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Enigma's Daredevil Mod

Started by Enigma, Today at 03:18PM

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:daredevil: Enigma's Daredevil Mod v1.0 :daredevil:

https://drive.google.com/file/d/1nY5XQqRTL1jvuM9nuU4ZRSaKIonkz9Py/view?usp=sharing


This is my Daredevil mod. It contains the following:


Sounds:
*I really don't like Daredevil's default MUA1 voiced lines and grunts. They sound like they're slowed down and the actor's performance sounds sleepy and lifeless. So instead of using those, I've chosen to use audio of the same actor, Cam Clarke, in a role where he gives a performance that I feel is much better and much more fitting. I've used his performance as Sky from Jade Empire for all lines and grunts.
*Baton Smash randomly picks from between 2 of Daredevil's impact sounds from Marvel Nemesis.
*Baton Throw uses 1 of Daredevil's Marvel Heroes power sounds and 2 of Daredevil's power sounds from Marvel Nemesis.
*Baton Fling uses 1 of Daredevil's power sounds from Marvel Nemesis (I edited the sound I used for this to remove an odd part of the sound that didn't fit with the rest and sounded strange).
*Baton Sweep uses its MUA1 power sound.
*Baton Dive uses 2 of Daredevil's Marvel Nemesis power sounds.
*He now uses his MUA2 PC baton get out sound and both his MUA2 PC baton put away sounds, which are used for Baton Smash, Baton Throw, Baton Fling, Baton Sweep, Baton Dive, Baton Whip, Devil Vision, and anytime during his melee attacks when his batons are taken out and put away.
-It randomly picks from between his 2 MUA2 PC baton get out sounds.
-His unique block only uses the baton get out sound because due to technical limitations regarding how blocking works, the baton put away sounds wouldn't work with it.
*Blind Sight uses his MUA2 PC Blind Sight power sound.
*Hyper Sense uses 2 sound effects from the cancelled PS2 Daredevil game.
*Baton Whip uses 1 of his MUA2 PC Fusion power sounds.
*Devil Vision uses a sound effect from the cancelled PS2 Daredevil game.
*Block uses 1 of Daredevil's Marvel Nemesis power sounds.
*All melee attacks that use his batons now have unique power sounds using sound effects from the cancelled PS2 Daredevil game.


Powers:
*He uses an animation mixed skeleton:
-I've combined his 2 MUA1 Retail skeletons together, meaning I've combined his unique menu, idle, jump start, jump land, and double jump start animations from one of them with the other skeleton that contains all his other animations.
-I've removed Melee animations that didn't work properly in XML2 (heavy1, knockback1 and 2) and hex edited the ones I kept so that they would work properly. Stun1 is now used as stun2, and stun2 is now used as stun3.
*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, rewrote the power descriptions, rewrote the combo text (and added it in where it was missing), added in damage types where they were missing, and recoded the AI (and added it where it was missing).
*He has Grab, Block, and uses the finesse1 fightstyle.
*He's now immune to Mental damage.
*He now has double jump.
*He has his MUA1 power Baton Smash. I've made the following changes:
-It's now a tap the button power instead of a hold the button power.
-It now always stuns enemies.
*Since his MUA1 power Extensive Strike doesn't work in XML2, I've instead replaced it with a recreation of what I think is the original unused version of this power, in which Daredevil throws a baton at an enemy. I've completely recoded this power and used some coding from nodoubt_jr's version of Extensive Strike from his Daredevil mod.
-One of his Extensive Strike effects still has coding that uses an unused baton projectile model, which also still exists in both MUA1 and its Prototype. I've used this idea to recreate what I think the original version of the power was like, although I've made it knockback instead of stun like Extensive Strike does because Baton Smash already stuns enemies.
-I've renamed it to Baton Throw.
-It no longer scales up his attack damage.
*Since his MUA1 power Baton Throw isn't very different from Devastation, and since it isn't possible in XML2 anyway, I've replaced it with a new power called Baton Fling which pops up enemies, which fits the overall idea of that power flinging enemies up into the air.
*He has his MUA1 power Devastation. I've made the following changes:
-I've renamed it Baton Sweep.
-In MUA1, its description said it did knockback but it actually tripped enemies. Its description now says it trips.
-The batons now disappear from his leg while he's using this power.
*He has his MUA1 power Charge. I've made the following changes:
-I've renamed it Baton Dive.
-It's now listed as a Charge power instead of a Melee power.
-Instead of popping enemies up, it now knocks back enemies and can hit enemies on the ground.
-It now attacks in a wider arc to match other characters' Charge powers.
-The last hit is now the only one that knocks enemies back. I've removed it from the hits while he's diving, which didn't really work anyway, and I've changed how the hits while he's diving work, so they aren't coded like kicks anymore.
-The levelup info now makes it clear the damage is per hit.
*He has his MUA1 power Blind Sight. I've made the following changes:
-Instead of showing all enemies on minimap (which doesn't work in XML2 anyway) and increasing damage for whole party, it now increases Daredevil's Defense Rating and makes him immune to popup and trip.
*He has his MUA1 power Hyper Sense. I've made the following changes:
-Since slowing time for enemies doesn't work in XML2, I've made this boost increase Daredevil's Attack Speed and Attack Rating instead.
*He has his MUA1 Xtreme Devil's Onslaught. I've made the following changes:
-I've renamed it to Baton Whip.
-I fixed an issue with the knockback not working properly.
*I've created a new Xtreme Boost, Devil Vision.
*I've created 2 new passives, Radar Sense and Baton Mastery.
*Added Super Master, which is a renamed version of Mutant Master for non-Mutant characters.
*Made various typo fixes to the shared talents file (which contains Super Master, Grab, Block, and Might).


Visuals:
*He uses skins, huds, and 3D heads I've made.
-I didn't make a version of his MUA1 Marvel Knights skin because the texture isn't very good and isn't from the comics but is instead just a design Raven Software made by taking his MUA1 Classic skin texture and making some of the red parts on the costume darker red then other parts.
-I didn't make a version of his MUA1 Armor skin due to a lot of technical issues with the model and texture.
*His loading screen is the unused alternate version of his MUA1 loading screen I found in artist Andrew Trabbold's portfolio via Internet Archive and AI Upscaled it. It has a brighter red costume, has the background red and black swirls in different places, and has bigger feet. The costume's color matches his Classic skin a lot better than the default MUA1 version of the loading screen does.
-I've made a character select portrait using this image.
*I used his MUA1 icons as well as his 2 unique MUA2 Wii icons, which I AI Upscaled and some fixes to.
-I've rearranged what powers they're used for.
*Includes higher quality versions of the generic talent icons by BaconWizard17.
*His unique Melee attacks use their MUA1 effects.
*Baton Smash uses its MUA1 effects and the same impact effect as Baton Throw.
*Baton Throw uses 2 of Extensive Strike's MUA1 power effects. I also reskinned the MUA1 Prototype's version of the unused baton projectile model with my Daredevil Classic texture.
-Also, one of Extensive Strike's effects has coding for an effect that uses an unused baton projectile model. Instead of using that effect coding, I've just used my version of the unused baton model on its own, because that fixes the issue of the model staying around too long, the part of the effect that had the model doesn't do anything else anyway, and this is the standard way something like this works in XML2. I also created a trail effect for the model so that it's easier to see in darker maps.
*Baton Fling uses the same effects as Baton Smash.
*Baton Sweep uses its MUA1 effect.
-I removed the dust clouds, which I felt were out of place.
*Baton Dive uses 1 of its MUA1 effects and the same impact effect as Baton Throw.
*Blind Sight uses its MUA1 effect.
*Hyper Sense uses a recolored version of its MUA1 effect.
*Baton Whip uses its MUA1 effect.
-I removed the dust cloud, which I felt was out of place.
*Devil Vision uses an effect I made.



Bonuses:
*Alternate Batons:
-These are alternate baton skin models and bolton models that are used for the Baton Sweep, Baton Throw, and Baton Whip powers.
-They are used for the Classic White, Earth-X, Marvel Nemesis, Marvel Nemesis Dark, and Original skins.
*Bonus Loading Screens:
-Custom Original: This features art by meford67. I AI Upscaled it, cropped it, and added the yellow background to it.
-MUA1 Classic: Daredevil's default MUA1 loading screen.
*Bonus Character Select Portraits:
-Custom Original: Made using my Custom Original loading screen.
-MUA1 Classic: Made using my version of his default MUA1 loading screen.
*Bonus Conversation Huds:
-Custom Original: Made using my Custom Original loading screen.
-MUA1 Classic LS: Made using Daredevil's default MUA1 loading screen.
-Unused MUA1 Classic Alt LS: Made using my version of Daredevil's unused alternate version of his MUA1 loading screen, which is also the same art I used for this mod's default character select portrait.
*Non Cel Shaded Skins:
-Non Cel Shaded versions of his default skins and default baton skin model.
*Menu Breaks:
-A new set of menu breaks to go with the voicepack I made.


Skin List:
-Skin: Classic (18301)
-Skin_Astonishing: Marvel Nemesis (18302)
-Skin_AOA: Earth-X (18303)
-Skin_60s: Original (18304)
-Skin_70s: 80s Cartoons (18305)
-Skin_WeaponX: Shadowland (18306)
-Skin_Future: Classic White (18307)
-Skin_Winter: Marvel Nemesis Dark (18308)
-Skin_Civilian:


Credits:
*BaconWizard17: higher quality generic talent icons, Super Master name idea
*nodoubt_jr: some coding from his Daredevil mod's version of Extensive Strike
*meford67: Custom original loading screen art
*Nikita: animation mixing program