Posted November 21, 2021 (edited) Yeah, I'm a hypocrite lol I'm glad to present you the third update for my campaign mod, SOI's Singleplayer Adventure, after 5 years! For those not aware, SOI's Singleplayer adventure is a complete overhaul of the original campaign, with several new assets, many cut items reintroduced and unique features. And, most of all, it doesn't require OpenSauce. This Version 3 update solves several issues from the previous version and also adds some quality of life improvements. With the latest patch, the mod is fully compatible with MCC, even in coop! And if you play on MCC, you can also enable custom subtitles! (they currently support English, Latam Spanish, French and Italian, but more languages will be implemented later down the road! If you want to contribute, let me know). You can download the mod here: CE Version: https://mega.nz/file/0RwXWCzB#VRVYNqB3Jlv_g2RcmO9G1Pgsz2LqcA4QrOqnYfvrR7c MCC Version: https://mega.nz/file/wBozyZ5D#7otFbLrndlk2xmEo7mQTVl3L6YJi0YjKZiztC3rdbG4 Moddb: https://www.moddb.com/mods/halo-sois-singleplayer-adventure-version-3 Nexusmods: https://www.nexusmods.com/halothemasterchiefcollection/mods/1621 FULL CHANGELOG Global: -All bitmaps have been recompiled as 32-bit, so they don't have artifacts anymore -HUD now supports wide resolutions -Zoom masks are higher resolution and are not stretched anymore -Sounds and music that are not included in the MCC or are not custom have been replaced to fit the new EULA -HUD now shows when you have an equipment in your backpack -Slightly buffed Assault Rifle -Slighlty decreased grenades explosion radius -Slighlty increased ARGL explosion radius -Synced AR reload sound and animations -ARGL now has a pair of colored lights that indicate when you have grenades or not -Increased Needler error for grunt AIs -Improvements for Shotgun, Spiker, Sentinel Beams and Battle Rifle animations -Extended areas have received huge improvements: they are properly connected to the original sections, they have full quality lightmaps, they are easier to navigate and their cutscenes are more polished -Blood doesn't glow in darkness anymore (Except Grunt and Elite blood, for stylistic reasons) -Nerfed Brutes vitality -Added more ARGL ammo across all the maps -Increased reserve ammo and reduced spread for the SMG -Hornet is less sluggish, its engine lights change if you go up or down, rockets cooldown decreased. rockets speed increased -Disabled Spectre passenger seats for players -Increased ammo pickups in all maps a10: -Improvements for Grunt and Jackal ranger shaders -Elite rangers have better hit boxes and less shields -Jackal ranger cutlass melee damage has been nerfed -Implemented equipments tutorial -Added more cover and ammo in the extended area -More checkpoints in the extended area -Increased distance between the camera and the mod title during the final cutscene, no more black background -Better audio quality for the "Find us an exit" line a30: -Added extra lines and navpoints to help the player navigate the new areas -Blind wolves are more common across the level -Bubble Shield is available in the rockslide section -Bubble Shield now uses the Energy Cutlass animations (no more Jedi tricks) -Elephant now has a squad of marines that will help you in the AA Cannon section -Slightly edited Elephant geometry to accomodate marines -Elephant is now optional, you can opt to continue the mission on foot and leave the Elephant behind as backup fire -If you choose to drive the Elephant, Johnson will use the Missile Pod turret -Added an extra LMG on the Elephant if you're playing in coop (MCC only) -AA Cannon sound now fades out instead of suddenly stopping -Improved final AA Cannon cutscene -Changed the "We're on our way" line with "We're on it, Sergeant" -Johnson now uses the LMG instead of the Shotgun a50: -Removed Gravity Lifts from the Drinol prison, Gravity Lift is now available in the Hangar bay room, allowing more vertical combat -The Drinol prison room door won't open until you kill it -Drinol cutscene animations are less awkward -Drinol has been heavily nerfed: its melee attacks don't instakill anymore, but they instead push you away, and it also flinches and leaps, making it easier to avoid. The bossfight room has also a lot of ammo and items you can use against it -Execution bipeds have been moved so that you can see them right after entering the control room b30: -Replaced Bubble Shield with Power Drain -Locust music doesn't go on forever if you skip the Locust encounter -Locust radio line now has radio effects -Increased the initial ammo count of the player startup weapons b40: -Removed Power Drain -Ziggurat encounters spawn right after you unlock the blastdoor controls -Placed an extra healthpack near the Hornet -Added bumped glass from Refined c10: -Revamped the outdoor fog -Improved fungal textures -Fixed some misaligned/floating sceneries -More foliage -Replaced Dead Space spooky ambience with spooky ambience from various Halo games -Restored Foehammer's "Good Luck, Sir" c20: -Juggernaut now uses H2 animations. It's also invincible now, but its melee attacks don't oneshot you anymore -Juggernaut doesn't get on the elevator anymore -Revamped Flamethrower particles -Added Bubble Shield -Solved an issue that made GS's tendril lightning always visible -Improved Juggernaut cutscene c40: -Replaced Warthog with Spectre -Removed Energy Cutlass -Added Brutes -Added Firebomb Grenades across the map -Added Hornet as optional vehicle in case you don't want to use the Banshee -Added bumped glass from Refined -Gravity Rifle uses the Heir of Old Lords animations d20: -Removed Beam Rifle Flood d40: -New area has been repurposed into a more interesting Doom-like encounter before the Flood Infector -Revamped Flood Infector walking animations -Zuka Zamamee's Shade in the elevator isn't invincible anymore -Chief no longer runs holding an invisible AR during the longsword cutscene -Replaced the Legendary easter egg with... something else CREDITS AND SPECIAL THANKS: MrChromed, Idaho: subtitles translation Advancebo, ShadowSlayer, Zteam, MMAMONSTERRR-D92209, Spartan-094: H3 models Adjutant team: Adjutant tool SorrySoldOut: Retexture inspiration CMT, Teh Lag, Ifafudafi, Zteam: several tags Hotcrusher1234: knife DMT-HDoan: H2 tags Kommandant: H3 marines Rododo: particles, sceneries and actor_variants Altis: grass, particles and Falcon Bourrin: H3 Hunter and FP arms Chocolate Thunda: HUD elements Jesse: H3 HUD Lumoria team: Drone animations Mortis: updated bitmaps Refined team: fixed bumped glass Extinction team: Covenant AA Cannon Matthewdratt: ripped dialogues Kirby_422: Juggernaut model and animations Koo294: Blind Wolf Altheros: contrails Goldkilla: Flood stuff The Doctor: Anniversary textures masterchief117: Anniversary sounds benjimod: plant sceneries GAIGHER: sceneries Peep210: Elephant tags Fubih: Super Shotgun animations xKRONNiKx: Albatros tags ofthehill: palm tree tags Some guy from Halo General: H2 tag packs EJ Burke, Arteen, and PopeAK47: BSPs Echo77: suggestions and ideas for weapons and vehicles Nex: shaders and bug fixing Masterz1337: scripting help And big thanks to Xtralaos, Dumb AI, Master Noob, xnx, greg079, Bobblehob, Rangerdanger, R93_Sniper, Spiral, Zobieking, Delicon20, 50predator50, MEGASEAN, clonecam117, WWLinkMasterX, TK421, SPV3 testers and everyone else who helped me making this project a reality With love, SOI Edited October 31, 2022 by SOI_7 PopeTX28, aLTis, Enclusion and 3 others like this Share this post Link to post Share on other sites
Posted November 21, 2021 SOI my man, I've been looking forward to a version 3 of this campaign. But I'm a bit salty that you gave credit to my evil step brother PopeAK47. LOL I'm looking forward to playing this! Great work, I'm excited! Share this post Link to post Share on other sites
Posted November 30, 2021 WONDERFUL NEWS: With the latest patch, the mod is fully compatible with MCC, even in coop! HUD is still broken and Keyes has some funky lightmaps, but overall the mod works as expected! A fully targeted MCC build in the future is not excluded, though. tarikja and Takka like this Share this post Link to post Share on other sites
Posted December 7, 2021 AAAAAAAAAAAAAAND... We got a MCC Version as well! This one has all the HUD and lightmaps issues gone, and it also supports custom subtitles! Check the OP with the updated links and info! Sunstriker7 likes this Share this post Link to post Share on other sites
Posted December 8, 2021 8 hours ago, SOI_7 said: AAAAAAAAAAAAAAND... We got a MCC Version as well! This one has all the HUD and lightmaps issues gone, and it also supports custom subtitles! Check the OP with the updated links and info! Badass! Please make a release for your port in MCC's releases too, if you don't mind. Our Discord will autoshare it to the relevant parties too. =] Oddly, this is familiar to you... as if from an old dream. Share this post Link to post Share on other sites
Posted December 8, 2021 6 hours ago, Takka said: Badass! Please make a release for your port in MCC's releases too, if you don't mind. Our Discord will autoshare it to the relevant parties too. =] Will do! Thanks! Share this post Link to post Share on other sites
Posted March 1 (edited) I love your mod! and it made me do it an account here haha, please dont be mad, let me suggest: -Changing the UNSC sniper rifle bullet decal to plasma damage. -Sgt. Johnson model and UNSC Marines models shown in ¨Arriving on Halo¨ to those of Halo 3. Also changing the Marines who uses sniper rifle in ¨Arriving on Halo¨ to ODST model. -Make both Rhino tank and the modified warthog have matching camo and to all the UNSC vehicles to more immersion. Warthog to have some sort of antena simulating radio. -Warthog turret: more damage, less fire rating and meanner fire sound. And I think that's all, If I can help you on something I know how to use paint.net hahaha, idk how you did this mod but if you tech me I can help you with these. Thank you in advance, brother! My favourite mod for Halo CE! Edited March 1 by Bisoso Share this post Link to post Share on other sites