Fixed incorrect enemy rate of fire and AI aggressiveness on Easy and Normal
Modified some enemy spawns in the first field section of Requiem
Scripting fixes on Shutdown
------------------------------------------------------------------- Version 9.1:
Sorry for the delay, was finally able to get back to working on this.
Just like with 9.0 before, there are tons of changes done over the past months.
Notable changes:
Cleanup of unneeded tags
Optimized level scripts and cleaned some code up
Overhaul of shadow properties so more objects cast shadows
Edited opening title line on Dawn
Adjusted camera FOV during some cutscenes
Adjustments to lighting and brightness in various cutscenes
Active camo now affects flashlight
Fix for broken slipspace portal at end of Shutdown cutscene
Changes to Promethean Hunter turret aiming and behavior
Adjustments to Lich shell and interior materials
Fixed narrative terminals in crater area on Requiem from killing player
In single player, audio from narrative terminals like Halsey's log on Requiem and the IFF tags on Infinity are now attached to the player biped during playback
Fixed Promethean energy sword using original effects in 3rd person
Added additional bipeds to shared campaign map
Reduced Mantis shield stun time
Reduced Scorpion EMP delay time
Adjusted Scorpion turret camera up
Reduced Scorpion turret seat damage
Adjusted Banshee weapon damage
Fixed broken button press animations
Made Promethean weapon first-time pick up animations play only on Forerunner instead of Infinity
Removed final MAC cannon button press on Infinity
Adjusted timing of some dialogue here and there
Removed some UI elements from binocular view (zooming in with a weapon with no scope) to make it cleaner
Adjustments and refinements to Plasma Pistol firing, charge and projectile effects
Adjustments and refinements to Storm Rifle projectile effects
Adjusted Beam Rifle overheat effects
Beam Rifle's scoped view is now tinted blue
Overhauled Concussion Rifle appearance
Hijack damage should no longer be fatal (unless you have no shields)
Adjusted camera feedback when firing for several weapons
Tweaked velocity on Covenant turret and vehicle projectiles
Adjustments and refinements to ragdoll force from different weapons
Re-enabled 3rd person Promethean Vision effect
Adjustments to Concussion Rifle projectile visuals
Dialogue timing changes for final cutscene on Composer
Fixed not being able to skip Prologue or Epilogue
Fixed broken lightmap for final area on Midnight
Minor tweaks to camera shake from weapon fire
Fixed bright light bug when entering spires on Shutdown
Reworked Tilt damage table
Readjusted Forerunner explosive barrel effects (the engine renders what it wants)
AI now reacts to attached sticky grenades like they do for plasma grenades
Fixed a few Knight spawns that were showing them for a frame before they phased in
Changed green plasma lights on Covenant crates to blue
Increased fog throughout jungle section of Infinity
Initial Promethean Vision equipment now drops from where the Knight is killed
Starting Rally Point Bravo on Infinity now plays Lasky/Palmer cutscene
Various changes to crate, weapon and enemy spawns throughout the campaign
Fixed some broken triggers in Spartan Ops (that I encountered)
Bunch of random little adjustments that I can't remember
As always, a big thank you for checking my mod out, and hope you enjoy it!
in Spartan Ops Episode 3 (Catherine) chapter 2 (Galileo), this mod prevented me from activating one of the two turrets to finish the mission. I pressed the button, the turret got activated but the quest marker still remained and the game wouldn't progress. you might wanna check that out.
After spending weeks trying to figure it out, I couldn't fix it, so I just cut the turret section out of the mission completely. It should be fully completable in the upcoming 9.1 release.
Hello my game brings me back to the menu every time I try to load both Spartan ops or campaign, I had only installed Spartan ops reflow and the rescored mod. Am I missing something?
Sorry for asking, and I've seen the 9.1 preview release, but how do I use the tags release AssemblyTemplates for getting the vanilla HUD? Is that a manual one by one step for each map or someting easier to it?
It's a forked version of Assembly that supports them. I do not provide any support for this, but you should be able to use it: https://github.com/d3adconnection/Assembly/releases/tag/batchtemplates
WOW your a mod god D3ad! Let the Halo 4 adventure begin. Thank you so much for your top quality experience mod and especially all of your time dedicated to us dum dums. :-P With the hud restored and the reshade that I brutally made in a hurry, I will differently jump with Reflow 9.1 preview as a Halo 4 and Spartan campaign virgin. and especially
Hi d3adconnection. Super nice mod you have made. LOVE IT! But before I start the story mode for real, I must say that I really miss the lens flare and bloom from the original. I know I'm not the first, but can you maybe make a loose file with the original lens flare setting and maybe bloom, or give a hint to where we can change it back? Just so we self can repack it with Assembly. I realy miss the old days, when games looked like Crysis 2 and Halo 4. Like others said, why not make a cooperation with MythicJaqui and make the ULTIMATE version. I like his mod too and LOVE the preserved lens flare, but I really don't like the forced Halo 3 armor look. Thanks
Hello, glad you enjoy the mod. Some of the lens flare tags are disabled by setting the Far Fade Distance in the tag to 0.1. Unfortunately, these changes are scattered all over the game and it would not be an easy task to go back and revert them all.
A bit sad, I tried for a few hours to find some of them. What about Chief's armor and colorsceme file names, so I can try to extract yours (witch I prerfer) through Assembly and test it out in Mythic. Merry Christmas
Enemy health and shield values are heavily adjusted along with adjusted damage output from all weapons. Spartan Ops has global damage and health scales to accommodate for solo play.
Yes, I am doing that. I also have enable achievement .dll file to make sure the EAC isn't working and I can get points for unlocking armors. I have also intalled other mod, at this stage I am sure my H1, H2 and ODST's mod all work. For this mod, I tried both the compaign and special op mod, both crash on loading in.
Did you manage to disable EAC? I'm on Xbox App version of Halo MCC and can't find anywhere where to turn this thing off. Microsoft left me amazed, how the hell one of the biggest and richest IT companies in the world can't create user friendly launcher.
So, I find the prebuild .dll files in cheat engine site for MCC to bypass EAC. I mostly play single player(about 99%), and I dispise when you disable the EAC, you can't earn achievements and points for customization. Besides, EAC is a trash that runs in kernel level which I absolutely don't trust with. Also note, those .dll files don't work on steam deck.
Game crashing to menu while loading Forerunner mission, it happens only there. I'm on Xbox App and downloaded via googledrive, any help?
Mod is overall amazing, the biggest change for me is gun sounds. Feels more impactful and less dull. Playing on heroic for now but gonna replay it again on legendary, good job!
Not sure why only that mission crashes for you, I just tried installing from the Google Drive link again with no issues, but I only have the Steam version that I can test :( Make sure you fully overwrite all of the original files with the one from the download.
I know that you've made several lists in the past that goes over every change in the mod, but they're pretty much all obsolete by now; so do you think you could make a new one that's up to date with how the mod works? Most overhaul mods have that because with so many changes that are implimented, as it becomes hard to keep up with everything in the mod there's list description only talks about the most recent changes. There is a list of old changes, but since it was never updated there are a bunch of changes that aren't even listed, so they're jsutmissing from the list.
I really hope I'm not coming across as beeing needy or anything, but when I have a mod that drastically changes my game, I want to know EVERY single thing it's doing; doesn't matter how small and/or useless of a change it is, I just want to KNOW that it's there, and what it's doing. Because for all I know, one of those unlisted mod changes is actually a strain of malware that infects your game, hacks into your Steam account and steals every single game in your Steam Libraray, and then goes and sells all of them to Kim Jong Un.
(Obiviously I'm kidding but I'm just trying to get the point accross)
I think would be a really smart idea to have a documentation list that's up to date with everything in the mod, because that's something people(Not just me) would really want to know. Because when you see a gameplay overhaul mod that looks really good, the first thing you usually do is check the list of changes the mod makes, becuase it's very posssible there could be a change you wouldn't like, because that's something they would DEFINITELY want to know before they download it and then they come across it mid game, and if it's a change they're not comfortable with or don't like, then it could cause mess up their entire experience. But they had no idea about this change in the first place, because there either wound't be a change list for them to look at, ubt evn if there was, it's severely out of date so it wasn't lifted witht theo other changes.
I did NOT mean for this comment to go on for as long as it did, but I just caught up in everything.
Now all of that being said, this is EASILY the best mod for Halo 4, and might be favorite Halo mod in general. It just always bugged me that there was never an up to date list of all of the fixes, because that's something that would not be important for just me, but anyone who sees the mod wat wants to know it's all about.
Ok I think that's everything I needed to say so I'm fiinally ending this short novel of a comment.I hope you at least take what I've said into consideration.
Hello, I completely understand your point and, as someone who loves reading changelogs and learning the ins-and-outs of a piece of software, I do know the documentation on Reflow is severely lacking. If I had more free time day-to-day, it wouldn't be a big deal to write something up, but I work a full-time job (in IT) and working on a degree right now, so I'm already staring at computer screens and typing literally all day, every day, haha.
The other thing is Reflow is going on 4 years old this year, and there are sooo many little changes I've made over the years (in various degrees of sobriety and sleepiness), so to properly catalog everything will require dedicating some time to sit down and comb through the tags. I will try my best to get to it soon though!
Because for all I know, one of those unlisted mod changes is actually a strain of malware that infects your game, hacks into your Steam account and steals every single game in your Steam Libraray, and then goes and sells all of them to Kim Jong Un.
I see your point on this, thankfully, this isn't an issue with Halo mods as the games themselves are "containerized" pretty good by the Unreal engine. (Barring some crazy unknown ACE exploit being found, that would be wild lol)
In the interest of full transparency and collaboration, I do have all of the tags and scripts used in the creation of Reflow under the Tag Release download, so others with the mod tools can check out what's changed and use parts of Reflow for their own projects.
805 comments
This is a bug fix release.
-------------------------------------------------------------------
Version 9.1:
Sorry for the delay, was finally able to get back to working on this.
Just like with 9.0 before, there are tons of changes done over the past months.
Notable changes:
Requiem and the IFF tags on Infinity are now attached to the player
biped during playback
As always, a big thank you for checking my mod out, and hope you enjoy it!
you might wanna check that out.
and especially
Super nice mod you have made. LOVE IT! But before I start the story mode for real, I must say that I really miss the lens flare and bloom from the original. I know I'm not the first, but can you maybe make a loose file with the original lens flare setting and maybe bloom, or give a hint to where we can change it back? Just so we self can repack it with Assembly. I realy miss the old days, when games looked like Crysis 2 and Halo 4.
Like others said, why not make a cooperation with MythicJaqui and make the ULTIMATE version. I like his mod too and LOVE the preserved lens flare, but I really don't like the forced Halo 3 armor look.
Thanks
tags\objects\characters\storm_masterchief\bitmaps\storm_masterchief_default
tags\objects\characters\storm_masterchief\materials\storm_masterchief_default
tags\objects\characters\storm_masterchief\storm_masterchief.render_model
tags\objects\characters\storm_masterchief\storm_masterchief_solo.render_model
There are lots of changes from 8.1. Here are a bunch in no particular order:
As always, thank you so much for checking my mod out, and hope you enjoy!
I have also intalled other mod, at this stage I am sure my H1, H2 and ODST's mod all work.
For this mod, I tried both the compaign and special op mod, both crash on loading in.
Thanks for your response.
MCC moding is in such a horrible state
I mostly play single player(about 99%), and I dispise when you disable the EAC, you can't earn achievements and points for customization.
Besides, EAC is a trash that runs in kernel level which I absolutely don't trust with.
Also note, those .dll files don't work on steam deck.
Mod is overall amazing, the biggest change for me is gun sounds. Feels more impactful and less dull. Playing on heroic for now but gonna replay it again on legendary, good job!
I'm glad you've been enjoying it!
I really hope I'm not coming across as beeing needy or anything, but when I have a mod that drastically changes my game, I want to know EVERY single thing it's doing; doesn't matter how small and/or useless of a change it is, I just want to KNOW that it's there, and what it's doing. Because for all I know, one of those unlisted mod changes is actually a strain of malware that infects your game, hacks into your Steam account and steals every single game in your Steam Libraray, and then goes and sells all of them to Kim Jong Un.
(Obiviously I'm kidding but I'm just trying to get the point accross)
I think would be a really smart idea to have a documentation list that's up to date with everything in the mod, because that's something people(Not just me) would really want to know. Because when you see a gameplay overhaul mod that looks really good, the first thing you usually do is check the list of changes the mod makes, becuase it's very posssible there could be a change you wouldn't like, because that's something they would DEFINITELY want to know before they download it and then they come across it mid game, and if it's a change they're not comfortable with or don't like, then it could cause mess up their entire experience. But they had no idea about this change in the first place, because there either wound't be a change list for them to look at, ubt evn if there was, it's severely out of date so it wasn't lifted witht theo other changes.
I did NOT mean for this comment to go on for as long as it did, but I just caught up in everything.
Now all of that being said, this is EASILY the best mod for Halo 4, and might be favorite Halo mod in general. It just always bugged me that there was never an up to date list of all of the fixes, because that's something that would not be important for just me, but anyone who sees the mod wat wants to know it's all about.
Ok I think that's everything I needed to say so I'm fiinally ending this short novel of a comment.I hope you at least take what I've said into consideration.
Thanks!
I completely understand your point and, as someone who loves reading changelogs and learning the ins-and-outs of a piece of software, I do know the documentation on Reflow is severely lacking. If I had more free time day-to-day, it wouldn't be a big deal to write something up, but I work a full-time job (in IT) and working on a degree right now, so I'm already staring at computer screens and typing literally all day, every day, haha.
The other thing is Reflow is going on 4 years old this year, and there are sooo many little changes I've made over the years (in various degrees of sobriety and sleepiness), so to properly catalog everything will require dedicating some time to sit down and comb through the tags. I will try my best to get to it soon though!
I see your point on this, thankfully, this isn't an issue with Halo mods as the games themselves are "containerized" pretty good by the Unreal engine. (Barring some crazy unknown ACE exploit being found, that would be wild lol)
In the interest of full transparency and collaboration, I do have all of the tags and scripts used in the creation of Reflow under the Tag Release download, so others with the mod tools can check out what's changed and use parts of Reflow for their own projects.