo: The Master Chief Collection

Halo: The Master Chief Collection

Purps Campaign Overhaul Mod Completed
179 kommentarer
Purple Sauce  [ophavsmand] 20. okt. kl. 23:25 
I am also thinking of adding the Halo CE pistol to the regular campaign as well so that there will be 2 pistol variants. That may also be uploaded with the next update as well but no promises on that.
Purple Sauce  [ophavsmand] 20. okt. kl. 23:24 
Added a new hardcore level for only the most hardened of veterans. Starting next week I'm going to start finalizing the last challenge levels of the mod as most of them will be custom made levels from scratch. They should all be done by the end of november and at the end of december I will resume working on the halo reach mod which is planned to be released in full next summer.
Kokobold 17. okt. kl. 3:09 
This mod is actually insane, I was not expecting HALF the stuff this mod has.The thumbnail does not do this mod any justice, if anyone was peeking into the comments here to see what this mod is, please play it, it's crazy fun,,
Purple Sauce  [ophavsmand] 16. okt. kl. 12:19 
For some odd reason sapien (the editor) removed the weapons the elite allies had on the bar fight. I have fixed this issue and touched up the fight a bit more as well. If you had this issue previously then feel free to try the level again as it should be functioning properly now.
Ambatunissan 15. okt. kl. 22:50 
oh ok
Purple Sauce  [ophavsmand] 15. okt. kl. 21:31 
Those elites never go inside, I will fix the name now as well
Ambatunissan 15. okt. kl. 21:24 
Hello sir, I've seen 2 blue elites from The Arbiter chapter doesn't go inside at the beginning. Also, chapter title says 04a_gasgiant. Can you investigate it later?
Purple Sauce  [ophavsmand] 8. okt. kl. 6:46 
Okay I was able to find the relevant files since they were still in the steam content folder and copy pasta actually worked. Was able to upload a fix and also made the mod public again. Sorry about that there should not be anything else to fix (at least not right now) so this will be the teaser mod in its final form. Any other fixes will be done with the upload next year.
Purple Sauce  [ophavsmand] 8. okt. kl. 6:26 
Sadly, the uploader completely broke and by completely I mean that it undid everything so I'm gonna have to reupload the mod entirely to fix something I accidentally broke. Thanks for your patience might take a bit to fix this since I have to redo the upload mostly from scratch.
Purple Sauce  [ophavsmand] 7. okt. kl. 23:48 
Alright the Halo Reach teaser is now live! You can find it here, enjoy!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3582764090
Purple Sauce  [ophavsmand] 7. okt. kl. 23:12 
Okay just one small change to make to a level, recompile and reupload it and we are good to go. So about 30-40 mins to release now :)
Purple Sauce  [ophavsmand] 7. okt. kl. 22:51 
Okay the mod is uploaded now, just rechecking a few things and I'll have it released shortly
Purple Sauce  [ophavsmand] 7. okt. kl. 19:10 
Okay just recompiling stuff and need to finish testing one last level, everything should be done and uploaded in about 3 hours from now
Bodyguard 7. okt. kl. 16:21 
*Watches intensely* Just 2 more levels, just 2 more levels!
Purple Sauce  [ophavsmand] 7. okt. kl. 16:01 
Just finishing up testing on the last 2 levels, once that's done just need to grab some picks for the campaign and upload it. Almost there.
Purple Sauce  [ophavsmand] 6. okt. kl. 21:24 
Okay the testing is mostly done now, I still want to play through it again before I upload it so instead of doing so now I'll likely upload it by tomorrow night just to make sure everything is good to go.
Purple Sauce  [ophavsmand] 6. okt. kl. 19:09 
Yea I'm finalizing some testing for the teaser version now, I'll probably be done with testing in 2-3 hours and have it released in 4-5 :) I won't be working on it again until probably December though but I plan on making the overhaul as large as this one :) I've already made a lot of changes so I hope you enjoy it!
Bodyguard 5. okt. kl. 6:03 
No freaking way! We are eventually going to get a reach version of this!?!?!?! I can die happy!
Purple Sauce  [ophavsmand] 5. okt. kl. 0:24 
Okay on monday I'll likely be releasing a Halo Reach mod teaser for you all to enjoy and I'll be taking a short break for a week or 2 before I resume work on the Halo 2 mod. It's already jam packed full of changes to the campaign that I am sure that you'll enjoy and it is already roughly 25-30% complete so it is no small "teaser" as much more will be added to the mod from new weapons, new weapon variants, many more customized encounters etc. It will be a full fledged mod like this one is :) Then this winter probably in Decemberish I'll continue working on the Reach mod and probably have that done by next summer.
hyperjohnua 25. sep. kl. 21:04 
great mod, only prob is that tanks go so fast that hitting any small slop hurts you, spins the tank out of control and kills everyone at times , even on delta halo the second odst tank driver flipped his tank on the first ramp after the bridge
Ambatunissan 22. sep. kl. 8:41 
W mod. This mod makes me wanna do more challenging.
Purple Sauce  [ophavsmand] 8. sep. kl. 8:41 
It is easier to make a script first then check natural pathing and if the natural pathing doesn't work then the script can be a failsafe, but in most cases just telling them exactly what to do if they don't need to go far is just straight up better as you can still tell them to shoot at stuff while in a script.
Purple Sauce  [ophavsmand] 8. sep. kl. 8:40 
A lot of pathing and scripts were pretty lenient so for a lot of the mod I just removed that leniency in a lot of cases. They also had the AI follow you a lot which was somewhat dumb so I gave them more straight forward orders as well instead of just "follow this guy around." I redid most of it from scratch, especially the parts that are known to be broken.
Sulli 8. sep. kl. 6:44 
oh ok so you redid the jumps and accompanied that and redid the script, it must have required a lot of work, thanks for your answer
Purple Sauce  [ophavsmand] 7. sep. kl. 23:41 
I redid the jump hints and recoded the scripts from scratch.
Sulli 7. sep. kl. 17:49 
Good evening, quick question, how did you repair the broken grunts in the conduit in the sentinelwalls level at the beginning?
Purple Sauce  [ophavsmand] 3. sep. kl. 1:55 
Made some updates to the 2nd Stage in Sword Fight, should be much more consistent rather than being somewhat RNG based. Drastically increased allied performance for that section of the level.
Kellzdevon95 1. sep. kl. 19:28 
This mod reminds me alot of Halo CE Havoc mod....love this so far man awesome work
Purple Sauce  [ophavsmand] 19. aug. kl. 19:39 
Okay so here is the basic plan for now, in the fall in probably a couple months I'm going to finish up making the challenge levels (probably make 7-8 more including some more custom stuff). I need to completely redo the final level since it's broken and will likely take a few days alone to redo from scratch. Once I am done with that I will probably make just an version of the mod with a campaign using only Halo music for those who asked for that and the original mod idea of having the pistol as a free side arm to pick up as well both of which will just be for the OG campaign not including the challenge levels. Those things won't take me more than a few days to do so I'll do that after I'm done with the other stuff before I fully move on to reach.
Purple Sauce  [ophavsmand] 19. aug. kl. 19:35 
Read the nexus mod page on how to fight tartarus but I need to redo the entire level anyway since the scripts broke on it
stefan201463 19. aug. kl. 8:37 
i really like the mod, but i got to ask is the last bugged, tartarus just refused to die, same with the other brute..did i miss something, beside that i really enjoyed it
Purple Sauce  [ophavsmand] 17. aug. kl. 1:48 
Those levels are legendary only
Fallen Legacy 17. aug. kl. 0:42 
hmm, for some reason when i try to play anything after great journey, it loads, then immediately starts the load screen for the next challenge level.. all the way until the final mission and then boots me to menu. as if the missions are completing instantly and loading the next
Purple Sauce  [ophavsmand] 16. aug. kl. 19:06 
It is only balanced for legendary mode and have never played below heroic so I don't know but it should be mostly fine.
Omega 16. aug. kl. 5:40 
So the mod works well on all difficultys. Correct?
Purple Sauce  [ophavsmand] 15. aug. kl. 19:49 
Added 2 new challenge levels to be played, enjoy!
Purple Sauce  [ophavsmand] 15. juli kl. 20:24 
@Bodyguard

You probably missed it since it was purely just a random mod post with no marketing 😂 But I'm glad you like it :)
Purple Sauce  [ophavsmand] 15. juli kl. 18:29 
If you want to know metros then play the updated version of the mod, the unit to start the scenario will be placed behind that section outside near the tunnel exit, though, allies have a bad habit of murdering that son of a b**** 😂
Bodyguard 15. juli kl. 16:10 
This was just pure fun, I'm surprised I missed this until now. It gave me that Havoc Mod itch I've been looking for since CE. Incredible work! My new go to now!
Big fish 6. juli kl. 12:02 
Got it working, I think I had to have enough buddies with me, or so I think since it worked now when I had a huge amount of ODSTs with unique visors along . Now down to Metropolis.. I think barring the Speedrun mission, I've replayed it like 10 times using different vehicles at the start / no vehicle, tried killing everything, skipping and saving as many marines as possible. These civilian tier types are very elusive!
Purple Sauce  [ophavsmand] 6. juli kl. 5:53 
As long as all conditions are still met after killing him, it starts when you go into space.
Big fish 5. juli kl. 9:47 
Hi, it's me again! Thanks for looking into the last special scenario. I wanna talk about Cairos one, it's been a while since I played and I finally found the bastard.. but it seems the trigger isn't happening. I've tried killing him in several ways, but nothing happens after. Could you look into it?
Purple Sauce  [ophavsmand] 25. juni kl. 0:48 
Okay I made a failsafe, I'll test it later
Purple Sauce  [ophavsmand] 25. juni kl. 0:40 
It doesn't matter much as that is the end of the level but I've never run into that issue so a failsafe should be enough
Purple Sauce  [ophavsmand] 25. juni kl. 0:39 
There is nothing beyond them dying, "(sleep_until (<= (ai_living_count SCLA_Elites) 0))" As you can see here in the code, it simply waits until all of them are dead. If they did, in fact, die the only thing left is a short waiting period where this trigger is flagged "(set SC_Won TRUE)" which allows the level to complete. I can make a failsafe and just set a "game_won" condition though.
Big fish 25. juni kl. 0:28 
What I can tell you that was weird was.. well.. The door is shown as unlocked but when opened, it reveals an overlaying red/locked door like there's two doors trying to co-exist. Maybe the second door is the issue of me not getting to walk out? I know the kill boundaries of the arena stops existing once you beat the duel. So something *is* happening after the Elites die.
Big fish 25. juni kl. 0:26 
100% sure. I did even kill all 4 myself before they jumped off thanks to a good positioning. Ended up with only an extra Plasma Rifle and a softly better sword. I even "got the power" and jumped down the longest fall of a map to find at least some of them dead at the bottom in another attempt. The only thing I thought was weird was the side where Mercy is supposed to be dead at, there's some funny ABCD textured slabs at the edge of the platform.
A5IANpersausion! 24. juni kl. 23:08 
This mod is UP THERE. I have not had this much fun w/ Halo 2 in a LONG time.
Purple Sauce  [ophavsmand] 24. juni kl. 21:38 
I just checked and it should be fine. Are you sure that all 4 elites died? Once they do the trigger will flip ending the game after a moment and unlocking the duel area. If the duel area did not unlock, they did not all die.
Purple Sauce  [ophavsmand] 24. juni kl. 21:30 
Oh no, the mission should end after they do so. I can check the code, but it should end within 15-20 seconds.