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Enigma's Doctor Doom Mod

Started by Enigma, December 29, 2024, 03:17PM

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:doom: Enigma's Doctor Doom Mod v1.0 :doom:

https://drive.google.com/file/d/1QfTjCRE6G7Hfg9qWTSnimri1v5afRCpF/view?usp=sharing


This is my Doctor Doom mod. It contains the following:

Sounds:
*He has a voicepack using his MUA1 DLC lines and grunts by Clive Revill
-The OCP versions of the sounds had some issues and some were broken so I ripped and converted the original versions of his voices, grunts, power sounds from MUA1 Gold myself and used those.
-2 of his No Work lines are now doubling as No Power lines.
-I used his Menu Breaks for various types of lines.
-I've used his 3 laughs lines as 3 more level up lines.
-I've expanded his set of lines using more lines taken from his MUA1 DLC NPC conversations, his Menu Breaks, and his unused longer Menu Break.
-I didn't use any of his MUA1 base game NPC conversations because they all have various audio filters on them.
-I've split his struggle grunt into 4 separate grunts, which I've used for various types of grunts.
-I've created a new callout for my new Xtreme Boost Army of Doom.
*He uses his MUA1 DLC flight takeoff and landing sounds.
*Bolt of Doom uses 1 of his MUA1 DLC Doom Blast power sounds for the charge part and for the main beam part, it randomly picks from among that same power's 3 different impact sounds.
*Arc of Doom uses 1 of his MUA1 DLC Mask of Doom power sounds.
*Eruption of Doom uses 1 of his unused MUA1 DLC power sounds and 1 of Doombot's MUA1 power sounds.
*Chain of Doom uses a modified version of 1 of its MUA1 DLC power sounds and 1 of Eruption of Doom's MUA1 DLC power sounds.
*Teleportation of Doom uses 1 of Doomsday's MUA1 DLC power sounds and 1 of his unused MUA1 DLC power sounds.
*Rain of Doom uses 1 of his MUA1 DLC Mask of Doom power sounds and an unknown MUA1 DLC power sound of his.
*Aura of Doom uses Barrier of Doom's MUA1 DLC power sound.
*Barrier of Doom uses 1 of Aura of Doom's MUA1 DLC power sounds.
*Doomsday uses 2 of his unused MUA1 DLC power sounds.
*Army of Doom uses 2 of his MUA1 DLC Doom Blast power sounds.

Powers:
*I've used Doctor Doom's MUA1 PS2 NPC skeleton, which shares some animations with his MUA1 DLC playable skeleton.
-By default, it only has a fly idle animation and lacks fly fast and fly slow animations. I've hex edited the skeleton so that the fly idle is now used for fly fast and another animation is used for fly idle. However, there is no fly slow, but as long as you don't hold the walk button down while flying it's not an issue.
*For all powers from MUA1 that I've used, as well as his unique Melee attacks, I've rebalanced them for XML2, recoded them to work in XML2 (and to work as playable character powers in the case of the NPC powers I used), added power descriptions, added combo text, added in damage types where they were missing, and recoded the AI (and added it where it was missing).
*He has Might, Grab, Block, Leadership, and can see hidden enemies.
*He uses the hero fightstyle, as I thought that fit in the best with his unique melee animations (light1, light2, and heavy1).
*He has his MUA1 NPC beam power. I've made the following changes to it:
-I've named it Bolt of Doom.
-It's knockback now levels up instead of being a static number.
-It can now energize and pierce through enemies.
-It now does Electricity damage instead of Energy damage because the effects look like electricity.
*He has his MUA1 NPC blast power. I've made the following changes to it:
-I've named it Arc of Doom.
-It had no damage type by default so I've had it do Energy damage.
-It can now energize.
-It can now affect enemies on the ground.
-It now only pops up instead of popping up and knocking back.
-I doubled its max range.
*He has his MUA1 DLC Doom Arc power. I've completely recoded it to work in the way XML2 chain lightning powers work and renamed it Chain of Doom.
*He has his MUA1 DLC Doom Detonation power. I've made the following changes to it:
-I've renamed it to Eruption of Doom.
-It can now energize and hit enemies on the ground.
-Its default unfinished knockback is now finished, working, and levels up.
*He has his MUA1 NPC teleport power. I've made the following changes to it:
-I've recoded it to work like playable character teleport powers do.
-I've named it Teleportation of Doom.
-It now does Energy damage instead of Physical damage.
*He has his MUA1 NPC looping lightning bolt power. I've made the following changes to it:
-I've named it Rain of Doom.
-I've increased the max range from 190 to 300.
-It can now hit enemies on the ground.
*He has his MUA1 DLC Aura of Doom power. I've made the following changes to it:
-It's now listed as both a Boost and a Debuff, since it functions as both.
-In MUA1, it said it had a chance of sending enemies running in fear but it actually always did it so the new description I wrote reflects that.
-Instead of increasing Doctor Doom's Critical chance, which is now covered by Master of Doom, it now increases the effectiveness of all learned skills for the whole party.
*He has his MUA1 DLC Doom Shield power. I've made the following changes to it:
-I've renamed it to Barrier of Doom.
-It no longer deflects projectiles because there are a lot of passives that do that in XML2. Instead, it now increases Defense Rating.
-I've changed how it damages melee attackers. It now does it in the way XML2 does it instead.
*He has his MUA1 DLC Doomsday power. I've made the following changes to it:
-It can now energize.
-Instead of hitting 3 times for damage, it now hits twice. The first time stuns enemies then the second damages then.
-It now has a chance for a Deadly Strike.
*I've created a Xtreme Boost called Army of Doom that has a random chance to summon either a Doombot, a Doomsman, a Doom Iron Man, or a Servo-Guard.


Visuals:
*Features 6 skins I made.
-For Classic, I used the DLC version's head from UltraMegaMagnus's source file, put it on the PS2 version's body, and modified the texture and models to fgix issues and improve them.
-For Kristoff, I've basically made a PS2 version of this skin, which it never had. I've used the chainmail arm textures from the official texture and done everything else myself.
-For Secret Wars, I used UltraMegaMagnus's source file, modified the texture and models to fix issues and improve them, and replaced the hands with Classic's hands.
-For Ultimate, I used UltraMegaMagnus's source file, modified the texture and models to fix issues and improve them, replaced the hands with Classic's hands, and UltraMegaMagnus weighted the skeleton.
-I made God Emperor by recoloring my Classic skin.
-I made Statue by using a texture from a statue of Doctor Doom in MUA1.
*I've redesigned the skin to be more accurate to the comic cover it's based on.
*He has his MUA1 loading screen as well as an unused loading screen with him and Loki that I found and AI Upscaled.
*He's scaled to be the same height as Magneto, which he is in the comics.
*I made icons by recoloring and modifying icons BaconWizard17 made for the following characters: Bishop, Magneto, Psylocke, Storm,
-I also used 1 of Black Widow's MUA1 PSP icons, which I ripped, AI Upscaled and Denoised, removed the colored background from, recolored and modified.
*He uses a flight effect I created.
*Electricity Combat uses an effect I made.
*Bolt of Doom uses recolored versions of its MUA1 NPC effects.
-I've also used the same charge effect I used for Barrier of Doom because the part of the MUA1 NPC effects that are supposed to appear on his hands don't work.
*Blast of Doom uses a recolored version of its MUA1 NPC effect.
-I've fixed an issue that caused the effect to not always appear in front of Doctor Doom.
-I removed the dust cloud part of the effect as I felt it was out of place.
*Chain of Doom uses recolored versions of its MUA1 DLC effects, which I modified to work in XML2, removed parts that didn't work in XML2, and converted the new texture they used to work in XML2.
-I also created an effect for when the lightning hits something, since it was missing that.
*Eruption of Doom uses a recolored version of its MUA1 DLC effect that I removed the camera shake from it as well as removed parts that didn't work in XML2.
*Teleportation of Doom uses recolored versions of its MUA1 NPC effects.
-I also removed the camera shake from the p5_power effect and removed a part from the p5_teleport effect that didn't work properly in XML2.
*Rain of Doom uses its MUA1 NPC effect.
-I removed the camera shake, full screen white flash, and the dust cloud.
-I've also used the same charge effect I used for Barrier of Doom because the part of the MUA1 NPC effects that are supposed to appear on his hands don't work.
*Aura of Doom uses recolored versions of its MUA1 DLC effects, which I modified to remove parts that didn't work in XML2.
*Barrier of Doom uses a recolored version of its MUA1 DLC charge effect that I modified to remove all the parts that didn't work in XML2. It also uses an aura effect I created.
*Doomsday uses a recolored version of one of his MUA1 NPC effects that I modified to be quicker.
*Army of Doom uses the same charge effect as Chain of Doom and an aura effect I made.
*Also, Army of Doom uses BaconWizard17's Doom Iron Man skin as well as my custom versions of the following skins which I modified the orginal textures and models to fix issues and improve them: Doombot, Doomsman, Servo-Guard.


Bonuses:
*Bonus Loading Screens: A higher quality version of Doctor Doom's MUA1 promo card art which I've AI Upscaled and turned into a loading screen.
*Bonus Conversation Huds:
-LS 1: Based upon his 1st loading screen.
-LS 2: Based upon the same unused loading screen I also used for his default character select portrait.
-MUA1 Cutscene Model: XML2 and MUA1-style huds using a higher quality version of his MUA1 cutscene model render sheet that I found.
-MUA1 Promo Card: Based upon the same higher quality promo card art I used for the bonus loading screen.
-MUA1-Style Huds: MUA1-style huds for all his skins. For Classic, Secret Wars, Kristoff, and Ultimate, I modified the art used for the MUA1 DLC version of this skin to remove the weird red outline they had and to fix some issues with them.
*Bonus Character Select Portraits:
-Classic: Based upon the hud I made for the skin.
-God Emperor: Based upon the hud I made for the skin.
-Kristoff: Based upon the hud I made for the skin.
-LS 1: Based upon his 1st loading screen.
-MUA1 Cutscene Model: Based upon the bonus hud I made.
-MUA1 Promo Card: Based upon the same higher quality promo card art I used for the bonus loading screen.
-Secret Wars: Based upon the hud I made for the skin.
-Statue: Based upon the hud I made for the skin.
-Ultimate: Based upon the hud I made for the skin.
*Non-Cel Shaded Assets: Non Cel Shaded versions I made of all the skins I've made.
*Menu Breaks: Since I've made Doctor Doom's internal name different from what the latest standalone version of x_voice is expecting, meaning his Menu Breaks  won't play by default, I've put his MUA1 DLC Menu Breaks here.
*Announcer Callout: Since I've made Doctor Doom's internal name different from what the latest standalone version of x_voice is expecting, meaning his Announcer Callout won't play by default, I've put his MUA1 DLC callout here.


Credits:
*BaconWizard17: Doom Iron Man skin, Bishop icons, Magneto icons, Psylocke icons, Storm icons
*UltraMegaMagnus: weighted the skeleton for the Ultimate skin; skin source files for Secret Wars and Ultimate skins which I modified, I modified Classic's head from his source file