*sigh*
I hate when I can't put a project down. 
I ended up going back through it again and finally got Blob to reappear, so I have it working until HAARP 2 again. I also decided to try and "trim the fat" if you will from levels so that we wouldn't have object issues. By removing the tour entirely from the mansion (as well as some unnecessary objects like papers and a few plants) I was able to get the whole mansion to load all objects without issues on a straight play-through. However, if you played through to HAARP then loaded a game just before you enter the mansion 2-3 objects will be missing in the mansion. Not bad considering...
To further trim the fat I'm going to overhaul the menu system to the XML1 menus. I had really hoped to wait on that since completing levels is more important, but moving to the XML1 menus means dropping the amount of menu objects in memory to about 1/2, saving us memory.
I'm not sure if there's a bulk chunk of memory for everything loaded in the game, or if it's specific to each
type of object, such as models, effects, text, etc. Either way the more we can trim that's unnecessary the better. Excess sounds, strings, animations, models, etc -- whatever is not used by XML1 PC needs to go to make room.
So long story short I was a bit too hasty yesterday. But now this is just going to become a side project. That way I'm not pushing myself too hard and frustrating things. I'll still be uploading the source files (so anyone who's interested can join in on the fun), but not until I get HAARP 2 completely done and make it so you can get to HAARP 3. Right now the mod is a 100% stand-alone game, so you don't need XML1 PS2 nor XML2/MUA PC. I figure if we're worried about copyright I can always script CD checks into the installer once we have a full game.
------MOD-SPECIFIC UPDATES/THOUGHTS------
*Let's do flashbacks as Danger Room "discs" - this makes them uber-easy to script and force specific characters while not slowing gameplay. Once you finish a flashback conversation the conversation will trigger a "disc unlock" similar to when you pick up a danger room disc in XML2. This also makes it so that someone can play the flashback repeatedly if they want to.
*I'm going to change the way you unlock Cyclops. Once you beat Mystique and progress to the next level, playable Cyc will be standing there instead of AI Cyc. The conversation will start, then you'll get a notification that he's "unlocked" (technically he always was). That way we're trimming the scripting and shortening the chance for a spare Cyc running around, which has happened before.
*All Xtraction Points will be removed from Act 0. I've added a Save Game menu item to the pause menu, so you'll always be able to save your game. This makes it so that nobody can change characters from Wolvy/Cyc, but they're always able to save the game.
*As I said before we're gonna need to trim the fat. For now I'm going through level engbs and remove anything that's unneeded, then go back through that level's pkgb and remove those entries as well.
@ nodoubt_jr or matt710 -- what are the chances of getting a some quality Dazzler/Banshee mods for XML2? From what I played I wasn't all that impressed with Ramen's. They might be great additions to the game.