Marvel Mods

Marvel Ultimate Alliance I & II => Mod Releases and Conversions => Topic started by: idrinkdrpepper on August 18, 2007, 08:32PM

Title: Mysterio Mod Release
Post by: idrinkdrpepper on August 18, 2007, 08:32PM
New Mysterio Mod! (from the creator of Mandarin Mod)

-Mysterio is given a variety of gas and illusion powers.
-unlike any other character in the game
-utilizes several animations from the Mysterio NPC character
-new power icons
-very fun to play as
-and the best part is the new xtreme power.  best xtreme power ever! it's a surprise!

What's missing:
-alternate skins
-mannequin

Download Here: https://www.mediafire.com/?787pd3liy7gdaz1 (https://www.mediafire.com/?787pd3liy7gdaz1)
You can open it with 7z.

Preview Video : http://www.youtube.com/watch?v=4xOR0XVuufo (http://www.youtube.com/watch?v=4xOR0XVuufo)
Title: Re: Mysterio Mod Release
Post by: Norrin Radd on August 18, 2007, 09:27PM
dude i just tried the mysterio and vision mods and i just wanted to say great work. i really like mysterio's powers.
Title: Re: Mysterio Mod Release
Post by: jonchang on August 18, 2007, 11:26PM
Nice release, got any previews?
Title: Re: Mysterio Mod Release
Post by: idrinkdrpepper on August 19, 2007, 05:00AM
Yeah, I'm going to make a short video of Mysterio and Vision sometime today.

Also, if you're having problems with the mystifying globe power, I found a bug with the entity file, so I'm reuploading the mod.  If you already downloaded it, then the only things you need to reinsert are the packages/generated/ files and the data/entities/ file.
Title: Re: Mysterio Mod Release
Post by: jonchang on August 19, 2007, 05:03AM
Hope to see it on YouTube!

Btw, everyone's questioning you on how did you get Mandarin playable. Wait till they see this site and its Catalogs! :laugh:
Title: Re: Mysterio Mod Release
Post by: idrinkdrpepper on August 19, 2007, 03:30PM
Here's the video.  It showcases Vision, Mysterio, and Dazzler.
http://www.youtube.com/watch?v=4xOR0XVuufo (http://www.youtube.com/watch?v=4xOR0XVuufo)
Title: Re: Mysterio Mod Release
Post by: boreman on August 19, 2007, 04:13PM
OMG!!! Spawning actors!!! Any chance that you are planning on doing Multiple Man or someone can use whatever you did in Mysterio for his dupes?

BTW, I had these Visions made a while ago, for those interested http://marvelmods.com/index.php?option=com_smf&Itemid=41&topic=554.msg10727#msg10727 (http://marvelmods.com/index.php?option=com_smf&Itemid=41&topic=554.msg10727#msg10727)
Title: Re: Mysterio Mod Release
Post by: Bane1 on August 19, 2007, 05:51PM
Simply amazing! Just out of curiousity who are you planning to do next. These are amazingly professional mods. :thumbsup2:
Title: Re: Mysterio Mod Release
Post by: phoenixforce on August 19, 2007, 11:02PM
nice work, idrinkpepper. but it seems mysterio doesn't have any energy in his energy bar. anyone has this problem? i rechecked the files i copied, its all correct n in the right folders...

i attached a pic...
(http://img72.imageshack.us/img72/2870/marvel0000og1.png)
Title: Re: Mysterio Mod Release
Post by: The Boy Sanga on August 20, 2007, 02:26AM
That X-treme is SWEET!
Title: Re: Mysterio Mod Release
Post by: idrinkdrpepper on August 20, 2007, 05:29AM
Quote from: phoenixforce on August 19, 2007, 11:02PM
nice work, idrinkpepper. but it seems mysterio doesn't have any energy in his energy bar. anyone has this problem? i rechecked the files i copied, its all correct n in the right folders...

I found the problem.  In the talents file I changed all instances of iceman_outfit to mysterio_outfit and that made the passive costume talents not work.  So, you must have picked a costume that had an EP bonus on it, except the EP bonus was -100% EP.  But I reuploaded the mod with the talent file changed, so you only need to reinsert data/talents/mysteriop.engb

Quote from: Bane1 on August 19, 2007, 05:51PM
Simply amazing! Just out of curiousity who are you planning to do next. These are amazingly professional mods. :thumbsup2:

I don't know if I'll have time in the next couple weeks to do another mod, but if I were to do another one, it would probably be Omega Red.
Title: Re: Mysterio Mod Release
Post by: cvc on August 20, 2007, 06:25AM
Thats wicked your mods are unsurpassed in detail,so glad your back the frist one you made was what got me looking at MUA in the frist place just a big fan thanks...cvc...
Title: Re: Mysterio Mod Release
Post by: phoenixforce on August 20, 2007, 06:59AM
I luvv the extreme! it is so cool with all that light and smoke esp if you do a 360.....very matrix like! btw, will the six characters he conjured up expired after some time?
Title: Re: Mysterio Mod Release
Post by: idrinkdrpepper on August 20, 2007, 07:31AM
Quote from: phoenixforce on August 20, 2007, 06:59AM
I luvv the extreme! it is so cool with all that light and smoke esp if you do a 360.....very matrix like! btw, will the six characters he conjured up expired after some time?

They won't go away unless they die.  I wasn't able to get Mysterio to spawn more than one minion, so I spawned actors instead.  Actors don't disappear when a power expires, but they also don't follow Mysterio.  For the power where Mysterio creates a second illusion of himself - that one does disappear after a certain time limit (depending on the level) because it's a minion.
Title: Re: Mysterio Mod Release
Post by: phoenixforce on August 20, 2007, 07:41AM
lol, my screen will be so clutter with them....but i did tried using a 3rd time on the extreme, and there are no six characters appearing, maybe a bug?...hhmmmm i will play a little longer to c whether the bug persist....n post my results ltr...
Title: Re: Mysterio Mod Release
Post by: nodoubt_jr on August 20, 2007, 12:25PM
i dont know if this will help you in any way, but multiple man's powerstyle had "team = enemy ;" for all his spawned actors.  I remove it since i had no idea what people would use him for, so maybe adding "team=hero" will have them following the team? i havent tried it out.
Title: Re: Mysterio Mod Release
Post by: Bane1 on August 20, 2007, 02:07PM
I would love to see Omega Red. I would also love to see one of the remaining members of the Synister Syndicate, the Scorpion. Not sure if he ever was one but I noticed him in your mod of Mysterio. No hurry though. :hyper:
Title: Re: Mysterio Mod Release
Post by: jonchang on August 22, 2007, 01:21AM
Nice vid. But it doesn't inform me Vision's Xtreme.
Title: Re: Mysterio Mod Release
Post by: Teancum on August 22, 2007, 04:01AM
It seems really weird that you're so obsessed with extremes and yet don't actually want to see what they're like.  Why is that?
Title: Re: Mysterio Mod Release
Post by: jonchang on August 22, 2007, 04:13AM
You're right. The Xtreme is the most powerful move within the character's arsenal of powers which define them as a Marvel Super Hero.

As I've pointed out about my broken-down mongrel of a computer almost everytime, I cannot install MUA on my laptop as it takes up too much space in my hard drive. Plus, my graphics card isn't that strong, and the most I can see is shadows, but I've learnt to fight using shadows, technically dueling invisible opponents and using the useful aid of the GameFAQ's walkthrough that you provided me in the "Which DLC Character would you most likely try?" thread.
Title: Re: Mysterio Mod Release
Post by: boreman on August 22, 2007, 06:08AM
Quote from: Midnight Curse on August 22, 2007, 04:13AM
You're right. The Xtreme is the most powerful move within the character's arsenal of powers which define them as a Marvel Super Hero.

I have to disagree. XTremes are mostly annoying and ineffective. Depending of the effect of the move, you can do more or less damage per single enemy, but the trick is that you can do as much damage with the very first power upgraded to the first two yellow levels, with a lot less time waste and the ability to recharge more often.

XTremes are just emergency radials. You can throw any numbers you want, the real deal is that very little of them are really devastating and finishing a boss in slow-mo is unchallenging and kills the pacing of the game.

I were you, I'd spend a lot less time spamming forums and go out and find a way to play decently my MUA. I know had to for XML2.
Title: Re: Mysterio Mod Release
Post by: jonchang on August 22, 2007, 08:46PM
Ah yes. Then I assume Lunar Eclipse and Merc's Revenge are annoying and ineffective?
Title: Re: Mysterio Mod Release
Post by: Teancum on August 22, 2007, 09:06PM
Merc's Revenge, as cool as it looks, really is ineffective.  It'll do a teeny bit of damage to everyone in the room.  Since his guns are always moving nobody gets hit more than a few times.
Title: Re: Mysterio Mod Release
Post by: Gevth on August 22, 2007, 09:15PM
Use it against bosses, while Deadpool's standing next to them. Also, it's fun to use Cap's, Black Panther's and Mr. Fantastic's Xtremes in the same sequence with either Deadpool's or MK's, especially against bosses.

Another thing to do with Xtremes: Iceman's + Dr. Strange's. Either on the Asgard sim mission or when fighting the Doom Iron Men.

Edit: Why are we spamming this topic with an off-topic xtreme argument?
Title: Re: Mysterio Mod Release
Post by: jonchang on August 22, 2007, 09:20PM
For eye candy, I use Ultimate Overload, Fantastic Fire, Lunar Eclipse, and Galactic Might.

Edit: OK, then I'll make an Xtreme thread.
Title: Re: Mysterio Mod Release
Post by: Teancum on August 23, 2007, 04:36AM
I thought you had an Xtreme thread.  Why make another one?  Just use the same one.
Title: Re: Mysterio Mod Release
Post by: jonchang on August 23, 2007, 06:15AM
OK, fair point. No more spam about Xtremes in the Mysterio thread. (I hope you appreciate my efforts in attempting not to spam)
Title: Re: Mysterio Mod Release
Post by: idrinkdrpepper on August 30, 2007, 02:20PM
Quote from: nodoubt_jr on August 20, 2007, 12:25PM
i dont know if this will help you in any way, but multiple man's powerstyle had "team = enemy ;" for all his spawned actors.  I remove it since i had no idea what people would use him for, so maybe adding "team=hero" will have them following the team? i havent tried it out.

Interesting. I didn't know that Multiple Man had a powerstyle file.  Are you talking about XML1 or XML2?  I got the ce_spawn_actor command from fishing around in the Game.exe file.  I think I tried "team=hero" and also a script with BeTeamPlayer, but I wasn't able to get the actors to follow.  What I really wanted was for the actors to disappear after the lifetime of the power expired, but whenever the remove command was called, it removed Mysterio and not the extra actors.  The source of my problem may be that I had replaced defaultman with Mysterio in the herostat file - my reasoning being that ce_spawn_actor spawns the default character.  So, it's possible that if I had left defaultman alone and put Mysterio in some other slot, that the summoned actors would be removed without affecting Mysterio.

But, that brings up another point.  If the spawned actor is the default character, then his abilities would depend on who is defined first in the herostat file. 
Title: Re: Mysterio Mod Release
Post by: nodoubt_jr on August 30, 2007, 02:34PM
XML1, he had a powestyle, but it seems to be unused in XML1.  I converted him here, http://marvelmods.com/index.php?option=com_smf&Itemid=41&topic=563.msg10435#msg10435
. Its a direct translation, but like i mentioned i removed "team = enemy" because his spawns would attack him and the other x-men.  Sadly the spawned actors dont disappear and they dont follow the team, oh and they are only copies of the original, spawning a new character didnt work in XML2.  I havent really played around with it, other than having the spawns wear different customes or set a limit on how many can be spawned.

edit: for example i used this to spawn two more Cuckoos for a Three-In-One NPC, the spawns are copies of the original and have the same moveset and same powers.  i havent been able to get them to spawn a different character with differetn skeleton and powers.

edit2: also if you dont defined in the powerstyle the characte you want to spawn, it will spawn defaultman instead.  so for multiple man, i would have to say "character = madrox", if not, the spawned actor will be defaultman.
Title: Re: Mysterio Mod Release
Post by: ThatGuy on September 03, 2007, 12:54AM
Quote from: Midnight Curse on August 22, 2007, 04:13AM
You're right. The Xtreme is the most powerful move within the character's arsenal of powers which define them as a Marvel Super Hero.

As I've pointed out about my broken-down mongrel of a computer almost everytime, I cannot install MUA on my laptop as it takes up too much space in my hard drive. Plus, my graphics card isn't that strong, and the most I can see is shadows, but I've learnt to fight using shadows, technically dueling invisible opponents and using the useful aid of the GameFAQ's walkthrough that you provided me in the "Which DLC Character would you most likely try?" thread.

I noticed that you said that you had a problem seeing graphics on MUA. I had this problem as well but found that 3d -Analyze may fix this. It fixed mine.

You can find it by googling "3d analyze" and clicking the first link (it should take you to some site in Italian)--the site: http://www.3dfxzone.it/dir/tools/3d_analyze/

Download the latest version or whichever

After installing it and whatnot, enter the settings below and click run. Do not run the MUA game directly. The program should run the game for you (upon selecting it of course).

The settings:
Hardware Limits (cap bits)
* emulate HW TnL caps
* emulate pixel shader caps

Performance
* disable lighting


It should work pretty well then, running slowly only in part of the Skrull world and that is in only part of that Skrull world (it doens't impede gameplay as much).

Sidenote: The Mysterio mod rocks.  :applause:
Title: Re: Mysterio Mod Release
Post by: Serph21 on November 01, 2007, 10:08AM
actors can't follow player? aw sucks let us know if ever you discovered how to spawn minions that will follow the player. thanks a lot. :)
Title: Re: Mysterio Mod Release
Post by: jonchang on November 02, 2007, 12:28AM
Umm, Dr. Strange's pixies follow him, but I don't consider those actors.

Thanks for the tips, ThatGuy.
Title: Re: Mysterio Mod Release
Post by: iammingy on November 02, 2007, 12:38AM
Quote from: Midnight Curse on November 02, 2007, 12:28AM
Umm, Dr. Strange's pixies follow him, but I don't consider those actors.

Thanks for the tips, ThatGuy.

I don't remember seeing any pixies in this mod.
Dr Strange? The title clearly says Mysterio! What the heck?
You didn't even try the mod. Stop spamming!




Something on topic, Norrin Radd made a skin for the purple costume and I made purple flame effects. Relevant thread:

http://marvelmods.com/forum/index.php?topic=1175.30
Title: Re: Mysterio Mod Release
Post by: Serph21 on November 02, 2007, 07:53AM
yeah i tried your added effect on the francis klum skin and it is very exceptional. i got a question, spawnminion can only extend up to one minion only?
Title: Re: Mysterio Mod Release
Post by: iammingy on November 02, 2007, 11:00AM
Quote from: Serph21 on November 02, 2007, 07:53AM
yeah i tried your added effect on the francis klum skin and it is very exceptional. i got a question, spawnminion can only extend up to one minion only?

I think so, but spawnactor can summon more than one buddies into the game.
Title: Re: Mysterio Mod Release
Post by: Teancum on February 25, 2008, 09:08PM
Added Norrin's 'purple' Quenton Beck skin (with Iammingy's flame), a HUD for it and MXYZPTLK's mannequin.  Maybe sometime I'll punch out two more skins.  Otherwise his mod is complete.  Let me know if you find bugs.

:mysterio: DOWNLOAD (http://www.marvelmods.com/ftp_users/teancum/MysterioMod1.1.rar)
Title: Re: Mysterio Mod Release
Post by: Gevth on February 25, 2008, 10:07PM
I haven't tried the new download yet, but there's something that's always bothered me of the last version: one power it's "fixed" in the boost slot that should be a regular power. It's the one that's basically like Captain America's Shield Throw, which makes Mysterio have 3 "boosts" (radiation one, teleport, and the "shield throw" one). If that one could be (or was) made into a regular power, it would be great.

Also, for a third different skin, a blue-caped one would be just fine.
Title: Re: Mysterio Mod Release
Post by: Teancum on February 26, 2008, 05:44AM
I'll let Idrinkdrpepper figure out what he wants for powers, but I can show you what I *think* the other two skins are supposed to be:

Daniel Bekhart
(http://images1.wikia.nocookie.net/marveldatabase/images/thumb/6/64/DanielBekhart.jpg/120px-DanielBekhart.jpg)

Francis Klum
(http://content.answers.com/main/content/wp/en/thumb/4/47/180px-Mysterio_cover.jpg)
Title: Re: Mysterio Mod Release
Post by: Sasquatch on February 26, 2008, 10:08AM
what is the difference bettween the mua orignal skin and francis klum picture you posted ? Daniel bekhart has different gauntlets and a purple glob head but Francis doesn't has any difference. I think the pictures 7,8 and 10 from this site http://www.comicvine.com/mysterio/4333/costumes/&c=707 has more differences. ( sorry don't post the pictures like teancum but its the only I way know).
Title: Re: Mysterio Mod Release
Post by: Teancum on February 26, 2008, 11:09AM
Yeah, I was just guessing as to what would be the other skins.
Title: Re: Mysterio Mod Release
Post by: spiderman_rj on May 10, 2008, 03:07PM
did i see correctly vision actually can go trhow things ? or at least enemies ? would be cool to use that with shadow cat,and make robots have a short circuit.
btw outstanding mod,i still have to try it myself
Title: Re: Mysterio Mod Release
Post by: jonchang on May 12, 2008, 07:18AM
Yes, Vision goes through enemies. He has the ability to alter his density.

Unfortunately, Shadowcat isn't an MUA mod yet.
Title: Re: Mysterio Mod Release
Post by: MisterHamper on June 20, 2008, 10:39AM
Hi guys. Can someone reupload the mod?
Title: Re: Mysterio Mod Release
Post by: SageLuis on June 20, 2008, 11:41AM
i think is on the character catalog post
Title: Re: Mysterio Mod Release
Post by: jonchang on June 21, 2008, 02:58AM
Now that Norrin has completed that mod, it is out on the Catalog, and in his release thread. If it isn't on the Catalog, it will be pretty soon.
Title: Re: Mysterio Mod Release
Post by: muafan on June 23, 2008, 06:31PM
hey, im thinking about getting this but first pklease tell me what mysterios jpowers are.
thnx.
Title: Re: Mysterio Mod Release
Post by: Teancum on June 23, 2008, 07:08PM
Mysterio gameplay vid

http://www.youtube.com/watch?v=4xOR0XVuufo
Title: Re: Mysterio Mod Release
Post by: muafan on June 23, 2008, 07:33PM
i know but i wanna know what there called and what the described effects are
Title: Re: Mysterio Mod Release
Post by: Teancum on June 23, 2008, 08:16PM
It's only a 4mb download.  Why not just download and test it out?  You can always leave the files there and put the herostat back the the way you had it.
Title: Re: Mysterio Mod Release
Post by: jonchang on June 24, 2008, 03:37AM
Corrosive Spray: Shoots forth a gaseous mixture of acid and poison that damages enemies over time.
Cryogenic Freeze: Shoots an extremely cold blast of liquid helium, inflicting cold damage and slowing enemies for a time.
Smoke Cloud: Hovers above a cloud of smoke, damaging and knocking back enemies.
Mystifying Globe: Throws a luminous globe. Hits multiple enemies as you steer it around.
Illusion: Create a holographic illusion to fight alongside the team for a while.
Toxic Cloud: Create a cloud of toxic gas around Mysterio, slowing and damaging enemies in radius.
Sinister Six: Summons robotic versions of the rest of the Sinister Six. They attack all enemies that come within range of where they are summoned.
Title: Re: Mysterio Mod Release
Post by: urthman on June 28, 2008, 10:13AM
Okay, so this is definitely one of the coolest character mods.  I tried Multiple Man first and the clones were really fun, but Mysterio's got that and his other powers are so much fun as well.  And my favorite Xtreme power in the game, I think.

A couple thoughts:

1.  I'm having an issue where sometimes when I use the Smoke Cloud, the smoke FX never go away until I get to a Shield Save Spot and go to the Change Characters screen.  I think it happens when I use Toxic Cloud and Smoke Cloud at the same time. It's like the game turns one off and thinks they're both off.

2.  I wonder if you could give one of his costumes the Momentum attribute.  His Xtreme power is so cool, but since he's so slow and not really a melee character, it takes a disappointingly long time to fill his Xtreme meter.

But those are really minor nitpicks.  Mysterio's great fun to play.  He's just perfect for rounding out a villians team of Dr. Doom, Magneto, and Venom.

Great job on this.  Thanks so much for all your work on it. 
Title: Re: Mysterio Mod Release
Post by: jonchang on June 29, 2008, 08:04AM
Regarding your momentum issue, just use the Filler cheat code. Then you can use it as many times as you like without worrying about momentum:
Left, Right, Right, Left, Up, Down, Down, Up, Spacebar
Title: Re: Mysterio Mod Release
Post by: Sutekh on October 13, 2008, 01:25PM
Dude, kudos on the Mysterio mod, I would have to say his extreme helps out tremedously regarding boss battles and the overall effects is great. Keep up the good work
Title: Re: Mysterio Mod Release
Post by: Bardockclaw on October 14, 2008, 09:04PM
Im with Suktekh,his exreme helps hugly during boss battles cant wait to try it out
Title: Re: Mysterio Mod Release
Post by: Sutekh on October 19, 2008, 02:46PM
Quote from: Bardockclaw on October 14, 2008, 09:04PM
Im with Suktekh,his exreme helps hugly during boss battles cant wait to try it out

Only downside to the extreme is once their dead, they are dead and the extreme will not bring it back during sim missions lol, but helps to chalk up xp in any of the asgard sims.
Title: Re: Mysterio Mod Release
Post by: jonchang on October 20, 2008, 06:12AM
That's what the Filler cheat is for. Unlimited Xtremes.
Title: Re: Mysterio Mod Release
Post by: snowflakemeho on January 28, 2009, 05:25PM
 :sskrull: i have a problem i tried putting the mysteio mod on hero select and everytime i do the character name shows up and when i select it the game crashes i have the same problem with super skrull
Title: Re: Mysterio Mod Release
Post by: Shauny7488 on March 10, 2009, 03:55AM
just thought id throw an idea for a skin out there if you are still looking to completely finish off this mod (http://upload.wikimedia.org/wikipedia/en/1/17/Mysterio02.png)

helmetless mysterio with a chunk of head missing, that would be sweet, much like this mod. good job :D
Title: Re: Mysterio Mod Release
Post by: Teancum on March 10, 2009, 05:14AM
That'd be pretty tough to do.  It'd require a new model, and a pretty detailed one too.

I suggested these two back in the day:

Daniel Bekhart
(http://images1.wikia.nocookie.net/marveldatabase/images/thumb/6/64/DanielBekhart.jpg/120px-DanielBekhart.jpg)

Francis Klum
(http://images3.wikia.nocookie.net/marveldatabase/images/thumb/a/a5/FRNDSM013.png/79px-FRNDSM013.png)
Title: Re: Mysterio Mod Release
Post by: Shauny7488 on March 10, 2009, 06:12AM
both cool teancum, but man wouldnt semi-headless beck look fantabulous!?
Title: Re: Mysterio Mod Release
Post by: Teancum on March 10, 2009, 06:50AM
Sure, but I don't know that anyone would be able to do it.  We only have one active modeler, and he doesn't have much time.
Title: Re: Mysterio Mod Release
Post by: Cry Havoc on March 29, 2010, 10:50AM
Hey guys, this is one awesome mod, but I seem to have one problem: Some(most)of Mysterio's powers do not use any energy. Is there a fix for this somehow?
Title: Re: Mysterio Mod Release
Post by: Cry Havoc on March 29, 2010, 02:38PM
Because the powers say they use energy but they don't. Also, this is part of the mod releasing process, i.e. letting the creator know about any glitches/errors/oversights and whatnot, so that they can be improved. I'm assuming it wasn't meant to be this way considering the powers themselves list energy requirements..? If I'm wrong, then please disregard this.
Title: Re: Mysterio Mod Release
Post by: fox456 on March 29, 2010, 03:08PM
@ Cry Havoc:

I think you are right.  You are pointing out some bugs in the original mod.  Another problem I found is that the character's number is wrong.  It should be #60 instead of #246.  However, I don't think the originator of the mod is currently too active so someone else will have to make the corrections if it gets done.
Title: Re: Mysterio Mod Release
Post by: Thoughtfulmoron on April 07, 2010, 03:52AM
Greetings,

I'm having problems obtaining this mod.  I'm getting a 404 error from the download link on page 3, and a site doesn't exist error from the download link on page 1.  I'm not seeing any other download links, and I also used search and tried the character mod catalog.

If I'm missing something please let me know.  If not, would it be possible to have this mod re-uploaded?  Thank you for your time.
Title: Re: Mysterio Mod Release
Post by: Teancum on April 07, 2010, 04:30AM
I *think* I *might* have this archived.  Let me look when I get home.  I noticed this while looking on the Marvel wikia.

Ultimate Mysterio
(http://images3.wikia.nocookie.net/__cb20091109170555/marveldatabase/images/9/9f/Ultimate_Comics_Spider-Man_Vol_1_1_Textless_Djurdjevic_Variant.jpg)

I've never seen this version before.  This'd be awesome as one of the two more skins needed.
Title: Re: Mysterio Mod Release
Post by: tymaca321 on April 07, 2010, 05:19AM
Just a question for this mod. The ''illusion'' power from Mysterio doesnt really work as it should for me. The clone doesnt do any damage :P (so does the Sinister six) Is there any way to fix it?
Title: Re: Mysterio Mod Release
Post by: Quentin Hex on April 07, 2010, 06:47AM
Quote from: Teancum on April 07, 2010, 04:30AM
I *think* I *might* have this archived.  Let me look when I get home.  I noticed this while looking on the Marvel wikia.

Ultimate Mysterio
(http://images3.wikia.nocookie.net/__cb20091109170555/marveldatabase/images/9/9f/Ultimate_Comics_Spider-Man_Vol_1_1_Textless_Djurdjevic_Variant.jpg)

I've never seen this version before.  This'd be awesome as one of the two more skins needed.
i could try to make that.
Title: Re: Mysterio Mod Release
Post by: LarsAlexandersson on April 07, 2010, 08:23AM
Mother >faint<
Title: Re: Mysterio Mod Release
Post by: Eurotetch on April 18, 2010, 10:08AM
Err...download link does not work
Title: Re: Mysterio Mod Release
Post by: Quentin Hex on April 18, 2010, 10:13AM
use the one in the mod catalogue.
Title: Re: Mysterio Mod Release
Post by: fatihcoskun27 on June 10, 2011, 01:07PM
Your Internet does not open my first I said I am from a sister momoshare.com u upload to rapidshare talking bad english I am from Turkey will make some super-
Title: Re: Mysterio Mod Release
Post by: Gevth on June 10, 2011, 01:37PM
Quote from: fatihcoskun27 on June 10, 2011, 01:07PM
Your Internet does not open my first I said I am from a sister momoshare.com u upload to rapidshare talking bad english I am from Turkey will make some super-
Link is broken. Try the one in the Catalog: http://marvelmods.com/forum/index.php/topic,399.0.html

http://www.mediafire.com/?direcfznyyz
Title: Re: Mysterio Mod Release
Post by: fatihcoskun27 on June 11, 2011, 01:08AM
Thank Modes thanks to you I find I can not find Thanks!
Title: Re: Mysterio Mod Release
Post by: JracoMeter on December 27, 2021, 07:30AM
I really like the illusion and teleport powers. Awesome job!

Review/Overview: https://youtu.be/Y680Nmnh2yQ?t=0