Leader Overhaul Mod reworks each leader to further differentiate each leader from one another, and adds 4 completely new leaders: Sesa 'Refumee's Heretic Faction, the Flood Gravemind, The Grunt Rebellion, and The United Rebel Front.

Description

The second update to the Leader Overhaul Mod. Update notes in the description.

Preview
Leader Overhaul Mod v1.2 (Outdated)
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Alf21
Alf21 - - 10 comments

Nice one!! I like your work :)

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ladywoodgrill Author
ladywoodgrill - - 282 comments

Thanks!

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kaden2009
kaden2009 - - 13 comments

This has to be my favorite mod keep up the great work I'm looking forward to keeping up with your progress.

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kaden2009
kaden2009 - - 13 comments

I also have a bug on my side to report. In the note, it said rhinos spawn has been fixed however, the rhinos are spawning inside the base unable to be moved by even pelicans.

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ladywoodgrill Author
ladywoodgrill - - 282 comments

Weird, it works just fine on my end. Thanks for the report

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ladywoodgrill Author
ladywoodgrill - - 282 comments

Ok, I think I've found the problem. I can't test to see if this works myself, so if you would test it for me, I'd appreciate it. You literally just need to delete a file and it should be fixed.

Go to "Leader Overhaul v1.1\art\unsc\vehicle\rhino_01" and delete the "Rhino_01.vis.xmb" file. Make sure it is the ".xmb" one.

*The ".vis.xmb" file overrides the ".vis" file for people that download the mod, but it doesn't override it on my end

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kaden2009
kaden2009 - - 13 comments

Alright i'll try that and report back.

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kaden2009
kaden2009 - - 13 comments

That fixed it besides that i've also noticed that leader and unit upgrades merge EX. I finished researching the professors upgrades till the final one then it showed up the option for the rebel commanders upgrades even though i was playing as anders, i've also had one of the units can't remember which it replaced hunters i think it was one of the grunts once i finished their upgrade tree it showed hunter upgrades even though i don't have hunters but unlike the anders thing it won't let me research it.

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ladywoodgrill Author
ladywoodgrill - - 282 comments

Thanks! The other issues you are talking about should be fixed in the next bug fix.

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CousinVinnie
CousinVinnie - - 51 comments

I just came up with an idea for a new name for the Mobile Shade. Why not the "Cicada"

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ladywoodgrill Author
ladywoodgrill - - 282 comments

Sounds cool, but usually the covenant vehicles are named after supernatural things (ghosts, phantoms, spirits, etc). Isn't that just an insect? (I just looked up what a cicada was 5 seconds ago, so maybe I'm wrong)

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ladywoodgrill Author
ladywoodgrill - - 282 comments

But I guess the same could be said for Locusts and Scarabs, so I might do that

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CousinVinnie
CousinVinnie - - 51 comments

Seems to me that covenant mechs (save for the Goblin) are all named after insects. Again, going back to Scarabs and Locusts.

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ladywoodgrill Author
ladywoodgrill - - 282 comments

I assume its got to do with Locusts and Scarabs having legs, making them more insecty in appearance. Sounds like a great name to me, especially compared to "Mobile Shade Turret"

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kaden2009
kaden2009 - - 13 comments

I have a question it involves the watch towers i havent looked at them of late but whenever i build them they look weird like they dont look like a watch tower its some kind of mini structure was that on purpose or?

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ladywoodgrill Author
ladywoodgrill - - 282 comments

Not on purpose, its the same issue as the rhino. The modified visual file is being overridden by the original visual file(.xmb). It should be fixed in the next bug fix.

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madcoleton1004
madcoleton1004 - - 5 comments

one thing that sucks is that the rhino does not shoot up like an artillery gun
when I am at long ranges, by the way, can you change how far the rhino can fire
it is an artillery vehicle it is supposed to fire pretty far it takes the fun out of artillery, please
I'm not trying to tell you how to do what you're doing.

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ladywoodgrill Author
ladywoodgrill - - 282 comments

I know you aren't "trying to tell you how to do what I'm doing", you are welcome to make any suggestions you want.
My thinking is, if I change the range of the Rhinos to be too far they would in theory be extremely overpowered.

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wappytappy11
wappytappy11 - - 20 comments

I seem to be having a bug where I have to restart the game every time I play one match, because if I don't restart the game all of the units are invisible. It doesn't matter what map or game mode I play, I have to restart the game after playing it or this will happen.

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ladywoodgrill Author
ladywoodgrill - - 282 comments

I have no idea what would cause that. Do you have that problem with other mods or when no mods are installed? Or does it only occur when my mod is installed?

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kaden2009
kaden2009 - - 13 comments

I have an idea of what causing it.. I've had past experiences with the other mod more leaders i think and i can't remember how i did it but i think it is because of a uncomplete installation... simple terms i installed the other mod a different way then the mod manifest i think auto installer and it messed it up but when i did the mod manifest thing it fixed it.. if i remember hope its enough to go on ill report when i find more info

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kaden2009
kaden2009 - - 13 comments

I would suggest him making sure he has installed it correctly. Like the mod manifest and such if not that then.. Heres the thing if i remember i have a modded exe (if that is the case i can provide my exe file for halo wars) because one of the mods required it or something so theres that theres also modfying the root file.. and if he has mods working before hand but not now i'd suggest him doing a validation of his steam files if using steam or reinstalling the game (if its the windows version thats a bit more tricky and sorry for commenting so much i'm trying to help becasue i've had the same issue before)

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Blackandfan
Blackandfan - - 106 comments

wrong mod, that issue is caused by the xgamefinal method which only loads the root.era properly in the first match

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kaden2009
kaden2009 - - 13 comments

I have a few bugs to report: pelican cant pick up rebel commander when using transport option on spirit of fire or pelican vehicle, but somehow it did when i did it using the commander along with a bunch of odsts (only when using the spirit of fire transport power the pelican wont even give the option to enter), flamethrowers cant be spawned by flood it shows option but able to actually click it as its marked out (its dark like when you dont have the required power to research an upgrade) the elephants have a weird rebel trooper that cost zero supplies to spawn unlike the barracks one that cost 100 if i'm correct, however the elphant one is marked off, also the elephant for some reason has an eject button even though it's not cover.

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ladywoodgrill Author
ladywoodgrill - - 282 comments

1) Pelicans aren't supposed to be able to pick up leader units.
2) Forgot to fix that flamethrower thing, will be in a future update.
3) I'll look at the rebel trooper thing (I think I know what the problem is)
4) The rebel elephant is cover.

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madcoleton1004
madcoleton1004 - - 5 comments

I mostly want the rhino to be able to shoot over obstacles.
that would be nice

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ladywoodgrill Author
ladywoodgrill - - 282 comments

I'll consider it. No promises.

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madcoleton1004
madcoleton1004 - - 5 comments

thanks

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Guest
Guest - - 689,417 comments

how to install?

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ladywoodgrill Author
ladywoodgrill - - 282 comments

There is a tutorial in the .rar archive. I'd recommend downloading the latest version, rather than this one, though. (v1.2 with bug fixes)

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