About this mod
A modification to Halo 3's sandbox, changing every weapon to perform in new and unexpected ways. Added 19 new weapons, 2 new vehicles, a ton of cutscene changes, sandbox balancing, and a multitude of other changes.
- Requirements
- Permissions and credits
- Changelogs
- Donations
UPDATE 4.0:
19 new weapons, 2 new vehicles, new sandbox adjustments, new cutscene modifications, and much more
UPDATE 3.5:
Updated to be compatible with the July 20, 2023 update. Supports custom fonts again.
UPDATE 3.4:
Updated to be compatible with the July 12, 2023 update.
UPDATE 3.3.1:
Fixed Needler Shotgun first person model, adjusted some weapons, adjusted some cutscenes, and fixed some bugs
UPDATE 3.3:
Added 3 new super weapons, and a new Marble effect that spawns friendly or enemy AI, and some balance changes.
UPDATE 3.2:
Heavily reduced player knockback from enemy fire and from firing weapons with knockback. Adjusted several weapons that were underperforming still
UPDATE 3.1:
Fixed enemy Elites showing wrong skins, fixed a few weapon issues, fixed Scarab Gun screen effect when firing, and more
UPDATE 3.0:
Backported the Cursed ODST weapons, vehicles, and equipment. Modified several major cutscenes in the game, added enemy elites, tons of balance changes, and much more!
UPDATE 2.6:
Fixed vehicles to apply custom campaign customization skins (when enabled), fixed some AI firing and capabilities with some of the new weapons, and adjusted the Carbine back to not be so insanely brutal on even Easy difficulty
UPDATE 2.5:
Fixed the remaining weapons to apply custom campaign customization skins (when enabled), fixed a few animations for Elites, and adjusted a few weapons
UPDATE 2.4:
Fixed several weapon issues I had been lingering on for a while, all in documentation patch notes
UPDATE 2.3:
Fixed a few accidental damage buffs, like the water variant of the fire hydrant killing people from 20 feet away and destroying the hydrant instantly, as well as some visual issues
- Fire Hydrant water variant no longer self destructs and kills everything around it instantly
- AR and Needler custom skins now show properly and don't have that weird ethereal look with campaign customization enabled
- Animation adjustments for first person models of stun gun and barrel launcher
- Removed junk effects from Interdimensional Marble. This should prevent the physics engine from aggressively despawning weapons that were just spawned, and stops the marble from spewing out cones, cinderblocks, and all sorts of miscellaneous useless items
UPDATE 2.2:
A patch to the mod, including support for the latest MCC update (12/7/2022). This has also been uploaded to the Steam Workshop. The fixes in this mod were a few buffs to weapons that people had less fun with. Some examples include:
- The AR now has much less recoil
- The Dart Rifle has double damage and double area of effect from supercombine effects
- The Blood Rifle and Sacrificial Cannon/Sticky Gross Mess all have increased projectile range
- Acid Rain Stormcaller now has larger AOE and more damage
- Slipspace Pistol and Slipspace Rifle have had their slow projectile time reduced by 25%. The pistol has a little less knockback to make Grunts less frustrating, and the rifle has increased max speed, allowing shots to connect much more reliably
UPDATE 2.1:
A patch to the mod, including upping damage of some underperforming weapons, increasing the amount of damage drivers can take in the newer deadly vehicles, and a few more.
KNOWN BUGS:
- UPDATE: Thanks to CircleOfMeh for bringing this to my attention, but the button to ascend/climb in the Mini Pelican is bound to "Vehicle Function 2" in your keyboard keybindings. For me, that was set to the same button as crouch, which was causing the controls for "Descend" to always take priority. There is a way to climb with the Mini Pelican, but you need to make sure Vehicle Function 2 is not conflicting with your crouch/descend button. For some reason on PC, piloting the Mini Pelican has missing controls. I presume this was part of 343's porting of Halo 3 to PC from console, as controllers have full functionality in piloting a Pelican. Only on Mouse and Keyboard are controls missing, specifically pressing the Jump button to ascend altitude. Recommended to use a controller as I can't fix it, nor make other vehicle types feel like the Pelican without it being very janky
- When detaching a Machinegun Turret, one firing effect to propel the player backwards does not work. If you want to fly around the level, drop the turret and pick it back up. I tried fixing this in several ways and all failed
UPDATE 2.0:
Full release of the mod, supporting all campaign levels in Halo 3 (Lots of changes listed in the documentation)
UPDATE 1.1.2:
Fixed some issues with Jackals not spawning with Carbines, and fixed some issues brought about from the newest MCC update.
WHAT IS THIS MOD?
This is a ridiculous overhaul of the Halo 3 sandbox. You can think of it as "Cursed Halo 3" (although InfernoPlus is rightfully the king of Cursed Halo, check that out if you haven't yet!), you can look at it as a "Campaign Overhaul" that absolutely does NOT balance the game at all, you can look at it as a physics playground. Either way, it's all designed to be ridiculous, chaotic fun. This is now the entire Halo 3 campaign, fully overhauled and ready for play.
More specifically, I wanted to change up the way that every weapon functions and what the average player would least expect to have the weapon function as.
Some examples include:
- The Interdimensional Marble: This equipment will spawn a variety of items at random. You can get a spawn of a cluster of weapons and grenades, a spawn with vehicles, a spawn with equipment, or a spawn of deadly effects. May be odds be ever in your favor
- The Barrel Launcher: A rocket launcher with one giant barrel. It shoots, you guessed it, barrels! Hold the left trigger/right mouse to unleash a volley of explosive Fusion Coils, overheating your Barrel Launcher if used for too long
- Quad Sniper: A sniper rifle with four barrels! It's extremely ineffective and can sometimes miss even in CQB combat.
- Slipspace Weapons: The primary Covenant weapons (Plasma Pistol, Plasma Rifle) have been adjusted to shoot light-speed technology. The projectiles begin slow, charging up to unleash an excessive amount of speed, obliterating anything in its path.
- Overhauled Grenades: All three grenade types perform different than the original types.
- A rocket propelled grenade (literally)
- A quantum grenade
- A laser light show grenade
- A coconut!
- And many more! All weapons in these levels should have been updated, with custom strings!
- This means the HUD text for picking up weapons, getting into vehicles, grabbing turrets, swapping equipment, and everything else should have been updated!
If you have feedback, please leave a comment! I would appreciate if comments have constructive criticism to give specific feedback of what was disliked, but I also understand this is the internet and expect it all.
Also quick shout out to Kashiiera for porting the CE Magnum to Halo 3! Everything else was done by me, but having that Magnum was a nice addition.
Most importantly, I hope everyone has fun. This has been over 500 hours of learning the Halo 3 modding tools, Blender, Paint.net, and many other things to get something fun for you all to play. Enjoy!