King Feraligatr

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About King Feraligatr

Extra Information

  • Gender
    Male
  • Location
    United States
  • Interests
    Video games and modding
  • Contributed
    $25 (US) to Open Carnage
  • Raffle Victor
    One-time

Contact Methods

  • Discord
    King Feraligatr#8518
  1. Yeah, this mod isn't meant to be too crazy on the changes. My Halo 3 mod is more so, and that mod has a greater scope when it comes to changes. However the "craziest" "sandbox" change in that mod is making the Prowler shoot a heavy spike that lodges into a target then explodes. So yeah....
  2. What did you think of my submission?
  3. This map doesn't seem very popular. :/ I guess it's just as well... it's very vanilla.
  4. Taking little over a year since the last update, this mod has been remade with ODST's official mod tools and has been rebranded ODST: Inferno. Link: https://www.nexusmods.com/halothemasterchiefcollection/mods/858 Changes can be found on the mod page or the attached readme. ODST Inferno Readme.7z
  5. As some of you may know, I made an ODST mod called ODST: Feet First into Hell a while ago. Well, now that ODST mod tools are now out, I'm remaking that mod, now under the branding of ODST: Inferno (I don't think the old name was doing the mod any favors in terms of clarity, recognition, etc.). Because the map contest is coinciding with my dev and remaking process, I decided to release something for it. Since the contest only allows one map, I was recommended to release Mombasa Streets due to all it covers. My mod covers the entire campaign, but for this thread, only one of the maps will be shown off here (it's just as well. The mod is still indev.). Anyways, what is ODST: Inferno you may ask? Well, you may look here: https://www.nexusmods.com/halothemasterchiefcollection/mods/858/?tab=description (don't download anything here. It's old and broken.) for some information, but how about I give you some information anyways? ODST: Inferno is a mod that covers the full Halo 3: ODST campaign and Firefight experience. Notable features include: Drastically improved AI, both friendly and enemy. Brutes are noticeably improved. More diversified AI. Actors have a bit more defined personalities and more variance in behavior. Rebalanced "sandbox" and general game. Elements that weren't so great have been buffed or changed in various ways. Elements that where too overpowered have been nerfed in various ways. Some added or revised encounters. Notably, there are more Hunters and some Covenant troops in the campaign can be found wielding human weapons. Some cut encounters have also been restored. Some continuity changes. Some simple continuity errors have been fixed and/or addressed. Reviver allies will assist you in the first 4 flashback missions and most Firefight maps (with boons on). These are allies that act like the Arbiter or Johnson in Halo 3. The Firefight revivers are from my Halo 3 mod Yet Another Halo 3 Revamp (or YAH3R). Generic allies have been added to Firefight maps that lacked them. (If you have boons on). A mod that isn't generally too crazy on the changes. Balanced and intended to be played on Legendary. Etc. Caveats: The mod is still indev. So as such not everything might be as finally intended. Things might also get changed later down the line. The Tilt skull does nothing special right now. I have yet to make its damage table. It's just a copy of the normal one. You're only getting one map of all of them. Still, you can roam the streets of Mombasa and play two Firefight maps (the night versions of Crater and Rally Point), so you should be able to get a feel for the mod. Etc. With all this, I hope you enjoy the mod. Again, it's balanced around Legendary.... though try not to die too much. >:) Download link: https://drive.google.com/file/d/1u8aMZKi_Nq2IHJ1q8OiV15gx7NbD-niP/view?usp=sharing (Nexus page won't be updated so as to not falsely alert people only following that page that the mod got a new update. It'll be updated once I'm done with the mod remake.) Now for some screenshots ( https://imgur.com/a/8L5kou1 ):
  6. The ludicrously high gas prices, among other things, has me *very* worried for the future.
  7. More Pictures: https://imgur.com/a/r9HoOdG I've finally done it. After years of on and off working, I've finally gotten my Halo 1 mod to a releasable state! Link: https://www.moddb.com/mods/kfs-halo-1-mod DL Link: https://www.moddb.com/downloads/start/230030 Description (copied from mod page): (REQUIRES OPEN SAUCE) A simple revamp of Halo 1's campaign featuring improved friendlies, revised encounters, simple weapon rebalances, an extra weapon, and more. All without going too crazy on the changes and additions. More detailed features: Improved friendly AI, including immortal/invincible ones at certain points. Simple weapon rebalances. Revised encounters. Touched up enemy AI. An extra weapon: a Focus Rifle based on SPV3. Health regeneration for Master Chief and drivable Covenant vehicles up to 33.4%. Some error and/or continuity fixes. Some added encounters. A faster introduction curve. Covenant in the Library. A mod balanced around Legendary. A mod that doesn't go too crazy with the changes, generally. Completely standalone maps. Won't replace any existing maps (almost certainly). And more. As stated before, this mod absolutely needs Open Sauce to be played. I might change this in the far future, if needed, but them's the breaks. Please read the readme for more detailed changes and the like. Installation: 1. First, make sure you have Open Sauce installed. It is absolutely necessary to play the mod. 2. Extract all the .yelo files to your Custom Edition install’s “maps” folder. 3. Boot up Halo Custom Edition with console commands and devmode enabled. 4. Use “game_difficulty_set <difficulty>” in the console to set the difficulty of your choice. Difficulty settings. easy = Easy normal = Normal (default) hard = Heroic (minimum recommended difficulty) impossible = Legendary (recommended difficulty) 5. Use “map_name <map file name without extension>” in the console to load up the level of your choice. Campaign is self contained should not replace the original levels. Using “map_name” with the same difficulty you last played on will resume your progress on a given level, assuming you have not triggered a checkpoint on some other level. Map names: am_a10_rm_campaign = The Pillar of Autumn am_a30_rm_campaign = Halo am_a50_rm_campaign = Truth and Reconciliation am_b30_rm_campaign = The Silent Cartographer am_b40_rm_campaign = Assault on the Control Room am_c10_rm_campaign = 343 Guilty Spark am_c20_rm_campaign = The Library am_c40_rm_campaign = Two Betrayals am_d20_rm_campaign = Keyes am_d40_rm_campaign = The Maw 6. Enjoy. Uninstallation: Delete the mod’s .yelo files from your Custom Edition install’s “maps” folder. That is all. Permissions: You are free to use anything of mine or any idea of mine in this mod as you wish, without permission. All I ask is that you credit me and those who’ve helped me. I sadly cannot say the same for the resources I’ve used. Reuse those at your discretion. Special Thanks: Playtesters: GreppiM Elote Etc. Other: Kavawuvi GBMichelle Elote GreppiM MosesOfEgypt Mia Midol TheLag Silentgamer64 Markel Echo-77 Spiral (help and Awesome Marine/”Halo 3” Marine model tags) Nullen (“colorable” Marine tags) InfernoPlus (some Marksman Jackal related things) FD (up to date SPV3 Focus Rifle sound tags) BestSakuya Conduct Refined Team Open Sauce Team Halo Modding Reclaimers TSC:E Team SPV3 Team Halo CE Community Masterz1337 Bungie Gearbox Software 343 Industries Microsoft More detailed information can be found on the attached readme. I hope you enjoy. And expect a Halo 3 mod and a remade ODST mod from me in the future. KF's H1 Mod Readme.7z
  8. ODST: Feet First into Hell has seen its 1.3 update: https://www.nexusmods.com/halothemasterchiefcollection/mods/858?tab=description . Changes can be found on the mod page or in the attached readme. ODST Feet First into Hell readme.7z
  9. Thank you for the kind words. ODST: Feet First into Hell has been updated with its 1.2 version: https://www.nexusmods.com/halothemasterchiefcollection/mods/858 . Details can be found on the mod page. Or in the attached readme. ODST Feet First into Hell readme.7z
  10. Updated my ODST mod: https://www.nexusmods.com/halothemasterchiefcollection/mods/858 . Updated documentation attached to this post. ODST Feet First into Hell readme.7z
  11. Finally got my ODST mod released, ODST: Feet First into Hell: https://www.nexusmods.com/halothemasterchiefcollection/mods/858 . It's a rather simple mod that edits the AI and gives "less effective" weapons buffs and/or new niches. And more. Full campaign is supported. Brutes in particular are rather scary in this mod. Hope you enjoy it. More information about the mod is on the mod page and in its readme (attached to the post). ODST Feet First into Hell readme.7z
  12. New, minor update for the RMs: Some minor bug fixes. An actual major nerf for the Sniper Marines (don't worry, they're not too bad ;)). If you prefer my old versions, there's a folder with the old tags. Some miscellaneous AI changes. Etc. Install directions are the same. Overwrite the old files with the new ones. Update is in the OP.
  13. Regular Marines By: King Feraligatr Overview: If you've seen me on one of the various Halo Discords, you might have heard me talk about my modded Marines. Well, I figure I might as well release some of the tags I've worked on. They're probably not good, but that's to be expected from someone like me. Anyways, what are the Regular Marines? Regular Marines (or RMs) are my take on making more competent Marines without them being too busted. Basically they can hold their own more, kill better, survive longer, etc. than Bungie's vanilla Marines (or as I call them, Dumb Marines, or DMs). Essentially if you want more competent Marines but don't want to make them yourself, I've got you covered. But what are some of the more "indepth" features of RMs? Well, let me tell you: Equalized health amongst ranks. Much greater accuracy. Don't have your Marines shoot each other in the back as much. Have more consistent damage output by them. Tad more lethality. While it's not too much greater than vanilla, the RMs are tad more lethal. Full auto. Mostly just a formality. The Marines don't really send out more shots than vanilla, but they will hold down the trigger. Better grenade throwing. Don't get grenades thrown into your back near as much. Or ever. Greater will to live. RMs will self preserve a bit better and and dodge grenades more. Better beserking behavior. While RMs will still beserk, they will do it better. They will definitely shoot their gun longer with a little less burst wait time, And they'll keep some slight distance from the enemy when beserking. Better panicking behavior. While RMs still panic and break ranks, they no longer do it in groups and have a higher threshold for doing so. Spread out. Marines spread out more to further reduce friendly fire incidents. Support for every vanilla human actor variant. And then some. While you'll have to reference the new tags, this mod includes support for human actor variant in the vanilla game. So you could replace the entire vanilla campaign with Regular humans, for instance. Slightly nerfed Snipers. Emphasis on slightly. Sniper Marines have a tad more projectile error. It's not much though, and with the other AI enhancements, they've a net gain. (New version has actually majorly nerfed Sniper Marines. Don't worry, they're not too bad ;). If you prefer the old versions, there's a folder with the old tags.) Still flinch on every shot. I made the RMs with this feature in mind and is part of how I balanced them. Needler Marines won't corpse taunt and thus won't have a chance of ever blowing themselves up. More health for unarmored Marines and mostly unified AI for armored and unarmored Marines. Unarmored Marines are a bit more defensive though. (Optional) Support for more weapons. Optional files for support of more weapons, like Plasma Pistols, Rocket Launchers, multiplayer Fuel Rod Guns, and a bit more. Said optional files also include some fixes for a few model animations (not perfect though). AI for Rocket Launcher Marines comes already made. They're generally okay. Etc. Also included is support for Crewmen (not nearly as buffed as Marines), ODSTs, and Captain Keyes (who generally has the AI of an ODST....give or take). While Keyes and the Marines should work out of the box, ODSTs and Crewmen will need a bit of fiddling around. Crewmen might need their model animations pointed to the Marine one. ODSTs will need you to point to your own ODST model/biped. There's also tags for female ODSTs....but they really only work in my tag environment. They're no different from their male counterparts though. As expected, Crewmen are still dumb and, as I said, only slightly improved. ODSTs have improved AI over the Marines and are more durable. Unlike the Marines though, they've not been really playtested, so I cannot say how balanced they are, Use them at your own risk. Also, while the Marines and ODSTs have "ranks", there's no difference between the ranks barring health. This is to allow them to scale better for the difficulty they're on. In terms of around how I tried to balance each actor type, here it is as follows: Crewmen: Shit tier. Basically Grunt level or worse. Marines: Good tier. Better than Grunts and maybe Jackals, but should be worse than Elites overall. ODSTs: High tier. Should be better around or better than most Elites. Probably inferior to Specops Elites though. Installation: Extract the "Regular Marines" folder to your "characters" folder in your tag directory. Outside of the optional files, this mod does not overwrite vanilla files and is self contained. Suffice to say though, you should have a complete "vanilla tags" installation though. Stuff like the Marine models, voices, etc.are not included, though the tags included reference vanilla paths. To use the tags in a scenario, do the usual. To install the optional files, backup your original "characters/marine/marine.model.animations tag". Then extract the optional tags to the proper folders in your "characters" tag folder. Note that this step is necessary if you want the Marines to wield Rocket Launchers and the like. Ignore this step if you already have a Marine .model animations tag that allows for this. As I said, you might need to fiddle around with some tags to get them to work properly, especially the ODSTs and Crewmen. Use your preferred tag editor to set them up as you wish. Uninstallation: Remove the "Regular Marines" folder from your "characters" folder. To uninstall to optional files, delete crewman.model animations from the "characters/crewman" folder and restore your old marine.model animations tag. Permissions: You are free to repurpose and use this mod in any way you wish. All I ask is that you credit me and those who helped me. Credits and Thanks: Masterz: Some moral support. Edited HEK team: For Kornman's Guerilla. Refined team: Tags. The Awesome Marines: For providing a base for the RMs (which was a bad move in hindsight....). Gearbox: For making Custom Edition/Halo PC. Bungie: For making the game in the first place. You: For using this resource or just reading here in the readme. I hope you have a nice time with these Marines. Please give me feedback if you wish to. Regular Marines.7z