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HaloMods Container Tool - Updated 7/23/08

Posted: Mon Jun 30, 2008 6:14 pm
by grimdoomer
Updated 7/23/08 Now it resigns Forge maps and all gametypes.

Keep your forge maps off of bungie.net and your fileshares!

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How to use the HaloMods Container Tool

How To Add Your Profile & Device ID's

Step 1: Open the HaloMods Container Tool.

Step 2: Goto File->Open Container, and select a Container file.

Step 3: It should now look like this:
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Step 4: Press the Settings Button.

Step 5: Type in a name for your Profile ID entry.

Step 6: Copy the number from the Current ProfileID textbox on the main window, and paste it into the ProfileID textbox in the settings window.
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Step 7: Press Add.

Step 8: Repeat the same steps only this time using the DeviceID.

Step 9: Close HaloMods Container Tool. You have now added your Profile & Device ID's.

How To Resign

Step 1: Open a Container File in the HaloMods Container Tool.

Step 2: Select your Profile and Device ID's from the Profile and Device drop down boxes.
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Step 3: Press Resign to New Console.

Step 4: Congradulations, your container has been resigned to your Profile and Storage Device.

How to Batch Resign

Step 1: Create a new folder some where you will remember.

Step 2: Place all the containers you wish to resign in this folder, but make sure that only container files are in the folder.
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Step 3: Open up HaloMods Container Tool.

Step 4: Select your Profile and Device from the Profile and Device drop down boxes.

Step 5: Goto File->Batch Containers, and select the folder you have created.

Step 6: Wait for confirmation, and all the containers will be resigned to that Profile and Device ID.


Credits

Tural - Moral support and giving me the opportunity to do this :mrgreen:

Posted: Mon Jun 30, 2008 6:24 pm
by kibito87
Hey! Well looky here. I'm glad things got cleared up and now we are able to use this tool. Thank you very much Grim for your work and release. Hopefully we'll see some cool Forge mods now.

O and special thanks to Tural for supporting this.

Posted: Mon Jun 30, 2008 6:25 pm
by mockey
So with this we can:

Download our favorite Forge mods right off of the site.

Convert them into OUR Profiles ID (So we can play them)

Then it Resigns the usermap?

Now we can drop it into our Xbox and it will be under a slot in your maps?
(It will be playable and an option for a map)

that is SOO awesome, you have made sharing Forge Mods possible, well without meeting up with a player everytime haha.

Thank YOU SOOOO MUCH! :D

Posted: Mon Jun 30, 2008 6:26 pm
by grimdoomer
No proble, I'm glad to be a part of this :D

Also if anyone finds any bugs, let me know and I'll fix it ASAP.

Posted: Tue Jul 01, 2008 8:29 am
by ares-erus
Out of curiosity.
how does this stop you from reisgning profiles and such?
ive already bumped into one person who said they used this to "hack" their profile.
in their emblem they had about 5 different emblems all mashed together in each courner.
:?

Posted: Tue Jul 01, 2008 8:31 am
by Tural
Not this tool. A tool, but not this one.

Posted: Tue Jul 01, 2008 8:54 am
by Eaton
Nice tool! :D I'm looking forward to all of the Forge mods coming. :)

Posted: Tue Jul 01, 2008 12:38 pm
by uralllame
I tried it.... and I think it works. It took me a couple of tries to get the right device ID though.

I tried spawning loads of weapons on the map, then opening the container and replacing the weapon identifiers with a flamethrower. When I loaded the map in Halo, none of the weapons I "replaced" spawned. Do I need to do something else. The good news is that it loaded, so I think it works.

Posted: Tue Jul 01, 2008 12:40 pm
by grimdoomer
uralllame wrote:I tried it.... and I think it works. It took me a couple of tries to get the right device ID though.

I tried spawning loads of weapons on the map, then opening the container and replacing the weapon identifiers with a flamethrower. When I loaded the map in Halo, none of the weapons I "replaced" spawned. Do I need to do something else. The good news is that it loaded, so I think it works.
I tested it befor it works. Did you make sure you swapped them with items that are actually spawned in the map?

Posted: Tue Jul 01, 2008 12:44 pm
by timmy42
very cool application...

i don't wanna seem spoiled or something, but are there any plans of releasing a mac version?

Posted: Tue Jul 01, 2008 12:44 pm
by grimdoomer
timmy42 wrote:very cool application...

i don't wanna seem spoiled or something, but are there any plans of releasing a mac version?
Not really.

Posted: Tue Jul 01, 2008 12:58 pm
by uralllame
grimdoomer wrote: I tested it befor it works. Did you make sure you swapped them with items that are actually spawned in the map?
Yeah, flamethrowers... I thought it might have something to do with max/min run times.

Posted: Tue Jul 01, 2008 12:59 pm
by grimdoomer
uralllame wrote:
grimdoomer wrote: I tested it befor it works. Did you make sure you swapped them with items that are actually spawned in the map?
Yeah, flamethrowers... I thought it might have something to do with max/min run times.
Try using Shade45's tool to edit the usermap.

Posted: Tue Jul 01, 2008 1:48 pm
by jimmygoon
Heh, did you used derived codebase or your own... a birdie said you might have had your own

Posted: Tue Jul 01, 2008 1:49 pm
by grimdoomer
jimmygoon wrote:Heh, did you used derived codebase or your own... a birdie said you might have had your own
This is all my own code. I made my own resigner befor derived released his source and all this went public.

Posted: Tue Jul 01, 2008 1:59 pm
by jimmygoon
grimdoomer wrote:
jimmygoon wrote:Heh, did you used derived codebase or your own... a birdie said you might have had your own
This is all my own code. I made my own resigner befor derived released his source and all this went public.
I've done a lot of reading on xbox-hacker lately and saw a few familiar screen names. Anyway, dunna if your app was always this polished before or if you just whipped up the UI in the last 24-48 hours but nice work. Glad to see something work out!

Posted: Tue Jul 01, 2008 2:15 pm
by Dagger13
So with this we can mod forge maps?

Posted: Tue Jul 01, 2008 2:16 pm
by grimdoomer
Dagger13 wrote:So with this we can mod forge maps?
You can resign modded forge maps, yes.

Posted: Tue Jul 01, 2008 2:25 pm
by PlasmaGhost
Don't lie, this isn't all your code.

Posted: Tue Jul 01, 2008 2:35 pm
by grimdoomer
PlasmaGhost wrote:Don't lie, this isn't all your code.
Yes actually it is.