Marvel Mods

Marvel Ultimate Alliance I & II => Mod Releases and Conversions => Topic started by: Hobgoblin on November 09, 2013, 07:21AM

Title: Hobgoblin's tinker lair: new - Hawkeye booster
Post by: Hobgoblin on November 09, 2013, 07:21AM
Hawkeye booster
https://app.box.com/s/ey2t36oiiw4mgewrg50lwuflv9wwioxj (https://app.box.com/s/ey2t36oiiw4mgewrg50lwuflv9wwioxj)
Built on Nowhereman's booster (http://marvelmods.com/forum/index.php/topic,3554.msg134763.html#msg134763 (http://marvelmods.com/forum/index.php/topic,3554.msg134763.html#msg134763)), all credit to him for initial modifications such as his the two Booster powers
-Normalized all power stats, damage rankings, energy costs etc against other heroes.
-Changed passives
-New power: changed Paralyzer (or ´Quick Shot´ from Nowhereman's booster) to 'Net Arrow': Quickly fires an arrow which releases a cable net over the enemy.
-New power: changed that weird hellfire arrow power to 'Barton Brawl': A melee combo that stuns enemies. (so he doesn't only have arrow powers). Credit to sbarth13 for once giving me some tips in the forum on setting up a melee combo power.


Hercules mod (tommyboy2002's mod, fixed/improved version) - Version 2 update
https://www.mediafire.com/file/6o252dhruzzrqyz (https://www.mediafire.com/file/6o252dhruzzrqyz)
Get Julio Cabral's booster, it's much better! https://marvelmods.com/forum/index.php/topic,8986.msg185150.html#msg185150 (https://marvelmods.com/forum/index.php/topic,8986.msg185150.html#msg185150)

Tommyboy2002 released a really cool Hercules mod in 2012, but there were still some minor issues with the mod that needed to be ironed out. With forum member assistance, I applied those fixes, and Tom gave me his kind approval to release the fixed version on his behalf, as he's too busy right now.

Here's a list of my meddling & of the credits to people providing assistance or other files, this list is also included in the zip package as an extra readme file:

based on Tommyboy's excellent original work, using renumbering guidance by B.L.A.W. and MelloMods, modding insight provided by the entire Marvelmods community, specific sources as named below.
-Renumbered the mod from 78 to Hercules' allocated number 218
-Added mannequin provided by B.L.A.W.
-Added loadscreen created by Outsider
-Added power 'Prince of Power' based on the She-Hulk mod's 'Rapid Punch' power created by Iammingy.
-Renamed powers and power descriptions
-Upped power damage relative to other characters' powers
-Lowered amount of talent points needed for maxing out powers to collective total of 95 (94 is what you achieve when you reach level 99)
-Added herostat fix as suggested by MUALover so the name appears on the selection scree
-Changed voice reference from Corsair to Professor Xavier (*)

(*) the Corsair voice gave few sound effects so I tried some others. I initially thought Colossus voice would suit Herc, but some weird bug made that voice cancel out the voice effects of the other three active characters. I did not have this problem with other voices, and when I tried Prof X on Herc I found it pretty suitable. Hercules may be headstrong, blunt and crude in style, but he is well-spoken.

The directory '_alternative skins-HUD-icons' includes:
-MUA2 skins by BLAW
-new skins by aventureiromax
-package files and HUD files for a 5th and a 6th skin
-alternative icons by Erik Lensherr
If you wish to use these additional/alternative skins, place them in the main 'actors' folder and remove the skin creator's name from the filename, then edit the herostat accordingly.

Version 2:
-Lowered the damage dealt by the 'Prince of Power' power, thought it was too easy & overpowered.
-Changed boost powers:
'Intimidation' now frightens enemies close to Hercules into doing less damage and receiving more damage. The power is based on the Imperial Intimidation power of the Gladiator mod created by sbarth13, but altered in places to not be an exact copy.
'Olympian Blessing' now raises the max health and energy of the team. Based on Rogue's Southern Shout boost (the Rogue mod was converted from XMLII to MUA by BliZZ)

Version 2.5 update, 24 March 2014:
-added Outsider's new HUD files

Version 3:
-some more slight talent and herostat adjustments
-Fixed sound files, still using Prof X's sounds
-Changed power 5, 'Prince of Power', from She-Hulk's 'Rapid Punch' to Luke Cage's Hammer Toss. Thanks to forum members & especially B.L.A.W. for responding to my many queries on how to make this happen.
  ---please note: this power works and looks fine, but I couldn't figure out how to make Herc properly spin on his own axis to go along with the toss. It could probably still be polished-up.---

His moveset is:
Have at Thee - Devastating two-hit punch that will stun enemies for a time
Earthquake - Hercules pounds the ground with his fists, damaging enemies in an increasing radius
Righteous Smiting - Jumps into air and comes back down hard doing radial damage
Prince of Power - Grabs nearby victims, swinging them around and throwing them on release
Greco-Roman Wrestling - Charges forward, tackling an enemy and beating him senseless
Intimidation - Frightens enemies causing them to take more damage and deal less damage themselves.
Olympian Blessing - Increases $HP and $EP maximums of entire team for a time
Lion of Olympus - Leaps into the air and comes back down doing massive radial damage

Thanks again to tommyboy2002, B.L.A.W., MelloMods, MUALover, Iammingy, Outsider & everyone else.


Tigra mod v2
https://app.box.com/s/z3djn0gecgleprcs4ebo (https://app.box.com/s/z3djn0gecgleprcs4ebo)

So, you are considering getting Tigra on your roster, but you might also have Wolverine and you don't want them to be too similar? And you like Sabretooth's moves, but you don't necessarily want to see a scary murdering psycho running around with your heroic team? I know exactly what you mean!

Anyway, we had a cool Tigra mod from Tommyboy's Avengers, extracted, renumbered and polished-up by Harpua1982/MelloMods. This mod started as a replacement for Wolverine and still featured the same powerset.
I thought Sabretooth had some pretty awesome moves which would work well, if not better, for Tigra. Therefore, I decided to revise this mod and base it on Sabretooth instead.

The aforementioned expert modders gave me their kind permission to share this version.

Credits and info are in the readme within the package, here's a rundown:
-All credit goes to thetommyboy2002 for creating the original mod with its skins and huds
-All credit goes to MelloMods for renumbering work, sound editing, creating the mannequin
-Additionally, all credit goes to Dark_Mark for making the official characters for other platforms available (those characters included Sabretooth).
-Outsider's awesome loadscreen is included as well.

This new mod basically changes Tigra from a Wolverine clone to a Sabretooth clone, but there are some differences. The offensive powers have all been edited to do more balanced damage within the game (three are downscaled, two are upscaled). The boost powers have been changed to:
-Champion of the Cat People: increases defense and attack speed
-Feral Hunter: reveals enemies on the minimap and increases team's chance for and damage of criticals


Dr. Strange: Hoary Hosts of Hoggoth boost
:strange: https://app.box.com/s/u20nl4n5p02p37h4yhaw (https://app.box.com/s/u20nl4n5p02p37h4yhaw)

This is a minor boost for Dr. Strange, to be used with Nowhere Man's boost (found at http://marvelmods.com/forum/index.php/topic,3554.0.html (http://marvelmods.com/forum/index.php/topic,3554.0.html))

What does it do? Little. I lowered the energy cost for Levitation power a little, and I rearranged the talent point division for leveling up powers so you can get further when you play through the game.
But the main point of this boost is to re-name the powers, to names spells used by Stephen Strange in the comic books:

Mystic Bolts => Bolts of Bedevilment
Levitation => Rings of Raggadorr
Falteen Flame => Flames of the Faltine
Black Magic => Vapors of Valtorr
Eldritch Aura => Demons of Denak
Teleport => Winds of Watoomb
Seraphim's Shield => Shield of the Seraphim
(The power names 'Eye of Agamotto' and 'Mystic Maelstrom' remain unchanged.)

The link leads to a talent file. Install Nowhere Man's boost first if you haven't yet, then place this file in your data\talents folder.
And obviously, always back-up files you replace anyway.
Title: Re: Hercules mod (tommyboy2002's mod, fixed/improved version)
Post by: BLaw on November 09, 2013, 10:29AM
Good work there. I noticed that you mentioned "having limited modding experience". My suggestion would be to increase that experience, and we can help out with whatever so you can understand what all the coding does.

Again, good job :)
Title: Re: Hercules mod (tommyboy2002's mod, fixed/improved version)
Post by: MUALover on November 09, 2013, 10:36AM
Awesome, great work! Will try this out. Congratulations on your first work. ;)

Quote from: B.L.A.W on November 09, 2013, 10:29AM
I noticed that you mentioned "having limited modding experience". My suggestion would be to increase that experience, and we can help out with whatever so you can understand what all the coding does.
Yep, agreed with Mr. B.L.A.W, we can help you out. Coding is very fun if you understand all of them.
Title: Re: Hercules mod (tommyboy2002's mod, fixed/improved version)
Post by: Oddark123 on November 09, 2013, 11:43AM
Nice to see Hercules in a more finished manner.
Title: Re: Hercules mod (tommyboy2002's mod, fixed/improved version)
Post by: Hobgoblin on November 09, 2013, 01:49PM
Thanks, all!

As for gaining experience, I'm trying to. I feel there's quite some stuff I understand already. I was very proud recently of succesfully giving Ms Marvel a nice power where she propels herself forward, with some energy effect around her hands - have to credit sbarth13 there, as I copied the power from his Wonder Man mod, but I did get into the code and changed the references for the power effect.
I also moved Tigra from being a Wolverine clone to a Sabertooth clone (which works MUCH better for her in my opinion). My Hawkeye's got a nice 'Barton Brawl' combo and my Spidey's got a 'Great power' heavy punch move. My Iron Man is a reshuffle based on the original and 3 overhaul boost releases. I'm tweaking powers for pretty much every character in my roster to make them all relative to one another.
So far, I'm very pleased with my work, and I might even share some in the form of boosters in due time.

But then there are things that I feel are getting outside of my comprehension, to the point where I'm afraid I might just get too frustrated with it. This occurs when dealing with the need for effects which I don't see in the mod to begin with, possibly involving hex editing.
Although maybe I should try to gain a level in modding and start a thread on how to add the hammer toss to Herc in the Modding forum, I'm sure that you guys could help me learn how to do that. I might start a new forum thread about this somewhere soon, but before I start on that, I first want to finish on my 'basic tweaking' projects.
Title: Re: Hercules mod (tommyboy2002's mod, fixed/improved version)
Post by: Oddark123 on November 09, 2013, 09:16PM
In trying to play with Hercules, it appears i'm having the same problem you originally asked for help for, his powers and huds don't appear. What did you do to fix it? Or maybe you uploaded a pre-fix file by accident?

I can still punch the living day lights out of bad guys with him for the time being but just curious if anyone else has this problem.
Title: Re: Hercules mod (tommyboy2002's mod, fixed/improved version)
Post by: BLaw on November 09, 2013, 09:18PM
Hexediting isn't hard. It only causes a lot of confusion if it's not being tracked.

The way to hexedit animations is to make sure you track what you change with a notepad (or my modding tool, gotta promote it!).

For example, if you change power1 to powerx in anim file #1 (because you don't need it in animation file #1) and power4 to power1 (it's what you want for power1!) then take a note of it, including the animation file's name.

Issues with powers and huds not appearing is usually due to the PKGB files not being installed correctly or just not present.

The correct path for these files is MUA folder/Packages/Generated/Characters
Title: Re: Hercules mod (tommyboy2002's mod, fixed/improved version)
Post by: Outsider on November 09, 2013, 09:53PM
Keep on learning - you'll get there. Modding is one of those things that gets easier the more you do it (whenever we have the time, that is.)

Quote from: Outsider on March 30, 2013, 09:22PM
I attempted to make my first mod - Starbolt, using the game's own materials. I tried to use his own moves and an amalgam of Human Torch's, Firestar's and Sunfire's moves (which the modders would get credit). I successfully made him playable, able to fly (albeit with a weird animation), flame effects around his head, skins & huds from the game, and can perform his two boss moves. The negative outweighed the positive though: His movelist wasn't visible at all, no fire immunity, no icons, can't level up, and the saddest of all - his two boss moves took no damage to enemies, and no energy cost. After a while, I gave up. Guess modding isn't my thing - for now, anyway.

That was me months ago. Some aspects may look or seem confusing, but you've shown with Hercules that the potential is there. Nice work. The knowledge base has every piece of info you need on practically any subject, but learn at your own pace. That "basic tweaking" is how it all starts. For me, I started tweaking with Scabbia's Giant Man mod, and the rest... as they say, is history. Keep it up. :rockon:
Title: Re: Hercules mod (tommyboy2002's mod, fixed/improved version)
Post by: Oddark123 on November 10, 2013, 12:05AM
Aha. I found the issue. I was using the MUA2 skin but the download doesn't include packages for skins 5 and 6. Solves that as that's an easy fix.
Title: Re: Hercules mod (tommyboy2002's mod, fixed/improved version)
Post by: Hobgoblin on November 11, 2013, 12:51AM
Thanks for your support, guys. I have to say that MarvelMods is one of my fave places on the web - great to see all these friendly, dedicated people working together to make incredible additions and vast improvements to a relatively old game (that was already a pretty great game to begin with).

I'll see where my tinkering leads me, and I'm sure that I could get pretty far with forum help. I have a new special move in mind for a couple of characters of which I'm sure it could be realized... but I don't want to get ahead of myself, I first want to finish a big administrative project where I'm going over all characters' powers and talent point totals to balance them out against one another (like I did with Herc, whose powers started out as relatively underpowered when compared to official characters).

Oddark123 - my apologies for the omission of packages for those extra skins (an untidiness on my behalf which comes from my habit of not allowing for any skins past the 4th one anyway), I'll see about updating the ZIP.

Update November 19th - finally got to sit down and get those package files together. I've updated the version (same link) with a ZIP that should include the necessary files for all of the skins.
Title: Re: Hercules mod (tommyboy2002's mod, fixed/improved version) - Version 2 update
Post by: Hobgoblin on January 10, 2014, 04:26AM
I was never too keen on Hercules' two boost powers and today I finally took the time to change them. The link now leads to an updated file.
Changes:

-Changed boost powers:
'Intimidation' now frightens enemies close to Hercules into doing less damage and receiving more damage. The power is based on the Imperial Intimidation power of the Gladiator mod created by sbarth13, but altered in places to not be an exact copy.
'Olympian Blessing' now raises the max health and energy of the team. Based on Rogue's Southern Shout boost.
-Lowered the damage dealt by the 'Prince of Power' power, thought it was too easy & overpowered.

I also included those pretty new skins by aventureiromax in the ZIP. There are 8 Herc skins included; packages and hud-copies are there for skins 5 and 6, but I tailored the mod to only have 4 skins (my own preference). The more recent skins are placed in a subfolder, everyone can use the skins-set they like best.

I might still have another go at a version 3 where the rapid-punch based power is replaced by the hammer toss, but I tried it before and failed, not sure if I can pull it off. In any case, the mod as it is works very well.
Title: Re: Hercules mod (tommyboy2002's mod, fixed/improved version) - Version 2 update
Post by: LarsAlexandersson on January 10, 2014, 04:44AM
"Say your prayers, malfested! Here comes the "Herculade!"

:( I kinda missed MUA2 & speaking of this mod update, was Herc's MUA2 voice from PS3/360 has been released by someone whose well known ripping MUA2 voice (what's his name again)?
Title: Re: Hobgoblin's tinker lair
Post by: Hobgoblin on January 31, 2014, 08:58AM
Over the past year, I've been putting a lot of work into customizing my MUA. I've been thinking that some of my tinkering would appeal to others as well. So I might release things like boosters.

I've re-named this forum thread to Hobgoblin's tinker lair.
(I thought this was extra fitting, as the original Hobgoblin in the comics was a man who gained access to one of the Green Goblin's hideouts and used his stuff for himself, creating new things based upon Osborn's work. And obviously, all of my work is based upon the work of the legendary modders from this forum. Not meaning to compare anyone to Norman Osborn there...)

First update: a small Dr. Strange boost, which mainly serves to re-name all powers to spells used in the comic books. See the first post in this thread.
Title: Re: Hobgoblin's tinker lair: Hercules v2, Tigra v2, small Dr. Strange boost
Post by: Hobgoblin on February 01, 2014, 08:32AM
New release! There's a download link in the first post for a new Tigra mod, using Sabretooth's powerset instead of Wolverine's.
Title: Re: Hobgoblin's tinker lair: Hercules v2, Tigra v2, small Dr. Strange boost
Post by: Hobgoblin on February 15, 2014, 04:05AM
Just noticed that I made a rookie mistake. The Tigra zip included an old herostat text file, which wasn't tailored to the new powerset at all. I uploaded a new version. Apologies to the 9 people who downloaded the previous file...
Title: Re: Hobgoblin's tinker lair: Hercules v2, Tigra v2, small Dr. Strange boost
Post by: fox456 on February 15, 2014, 05:07AM
Thanks for the Tigra and Dr. Strange updates.  I like how you tied the names of his powers to the comics.
Title: Re: Hobgoblin's tinker lair: Hercules v2, Tigra v2, small Dr. Strange boost
Post by: Hobgoblin on November 09, 2014, 09:05AM
Hercules has been updated. I edited the original post accordingly.
Title: Re: Hobgoblin's tinker lair: Hercules v2, Tigra v2, small Dr. Strange boost
Post by: EvGamer-X- on November 22, 2015, 12:41PM
 'Prince of Power' - Does not work well. The enemy turns around the neck. Sucks
Title: Re: Hobgoblin's tinker lair: Hercules v2, Tigra v2, small Dr. Strange boost
Post by: Hobgoblin on November 23, 2015, 12:53AM
It's not that the power doesn't work well. It works, but it possibly could look a bit better.

As it's now, Herc rotates his foe around his wrist. I couldn't find an animation to make him turn along with the enemy, as it happens with other mods using the power (Luke Cage and She-Hulk, among others). I believe the problem was that the coding for the power refers to a specific power animation for rotating, which Herc's mod already used for the tackle & beat power. I could not find a standard animation to refer to for having a model spin around their axis.
After a lot of trying around without any success, I concluded that the 'flinging around the wrist'-thing looked good enough for me. And at least the power does what it's supposed to do.

But if anyone knows how to improve on it, I'd be happy to hear it and would be more than happy to update the mod.
Title: Re: Hobgoblin's tinker lair: Hercules v2, Tigra v2, small Dr. Strange boost
Post by: sbarth13 on November 23, 2015, 11:45AM
just copy and paste the power from the luke cage powerstyle, then just rename things like 'lukecage_p1_dmg' to say 'herc_p1_dmg' (or whatever you named it). leave the interact animation references alone. it will work, I've done something similar several times.
Title: Re: Hobgoblin's tinker lair: Hercules v2, Tigra v2, small Dr. Strange boost
Post by: Hobgoblin on November 23, 2015, 01:03PM
I don't think it works in this case. I believe the problem is this:

In Luke Cage's powerstat, the line that makes Luke spin around with his victim is coded as such:
   animenum = ea_power4_loop ;

This animenum is not the same for the animations within the model used for Hercules (who is primarily based on Colossus). Therein, ea_power4_loop is used in the powerstat for the tackle & beat power, if I'm not mistaken it is the bit where the character jumps on an enemy and knocks him down.

So, it's different internal animations, and I could not find a better substitute than the one I presently used (I settled for ea_power1_loop). It looks good enough to me as it is - at least, not worth spending more hours of frustration on.
It probably could look better and I'd welcome anyone who wants to polish him up to do so, I'm not the guy who could though.
Title: Re: Hobgoblin's tinker lair: Hercules v2, Tigra v2, small Dr. Strange boost
Post by: sbarth13 on November 24, 2015, 10:31AM
ah. i think i had a blond moment and misunderstood your problem. yeah, you would have to hex edit the animations, and if you don't know what your doing, it'll mess things up. its not terribly difficult to do, but if you don't know it, you don't know it.
Title: Re: Hobgoblin's tinker lair: new - Hawkeye booster
Post by: Hobgoblin on September 24, 2017, 03:12AM
Decided to start finally sharing some of my tinkering of the past year, where I evened out all characters in my roster against each other & changed some powers to give me the ultimate Marvel experience.
First up is Hawkeye, who I gave a net arrow among some other things, it gave me some headaches to get that net arrow working the way I want it to, and it might not be as smooth as other modders undoubtly could get it, but I'm satisfied with the way it works now. See the first page.
It's still on my wishlist to also change his adamantium arrow to an explosive arrow, but I haven't gotten anywhere with that yet. Might still post an update if I ever do.
Title: Re: Hobgoblin's tinker lair: new - Hawkeye booster
Post by: Jaybird on September 24, 2017, 07:10AM
Glad to see your back, and with gifts.Now I don't know a lot about the kind of modding you're during but could you use black widows knife bomb as your explosive arrow.
Title: Re: Hobgoblin's tinker lair: new - Hawkeye booster
Post by: Hobgoblin on September 25, 2017, 05:07AM
Quote from: jaybird on September 24, 2017, 07:10AM
Glad to see your back, and with gifts.Now I don't know a lot about the kind of modding you're during but could you use black widows knife bomb as your explosive arrow.

Thanks! I actually never left, in fact I tend to check the forum for unread messages every day, usually multiple times! But my inherent laziness coupled with taking care of a 1 1/2 year old means that I don't put as much effort as I might like in tinkering, or in gathering results for sharing. I'm hoping to get to do more of that though. I'll probably release a nice update to my Doc Strange booster next, along with a small boost for Spider-Man with a simple power change that I think is more fitting for the character.

Thanks as well for the tip to check Black Widow's power, I'll look into it!