Halo: The Master Chief Collection

Halo: The Master Chief Collection

289 ratings
Kat's Halo 3 Campaign
7
2
2
5
2
3
2
3
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Engine: Halo3
Game Content: Campaign
File Size
Posted
Updated
5.666 GB
20 Aug, 2023 @ 12:07pm
23 May @ 6:23pm
22 Change Notes ( view )

Subscribe to download
Kat's Halo 3 Campaign

Description
Oh, another one of those "Rebalance" mods. This mod does not add any and everything from every Halo game. Instead it focuses on "improving" (in my opinion of course), the base game. Meant to be played on Heroic.

General:
-Increased player health and shields
-Carry more ammo for all weapons and grenades
-Exception: Plasma Rifle and Plasma Pistol are untouched
-Flood carry more weapon variety
-BE WARNED: Rocket Flood return!
-The Flare equipment has been removed
-Cortana and Gravemind moments reduced - just the voice lines remain


Weapons:
-More weapons are actually useful
-Assault Rifle has increased damage and range
-Shotgun has increased damage and range
-Shotgun Illumination changes depending on ammo count
-Magnum functions more like it's Halo 1 counterpart
-Sniper Rifle and Beam Rifle have their ODST damage (roughly 50% increase)
-Automag and Silenced SMG make an appearance in campaign
-Silenced SMG can now headshot to make up for lack of dual wielding and overall ammo
-Brute Plasma Rifles replace all Brute wielded Plasma Rifles
-Needlers supercombine in 6 needles instead of 7
-A new Pistol is added, meant to mimic the Halo 2 Magnum
-Low damage, headshot, can be dual wielded
-You now move faster when wielding turrets
-Flamethrower has longer range

Enemies:
-Brutes have shield flares like in ODST
-Brute Ranks are what color Bungie intended
-Brute Chieftains now regenerate shields
-Brute Chieftains vary in some spawns
-Grunt Ultras now have shields
-Grunts now more commonly wield needlers
-Jackals now have 4 ranks (Minor, Major, Ultra, and Sniper)
-Jackals now more commonly wield needlers as well
-Jackal armor now has colors matching their rank
-Buggers now have their ODST Ranks
-Buggers will wield plasma pistols, needlers, plasma rifles, and brute plasma rifles
-Flood can now infect ODSTs
-Results in an ODST Combat Form
-Flood Civilians now appear

Allies:
-ODSTs now appear more often
-ODSTs now appear as they do in ODST and are more effective
-ODSTs will now commonly wield Silenced SMGs and Automags
-ODSTs can now be infected by the Flood
-Elites are now more effective and have some of their ranks restored
-Elites can use equipment
-Arbiter can now be weapon swapped and is far more effective
-Arbiter can now use equipment
-Marine Sergeants are more effective than base marines
-Marines can now appear to have rucksacks
-Marine Pilots now appear in most UNSC aircraft
-Johnson is now more effective and can be weapon swapped (excluding the final mission)

Vehicles:
-AA Wraiths no longer self destruct
-Ghost guns now fire together instead of alternating
-Phantoms now have their ODST interiors
-Phantoms have better collision so you can shoot out the passengers
-Scarabs AA Turret is now destructible
-Shade Turrets now fire together instead of alternating
-Chaingun Warthogs now have a minor appearance change
-Scorpion Tanks have now a secondary machine gun like in Halo 1 and 2
-Pelicans now have chin guns
-Some Pelicans are now destructible
-Warthog, Mongoose, and Scorpion have additional emissives/glow

Missions
-Tsavo Highway
-Gauss Warthog replaces the Chaingun Warthog dropped by the Pelican towards the end of the level ("Pelicans with heavy weapons")
-AA Wraith appears as a normal enemy
-The Ark
-AA Wraiths appear as a normal enemy

Bugs:
-The Sergeant on Tsavo Highway in the beginning randomly fires at the wall
-The flyable Pelicans on The Covenant were meant to be an Easter Egg but I have not set them up for that. Use Melee Button to fire rockets.
-Some Weapons do not carry over to the next level. I'm trying to think of a fix for this.

Credits:
-Lord Zeoinx for his non stop pestering and Pelican Chin Gun idea
-RejectedShotgun for his hours of streaming where I picked up a lot of hints and tips
-Various other modders in the Halo Modding Discord for their help such as Pepper
-Various people who've commented below for their input and suggestions (Feinryel, Jothy, Terminator, Gojira Destructor, Delta Maple Cake, Altigue, Sentient Grandma)
201 Comments
Tyrant 3 hours ago 
Got a new request for ya: The APC the digsite team found, is it possible you could make it appear on human levels? (and maybe as a background NPC on the Ark).

If you find a way to implement it (let alone listen to my stupid ideas) then I have two ideas for it:

1. Give it some way to lock-down *while* being driven. So firing the main gun doesn't lurch it backwards.

2. Rip the thing off instead and replace it with a hatch, Turning it into an actual APC you and allied NPCs can ride in.

...on that note is there a way you can make the back of the transport warthog player-accessible?
Katherlyn  [author] 22 Jun @ 7:04am 
Thanks Pin Poff, I truly appreciate it!
Pin Poff 21 Jun @ 9:50pm 
I love your mod. That's how Halo 3 should have been in the beginning. The colorful brutes, the ODST weapons, the brute plasma rifle as the main weapon of the enemies, the allies with more ranks and multiplayer vanilla armours, more ammo capacity, the legendary difficulty rebalance, wow! The gameplay really feels satisfying. Very very great mod! The complete and definitive version of Halo 3.
Albert Whiskers 15 Jun @ 12:14pm 
Love this mod, i personally like the Gravemind and Cortana except for how it makes you walk slow.
Katherlyn  [author] 14 Jun @ 9:13am 
I'll take a look but I'm pretty sure that shouldn't affect anything as all hogs in that mission should be using my modified one (you can tell because the lights actually light up instead of just being an fx only)
Good Smelling Fluffy One 13 Jun @ 3:45pm 
It might be troop transport hog specific? There isn't a text prompt to tell marines to get out of the back but you can make them get out anyway if you press the key while looking at the right spot, which is what I was doing to load them up with power weapons.
Katherlyn  [author] 13 Jun @ 1:12pm 
On Tsavo Highway I always get one passenger with fuel rod for the gauss hog but then again I'm always driving.. hmm idk I'll still take a look but when I looked through my tags, I didn't see anything specific on why they wouldn't drive a hog
Good Smelling Fluffy One 11 Jun @ 1:15pm 
TO BE FAIR, I often messed with the vehicle passengers to swap their weapons out, so its possible me making them get out and them trying to get back in in a bunch of times in succession broke them somehow. But I do this in vanilla all the time and haven't had them stay parked like this.
Katherlyn  [author] 11 Jun @ 5:31am 
I'll take a look.. every mission with a warthog you say? I'll see if there's something that's broke or if it was just like...a weird fluke
Good Smelling Fluffy One 8 Jun @ 2:54pm 
Excellent mod! Just got finished and I loved all the changes and additions. Alpha 9 on The Covenant was a cool easter egg and the flyable pelican was a lot of fun. One thing though, AI driving warthogs tend to bug out and stop moving, I noticed it on every mission with a warthog, particularly Tsavo Highway. I know friendly AI in these games has never been great at driving but this was the first time I've seen them freeze like this. Other than that 11/10 <3