Just a small thing I made, a proof of concept if you will, mainly for my own enjoyment, but I thought I'd upload it so people can see that mods are here and a possibility.
From the readme file Included in the zip file:
Installation:
-Download The Phoenix Modding tool (PhxGui.exe and it's components) from here:
Github.com
-Extract all the contents anywhere, The Halo Wars Installation folder works fine.
-Open up PhxGui.exe.
-You might need to set up an ERA Expand Path and ERA Build Output for the next step to work, or not, simply try the next step first, if it doesn't work, come back to this.
-Simply Drag and Drop your xgameFinal.exe file onto the PhxGui.exe and wait for it to create a backup of your original and a new mod-compatible version of the game executable.
-Create backups of your root.era and root_update.era files.
-Copy the provided modded root.era and root_update.era files into the same folder the xgameFinal.exe is in, the Halo Wars installation folder.
Changes:
-Camera Min & Max Zoom levels now 20 and 200 for closer and further zoom.
-Intro cinematics automatically skipped.
-Corpses should stay longer on the battlefield (not too long, changed a 3 into a 12).
-Max Spartans raised to 6 instead of 3.
-Unsc and Covenant pop cap raised, unsc to 50, cov to 60, tech upgrade gives 20 to unsc and 30 to cov, costs more to upgrade.
-Marine, ODST and Grunt Squads have been altered:
--Marines gain Two Medics and Two ODSTs on their full squad upgrade from the Barracks, with a potentially slightly different Marine composition, ODST squads don't get rid of Marines, instead will have Two Marines, Medics and Four ODSTs.
--Grunt Squads gain a needler grunt from the get go, and at a full upgrade doesn't lose plasma pistol grunts, instead they will have two Elite Leaders, two Plasma Pistol Grunts, Three Needler Grunts and a Deacon Grunt. Brute Variant the same logic.
-Jackal Squads have a Third member, so do FlameMarines.
-Lastly I did some "minor balance changes" since technically the infantry squads did all now get a buff, to keep hunters relevant they got a base HP buff and their upgrades will give them a bit more HP, scorpions, wraiths, banshees, hornets, hawks all got a small HP buff and their upgrades will also give them bigger buffs than before, we're talking 400-1000hp points added to for instance a banshee with around 4000hp, and their upgrades that gave around 15% hp buff now gives 25% hp buff (and other upgrades already gave by default 25% hp buff).
NOTES,
-Mods are most likely not compatible with multiplayer games, so if you are planning on playing multiplayer, move the modded xgameFinal.exe, root.era and root_update.era files elsewhere for that time and put your original backups back into the installation folder, if that fails, use the Steam feature of Verifying the Integrity of your Game Cache, to bring your Game back to its original state.
Thanks goes to Kornman00 and his excellent Modding Tool!
Steamcommunity.com
Looks epic man, ty for the mod
I'm getting this issue
I.imgur.com
Idk if its because I have the cracked version idk?
Yep, That's most likely, that error comes when the executable isn't the right one, and since you're using a cracked executable, the PhxGui most likely couldn't create a proper mod friendly version of your exe file (assuming you even did that step in the installation?).
How do I set up the set up theERA Expand Path and ERA Build Output?
you dont have to worry about those if you are just applying this mod. the expand and output path are if you wanted to unpack the games files and moddify them yourself.
Yea I know but I updated the root files via installation folder then I used PhxGui to make a mod friendly version of the exe but it gives me an error and doesnt create one. Then when I try to open the exe it gives me the error like the imgur link that I've provided above.
The problem is clearly you're using an already modified exe (cracked) so it's not surprising that it doesn't work. I recommend paying for the game and then trying again
Yes like I suspected already, cracked executable is your most likely culprit.
Bought the game and it worked perfectly
Great to hear! Have fun :)
Bad news. I have the original and bought the game and same error.
Y?
Awesome work man. Really appreciate the work that went into this mod
Absolutely loving it. A friend and I are having a great time with it. Thanks a bunch
Thanks for the mod man. My name is also Nathan lul
How did you edit the camera?
Startup/game.cfg:
CameraZoomMin
CameraZoomMax
when you say it automatically skips the intro cinematics, is that the in-game cutscenes in Campaign?
No, the launch videos, Microsoft & 343 video. The campaign story is safe :)
Awesome!
Super keen to try this mod out!
Could you please update it to work with the current patch?
I can't get the PhxGui tool to create a mod friendly executable at the moment so I'm waiting on that :/
I'm wondering if it's simply something on my end with the phxgui since I'm not seeing anyone else complain about it, for now, if you can get the phxgui tool to create a mod friendly executable for yourself, then the mod might simply work as long as you copy them again into the folder, but do make backups of the root.era and root_update.era files.
Already tried that and it didn't work. PhxGui "Patch EXE finished with errors: ERROR Failed to find the asm code that I need to patch:blahblahblahblahggblahblah" I hope someone figures it out soon! Your mod is the only reason i play the game now xD.
Bug: Also i have noticed that quite often marine squads with medic upgrade can get stuck on the base when they are spawned. Only way to move them is with pelican drops.
For now, until the phxgui tool gets an update, someone suggested simply using the old modded executable saying it worked fine, you probably don't have a backup of that with the patch overwriting it, but I see another modder here on moddb has uploaded one, so maybe try that one with my root.era and root_update.era files:
Moddb.com
I'll still look into updating my mod because the latest patch on the 11th probably did add something so I don't want to overwrite those contents in the root.era file, and I'll look into the bug with marine squads, might either have to limit the squad size a bit, cutting down on a marine and odst (and buff them as a result) or I'll try and make them spawn outside the base without the animation of running out from the entrance, some vehicles allow for that after all.
Using the old modded EXE worked, Thanks. Also thank you for looking into the marine bug.
Good news is I can make the marines spawn outside the base easily, bad news is it looks a bit silly as they teleport there instead of running out from inside the structure, and they walk for a bit above ground, then move normally to the rally point.
I kind of want player feedback on this; would you be fine with a bit of a silly spawn mechanic that still works? Or should I make the squad smaller, with maybe a 50-100hp buff for individual marines and odsts?
You could try removing one medic from the squad since it looks like only one model clips with the structure and that might be the cause of the whole squad getting stuck. I have noticed that some firebase locations they spawn fine but others they get stuck.
Sorry I haven't uploaded a new version yet, been on and off working on it. Removing a medic seems to have fixed the spawning from the base structure, but Elephants still have them bugged, you can of course move the elephant and then the last unit can freely move again. I'm just tempted to make squads simply a six man squad then boringly.
Other things you can expect from the update:
-Spartans can hijack Scarabs & Vultures
-Grunt squad changed the extra elite into a needler elite.
-increased duration of many scorch marks on surfaces like bullet decals and explosion craters.
I'm tempted to change the starting Warthog/ghost you gain into a bonkers silly mixed squad if people would like that, but I know many find the starting warthog to be a good tactical thing in the beginning.
probably irrelevant as Cabous posted my problem as well.
Failed to find the asm code that I need to patch
hey nathan! i am not very tech savy when it comes to this stuff. basically i followed the read me the best i could. i draged and dropped xgamefinal.exe into phx.gui and dragged and dropped all files into same folder with the "untouched".exe file in there. and i am getting the exact same error message as the imgur link above. any tips and tricks, my game is not cracked.
You did everything correctly, it's just that the latest patch on the 11th won't work with the phxgui tool, which is why you're getting that error in the imgur link above, as it failed to create a mod friendly executable.
For now, until the phxgui tool gets an update, someone suggested simply using the old modded executable saying it worked fine, you probably don't have a backup of that with the patch overwriting it, but I see another modder here on moddb has uploaded one, so maybe try that one with my root.era and root_update.era files:
Moddb.com
hey man thanks a ton for the reply! everything works great! awesome mod! got a paypal or anything?
It's fine, glad if you like the mod but mods should remain free and I'd feel uncomfortable taking money for an amateur hobby, you don't need to pay me or anything.
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Hey somethingelse666,
Thanks for the mod, it is AMAZING! Good job, but im wondering if you could tell me how to extend the time of the corpses, so maybe their there for the whole game. I just want it to be like a real battle so the bodies stay there for a long time.
Thanks again for the mod :)
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