MJOLNIR Tag Editor changelog
Browse and edit the Blam tags, textures, audio and scripts inside your installed game.
23 releases · latest v0.20.1 · Documentation
The Script, World and Model views keep the way back
The Script, World and Model views keep the view buttons, so there is a way back to a tag's fields, and a view chosen for one tab no longer follows you into the next.
Levels and Nanite meshes as glTF, textures as DDS and TIFF
A mission's Unreal geometry exports as glTF, a Nanite mesh shows and exports at full detail, a texture exports as DDS or TIFF, and tag references poke into the running game.
Undo, and blocks that copy and paste
Ctrl+Z and Ctrl+Y step a tag's edits back and forward; block elements can be inserted, copied and pasted between tags, and a whole block can go out and come back as tab-separated text.
Live mode reads the game's own tag table
Live mode reads the game's own table of loaded tags instead of sweeping memory, and a mod can now add tags of its own with New Tag From This.
Live edits reach weapons, and fields inside blocks
A live edit of a weapon — or any field inside a block element — now changes the running game. Before, it reported success and changed nothing.
Live mode reads the engine's own object table
Arm live mode and the level appears in about a second, read straight from the engine — no memory scan. The scan now only finds what is actually pokeable.
Live mode learns what the game is holding
One scan finds every loaded tag at once — no more minutes-long search per edit — makes them instant to poke, and names the level you are in.
The editor remembers your place
Tabs keep their scroll, open sections and element picks across switches and restarts — plus right-click menus everywhere, and sound tags that play their audio.
References you can see through
Hover a tag reference to preview what it points at — a playable sound, a spinning model, or its identity. Broken references show red. Plus back/forward history, Ctrl+P quick-open, and "referenced by".
Blocks grow and shrink now
Add, duplicate and remove block elements — constraints a tag never shipped with. Also fixes string id, tag reference and script edits dropping out of exports.
Your exports now say what they change
Exported mods now carry a declared change list — every tag edit, texture, and script — shown on the mod's hub page and in the launcher before anyone installs.
See models and levels in 3D
A Model view for objects and a World view for levels — the game's simulation geometry drawn in 3D, with level placements you can select and move like a lightweight Sapien.
Choose which installation you are editing
The setup form now takes the game folder itself, and the installation you have open is named at the bottom of the left panel, with a way to change it.
Swap textures from inside a mod project
Replace any texture's pixels with your own image from inside a mod project, and have it travel with your tag and script edits when you test, export or publish.
Read, edit and compile the campaign's mission scripts
The campaign's original mission scripts ship inside the game. The Tag Editor now shows them, lets you edit them, and compiles your changes back in.
Twice as many textures preview
Around half the game's textures would not preview at all. 4,787 of 4,844 now decode, up from 2,421.
Hotfix: audio plays in the installed app
Fixes 0.6.0, in which the audio browsing added one release earlier could not actually play anything once the app was installed.
Browse and play the game's audio
The Tag Editor opens the game's sound archives — around 6 GB it could not read before — and lets you browse, name and play 194,559 Wwise audio files.
Live tag editing in the running game
Change a tag value and see it in Halo Campaign Evolved immediately — no rebuild, no repacking, and no restarting the game.
Link a hub account instead of pasting an API key
Publishing now uses the same pairing flow as the launcher — approve a code in your browser — instead of minting an API key by hand and pasting it into a text box.
Author, test and publish mods without leaving the editor
Mods become saved projects rather than one-off exports: keep a list of your edits, test them in the game, and publish to the MJOLNIR Hub from inside the editor.
No Oodle DLL required
The Tag Editor now reads the game's compressed containers on its own, so you no longer need to supply a proprietary Oodle DLL before it will open anything.
Browse and edit the game's tags and textures
Browse every asset in your installed copy of Halo Campaign Evolved, read its Blam tag fields in a Guerilla-style form, preview textures, and export edits.