Marvel Mods

X-Men Legends I & II => Mod Releases and Conversions => Topic started by: Cohollow on June 11, 2019, 07:24AM

Poll
Question: SHOULD DAMAGE SCALE WITH STRIKING?  See this post for further information on this poll and the effects it may have on future releases: https://marvelmods.com/forum/index.php/topic,10603.msg200907.html#msg200907
Option 1: YES - Damage should scale with striking votes: 25
Option 2: NO - Damage should not scale with striking votes: 8
Title: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on June 11, 2019, 07:24AM
(https://i.imgur.com/TfG5Ji0.jpg)

COHOLLOW'S X-MEN LEGENDS 2 CATALOG


Welcome to my modding catalog! Here you can find multiple boosters for existing characters that fix a multitude of bugs and add all new powers and abilities. You will also find character mods that add characters not featured in the base game. All mods are fully fleshed out, functional and consist of little to no bugs. Please feel free to give feedback and detail any issues you may run into while applying and using these mods! This thread will also serve as a place to keep updated on my upcoming projects. Happy modding!



SHARED TALENTS (https://marvelmods.com/forum/index.php/topic,10916.msg199255.html#msg199255)
IMPORTANT My boosters and character mods consist of 5 passives that cost a maximum of 12 skill points as opposed to the typical 4 passives that cost a maximum of 15 skill points (both equal a maximum cost of 60 points). Some also have the striker stat that was developed to give melee characters a boost to their non-powered melee damage. Be sure to download the shared talents or these additions will be unavailable. While it isn't necessary, it is recommended. Keep in mind this will have a minor effect on all characters in your roster, but these effects are not negative. shared talents such as mutant master and critical strike will be changed from 15 points to 12 points, and mutant master will be available starting from level 1.


BOOSTERS


:bishop:BISHOP (https://marvelmods.com/forum/index.php/topic,10747.msg196961.html#msg196961):bishop:

:colossus:COLOSSUS (https://marvelmods.com/forum/index.php/topic,10520.msg194238.html#msg194238):colossus:

:cyclops:CYCLOPS (https://marvelmods.com/forum/index.php/topic,10547.msg194475.html#msg194475):cyclops:

:deadpool:DEADPOOL (https://marvelmods.com/forum/index.php/topic,10737.msg196829.html#msg196829):deadpool:

:gambit:GAMBIT (https://marvelmods.com/forum/index.php/topic,10529.msg194316.html#msg194316):gambit:

:iceman:ICEMAN (https://marvelmods.com/forum/index.php/topic,10604.msg195175.html#msg195175):iceman:

:juggernaut:JUGGERNAUT (https://marvelmods.com/forum/index.php/topic,10655.msg195975.html#msg195975):juggernaut:

:magneto:MAGNETO (https://marvelmods.com/forum/index.php/topic,10637.msg195715.html#msg195715):magneto:

:nightcrawler:NIGHTCRAWLER (https://marvelmods.com/forum/index.php/topic,10652.msg195948.html#msg195948):nightcrawler:
:pyro:PYRO (https://marvelmods.com/forum/index.php/topic,10537.msg194373.html#msg194373):pyro:

:rogue:ROGUE (https://marvelmods.com/forum/index.php/topic,10544.msg194422.html#msg194422):rogue:

:stooth:SABRETOOTH (https://marvelmods.com/forum/index.php/topic,10567.msg194686.html#msg194686):stooth:

:scarletw:SCARLET WITCH (https://marvelmods.com/forum/index.php/topic,10556.msg194579.html#msg194579):scarletw:

:storm:STORM (https://marvelmods.com/forum/index.php/topic,10748.msg197020.html#msg197020):storm:

:toad:TOAD (https://marvelmods.com/forum/index.php/topic,10610.msg195332.html#msg195332):toad:

:wolverine:WOLVERINE (https://marvelmods.com/forum/index.php/topic,10653.msg195960.html#msg195960):wolverine:


CHARACTER MODS


:archangel:ANGEL (https://marvelmods.com/forum/index.php/topic,10634.msg195645.html#msg195645):archangel:

:avalanche:AVALANCHE (https://marvelmods.com/forum/index.php/topic,10841.msg198324.html#msg198324):avalanche:

:beast:BEAST (https://marvelmods.com/forum/index.php/topic,10753.msg197119.html#msg197119):beast:

:blob:BLOB (https://marvelmods.com/forum/index.php/topic,10608.msg195250.html#msg195250):blob:

:colossus:UNSTOPPABLE COLOSSUS (https://marvelmods.com/forum/index.php/topic,10825.msg198069.html#msg198069):juggernaut:
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 12, 2019, 02:15PM
Yo check out the beginnings of the upcoming Blob mod!

(https://i.imgur.com/rj9tFh0.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 15, 2019, 05:01PM
Iceman and Blob wrecking house!


(https://i.imgur.com/37meBB8.jpg)


I've got too many things on the go at once. i gotta commit and get the next thing out to ya'll :P
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 17, 2019, 11:41AM
 :iceman: remember ages ago i said that Iceman would be out soon? I lied, but he's ready now! just gotta set up the downloads and such. expect a thread soon. :iceman:



(https://i.imgur.com/w6g986a.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 17, 2019, 11:46AM
this is the most thorough booster to date. should contain every file that goes along with iceman and the files will be compiled in engb for easy application. All future boosters will be done the same way and when i go back over existing boosters they will be greatly improved in the same way
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 17, 2019, 01:33PM
:iceman: :iceman: :iceman: :iceman: :iceman: :iceman: :iceman: :iceman: :iceman: :iceman:

http://marvelmods.com/forum/index.php/topic,10604.new.html#new (http://marvelmods.com/forum/index.php/topic,10604.new.html#new)
Title: Re: Cohollows Sneak Peeks
Post by: Clarityman on June 17, 2019, 05:11PM
1. I am so glad to see someone still doing X-Men Legends II modding! I still think it's a great title, in some ways stronger than MUA.

2. Oh man. Is that awesome Blob mod going to make me have to start a new save over AGAIN???

I had the old Blob mod on my roster at one point but gave him the axe because he just wasn't that fun to play.

Please tell me you'll be making a classic Blob head hud to go with that skin...?
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 18, 2019, 03:28PM
Thx mate. I really hope people get joy outta my work. I also believe you will need to make a new save. While I don't have the tools or understanding currently to make my own hud heads, I have a good homie that i plan to ask to assist in making a different hud head and hopefully a custom skin idea i have. Blobs pretty much good to go, just gotta tidy up the files and such!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 18, 2019, 04:03PM
:archangel: One more and the original four xmen will be complete! :archangel:


(https://i.imgur.com/e9f5ZvF.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on June 18, 2019, 04:39PM
Ahem. Original five, Cohollow. :p

A really nice looking Angel so far.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 18, 2019, 04:47PM
thx dream weaver. i take it your counting jean?
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on June 18, 2019, 04:50PM
Quote from: Cohollow on June 18, 2019, 04:47PM
thx dream weaver. i take it your counting jean?

Absolutely. The guys might have already been a team, but she's brought in on the same first issue right at the beginning, so I never forget to count her as part of the original line-up.

What are you planning on giving Angel for passives and buffs/debuffs? Perhaps healing? I recall him having that as an ability, either passively for himself or was it his blood that could heal people?
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 19, 2019, 07:48AM
i have some buffs and passives lined up. Healing is definitely something that will likely be both passive and a buff. a dodge passive is also very likely. Have some ideas for a combat oriented buff but still gotta nail it down. 
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 20, 2019, 01:27PM
Angle is starting to feel sooo smooth



(https://i.imgur.com/a5f12sl.jpg)



Powers I'm rockin

feathered darts - start ability throws feathers with perceive chance

Sword Strike - damages and bleeds enemies in arc

noname - neural inhibitor chemical causes enemies hit by homing feathers to be stunned

Feathered Fury - spinning radial wing attack does popup

Ariel Blitz - flys up then crashes down for radial knockback

charge attack - flies forward and swoops down and lands on contact with enemies doing knockback
Title: Re: Cohollows Sneak Peeks
Post by: BaconWizard17 on June 20, 2019, 04:06PM
He looks far more interesting! Great stuff!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 20, 2019, 07:09PM
Thx Bacon! Stoked to see what kinda skins you make for him some day
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 20, 2019, 10:20PM
So I'm planning on releasing a mod that replaces the entirety of the roster with my own boosted versions of the characters (once my boosts have been better balanced and smoothed out). The mod will also have an extra character and may or may not have 3 other characters that replace 3 existing characters depending on how people vote. I plan to start a large pole that has all 24 of the characters that may make the 21 character roster, and its up to you to vote for the 3 that will not make it into my mod. You can vote out characters that exist in the game and characters that i have put up as an extra option to be placed in the game. The choice is yours!
Title: Re: Cohollows Sneak Peeks
Post by: BaconWizard17 on June 21, 2019, 06:07AM
Very exciting. When will you do the vote?
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 21, 2019, 11:29AM
I'm thinking about putting it up right away, but i also wonder if i should have the characters I'll involve in the vote built and available to play first. additional characters I may include in the vote are Beast, Angel, Quicksilver, Blob, and Avalanche. I'm also considering having Ironman removed from the roster by default
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on June 21, 2019, 12:42PM
Quote from: Cohollow on June 21, 2019, 11:29AMI'm also considering having Ironman removed from the roster by default

Precisely what I did when I modded my game. Between the low number of female and Brotherhood characters and the limited amount of playables you could have in your game, I was stunned by the fact they wasted a spot with Tony. If I had been in charge of that part of development, I would have made Juggernaut the unlockable you find. Powerful non-mutant, but X-Men relevant and understandable why Apocalypse would want him either as a slave or at least out of the way, perhaps to study the source of his power. An Avenger just seems silly and out of place in an X-Men game. It also opens the can of worms question: Where are the other Avengers then?
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 21, 2019, 03:15PM
I totally agree dream weaver. the juggernaut idea is spot on too. A much better and more sensible way of introducing juggs as a playable character
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 21, 2019, 03:18PM
and so begins the effort to build beast with a single skeleton



(https://i.imgur.com/Dp0Uoua.jpg)



as Blob and Angel look on with disapproving eyes "did you forget something?!"
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 21, 2019, 07:09PM
I've put up the thread where you can vote for the characters you wish to see in my total overhaul mod! Probably should have started this thread in the workbench too but oh well its fine

http://marvelmods.com/forum/index.php/topic,10607.0.html
Title: Re: Cohollows Sneak Peeks
Post by: BaconWizard17 on June 22, 2019, 07:53AM
Perhaps a mod is in order to make Juggernaut the captured character
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 22, 2019, 12:45PM
dude hell ya. Thats gotta be a thing
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on June 22, 2019, 01:27PM
Quote from: BaconWizard17 on June 22, 2019, 07:53AM
Perhaps a mod is in order to make Juggernaut the captured character

I had considered such a thing, but the fact he appears in so many briefing cutscenes made me decide against it for my own mod. I try to make everything feel consistent so my suspension of disbelief isn't shattered. If I had the means of swapping characters in briefings, had access to voice actors, could animate different X-Men/Brotherhood into the cutscenes, then I'd absolutely would have done it by now. If you're going to do it though, I'd suggest making the four items you find in each place his boots, his knuckledusters/gauntlets, his helmet, and then the gem of Cyttorak itself.

I did manage to change at least a tiny bit of textual dialogue in the early part of the game though. I never bought that Mystique and Sabretooth are "cut off" from the team when you have Magneto right there able to just rip doors off hinges, so I made the silent text read that Mystique had "business" to attend to elsewhere in the facility, then your player character muses about what she might have up her sleeve. My head-canon is there is a weapon there that she wants to lift for herself — the one Mystique uses that can sap a character's powers away for a time.
Title: Re: Cohollows Sneak Peeks
Post by: BaconWizard17 on June 22, 2019, 03:20PM
It's possible to switch between different cutscene characters, but unfortunately that's a pretty limited roster. Only the initially playable characters and Professor X actually have models for the briefings. Sadly, it's not possible to make any others because XML2 doesn't support custom models in any way that we know. Plus, the cutscene models are rigged very differently, so they would be tough to do. The only way that it would really be possible to make custom cutscene models would be by using the XML2 to MUA conversion, as XML2 is the only game with cutscenes rendered in-game and MUA is the only game with custom model support.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 22, 2019, 07:46PM
awe true that, i hadnt considered the briefings
Title: Re: Cohollows Sneak Peeks
Post by: BaconWizard17 on June 23, 2019, 07:48AM
Generally though, I mod my games pretty heavily, so I don't have a problem with the briefings not being right
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 23, 2019, 04:54PM
:blob: Guess who's ready!! :blob:



(https://i.imgur.com/0S2Ofgp.jpg)

Now i just gotta set up the download thread and he's all yours
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 23, 2019, 06:20PM
:blob: He's good to go! :blob:


http://marvelmods.com/forum/index.php/topic,10608.0.html
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 24, 2019, 01:13PM
 :colossus: I'm going back over some earlier boosters to tidy and improve them. I'm working on colossus and it will feature some dope skins by the talented BaconWizard17! :colossus:
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 25, 2019, 01:58AM
(https://i.imgur.com/dpA1ihr.jpg)

Playin with some new and improved attacks. My boy might be able to keep up now.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 26, 2019, 03:58AM
(https://i.imgur.com/jJ9SUCT.jpg)


Playing around with making Jugg's charge accelerate as he runs
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on June 26, 2019, 01:42PM
Neat idea. Is he turning red as he gains momentum?
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 26, 2019, 02:40PM
That looks cool but it seems to be happening due to my Gif capture. I keep jumping from character to character to do things i have ideas for. I'm going to forget so many things when i detail the changes in my mod download threads
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on June 26, 2019, 03:05PM
Quote from: Cohollow on June 26, 2019, 02:40PM
That looks cool but it seems to be happening due to my Gif capture. I keep jumping from character to character to do things i have ideas for. I'm going to forget so many things when i detail the changes in my mod download threads

Use Notepad and jot down each change as you think of them. Test each one out and if it sticks, note it, and if it doesn't stick, cross it out.

--Juggernaut--

Gains momentum in charge attack.
Crashes through breakable objects just from moving into them (as part of a passive).
Has "grappling" like Beast and Rogue from XML1.

Things like that. Put a + near what works, an X next to what doesn't, and a ? next to undetermined items.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 26, 2019, 06:16PM
Yes i need to be less lazy about that. I do have a note pad with a page for each character and when its full or a confusing mess of notes i take the easy route of just going meh *shrug* :P
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 28, 2019, 05:48PM
Giving Toad some luv!



(https://i.imgur.com/h9NepP2.jpg)


Features a new kick flip move. Has slobber mastery which adds to both spit and tongue attacks, and adds rad damage to spit attacks. Leg day acts like a kick and jump mastery and adds to movement speed. then a whole bunch of other changes and improvements
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 28, 2019, 06:22PM
I wonder if i should replace critical strike with amphibian and use it to up movement speed, add rad to spit, and add special jump moves hmmmm. Crits good but he can be overpowered and it makes spit moves less useful.... I JUST CANT DECIDE
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on June 28, 2019, 09:56PM
I made it so he had a boost that gave him "poison" damage and a taunt that lowered the damage enemies taunted could do. I also made it so he can jump higher, though the more you up that the more his AI could become stuck.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on June 29, 2019, 05:23AM
BIG CHANGE TO MY FORMULA

So heres what im think I'll do with my boosters and character mods moving forward

- Reduce the point count of passives from 15 to 12 and add a 5th passive to all characters. this means releasing my mods with a modified shared talents file that reduces the count of passives like mutant master, and crit strike etc.

- Add a new shared talent called striker that adds to non powered melee damage for characters that are melee oriented. I do believe i will also make changes to things like psionic combat so that non melee characters dont do more melee damage than their melee oriented colleagues.

- remove block as an ability all together

- have characters with might and flight start with points in those skills. I will also hide them from the powers menu and have them at a set level so characters with might and flight simply have those powers

Please tell me if u like or dislike these changes i plan to make
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 02, 2019, 03:38AM
Time To Release Magneto's Faithful Amphibian!

http://marvelmods.com/forum/index.php/topic,10610.new.html#new

(https://i.imgur.com/bUPJETw.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 02, 2019, 08:14AM
Be sure to download this file when using my mods in order to reduce the skill point count of shared talents like mutant master, and to add the striker passive that i will be adding to some characters such as colossus

https://www.sendspace.com/file/80w2gl
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 09, 2019, 12:20PM
 :quicks: So I figured i should give everyone a quick update. Started working on Quicksilver and I'm having a hard time choosing a skeleton and playstyle but I'll figure it out. Also Angel is pretty much done and ready. A lil cleaning up and he'll be available for download! :archangel:
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 09, 2019, 12:25PM
Oh and an update for the colossus booster is just about done too. After which i think I'll hit up Rogue as that booster has not only improvements to be made but broken functions in regards to her buffs
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 09, 2019, 05:55PM
:colossus:Colossus Final Booster!!!:colossus:



(https://i.imgur.com/IJKsg62.jpg)

I believe this to be the first of my boosters to reach its final state. It's a good example of how fleshed out the rest of my boosters will be in the future. A huge upgrade from my original Colossus booster, I highly recommend checking it out!

http://marvelmods.com/forum/index.php/topic,10520.0.html
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 12, 2019, 06:37PM
duuuudes i'm enjoying angel so much i ended up doing a full play through with it and might go for round 2 XD. sorry i havent set it up for download yet as it is ready, but i keep working on more things instead of taking an hour to set up a download.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 12, 2019, 06:41PM
also i believe as i go over my boosters and smooth them out ill be calling them the uncanny versions, so be sure to keep an eye open for any booster renamed as such. If an upgrade happens beyond that which i dont think will be necessary will be dubbed astonishing version
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 12, 2019, 07:49PM
fixed an issue with the original download i had for uncanny colossus and will be replacing the existing download
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 13, 2019, 05:48PM
This is a little something I shared on discord but forgot to share here for ya'll to see. Heres a feature of his attack powers. he will also have 5 passives and 2 boosts that are called Archangel (crit chance and attack speed) and Transfusion (team healing)




(https://i.imgur.com/YqjcVHp.jpg)

This is so far my favorite build!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 15, 2019, 10:13PM
So I ive pretty much finished finished revamping Rogue. The next 3 that i think are most in need of a revamp are gambit, storm, and bishop. All the while I've also been playing with different powers for Magneto but cant yet nail down how i want him to function. So be ready ready for all those to come and of course the long teased angel mod!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 16, 2019, 01:40PM
(https://i.imgur.com/tLaRrh0.jpg)



:magneto: here's a look see at some power ideas om playing with for my next booster. Remember none of these powers are in a finished state just yet :magneto:
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on July 16, 2019, 01:59PM
Interesting ideas. I had trouble getting the metallic debris to sync up correctly with the attack, so I eventually discarded it. Doesn't look bad here. Nifty use of the metal spikes as a homing attack. Are you planning on making him more "metal" focused or having some electromagnetic attacks as well?
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 16, 2019, 03:05PM
Im working on giving him more metal based attacks as I find them to be somewhat lacking. Considering using the metal sheres that surround him as an attack that slows the target and harms nearby enemies
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 16, 2019, 03:08PM
And i know what u meen about the metal debris. I wish it didnt have such a long delay on it so it was easier to work with. I chained a couple animations to get it to function properly
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 18, 2019, 02:30AM
:magneto: Master of Magnetism is gettin dope! :magneto:


(https://i.imgur.com/iGfdA5q.jpg)

Hes also rocking an upgraded shrapnel sentry
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on July 18, 2019, 02:53AM
Excellent use with those various animations seguing into other animations. Helps make it stand out.
Title: Re: Cohollows Sneak Peeks
Post by: Teancum on July 18, 2019, 03:26AM
Angel! Angel! Angel! Angel! Angel! Angel! Angel!

Just kidding though, he looks fantastic. If I do any XML2 stuff on consoles I want to add this too.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 18, 2019, 03:46AM
Thx dream weaver! I spend alot of time combining different effects and animations to try and get things just right so I'm glad it's paying off. lolol Teancum XD everytime i release a new mod i seem to start 2 more. I also have a bad habit of getting a character good to go then putting off gathering and compiling everything and cleaning up names and such. Curse you inner lazy demon, begone!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 18, 2019, 07:49PM
:archangel: Finally putting together the Angel download! Expect the thread to show up shortly! :archangel:
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 18, 2019, 09:31PM
:archangel: come get your winges hero! :archangel:


http://marvelmods.com/forum/index.php/topic,10634.new.html#new
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 19, 2019, 05:06AM
Well Chocolate egg...During my most recent play through to test out my toad, sabretooth, magneto, and rogue boosters something went terribly wrong. animations seemed to be totally randomized. run would activate different animations and handlers that my characters didnt have and the same happened with enemies. It was funny as hell to see everyone on screen falling over and doing stun animations then lunging across the screen all seemingly at random but crap. I can narrow it down to ether the rogue changes, the magneto changes, or a small change i made to a power style mid play through.... BALLS!
Title: Re: Cohollows Sneak Peeks
Post by: BaconWizard17 on July 19, 2019, 06:41AM
Did you start off a new game when you made changes? A saved game tries to use the previous powerstyle when you make changes
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on July 19, 2019, 11:09AM
Quote from: Cohollow on July 19, 2019, 05:06AM
Well Chocolate egg...During my most recent play through to test out my toad, sabretooth, magneto, and rogue boosters something went terribly wrong. animations seemed to be totally randomized. run would activate different animations and handlers that my characters didnt have and the same happened with enemies. It was funny as hell to see everyone on screen falling over and doing stun animations then lunging across the screen all seemingly at random but crap. I can narrow it down to ether the rogue changes, the magneto changes, or a small change i made to a power style mid play through.... BALLS!

How large (in KBs) are their individual .engb PS files? They shouldn't exceed more than approximately 20 KBs a piece.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 19, 2019, 12:46PM
I did make a change mid game, but it was just a slight playspeed increase. None of the KB's exceed 20 ether
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on July 19, 2019, 01:05PM
Quote from: Cohollow on July 19, 2019, 12:46PM
I did make a change mid game, but it was just a slight playspeed increase. None of the KB's exceed 20 ether

That's strange. What you described was exactly the same as what happened to me when I had overstuffed Magneto's PS file. Whenever he was present in a full team (didn't seem to happen much when he was solo) and we made it to an enemy loaded area, such as the Cerci tunnels on Genosha, the game would completely soil itself in stupidity. Storm fired off infinite Xtremes, Wolverine would throw non-stop flying kicks, Cyclops behaved like Wolverine, all the enemies would teleport like Nightcrawler, Xavier stood up and NPCs at the Sanctuary were in combat poses instead of casual idling.

Once I cut down on Magneto's PS file, that nonsense stopped. It was hilarious to watch, but endlessly frustrating when I didn't understand what was causing the glitches.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 19, 2019, 01:11PM
magneto's sitting at 20 KB rn. I took a look at your magneto code and there are ways to decrease the lines of code and tighten it up without removing or changing how anything functions. I may do so just for the hell of it and send it to u. Also yupp thats exactly the same as my experience. It was at the infinite factory and where the enemies spawn out of the walls with barries they were lunging on the way out so it was as tho the game was firing enemies at me XD oh man it made me rofl hard
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 19, 2019, 07:55PM
I think its toad at 18 KB. flip me why does this have to happen. I'm not sure how to go about this right yet
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on July 19, 2019, 07:59PM
Quote from: Cohollow on July 19, 2019, 07:55PM
I think its toad at 18 KB. flip me why does this have to happen. I'm not sure how to go about this right yet

Well it can't be the size involved since 20kb was fine for my Magneto mod, so there has to be something terribly wrong with an aspect you've changed about Toad if you suspect its him. When did you notice things acting up and what all have you changed about him?
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 19, 2019, 08:21PM
The changes are rather immense. There is very little i haven't changed. I'm thinking I'll cut out some of his custom basic combos I changed up. I didn't have this issue until i got to the infinite factory and a restart of the game fixed it. It started up again in egypt tho
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 19, 2019, 08:45PM
I found it! There were 2 instances of doublejumpland. thank god
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 20, 2019, 06:10AM
Attention

Toad has been fixed! Use the new download to fix any bugs. You do not need to start a new game for this fix to be applied!

http://marvelmods.com/forum/index.php/topic,10610.new.html#new
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 20, 2019, 10:07PM
GOOD NEWS FOR ROGUE FANS
[/size]

Rogues booster is getting a much needed update! Expect her boost abilities to be fixed and functional. Sapping Strangle will now increase the damage the affected target receives. She has the new shared talent called striker that increases the damage of basic melee attacks along with another passive all at reduced skill point cost. Extra sounds and improved effects are also a go! I will also be adding so skins the were made by other members of the modding community. As my second most downloaded booster to date I am very excited to share this big improvement with everybody!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 20, 2019, 11:30PM
Huge discoveries by the modding community have let to a big developments in what can be done with custom skins! Check out this hella sexy 90's skin made by the talented Julio Cabral!


(https://i.imgur.com/pVGat6f.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 21, 2019, 12:40AM
Check out the new and improved Rogue booster!

http://marvelmods.com/forum/index.php/topic,10544.msg194422.html#msg194422
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 22, 2019, 12:11AM
:marvelg: About my Upcoming Jean Booster :marvelg:

So I'm think on making her powers consist of about half phoenix fire and half normal mental damage attacks. i figure that way you can dip into one style or the other or both. Her mental attacks will be about affects and interruption while the phoenix fire will specialize more in damage. Thoughts?
Title: Re: Cohollows Sneak Peeks
Post by: nathios on July 22, 2019, 01:58AM
Hi, first Id like to thank you for you awesome work. I m in love with Colossus now.

I don't know about you but I'm a little bit tired of Jean and Phoenix being one character all the time. It would be really cool to play as pure Jean like in xmen Legends 1. I know her ultimate was still Phoenix force (her ultimate in legends 1 was much better imo) but everything about her was cool even though that version of Jean had fewer abilities.

It would be sick to have a version of Jean using TK and TP more offensively and actually dealing damage in xmen legends 2 lol

Anyway I'm sure I'll enjoy you mod regardless. Thank you, have a great day =)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 22, 2019, 08:42AM
:marvelg: Thanks for the feedback nathios! I'm always stoked to hear that people are diggin' my builds. I'm now thinking I will eventually have three diff Jean builds. A phoenix build, a mental only build and a combo build. Considering I can only fit one in the upcoming character overhaul mod, I'll be putting in the combo build in, so thats the one imma start with. I hope everyone likes it as it will be some time before i get to building other versions of her. :marvelg:

:magneto: right now I'm finishing up Magneto, so expect a link for the master of magnetism today! (or tomorrow if the lazy devil hits me) :magneto:
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 22, 2019, 10:40AM
:magneto:Magneto Booster is Good to go!!!:magneto:



(https://i.imgur.com/iGfdA5q.jpg)



http://marvelmods.com/forum/index.php/topic,10637.new.html#new
Title: Re: Cohollows Sneak Peeks
Post by: nathios on July 22, 2019, 03:24PM
Wow, Magneto looks so cool!!

I can't wait for Magneto and Jean.

Thanks  :strange:
Title: Re: Cohollows Sneak Peeks
Post by: Kaneko on July 22, 2019, 08:04PM
Totally agree that a pure mental Jean is awesome even more with the 90´s uniform, keep the good work, cheers!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 23, 2019, 06:32AM
Happy to hear my mods a hit with people! Up next is good ol' Juggs

(https://i.imgur.com/P3uf6WH.jpg)


https://www.youtube.com/watch?v=Hj2vU2nr5Jw
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on July 23, 2019, 01:42PM
My first suggestion is to add some serious knockback to Arcane Fist. In XML1, he had a long wind-up to that same move, but it sent people flying.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 23, 2019, 09:29PM
Thx for the feed back. I will be adding knockback tho it wont be extremely high because it will also have a stun chance. I'm also making it scale with the strike stat. The vanilla game only has physical damage scale with striking making this unique. It will also now do the intended energy damage making it a great fit for cyttorak transfer.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 25, 2019, 08:53AM
:nightcrawler: New Nightcrawler teleport attacks and animations :nightcrawler:


(https://i.imgur.com/xGzPJ5g.jpg)


Featuring a new teleport tail swipe. Has new wind up animations and actual punch and kick animations on attack. The attacks are also more on target and less pone to wandering away from the target
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on July 25, 2019, 01:03PM
Nifty looking! Might I recommend making his passive teleport more instantaneous and restoring his ability to double-jump? I'm liking the looks of these new moves for Kurt. Easily among my favorite comic book characters.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 25, 2019, 01:31PM
I actually find myself taking things in the opposite direction. teleport has been set up as an ability like flight instead of taking up a spot in the powers section. This way it doesnt take up a spot in anyones power hot keys. also reducing the cost of it so that it doesnt end up costing more than an actual teleport attack.
Title: Re: Cohollows Sneak Peeks
Post by: edward on July 25, 2019, 02:42PM
This mods plus Julio Cabral's skins, has yet again brought life to xml2 which I'm very thankful for your hard work.👍
Title: Re: Cohollows Sneak Peeks
Post by: BaconWizard17 on July 25, 2019, 05:17PM
Teleport should've been an ability from the beginning. I'm glad someone is finally making it happen!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 25, 2019, 10:20PM
I'm really happy that my efforts are helping breathe more life into the game for people! The community has been very supportive. You guys all make the effort worth it so thanks so much for trying out my mods! I hope to keep things going for a good while to come. Also glad to hear how I plan to handle his teleport sounds good. Expect nightcrawler to hit the threads real soon! The world needs dreamers to give it a soul! :nightcrawler:
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 26, 2019, 02:48AM
hey you know that power in MUA where nightcrawler bamfs around a single target and unleashes a bunch of attacks?


(https://i.imgur.com/NrHfgvK.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: nathios on July 26, 2019, 05:10AM
Wow this is so sick! I can't wait to play X-men Legends 2 again. I'm playing Xmen Legends 1 right now and when your Jean Grey mod is ready I'll be super ready haha  :phoenix:

Can't wait to try Colossus, Jean and Nightcrawler in the same team =o
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 28, 2019, 05:13PM
 
:beast: Single skeleton Beast :beast:


(https://i.imgur.com/lYWKXe7.jpg)


Here's a little look see at a little bonus hemlot, baconwizard17, and I have planned for the upcoming ultimate patch! The astonishing skin seen in this clip was made by the talented BaconWizard17. Look out for some great skins from him in the near future!
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on July 28, 2019, 05:24PM
Beastly looking! Great skin, BaconWizard, and nice looking moves for Dr. McCoy, Cohollow.
Title: Re: Cohollows Sneak Peeks
Post by: nando915 on July 28, 2019, 07:12PM
X-cellent work Cohollow, you really bring a new life to XML2. I'm adding so many mods to start my first playthrough of the game. I eagerly anticipate your Jean and Kurt mods. Keep up the amazing work. 
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on July 29, 2019, 04:29AM
Thx XD I would recommend being a bit wary of any boosters that came before Iceman as I was still getting the hang of it. Any booster that named Uncanny is one thats been revised and should function optimally. Moving forward I will rename all boosters uncanny once I've gone over them a second time to really smooth them out. Have fun peoples!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 01, 2019, 12:00PM
:wolverine: The moment you've all been waiting for :wolverine:

(https://i.imgur.com/FHNRQq9.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 02, 2019, 08:45PM
:marvelg: I shall rise, and rise again :marvelg:


(https://i.imgur.com/wabgiAt.jpg)

Here's a few powers that may be featured in the up coming Jean booster. I have a lot on the go and plan to do a couple full play throughs with juggs, wolvie, jean, and nightcrawler before i begin to release em. Good things are coming!
Title: Re: Cohollows Sneak Peeks
Post by: nando915 on August 02, 2019, 09:22PM
We eagerly await :) ;) :)
Title: Re: Cohollows Sneak Peeks
Post by: nathios on August 03, 2019, 12:03PM
Wow, Jean looks sick! Can't wait to use her and Wolvie!!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 03, 2019, 02:04PM
:nightcrawler: From The Shadows :nightcrawler:


(https://i.imgur.com/MPxy9RM.jpg)

It's great to hear that people are excited for the upcoming characters! I hope you all like what u see in this example of some of the things to be featured in the upcoming Nightcrawler booster. A big thanks to Hemlot for helping to get the skin featured in this clip up and running!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 07, 2019, 06:44PM
THE REASON SOME OF MY BOOSTERS MAY NOT BE FUNCTIONING FOR YOU

I wasn't very skilled at modding when I sent out my first boosters so they were in a xmlb format. If you have attempted to use these older boosters and had trouble, this is likely the cause. Be sure to decompile both the powerstyle and the talents files and then recompile them as engb. This should make them function as intended. When I update all the older boosters this will be corrected and improved to make using my boosters a far easier venture. Remember all boosters with uncanny in the title are the greatly improved versions that alos feature additional skins made by the community. Very sorry to anyone driven away from my mods due to this issue, It will be corrected! If you ever need a hand in using my mods plz don't hesitate to contact me and let me know. I want everyone to be able to experience them to their fullest! Happy Gaming!!  :beast:
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 07, 2019, 09:52PM
:wolverine: Wolvie :wolverine:

This clip features one of BaconWizard17's dope skins along with my new power set!

(https://i.imgur.com/eKD9XAt.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Daniel Kings on August 08, 2019, 11:59AM
Quote from: Cohollow on August 07, 2019, 06:44PM
THE REASON SOME OF MY BOOSTERS MAY NOT BE FUNCTIONING FOR YOU

I wasn't very skilled at modding when I sent out my first boosters so they were in a xmlb format. If you have attempted to use these older boosters and had trouble, this is likely the cause. Be sure to decompile both the powerstyle and the talents files and then recompile them as engb. This should make them function as intended. When I update all the older boosters this will be corrected and improved to make using my boosters a far easier venture. Remember all boosters with uncanny in the title are the greatly improved versions that alos feature additional skins made by the community. Very sorry to anyone driven away from my mods due to this issue, It will be corrected! If you ever need a hand in using my mods plz don't hesitate to contact me and let me know. I want everyone to be able to experience them to their fullest! Happy Gaming!!  :beast:

I can't barelly wait for when you update Cyclops with BaconWizard17's skins hehe
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 08, 2019, 05:58PM
Join The Marvel Modding Discord

http://marvelmods.com/forum/index.php/topic,10301.msg190735.html#msg190735

Theres a bunch of modders and gamers that discuss developments in the modding scene here. I often share what I'm working on here, and discuss whats coming up. Join us if you want a deeper look at whats going down!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 10, 2019, 06:09AM
I hope you're all ready for a wolverine and Nightcrawler double whammy!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 10, 2019, 08:10AM
:nightcrawler: Introducing The Magnificent Nightcrawler :nightcrawler:


http://marvelmods.com/forum/index.php/topic,10652.new.html#new
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 10, 2019, 09:41PM
:wolverine: And heres the Wolvie Booster :wolverine:



http://marvelmods.com/forum/index.php/topic,10653.new.html#new

had planned to have this out right after Nightcrawler but noticed an oversight I didn't wish to leave until his next update. But what evs, hes here now!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 12, 2019, 07:19AM
:juggernaut: Now releasing the Juggernaut Booster :juggernaut:



(https://i.imgur.com/3hRAOER.jpg)



http://marvelmods.com/forum/index.php/topic,10655.0.html

BOOM! that makes 3 releases in a couple days! I hope you have fun and let me know about any trouble you have and any bugs!


Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 17, 2019, 11:38AM
:pyro: MMMMMMM Toasty :pyro:



(https://i.imgur.com/O4l8XT2.jpg)


While I've spent A lil while doing things other than mods lately, when I do mod, I'm on fire baby!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 17, 2019, 04:21PM
Pyro may he my favorite booster thus far, tho since he was an earlier build there are many issues in need of fixing. Expect fixes with icon displays, ep and damage balance, vanilla bugs, and many other improvements. Hope u dig i
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 23, 2019, 06:42PM
:cyclops: Slim in the works :cyclops:


Getting cyclops improved so pyro has some company on my next play!

(https://i.imgur.com/ULoZo6v.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 24, 2019, 03:12PM
 :blob: So I've been testing my Blob mod on my cyclops, and pyro test play. I've jotted down a lot of improvements and fixes I'll end up hitting up in due time. He will also be built to use the striker passive in my custom shared talents, and use 5 passives at 12 points like the rest of my builds are being set up with. :blob:

:quicks: On a side note, due to balancing issues I may swap out Quicksilver for another character (probably psylock) in my own custom roster build :psylocke:
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 24, 2019, 04:21PM
:cyclops: Cyclops Skins :cyclops:


Come vote fore what skin I should exclude from the upcoming booster update http://marvelmods.com/forum/index.php/topic,10696.new.html#new
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 24, 2019, 06:04PM
Due to an error I made, the above vote has been altered. plz leave a vote for which skin to exclude
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 26, 2019, 03:35PM
:cyclops: Guess Who's Ready! :cyclops:

http://marvelmods.com/forum/index.php/topic,10547.0.html

(https://i.imgur.com/nrpVfow.jpg)


Lots of fixes and improvements! Effects have been improved, attacks changed to more fluid and effective counter parts. New skins from the community, much easier to apply (no recompiling required), built to incorporate my new passives set up, and a load more fun!

http://marvelmods.com/forum/index.php/topic,10547.0.html
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 27, 2019, 10:06PM
:pyro: Fiery upgrade from the land down under! :pyro:

http://marvelmods.com/forum/index.php/topic,10537.0.html

(https://i.imgur.com/r7beIqa.jpg)


A whole bunch of re-balancing and fixing went into this dude. The Uncanny version fixes old issues with his power icons, fixes the bugged damage of his extreme, adds a new skin, incorporates the new passive set up, much easier to apply (no recompiling required), and so much more. Be sure to hit up this new and improved booster to give Pyro the epic fiery output he deserves!

Please let me know if anything about this booster is mucked up so I can fix it right away!

http://marvelmods.com/forum/index.php/topic,10537.0.html
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 30, 2019, 12:18AM
:gambit: Stealing the Show :gambit:


(https://i.imgur.com/eDs6qeu.jpg)


This is very much the rough draft. We'll see where this booster update goes.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 31, 2019, 12:17AM
If anyone gives Pyro a go, let me know how his Branding fists (elemental combat) feels. I reduced the melee damage increase as i found it rather OP. It made him a better striker than actual melee based characters. I wish to apply a similar nerfing to other characters with such a passive. Using Branding Fists and his melee buff can still be rather powerful tho. let me know if it feels more balanced, and if I overdid it or not please!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on August 31, 2019, 01:38AM
A closer look at some staff attacks in development
(https://i.imgur.com/MZQwZs9.jpg)
the staff flurry was a bit of a pain. Set it up with a temporary target grab to keep it on target and trap the victim in the combo.
narrowing down the powers to 7 attacks will be tough.
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on August 31, 2019, 02:15AM
I like that quick flicking motion he makes in the new attack. Quite nice. I may have to steal that for my own personal (evil) purposes.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on September 01, 2019, 08:36AM
:gambit: Here's the Deal :gambit:

(https://i.imgur.com/KnFQ73d.jpg)

Get it? "deal" hehe heh... I'll show myself out. Also, glad you like what you see Dream Weaver!
Title: Re: Cohollows Sneak Peeks
Post by: Teancum on September 01, 2019, 09:29AM
Guess I gotta finish up the last couple of Gambit models then.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on September 01, 2019, 11:03AM
yes please! XD MUA2 has a dope look to Gambit, tho I dont know how fitting it'll be eve with the cel shading. I was considering adding Cabral's FF Gambit to his skins, but unfortunately his legs clip his coat.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 07, 2019, 05:04PM
Guess whos back in town techno tinkers its me the next new thing! They sent us away for upgrades, and we returned with a fresh coat of paint!

Gambit is in a bit of limbo while I wait on some assistance with a lil thing but in the meantime, heres my work on the new and improved deadpool booster!

(https://i.imgur.com/iBgFjZm.jpg)

featuring huge improvements to tele-kick, here comes the boom, his pistol draw and holster speed, and so so much more!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 09, 2019, 01:54PM
:storm: A Storm's Coming :storm:

Say hello to chain lightning with fully controlled targeting! Deadpool and Gambit's overhaul are nearly done. Next up is a much needed improvement to Storm

(https://i.imgur.com/CB42esB.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on October 09, 2019, 02:47PM
It was a crime they took Leadership from her in this game, so be sure to give it back in your booster.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 10, 2019, 01:22PM
 :storm: My existing Storm booster has added leadership to her and this I do not plan to change. This update will rebalance her powers, smooth them out, and add a new power. Also she will be much more in line with the layout I've settled on for all characters moving forward. :storm:
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 11, 2019, 10:29PM
:beast: Release the Beast :beast:


(https://i.imgur.com/Oeh1siw.jpg)


New and improved Beast mod is ready to go, once I get up and make the download page. the existing Beast will be replaced, so download it if u want it. This Beast features a single skeleton build, 2 new science based attacks, Some of BaconWizard17's newest and best skins to date, and so much more! Thats just one more to add to the lineup I have ready for release. Things are gonna get dope XD  :beast:
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 12, 2019, 09:01PM
:beast: About the Beast Mod :beast:


Something I've been considering for Beast is a heavy energy weapon power. While I dont think there is an animation to satisfy this desire, it may be possible to set up a rather convincing shoulder mounted blaster. While he has used such weaponry in the past, he would much rather use his bare hands as we've often seen. He currently has a corrosive concoction throw and an electrical ground trap much like cyclops' trap. His Xtreme is also an orbital bombardment. If I were to develop an energy blaster attack as a 7th power would that be over doing it? I rlly need some other opinions on this one, please tell me what you think of such a development.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 13, 2019, 02:39PM
:storm: Full Climate Control :storm:


(https://i.imgur.com/E9Bx35W.jpg)

The difficulty I have with visual effects has made Storms booster a rather difficult one, but I think we're getting somewhere.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 13, 2019, 07:31PM
:deadpool: The Amazing Captain Deadpool! :deadpool:


Bet you didn't know I can juggle. See you at the circus Nightcrawler!

(https://i.imgur.com/mSCJArQ.jpg)


If I keep playing with my new toys like this, I'll never end up actually releasing the darn things :P
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 14, 2019, 08:59PM
:deadpool: NEW DEADPOOL BOOSTER RELEASED :deadpool:


All issues with my old booster have been fixed! Easy to use and dope to play. I'll leave his old booster up for a bit if anyone wants it, but its just a lame version of this one. Better balance and better control. New effects and much more satisfying sounds.

https://marvelmods.com/forum/index.php/topic,10737.new.html#new

(https://i.imgur.com/EEHjyRo.jpg)


it's been a long while since my last release so I hope you get loads of fun outta this guy. It's a gift to everyone for my birthday :D
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 16, 2019, 04:04AM
:storm: Great progress thus far :storm:


(https://i.imgur.com/hZpZY2J.jpg)


Big improvements on this one!

- Tornadoes no longer fizzle away
- chain lightning is far more effective with more reasonable damage, EP cost and full target control
- Xtreme does damage in 2 stages. one wind and one lightning
- Improved effects
- and a whole lot more :storm:
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 18, 2019, 02:46AM
:avalanche: Let's Get Ready To Rumble :avalanche:


Avalanche should be my next character mod to come out. Quicksilver has posed many problems with balancing and smooth game play. In light of multiple psylock requests, she may wind up taking his place in my upcoming overhaul. Mystique may be the one I get asked about the second most frequently. While I have plans to make a mod for her, I dont think she'll end up in the overhaul.

(https://i.imgur.com/or2sS3w.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 18, 2019, 07:26PM
:avalanche: Am I Playin' Too Rough For Ya? :avalanche:

His first power is (mostly) done. Notice how attacks will not penetrate the rock shell, much like magnetos metal one

(https://i.imgur.com/glSlAco.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 19, 2019, 05:36PM
:avalanche: Now we're getting somewhere :avalanche:

Didn't sleep last night, and it was so worth it. gotta do 2-3 more powers, a couple buffs and the passives.

(https://i.imgur.com/OrQHs8S.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on October 20, 2019, 01:05PM
Sweet idea with the "trap" move with all the rocks rattling and homing in on enemies. Also, nice twist with the first primary attack based from the first game. Mine went a different direction, using elements from Cyclops' first beam attack; as you level it up, it shoots out and travels faster. One move I gave Avalanche was a foot stomping (Wrestling) move, though you'd likely have to give him Wrestling fighting style.

Great work so far.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 21, 2019, 08:07AM
:avalanche: Full Powerset! :avalanche:


Avalanche now has 6 basic powers and may get a 7th. Plenty of work still to be done, but things are coming along really well! Also thx for the feedback, It's always appreciated! Still gotta get the other characters released for everyone  :storm: :gambit: :beast:

(https://i.imgur.com/i0Ezujp.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 23, 2019, 05:00AM
:nightcrawler: Killer Teancum Skins :nightcrawler:

Mah boy Teancum's been releasing some really killer skins that I haven't had the chance to feature in any of my boosters. Wanted to give him a shout out to anyone whos missed them. Be sure to check him out to pick up this X2 skin and many more! https://marvelmods.com/forum/index.php/topic,10642.0.html

(https://i.imgur.com/pjkqrMo.jpg)

I hope to feature some of his works with my future releases!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 23, 2019, 07:42AM
:storm: :bishop: :gambit:  :beast:  :avalanche: All Ongoing Projects :avalanche:  :beast:  :gambit: :bishop: :storm:


Storm: needs a sixth power and a play through test.

Gambit: needs new power icons (I may release it without em as he's been sitting for weeks now)

Beast: ready but waiting on a skin for him

Avalanche: Needs a second buff, sounds and a play through test

Bishop: In the beginning stages of big improvements

Other: Trying to decide on how to better balance the basic striking damage of characters with things such as energy combat. These passives can increase striking by up to a massive 260% making them the most powerful basic strikers by a huge margin, while their buffs tend to only add up to 50% striking damage. these buffs do tend to affect the whole team tho. I need to find a much better balance for the characters that have these buffs and passives before releasing storm, gambit, and bishop. I will likely make the buffs better than the passives and have them only apply to the caster.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 24, 2019, 03:05AM
Striking stat

it seems that the amount of melee damage a character does is based on striking relative to their fight style. For example fightstyle_hero = 18-26, 26-43 melee damage and fightstyle_wrestling = 26-43, 52-77 melee damage. thats at 150 strike points. This explains why wolverines hero fightstyle ends up affording less damage on his powers than colossus with wrestling. making striking characters even more of a pain to balance due to their power damage being relative to their strike stat.


I think I've finally been able to best balance characters like gambit and bishop with the following set up. Energy Combat = up too + 100%, and Energy Fury = up to 150%. This will make it so the damage done when the Energy Fury buff is active and energy combat is maxed is nearly equal to the base melee damage of a wrestler like colossus with a maxed out striker passive (+150% melee damage).

I hope that was explained well and easy to understand. I also hope people find this balance makes striker based characters and non striker based characters feel like the melee damage they dish out is more appropriate. I'll get back to posting the fun flashy stuff now that most of the math is outta the way ;)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 28, 2019, 11:46AM
True Scale

If we assume the default of the average character to be 6 feet, then this is what these characters look like if we math out their true scale. I may from here on be making my character boosters to proper scale. Anyone against this idea?

(https://i.imgur.com/yWnx4eh.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 28, 2019, 12:14PM

lmao this is so not gonna work. wolverines too short to work within the scale factor because everything shrinks, not just his height.  lolol crap


(https://i.imgur.com/oJHnqAp.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on October 28, 2019, 12:38PM
I shrank him in my mod, but I had to do so only a touch to avoid things looking goofy. I take it you also saw how this alters the look on the character leveling/selection menu? The old adage holds true here; less is more.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 29, 2019, 07:26AM
:bishop:Time Fugitive:bishop:


While I haven't been posting updates on my progress with Bishop, he will be the next one released. He's pretty well ready to go and should be up for download sometime today. The first to feature well balanced energy combat and buff, and again featuring many great skins by BaconWizard! Use sapping strike to buff his energy damage output and dish out heavy energy damage, Invest in gun mastery and use a large variety of ammo types to trip up enemies, or throw points into his energy combat and buff to make him a solid energized melee combatant!

(https://i.imgur.com/BWJYcgj.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 29, 2019, 12:21PM
:bishop:UNCANNY BISHOP BOOSTER HAS BEEN RELEASED!:bishop:

https://marvelmods.com/forum/index.php/topic,10747.new.html#new
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 30, 2019, 08:07AM
:storm: Lightning Rush :beast:

With the addition of Beasts new rush move and Storms new lightning move, I think they have a full set of 7 attack powers that i am very much happy with!


(https://i.imgur.com/nzGIoHk.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on October 31, 2019, 10:08AM
:punisher_logo:   :hobgoblin:  HAPPY HALLOWEEN  :greengoblin:   :sinister:


Here's a look at something that I have no plan on releasing, but figured it fit the Holiday rather well. I made this out of hemlot's joker mod months ago, so be sure to download hemlots joker and give it a go!

(https://i.imgur.com/z6MGz6i.jpg)


Joker's Song by Miracle of Sound: https://www.youtube.com/watch?v=OovKTBO4aQs&list=PLIHdsrfKbZRketLPqvDCkjICp-mQ6vtDr&index=8&t=0s
Title: Re: Cohollows Sneak Peeks
Post by: Dream Weaver on October 31, 2019, 12:12PM
"I used to think my life was a tragedy, but now I realize it's a video game."

Nice work, Cohollow. I'd love to see a well done Batman too.

Happy Halloween.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on November 08, 2019, 11:27PM
:storm:  STORM RELEASED  :storm:


Say hello to my first booster to feature a skin by the talented Teancum! I had intended to release it alongside Beast as it too features some of Teancum's works, but certain developments have set Beast into limbo yet again.

https://marvelmods.com/forum/index.php/topic,10748.0.html

(https://i.imgur.com/HUmF5Zc.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on November 13, 2019, 04:03AM
:gambit:   :beast:  New Powerset And More  :wolverine:   :phoenix:


:gambit: After sitting on Gambit for a long while, I've decided to change up the powerset I settled on quite a bit. :wolverine: I also plan to make a new fightstyle for wolverine. He will still have the hero fightstyle moves, but will also get the striking boost afforded by the wrestling fight style. I'll call it the feral fightstyle, and will incorporate it when I update him (a fair distance in the future). :phoenix: I also have a few ideas for powers for Jean, and may be able to do a full telekinetic build without including phoenix attacks if things keep going well (not including her Xtreme and possibly a personal buff). :beast: Beast has been ready for awhile but I'm still waiting to see where the current new skins lead. He's a hard one to release because he's mah boy and I wanna know he's as good as he can be! :avalanche: And finally Avalanche has a full powerset and is functioning well but I'm not convinced it's as good as it can be. I'll sit on him until I know what it is I feel he's missing.
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on November 16, 2019, 10:14PM
:gambit: Cardistry :gambit:


Introducing the 3rd powerset I've built since since working on Gambit. Knowing my indecisiveness, You may not wanna get too attached :P I think I might be going all the way with this build tho! As my longest ongoing booster build at this point, I really hope to release it soon!

(https://i.imgur.com/RZETZ93.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on December 01, 2019, 10:43PM
:beast:  Beast Released  :beast:

Finally have a download to the new and improved Beast mod! It only uses 1 skeleton and turned out to be much better than the original 2 skeleton version I built. Due to some IRL complications, getting these mods done has become a real struggle but they are still coming! Next up should be the release of Gambit. Now release the Beast!!


https://marvelmods.com/forum/index.php/topic,10753.new.html#new

(https://i.imgur.com/iA7zQpC.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on December 13, 2019, 12:14PM
Guess Who?

So who can tell what this project is going to be? This isn't something that I had in my current plans, but I was suddenly inspired!

(https://i.imgur.com/Kkr0Xcz.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on December 15, 2019, 08:30AM
:juggernaut:  I'm The Juggernaut, Comrade  :colossus:


Now introducing the Unstoppable Colossus! this mod will feature upgraded powers from both Juggernaut and Colossus.

-Juggs-
Arcane Fist (now Arcane Stomp)
Crimson Rage

-Colossus-
Thunder Clap
Bounding Smash

-Other-
Siberian Rush (a power both characters share)
Massive Strike(re purposed as "Crush" for his basic first power)

(https://i.imgur.com/I8pdQcN.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on February 01, 2020, 01:19AM
:pyro:                           :sunfire:
:magneto:  Time To Put My House In Order  :xavier:
:stooth:                            :wolverine:



It looks like my dowloads are dropping like flies. Time to get on that. It also wasn't very nice to leave everyone hanging on the Unstoppable Colossus huh? Talk about blue balls. *cracks knuckles* Time to suit up!... after a quick nap.
Title: Re: Cohollows Sneak Peeks
Post by: BaconWizard17 on February 01, 2020, 06:11PM
Best of luck! You can do this
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on February 04, 2020, 05:05PM
:cyclops:  New Optics Update  :cyclops:


Cyclops link is back up with a new update. While my primary focus was to improve the visual effects of both Optic Crash, and Blinding Optics, I quickly ended up making many other changes. Optic Rage now does two blasts with two different effects, and his basic combo popup move will now chain into an arial combo like most other characters. Other changes include improved AOE accuracy, and rebalanced damage output among other minor changes. All changes can be applied without having to restart your game. Check out the new blaster, mah dudes!


   https://marvelmods.com/forum/index.php/topic,10547.0.html


(https://i.imgur.com/3AdRWCM.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on February 05, 2020, 08:43AM
:toad:  :stooth:  :pyro:  The Head Count  :colossus:  :iceman:  :blob:


The characters that have been dropped from sendspace are Colossus, Iceman, Toad, Sabretooth, Blob, and Pyro. This is a good opportunity to revisit the characters that didn't do too hot on the downloads, and make some needed updates and improvements. Blob has been down the longest so I think I'll be starting with him. Due to the upcoming release of Unstoppable Colossus, Colossus will likely the last one I reupload. Sit tight homies, more toys are on the way! 
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on February 17, 2020, 02:19AM
My most recent reply on my beast mod thread details some stuff about what I have planned for upcoming releases. It also details an issue I had that has been a bit of a set back. If ur curious give it a look see here https://marvelmods.com/forum/index.php/topic,10753.0/topicseen.html
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on February 17, 2020, 08:58AM
:gambit:  Cardistry Update, Finally Released!  :gambit:

https://marvelmods.com/forum/index.php/topic,10529.msg194316.html#msg194316

Remember when I teased this here swamp rat like a b'gillion years ago? He's ready, baby!... Until a week from now when I have a new idea, but he's been sitting for too long! With 5 brand new attack powers among other fun lil changes and improvements its time I let the boy leave the nest. XD

(https://i.imgur.com/RZETZ93.jpg)

https://marvelmods.com/forum/index.php/topic,10529.msg194316.html#msg194316
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on February 19, 2020, 10:38AM
Downloads Are Back Up
:colossus:  :toad:  :pyro:  :iceman:  :magneto:  :stooth:  :juggernaut:

I had intended to reupload them with updates, but multiple ppl have been hitting me up to get their hands on em. All are back except for Blob because I'm not very happy with his current character mod and have nearly finished his update. Go get ur toys everyone, and be on the look out for the new and improved Blob character mod! Unstoppable Colossus is also on the horizon!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on February 27, 2020, 06:28PM
Felt like trying something different with this announcement :P
(https://i.imgur.com/0WmudX8.jpg)

Blob: https://marvelmods.com/forum/index.php/topic,10608.0.html

(https://i.imgur.com/RSw9TP9.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on February 28, 2020, 09:14PM
:juggernaut:   Unstoppable Colossus Released!   :colossus:

After a long wait he's finally out. With his release I'd like to make you homies an offer. BUG If Unstoppable Colossus is placed on the same team as Colossus the game will crash. While I've come to be rather adept at working with the codes in the data and the effects, there are still other aspects of a character I dont yet know. This has led to things such as my current issue with the crashing. If anyone is able to find the shared info between Colossus and Unstoppable Colossus that causes the crash for me I can make an update to correct it. If someone is able to detail what the issue is for me and work with me on fixing it, I will send them the prototype of the upcoming Avalanche mod. He is fully functioning and balanced tho he is missing a couple powers and likely has some oddities in the power descriptions. I hope everyone enjoys Unstoppable Colossus and also hope someone can aid me with the existing bug. Have fun beating the snot outta Apocalypse!

https://marvelmods.com/forum/index.php/topic,10825.new.html#new

(https://i.imgur.com/g0CRxRD.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on March 12, 2020, 12:15PM
Hemlot's building a new character mod!


I have been assisting Hemlot with the development of his upcoming Flash mod and wanted to let you homies know its on the horizon. He's done rlly great work with it so I hope a lot of u guys will give it go! heres a lil look-see at his powers in action. With the help of baconwizard he will likely release with fresh new skins!

(https://i.imgur.com/UgdjMRJ.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on March 12, 2020, 12:20PM
:quicks:   Quicksilver   :quicks:


Since working with Hemlot on his killer Flash mod, I've decided to finally get things going with Quicksilver. Hes currently very early in development but heres some of what we've got so far! Said the man who still hasnt released Avalanche


(https://i.imgur.com/Pr0TY2a.jpg)
Title: Re: Cohollows Sneak Peeks
Post by: Daniel Kings on March 12, 2020, 05:38PM
Oh boy, let them come my dude!
Title: Re: Cohollows Sneak Peeks
Post by: Cohollow on March 15, 2020, 07:19AM
:beast:     Personal Milestones     :beast:


Theres a few dope developments I felt like going over today. I recently passed a couple milestones that I'm super proud of, so here's s some eye candy to celebrate! The first thing is that Angel, Beast, and Scarlet Witch (who needs an update) have all surpassed 100 downloads! The second thing is that this sneak peeks thread has surpassed the XML2 character mod catalog for the most views in the XML2 section! Making mods for one of my favorite games of all time has been a huge positive in my life, and I wanted to thank everyone for their continued interest and support! We've only scratched the surface of what I have planned for this game, and can't wait to bring you more fun mods! Let's keep this train rolling homies!


(https://i.imgur.com/aW9N3eF.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on March 17, 2020, 01:42PM
:beast: About Personal Messages :beast:

I am happy to get PM's with feedback and questions about my projects, and other things going on within marvelmods. I would like to address a small matter that makes it rather difficult to respond tho. I've been unable to respond to a number of messages I've received as their inbox was full. This is likely due to them not having their account fully activated as this limits the messages they can receive. Be sure to check out the welcome section and say hi in the Say Hello! thread to have your account fully activated so that your inbox along with other features are not off limits to you in the future. Be sure to send me a new message once you've done this so I can properly respond. Remember this feature is what helps defend against bots and spam! Thanks for all your interest and feedback, and know that I'm not ignoring your messages!
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on March 19, 2020, 09:53PM
:cable:   Upcoming XML2 Patch   :cable:


As some of you may know, BaconWizard, hemot, and I have been working on a patch that will greatly improve XML2. It will include bug fixes, new skins, updated effects, icons, an extra character, and so much more. Something else we hope to include are our own builds for the PSP characters, Cannonball, Dark Phoenix, Cable, and X-Man as characters that can be swapped into your roster. If the PSP characters are not finished by the time the rest of the patch is, we will likely release them in a separate mod pack at a later time. Heres a little sample to get people excited about the project we have spent months working very hard on (Bacon especially)! Remember that when my personal mods take extra time to release its due to my work on other projects and boring IRL stuff.
  :quicks: Quicksilver coming soon!

(https://i.imgur.com/MUpPYUb.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on March 30, 2020, 03:12PM
:avalanche:    C'mon let me play the hero already    :avalanche:


Oh look its the character mod I've been sitting on for months. Well I'd say he's done and should be released very soon! I find myself playing with a whole team of new brotherhood characters that i rlly need to get out there.

(https://i.imgur.com/9G0AkZN.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on April 01, 2020, 03:48AM
:avalanche:  Avalanche Character Mod Finally Released!!  :avalanche:

https://marvelmods.com/forum/index.php/topic,10841.msg198324.html#msg198324


I'm finally getting Avalanche out there after sitting on him for so bloody long. With Quicksilver on the way I knew I had to get this boulder rollin'. He's had the longest development cycle by far and I wouldn't say im 100% finished with him (tho i don't think Im ever 100% satisfied with anyone). He currently only has 1 boost. One day I'll be going back to him to give him an additional boost and tidy up some of the code and files. That said he's full fleshed out and functional, and I think will be loads of fun to play! Enjoy this April 1st release, and let me know what u think!

p.s. dont be tripped up by the April fools release. hes for real and good to go! :P
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on April 12, 2020, 10:06AM
:magneto: Return Of Magneto :magneto:

It would seem I failed to fix the Magneto download awhile back. This has been fixed, and Magneto is back up!

https://marvelmods.com/forum/index.php/topic,10637.msg195715.html#msg195715
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Kaneko on April 20, 2020, 08:15AM
Hi, hope everyone is doing fine.

Just re downloaded  :magneto: and :rogue: last night.

Anything I'm doing wrong as they only have 3 models each and saw on the booster files they have lot more files in actor folder.

Thanks in advance.
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: BaconWizard17 on April 20, 2020, 09:47AM
Did you update the herostat entries?
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Kaneko on April 20, 2020, 09:56AM
Quote from: BaconWizard17 on April 20, 2020, 09:47AM
Did you update the herostat entries?

Hi, I complied the herostat on each character booster to the herostat in the main folder.

Had no problem with wolverine as all his provided costumes appears (like the tuxedo one)

Thanks in advance
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: BaconWizard17 on April 20, 2020, 12:11PM
Do your herostat entries for Magneto and Rogue have more than 3 skin entries in them?
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Kaneko on April 20, 2020, 04:24PM
Quote from: BaconWizard17 on April 20, 2020, 12:11PM
Do your herostat entries for Magneto and Rogue have more than 3 skin entries in them?

Yes, it has every model in the herostat with the corresponding number, in fact there where more models in the folder that the ones present in the herostat.

It seems like I can't go over the coded number of skin the character has by default, as I'm having these issues with bishop, rogue, magneto, character that have 3 skins originally.

The boosters are working as I have all the new abilities working so the herostat was compiled fine i guess.

So, any help appreciated.
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: BaconWizard17 on April 21, 2020, 05:49AM
When you edit the herostat, is it properly displaying the command prompt that says "press enter"? (As opposed to the command prompt quickly flashing on screen). If so, that means your game isn't detecting herostat changes. It's a weird glitch, and seemingly the only solution to it is to move your game files to a different folder. Just move the whole X-Men legends 2 folder to another place
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Kaneko on April 21, 2020, 10:01AM
Quote from: BaconWizard17 on April 21, 2020, 05:49AM
When you edit the herostat, is it properly displaying the command prompt that says "press enter"? (As opposed to the command prompt quickly flashing on screen). If so, that means your game isn't detecting herostat changes. It's a weird glitch, and seemingly the only solution to it is to move your game files to a different folder. Just move the whole X-Men legends 2 folder to another place

Thanks, I'll try that, do all from scratch and double check.

Edit:

Everything working as intended now, reinstall on different drive.

Found the cause anyway, screwed the skin related.pkgb files and that was the reason.

In the process I learned a lot about those files.

Thanks as always.
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on April 28, 2020, 11:27PM
:beast:  Going Dark (Beast)  :beast:


I've not made a post or uploaded any info for upcoming releases in a bit now. Since a good chunk of u r probably waiting on info about the next big thing, i figured i should go over my progress thus far. With the release of Avalanche I've felt a sort of relief at getting so many of my ongoing projects released. IRL is a real kick in the pants right now and I'm rather enjoying not being consumed with my mods. So I have made little to no progress on any of my upcoming mods since Avalanche dropped. I think I may continue going dark for a time before creating new content. Some older downloads may drop during this time (there r probably a few that went dark already and i just dont know) so be sure to hit me up in the PM's as i'll still be running maintenance in the background to make sure everything keeps functioning. Hit me up if any downloads drop or if any new bugs or concerns come up. As always happy modding and happy gaming, friends!
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on May 01, 2020, 03:36PM
A PM To Be Shared

Hey Precious! Looks like I'll respond to your message on this thread since ur inbox is full, and i'd very much like to be able to respond to u. This message also covers some info other regulars of this thread will find informative anyway. Copy/paste is my friend after typing all that out. Keep in mind when reading this that in the PM's I'm more likely to touch on things that are more of a personal nature so i will not be making a habit of posting such messages here very often. I also wish to keep this thread as clean of unnecessary or off topic noise as possible. please remember to get ur account verified by saying hello here: https://marvelmods.com/forum/index.php/topic,4324.msg81673.html#msg81673 otherwise I wont be able to respond to u. i dont know why not being registered would affect incoming messages as opposed to outgoing messages, but that does seem to be the case. more than half the messages i get i cant respond to and thats a real bummer, so please make sure to have ur accounts verified before u hit me up. Trust me its worth it! i tend to share some fun inside info in the PM's that the viewers of my thread don't get to see ;) Anyway, my response is the following.

:quicks: My Response :quicks:

Hey thanks for the message and your kind words of support! I wish i could say that quicksilver will be releasing soon, but im very self critical and end up going over the same character over and over again until im happy with things. This is also why I can never set release dates for my projects as u suggested. I also will never have release dates because I wont be able to keep on such a schedule. If I put too much pressure on myself, it'll feel more like work than fun and that will accelerate the rate at which i lose interest for modding. Real life tends to get in the way of me being able to dedicate more time and effort to the mods and lately I've been having less and less fun making mods because im putting too much pressure on myself to get them right and out in good time. For this reason I'm taking a bit of a break from modding so I can get my head straight and feel that spark again.

On the topic of Quicksilvers powers, i mostly feel the same way. It can be a struggle to make powers sometimes due to the limitations I need to work under. The clap is something I very much plan to find a replacement for before release, but I've yet to decide on what the replacement will be. It's important for me to consider what powers he has already and decide on something that fills any blind spots he may have in his combat style without going outside of his combat style. In regards to the ground pound, i would like to have something thats perhaps more speedster-like as u say, but options are limited with the animations i have to work with. Currently the way it functions is he leaps into the air and then slams into the ground at accelerated speeds to make a sort of sonic boom. I feel this to be fitting, but I may be able to do better. only time will tell. I hope if I don't come up with something else, people will still enjoy my decision to include the ground slam. I've had Quicksilver on the brain since I started modding and really want him to come out well and feel right! Be sure to continue sending me feedback and thoughts on my mods, its very much appreciated!

Hopefully it won't be too long before I'm posting updates for ongoing projects again. Hold tight, and happy modding friend!
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on June 24, 2020, 12:14PM
Hemlot's Incredible Flash Mod

While I went dark (Beast), Hemlot and BaconWizard put great work into finishing and releasing a super dope Flash Mod! He features incredibly detailed and diverse skins and icons made specifically for this mod by the great Baconwizard! With a rlly fun set of powers that feel so very flashy, this mod is sure to tide everyone over until Quicksilver gets released and then some!

https://marvelmods.com/forum/index.php/topic,9693.msg199045.html#msg199045


(https://i.imgur.com/UgdjMRJ.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on July 14, 2020, 04:53PM
:archangel:  A New Pair Of Wings  :archangel:


It would seem some very talented modders have finally been able to work out how to model Angels wings! This means all new skins and designs! who else is super stoked?? Since I have yet to go back and improve on my original Angel build, this seems like the perfect time to do so. The new updated Angel will of course feature all new high quality skins for Angel as well as various improvements on functionality and other minor changes. If anyone has ideas questions or thoughts on the matter, be sure to hit me up with a PM!

The Beast has awoken.  :beast:
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on July 16, 2020, 07:02PM
Shared Talents Update


Guess who finally released something new. This guy! The shared talents that go along with my mods got a nice big update. With all new high quality Icons by the talented BaconWizard, you won't wanna miss out on this one! Follow this link to a new thread that houses the new mod and goes into more detail on the affects this mod will have on all your characters shared talents!

Also note that these fresh new icons (not including the striker icon) were made for the new patch that we've spent so long putting together. Consider this a sneak peek at the improvements that will be made to all in game icons in our hella dope upcoming patch!

https://marvelmods.com/forum/index.php/topic,10916.msg199255.html#msg199255

(https://i.imgur.com/hDqpakN.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on July 19, 2020, 01:45AM
:archangel:   The Next Release   :archangel:


Its very likely that my next release will be Angel. There have been some killer developments that have lead to a number of fantastic new Angel skins being made! This has inspired me to go back and update my original Angel mod with not only the new skins, but many other minor fixes, improvements, and clean ups. Small oversights and inaccuracies will be fixed, and many other additions and features will be included! Below you can see one of BaconWizards new skins in action!  :quicks: While I had intended for Quicksilver to be the next release, I've gotten rather burned out on the project so its been pushed back some. While hes nearly finished and fully functioning, i suspect he will end up taking a back seat for a little while much like Avalanche did.  :quicks:

Check out Bacons new Angel skins here (more to come from what I hear) : https://marvelmods.com/forum/index.php/topic,10629.msg199182.html#msg199182

(https://i.imgur.com/Rp1HQrU.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: BaconWizard17 on July 19, 2020, 01:18PM
Angel looks great on the move! Once I get my research paper done, I'll be rounding out his catalog
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on July 20, 2020, 06:08AM
:archangel:   A Wild Spacedude Appeared   :archangel:


While updating Angel I noticed a lack of voice packs for our boy Angel and brought it up with tubularspacedude. Like a champ, spacedude decided to take the time to put together a fresh new voice pack to be featured in the upcoming update! He has a solid catalog of voice packs, including the new Angel voice pack, that i highly recommend giving a look-see here: https://marvelmods.com/forum/index.php/topic,10887.msg198899.html#msg198899

But wait theres more! Baconwizard has taken the time to help me make all new high quality power icons for Angel to be featured in the update as well. Aside from that, heres a lil look at some changes that have been made to the power I have renamed Dive Bomb. Originally enemies could still hit Angel while he was in the air during this power by attacking the location he would be if he were still on the ground. This is no longer the case! This power now makes proper use of the evasive nature of his flying combat style in a unique way that makes for a great counter against thick mobs.

(https://i.imgur.com/DYkJ0hk.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: NinjaThing on July 20, 2020, 09:37PM
Nice!
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: nathios on July 21, 2020, 07:13PM
I hope you create a booster for regular jean grey someday... I LOVE your work. Thank you so much =)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Daniel Kings on July 21, 2020, 07:46PM
Quote from: nathios on July 21, 2020, 07:13PM
I hope you create a booster for regular jean grey someday... I LOVE your work. Thank you so much =)

I feel ya. I've been waiting for Jean Grey and Sunfire hehe
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on July 22, 2020, 03:04AM
I'm rlly glad to have so many active fans of my work and can't wait to get my next release out there! Jeans a character that I RLLY wanna get released, but there are so many things that I keep prioritizing for one reason or another. Sunfire is a bit of a different story. He's on my list but gets overshadowed by other more unique characters due to his similarities to Pyro.

As I improve and change my formula, I also find myself looking back on older releases with new ideas, fixes and improvements. The 3 that I feel are in the greatest need of big improvements are Sabretooth, Scarlet Witch, and Iceman. My plans are in constant flux as new developments are constant within the community. I didn't think I'd be working on the Angel update for a time as I'm pretty happy with his current state, but then all the great new skins for him started coming out. I wish the development of these mods didn't take so long, but I'm sure that once they are released they won't disappoint!
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on July 22, 2020, 03:27AM
:archangel:   Air Raid   :archangel:

I'm really happy with how the new Xtreme turned out!

(https://i.imgur.com/7hjb6KQ.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: nathios on July 22, 2020, 07:09PM
This ultimate is perfection!! =o

Quote from: Cohollow on July 22, 2020, 03:27AM
:archangel:   Air Raid   :archangel:

I'm really happy with how the new Xtreme turned out!

(https://i.imgur.com/7hjb6KQ.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on July 23, 2020, 05:02AM
:archangel:   Now We Wait   :archangel:


All the updates to Angel are complete! The only thing now is to wait on BaconWizards amazing new skins and Icons. Heres a quick rundown of the improvements. I may go into further detail upon release.

- New voice lines https://marvelmods.com/forum/index.php/topic,10887.0.html
- New and improved effects
- New power names and descriptions
- Fixed the inaccurate descshort descriptions
- New Xtremes
- Coding cleanup and reduction
- Removed unnecessary files
- Damage and EP cost re-balanced
- Minor bug fixes
- Improved power execution
- Improved ai use of powers
- New skins https://marvelmods.com/forum/index.php/topic,10629.msg199182.html#msg199182
- New Icons
- Improved special finisher
- New buff
- re-balanced passives
- New combo names
- Other little touches

In short, nothing went untouched XD

(https://i.imgur.com/K1Ivye8.jpg)

Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Daniel Kings on July 23, 2020, 01:33PM
Quote from: Cohollow on July 23, 2020, 05:02AM
:archangel:   Now We Wait   :archangel:


All the updates to Angel are complete! The only thing now is to wait on BaconWizards amazing new skins and Icons. Heres a quick rundown of the improvements. I may go into further detail upon release.

- New voice lines https://marvelmods.com/forum/index.php/topic,10887.0.html
- New and improved effects
- New power names and descriptions
- Fixed the inaccurate descshort descriptions
- New Xtremes
- Coding cleanup and reduction
- Removed unnecessary files
- Damage and EP cost re-balanced
- Minor bug fixes
- Improved power execution
- Improved ai use of powers
- New skins https://marvelmods.com/forum/index.php/topic,10629.msg199182.html#msg199182
- New Icons
- Improved special finisher
- New buff
- re-balanced passives
- New combo names
- Other little touches

In short, nothing went untouched XD

(https://i.imgur.com/K1Ivye8.jpg)

Fantastic. Super Dope. Keep it up.
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on July 23, 2020, 08:22PM
:beast:   Beast Sound Fix Update   :beast:

Spacedude pointed out a dumb mistake i made that resulted in Beasts voice lines not working. This is fixed! Download the new update and get those call outs working properly!

https://marvelmods.com/forum/index.php/topic,10753.msg197119.html#msg197119
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on July 24, 2020, 09:26AM
NOPE



I'd like to start off by thanking all of those who have been extremely supportive and encouraging. You have really made all the time and effort worth it. While I wish for this thread to stay about my mod releases and updates on my ongoing projects, this is something I wish to address out in the open. I've had many messages that can come off as entitled, rude or aggressive but this one takes the cake.


  "please we are still waiting for quicksilver mod its taking too long man many people must have died waiting already i thank GOD am still alive pls i dont want to die waiting as well remember you gave us your words thta you will be relesing quicksilver soon and its like you skipping the issue and attending to older mods its not fair think about it put yourself in our shoes"


The people behind these mods that you get to use for free have lives. We don't get paid to do this. We don't have to share our mods. I started modding this game for me. Now I spend all my time modding instead of playing because I really love the game and want to share my toys with all the fine people here who also love the game. My mods take a very long time to build because I'm very meticulous. This is also why I go back to older mods for improvements. If you follow my thread, its been made very clear that what I release and when I release it is very sporadic. I mod what I wish to mod when I wish to do it, because that's how passion projects such as this work. I'd like to be able to share updates on my ongoing projects without it locking me into any promises of a release to come "soon". Remember that all the people behind these mods have real lives and real struggles. "put yourself in our shoes" we don't owe the entitled or the selfish a damn thing and your lucky to have so many people working hard to put out new and exciting content.

Again, to all of those who are respectful, supportive and encouraging, we make these mods for you because you deserve it! I'm sorry to those of you (most of you) that the above rant doesn't apply to.

:archangel: I'm really happy with whats been done with the upcoming Angel update. Due to the assistance of my fellow modders, I believe this new Angel mod will be my best release yet. :quicks: I just started getting back into working on quicksilver while we wait on the assets being made for Angel. Unfortunately I can't even be bothered with him right now. He'll get released one day. I don't know when and I don't much care.
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on July 25, 2020, 02:26PM
Follow Up Thoughts

I don't want the issue addressed above to discourage people from reaching out with requests and suggestions. I am more than happy to receive posts or massages asking about plans to release certain fan favorites if done so mindfully. Even the more insistent or repetitive messages I very much appreciate! Such requests and feedback are very important as I do take what people want seriously and hold requests in high regard. Requests for certain characters let me know that people are still interested in my work and help me to know what people want to see (Jean, Psylocke, Mystique XD). The weight of MUA's much greater popularity overshadowing XML can be a bummer, but the continue interest of all you XML2 fans keeps me in good spirits!   


:archangel: Now let's get back on topic with some fun stuff! I am currently doing a play through of the game with just Angel. I do this far more thorough test with all my builds as it's very revealing. Toxic Plume has been rebuilt to be far more versatile and less of an OP spammable. There are many other small changes I'm doing that should greatly increase the fun had playing as this character!

Something else that has me really excited about the new wings is the possibility of getting a skin for the classic Mimic. For those who don't know, he appeared very early in the original run of X-men comics. With his ability to copy the powers of nearby supers, he often had Angels wings, Beasts brutish build, Iceman's Ice, Cyclops' beams, and Jeans mental powers. My very first post on this site was a request to see this character realized. I hope to be able to build him myself, so keep your eyes peeled for that to come down the pipeline someday! 
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on July 28, 2020, 04:04AM
:phoenix:   Bullying Mobs   :phoenix:


Decided to play around with Jean while we wait on the final pieces of Angels overhaul. Progress is slow as always, but I think I've laid out most of the power set I wish to build. I put myself in your shoes and figured it wasn't fair to keep putting her off when so many ppl are looking forward to her release. The below gif features her new radial lift and targeted lift and slam powers. She's not an easy one since I'm going for a full mental build (not including the Xtreme and buff that will be phoenix force based). Remember that these are the early stages of these powers so expect that the effects and execution may change. Its also very likely that I will get distracted by something yet again and put Jean down for a time.

:sunfire: Another character thats in popular demand is Sunfire. Since he's in the default roster, I do feel I should get to work on him soon. I want him and Pyro to serve similar roles on the team but also feel unique from one another. This means I may update Pyro at the same time that I build Sunfire. Working on them in tandem just feels like the right move u know? :pyro:


(https://i.imgur.com/kZ18yFN.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Daniel Kings on July 28, 2020, 09:04AM
Quote from: Cohollow on July 28, 2020, 04:04AM
:phoenix:   Bullying Mobs   :phoenix:


Decided to play around with Jean while we wait on the final pieces of Angels overhaul. Progress is slow as always, but I think I've laid out most of the power set I wish to build. I put myself in your shoes and figured it wasn't fair to keep putting her off when so many ppl are looking forward to her release. The below gif features her new radial lift and targeted lift and slam powers. She's not an easy one since I'm going for a full mental build (not including the Xtreme and buff that will be phoenix force based). Remember that these are the early stages of these powers so expect that the effects and execution may change. Its also very likely that I will get distracted by something yet again and put Jean down for a time.

:sunfire: Another character thats in popular demand is Sunfire. Since he's in the default roster, I do feel I should get to work on him soon. I want him and Pyro to serve similar roles on the team but also feel unique from one another. This means I may update Pyro at the same time that I build Sunfire. Working on them in tandem just feels like the right move u know? :pyro:


(https://i.imgur.com/kZ18yFN.jpg)

My my, this day just keeps getting better! I love how your Jean is turning out. Love that Levitate that hits more than just one target and also knocks the adjacent enemys back. I hope you don't remove Mental Guardian though haha Also, OMG, my beloved Sunfire is gonna get some love. Thank you, mate. This is incredible work.
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on July 29, 2020, 09:13PM
:phoenix:   Balancing Struggles   :phoenix:


My boy Danny decided to give some input that I very much appreciate! "I hope you don't remove Mental Guardian" This brings up an interesting talking point that I feel like addressing. Due to some of the poor damage balance that exists in the game, balancing is hard! First, let's break down what makes this power so effective and y it can be a point of struggle. The Mental Guardian power costs EP only once in order to spawn an entity that fires homing projectiles at enemies for a time and requires no further input from the player once spawned. Its a very set it and forget it sorta power. The damage on this power is even higher than most, if not all, high damage single target powers like gambits card throw or cyc's optic beam. It does this damage continuously and doesnt require the cost of EP to do so. So how do I got about balancing something like this with the rest of her powers without nerfing it? Cause nerfs are no fun! For one I will be increasing the EP cost to be on par with more high EP cost powers like the heavy radials and the like. I could reduce its fire rate or I could reduce its damage. I could also leave it be so as to not take away from a power thats been ingrained in peoples playstyles for years. Fortunately this power is unique in that it is a set it and forget it power that can only be spawned one at a time. This means it won't render her other powers mute as while it does it's work, the player can move on to use other powers at the same time. I think any nerfs I do will be very slight. Minor things like the before mentioned EP cost increase. I think even with mild nerfs, what I add to Jean should more than make up for it. My boosters are somewhat unique in that they focus strongly on rebalancing existing power sets as well as adding to them. I hope that what I decide to do in the end will be a positive for most people, but I can never be sure. Any feedback on this matter and other balancing issues within character builds is more than welcome! I don't always incorporate feedback, but I do always take it in and apply to my decision making. Hopefully next time I have more fun gifs and less long winded blah blah blah XD     

:archangel: while we wait on angel, heres a tune to help get us hyped about his eventual release! I listened to this a stupid amount of times during his development. :archangel:

https://www.youtube.com/watch?v=JJFxrX4nNXk
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: BaconWizard17 on July 29, 2020, 09:34PM
Speaking of Angel, the next batch will hopefully be ready tomorrow! After that, I'll just have 12 skins to go for him!
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on July 30, 2020, 10:44AM
:phoenix:    Going Mental    :phoenix:


I think I've decided on 5 powers now. I think the 6th and 7th will be a repurposed version of ironmans tractor beam, and some sort of confusion power than may take the form of a forward cone. One thing I am sure of however, is that Bacons skins are he best part! XD I've also decided to make mental guardian feel more at home with her mental powers than the phoenix force. One step at a time, baby.


(https://i.imgur.com/tMScSEt.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: nathios on July 30, 2020, 07:03PM
I'm so happy!! Thank you for updating my favorite character. I can't wait to see what you do with her powers and passives.

What do you think of her boost skills in vanilla xmen legends 2? I think they pale in comparisson with her TK shield she had in X-Men Legends 1. I think all boosting skills are kinda lame in XML2 specially because how little they affect the gameplay even when they cost so much EP.

Thank you, have a great day !!

Quote from: Cohollow on July 30, 2020, 10:44AM
:phoenix:    Going Mental    :phoenix:


I think I've decided on 5 powers now. I think the 6th and 7th will be a repurposed version of ironmans tractor beam, and some sort of confusion power than may take the form of a forward cone. One thing I am sure of however, is that Bacons skins are he best part! XD I've also decided to make mental guardian feel more at home with her mental powers than the phoenix force. One step at a time, baby.


(https://i.imgur.com/tMScSEt.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on July 31, 2020, 06:12PM
Discussing XML2's Boosts

I tried to organize this post so that people can jump to the bits that interest them. The bottom covers the comparisons between XML and XML2 boosts and the role they play in each game. Its a rather long post, but I think many players will find this information a huge game changer in how they approach the games various boosts.

The Question At Hand

"What do you think of her (Jean) boost skills in vanilla xmen legends 2? I think they pale in comparison with her TK shield she had in X-Men Legends 1. I think all boosting skills are kinda lame in XML2 specially because how little they affect the gameplay even when they cost so much EP."

What Makes XML2 Boosts So Messy?

Oh boy, there's a lot that can be discussed on this one. Let's start with what's wrong with the boosts present in XML2. The boosts are all over the place. as stated by Nathios, all boosts cost an insane amount of EP and don't vary too widely in their cost. The biggest difference in EP cost depends on the combat style of the character. Striking based characters tend to lack the Mutant Master passive which increases EP regen. This means their powers, including boosts, cost less EP on average to activate. This doesn't mean that the cost of the striker's boosts isn't still incredibly high. The problem with this is that boosts are very different in terms of what they do, how versatile they are, and how useful they are. A boost such as Wolvies Scream which only makes enemies flee for a short time and reduces their DEF will smash his EP reserves just as much as far more useful buffs like Toads Secretion boost which greatly increases the damage and movement speed of the entire team for a considerable amount of time. Here we can see the terrible job done by the developers in balancing boosts between characters.

Over Powered Boosts

Many characters have some pretty OP boosts due to oversights, bugs, and just poor balancing on the part of the developers. These boosts can render some aspects of a character and even certain game mechanics utterly pointless as they can push one aspect of a character or even the entire team through the roof. Below I will cover some boosts that can turn your team into an unstoppable wrecking ball.

Team Melee Boosts (energy combat, elemental combat,etc) - Theres a couple things that can makes these boosts pretty insane. First is the fact that nearly every single one of these boosts actually adds far more damage than its supposed to due to a typo in the talents file. It adds an extra 100% damage on top of what its suppose to. If the description says it adds 50% damage, it actually adds a whopping 150% damage. I discovered this once I started my deep dive into each character for my boosters and the upcoming patch. The other thing that makes these powers OP is that it adds this boost to the entire team and it scales with other damage bonuses. A striker like Juggs who's dishing out 200-300 damage per hit can be pushed up into the thousands when using these buffs with the right damage boosters. Other bugs include Bishops Energy Combat applying the boost to not just melee but also energy damage. This means that characters like him or cyclops get this insane boost to their actual powers as well. Icemans Ice gloves also have a bug that makes them cost 0 EP to activate.

Speed boosts(includes the most OP boost in the game) The speed boosting buffs in XML2 can increase your characters speed by insane amounts and many also give damage boosts. Remember that Movement speed refers to how fast they are across the board whereas attack speed only affects attack speed. Boosting movement speed has many advantages. It allows the player far greater control over the field by giving them the ability to be anywhere they desire in seconds and also increases the rate at which a player can dish out damage. This leads to some insane DPS. There is a drawback to increasing the rate at which the player can use powers however. This DPS increase comes at the literal cost of EP as it leaves very little time for EP to regenerate naturally. There are some standout speed boosts i feel i should cover, including what is by far the most OP boost in the game. Wolverines speed boost only affects his attack speed making it one of the less OP speed boosts, but is still very effective. with this boost adding up to 86% extra attack speed, it nearly doubles his DPS. It combos well with claw furry, allowing him to cover a great deal of ground instantly with this radial travel power. Toads increases movement speed up to 52% and damage up to a whopping 87% FOR THE ENTIRE TEAM. need i say more? Gambits Energy Form has the greatest movement speed boost of up to 109%. But by far the most insanely OP boost in the game is Ironmans Motion Amplifier. Not only does it increase his attack speed by up to a whopping 150%, but it also increases all his damage by an absolutely insane 700%. its meant to only increase melee damage (which would still be an insane amount of damage) but due to developer error adds this damage to all his attacks! Im sure u can imagine what happens when u combo this boost with Bishops bugged Energy Combat. Ironman can take out the top enemy bosses at lvl 99 within a fraction of second using this buff with his Repulsor Rays!

EP Regen Boosts Both Scarlet Witch and Jean have a boost that affects the entire and makes EP drain nearly non-existent. These boosts allow the team to turn 20% of the damage they deal into EP gain. It doesnt take long for the damage characters deal to become multiple times higher than the EP it costs to execute those powers. These buffs will return the cost of using a power back to the play and then some. It makes for unlimited power use at all times. Imagine combining that with ironmans boost.

Magneto's Polarized Shield I've never had much use for defensive buffs as an NPC is never able to even come close to killing me. This is still an insanely powerful boost that makes Magneto the ultimate tank at later levels. It can have up to a 67% chance of blocking ALL incoming attacks. This on its own is xtremely powerful but he has something else that really pushes its capabilities over the top. His Magnetic Deflection passive increase his chance to block incoming projectiles by up to 50%. When used in tandem, only rarely will he be damaged by the odd melee attack and even most of these can be dodged by specking into the speed trait.

Theres much more that can be said about the various OP boosts but I don't wish to prattle on forever at everybody. With the right set of boosts, you can absolutely spank this game. I once beat the game in about 2 hours. This was not a speed run. I KO'd every enemy I came across and did every mission and side mission in the game except for the anti-metal side mission in Avalon. I think the team was Toad for his movement speed and damage boost, Jean for unlimited EP, Bishop for an even greater damage boost, and Nightcrawler as my main. Gambit may be able to beat the game just as fast or faster, who knows?

Comparing XML And XML2 Boosts

After all that, you may be surprised to hear that I actually find the boosts in XML1 to be far more beneficial than the ones in XML2. Let me explain. XML and XML2 play very much the same and yet offer very different gaming experiences. XML2 is very forgiving and allows the player a great deal of freedom. The game can be played efficiently and is easily beaten with little to no strategy. It even allows the player to let the game decide where to allocate points so that new players dont get overwhelmed by the huge amount of poorly explained RPG elements. XML on the other hand doesn't pull any punches. From the very start of the game, the player will need to employ well thought out combat strategies and combo's just to survive the first mission. The game is unforgiving and will punish mistakes made by the player with no remorse. The players options are more limited due to there being far less powers and characters. All characters are slowly added to the team over the course of nearly the entire game. This means that making good use of the games boosts is extremely beneficial to the player. While XML2's boosts can be far more OP, they are not at all required to breeze through the game. I'm not saying boosts in XML are a must but I am saying they make a HUGE difference.

Jeans boost in XML is highly defensive and very useful in a game that can take a careless players health from max to 0 in a matter of moments. In XML2  she has 2 very powerful boosts (psionic fury and mental vortex) but they are not nearly as necessary due to the ease of the game they are in. In conclusion, I too would have to give the point to Jean's XML1 boost for being far more useful in the game it appears in.


If you made it this far, thanks for reading that super long dive into the boosts of XML2. If anyone is interested in hearing my thoughts on the less useful and down right crap boosts of XML2 let me know and I'll make a post about it. Also let me know if u have anything to add to the discussion or disagree with my assessments. I luv discussions like these!
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: nathios on July 31, 2020, 07:56PM
Hum, I see things differently now. You made me realize how much I prefer XML1 hehe Even though XML2 was the game that introduced me to the franchise I think too easy/forgiving sometimes also the game throws so much at you from the get go (power, skills and characters) that you finish the game 2 or 3 times and never even touch boosts for example. 

One of the things I think its a little bit broken (even in XML1) is psionic combat passive. To this day I don't understand why my 50-60lvl Jean Grey deals WAY more melee damage on enemies than Colossus or Rogue. Its not like I don't like my options, I love building my offensive Jean with that radial skill that criples enemy damage (by a lot) and meleeing them to death super fast. Its just that its kinda sad when I want to play as Colossus (wich is also one of my favorites chracters) but Colossus is not only slow he also deals way less damage than jean and don't have half her EP to use his skils in a fun way.

I think Cyclops is one of the most balanced characters because if you actually try to use him on hard mode as a pure melee damage you are pretty much dead, however his longe range abilities shine when he is used as a ranged character (as he should be) BUT with the right build you can make his melee atacks hit just as hard as Colossus while still being able to use skills effectivelly because of mutant master for example.

Do you also feel like some melee oriented characters like Colossus and Rogue are a little underpowered in this game? Colossus can tank but its pretty much the only thing he cand do, his EP is low, his melee is slow and his boosts consumes too much EP. 

Quote from: Cohollow on July 31, 2020, 06:12PM
Discussing XML2's Boosts
If you made it this far, thanks for reading that super long dive into the boosts of XML2. If anyone is interested in hearing my thoughts on the less useful and down right crap boosts of XML2 let me know and I'll make a post about it. Also let me know if u have anything to add to the discussion or disagree with my assessments. I luv discussions like these!
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on July 31, 2020, 10:05PM
How My Mods Fix Melee Damage


Quote from: nathios on July 31, 2020, 07:56PM
One of the things I think its a little bit broken (even in XML1) is psionic combat passive. To this day I don't understand why my 50-60lvl Jean Grey deals WAY more melee damage on enemies than Colossus or Rogue. Do you also feel like some melee oriented characters like Colossus and Rogue are a little underpowered in this game? Colossus can tank but its pretty much the only thing he cand do, his EP is low, his melee is slow and his boosts consumes too much EP.

This is something that I very much dislike as well. The melee damage that characters with passive melee boosts and energy, psionic, and elemental buffs is WAY too high. It doesn't help that strikers and bruisers don't have anything like this, causing their basic combo melee damage to be nearly useless. Strikers also require some extra specking into speed so that basic melee attacks will hit enemies at higher levels whereas the melee buffs talked about earlier increase ATK to the point that specking into speed isn't needed. The one thing bruiser characters like colossus have over other characters is that they use the wrestling fightstyle. This fightstyle has the added bonus of boosting the melee damage bonus from the striking stat. This bonus however, is so low that its nearly pointless. Also characters like wolvie who use the hero fightstyle don't get this bonus at all.

I have done a few things with my boosters that rectify this imbalance. As many fans of my work know, I have a mod that makes some changes to the games shared talents that I highly recommend downloading in order to get the most out of my boosters and character mods. This mod adds a new passive called Striker which is present in all my striking based characters. The Striker passive adds up to 150% bonus melee damage to all non-powered melee attacks. Another thing I did was fix the bugs that caused melee boosting passives and buffs to add an additional 100% damage each. This bug is y Jean, Bishop, Gambit, Iceman, etc end up doing insane amounts of melee damage. I also made other small changes to these melee buffs and passives to help balance them better. This new set up means that non-striking based characters need to speck into the melee boosting passive AND buff in order to get their melee damage on par with a striking based character with points in the new striker passive. Its still possible for these non-strikers to get high melee damage, but its far less over the top and requires a greater focus on specking into all melee boosts to pull off.

Unfortunately no matter how hard I math and test, some imbalances are so ingrained into the games design that it will never be perfect. How does one even begin to try and fix the terrible balance that comes with some characters having powers that scale in damage with the striking stat, and other characters that are stuck with a set amount of damage for their powers? I have some ideas but one of the things i try very hard to do is build boosters and character mods that feel in line with the games default characters so that people can combine my mods with the existing characters without ether of them feeling out of place. Trying to build well balanced characters for a game thats infamous for its terrible balance is not an easy task, but I think I've done pretty well so far. I hope that others feel the same and get a lot of fun outta my mods! I also hope people understand how much time is spent just considering all these balancing factors and trying to make all the pieces fit. I wish I could finish them faster than i do, but I dont have it me to turn a blind eye to the things that most people have an easy time overlooking.
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: nathios on July 31, 2020, 11:38PM
I love what you did with shared talents. I have been using your Cyclops, Colossus and Storm mods and they are amazing and play very well. I think its super weird that some characters have abilities that scale with strike like colossus and other characters that don't scale with anything like Jean and Cyclops. Jean has fixed stats on her abilties and that kinda criples her IMO. Her kit (like Cyclops') tries to be too much and fail. Only 3 or 4 skills are 'actually viable'.

I get that Jean and Cyclops have 1 or 2 passives to incresed damage on their abilities but still sucks to have an insane ultimate like Optic Rage dealing less damage than a starting power both at max lvl. I quite like Phoenix Force, I just don't like the fiery effect going on in XML2, there is no fire damage. The Phoenix Force xtreme is one of my favorite xtremes in XML1.

In my opinion, skills like Memory Wipe ( I HATE when enemies run from me and I have to chase 2 or 3 of them half a mile away lol), Dark Phoenix (hate the name and the skill), Focused Beam, Fusion Beam (kinda lame because the starting power overshadows it completely) and Optic Slam should have been either part of leveling up other skills or removed entirely from the game because they bring nothing new or exciting when using them on enemies (damage or fun fanctor). Dark Phoenix (Psykick Rupture on PSP) is the lamest skill in the entire game. Optic Flash should have knock back so that optic slam could be deleted from the game as well =p

What I like about your mods is that you find cool uses for a lot of weird and forgotten abilities and ajdust dmg/EP cost numbers for other broken skills.
.
Quote from: Cohollow on July 31, 2020, 10:05PM
How My Mods Fix Melee Damage

Unfortunately no matter how hard I math and test, some imbalances are so ingrained into the games design that it will never be perfect. How does one even begin to try and fix the terrible balance that comes with some characters having powers that scale in damage with the striking stat, and other characters that are stuck with a set amount of damage for their powers? I have some ideas but one of the things i try very hard to do is build boosters and character mods that feel in line with the games default characters so that people can combine my mods with the existing characters without ether of them feeling out of place. Trying to build well balanced characters for a game thats infamous for its terrible balance is not an easy task, but I think I've done pretty well so far. I hope that others feel the same and get a lot of fun outta my mods! I also hope people understand how much time is spent just considering all these balancing factors and trying to make all the pieces fit. I wish I could finish them faster than i do, but I dont have it me to turn a blind eye to the things that most people have an easy time overlooking.
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on August 12, 2020, 05:13AM
:phoenix:    Vengeful Phoenix    :phoenix:

I think I've finally settled on the how Jeans 6th power and Phoenix style boost will function. Vengeful Phoenix (temp boost name) will increase Jeans resistance to damage and apply burn damage to all attackers, melee and ranged. Her 6th power will be a slightly modified version of Ironmans tractor beam. it groups enemies which combos well with her new slam power.


(https://i.imgur.com/CIY7UrU.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on September 01, 2020, 09:56PM
Where's Cohollow?


Where have I been? What have I been working on? When's the next release you ask? Oh, you didn't ask? Well imma tell you anyway! So I may have gotten my telepaths mixed up and started working on Psylocke, in turn angering the Phoenix. Oopsies. Angel on the other hand is still on the cusp of release! Something else I've been doing is hunting down some good maps for both testing and showcasing my mods. A combination of unused maps from XML2 and some imports from XML1 have lead to an influx of fun new locales! I also started playing around with Black Panther the other day. Dunno if it will lead to me releasing my own mod of him, but who knows? I've been doing a lot more fiddling around then really putting my nose to the grindstone. Here's a look-see at some fun locales with our boy Angel! 


Madri Library, Danger Room, Dazzler's Nightclub, Astral Plane, Military Bunker
(https://i.imgur.com/8ambcS3.jpg)


Japanese Temple, Snow, Egypt, New York, Savage Land Cave
(https://i.imgur.com/Ojw2ybo.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: BaconWizard17 on September 02, 2020, 04:04PM
Stay tuned for an Angelic release very soon!
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on September 03, 2020, 05:28AM
:archangel:   Angel Finally Released!   :archangel:


The big update has finally been finished thanks to Bacon's hard work on new Icons and Skins! This bad boy has been thoroughly refined from top to bottom! New skins, Voice Lines, Powers, Icons, a whole lotta technical tweaks and improvements and so much more! I honestly think its my best release yet, so don't pass it up! You can find more details on his release thread. Sorry it took so long, but the foreplay's my favorite part ;)

Angel: https://marvelmods.com/forum/index.php/topic,10634.msg195645.html#msg195645

(https://i.imgur.com/jxnYKXa.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on October 02, 2020, 09:43AM
:psylocke:   Float Like A Butterfly   :psylocke:


Some of you may know that I've left the Marvel Mods discord to work on my slightly withered sanity, but that doesn't mean my interest in modding has waned! I've started getting Psylocke more put together as well as a lil something else on the side. After nearly a month a me time after the release of Angel, I am yet again getting back on the horse.

Her current telekinetic ground slam is a very rough draft, so expect it to undergo changes. The other four powers, I feel will function very much like you see here upon her release.

(https://i.imgur.com/SM7XZQx.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: BaconWizard17 on October 02, 2020, 10:23AM
She looks incredible already!
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: jayglass on October 02, 2020, 07:40PM
Great job,Can't wait.
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Outsider on October 03, 2020, 02:14PM
Keep it up, homeboy! I am certain you'll do the X-Men's sexy psychic ninja proud. :psylocke:

Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on December 29, 2020, 08:01PM
:iceman:  Getting Chilly  :iceman:


Guess who's gotta new plan again, this guy! With the release of BaconWizarsds new Iceman skins, I've decided to go back and give Iceman a very much need update. Some of the things this update will include are

- My usual 5 passives at 12 skill points
- The fixes to melee damage boosts and passives that are present in my other boosters like Gambit and Bishop
-  New skins, Icons, and portraits
- And a bunch of other random things like power execution, effects, etc.
- Something must be done with his OP Hail power

In order to balance his Hail power, I have 3 options I've come to refer to as the 3 R's.

Remove - He has 7 powers of which many are crowd control so I could just remove it.
Replace - I could replace it with a different power. If I did I will look into making a sort of melee Ice smash like he had in MUA2, tho there are some other options I may consider.
Rework - I can make changes to its function and execution to make it far more balanced. This will also include some effects work to make it look nicer too.

Something I may do is repurpose it for a new Xtreme power. His default one is pretty average and bland as is. Below is the insanity that is his current Hail power.

(https://i.imgur.com/DiW4Mbv.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Teancum on December 30, 2020, 08:46PM
The master has returned.
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Enigma on December 31, 2020, 07:13PM
Personally, I think that Iceman Hail power looks like a great Xtreme power! Certainly more interesting that his current one. It'd be a shame to lose that Hail power entirely.
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on January 02, 2021, 02:45AM
:iceman: I'm glad to be held in such high esteem, Teancum! It seems everyone who has weighed in with their thoughts on the hail power wish for it to not be removed entirely. I have decided to use it for the construction of a new Xtreme. If I can get an Icy fist smash power to work in the way I wish it too, it will take the place of Hail. If not, Iceman will likely have just 6 attack powers (still plenty).
:pyro: I also have some ideas for a nice update to Pyro, tho I'd like to wait to release him until some skins have been finished for him. I would like to do a fire and ice release that features big updates to both Iceman and Pyro at the same time, but this may not be possible. It all depends on how far down the road those Pyro skins are.

Progress is slower than it once was, but I am back to actively working on my mods. Expect some new releases soon! <3
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: BaconWizard17 on January 05, 2021, 08:32AM
I'm excited to see him finished!
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on January 17, 2021, 05:25PM
:iceman:   Icemans Getting Cooler   :iceman:


The first thing I'd like to talk about is the fresh new look of Iceman himself. BaconWizard has developed slick new skins for Iceman and even made a custom set of spiked armor. This armor is applied when players use a new Ice Armor buff I've developed. I've also added a chilly aura effect thats much like the one in MUA to make him look and feel like a truly chilly mutantcicle. I can't wait to share this new look with everyone at release!

Also featured below is a new Ice smash power. This power has high knockback and crit chance, and replaces his old Hail power. He now has 5 passives that all cost 12 skill points to max out just like my other character mods and boosters. Many powers and passives have been rebalanced and feature new and improved effects. A rough draft of the new effects for his Ice Pillars power is featured below.

There are many other things this update will feature such as all new power Icons, hud heads and conversation portraits made by the talented BaconWizard. Of course there are also many other things I've done to improve iceman that i won't be goin into detail on at this time so I don't get too long winded here.

:beast: My mod production has greatly slowed from when I started making mods, but slow and steady wins the race, baby! There are many other mods and updates that I'm sure many are waiting on. They will be finished eventually, but I'll be pacing myself from now on. Not doing so at the start was a mistake I plan to rectify. HAPPY MODDING!! XD  :beast:

(https://i.imgur.com/3jfJJMj.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: BaconWizard17 on January 18, 2021, 07:49AM
Progress is progress! It's just cool :iceman: to have you back making stuff!
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on January 25, 2021, 07:12AM
:iceman:    Omega Iceman Update    :iceman:


Iceman has finally received a much needed update that incorporates all my current character building structures and balances. It also adds a whole bunch of new powers and additional features! Also note that one of the original powers I had built for Iceman did not make the cut. Razor Hail was too over powered and my attempts to repurpose it for his Xtreme didn't work out as I had hoped. His release post has been updated with the all new Iceman booster and relevant details so go ahead and give it a download!

- New skins, power icons, conversation portraits and additional unique assets by the talented BaconWizard
- New Ice Smash power that has increased knock back and critical hit chance
- Rebuilt the armor buff to feature a new Ice Armor skin, defensive buffs and enemy debuffs
- Fixed Cold Snap Xtreme bug, now does the intended damage and freeze and slow debuffs
- A new 5th passive and all passives now only cost 12 skill points
- Fixed bugs with both his melee boosting passive and boost to now add the intended amount of damage stated in the description
- Plenty of new and improved visual effects including an icy aura around Iceman much like the one seen in MUA1
- A whole bunch of power rebalancing
- plenty of improvements to power execution such as timing, and player control
- Improved code and file management
- A whole bunch of other things that would get boring to read about XD

Iceman Update: https://marvelmods.com/forum/index.php/topic,10604.msg195175.html#msg195175

(https://i.imgur.com/JH6gblb.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on January 27, 2021, 10:28AM
:marrow:   From The Sewers   :marrow:


So I finally started work on Marrow. This is going to be a tough one as I plan to stick to only using Marrows original animation set with the assistance of some of the shared animations that all characters have access to. I don't think I've ever built a mod with so little to work with before. Will I actually get this one to a point where I'm comfortable releasing it? No idea, but that's just part of the fun isn't it? Anyway, here's a look at the very first draft of her first 3 powers. Hope you like it!


(https://i.imgur.com/UCKri7G.jpg)
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Daniel Kings on January 30, 2021, 03:38AM
Quote from: Cohollow on January 25, 2021, 07:12AM
:iceman:    Omega Iceman Update    :iceman:


Iceman has finally received a much needed update that incorporates all my current character building structures and balances. It also adds a whole bunch of new powers and additional features! Also note that one of the original powers I had built for Iceman did not make the cut. Razor Hail was too over powered and my attempts to repurpose it for his Xtreme didn't work out as I had hoped. His release post has been updated with the all new Iceman booster and relevant details so go ahead and give it a download!

- New skins, power icons, conversation portraits and additional unique assets by the talented BaconWizard
- New Ice Smash power that has increased knock back and critical hit chance
- Rebuilt the armor buff to feature a new Ice Armor skin, defensive buffs and enemy debuffs
- Fixed Cold Snap Xtreme bug, now does the intended damage and freeze and slow debuffs
- A new 5th passive and all passives now only cost 12 skill points
- Fixed bugs with both his melee boosting passive and boost to now add the intended amount of damage stated in the description
- Plenty of new and improved visual effects including an icy aura around Iceman much like the one seen in MUA1
- A whole bunch of power rebalancing
- plenty of improvements to power execution such as timing, and player control
- Improved code and file management
- A whole bunch of other things that would get boring to read about XD

Iceman Update: https://marvelmods.com/forum/index.php/topic,10604.msg195175.html#msg195175

(https://i.imgur.com/JH6gblb.jpg)

Hell yeah! My boy Cohollow is back! Great to have you back my man! It's good that you took some time off for yourself, i'm glad that you did, and i'm glad that you're back. Also, SUPERB Iceman work as always. Cheers!
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on March 14, 2021, 06:00AM
:colossus:   SHOULD DAMAGE SCALE WITH STRIKING?   :wolverine:


For a long while now I've considered removing the damage scaling of brawler powers and would very much like to hear what others feel about this. The damage scaling causes brawlers to do ludicrous damage as the striking stat increases and thats before accounting for all the melee damage boosts that come from various buffs and equipment. This has made it impossible to properly balance these characters without just adding a substantial damage nerf, and thats a pretty lazy way to go about it, and not much fun for the player. If I remove the scaling of these powers, I can add the damage values that are best suited for each power. This will result in much greater balance across the board and remove some of the headache when allocating stat points during play. I will also add energy regeneration to these characters via Mutant Master or other, more specialized passives to make up for this decrease in damage output. Other things Im considering include ways to further increase the effectiveness of basic melee attacks to make a striker build more viable as well as a few other things to make you're melee combatants better fit their respective role. I may release two versions of all strikers so that players can pick which way they prefer if the poll turns out to be very close, so feel free to vote twice. Keep in mind, this would increase the time it takes for each brawler mod, but since I tend to sit on unfinished projects anyways, it might not be that big a deal. I would also like to hear what other people think about this so please let me know your thoughts by sending me a message or replying to this thread! 
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Enigma on March 14, 2021, 10:12AM
I would say that removing the scaling would work well based on what you said, as it sounds like a solid way to give the game some much needed balancing.
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: BaconWizard17 on March 14, 2021, 01:45PM
It seems like from your description, you have a really solid plan for how to handle the lack of scaling. I like that plan. If the vote comes close though, I think either feature is good. It might be a bit too much of a hassle for you to have to do 2 different versions of those characters
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on October 24, 2021, 02:24AM
:beast: About Personal Messages :beast:

I am happy to get PM's with feedback and questions about my projects, and other things going on within marvelmods. I would like to address a small matter that makes it rather difficult to respond tho. I've been unable to respond to a number of messages I've received as their inbox was full. This is likely due to them not having their account fully activated as this limits the messages they can receive. Be sure to check out the welcome section and say hi in the Say Hello! thread to have your account fully activated so that your inbox along with other features are not off limits to you in the future. Be sure to send me a new message once you've done this so I can properly respond. Remember this feature is what helps defend against bots and spam! Thanks for all your interest and feedback, and know that I'm not ignoring your messages!

While i have been rather absent, i would very much like to keep up with the folks playing XML2 and using my mods, so do me a favor and make it so i can do so. Happy modding!  :beast:
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on October 26, 2021, 11:30AM
:beast: The Beast Stirs :beast:

Long story short, I've started playing around with mods again. I've made a short video that better details where I'm at and what my plans are moving forward. Please give it a look-see and let me know your thoughts on this! The video discusses things like why i couldn't release mod for a bit, the patch, possible live streams, projects I might do and yadda yadda. Happy modding!  :beast:

XML2 The return of Cohollow? https://www.youtube.com/watch?v=jG3NeZkk9IE&ab_channel=Cohollow
Title: Re: COHOLLOW'S X-MEN LEGENDS 2 CATALOG
Post by: Cohollow on November 20, 2021, 05:04AM
:beast:  The Turncoat  :beast:


GOOD news! I am officially modding again. The not so good news for some is that I'm modding for MUA1. I don't know when I'll ever release the next XML2 mod as I've along road ahead of me in MUA1. If any of you are curious, you will find my mods here when they begin to release. Happy modding!

https://marvelmods.com/forum/index.php/topic,11127.msg201998.html#msg201998 (https://marvelmods.com/forum/index.php/topic,11127.msg201998.html#msg201998)