Marvel Mods

X-Men Legends I & II => Mod Releases and Conversions => Topic started by: Enigma on January 23, 2022, 03:39PM

Title: Enigma's Psylocke Mod
Post by: Enigma on January 23, 2022, 03:39PM
:psylocke: Enigma's Psylocke Mod v10.6 :psylocke:

https://drive.google.com/file/d/1-_ZzWVqaGI8Vh-ZULHdeBiOwrjS1KMFR/view?usp=sharing

This is my Psylocke mod. It contains the following:


Sounds:
*I made a voicepack combining her XML1 lines and grunts with her X-Men Next Dimension lines and grunts and more lines taken from her XML1 NPC conversations, all voiced by Masasa Moyo.
*All her powers use Psylocke's Marvel Heroes power sounds except Psychic Onslaught, which uses its XML1 power sound.


Powers:
*She now has an animation mixed skeleton:
-She uses the following non-power animations from her XML1 skeleton: all menu animations, idle, walk, jog, run, light1 melee attack, light3 melee attack, and stun3 melee attack.
-Psychic Slash, Cerebral Bolts, and Psychic Onslaught all use their XML1 animations.
-Extrasensory Perception uses her XML1 boost animation.
-Twirling Blade uses her unused XML1 power animation.
-Telepathic Hallucinations uses 1 of her MUA2 Wii Fusion animations.
-She has her MUA1 Dark Boss NPC step left and right animations.
-She has the following non-power animations from her MUA2 Wii playable version: her double jump animation and 1 of her ground attack animations. I also repurposed some of her unique melee animations for heavy2 and stun2 melee attacks. I didn't use more of her unique MUA2 Wii melee animations because the rest were all punches that were pretty similar, and I felt that her having the kicks that the finesee1 fighstyle uses was more important.
-Telekinetic Explosion and Kinetic Drill uses their MUA2 Wii animations.
-I repurposed some of her MUA2 Wii animations for Dual Wield and Crimson Dawn.
*For all powers the default powers I've used from any versions of her, as well as her 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).
*She uses the finesse1 fightstyle, which is what she uses in XML1.
*She has grab and is immune to Mental damage.
*She's immune to slow like she is in MUA2 Wii.
*She has her XML1 Psychic Slash power. I've made the following changes:
-It now stuns enemies instead of knocking them back.
-She now moves forward when doing Psychic Slash like the MUA1 Dark Boss NPC version of this power does.
*She has her XML1 Psychic Bolts power. I've made the following changes:
-I've renamed to the name of Cerebral Bolts, which is similar to the name of 1 of her MUA2 Wii powers, Cerebral Bolt.
-It now immobilizes enemies instead of knocking them back.
*She has her MUA2 Wii power Telekinetic Explosion. I've made the following changes:
-Its knockback now levels up.
-Its max range is now bigger.
*She has her MUA2 Wii power Kinetic Drill. I've made the following changes:
-It no longer knocks enemies back.
-It only hits twice instead of 3 times.
-The first hit now stuns enemies, can now hit enemies on the ground, and does Mental damage instead of Telekinetic damage.
-The second hit can now popup enemies.
*I've created a new power, Twirling Blade. She has an unused power animation in XML1, and this is my attempt to create a power that uses it.
*I've created the following new powers, Telepathic Hallucinations and Extrasensory Perception.
*She has her XML1 Xtreme, Psychic Onslaught. I've made the following changes:
-It's now listed as a Blast power.
*I've used the idea and general name of Dual Wield from nodoubt_jr's Psylocke mod but completely redid it. It also now increases her Attack Rating instead of increasing her non-powered Melee damage.
*I've done a completely recoded version of the Xtreme Boost from nodoubt_jr's Psylocke mod, Peel From Reality, which I've renamed to Crimson Dawn.
*I've created the following passives: Blade Mastery, Psionic Combat, and Precognition.
-Precognition includes a chance to reflect projectiles back at enemies, which is something her MUA2 Wii passive Telekinetic Ward can do.
-Blade Mastery has her Psychic Blades increase in size as it levels up. The 2nd left handed Psychic Blade bolton that Dual Wield adds also increases in size as Blade Mastery levels up. There are 3 different sizes of Psychic Blade and I've named them after different sizes of real Japanese blades.
*I fixed the timing of the sound for the light3 melee attack, which is also a bug in her XML1 version of this.
*The stun3 melee attack now no longer has the sound and attack hit multiple times. This is also a bug in her XML1 version of this because the coding for it was never adjusted to fit how different the animation her unique stun3 animation from the finesse1 fightstyle stun3 animation.


Visuals:
*She uses skins, huds, and 3D heads made by BaconWizard17.
*She uses my version of her XML1 loading screen. I found 2 unletterboxed versions of it: 1 with Kanji and the artist's signature on it and one without these but it was wider and better quality. I AI Upscaled both versions and merged them together.
*I've also included a version of her unused XML1 X-Treme Gear loading screen I made by AI Upscaling a high quality version of the image I found.
*I've made a character select portrait using my version of her XML1 loading screen.
*I've recolored her XML1 Psychic Blade boltons to be purple instead of pink, which is how they look on both her XML1 loading screens.
*She has icons. BaconWizard17 originally made them for a different set of powers, and I've made the following changes so that they fit this set of powers better:
-I've recolored all pink parts to purple.
-I made the Crimson Dawn icon.
-I modified the icon I used for Telekinetic Explosion to remove the beam coming out of it and modify the shape of the center circle.
-I removed the sword handle from the icon I used for Blade Mastery.
-I made various other touch ups to various icons.
-I added a recolored version of the Cleave icon he made for his Professor X icons that I also modified to make the shape of the blade match Psylocke's.
*Psionic Combat uses an effect I made.
*Psychic Slash uses a recolored version of its XML1 charge effect, a recolored version of its MUA1 Dark Boss NPC power effect, and a recolored version of Cerebral Bolt's MUA2 Wii impact effect.
*Cerebral Bolts uses recolored versions of its XML1 effects.
*Telekinetic Explosion uses a charge effect I made and a recolored version of its MUA2 Wii power effect that I also modified to remove the camera shake from it.
*Kinetic Drill uses the the same trail effect as Psionic Combat and a recolored version of its MUA2 Wii effect that I modified to remove all the parts of it that wouldn't work in XML2 and that I thought didn't fit this power.
*Twirling Blade uses the the same trail effect as Psionic Combat and same impact effect as Psychic Blade.
*Telepathic Hallucinations uses an effect I made.
*Extrasensory Perception uses the aura effect and texture from nodoubt_jr's Psylocke mod's Psychic Defense power.
*Psychic Onslaught uses recolored versions of its XML1 effects.
*Crimson Dawn uses an aura effect I made. The left red eye effect is from nodoubt_jr's Psylocke mod's Peel from Reality power, but I replaced the texture it uses with a custom texture I made.


Bonuses:
*Bonus Loading Screens:
-Custom 90s by Peter Nguyen: A loading screen I made by AI Upscaling art of 90s Psylocke by Peter Nguyen.
*Bonus Character Select Portraits:
-Custom 90s: Uses the same art as the Custom 90s loading screen.
-X-Treme Gear LS: Uses the same art as the X-Treme Gear loading screen.
*Bonus Conversation Huds:
-Custom 90s: Uses the same art as the Custom 90s loading screen.
-XML1 LS: Uses the same art as the XML1 loading screen.
-X-Treme Gear LS: Uses the same art as the X-Treme Gear loading screen.
*Alternate Effects:
-Cerebral Bolts MUA1 Boss Impact Effect: An alternate impact effect for Cerebral Bolts using a recolored version of its MUA1 Dark Boss impact effect.
*Alternate Psychic Blade Boltons:
-XML1 Prototype: These are Psylocke's XML1 Prototype Psychic Blades, which are completely different from the other versions.
-XML1 Retail: These are Psylocke's XML1 Retail Psychic Blades. Unlike my recolored versions, these are pink.
*Non Cel-Shaded Skins: non Cel Shaded versions of her default skins
*Menu Breaks: In the current version of x_voice, she only has 1 Menu Break. I've added 5 more for a grand total of 6.


Credits:
*BaconWizard17: skins, huds, 3D heads, icons which I modified
*nodoubt_jr: name and general idea of Dual Wield, general idea of what her Xtreme Boost does, Psychic Defense aura effect and texture I used for Extrasensory Perception, left red eye effect from Peel from Reality which I modified
*Nikita: animation mixing program
*tubularspaceman: ripping MUA2 Wii animations


Changelog:
Spoiler
*v10.6:
-I've started completely over, replacing and redoing everything. I've changed literally absolutely everything and added a lot too, so just read the above readme to see what's changed.
-I've removed the rest of the changelog, since none of it is relevant anymore and could confuse people.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on February 11, 2022, 02:38PM
Upgraded it to a full standalone mod, among many other things. See changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on March 18, 2022, 07:17PM
Upgraded her to v4.0. See changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on June 04, 2022, 01:40PM
Updated to v5.0. See changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on July 03, 2022, 02:44PM
Updated her to v6.0.
Check the changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on July 10, 2022, 12:59PM
I updated her to v7.0.
Check the changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on July 24, 2022, 06:37PM
I updated her to v7.1.
Check the changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on July 27, 2022, 06:01PM
Updated her to v7.2.
Check changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on September 01, 2022, 02:23PM
Updated to v8.0.
See changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on October 13, 2022, 10:22AM
I updated her to v8.1.
See changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on November 05, 2022, 12:14PM
Updated her to v8.2.
Check changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on November 10, 2022, 01:03PM
Updated her to v8.3.
Check changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on November 14, 2022, 03:12PM
I've updated her to v9.0.
Check changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on March 18, 2023, 11:25AM
I've updated her to v9.1.
Check changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on June 26, 2023, 06:02PM
I've updated her to v9.2.
Check changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on September 22, 2023, 06:04PM
I've updated her to v9.3.
Check changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on October 28, 2023, 05:22PM
I've updated her to v10.0.
Check changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Psylocke13 on October 29, 2023, 03:04PM
I love the way you put some kicks in her combo.
She really need that.
Thank you!  :psylocke:
Title: Re: Enigma's Psylocke Mod
Post by: spaceguy67 on October 30, 2023, 08:53PM
Psychic Bolts trail effect doesn't appear in my game! Great work, by the way! Love your mods!  :psylocke:
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on October 31, 2023, 12:51PM
The trail effect is the purple lines that jut out to the sides of the bolts.
I checked again, and they work.
Are those there for you?
Title: Re: Enigma's Psylocke Mod
Post by: spaceguy67 on October 31, 2023, 09:13PM
Oh, yes! I see lol, Sorry. The bolts are a very dark purple color, right?
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on November 01, 2023, 12:46PM
Yes. I know they're small and dark purple, but that's what XML1 uses and I wasn't sure what else to use that would be compatible with XML2. That's why I have that trail effect, since it helps them show up better.
Title: Re: Enigma's Psylocke Mod
Post by: spaceguy67 on November 01, 2023, 09:31PM
Nice work, man! I love your mods! :)
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on January 22, 2024, 06:47PM
I've updated her to v10.1.
Check changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on February 23, 2024, 09:56PM
I've updated her to v10.2.
Check changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on June 14, 2024, 04:19PM
I've updated her to v10.3
Check changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on September 12, 2024, 12:50PM
I've updated her to v10.4
Check changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on December 29, 2024, 02:32PM
I've updated her to v10.5
Check changelog for details.
Title: Re: Enigma's Psylocke Mod
Post by: Enigma on April 04, 2025, 02:24PM
I've updated her to v10.6
Check changelog for details.