Marvel Mods

Marvel Ultimate Alliance I & II => Mod Releases and Conversions => Topic started by: Cates on June 24, 2008, 11:53AM

Title: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: Cates on June 24, 2008, 11:53AM
FANTASTIC FOUR UPGRADES

Mr. Fantastic Blocking Upgrade (http://www.mediafire.com/?mdmjjjizmmwznjm): Hands now grow to large size (as they do in his boost) when blocking.


Reed and Sue HUD Improvement (http://www.mediafire.com/?nyizumw1yu1jnyz): Huds now better match their "Classic Skins"
(http://img228.imageshack.us/img228/1507/reedsuehudpreview.jpg)




NAMOR

Namor Loadscreen (http://www.mediafire.com/?4ilaavnr4adbbp3)
(http://img638.imageshack.us/img638/7731/namorloadscreen.th.png) (http://img638.imageshack.us/i/namorloadscreen.png/)




Apocalypse, The Ancient Mutant
Download Version 1.6 (http://www.mediafire.com/?0qb2cnq978ijnaa)

Updates in version 1.6:
-Immortal Slam damage bug corrected
-Evolution skin by Marquis added (see preview on Marquis' release thread (http://marvelmods.com/forum/index.php/topic,4587.msg87808.html#msg87808))
-improved quality Age of Apocalypse HUD


Mod includes:
-5 Skins and huds
-loadscreen, icons
-sounds
-optional herostat to include a cape on all skins
-mannequin by MXYZPTLK
-Evolution skin by Marquis
-9 powers

Skins and Huds:
(http://img300.imageshack.us/img300/9892/apoccostumessk4.png)

(http://img80.imageshack.us/img80/4615/updatedhudpreview.png)
(http://img17.imageshack.us/img17/6782/apocevohudsizeddown.png)

Icons and Banner:
(http://img213.imageshack.us/img213/782/apocbannerpreviewhj7.png)

Loadscreen:
(http://img216.imageshack.us/img216/5234/apocalypsejy6.th.png) (http://img216.imageshack.us/my.php?image=apocalypsejy6.png)

Powers:

Concussion Blast: Globes of concussive force emanate from each fist.
Telekinesis: Levitates enemies and objects.
Wrecker: Creates two heavy wrecking balls and and swings them with vicious force.
Culling Laser: A powerful beam attack.
Immortal Slam: Alters molecular structure of hands into two dense metal maces and strikes foes.
Teleport: Teleports across distances and barriers. If an enemy is present at the destination, they will take damage. Higher levels result in a reduced energy cost to teleport.
Superiority: Apocalypse's intimidating presence increases the effectiveness of the entire party, temporarily increasing the level of all skills.
Massive: Increases size and mass, temporarily raising maximum HP and striking.
Age of Apocalypse: Apocalypse resurrects fallen allies and enemies, converting foes to his cause. Resurrected foes zealously follow Apocalypse until they expire.


Notes:
-Growth "effect" for Massive power is not linked to the time of the hp and striking. The effect at Apocalypses' feet indicates when the boost is in effect. Activating "Massive" while large will restart the bonus effect and reduce Apocalypse's size to normal. Keep the teleport power in mind when Apocalypse is too large to fit through doors.
-For reasons unknown, only one fist will morph on Immortal Slam at times. This has no effect on damage.
-Selection Screen Banner does not fade at edges.




Quasar, The Protector of the Universe
Download (https://www.mediafire.com/file/ezkhwlmcqj3gspn/Quasar_v1.1.7z/file)

Mod includes:
-5 skins, all by thetommyboy2002, whose models and skins inspired this mod
-mannequin, also by tommy (cool thing: any of the five skins can be used as a mannequin)
-huds, icons, loadscreen
-8 powers

Version 1.1 Additions:
-Custom voice set using part of Captain America's voice, Xtreme shout to match the power, and Captain Marvel's power sounds.

Skins and Mannequin:
Top Row: Annihilation, Classic, Masked
Bottom Row: Original, Marvel Boy, Annhilation Mannequin
(http://img372.imageshack.us/img372/5114/quasarsixpreviewlg2.png)

Icons and Banner:
(http://img128.imageshack.us/img128/8022/quasariconsbannerli5.png)

Loadscreen:
(http://img396.imageshack.us/img396/954/quasarloadtc4.th.png) (http://img396.imageshack.us/my.php?image=quasarloadtc4.png)


Powers:
Energy Blade: Forms a blade out of quantum energy for a powerful melee attack with an increased chance of a critical hit.
Cosmic Dissonance: Clashes the Quantum Bands together and creates a cosmic ripple, knocking back and damaging enemies.
Quantum Blast: Fires an energy construct that explodes on impact, dealing damage to all enemies caught in the radius.
Electromagnetic Surge: Supercharged particles radiate from the Quantum Bands. Tap for additional particles.
Singularity: Quasar becomes a conduit for ambient energies, afflicting nearby enemies with radiation damage.
Quantum Jump: Quasar travels through the Quantum Zone and instantly arrives at his desired destination.  This ability is energy intensive and highly destructive within atmosphere.
Eon Link: Quasar's connection to the cosmic entity Eon heightens his awareness of the universe, revealing nearby enemies and increasing his chance to dodge attacks.
Construct Shield: Creates a solid bubble of quantum energy that protects against projectile attacks.
Energy Core: Unleashes the energy of the Starbrand contained within Quasar, flooding the area with cosmic energies.

Those who use Captain Marvel--I don't--will recognize a few of these powers, though they have been altered in some cases to do different or varied damage and moved around. Both boosts, the teleport, and the energy blade are wholly different than anything in Marvel's powers, making Quasar, in my opinion, a much more diverse character to play.

Enjoy!  And please provide feedback!
Title: Re: Quasar v1 Released
Post by: thetommyboy2002 on June 24, 2008, 12:22PM
Nice Mod!
Wont he overwrite Cap Marvel's models though? I have Marv as 20201-20204. I may be in a minority, but I thought those were 'taken' by him.
I had used 18011-18016 for Quasar, again, the minority position using 'number+10', but it meant I could add dozens (via heroselect) without any overwriting.
Title: Re: Quasar v1 Released
Post by: Cates on June 24, 2008, 12:57PM
Quote from: thetommyboy2002 on June 24, 2008, 12:22PM
Nice Mod!
Wont he overwrite Cap Marvel's models though? I have Marv as 20201-20204. I may be in a minority, but I thought those were 'taken' by him.
I had used 18011-18016 for Quasar, again, the minority position using 'number+10', but it meant I could add dozens (via heroselect) without any overwriting.

Uh oh, I hope I haven't screwed this up. According to my HeroSelect file, Marvel's using 173. I think that comes from the oficial characters pack. That's why I picked 202, because I thought it was no longer being used.

One thing about the numbering system you use: dosen't that mess with mannequins? My question stems from your Falcon mod. I can't get his skin to show up as a mannequin when I put it as 0721 in my manny folder. And of course, 0701 is Captain America. Have you found a way around that?
Title: Re: Quasar v1 Released
Post by: thetommyboy2002 on June 24, 2008, 01:08PM
Quote from: Cates on June 24, 2008, 12:57PM
Uh oh, I hope I haven't screwed this up. According to my HeroSelect file, Marvel's using 173. I think that comes from the oficial characters pack. That's why I picked 202, because I thought it was no longer being used.

One thing about the numbering system you use: dosen't that mess with mannequins? My question stems from your Falcon mod. I can't get his skin to show up as a mannequin when I put it as 0721 in my manny folder. And of course, 0701 is Captain America. Have you found a way around that?

Ahh.. it may well be that the 'official' pack used 173. I based marv as 202 because that was the PSP numbering IIRC. I may need to install the 'official' pack/mod/thing before I can use your quasar. Thanks for the info.

As to my odd numbering system and mannequins, yes, it sucks a bit. I tend to have different copies of the 'models' directory that I swap in and out in order to get around that (ie a 'default' copy, an 'avengers mod' copy, a 'npc27' copy and so on). Its a clumsy way to go, but the games limits are the games limits. Sometimes two or more characters end up with the same mannequin with my 'system', but I don't spend hours gazing at that screen so it doesn't bug me. I choose who I want to play as, then play.
Title: Re: Quasar v1 Released
Post by: Cates on June 24, 2008, 01:27PM
Quote from: thetommyboy2002 on June 24, 2008, 01:08PM
Ahh.. it may well be that the 'official' pack used 173. I based marv as 202 because that was the PSP numbering IIRC. I may need to install the 'official' pack/mod/thing before I can use your quasar. Thanks for the info.

I'm sorry if that is an inconvenience to you since they're your models and all. I hope you'll get a chance to check out the mod and let me know what you think.
Title: Re: Quasar v1 Released
Post by: thetommyboy2002 on June 24, 2008, 01:33PM
Quote from: Cates on June 24, 2008, 01:27PM
I'm sorry if that is an inconvenience to you since they're your models and all. I hope you'll get a chance to check out the mod and let me know what you think.

No inconvenience at all, I'm just dl'ing the v3 beta and will install it and Quasar tonight.
I'm very glad and grateful someone gave him a Mod of his own. My version was weak (well it was basically Captain Marvel but with my Quasar models).
Title: Re: Quasar v1 Released
Post by: thetommyboy2002 on June 24, 2008, 04:08PM
All installed now, and it plays well.
When I cheat and get 'all powers' on level one, he doesnt have enough energy for some of the powers, but thats hardly a bug. Presumably by the time he levels up enough to 'earn' those powers, he'll have enough enerrgy to use 'em.
Nice Mod, nice work, Thanks.
Title: Re: Quasar v1 Released
Post by: Cates on June 24, 2008, 04:31PM
Quote from: thetommyboy2002 on June 24, 2008, 04:08PM
All installed now, and it plays well.
When I cheat and get 'all powers' on level one, he doesnt have enough energy for some of the powers, but thats hardly a bug. Presumably by the time he levels up enough to 'earn' those powers, he'll have enough enerrgy to use 'em.
Nice Mod, nice work, Thanks.

Great, and thanks for the feedback. That's interesting about the powers. I did do some tinkering with damage/energy to again try to make him less of a Marvel clone, though I typically use other MUA talent files as a reference to maintain balance, so I presume they will be available once you level up.

One exception is the Quantum Jump power. For "roleplaying" purposes--since Quantum Jumps were dangerous when performed on a planet due to collateral environmental damage--I boosted the damage of that in line with Ghost Rider's insane damage on his first power (the highest standard damage I could find on a default MUA character on a quick glance), and also made the energy cost substantially higher so people weren't just teleporting around and slaughtering bad guys. At higher levels, it does soemething like 3x the damage of Dr. Strange's teleport, which of course was the base power I worked from. That might be a case where I did go to high on energy costs, so let me know if there's a disconnect there.
Title: Re: Quasar v1 Released
Post by: jonchang on June 25, 2008, 05:24AM
According to MDB, his body can resurrect itself (would that be something of a passive for one of his skins [just like Original GR]?).

He is a former agent of S.H.I.E.L.D.

I noticed Cosmic Dissonance and Electromagnetic Surge were just similar to the Nega-Band Slamming attack and Shooting Stars respectively.

Nice work, and Quantum Jump is just pwnage.
Title: Re: Quasar v1 Released
Post by: Cates on June 25, 2008, 09:50AM
Quote from: Midnight Curse on June 25, 2008, 05:24AM
According to MDB, his body can resurrect itself (would that be something of a passive for one of his skins [just like Original GR]?).

He is a former agent of S.H.I.E.L.D.

I noticed Cosmic Dissonance and Electromagnetic Surge were just similar to the Nega-Band Slamming attack and Shooting Stars respectively.

Nice work, and Quantum Jump is just pwnage.

Thanks for the feedback.

Ghost Rider's passive doesn't resurrect himself, but others on your team, AFAIK. I did use a heath regen passive called Cosmic Regeneration to get at that effect.
Title: Re: Quasar v1 Released
Post by: muafan on June 25, 2008, 10:03AM
if u do a v.2 can u replace original with a phyla-vell skin, please?

Title: Re: Quasar v1 Released
Post by: Cates on June 25, 2008, 02:14PM
Quote from: muafan on June 25, 2008, 10:03AM
if u do a v.2 can u replace original with a phyla-vell skin, please?



Thanks for the suggestion. It would make sense, of course, to have Phyla included in this mod, though I think the only Phyla skin I have lying around is her Cap Marvel costume.  Because I like the five costumes already included, it would probably not replace any, just be costume 6, which means it wouldn't get any costume bonuses.

Personally, I'm not that fond of Phyla or any of the Marvel clan and their convoluted origins. Pretty bummed that they killed Wendell and gave the bands to Phyla, but what are you gonna do? She is Quasar now.

You of course can feel free to edit the herostat entry and swap out any skin yourself.
Title: Re: Quasar v1 Released
Post by: muafan on June 25, 2008, 04:37PM
anyhow i really like this mod. the loadscreen especily- it looks like it was made by raven/activision.
Energy Blade is such a sweet atack- i cant tell u how good it is.


Title: Re: Quasar v1 Released
Post by: jonchang on June 25, 2008, 04:53PM
Yeah, love the loadscreenie. The banner looks ace too. :thumbsup:
Title: Re: Quasar v1 Released
Post by: Cates on June 25, 2008, 04:56PM
Quote from: muafan on June 25, 2008, 04:37PM
anyhow i really like this mod. the loadscreen especily- it looks like it was made by raven/activision.
Energy Blade is such a sweet atack- i cant tell u how good it is.


Glad you like it! It's stolen from Sunfire, of course, as are the menu animations. There are so few powers out there that mimic Quasar's hard-energy construct ability. The blade was a perfect fit, and as I said in the initial post, I think it's one reason I think he's a diverse character to play.

Quote from: Midnight Curse on June 25, 2008, 04:53PM
Yeah, love the loadscreenie. The banner looks ace too. :thumbsup:

Thanks. I know you don't see them that much, but I always enjoy seeing the loadscreen of a custom character when it cycles through, which is why I've made so many. Makes it feel more "official" to me.
Title: Re: Quasar v1 Released
Post by: muafan on June 25, 2008, 05:06PM
Quote from: Cates on June 25, 2008, 04:56PM
. There are so few powers out there that mimic Quasar's hard-energy construct ability.
too solve this problem i would of gonna a different route:
recoloring invisible womens powers yellow and mixing them with  energy blades and some of  :genis:'s powers. but  still, this turned out great.
Title: Re: Quasar v1 Released
Post by: Cates on June 27, 2008, 10:54AM
Quote from: muafan on June 25, 2008, 05:06PM
too solve this problem i would of gonna a different route:
recoloring invisible womens powers yellow and mixing them with  energy blades and some of  :genis:'s powers. but  still, this turned out great.


To me, the Invis Woman shield which is in the Quasar mod was the only one that made a lot of sense. Do you have suggestions for another?
Title: Re: Quasar v1 Released
Post by: muafan on June 27, 2008, 11:23AM
her telekinesis. i once saw quasar lifting up someone in a contruct ball similar to invisble womens telekenesis.
Title: Re: Quasar v1 Released
Post by: Cates on June 27, 2008, 07:01PM
Quote from: muafan on June 27, 2008, 11:23AM
her telekinesis. i once saw quasar lifting up someone in a contruct ball similar to invisble womens telekenesis.

That's an interesting idea, though I tend to think of that ability as a "protective" one (like shielding or carrying people in space) rather than using it to pick up and slam people around a-la magneto.
Title: Re: Quasar v1.1 Released; Voice Sounds Added
Post by: Cates on June 28, 2008, 06:35AM
Download link updated: Now includes a custom voice set.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Cates on July 07, 2008, 09:38PM
Major Apocalypse mod revision released. See page 1.

The old Apocalypse Mod thread has been locked.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Venom on July 07, 2008, 09:51PM
Looks nice especially now there is 4 skins will have to re-install Mua later and try it out :D
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: jonchang on July 07, 2008, 10:46PM
Wowies! He will be back in my roster in no time! What's next?
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: matezoide on July 08, 2008, 08:21AM
very good your Quasar mod
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: iammingy on July 08, 2008, 09:36PM
Highly anticipated update!!! :apocalypse:

EDIT: You forgot to upload the cape? 23121.igb
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Cates on July 09, 2008, 05:33AM
Quote from: iammingy on July 08, 2008, 09:36PM
Highly anticipated update!!! :apocalypse:

EDIT: You forgot to upload the cape? 23121.igb

Oops! Thanks for catching that. Download link has been updated.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Lord Frankie on July 09, 2008, 12:10PM
ahh that's why the game crashed when i used the cape herostat ^_^
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: vsirin on July 11, 2008, 03:56PM
I've been 'playtesting' (who am I kidding - I'm just addicted to the game) Apocalypse and it looks like there might be an extra 0 in the damage stats for Immortal Slam. I'm about three levels into the move and doing 1000-odd points of damage. Utterly wonderful mod, though. Thanks.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Cates on July 11, 2008, 05:14PM
Quote from: vsirin on July 11, 2008, 03:56PM
I've been 'playtesting' (who am I kidding - I'm just addicted to the game) Apocalypse and it looks like there might be an extra 0 in the damage stats for Immortal Slam. I'm about three levels into the move and doing 1000-odd points of damage. Utterly wonderful mod, though. Thanks.

Thanks--Glad you liked the mod. but grrrr. . .  I thought I had fixed the damage on that mace-slam move. I'm going to be taking off for a week vacation in a couple days, so I'll try to look into it before then. It was one of his boss powers, and thus a little different than standard MUA fare. I must have missed something here or there.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: PacaveliTheDon on July 12, 2008, 12:21PM
TREMENDOUS JOB ON THE APOCALYPSE MOD...THANX
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: PacaveliTheDon on July 12, 2008, 02:33PM
i seem to be having the same problem again with this version of Apocalypse as i did with the older one...the icons don't show up when i bring up the powers...but they do show up when i am at the character menu...any ideas on how to fix this problem and is anyone else experiencing this...
(http://img.photobucket.com/albums/v647/PacaveliTheDon/Apocalypse.jpg)
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Cates on July 12, 2008, 08:41PM
Pacaveli - Sorry to hear you're having issues. This is the first time I've heard this issue, and I don't have it on my end. That's usually an indication of an issue with the pkgb's.

I'd say make sure you put the pkgb files in the right spot as a first check.

Anyone else having the same problem?
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Cates on July 12, 2008, 10:02PM
Here's what I hope is a fix to the Immortal Slam power. I don't have time to test for a week or so, but hopefully this does the trick. Let me know if it doesn't. Just overwrite the old ps_apocalypse in data/powerstyles.

http://www.mediafire.com/download.php?1cmjmetx0gi
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: putemup on July 12, 2008, 10:26PM
Quote from: PacaveliTheDon on July 12, 2008, 02:33PM
i seem to be having the same problem again with this version of Apocalypse as i did with the older one...the icons don't show up when i bring up the powers...but they do show up when i am at the character menu...any ideas on how to fix this problem and is anyone else experiencing this...
(http://img.photobucket.com/albums/v647/PacaveliTheDon/Apocalypse.jpg)

I have the same problem.  No icons during gameplay.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: putemup on July 12, 2008, 10:50PM
Quote from: Cates on July 12, 2008, 10:02PM
Here's what I hope is a fix to the Immortal Slam power. I don't have time to test for a week or so, but hopefully this does the trick. Let me know if it doesn't. Just overwrite the old ps_apocalypse in data/powerstyles.

http://www.mediafire.com/download.php?1cmjmetx0gi

Just tested it and it looks like the immortal slam now does zero damage.  Anybody else test it yet?
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Cates on July 13, 2008, 09:10PM
OK, going to have to go back to the drawing board on Immortal Slam.

I have no idea why you guys aren't seeing icons. Is it just on certain skins?

Anyway, I'm off for a week. Don't know if I'll get to check in on the boards or not. Have fun . . .
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: PacaveliTheDon on July 14, 2008, 10:26AM
its happening on all of the skins...i had this problem with the old apocalypse mod...i even tried removing all of the files pertaining to him and reinstalling and no difference...

here's what i have entered into the herostat:
stats {
   ailevel = 2 ;
   autospend = bruiser ;
   body = 7 ;
   characteranims = 231_apocalypse ;
   charactername = Apocalypse ;
   level = 1 ;
   menulocation = 25 ;
   mind = 4 ;
   moveset1 = moveset_flying ;
   name = Apocalypse ;
   playable = true ;
   powerstyle = ps_apocalypse ;
   scale_factor = 1.15 ;
   scriptlevel = 3 ;
   skin = 23101 ;
   skin_01_name = Ultimate ;
   skin_02 = 02 ;
   skin_02_name = Age of Apocalypse ;
   skin_03 = 03 ;
   skin_03_name = Classic ;
   skin_04 = 04 ;
   skin_04_name = Sinister ;
   sounddir = apoc_m ;
   strength = 10 ;
   team = hero ;
   textureicon = 4 ;
      Race {
      name = Mutant ;
      }

      Race {
      name = XMen ;
      }

      talent {
      level = 1 ;
      name = apoc_teleport ;
      }

      talent {
      level = 1 ;
      name = apoc_blast ;
      }

      talent {
      level = 1 ;
      name = fightstyle_default ;
      }

      talent {
      level = 1 ;
      name = might ;
      }

      talent {
      level = 1 ;
      name = flight ;
      }

      talent {
      level = 1 ;
      name = healing_factor ;
      }

      talent {
      level = 1 ;
      name = block ;
      }

      talent {
      level = 1 ;
      name = melee_moves ;
      }

      BoltOn {
      bolt = Bip01 L Hand ;
      model = models/bolton/apocalypse_power_6_left ;
      slot = ebolton_weapon ;
      }

      BoltOn {
      bolt = Bip01 R Hand ;
      model = models/bolton/apocalypse_power_5 ;
      slot = ebolton_weapon ;
      }

      BoltOn {
      bolt = Bip01 L Hand ;
      model = models/bolton/apocalypse_power_4_left ;
      slot = ebolton_weapon ;
      }

      BoltOn {
      bolt = Bip01 R Hand ;
      model = models/bolton/apocalypse_power_4_right ;
      slot = ebolton_weapon ;
      }

   }


and here is where i put the icon file:
C:\Program Files\Activision\Marvel - Ultimate Alliance\textures\ui\apocalypse_icons1.igb

does anyone see anything wrong with this???
1. i have also tried without the "1" at the end...

2. i have now tried remaining other character's icons to "apocalypse_icons1.igb and it still didn't work...so the problem is not with the icon file...it must be with something else...maybe the herostat but i don't know...the icons always appear on the character select screen but never in the actual game...
(http://img.photobucket.com/albums/v647/PacaveliTheDon/apocalypse_icons1igb.jpg)
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Cates on August 08, 2008, 09:56PM
Immortal Slam is undergoing another rework to try and fix the damage issue.

I've never had the icon issue, so it's hard for me to fix it. Maybe there's a problem in the packages, but again, the icons are there in my game. I'll check.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Ultra Violence on September 19, 2008, 07:14AM
Just wanted to say great job with  :apocalypse: although I seem to be having the same "no icons" issue, this seems to only be an issue when using a gamepad if that helps at all.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: PacaveliTheDon on September 19, 2008, 03:37PM
Quote from: Ultra Violence on September 19, 2008, 07:14AM
Just wanted to say great job with  :apocalypse: although I seem to be having the same "no icons" issue, this seems to only be an issue when using a gamepad if that helps at all.

Ultra Violence is right...when i use the keyboard the icons appear...but when i use my Xbox 360 controller they don't show up...
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Ultra Violence on October 05, 2008, 07:12PM
Well I've been fooling around with the files and I haven't figured it out yet, any luck Pacaveli?
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: PacaveliTheDon on October 26, 2008, 11:24AM
no luck...doesn't seem like anyone but us gives a crap...
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: RmpG on April 29, 2009, 05:26AM
I am having trouble instaling this mod, how to do it? :s
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: BLaw on April 29, 2009, 06:10AM
See lordmagneto his tutorial on installing mods.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Teancum on April 29, 2009, 10:23AM
Quote from: RmpG on April 29, 2009, 05:26AM
I am having trouble instaling this mod, how to do it? :s

http://www.youtube.com/watch?v=-WyMIbhKBOc&feature=channel_page
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: fox456 on June 16, 2009, 06:38PM
Quote from: vsirin on July 11, 2008, 03:56PM
I've been 'playtesting' Apocalypse and it looks like there might be an extra 0 in the damage stats for Immortal Slam. I'm about three levels into the move and doing 1000-odd points of damage.

Quote from: Cates on July 12, 2008, 10:02PM
Here's what I hope is a fix to the Immortal Slam power. I don't have time to test for a week or so, but hopefully this does the trick. Let me know if it doesn't. Just overwrite the old ps_apocalypse in data/powerstyles.

http://www.mediafire.com/download.php?1cmjmetx0gi

Quote from: putemup on July 12, 2008, 10:50PM
Just tested it and it looks like the immortal slam now does zero damage.  Anybody else test it yet?

Quote from: Cates on August 08, 2008, 09:56PM
Immortal Slam is undergoing another rework to try and fix the damage issue.

The problems outlined above (over 1000 points of damage for Immortal Slam, and then no damage with the "fix") are occurring for me.  I know Cates hasn't been around for a few months, but does anyone else know if Apocalypse's power (#5) ever got corrected?
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: TEGC Rocco on November 15, 2009, 07:04AM
When I try to play as apocalypse, the game just crashes
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: MarvelFan12345 on November 15, 2009, 07:26AM
Did you install properly by adding all the files to the correct files.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: fox456 on November 15, 2009, 08:26AM
rocco600 and MarvelFan12345:

I like your X-men icon pics!

Does either of you (or someone else) know if Apocalypse's fifth power has been fixed yet?  The history of the problem is outlined in the post at the top of this page.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: MarvelFan12345 on November 15, 2009, 08:34AM
From what I know the power was never fixed yet.

Off-Topic: I know. He has the "real" men of the X-Men and I have the "queens" of the X-Men. For me those four are the heart and soul of the X-Men. Plus Xavier.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: TEGC Rocco on November 15, 2009, 11:06AM
Quote from: MarvelFan12345 on November 15, 2009, 07:26AM
Did you install properly by adding all the files to the correct files.

yes I have
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Kano9 on December 05, 2009, 11:37PM
First of all, Apocalypse is a fantastic mod (one of the best i've ever had the pleasure of playing with)... with one exception... still no power icons during gameplay when playing with a controller. Now i've read previous post by Pacaveli, Ultra Violence and Putemup (who have the same problem as i do) and still no solution. Please tell me by now that somebody has come up with something to fix this... Apoc is such a great mod and it would be a shame to let this problem shadow this character. :apocalypse:

Someone please respond...
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: ebene on December 06, 2009, 02:14PM
QuoteApoc is such a great mod and it would be a shame to let this problem shadow this character.

couldn't agree more. i have the same problem.
I trully love this mod, i re install the game only for play with this char, but im playing with a controller and i cant see the icons, i have to figure what powers i assign to each button.
i really thank the ppl who create its just awesome, couldn't be better, but pls somebody fix this problem.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: fox456 on December 06, 2009, 07:30PM
If someone does ever fix the problems with Apocalypse, I hope that his fifth power (Immortal Slam) gets twesked properly.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Cates on May 18, 2010, 04:57AM
Hi everyone.

I've been away for a loooong while, but recently began tinkering with MUA again and feel like I have unfinished business with the Apocalypse mod. So I'm going to get back at it.

Looks like the problems people have been having are with power #5 and the icon issue. I'll get to work on the power and see what I can do about the icons--however, that was never a problem on my machine so it might be hard for me to diagnose.

So many great additions here since I have been gone!
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: LarsAlexandersson on May 18, 2010, 05:14AM
Wow. Your back. Well just as i thought. The icons does'nt added on ps file when using the controller. I rather using a controller than keyboard. It's my original style on gameplay.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Seth on May 18, 2010, 10:29AM
Hy Cates  ;D ! I wanna tell you that your Apocalypse mod is GREAT  :bowdown1: ...I don't have any problem whit the icons and I think that he is as powerful as he should be (  :laugh: I remembered that I once wanted him to be more powerful)...he always is in my roster  and I will NEVER remove him...
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: fox456 on May 18, 2010, 01:35PM
Welcome back, Cates!!!
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: nodoubt_jr on May 18, 2010, 04:00PM
Good to see you back Cates.
Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: mj fan on May 21, 2010, 05:08AM
Welcome back !!!  I hope that you will not leave marvel mods anymore 
I don't have any problem with your Apocalypse mod in fact he is just perfect
glad to know that I'm not the only one who is fan of pyro :D

Title: Re: Apocalypse v1.5; Quasar v1.1 Released
Post by: Cates on May 21, 2010, 11:50AM
Thanks for the welcomes everyone.

Quote from: LarsAlexandersson on May 18, 2010, 05:14AM
Wow. Your back. Well just as i thought. The icons does'nt added on ps file when using the controller. I rather using a controller than keyboard. It's my original style on gameplay.

Not sure exactly what you mean here.  Something in the powerstyle isn't registering icons when you're using a controller? Is that something that is easily fixed? Again, I've never used a controller on PC so I'm at a loss. I'm glad to correct it if I can.
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: Cates on May 23, 2010, 08:45PM
Apocalypse version 1.6 available for download. Immortal Slam damage bug appears to have been finally fixed, and I've added Marquis' evolution skin and updated a couple of HUDs. The hope is Apocalypse is officially done.
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: fox456 on May 24, 2010, 03:24AM
Cates. thanks for fixing the bug in Apocalypse -- I look forward to trying out the new version.
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: tymaca321 on May 24, 2010, 03:30AM
Amazing work Cates, now with Archangel and Omega red i can have my Apocalypse team :D
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: scott summers on May 24, 2010, 10:03AM
Great job!!
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: jkilla1974 on May 27, 2010, 10:17AM
Cates does this update fix the icons not showing when using a gamepad?
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: tymaca321 on May 27, 2010, 10:43AM
Quote from: Cates on May 23, 2010, 08:45PM
Apocalypse version 1.6 available for download. Immortal Slam damage bug appears to have been finally fixed, and I've added Marquis' evolution skin and updated a couple of HUDs. The hope is Apocalypse is officially done.

Dude, seriously you were just 3 posts away from the answer! Why did you feel the need to ask it?
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: Cates on May 27, 2010, 11:47AM
Quote from: jkilla1974 on May 27, 2010, 10:17AM
Cates does this update fix the icons not showing when using a gamepad?

Actually, as I've said, I don't use a gamepad and do not have icon issues so I don't know how to fix it. I'm glad to send the raw bmp I used for the icons to someone to re-do and see if they can get it to work for gamepad users, but I don't know what else to do. Sorry to those of you who are gamepad users.
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: nodoubt_jr on May 27, 2010, 03:57PM
Cates I think gamepad people are having issues because the powerstyle is missing iconfile = textures/ui/apocalypse_icons1.png ;

playable files have this,
XMLB PowerStyle {
cansteal = true ;
iconfile = textures/ui/america_icons.png ;

at the beginning. and apocalypse doesnt, he has this
XMLB PowerStyle {
cansteal = false ;

no texture entry at the top. in xml2 the powerstyle is were gamepads get their icon info from, so it may be the same for MUA.

Quote from: tymaca321 on May 27, 2010, 10:43AM
Dude, seriously you were just 3 posts away from the answer! Why did you feel the need to ask it?

You need to calm down with the attitude. Im glad you are trying to help, but recently i've noticed a ruder attitude. As always if there is a problem the many moderators and admins will handle it.
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: Cates on May 27, 2010, 07:24PM
Thanks, nodoubt_jr. I'll give that a shot and upload it ASAP and game-padders can try it out.
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: MarianoDG on June 05, 2010, 07:42AM
 :apocalypse: Un gran trabajo has realizado y  es un modelo magnifico. Mis feiliciataciones!
Saludos
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: tymaca321 on June 06, 2010, 04:07AM
Sorry No-doubt, just makes me kinda angry if people ask questions without even trying to look for the answer
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: Cates on June 07, 2010, 06:39PM
OK, gamepad users, try this powerstyle file and see if that gives ya icons.

http://www.mediafire.com/?m4jgvz3mx4l

*crosses fingers*
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: zipper17 on June 14, 2010, 04:07AM
where is the herostat point for apocalypse?
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: BloodyMares on June 14, 2010, 05:56AM
try to search at the data folder
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: jkilla1974 on June 14, 2010, 06:50AM
Cates I tried it but it didnt change it. Do I have to run the compiler after I make the change. I just copied the powerstyle over the old one.
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: Cates on June 14, 2010, 09:40AM
You should just have to overwrite it with the new powerstyle. Sorry it didn't work.

Other ideas?
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: nodoubt_jr on June 14, 2010, 04:30PM
Quote from: Cates on June 14, 2010, 09:40AM
You should just have to overwrite it with the new powerstyle. Sorry it didn't work.

Other ideas?

That powerstyle that you uploaded doesnt have the lines i suggested to you. Maybe try those.
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: Cates on June 15, 2010, 02:53AM
I thought I had. Must have mixed up the files somehow.

Here is the updated powerstyle, with what I hope will be the icon fix for gamepad users.

http://www.mediafire.com/?z2hmmzkdmzl
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: MarvelFan12345 on June 17, 2010, 09:09AM
I've been playing with Apocalypse and he is one of my fav villain mods. He truly is powerful. Great job with him.
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: Cates on June 17, 2010, 06:58PM
Thanks for the comments!
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: lordbane2110 on June 21, 2010, 02:29PM
Any chance on toning the big A down, because as he is you can complete the game with him on his own
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: El Maiz on June 21, 2010, 02:43PM
No you can't.
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: Quentin Hex on June 21, 2010, 03:16PM
you can open the talent file and lower the damage rate and up the energy cost if you want
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: El Maiz on June 21, 2010, 03:28PM
What about the console activation that requiers two people.
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: Quentin Hex on June 21, 2010, 04:02PM
Quote from: El Maiz on June 21, 2010, 03:28PM
What about the console activation that requiers two people.
you get another char for that. the guy was asking about making making him less strong, btw.
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: El Maiz on June 21, 2010, 05:14PM
I know

Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: Cates on June 21, 2010, 07:38PM
Typically, I used default characters' talent files as the basis for my new mods. That means that he should not be overpowered any more than Quasar or Pyro or Professor X or Sunfire are. I suppose there could be a bug in the powerstyle somewhere still, but his damage totals are totally based on standard MUA talent file damage totals.
Title: Re: Apocalypse v1.6 UPDATED with damage bug fixed; Quasar v1.1
Post by: lordbane2110 on June 22, 2010, 02:43AM
I wasn't trying to criticise, apocolyspe is a cool character to have and who better to take down doom at the end, and your right at certain points you do need a 2nd character to activate stuff

but on the whole you can do most acts just using Apocolypse, mainly on normal i haven't tried on hard yet, I'm guessing thou that i might need more than just Apoco to do hard.

still an awesome mod thou
Title: Cates' Mods - Fantastic Four Upgrades, Apocalypse, Quasar
Post by: Cates on July 15, 2010, 12:45PM
A couple of minor upgrades for Reed and Sue added to first post.

This may be the start of a larger "First Family" upgrade with stuff from the FF universe. We'll see.
Title: Re: Cates' Mods: Fantastic Four Upgrades, Apocalypse, Quasar
Post by: Jeanfan321 on July 15, 2010, 01:00PM
looks great love the HUDS :)
Title: Re: Cates' Mods: Fantastic Four Upgrades, Apocalypse, Quasar
Post by: MarvelFan12345 on July 15, 2010, 01:36PM
Thanks I really like the FF so it's nice to see someone working on them.
Title: Re: Cates' Mods: Fantastic Four Upgrades, Apocalypse, Quasar
Post by: Jeanfan321 on July 15, 2010, 01:37PM
Im working on Sue
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: Cates on July 16, 2010, 09:20AM
Namor loadscreen added to the first post.
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: whiteking on July 16, 2010, 09:45AM
Very nice, love the new loadscreen, makes me want to add him back to my roster.
Now if only he had more sounds....
Great work :)
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: fox456 on July 16, 2010, 11:59AM
Cates, you mentioned in the first post that any of the five Quasar skins can be used as a mannequin.  Do you simply put the skin .igb file into the mannequin folder?
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: Quentin Hex on July 16, 2010, 12:03PM
and change the name to be (#)##01.igb (i'm not sure of his character number)
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: fox456 on July 16, 2010, 12:05PM
Thanks, I'll have to try that.  I've tried it for other mods that said that the skins could also be used for a mannequin, but it didn't work.
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: MarvelFan12345 on July 16, 2010, 12:27PM
Yes cool loadscreen.
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: Cates on July 16, 2010, 12:44PM
Quote from: whiteking on July 16, 2010, 09:45AM
Very nice, love the new loadscreen, makes me want to add him back to my roster.
Now if only he had more sounds....
Great work :)

Sound update is on the way. I have a great set of sounds for him and have already sent some menu breaks to Mr. Law for a future X-Voice.

This actually has me sort of thinking of building a Namor mod from scratch. Blizz's mod is great like all of his stuff, but I see Namor as more of a bruiser type than some of the skills he has in that mod. He needs lots of big punches and "get the heck off of me!!" type moves. Just brainstorming atm, not officially building anything.
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: whiteking on July 16, 2010, 07:16PM
Quote from: Cates on July 16, 2010, 12:44PM
Sound update is on the way. I have a great set of sounds for him and have already sent some menu breaks to Mr. Law for a future X-Voice.

This actually has me sort of thinking of building a Namor mod from scratch. Blizz's mod is great like all of his stuff, but I see Namor as more of a bruiser type than some of the skills he has in that mod. He needs lots of big punches and "get the heck off of me!!" type moves. Just brainstorming atm, not officially building anything.

Awesome, new sounds!!
My good friend Nowhere man was also planing an update for Namor, but I'm not sure if he's still going to work on him, because his new job and things in "real" life, you can talk with him about it.
Water based powers could be great too :)
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: LarsAlexandersson on July 16, 2010, 08:07PM
Yeah Cates, THX for the Classic HUD of Mr. Fantastic & Invisible Woman as well Namor Improvement Loadscreen.
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: Cry Havoc on October 02, 2010, 07:04PM
Awesome mods, but those pesky icons for Apoc are still missing from the in-game power selector, you can see his icons in the power upgrade menu...and they're even visible when you allocate powers...but with the in-game trigger toggle they are just numbered 1 2 3 etc...odd.

EDIT: I figured it out! The Powerstyle file that Cates uploaded needs to be corrected, the line that was referencing the icons in UI is misspelled, it's listed as iconfile = textures/ui/apoc_icons.png this needs to be corrected to iconfile = textures/ui/apocalypse_icons1.png, after doing this the icons are correctly referenced, and show in-game, although some powers have duplicate icons(teleport and concussion blast so far)I still have the icons in-game so I'm happy! :D
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: brandonmeek on January 06, 2013, 10:54AM
does anybody have the apocolypse mod? I've messaged cates and haven't heard back.
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: Johnny Crazy on January 06, 2013, 01:08PM
Quote from: brandonmeek on January 06, 2013, 10:54AM
does anybody have the apocolypse mod? I've messaged cates and haven't heard back.
https://www.box.com/s/0m2qjaofh3/4/25041860/262364404/1
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: BobaFett on January 06, 2013, 02:21PM
I am sorry, but can someone send me a proper link for Quasar? The one shown in the O.P. seems to be broken.
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: Outsider on March 02, 2013, 04:26AM
Quote from: BobaFett on January 06, 2013, 02:21PM
I am sorry, but can someone send me a proper link for Quasar? The one shown in the O.P. seems to be broken.

I second that, but I especially would like a working link for :namor: Namor's loadscreen. That is too cool. Somebody must have it.
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: Harold Stark on April 29, 2013, 05:26AM
Quasar: http://www.mediafire.com/?1m1nyesttez2pbw (http://www.mediafire.com/?1m1nyesttez2pbw).
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: M@pple on May 19, 2013, 02:38AM
not just quasar, but apocalypse link is broken and the other is out of bandwith, so an reupload is needed.
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: Johnny Crazy on May 19, 2013, 03:22PM
Apocalypse http://www.mediafire.com/?kuiu38dwcr4u1sg
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: M@pple on May 20, 2013, 01:59AM
aw man, thanks <3. this is great
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: cofer on December 11, 2013, 07:19AM
can you reupload agine apocalypse please ?
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: bmitsos20 on November 03, 2014, 10:07AM
Can you please re-upload the Reed and Sue HUD Improvement? The link is down.
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: dantles1992 on December 26, 2019, 05:42PM
Apocalypse and Quasar links dont work, can you pls fix it?

my bad I did not see links in comments

I apologies for necropost
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: RogueRecruit on May 30, 2023, 09:02AM
I just downloaded the Apocalypse 1.6 mod from the first page and the power icons are still missing when using an XBox controller. I've read through each post and saw Cry Havoc was able to fix it, but the links to the updated powerstyle file are dead. I checked in the file included with the 1.6 version and they all say "apocalypse_icons1.png" already, so I'm not sure what to do.

Of course it's not game-breaking and the mod itself is great. Thank you Cates for making it!
Title: Re: Cates' Stuff: Fantastic Four Upgrades, Namor Loadscreen, Apocalypse, Quasar
Post by: BaconWizard17 on May 31, 2023, 07:19AM
I'm not 100% sure what the issue is, but if you come by our Discord server and ask about it, you may be able to get more help. Most of us are much more active there.