Halo 2 Ultimate Campaign Tweaks

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Author: Chlargon

Last revision: 20 Feb at 16:46 UTC

File size: 743.93 MB

On Steam Workshop

Description:

More allies, more NPC weapon variety, and lots of new encounters. This mod is designed to give Halo 2’s campaign a refresh, making replaying the story a fun experience full of little surprises. If you have played Halo 2’s campaign a hundred times (like I have) you’ll love playing through this mod, as it adds just enough to make the game feel like a new experience without deviating from Bungie’s original vision. I like to think that, had Bungie had a few more weeks to polish Halo 2 before release, they would have made many of the same changes to the campaign that I have implemented here. Every level has been painstakingly combed through using the modding tools, leaving no stone unturned. From better allies to more interesting enemies and a few fun additions along the way, Halo 2: Ultimate Campaign Tweaks provides a fun new way to replay Halo 2 in 2024.

Overview

– Increased ally NPC numbers throughout the campaign
– More Female Marines
– More ODSTs
– Added more variety to ally and enemy weapons
– More dual-wielding Elites
– Enemies wield a more diverse variety of weapons
– Added several unused encounters throughout the campaign
– More variety in allied NPC spawns throughout the campaign
– Wraith turrets now work for the players
– Shadows are now driveable

The Armory

– More Marines are now present during the brief gondola ride
– Some of the Marines in the atrium now wield weapons

Cairo Station

– All Marine spawns have been magnified to increase the number of allied NPCs
– Living ODST allies are now present in the mission
– All Marine spawn pools have been diversified with more Female Marines and ODSTs
– Some enemy Elites have been replaced with Rangers where it makes sense to do so
– Elite Rangers have more diverse weapon varieties and more Elites now dual-wield
– Several enemy NPC weapons have been altered
– More Elites now dual-wield Plasma Rifles, Plasma Pistols or Needlers
– Some Grunts wield Plasma Rifles
– Some Drones now wield Plasma Rifles

Outskirts

– Increased number of starting Marines depending on the difficulty
– One of the starting Marines will always be a Pilot wielding a Magnum
– More Hunters
– More Sword Elites can be found in the mission, including one that drops in before the tunnel
– The first Warthog is now driven by a Rocket Launcher Marine who can take the passenger seat
– Shadows are now usable for the player and the ‘Troop Transport’ Shadow is now available
– Several enemy NPC weapons have been altered
– More Elites now dual-wield Plasma Rifles, Plasma Pistols or Needlers
– Some Grunts wield Plasma Rifles
– Some Jackals wield Plasma Rifles or Needlers
– Some Drones now wield Plasma Rifles

Metropolis

– More Marines now spawn on the bridge
– Three Marines now spawn in the tunnel before the Park to assault the city
– Wraith auto-turrets now work for the player
– More Marines now attempt to defend the command post against the Scarab with Turrets and Rockets
– Enemy waves on the Scarab have been tweaked to have more powerful weapons
– Several enemy NPC weapons have been altered
– More Elites now dual-wield Plasma Rifles, Plasma Pistols or Needlers
– Some Grunts wield Plasma Rifles
– Some Jackals wield Plasma Rifles or Needlers

The Arbiter

– Allied NPCs are stronger on Easy, Heroic and Legendary
– Extra Grunts and one extra Elite spawns at the beginning
– ‘Second Lance’ Phantom drop have their weapons diversified
– Some Heretic Grunts now wield Plasma Pistols and Plasma Rifles
– Some Heretic Elites now dual-wield Plasma Rifles, Plasma Pistols or Needlers

The Oracle

– Allied NPCs are stronger on Easy, Heroic and Legendary
– Lots more allied Elites and Grunts are present in the elevator section
– Allied Elites dropped from the Phantom after the lab section have different weapons
– Some Heretic Grunts now wield Plasma Pistols and Plasma Rifles
– Some Heretic Elites now dual-wield Plasma Rifles, Plasma Pistols or Needlers

Delta Halo

– Far more ODSTs assist the player at the start of the mission
– Ally starting weapons have been diversified, some ODSTs wield Magnums or Sniper Rifles
– Wraith auto-turrets in this mission fire Needles
– All ally Pelican drops have had their spawn pools diversified, adding ODSTs and more weapon variety
– Several enemy NPC weapons have been altered
– More Elites now dual-wield Plasma Rifles, Plasma Pistols or Needlers
– Some Grunts wield Plasma Rifles
– Some Jackals wield Plasma Rifles or Needlers
– Some Drones now wield Plasma Rifles

Regret

– Starting ally numbers have been increased and ODSTs have been added to the level
– Ally NPC weapons have been diversified to include some Covenant weapons
– ODSTs have been added to ally Pelican drops and Female Marines are more common
– Several enemy NPC weapons have been altered
– More Elites now dual-wield Plasma Rifles, Plasma Pistols or Needlers
– Some Grunts wield Plasma Rifles
– Some Jackals wield Plasma Rifles or Needlers
– Some Drones now wield Plasma Rifles
– Some Elite Rangers have modified weapons
– The Grunts protecting Regret now wield Plasma Rifles

Sacred Icon

– Ally NPCs in the first section of the level have been diversified:
– Many more allied NPCs overall
– Allied Brutes now spawn in certain areas
– The Grunt in the first squad is now a Heavy Grunt
– More allied Jackals spawn, including Minors
– Enemy Marines now spawn in locations further in the level
– Some Carrier Forms are now shielded
– Allies at the camp at the end of the mission have better weapons
– Turrets at the camp at the end of the mission are now manned by Grunts

Quarantine Zone

– Three Spectres now spawn at the start of the level instead of one Spectre and two Ghosts
– The number of Spec Ops Elite allies have been doubled
– Wraith auto-turrets now work for the player
– Rtas ‘Vadum now mans the gun of his Spectre as it is dropped off
– The number of allied Elites on the final Gondola section has been doubled
– Allied Elite weapons have been diversified – some Elites now dual-wield Needlers and Plasma Rifles

Gravemind

– Some Brute and Elite NPCs in the level now wield better weapons
– Some enemy NPCs modified for variety
– Brute Honour Guards now fight Elite Honour Guards in Hanging Gardens A
– More variety in Elite ranks will spawn in certain areas throughout the level
– Some Grunts, Drones and Jackals allied with the Brutes now wield Brute Plasma Rifles
– Some Grunts allied with the Elites now wield Plasma Rifles
– Far more Marines are present in the prison

Uprising

– Allied NPC ranks and weapons have been diversified
– Certain areas now have far more allied NPCs including the final stretch
– Some Elites spawn as special ranks such as Stealth Elites or Honour Guards
– Some Elites spawn as powerful warlords such as Councillors or Honour Guard Ultras
– Allied Jackals are now present in small numbers
– Some unused encounters have been reactivated, including the corridor rafter Drones
– Wraith auto-turrets are usable for the player
– An allied Spectre is now present in the final vehicle section
– Some Grunts, Drones and Jackals allied with the Brutes now wield Brute Plasma Rifles

High Charity

– Flood Juggernauts are now present
– Some Flood Carrier Forms are now shielded
– Some Grunts, Drones and Jackals now wield Brute Plasma Rifles
– Some Covenant enemies now wield Human weapons

The Great Journey

– More allied Elites have been added to the Spectre
– Another Spectre joins the fight at the start of the mission
– Dual-wielding Needler Elite is now a Councilor
– Some Drones and Jackals allied with the Brutes now wield Brute Plasma Rifles
– More Elites are present in the prison and imprisoned Councillors now dual-wield
– Diversified ally NPC weapons throughout the mission
– Allied Banshees will assist the player at the beginning of the mission
– Wraith auto-turrets are usable for the player
– Marines, Hunters and more varieties of Elite have been added to the final battle against Tartarus