Marvel Mods

X-Men Legends I & II => Console Versions => Topic started by: Lags on August 06, 2019, 10:25pm

Title: Lags's Work Corner
Post by: Lags on August 06, 2019, 10:25pm
Hello and welcome to my thread. Just sharing some of my works I've done for both X-Men Legends and Rise of the Apocalypse on the gamecube version and allowing its players to also have fun with mods. Since I previously owned just the GCN copy for both games, most of my works will be done on this version first before I port them over to other versions. You'll also find mods of heroes done by other members from the PC version that I've converted over for game cube usage. Though, limited in some cases, I'll try my best to make sure hero conversions are as close to they are to their original PC mods. :)


(https://i.imgur.com/xWU86SH.png)

Spoiler
*Nothing yet unfortunately...*



(https://i.imgur.com/QEUTtpg.png)

Spoiler

Heroes:

Spoiler

Click on a character coin to be directed to their download post.
If there's no link, it means this is spoiler to the next hero and is currently still work in progress.


(https://i.imgur.com/GGKzJ6T.png) (https://marvelmods.com/forum/index.php/topic,10649.msg200073.html#msg200073)(https://i.imgur.com/DrfsnZr.png)
__________________________________________________________________

(https://i.imgur.com/J3H5NXz.png) (https://marvelmods.com/forum/index.php/topic,10649.msg196588.html#msg196588) (https://i.imgur.com/9FFjbi7.png) (https://marvelmods.com/forum/index.php/topic,10649.msg196229.html#msg196229) (https://i.imgur.com/H0nqMZg.png) (https://marvelmods.com/forum/index.php/topic,10649.msg198736.html#msg198736) (https://i.imgur.com/MDFbDnN.png) (https://marvelmods.com/forum/index.php/topic,10649.msg199601.html#msg199601)(https://i.imgur.com/XR8feZV.png)




Hero Conversions:

(Mods converted for GCN usage. Originally made by other members)

Spoiler

Click on a character coin to be directed to their download post.

(https://i.imgur.com/LxncpeB.png) (https://marvelmods.com/forum/index.php/topic,10649.msg199883.html#msg199883) (https://i.imgur.com/A1hO33A.png) (http://marvelmods.com/forum/index.php/topic,10649.msg196442.html#msg196442) (https://i.imgur.com/3Qlyq1E.png) (https://marvelmods.com/forum/index.php/topic,10649.msg198014.html#msg198014) (https://i.imgur.com/0aC8AZY.png) (http://marvelmods.com/forum/index.php/topic,10649.msg196374.html#msg196374) (https://i.imgur.com/VdbE36n.png) (https://marvelmods.com/forum/index.php/topic,10649.msg200150.html#msg200150) (https://i.imgur.com/gFsz9AN.png) (https://marvelmods.com/forum/index.php/topic,10649.msg200289.html#msg200289)




Danger Room NPCs:

Spoiler

(https://i.imgur.com/AUPyS1Y.jpg) (http://www.mediafire.com/file/6exs7znexvwxovv/AIM_Troopers.zip/file)
NPC Information: (https://marvelmods.com/forum/index.php/topic,10649.msg197359.html#msg197359)

(https://i.imgur.com/YvnU8LD.jpg) (http://www.mediafire.com/file/kup1uicjq5rtm6s/GalactusPunisher_a.zip/file)
NPC Information: (https://marvelmods.com/forum/index.php/topic,10649.msg197279.html#msg197279)

(https://i.imgur.com/3vaLytD.jpg) (http://www.mediafire.com/file/d8k09nec1v117hm/Imperial_Soldiers.zip/file)
NPC Information: (https://marvelmods.com/forum/index.php/topic,10649.msg197359.html#msg197359)

(https://i.imgur.com/H7Gq4WV.jpg) (http://www.mediafire.com/file/qxxg8ypm2r12uqt/PoliceXML1_%2528XML2%2529.zip/file)
NPC Information: (https://marvelmods.com/forum/index.php/topic,10649.msg197254.html#msg197254)




Custom Maps (Custom Enemies / Patches):

Spoiler

(https://i.imgur.com/IpgXtSY.png) (http://www.mediafire.com/file/w5mjacsbk7o7ren/Genosha_New_Enemies.zip/file)
Area Information: (https://marvelmods.com/forum/index.php/topic,10649.msg197254.html#msg197254)

(https://i.imgur.com/hBohHOa.png) (http://www.mediafire.com/file/ndiuzbgs4247crb/Infinite_Factory.zip/file)
Area Information (https://marvelmods.com/forum/index.php/topic,10649.msg198989.html#msg198989)

(https://i.imgur.com/Rkdp55R.jpg) (http://www.mediafire.com/file/gfremkgbd8f8ikk/Madri1.zip/file)
Area Information (https://marvelmods.com/forum/index.php/topic,10649.msg197599.html#msg197599)

(https://i.imgur.com/SBI2Zuj.png) (http://www.mediafire.com/file/q47cr616odqgq2b/Perimeter.zip/file)
Area Information (https://marvelmods.com/forum/index.php/topic,10649.msg196881.html#msg196881)

(https://i.imgur.com/8PUc5xL.png) (http://www.mediafire.com/file/pou2vuptkuucbqo/New_York_North_Side.zip/file)
Area Information (https://marvelmods.com/forum/index.php/topic,10649.msg197854.html#msg197854)




Miscellaneous:

Spoiler

XML I to XML II BGMs (https://marvelmods.com/forum/index.php/topic,10649.msg198617.html#msg198617)

Dodge Roll Talent (https://marvelmods.com/forum/index.php/topic,10649.msg200025.html#msg200025)



Title: Re: Lags's Gamecube Stuff
Post by: Lags on August 06, 2019, 10:26pm
Game Modifications:

Download --> (https://i.imgur.com/WKRSHny.jpg) (http://www.mediafire.com/file/qu0emzqfhcehc4q/X-Men_Legends_Full_4-Player_Mod.zip/file)<-- Download


Experience a 4-player adventure at all times in the very first installment of the series!

Click on the spoiler below to view more information.



Spoiler

Change log:
10/03/2019
- In some missions during the middle of the game, Professor Xavier can be selected as a playable party member and is not a restricted character. Added scripts to majority of the levels to ensure he's restricted till the Asteroid M mission.
If he still appears playable regardless if the mission has him set as a restricted hero, then it could just be a hard-coded thing.
9/13/2019
- Fixed an issue with Jubilee's conversation portrait being a GRSO Soldier's when you talk to her in the X-Mansion after the USS Arbiter mission. This issue was due to me testing a custom character mod at the time and I replaced all that consist of Jubilee with a GRSO enemy. It should be fixed now.

------------------------------------------------------------------------------------------------------------------------------------------------------

All characters unlocked from the very beginning (including Professor Xavier!)
- Unlockable Heroes are usable on all X-Men missions despite being restricted on them! (Not counting side-stories.)
- Professor Xavier will be a restricted character until the very final mission taking place in Asteroid M due to his insane high level at early game. He will still be playable during the first Astral Plane visit considering it is part of the original story.
- Even Alison is already under the codename: Magma and joined the X-Men despite not even understanding her powers yet!

(https://i.imgur.com/qPbTQgn.png)(https://i.imgur.com/O2wHVIg.png)


------------------------------------------------------------------------------------------------------------------------------------------------------


Updated Xtraction Points.
- Every act around the mansion, you'll now have access to give your heroes early preparations before you move on to the next mission, as well as changing your character on who you wish to explore the mansion with.
- Player 1 will be Alison locked due to having the game's story revolving around her. While the remaining three will spawn as an NPC or a random selected X-Man (in later chapters).

(https://i.imgur.com/SsADmqK.png)


------------------------------------------------------------------------------------------------------------------------------------------------------

Special Non-Playable Characters will act as playables
- NPCs will serve as substitutes for additional players to gain control of for side missions.
- Selected NPCs are chosen based on the hero team's levels to balance things out for that mission.
- These playable characters will not permanently join the hero's party at any means. Meaning they are only playable in the specific mission they take part in.
- Each NPC added, has an .xml file in the characters folder. They are needed to allow these heroes to continue to use their talents even when entering into a new zone.

(https://i.imgur.com/9EOjAdI.png)(https://i.imgur.com/rZgG3fN.png)

Playable NPC Information: NPCs with a * next to their name can optionally be swapped out at an Xtraction point.

Mansion Exploration
Acolyte Adept Elite* (later chapters)
Nuclear Lab Tech*  (later chapters)
GRSO Black Guard* (later chapters)

New York City (Wolverine)
Anti-Mutant Troop
Brotherhood Insurgent

Magma Test 1
Brotherhood Revolutionary
Brotherhood Marauder
Brotherhood Anarchist   

Magma Test 2 (NYC)
Brotherhood Marauder
Brotherhood Anarchist   

Weapon X (Flashback)
Weapon X Security
Weapon X Guard
Weapon X Officer

Astral Planes
Astral Fiend*
Astral Shade* (Appears after Xavier leaves party)

Weapon X (Present)
Havok
GRSO Skirmisher*

Video playlist of all the side missions (https://www.youtube.com/watch?v=EEjyHxI48Js&list=PLcIaD7xk8XKjsif41miqEazw3YzPzIKvP&index=1)

Notes:
- All heroes share the same spawn point in side missions so they will all fall on top of each other and then spread out.
- In all of what were originally Alison's solo missions, her script has been set to MUSTLIVEHERO, to give it the same feel as if she's attending her missions alone. If she falls in battle regardless how many active party members are alive, the mission is still an instant fail. The same thing is applied to Wolverine in his Weapon X Flashback story.
- NPCs that have fallen in battle will automatically be revived with full health when the player enters into a new zone or the Change Team menu at an Xtraction point. Possibly has something to do with them being read through the NPCstat instead of the Herostat. Still works out pretty well in the end.

Known Issuses:
- On missions that originally didn't allow an all hero party, when entering into a new zone, players will be reassigned as a different hero in the active party as well as some controllers being shown unregistered. The game will still believe all 4 controllers are registered, but they will not be assigned to a specific hero to play as. Removing all players from the game and reassigning them will fix this issue. This will only apply to all the missions that originally doesn't involve the entire X-Men
- DO NOT ATTEMPT TO EDIT AN NPC'S STATS OR EQUIP THEM WITH GEAR IN THE TEAM MENU! IT WILL CAUSE THE GAME TO CRASH.




If there are anything that leads to game crashing, please let me know and I will do my best to fix the issue.



Title: Re: Lags's Gamecube Stuff
Post by: Lags on August 06, 2019, 10:27pm
Download --> (https://i.imgur.com/GfCaRal.jpg) (http://www.mediafire.com/file/mn4yfk2pz8rkov5/XML_II_Updated_Pack_%25288-26-2019%2529.zip/file)<-- Download


Link to the newer update on this mod pack. (https://marvelmods.com/forum/index.php/topic,10938.0.html)



Title: Re: Lags's Gamecube Stuff
Post by: jayglass on August 07, 2019, 08:41am
The pal version has sabretooth playable
Title: Re: Lags's Gamecube Stuff
Post by: Teancum on August 07, 2019, 09:35am
Very cool! Hoping to trade some files and ideas back and forth with you in the future so we can add new costumes to GameCube and your features to the Xbox.
Title: Re: Lags's Gamecube Stuff
Post by: Lags on August 07, 2019, 10:42am
The pal version has sabretooth playable

Really? If it's possible for you to send me his data for them, it would be much appreciated. I would love to add his files into the US version.

Very cool! Hoping to trade some files and ideas back and forth with you in the future so we can add new costumes to GameCube and your features to the Xbox.

Thanks! My hopes are for someone releasing a compatibility for Gamecube sound replacement, as well as discovering how to increase the herostat limit so it can match with the later ports.
Title: Re: Lags's Gamecube Stuff
Post by: jayglass on August 07, 2019, 11:00am
orginal mua1 xbox models work on gamecube,not xm1/2 xbox models
Title: Re: Lags's Gamecube Stuff
Post by: jayglass on August 07, 2019, 11:13am
sabretooth files
https://www.mediafire.com/file/knni2salrhe6nga/sabretoothgcn.7z/file (https://www.mediafire.com/file/knni2salrhe6nga/sabretoothgcn.7z/file)
Title: Re: Lags's Gamecube Stuff
Post by: Lags on August 07, 2019, 11:31am
Nice, and thanks!
Title: Re: Lags's Gamecube Stuff
Post by: BaconWizard17 on August 07, 2019, 12:19pm
Great stuff! Nice to see it all coming together!
Title: Re: Lags's Gamecube Stuff
Post by: jayglass on August 09, 2019, 12:06pm
Character_heads_pc.fb has pryo portait
Title: Re: Lags's Gamecube Stuff
Post by: Lags on August 26, 2019, 12:11pm
Character_heads_pc.fb has pryo portait

Thanks for the files! I finally got the chance to update and added a few new things as well as your Sabretooth files to the XML2 pack. You can see the change log above.
Title: Re: Lags's Gamecube Stuff
Post by: jayglass on August 26, 2019, 04:55pm
Classic storm from xbox on gamecube
Title: Re: Lags's Gamecube Stuff
Post by: jayglass on August 29, 2019, 02:46pm
I've got a cable and beast mod fully playABLE
Title: Re: Lags's Gamecube Stuff
Post by: Lags on August 29, 2019, 07:00pm
That's nice to hear! Though, I won't be adding them into the pack due to the herostat already being full. Sabretooth and Pyro are already the selected choices due to being mere clones as well as having a full voice set existing in the Gamecube.
Title: Re: Lags's Gamecube Stuff
Post by: jayglass on August 29, 2019, 10:25pm
I removed toad and added cable
Title: Re: Lags's Gamecube Stuff
Post by: Lags on August 29, 2019, 11:06pm
That's fine, download and modify it to as you wish
Title: Re: Lags's Gamecube Stuff
Post by: Lags on August 30, 2019, 12:00pm
This post has been updated as of 5/20/2021


Combat Soldier

(https://i.imgur.com/Wfzxrys.png)

A rebelling nameless soldier from the Genetic Research and Security Organization (GRSO) is armed with all the equipment and gear he needs to assist his mutant allies to putting in end to Apocalypse's forces. He comes with a full set of powers: 6 offensive powers, 2 secondary (1 buff, and 1 team buff), and 2 Xtremes.

This character requires the X-Men Legends II - Version 2.0 Patch (https://marvelmods.com/forum/index.php/topic,10938.msg199572.html#msg199572) to be installed to avoid any missing texture effects for his powers.

(https://i.imgur.com/LXi6N6v.png) (https://www.mediafire.com/file/5liwsge6n6h4u9p/Combat_Soldier_%2528GCN%2529.zip/file)

Link to PC Version (https://marvelmods.com/forum/index.php/topic,10882.msg198771.html#msg198771)



Change log:

Spoiler

5/14/2021 - Recent Update

- Installation for this character is now arranged to prevent memory issues from occurring for the game.
- Gun whack animation has now been set to his attack_stun.
- New character selection portrait
- Uses 128x128 Hud_Head portraits
- Flamethrower weapon can now replace his current gun while in game.
- Voices and appropriate sounds have been given to this character.




Costumes:

Spoiler

Notes:
- Costumes 01-07, he carries his weapon and holding his gun forward. Costumes 07-09 he'll have the Fightstyle_Hero's idle while still able to perform the same abilities.
- Costumes 01-07 uses a gun whack for his attack stun combo. For 08 and 09, he performs the default attack stun with his fists.
- Costumes 08 and 09, does a different menu_action to indicate the differences from his fist fighting and gun variant. They also carry a weapon as a placeholder while in the Team Menu but switch to Power gloves when in combat zones.

Click to enlarge the image.

(https://i.imgur.com/0wN4Rpv.png)

Additional Skin:
Nuclear Lab Tech (https://i.imgur.com/1pjUazQ.png)

Weapon List: Each skin has him carrying a different weapon.

Skin 01 - Mp5
Skin 02 - Laser Gun
Skin 03 - Mercenary Rifle (It is a skin segment for this character and not a separate model)
Skin 04 - Lightning Gun
Skin 05 - Knockback Gun
Skin 06 - Mp5
Skin 07 - Mp5
Skin 08 - M_nullifier (during Xtraction Points), Powergloves in Combat Maps
Skin 09 - Laser Gun (during Xtraction Points), Super Powergloves in Combat Maps

Additional Skin:
Nuclear Lab Tech - Can use any weapon depending on which skin you set him on.




Powers:

Spoiler

Rapid Fire
Fires a clip of bullets
- Starting Ability

Laser Beam
An energy filtered beam that knocks down a single target.
- Learned at Level 7.

Tactical Knife
A close range melee weapon. Strikes twice in an X shape and deals Bleed Damage.
- Level Requirement: 14.
- Laser Beam is required to be learned.

Full Automatic
Fires Bullets continuously when holding down the ability. Can also rotate while firing.
- Level Requirement: Level 14
- Laser Beam is required to be learned

Frag Grenade
Throws a grenade that explodes on a small area.
- Level Requirement: 21.
- Full Automatic is required to be learned
- Now deals knock back upon explosion

Temperature Gun
Slows or burns enemies depending on the element. Puts out fires if using ice.
Press And Hold ability to Initiate FIRE
Press And Hold after ice initiates to continue initiating ICE
- Level Requirement: 28.
- Slow and Burn debuff lasts the same amount of time.

DRONE STRIKE (Xtreme 1)
Calls for air support. A hidden aircraft then fires missiles into the area, causing destruction.
- Level Requirement: 15.
- Deals Popup Damage

HI-TECH FORCEFIELD (Xtreme 2)
Provides all allies with a high-tech barrier. Reflecting all damage received back at attackers.
- Level Requirement: 20.

Intuition (Boost)
Prepares self for incoming battles. Increases defense rating.
- Level Requirement: 1
- Buffs himself only

Support Perks (Boost)
Boosts all character traits for the entire team.
- Level Requirement: 14.
- Intuition is required to be learned

Passive Skills:

Critical Strike
Increases critical hit chances on melee attacks.
- Shared Talent applied to this hero.

Experienced Soldier
Soldiers trained to maintain themselves in battle. Increases EP regeneration rate.
- Level Requirement: 7.
- Operates like Mutant Master. Basically to define his race as a Human.

Resistant Uniform
Increases resistance to Elemental, Energy, and Radiation Damage.
- Level Requirement: Level 14
- Experienced Soldier is required to be learned

Weapon Maintenance
Ensures weapons are in top shape. Adds damage and critical chance to gun and explosive attacks.
- Level Requirement: 21
- Resistant Uniform is required to be learned

Quick preview of demonstrating his powers. (https://streamable.com/9yxq5e)




Misc:

Spoiler

How to equip the The Flamethrower and Backpack at all times:

The flamethrower gun and backpack only appears when initiating the Temperature Gun ability, and disappears after the move ends. However, I added a neat gimmick that allows you to equip these weapons at all times for aesthetic purposes (because, you know, Flamethrowers are awesome. lol).

To equip:
Simply perform the Temperature Gun ability. As he begins crouching, make sure you're not holding any buttons (like the R button), and quickly press the Jump button (In gamecube, it's the Y button). You'll hear the sound of equipping an item. His gun will be replaced with the Flamethrower and he will also put on the backpack. For the two power glove skins, He only equips the backpack since he's already equipped with power gloves.

To remove:
Perform the same method as above, but instead, press the Use Button command (in Gamecube, it's the X button) You'll hear the dropping equipment sound, and his aesthetics will revert to default.

The backpack will disappear when performing these methods:
1) Pause the game and enter the Team Management menu
2) Enter a different map
3) Enter Xtraction Points

When it disappears, you can just re-equip them when performing this ability. The flamethrower will sometimes remain since it's coded to replace the current gun he's holding.

Credits:
- Raven Software: Original XML1/XML2/MUA Assets
- BaconWizard17: For assisting me on how to make my own Power Icons, Conversation Portrait, and Character Selection Portrait.

What's Left To Do:
- Any future updates will just be fixing bugs, adjusting balances, arranging on his .fb packages, or adding updated animation (when animation mixing becomes possible for older Raven games).

Notes:
- Feel free to make custom skins for this hero. I won't take any credit for your creativity but would enjoy playing as other member's custom skins for him!
- This hero is free to use as a base if you plan to make your own mod using his assets to start off from. Just make sure you don't keep too much of his default assets and make his play style is as different as possible. Also be sure to credit me if you plan on doing so.



Title: Re: Lags's Gamecube Stuff (8/30/19) - New Hero: Imperial Rebel
Post by: Lags on September 08, 2019, 01:57am
Blob

Under Construction

- Lags (10/1/2020)



Title: Re: Lags's Gamecube Stuff (8/30/19) - New Hero: Imperial Rebel
Post by: jayglass on September 08, 2019, 09:24am
Great job,if only we could increase the roster on gcn/ps2/wii
Title: Re: Lags's Gamecube Stuff: Mini Update (09/12/19)
Post by: Lags on September 12, 2019, 12:01am
Avalanche (By nodoubt_jr)

(https://i.imgur.com/KkgEqQC.png)

Updated as of 10/1/2020

This is a direct port of nodoubt_jr's Avalanche. An old, legacy, mod from the PC version with his necessary files, packaged into an .fb for him to be fully playable for Game Cube purposes. This post mainly contains previews on his skinset and other miscellaneous for him to work for the game. Selection of Avalanche's skins may differ from his PC mod, but his play style remains the same.

For more information about his powers and other things, be sure to check out the original mod on nodoubt_jr's thread about Avalanche. (https://marvelmods.com/forum/index.php?topic=1138.0)

This character requires the X-Men Legends II - Version 2.0 Patch (https://marvelmods.com/forum/index.php/topic,10938.msg199572.html#msg199572) to be installed to avoid any missing texture effects for his powers.

(https://i.imgur.com/QHucLVn.png) (http://www.mediafire.com/file/7c2vnvnjrxl8pfr/Avalanche_GCN_%2528nodoubt_jr%2529.zip/file)

(https://i.imgur.com/vR11Xhx.png)
Prelate Zealot voice patch for Avalanche. (http://www.mediafire.com/file/gpgok59fzgyl6s4/%2528Pre_m%2529_X_voice_patch_for_Avalanche.zip/file)




Skin Set:

Spoiler

Click on image to enlarge

(https://i.imgur.com/vowYrrK.png)




Notes:

Spoiler

- Now uses PS2 models (for his default and Astral version) in his skinset for better texture quality. Freedom Force skin was removed due to memory issues (it works for a bit but crashes overtime)
- Has power icons and character selection portrait included in his pack
- Uses his XML 1 sound effects for his powers (his ps_powerstyle has his sound directories modified so they can read them off his XML 1 files appropriately)
- Added priority to QUAKE so he can no longer be knocked down while performing his Xtreme.
- Uses a different model for his Rock Slide due to me not knowing how to optimize textures for models yet.
- Only lacks the additional sounds that were modded into his avalan_m in the PC version.
- Shares voices with the Prelate Zealot enemies that appear in Apocalypse's Tower. Below his download card, is a download link to a modified x_voice (done with Hex Editor) that adjusts the Prelate enemy's voice set to suit Avalanche temporary. BE SURE TO BACK UP YOUR CURRENT X_VOICE BEFORE REPLACING it.




Future Updates:

Spoiler

- Inclusion of proper custom voice set and additional sound effects when it becomes possible to modify them.
- Replacing his rock slide model with the actual one when I learn how to optimize model textures.




Credits:

Spoiler

nodoubt_jr - Avalanche Mod creator
iammingy - Classic and X-Corps skins
darkmythology - Colored XML1 effects
shafcrawler - Power icons
Jayglass - Menu Portrait optimizing for GC Usage
Lags - Adding necessary files into .fb packages, and optimizing shafcrawler's power icons.



Title: Re: Lags's Gamecube Stuff: Mini Update (09/12/19)
Post by: BaconWizard17 on September 12, 2019, 06:23am
Great work! He looks awesome
Title: Re: Lags's Gamecube Stuff: Mini Update (09/12/19)
Post by: Teancum on September 12, 2019, 07:05am
Nice. I always thought Avalanche should have been a playable Brotherhood member, especially if they're going to take away super popular characters like Mystique and Sabretooth for other things (even though he's playable on PC).
Title: Re: Lags's Gamecube Stuff: Mini Update (09/12/19)
Post by: jayglass on September 12, 2019, 09:47am
It's not the fb size its the actor size gamecube only reads 128x128
Title: Re: Lags's Gamecube Stuff: Mini Update (09/12/19)
Post by: Lags on September 12, 2019, 03:03pm
Thanks guys!

It's not the fb size its the actor size gamecube only reads 128x128

Ah, okay. That must be why I couldn't get it to work.
Title: Re: Lags's Gamecube Stuff: Mini Update (09/12/19)
Post by: jayglass on September 12, 2019, 06:55pm
XML2 PS2 models don't work on GCN
Title: Re: Lags's Gamecube Stuff: Mini Update (09/12/19)
Post by: Lags on September 12, 2019, 10:04pm
XML2 PS2 models don't work on GCN

I'm not using any PS2 models
Title: Re: Lags's Gamecube Stuff: Mini Update (09/12/19)
Post by: jayglass on September 12, 2019, 10:18pm
ok
Title: Re: Lags's Gamecube Stuff: Mini Update (09/12/19)
Post by: Lags on September 14, 2019, 10:05am
Updated some minor things to my mod packs

X-Men Legends 4 Player Mod:
Change log:
9/13/2019
- Fixed an issue with Jubilee's conversation portrait being a GRSO Soldier's when you talk to her in the X-Mansion after the USS Arbiter mission. This was because I was testing with a character replacing at the time and I forgot to remove it after releasing the mod.
Thanks to Skorzyss letting me know of this.

If you want to just replace the map to fix the tiny issue, in the .zip, the file is Mansion3_1.fb found under maps/Mansion 3

X-Men Legends 2:
Change log:
9/13/2019
- Added Colossus's default skin (https://i.imgur.com/a8B3aQ1.png) from X-Men Legends 1 to the Updated pack. Very similar to his default one in X-Men Legends 2, but he doesn't have the sleeves. Also updated his herostat to include it in his selection of costumes.

Sneak Preview of the next playable NPC Hero I'll be working on:
(https://i.imgur.com/VbNcT59.png)

Yup, it's an Acolyte Warrior! With the little animation set the Acolyte Warrior has, I'll be trying my best to base his moves off of all the Acolyte variants from the previous game, as well as their Shocktrooper counterparts in this game
Title: Re: Lags's Gamecube Stuff (9/22/2019): New Hero Update - Acolyte Warrior
Post by: Lags on September 22, 2019, 09:18am
More playable generics. Woo!

Acolyte Elite

(https://i.imgur.com/JkuIol2.png)

The loyal follower serving under Magneto is now ready to join the adventure. As mentioned before, his moves heavily references majority of the acolyte variants and the shocktroopers from both games. Unfortunately, his name was too long in the Character Select menu since it goes off the name space by 2 letters, so I had to shortened his name just so it would look nice. There's already an Acolyte Elite existing from XML1 (the smaller variant) but I still went with Elite anyway just to fit his role as a nameless hero than leaving it Acolyte and sounding like a Major character. This brute is ready to wreck his Shocktrooper counter parts for reusing his appearance and fighting under Apocalypse's forces.
Feel the power of the Acolytes!

This mod will be planned for updates in the future with balances and fixes.
- Lags 9/29/2020

(https://i.imgur.com/1q1GMyi.png) (http://www.mediafire.com/file/44b70mwuoglsu3x/AcolyteSmash_Hero.zip/file)

Change log: - 10/05/2019

* Shock Blast's p2_power now aligns with p2_impact.
* Can now shoot across boundaries (https://i.imgur.com/cQpv7Xr.png) since it could not before.

Notes:

* He uses the fightstyle_wrestling animation set for his _nc.fb.'s. This was so his model will appear when selected in any Change Team menu at an xtraction point so you can browse through his costume set. His actual animation set lacks an Idle so he won't appear when you visit the Team Information menu when away from base.

Costumes:

Previews
01 - Acolyte Warrior (https://i.imgur.com/QErXa4Y.png)
02 - Acolyte Warrior Elite (https://i.imgur.com/AVk21Qf.png) (AoA Boost)
03 - Brotherhood Marauder (https://i.imgur.com/OjnnFF5.png)

------------------------------------------------------------------------------------------------------------------------------------------------------

Powers:

Bruising Fist (Melee) (https://i.imgur.com/rgFGyfm.gif) - A heavy attack that knocks back enemies.

Shock Blast (Beam) (https://i.imgur.com/1dopJkW.gif) - Generates energy through his hand and blasts enemies with a bolting beam.

Power Slam (Radial) (https://i.imgur.com/RAXZaX4.gif) - Smashes the ground with brute force, creating a large radial shockwave.

Paralyzing Wave (Radial) (https://i.imgur.com/bTGjZou.gif) - Generates and sends an electrical wave at enemies up front, stunning them. Takes 10% of his own HP away during the process.

Tyrant Charge (Charge) (https://i.imgur.com/WP0Y4Yk.gif) - Rushes against enemies, and objects, knocking them back.

Power Stomp (Radial) (https://i.imgur.com/AIMiDgg.gif) - Stomps the ground, launching the surrounding enemies upwards.

DEVASTATING SLAM (XTREME) (https://imgur.com/FOkKWuz) - A powerful version of Power Slam.

SHOCK CHARGE (XTREME Boost) (https://imgur.com/SCNIPqx) - Resurrects nearby fallen allies. (Allies only)

Bold Stance (Boost) (https://i.imgur.com/3ixH2yi.gif) - The Acolyte is able to stand his ground, increasing defense and resisting knockback. It doesn't last very long.

Intimidate (Debuff) (https://imgur.com/Fz6uhvG) - Puts fear into enemies, decreasing their attack power and defenses.

Passive Skills:

Brute - Increases $AR. - Added as of 9-23-2019

Body Armor - Increases physical, and energy resistances.


Title: Re: Lags's Gamecube Stuff (9/22/2019): New Hero Update - Acolyte Warrior
Post by: BaconWizard17 on September 22, 2019, 10:58am
Very creative mod! You really made a lot from just a few animations
Title: Re: Lags's Gamecube Stuff (9/22/2019): New Hero Update - Acolyte Warrior
Post by: Lags on September 22, 2019, 10:00pm
Thanks! It was nice to see his animations still looked nice being reuseable for his other moves. It didn't bother me much since a lot of default heroes kind of have this applied. I was just glad being able to keep the usage of Shared Animations to the minimum which, some were used for his Power5 and 6.

EDIT:

Also if anyone downloaded him before, I made a minor update by giving him an additional passive skill since he only had 1. His information post has also been updated with the additional passive skill included as well as leveling the skill to level 1 and his character to level 14 being required to access Body Armor.
Title: Re: Lags's Gamecube Stuff (9/22/2019): New Hero Update - Acolyte Warrior
Post by: jayglass on September 23, 2019, 08:18pm
 I've classic skins for GCN
Title: Re: Lags's Gamecube Stuff (9/22/2019): New Hero Update - Acolyte Warrior
Post by: Lags on September 24, 2019, 09:05am
I've classic skins for GCN

That's nice. If you have works you wish to share or release, why not just make a thread for them?
Title: Re: Lags's Gamecube Stuff (9/22/2019): New Hero Update - Acolyte Warrior
Post by: jayglass on September 24, 2019, 09:19am
I will post them here if you want
Title: Re: Lags's Gamecube Stuff (9/22/2019): New Hero Update - Acolyte Warrior
Post by: Lags on September 24, 2019, 10:06am
It would be better off if you have your own thread for your stuff than have them mixed in with mine. It also makes it easier for others to find works done by you than having to search for it in someone else's thread.
Title: Re: Lags's Gamecube Stuff (9/22/2019): New Hero Update - Acolyte Warrior
Post by: jayglass on September 24, 2019, 11:19am
ok
Title: Re: Lags's Gamecube Stuff (9/22/2019): New Hero Update - Acolyte Warrior
Post by: jayglass on September 24, 2019, 11:23pm
XML2 70s cyclops you should use

https://www.mediafire.com/file/8a9q24pnhvwcdhv/03XX_TomatoisJP_PS2.igb/file (https://www.mediafire.com/file/8a9q24pnhvwcdhv/03XX_TomatoisJP_PS2.igb/file)
Title: Re: Lags's Gamecube Stuff (9/22/2019): New Hero Update - Acolyte Warrior
Post by: BaconWizard17 on September 25, 2019, 09:55am
XML2 70s cyclops you should use

https://www.mediafire.com/file/8a9q24pnhvwcdhv/03XX_TomatoisJP_PS2.igb/file (https://www.mediafire.com/file/8a9q24pnhvwcdhv/03XX_TomatoisJP_PS2.igb/file)

Jayglass, he said not to post your content on his thread. Please start your own thread to post your own content
Title: Re: Lags's Gamecube Stuff (9/22/2019): New Hero Update - Acolyte Warrior
Post by: jayglass on September 25, 2019, 05:38pm
It's a suggestion only
Title: Re: Lags's Gamecube Stuff (9/22/2019): New Hero Update - Acolyte Warrior
Post by: Lags on September 25, 2019, 11:11pm
Thanks for suggesting, and I'll try him out.
But still, you should make your own thread for all of your stuff because it organizes your mods much better and I will still be able to download your mods from there. Not only that, but I'm sure there are gamecube users out there that also would like to download works you've made. And it also helps expand the gamecube contents a little bit.
Title: Re: Lags's Gamecube Stuff (9/22/2019): New Hero Update - Acolyte Warrior
Post by: jayglass on September 26, 2019, 12:26am
I have got classic gambit and also all ps2 medusa models work on gamecube.
Title: Re: Lags's Gamecube Stuff (9/22/2019): New Hero Update - Acolyte Warrior
Post by: Ceamonks890 on September 26, 2019, 02:14am
I have got classic gambit and also all ps2 medusa models work on gamecube.

Jayglass, BaconWizard and Lags have already told you to make your own thread several times now for posting updates of stuff you're doing. This is your final warning on this matter (because all you're doing is needlessly spamming Lags' mod thread).
Title: Re: Lags's Gamecube Stuff (9/22/2019): New Hero Update - Acolyte Warrior
Post by: Lags on October 05, 2019, 08:25am
Some minor updates to my two heroes. Fixed a few small issue with their beams being unable to shoot across boundaries. Downloads can be found in the original post, as well as on their hero information.

Imperial Rebel:
* Laser Beam (https://imgur.com/q2KV5Gn)
* Heavy Blast (https://i.imgur.com/YihB8F2.png)

Acolyte Elite:
* Shock Blast (https://i.imgur.com/cQpv7Xr.png)
* P2_Power and P2_impact now align together when hitting enemies in most cases.

XML 4 Player mod also received a minor update:
* In a few missions during the middle of the game, Xavier will appear as a playable party member. Added scripts to majority of the missions to ensure Xavier stays restricted until the Asteroid M mission where he's finally accessible (not counting Astral Planes). If he still appears playable in some cases, regardless if he's set as a restricted hero, then it could just be a hard coded thing.
Download can still be found in the second post of this thread.
To quickly update, you can simply just copy and paste the data folder over your current one instead of overwriting everything.
Title: Re: Lags's Gamecube Stuff (10/20/2019): Updated Infinite Factory & Perimeter
Post by: Lags on October 20, 2019, 10:45am
Back with a few updates. Been working on some maps and modified them so it includes custom enemies. With the lack of human enemies in this game, I thought it would be great to add some in, reusing models from the first game.


Infinite Factory:

------------------------------------------------------------------------------------------------------------------------------------------------------

(https://i.imgur.com/6SEILP4.png)

These guys use the Nuclear Lab Tech models from the first game and replace some of the Infinites patrolling the maps around the Factory. They are ranged enemies equipped with Mp5's used by the GRSO Soldiers from the first game. Their movesets are exactly the same as the Mercenary Snipers that appear throughout the game. Since they usually appear in groups, they can deal serious damage all together on your team.

Rank Names:
Factory Security - Level 26
Factory Patrol - Level 28
Factory Officer - Leader Name

(https://i.imgur.com/hBohHOa.png) (http://www.mediafire.com/file/ndiuzbgs4247crb/Infinite_Factory.zip/file)


------------------------------------------------------------------------------------------------------------------------------------------------------

Perimeter: Radar Array Platforms

(https://i.imgur.com/QgHBRLK.png)

(https://i.imgur.com/FpkHwWw.png)

These new guys serving under Apocalypse replace the Sinister Operatives and Mikhail Warriors that appear in this map. The Special Forces use the Police SWAT model and the Special Ops use the GRSO Infiltrator's. My goal was to give this map sort of a reference to X-Men Legends 1, having you battle human soldiers and Sentinels at the same time. Since the Mikhail warriors were only scripted to appear once in this map, you won't be seeing much of the Special Ops when the map resets the enemy spawns. Once again, all these Soldiers are based off the Mercenary enemies. I find them a little bit more difficult to deal with now that they can actually hit Charlie as he's trying to set up his bomb, since the Sinister Agent's shurikens could not. Maybe in the future if I can get them to toss grenades, I will consider updating this level.

Rank Names:
Imperial Special Forces - Level 34
Platoon Officer - Leader Name

Imperial Special Ops - Level 35
Imperial Elite Ops - Leader Name

(https://i.imgur.com/SBI2Zuj.png) (http://www.mediafire.com/file/q47cr616odqgq2b/Perimeter.zip/file)

Title: Re: Lags's Gamecube Stuff (11/28/2019): Updated XML2 RoA Mod pack
Post by: jayglass on November 29, 2019, 12:10am
Great job
Title: Re: Lags's Gamecube Stuff (11/28/2019): Updated XML2 RoA Mod pack
Post by: BaconWizard17 on November 30, 2019, 07:12am
Thatís a really impressive find!
Title: Re: Lags's Gamecube Stuff (11/28/2019): Updated XML2 RoA Mod pack
Post by: jayglass on November 30, 2019, 07:51am
Just wish we could increase the roster on consoles
Title: Re: Lags's Gamecube Stuff (12/15/2019): Police NPC & Male Lab Tech Enemies
Post by: Lags on December 15, 2019, 12:41pm
You're under arrest!

Remember the Police NPCs from X-Men Legends 1? Yeah, I made one into a Danger Room NPC you can play as. Most importanly, in case anyone wants to use this guy as a custom ally NPC for their custom level mods. He lacks a unique head model, but originally did not have one in his files and used Defaultman's head instead. It still works as a good placeholder since I don't do any modeling, and so he doesn't lack one when playing him in Danger Room Simulators.

(https://i.imgur.com/RbB56Jr.png)



See him in action.  (https://imgur.com/24arxBx)

(https://i.imgur.com/H7Gq4WV.jpg) (http://www.mediafire.com/file/qxxg8ypm2r12uqt/PoliceXML1_%2528XML2%2529.zip/file)

------------------------------------------------------------------------------------------------------------------------------------------------------



Genosha:

(https://i.imgur.com/kLeGYP9.png)


Although, Mr. Sinister doesn't need any help when it comes to experimenting on the Genoshan civilians for Harmonic DNA, I thought it be fun to create some Lab Tech enemies to assist him in his work. These guys replace the Energy Demon that appears in the first map when you enter Genosha as well as the Hell Hounds in the map you meet Mr. Sinister in. Being forced away from helping Sinister with searching for the Harmonic DNA, these helpless guys take arms with tranquilizers against your heroes in hopes of capturing you for Sinister's experiments. Getting hit by them will make you slower and vulnerable to other enemies to attack you, as well as having these maps becoming more difficult to progress in early game. How else are these guys be able to capture mutants so easily around here? Their weapon of course!

Rank Names:
Mutant Experimenter
Lead Experimenter - Leader Name

See one in action: (https://imgur.com/n1cw65Y)


(https://i.imgur.com/IpgXtSY.png) (http://www.mediafire.com/file/w5mjacsbk7o7ren/Genosha_New_Enemies.zip/file)

Title: Re: Lags's Gamecube Stuff (12/15/2019): Police NPC & Male Lab Tech Enemies
Post by: BaconWizard17 on December 15, 2019, 08:17pm
I love how unique these are!
Title: Re: Lags's Gamecube Stuff (12/17/2019): More Danger Room NPCs
Post by: Lags on December 17, 2019, 09:19pm
Some danger room enemies incoming!

Imperial Skirmisher

(https://i.imgur.com/mkOaapB.png)

The GRSO Skirmisher from X-Men Legends 1 makes a return under a new name. I have plans on him replacing an enemy in one of the maps in story mode and will most likely appear in Act 4 when I reach to a specific point in my saved file. His blue powergloves are no longer just for show. He now has a new power move that delivers a series of punches at his enemy. His third punch in his Power_Attack will stun his enemy, locking them into his combo until he delivers the last punch that will knock them down. He can even cloak!

See him in action: (https://imgur.com/ZWbWAYX)


(https://i.imgur.com/Mjh2dgo.jpg) (http://www.mediafire.com/file/vq7j3rmf79yvvaz/Imperial_Skirmisher.zip/file)


------------------------------------------------------------------------------------------------------------------------------------------------------

 
Galactus Punisher

(https://i.imgur.com/q6V9fxP.jpg)

"For Galactus!"

The strange Juggernaut-look-like enemy enters the game directly from Marvel's Ultimate Alliance 1. Not much to say here, other than being a direct port from the PS2 version. Changed his skin ID to share with Juggernaut's which starts at 3410 so it doesn't interfere with his initial costume set. He's also been scaled to be a bit bigger than normal sized enemies. Added a few shared sound effects to his powerset due to sound modding not possible yet for Gamecube. Gave him Defaultman's DUMMY head as a placeholder since MUA doesn't use head models for their characters. I'll most likely be doing this for other generic enemies if I plan to import more from MUA. He'll also be using voice clips of the Infinite Prometheus Mod that appear in Act 4 so his character isn't mute.

See him in action: (https://imgur.com/ISeIBPU)

(https://i.imgur.com/YvnU8LD.jpg) (http://www.mediafire.com/file/kup1uicjq5rtm6s/GalactusPunisher_a.zip/file)



Title: Re: Lags's Gamecube Stuff (12/26/2019): GRSO Soldiers & AIM Troopers
Post by: Lags on December 26, 2019, 02:43pm
A late Christmas update adding in more danger room enemies:


Imperial Soldiers (GRSO Soldiers)

(https://i.imgur.com/KOud9b4.jpg)

I've always wanted to bring these guys back into this game due to their absence and all. The GRSO Captain with the Knockback Gun (bottom left) is meant to have a red uniform, but I had trouble trying to get all these guys to appear on the map properly without having their outline glitch out of place from their models. I even tried hiding their outlines but the results ended the same. The only way I could fix the minor glitch was to use two separate skins from both the PS2 AND GCN version of XML1 while using ONE GRSO skin from each of the selections from both games, so I decided to settle with these.
Having their models reused for the Collector enemies in Genosha, it's time to finally show them who's the real bosses are!

(https://i.imgur.com/3vaLytD.jpg) (http://www.mediafire.com/file/d8k09nec1v117hm/Imperial_Soldiers.zip/file)

Enemy Information:

Imperial Soldier - Now uses fightstyle_gun_rifle in power set. New powers include a Rapid Fire skill for primary ability (does not chain like in XML 1), and grenade throw for secondary.

Imperial Assault - Uses the Fightstyle_Baton in his ps_powerstyle. Also inflicts lightning damage in each hit.

Imperial Skirmisher - Released before but will be included in the pack regardless. (also changed the separate download link of him to link with this download pack)
- Removed Cloaking Device ability. Updated 5/14/2020.

Imperial Captain - Uses fightstyle_gun_hip in his ps_powerstyle as well as his same moves from XML1. Has physical resistance and knock_resist applied on to him. Special bullet effects are borrowed from the Armored Collector enemies.
* Now includes a new stun grenade skill for secondary ability. Deals only 1-3 damage but stuns enemies for a short time.
* Homing Missile ability has also been added for 4th power slot.

Imperial Black Guard - Newest addition to the pack. Operates just like he does in X-Men Legends 1.  Updated 5/14/2020.
- Jumps into the air and throws 5 shurikens.
- Uses a flash bang that debuffs enemies by inflicting def damage on them.
- Can cloak.

------------------------------------------------------------------------------------------------------------------------------------------------------

AIM Troopers

(https://i.imgur.com/oZNBfXv.jpg)

These bucket heads were pretty fun to battle as well, and were on my top list of generic enemies to bring over to X-Men Legends II. Mainly because I have plans using the AIM Trooper's powerstyle to use over an enemy in story mode. They were easy to do since majority of them are pretty much carbon copies of the GRSO Soldiers I previously worked on, and I relatively gave them the same stats. Unlike in MUA, you can't remove them of their weapons.
Now you can gain control of these guys in the Danger Room simulator!

(https://i.imgur.com/AUPyS1Y.jpg) (http://www.mediafire.com/file/6exs7znexvwxovv/AIM_Troopers.zip/file)

Enemy Information:

AIM Trooper - Uses the actual AIM Trooper Powerset and has fightstyle_hero applied on to him. Removed the shield bash talent.

AIM Trooper (Shielded) - Uses the actual AIM Trooper Powerset and the fightstyle_hero talent. Includes the shield bash move on his third slot, and his fightstyle_hero has limitations on his attacks. Has physical resistance and knock_resist applied on to him.

AIM Infantry (New Variant) - Copied from Imperial Soldier. Powerstyle is based off the Mercenary enemies, and uses an Mp5 as his weapon of choice.

AIM Assault (New Variant) - Copied from Imperial Assault. Uses a nightstick instead of a power baton and inflicts physical damage instead of lightning.

------------------------------------------------------------------------------------------------------------------------------------------------------

See them in Action:

Imperial Soldiers: (Old preview) (https://imgur.com/jfigtAH)   AIM Troopers: (https://imgur.com/RrthQ1w)



Title: Re: Lags's Gamecube Stuff (12/26/2019): GRSO Soldiers & AIM Troopers
Post by: BaconWizard17 on January 06, 2020, 04:04pm
I'm loving the generic characters!
Title: Re: Lags's Gamecube Stuff (1/16/2020): Madri Holocaust Portal Fix & Misc
Post by: Lags on January 16, 2020, 10:14pm
Madri Holocaust Portal Fix

(https://i.imgur.com/UcpQRtz.jpg)(https://i.imgur.com/PYY2ush.jpg)

I don't know if it was originally intended for the portal to go inactive after you beat Holocaust even though there isn't really a reason go back in there, but this map patch places a recon beacon next to the mind alter so you can return to the map at anytime. Took me a while to figure out how to get the teleporter to only work after you place the mind artifact on the altar. It ended up being simpler than I thought. >_>

The download also includes a hex code and minor things that can hopefully help others be able to do this for the other ports of the game. Though, I can't test it myself to be certain it will work guarantee.

(https://i.imgur.com/Rkdp55R.jpg) (http://www.mediafire.com/file/gfremkgbd8f8ikk/Madri1.zip/file)


------------------------------------------------------------------------------------------------------------------------------------------------------

Prelate Zealot Voice Update for Avalanche:

(https://i.imgur.com/vR11Xhx.png) (http://www.mediafire.com/file/gpgok59fzgyl6s4/%2528Pre_m%2529_X_voice_patch_for_Avalanche.zip/file)

Using Hex Editor to make minor changes to the x_voice, I was able to find the Prelate Zealot enemy's set of voices, and copied and pasted stuff around to make it more suitable for Avalanche to use temporarily.

What's changed for the Prelate Zealot voice set in this temporarily X_Voice:

- No longer says "Help Meeee!", and "Alert the Prelate Lords!" when defeated in battle.

- Replaced the voice clips:
"You're all mine, cupcake!", "Let's rip'em up!", and "Take these jerks down!",

with duplicate clips of "Come on, punk! Let's dance!", "I'm gonna pulverize you!" and "Let's see what you got!"

Make sure you backup your old X_Voice in case if anything goes wrong.


Title: Re: Lags's Gamecube Stuff (1/16/2020): Madri Holocaust Portal Fix & Misc
Post by: BaconWizard17 on January 19, 2020, 07:34am
Great work as always!
Title: Re: Lags's Gamecube Stuff (1/16/2020): Madri Holocaust Portal Fix & Misc
Post by: VsaintJ on January 27, 2020, 02:56pm
Do all these mods work as it on the pc version too?
It's the only version of the game I have, and my excitement to try your mods is off the charts.
Title: Re: Lags's Gamecube Stuff (1/16/2020): Madri Holocaust Portal Fix & Misc
Post by: jayglass on January 27, 2020, 09:27pm
Console only
Title: Re: Lags's Gamecube Stuff (1/16/2020): Madri Holocaust Portal Fix & Misc
Post by: VsaintJ on January 28, 2020, 01:30pm
I've been scouring the forms all day and night for how to install these on the gamecube version with no luck. Is there a link for how to do this? I do have dolphin now if that helps. XML2 is my favorite of these games, so im dying to try out these mods, along with yours.
Title: Re: Lags's Gamecube Stuff (1/16/2020): Madri Holocaust Portal Fix & Misc
Post by: Lags on January 29, 2020, 07:33pm
I've been scouring the forms all day and night for how to install these on the gamecube version with no luck. Is there a link for how to do this? I do have dolphin now if that helps. XML2 is my favorite of these games, so im dying to try out these mods, along with yours.

I'll have to write tutorial on it so it will help beginners able to install the mods for their gamecube games.
Title: Re: Lags's Gamecube Stuff (1/16/2020): Madri Holocaust Portal Fix & Misc
Post by: Lags on February 04, 2020, 07:31pm
A tutorial is up on a first step to installing mods for Gamecube users. It only covers being able to exceed pass the file limits when trying to replace things in the disc's image. Installing custom characters for the gamecube operates the same as the PC/PS2/X-Box versions, so you'll find tutorials on that floating around in the same section.

Link  (https://marvelmods.com/forum/index.php/topic,10800.msg197727.html#msg197727)
Title: Re: Lags's Gamecube Stuff (1/16/2020): Madri Holocaust Portal Fix & Misc
Post by: VsaintJ on February 09, 2020, 06:47pm
Thank You! This is super helpful, though fightsyle soldier seems to be missing on the imperial.
Title: Re: Lags's Gamecube Stuff (1/16/2020): Madri Holocaust Portal Fix & Misc
Post by: Lags on February 11, 2020, 11:06am
I'm in the works with making updates on him. He'll be given a few new moves and should be finished soon.
Title: Re: Lags's Gamecube Stuff (2/20/2020): Imperial Rebel Updated (Revolt Soldier)
Post by: Lags on February 12, 2020, 01:52am
My Imperial soldier has been updated. Since I'd rather prefer not to have multiple entries of updates on him, the clicking the huge image below will direct you to my original post (now updated) about him.

(https://i.imgur.com/ZioPq9K.jpg) (https://marvelmods.com/forum/index.php/topic,10649.msg196229.html#msg196229)
Title: Re: Lags's Gamecube Stuff (2/20/2020): Imperial Rebel Updated (Revolt Soldier)
Post by: VsaintJ on February 13, 2020, 01:46am
i am soooooooooo ready for this!!! Thank you Lags!
Title: Re: Lags's Gamecube Stuff (2/20/2020): Imperial Rebel Updated (Revolt Soldier)
Post by: Lags on February 15, 2020, 08:54am
Hope you enjoy him as much as i do! He is quite fun.
Title: Re: Lags's Gamecube Stuff (2/16/2020): New York North Side
Post by: Lags on February 16, 2020, 11:11am
New York North Side

(https://i.imgur.com/NnCDlOa.jpg)

Finally being able to give my Revolt Soldier some powers he deserved (A basic gun firing skill and grenade skill), it made it easier to set them up for his NPC counterpart. Imperial Soldiers will now appear patrolling the streets of New York's North Side, also where you face DeadPool. They are ready to engage in an assault at your heroes with their MP5 and hand grenades.
It will be just like battling GRSO Soldiers again!

(https://i.imgur.com/8PUc5xL.png) (http://www.mediafire.com/file/pou2vuptkuucbqo/New_York_North_Side.zip/file)

Map Information: Some additional minor changes were made besides having Imperial Soldiers added to the map.
- Imperial Soldiers take over Master Sniper's positions. (data replaces over Master Snipers)
- Master Snipers take over Optic Crawler's positions. (data replaces over Optic Crawlers)
- Optic Crawlers no longer appear in this map.

Enemy Data:

Level: 38
Basic appearance: Imperial Soldier
Mutated leader name: Elite Infantry
Power 1: Rapid Fire
Power 2: Throws a Frag Grenade. Takes a little longer to explode than the playable counterpart's (Revolt Soldier's)
Basic Attacks: Uses Fightstyle Rifle in his powerset.
- Whacks enemies with the back of his gun and breach kicks.

------------------------------------------------------------------------------------------------------------------------------------------------------

Danger Room Mode

Want to play as him in Danger Room mode?

His Danger Room stats has also been updated! (https://marvelmods.com/forum/index.php/topic,10649.msg197359.html#msg197359)

Title: Re: Lags's Gamecube Stuff (2/26/2020): Beast (Hero)
Post by: Lags on February 25, 2020, 10:53pm
Beast - By Cohollow

(https://i.imgur.com/YSuAGBs.png)

Updated as of 10/3/2020

This is a port of Cohollow's Beast mod from the PC version with his necessary files, packaged into an .fb for him to be fully playable for Game Cube purposes. This post mainly contains previews on his skinset and other miscellaneous for him to work for the game. Selection of Beast's skins may differ from his PC mod, but his play style remains the same.

For more information about his powers and other things, be sure to check out the original mod on Cohollow's thread about Beast. (https://marvelmods.com/forum/index.php/topic,10753.msg197119.html#msg197119)

This character requires the X-Men Legends II - Version 2.0 Patch (https://marvelmods.com/forum/index.php/topic,10938.msg199572.html#msg199572) to be installed to avoid any missing texture effects for his powers.

(https://i.imgur.com/QHucLVn.png) (http://www.mediafire.com/file/ampdsrh8zt2q4er/Beast_GCN_%2528Cohollow%2529.zip/file)




Costumes:

Spoiler

Click on image to enlarge:

(https://i.imgur.com/v2DQ1ki.png)




Notes:

Spoiler

- Has power icons and character selection portrait included in his pack
- Does not have custom voices, therefore, will take the form as a Hologram Hero.
- Uses his default XML 1 sound effects for most of his powers (his ps_powerstyle has his sound directories modified so they can read them off his XML 1 file appropriately)
- Lacks the additional sounds for powers that were modded in his PC version's.

Preview of Beast using his X-Men Legends 1's sound effects. (https://i.imgur.com/YprI3Bl.mp4)




Future Updates:

Spoiler

- Inclusion of proper custom voice set and additional sound effects when it becomes possible to modify them.




Credits:

Spoiler

Cohollow - Creator of the Beast Mod
BaconWizard17 - Making Beast's Skins, Power Icons, and Menu Portrait, as well as optimizing them for console usage.
Lags - Assembling necessary files into .fb packages, and setting place holder sounds to powers for Beast

And anyone else that assisted with the original mod that I forgot to include.


Title: Re: Lags's Gamecube Stuff (4/23/2020)
Post by: Lags on April 23, 2020, 01:57pm
(https://i.imgur.com/Wfzxrys.png) (https://marvelmods.com/forum/index.php/topic,10649.msg196229.html#msg196229)


Made another update on his character with some more balancing and fixes. For the entire information, the clicking on image above will direct you to his earlier post, now updated once again.
Title: Re: Lags's Gamecube Stuff (4/23/2020): Revolt Soldier (Combat Soldier) FINAL UPDATE
Post by: BaconWizard17 on April 23, 2020, 02:58pm
Impressive and thorough as always! Great stuff!
Title: Re: Lags's Gamecube Stuff (4/23/2020): Revolt Soldier (Combat Soldier) FINAL UPDATE
Post by: Lags on April 23, 2020, 07:53pm
Thank you!
Title: Re: Lags's Gamecube Stuff (5/2/2020): XML II BGM Replacement pack.
Post by: Lags on May 01, 2020, 10:41pm
XML 2 BGM Replacement Pack

(https://i.imgur.com/mW7SQC4.png) (http://www.mediafire.com/file/3xvsjmpzsdkqse1/XML_BGM_-_XML2.zip/file)

Today's release is a small pack containing BGMs replaced in X-Men Legends 2 with those from X-Men Legends 1. Just simply download, place them into their proper locations and rebuild your iso. Note: If you wish to apply all of these songs into the game, download the X-Men Legends II: Version 2.0 (https://marvelmods.com/forum/index.php/topic,10938.msg199572.html#msg199572) which contains a ton of file arrangements that will allow you to install these custom music into the game.

Songs that were replaced:

Act 1:
-------
Dead Zone Sections A & B ---> HAARP Exterior
Abyss Battle ---> HAARP Exterior

Act 3:
-------
Core Section A ---> HAARP Interior
Core Section B ---> U.S.S. Arbiter Interior (Engine Room)
Infinite Section A & B ---> Nuclear Power Plant

Act 4:
-------
Perimeter Section A ---> U.S.S. Arbiter Exterior
Perimeter Section B ---> U.S.S. Arbiter Interior (Flooded)
Sewers ---> Sewers (Gambit Rescue)
Holding Pens Section A & B ---> Sewers (Marrow Battle)
New York Ruins Sections A & B ---> Mount

Sounds aren't located in the assetsfb, but rather in the ISO's structure. If you don't have your ISO's structure extracted, please refer to this guide below on how to export your game's root, then you'll be able to replace the said file in the directory, before rebuilding your ISO.

https://marvelmods.com/forum/index.php/topic,10800.msg197727.html#msg197727
Title: Re: Lags's Gamecube Exclusives (5/14/2020): Combat Agent
Post by: Lags on May 14, 2020, 06:47pm
Combat Agent

(https://i.imgur.com/4CdqWe0.png)

The elite soldier in his exoskeleton suit is ready to aid his fellow soldier (https://marvelmods.com/forum/index.php/topic,10649.msg196229.html#msg196229) buddy, and mutant allies against Apocalypse. This NPC is meant to be the playable counterpart of the GRSO Black Guard and Sinister Agent enemies from both X-Men games respectively. Most of his abilities reference his enemy counterpart's in some sort of manner, as well as being given a few unique moves and features to increase his potential to the team. He comes with a full set of powers: 7 offensive, 2 secondary (1 Buff and 1 Debuff), and 2 Xtremes, and has a total of 5 skins referencing the respective enemies

This character requires the X-Men Legends II - Version 2.0 Patch (https://marvelmods.com/forum/index.php/topic,10938.msg199572.html#msg199572) to be installed to avoid any missing texture effects for his powers.

(https://i.imgur.com/t6LFUEX.png) (https://www.mediafire.com/file/54jhkes4xd83f1q/Combat_Agent_%2528GCN%2529.zip/file)

Link to PC version (https://marvelmods.com/forum/index.php/topic,10882.msg200006.html#msg200006)



Change log:

Spoiler

5/23/2021 - Lastest Update
- Now given a proper custom voice and sounds for powers
- Added a 7th offensive power: Sensor Trap
- Updated chain transitioning for animations on some powers to be played more smooth.
- New conversation HUDs for skins that needed them. They run on 128 X 128
- Stealth Planting has a slight increased in animation speed when performing the move. And a new animation is played when attaching up close to an enemy.
- Mutant Nullifier has been renamed to Flash Bang




Costumes:

Spoiler

Notes:
- Due to the Sinister Agent not having much in his animation kit, he will lack a menu_action and menu_goodbye.

Click to enlarge the image.

(https://i.imgur.com/D97vcpv.png)




Powers:

Spoiler

Swift Blades (https://i.imgur.com/MfWamuj.gif)
Throws 3 basic blades.

Gooey Grenade (https://i.imgur.com/93lyoFE.gif)
A less-harming bomb, leaving a sticky substance on the ground and trapping enemies. Can also put out fires.
- Requirement Level: 7
- Can now throw more at higher levels.

Rapid Strikes (https://i.imgur.com/2tsqYxn.gif)
Delivers multiple punches with the last punch knocking the target down.
- Requirement Level: 14
- Requirement Skill: Gooey Grenade

Sharp Shurikens (https://i.imgur.com/q5IR8w4.gif)
Special projectile that targets enemies. Damages and also inflicts bleed on targets
- Requirement Level: 14
- Requirement Skill: Gooey Grenade
- Can throw more at higher levels.

Sensor Trap
Sets down a portable trap. When triggered, it releases a stunning wave of electricity.
- Requirement Level: 21
- Requirement Skill: Sharp Shurikens

Slipstream (https://i.imgur.com/0hoVLXX.gif)
Jet boosts to slide a small distance forward, knocking back enemies coming in contact.
- Requirement Level: 21
- Requirement Skill: Rapid Strikes

Stealth Planting (https://i.imgur.com/jAj2p6Z.gif)
Jumps a distance forward and sneaks a bomb on an enemy. Can also attach upclose and on to objects.
- Requirement Level: 28
- Requirement Skill: Slipstream

BOMB FEST (https://i.imgur.com/MFJatvq.gif) (Xtreme 1)
Leaps into the air and drops a handful of bombs, causing destruction. (Similar to DeadPool's Xtreme)
- Requirement Level: 15

SCAVENGER (https://imgur.com/dcseeIz) (Xtreme 2)
Increases potions and techbits dropped from fallen enemies and treasure chests.
- Requirement Level: 20

Cloaking Device (https://i.imgur.com/dZ8SbCP.gif) (Boost)
Enters into stealth mode, hiding from enemy sight.
- Requirement Level: 1
- Now adds ATK and DEF bonus while the ability is active.

Flash Bang (https://i.imgur.com/gAqWsOB.gif) (Debuff)
A flash bomb use to weaken enemy defenses. (Inflicts Def Damage on enemies.)
- Requirement Level: 14
- Requirement Skill: Cloaking Device

Passive Skills:

Exoskeleton Upgrade
Increases chances to dodge melee attacks.

Experienced Soldier
Soldiers trained to maintain themselves in battle. Increases EP regeneration rate.
- Requirement Level: 7
- Functions just like Mutant Master. Basically to define him as a Human.

Resistant Uniform
Increase resistance to Elemental, Energy, and Radiation $DMG.
- Requirement Level: 14
- Requirement Skill: Experienced Soldier

Projectile Specialist
Adds damage and critical hit chance to all projectile attacks
- Requirement Level: 21
- Requirement Skill: Resistant Uniform

Preview of power demonstration. (https://streamable.com/9yxq5e)
Preview starts at 2:02 in the video.

Built-in Mechanics:

Double Jump
- Like Toad, his hero can perform a double jump ability, giving him an extra boost in the air to balance out with all other heroes.




Misc:

Spoiler

Credits:
- Raven Software: Original XML1/XML2 Assets

What's Left To Do:
- Buffs and fixes if any occur. Other than that, set new animations when it becomes possible to customize animation sets for XML 2.

Notes:
- Feel free to make custom skins for this hero. I won't take any credit for your creativity but would enjoy playing as other member's custom skins for him!
- This hero is free to use as a base if you plan to make your own mod using his assets to start off from. Just make sure you don't keep too much of his default assets and make his play style is as different as possible. Also be sure to credit me if you plan on using him.





Title: Re: Lags's Gamecube Exclusives (5/14/2020): Combat Elite Soldier
Post by: BaconWizard17 on May 14, 2020, 07:13pm
This is great! It's a shame to see that the devs really mailed it in on the advanced sentinel model though; they didn't even fix that the chin is weighted to the chest. It's a really great mod though! Will it come to PC?
Title: Re: Lags's Gamecube Exclusives (5/14/2020): Combat Elite Soldier
Post by: Lags on May 14, 2020, 09:12pm
This is great! It's a shame to see that the devs really mailed it in on the advanced sentinel model though; they didn't even fix that the chin is weighted to the chest. It's a really great mod though! Will it come to PC?

Yeah, it's pretty unfortunate for the sentinel advanced. I also tried using his PS2 skin for slight better quality. Works fine in the character menu and base camps, but crashes when entering the combat zones. He may be bonus skin for now, but the actual npc might be my next NPC hero when I can think of a moveset for his small animation kit.

And for Combat Elite:

He definitely will in future updates! A goal of mine is to carry my heroes over to the PC's roster.
Title: Re: Lags's Gamecube Works (5/14/2020): Infinite Factory
Post by: Lags on June 13, 2020, 07:41pm
It's been a while since I updated. Time to release some things I previously finished and keep myself active on here.

Acolytes:
-------------------------------------------------

(https://i.imgur.com/y1A3ncq.png)

Betraying Magneto and the Brotherhood, some members of his Acolytes have chosen to side with Apocalypse to follow his steps with having only the strong to survive. They replace over the the enemies that previously appeared in the specific sections of the factory, and operate the same as they do in X-Men Legends 1. You'll encounter most of them in the Fusion Core. Be careful not to rush into them all at once. As a group, these guys are a force to be reckoned with.


Enemy Information: (Fusion Core)

Name: Apocalypse Acolyte
Leader Name: Apocalypse Liegeman
Level: 27
Powers: Shock Blast (stuns targets), Shockwave (180 degree arc),
Misc: Energy Resistance

Name: Apocalypse Warrior
Leader Name: Apocalypse Champion
Level: 28
Powers: Heavy Punch, Ground Slam (AOE)
Misc: Physical Resistance, Knockback Resistance

Name: Apocalypse Adept
Leader Name: Apocalypse Proficient
Level: 29
Powers: Stun Blast (name specifies), Teleport Escape, Minion Revive
Misc: Mental Resistance

Enemy Information: (Assembly Factory)

Name: Apocalypse Bruiser
Leader Name: Apocalypse Champion
Level: 29
Powers: Heavy Punch, Ground Slam (AOE)
Misc: Physical Resistance, Knockback Resistance


Nuclear Lab Tech Enemies:
------------------------------------------------------------------

(https://i.imgur.com/6SEILP4.png)

I previously released this map before but recently made some minor edits to it. Also adding it into the download pack. Minor information is they're enemies armed with an Mp5, re-using Nuclear Lab Tech models from the previous game. They borrow the power moves from the Mercenary enemies of this game. 

Enemy Information: (Engineering)

Name: Factory Guard
Leader Name: Factory Officer
Level: 26
Powers: Rapid Fire and Gun Whacks opponents
Misc: Equipped with an Mp5

Enemy Information: (Central Processing)

Name: Factory Expert Guard
Leader Name: Factory Officer
Level: 28
Powers: Rapid Fire and Gun Whacks opponents
Misc: Equipped with an Mp5


Bonus BGM

Included in the pack also contains the Nuclear Power Plant BGM from XML 1 that replaces the Infinite Factory's BGM.
Feel free to apply them into the sounds directory to give the area an X-Men Legends 1 feel.


Infinite Map Pack:

(https://i.imgur.com/hBohHOa.png) (http://www.mediafire.com/file/ndiuzbgs4247crb/Infinite_Factory.zip/file)



Playable Acolytes for Danger Room NPCs coming soon!

Title: Re: Lags's Gamecube Works (6/13/2020): Infinite Factory
Post by: Jack of All Trades on June 29, 2020, 05:40pm
So, I just tried out your X-Men Legends 2 mod for Gamecube and it works pretty well. It's pretty slick how you got the 20th Character in. Is there any way to change out the NPC version of Sabertooth in the opening? Possibly with Storm? That way, there's not two of him running around?

Barring that, would you consider releasing a version that doesn't add a 20th member? I just can't look past the two Sabertooth/disappearing Storm thing from the tutorial stage but I would still love the chance to use the rest of the mod.
Title: Re: Lags's Gamecube Works (6/13/2020): Infinite Factory
Post by: Lags on July 01, 2020, 11:12pm
So, I just tried out your X-Men Legends 2 mod for Gamecube and it works pretty well. It's pretty slick how you got the 20th Character in. Is there any way to change out the NPC version of Sabertooth in the opening? Possibly with Storm? That way, there's not two of him running around?

Barring that, would you consider releasing a version that doesn't add a 20th member? I just can't look past the two Sabertooth/disappearing Storm thing from the tutorial stage but I would still love the chance to use the rest of the mod.

Thanks for letting me know of the issue. I might have forgot to replaced the tutorial map in the download when I removed a bunch of unused files to free space for the assetsfb, where Storm replaces NPC Sabretooth in the tutorial. I'll post up a download link for the correct tutorial map as soon as possible.

Edit:

Here's a link to the fix. It should be corrected now with Storm being over NPC Sabretooth.

http://www.mediafire.com/file/8gq72muav600bqg/tutorial1.fb/file
Title: Re: Lags's Gamecube Works (6/13/2020): Infinite Factory
Post by: Jack of All Trades on July 03, 2020, 06:52am
How do I install this? I'm not seeing this file anywhere on the ISO?
Title: Re: Lags's Gamecube Works (6/13/2020): Infinite Factory
Post by: Lags on July 03, 2020, 10:20am
How do I install this? I'm not seeing this file anywhere on the ISO?

You'll have to right-click -> open archive on your assetsfb.wad with winRAR or 7-zip. If your assetsfb is not laying anywhere on your desktop, right-click and export it out of your ISO first.

The tutorial map is located under:
packages -> generated -> maps -> act0 -> tutorial.

Then drag and drop to replace the tutorial1.fb in the archive with the fixed one from the link above. After you're doing the following, open your ISO with GCN Rebuilder and right-click -> import your updated assetsfb.wad over the old one in the ISO and you should be ready to go.

 I made sure to double-check I uploaded the correct file. Let me know if Storm still doesn't appear.
Title: Re: Lags's Gamecube Works (6/13/2020): Infinite Factory
Post by: Jack of All Trades on July 03, 2020, 12:56pm
It totally works and I'm dumb. I didn't understand your readme and I had no idea how to insert the file or that it was 7zip compatible.  Sorry about that. Now that I know how to actually do this.., About a million years ago I made a deadpool booster to bring him inline with the other broken characters in the game for PC. Are those PC boosters compatible with console? If so, has anyone made a set that balances the characters all out?
Title: Re: Lags's Gamecube Works (6/13/2020): Infinite Factory
Post by: BaconWizard17 on July 03, 2020, 07:23pm
It totally works and I'm dumb. I didn't understand your readme and I had no idea how to insert the file or that it was 7zip compatible.  Sorry about that. Now that I know how to actually do this.., About a million years ago I made a deadpool booster to bring him inline with the other broken characters in the game for PC. Are those PC boosters compatible with console? If so, has anyone made a set that balances the characters all out?

For the most part, you can port anything from PC over to console (except for sounds; each console uses its own format that's distinct from PC, and besides PC, only XBOX is compatible with the sound editor). The only drawback for GameCube, however, is the memory limits. While the GameCube will support PS2 (PNG8) skins, they're generally too big for the GameCube, so it can't take a bunch of them. To port a mod or booster to consoles, you'll need to build the fb packages for the character.

As for boosters that balance the characters out, currently, several members (myself included) are working on the X-Men Legends II Ultimate Patch, which will iron out a lot of the shortcomings of the base game. Character fixes, new and updated visuals, and lots of quality of life improvements. Stay tuned for that! It'll be coming to consoles as well hopefully.
Title: Re: Lags's Gamecube Works (6/13/2020): Infinite Factory
Post by: Jack of All Trades on July 03, 2020, 08:39pm
As for boosters that balance the characters out, currently, several members (myself included) are working on the X-Men Legends II Ultimate Patch, which will iron out a lot of the shortcomings of the base game. Character fixes, new and updated visuals, and lots of quality of life improvements. Stay tuned for that! It'll be coming to consoles as well hopefully.

Yup!
Title: Re: Lags's Gamecube Works (6/13/2020): Infinite Factory
Post by: Lags on July 05, 2020, 12:39pm
Glad everything worked well! As Bacon mentioned about the ultimate patch, once it's finished and released to public, all the elements and features I included in my current pack for consoles for will also be shifted over into the ultimate patch to keep itself steady with the PC's.
Title: Re: Lags's Gamecube Works (6/13/2020): Infinite Factory
Post by: Lags on July 21, 2020, 03:06pm
Shared Talent: Hologram Heroes

(https://i.imgur.com/sYPtbxt.png)

Introducing an upcoming shared talent that will soon be an exclusive feature for the gamecube port and will also be likely included in the Ultimate Patch. This little feature will serve as a nice in-game element for a lot of our PC converted heroes for the mean time.

What's a Hologram Hero?

A hologram hero is an aesthetic talent that's goal is to pose as an in-game element as if it was an official thing. To express my creativity, it makes a hero into a faded figure, and have them assume the position of being a mere reflection of the actual being. Due to the lack of voice modding for the GCN, certain heroes if I plan to convert over from the PC port will have this talent included in their herostats, and make it more appropriate for them as being muted characters for the mean time. Not to worry, the shared talent won't change any play style on a hero's power moves, just their appearance.

Video preview below of Cohollow's Beast, along with Jubilee and Magma (two test characters) as Hologram Heroes.

https://imgur.com/bwdAD1O (https://imgur.com/bwdAD1O)


Title: Re: Lags's Gamecube Works (6/13/2020): Infinite Factory
Post by: Lags on August 10, 2020, 12:31pm

Sentinel X

(https://i.imgur.com/ckViv0v.png)

My next hero that's in the process of being released. Actual game play has been posted in the discord server and many of those who are more active on there have already seen some of his performance. Although, that's not what his actual size would be in the game, his model will be much larger in scale when he's released. There will be certain cut scenes where he's forced to use shared animations with the rest of the team that will cause is model to clip through the ground. Nothing game breaking will come to it, but his character will be fully functional like any other. Due to his large model not being able to work with any of the fightstyles, his play style will be completely different from the other heroes.

I've got a few other mods I have yet to put a download link for as well. Been delaying myself on that because I'm putting some of the finishing touches on my XML 2 mod pack that will contain a huge ton of updates with the removal of unnecessary files, arranging stuff around to give heroes lower packaging sizes and allowing more modded characters to the console. I've been doing another play through with the new mod pack I'm currently assembling so I can encounter any problems and make fixes before releasing the final build. This also applies to the release of my playable Sentinel because some of his files will be read through a different source instead of his package file, so the two things will be released at the same time. The mod pack will have to be REQUIRED to download in order for the Sentinel to have all of his necessary features. The release to my mod pack's update is NOT an Ultimate Patch update, but the features and arrangements from it will be moved over to the GCN's version of the Ultimate Patch when it is finished.
Title: Re: Lags's Gamecube Works (8/25/2020): Combat Soldier & Agent minor Update
Post by: Lags on August 25, 2020, 07:43pm
Just a quick small update on my two soldiers while Jayglass is working on a menu portrait for my Sentinel X at my request, and who will soon be released. With my Version 2.0 mod pack now being active, the two of them have received file arrangements in their packaging and minor updates.

Combat Soldier:
- Removed Texture effects from his packaging
- GRSO Soldier skins can now run on PS2 textures

Combat Elite
- Name has been officially set as Combat Agent
- Removed Texture effects from his packaging
- Sentinel Advanced has been removed (as I have future plans for it)
- Projectile Specialist had incorrect level and didn't increase critical hit chance upon leveling. It is now fixed.


Combat Soldier:
(https://i.imgur.com/LXi6N6v.png) (http://www.mediafire.com/file/1ctwy8na7mwceum/NPC_Soldier_XML_II_2.0.zip/file)
Hero Information (https://marvelmods.com/forum/index.php/topic,10649.msg196229.html#msg196229)

Combat Agent:
(https://i.imgur.com/t6LFUEX.png) (http://www.mediafire.com/file/2n6zgyph6intzz7/NPC_Elite_Soldier_XML_II_2.0.zip/file)
Hero Information (https://marvelmods.com/forum/index.php/topic,10649.msg198736.html#msg198736)


Edit:

All of my modified maps have been updated as well.
Title: Re: Lags's Gamecube Works (8/28/2020): Sentinel X Released
Post by: Lags on August 27, 2020, 10:13pm

Sentinel X

(https://i.imgur.com/ckViv0v.png)

Apocalypse: "I have an army."
Heroes: "We have a Sentinel."

Either Bolivar Trask was desperate and lent one of his Sentinels to aid the mutants just this once, or Forge found this Sentinel, destroyed, near the X-Mansion and patched him up with his modifications. Regardless of how it made its way into the hero's team, the mutant exterminating robot can finally take the field.

This character requires the X-Men Legends II - Version 2.0 Patch (https://marvelmods.com/forum/index.php/topic,10938.msg199572.html#msg199572) to be installed to avoid any missing texture effects for his powers.

(https://i.imgur.com/z1wMsJd.png) (http://www.mediafire.com/file/vzs7hu1s6a9qlqi/Sentinel_X.zip/file)



Costumes:

Spoiler

Notes:
- He appears small in the preview images, but his actual size is larger in game and Team Menu.
- The Sentinel uses two different animation skeletons for his character.fb and character_nc.fb. The _nc skeleton is only meant to allow me to set a menu_action and menu_goodbye for him. His main skeleton is used in his normal .fb that operates in combat maps. His PC conversion will not have this feature and is only exclusive for the GameCube.

Skin 1 (https://i.imgur.com/K0D0DB8.png)
Skin 2 (https://i.imgur.com/eWl6mqf.png)
Skin 3 (https://i.imgur.com/DmVaAbG.png)
Skin 4 (https://i.imgur.com/nvR4V3x.png)
Skin 5 (https://i.imgur.com/pkkTrKQ.png)




Talents:

Spoiler

Energy Beam (https://i.imgur.com/oJLszqF.gif): A beam blasted from the Sentinel's eyes.

Coil Restraint (https://i.imgur.com/5EsSKbW.gif): A projectile that wraps around it's victim, immobilizing them for a short time. Can shoot more at higher levels.

Sentinel Stomp (https://i.imgur.com/0Y10E4p.gif): Heavy stomps the ground, knocking surrounding enemies away. Can put out fires.

Drone Gun (https://i.imgur.com/Unf1UY1.gif): Deploys a tiny drone that fires at nearby targets.

Device Barrier (https://i.imgur.com/HUSgPmp.gif): Drops a machine on the ground, creating a forcefield to prevent enemies from engaging.

Missile Launcher (https://i.imgur.com/pu9K2LZ.gif): Shoots homing missiles from both hands that targets victims. Also causes explosion damage.

Artillery Fire (https://i.imgur.com/nuV98AT.gif): Fires high-powered rounds into the air. Hailing into enemies and surrounding objects

Buffs:

Insulation Shield (https://i.imgur.com/VOAvTy3.gif): Reflects a proportion of damage taken back at enemies. Also damages enemies that come in contact with the shield.

Threat Detector (https://i.imgur.com/PeKqe3V.gif): Scans the surrounding area revealing enemy threats, decreasing their ATK and DEF.

Xtremes:

NEUTRALIZE (https://i.imgur.com/iuIEtnl.gif): Generates large amounts of energy causing a devastating explosion. Nullifies enemy powers temporarily.

RAMPAGING ROBOT (https://i.imgur.com/J52W7mD.gif): Power level rises to it's highest. Breaks through objects effortlessly, and defeat most enemies with one hit

Passives

Learning Program: A special program that gives advantage when fighting enemies. Increases $AR and $DR

Sentinel Mk Upgrade: Adds damage and critical chance to all power attacks.

Mechanized Armor: Increases resistance to elemental, radiation, and mental attacks and reduces physical damage taken.




General Information:

Spoiler

Sentinel X focuses mainly on projectiles and beams despite being a Bruiser. Due to his bulk and slow attacks, projectiles were the perfect way to go to get him to defend himself before he gets swarmed by enemies. His Sentinel Stomp will provide the most support for himself as it's the only AOE power that will help shave off the nuisance that try to gang up on him. He runs on his own unique play style compared to the other heroes. His herostat uses the Fightstyle_Wrestling just to give him damages of a Bruiser. However, none his basic attacks uses anything from the fightstyle_wresting kit due to his model clipping through the ground when he does any animations from it. His button combination in his basic attacks are also reduced due to me having to limit myself using certain animations for them. They're also reused FightMoves that were renamed to allow him performing more events like removing enemy buffs that require certain button combinations. I gave him a double jump mechanic because I didn't want him to perform the double-axe handle in the air, and removed his eligibility in doing it. It didn't feel right having a large character like him performing it. Finally, his hurt box is the same size as all default heroes, despite his large model. Setting his hurt box larger wouldn't have allowed him to walk through doors or small gaps.

Assembling his fightstyle was the most difficult task for me. It caused a ton of errors that led to other characters not working properly due to his large file sizes limits. It almost drove me to the point of scrapping this mod entirely, but after I figured out and fix his problem, i was able to finish and release his character. Most of the files in his data folder, as well as his entire character packaging seem pretty close to their limits that would've had him causing issues in the game, had I not made the final adjustments. But I'm glad I was able to get his character to run properly for the console version, and also shouldn't have any problems for the PC version as well.

Overall, I hope you enjoy him. I took a lot of time and effort using what he has in his animation kit to get him to perform like a playable character.




Button Combination List:

Spoiler

Below is a list of button combinations in his fightstyle to understand how he performs.

Attack+Attack+Attack -> Triple Attack
Attack+Attack+Smash -> Pop Up Combo (does not send opponent flying)
Attack+Smash+Attack -> Attack Trip (can trip opponent)
Attack+Smash+Smash -> Attack Knockback (does not knock opponent down)
Smash+Smash -> Attackheavy1 and 2
Smash+Attack+Smash (OR Attack) -> Attack Stun (can stun opponent)



Gameplay Mechanics:

Spoiler

- Can Double Jump
- Capable of pushing heavy scripted objects (ex: those that have X logos on them)
- Cannot pick up objects, but immediately launches them upon initiating the GUARD command next to it
- Grabbing opponents is replaced with triggering the FightMove attacklight1.
- His large size can destroy small objects just by walking over them, and can push friendly NPCs around.
- Collision is the same size as all other heroes despite his large model, so heroes can jump and clip over him. If attempting to set it higher, he wouldn't be able to progress through doors or small gaps. His collision will remain this way till I figure out a better solution which increases his collision and able to walk through smaller areas.




Credits:
Jayglass for making the character select portrait.

Link to PC Version (https://marvelmods.com/forum/index.php/topic,10882.msg199612.html#msg199612)

Title: Re: Lags's Gamecube Works (9/29/2020): Angel (Cohollow)
Post by: Lags on September 29, 2020, 05:39pm
Angel (By Cohollow)

(https://i.imgur.com/LjF6m5Y.png)

This is a direct port of Cohollow's Angel mod from the PC version with his necessary files, as well as optimized models and power icons packaged into an .fb for him to be fully playable. This post contains mainly previews on his skinset and other miscellaneous for him to work in the game. Selection of Angel's skins may differ compared to the PC version's, but his play style remains as fun as he is on the PC!

For more information about his powers and other things, be sure to check out the original mod on Cohollow's thread about Angel. (https://marvelmods.com/forum/index.php/topic,10634.msg195645.html#msg195645)

This character requires the X-Men Legends II - Version 2.0 Patch (https://marvelmods.com/forum/index.php/topic,10938.msg199572.html#msg199572) to be installed to avoid any missing texture effects for his powers.

(https://i.imgur.com/QHucLVn.png) (http://www.mediafire.com/file/hcqsk596ctbyo7c/Angel_GCN_%2528Cohollow%2529.zip/file)



Costumes:

Spoiler

Click on image to enlarge:

(https://i.imgur.com/qc9Wg1Y.png)




Notes:

Spoiler

- Has power icons and character selection portrait included in his pack
- Angel uses Archangel's power sounds as placeholder for his powers. A guide will be provided on how to insert it into your ISO.
- Lacks an actual sword for his Blessed Blade talent due to me not knowing how to optimize texture models yet. He wields a kunai knife as a placeholder for the time being.

Preview of Angel using Archangel's sound effects (https://i.imgur.com/OcWDgBA.mp4)




Future Updates:

Spoiler

- Inclusion of custom voice set and proper sound effects when it becomes possible to modify them.
- Proper floating head models and HUD conversations for each skin.
- Replacing the kunai knife with his proper sword model. (Any volunteers on optimizing his sword model from the PC for console purposes will be much appreciated!)




Credits:

Spoiler

Cohollow - Creator of the Angel Mod
BaconWizard17 - Angel's skins, conversation textures, 3D floating head model, and power icons.
Jayglass - Optimizing BaconWizard's Angel skins and floating head

And anyone else that assisted with the original mod that I forgot to include.


Title: Re: Lags's Gamecube Works: Updated - (10/22/2020)
Post by: Lags on October 22, 2020, 05:39pm
Updates have been added on to my two playable soldiers.

Combat Soldier:
- Has been updated with two new powers (one replacing an old one, and the other being a brand new separate power) to give him a total of 7 offensive powers.
- Updated effects,
- New Xtreme ability
- Now has power icons, custom conversation portrait for each skin, and slightly updated Character Section Portrait.
- Now uses an echoing XTREME voice clip as a placeholder sound that plays when performing Xtreme abilities. 

Combat Agent:
- Now has power icons, and his own Character Section portrait.
- Now uses an echoing XTREME voice clip as a placeholder sound that plays when performing Xtreme abilities. 

For more information, click on their icons below to be directed to the character, as well as their download link.

(https://i.imgur.com/9FFjbi7.png) (https://marvelmods.com/forum/index.php/topic,10649.msg196229.html#msg196229) (https://i.imgur.com/H0nqMZg.png) (https://marvelmods.com/forum/index.php/topic,10649.msg198736.html#msg198736)

Title: Re: Lags's Gamecube Works: Updated - (10/22/2020)
Post by: Lags on October 24, 2020, 09:12pm
Blob - Preview

(https://i.imgur.com/TtHMUrT.gif)

Although there are already two Blob mods in the vault (Nodoubt_jr's and Cohollow's respectively), I wanted to have my own take on him as well. Initially, this was meant to be a private mod I wanted to keep to myself, but as I was modifying him, I ended up making more changes to him than I had planned, and turned him into somewhat of his own separate character with his own playstyle. He'll still has some assets borrowed from both Nodoubt_jr's and Cohollow's versions (since there's not much I could change due to the limits on XML animations besides damage output and affectors), so the two will be given credit upon his release, as well as others who've helped with the original mod.

For now, this Blob Mod will remain exclusive for GameCube download only since I don't have any plans setting him up for the PC version. This doesn't mean I won't allow anyone who's interested in converting him over on their own free will. When he's released, this mod will be free for anyone to port him over for their preferred platform of XML II. Just be sure credit my name (for making this version of Blob) and those who helped the original mod if there any means to released on the other ports. :)
Title: Re: Lags's Gamecube Works: Updated - (10/29/2020)
Post by: Lags on October 29, 2020, 05:06pm
Shared Talent - Dodge Roll

(https://i.imgur.com/xdPfJye.gif)

This updated shared talent gives heroes the ability to perform the dodge roll technique that was previously exclusive for the AI only. In order to have the option to dodge roll, all heroes must have the Block ability listed in their Herostat because it is built in the ability's FightMove, which is very similar to Marvel's Ultimate Alliance's. Unlike MUA's however, rather than just being able to roll forward, there are also commands included to dodge roll right or left, giving players the opportunity to play more defensively and avoiding enemy strikes.

(https://i.imgur.com/QHucLVn.png) (http://www.mediafire.com/file/c27uj7x3hrw4cfl/Dodge_Roll_Shared_Talent_GCN.zip/file)



How To Perform:

1.) The Hero must have the Block shared talent included in their talent list and at least learned at Level 1.
2.) Hold the Block Ability down and tilt your joystick at any of the directions below:

Block + Move Forward = Roll Forward
Block + Move Right = Roll Right
Block + Move Left = Roll Left



Notes:

Because XML II's coding for the FightMove is a little different than it's successor, MUA, tapping a direction button while blocking will always immediately perform the dodge roll. Unlike MUA's, where the rolling feature has a smooth combination set which is performed when initiating the block command + moving forward + quickly letting go of the command keys. This is something that cannot be done for XML II.

Inside the download also includes instructions how to apply it to your game.
Be sure to backup your previous permanent_fightstyles.fb in case something goes wrong.


Title: Re: Lags's Gamecube Works: Updated - (11/6/2020)
Post by: Lags on November 05, 2020, 11:49pm
Blob

(https://i.imgur.com/0izk2xB.png)

Did my own take on Blob's character, this version has slight different features but still plays like your lovable blubbery boy. He comes with a full power set with total of 7 offensive powers, 2 secondary (1 buff, and debuff), and two Xtremes, updated animation for his Xtreme, and major fixes on his movement issues (see the Misc. section down below).

This character requires the X-Men Legends II - Version 2.0 Patch (https://marvelmods.com/forum/index.php/topic,10938.msg199572.html#msg199572) to be installed to avoid any missing texture effects for his powers.

(https://i.imgur.com/TgFNBEe.png) (http://www.mediafire.com/file/g27zsr7c6fx6813/Blob_Hero_GCN_%2528Lags%2529.zip/file)

This mod is currently exclusive only for the Game Cube port.
See the Misc Section below for more information.



Costumes:

Spoiler

Notes:
- Blob uses two different animations for his .fb and _nc.fb. His _nc packages uses a modified version of his XML 1 animations to give him a Menu_Action and Menu_Goodbye for the Character Menu, whereas his normal .fb packages uses his actual animation set (in XML II, the only differences was he didn't use the left jab and instead had it swapped for a quick roll forward animation,). This doesn't affect his play style in any way. Only the console versions can perform this trick.

Click to enlarge the image.

(https://i.imgur.com/SXJK5g8.png)




Powers:

Spoiler

Pound
Smashes enemies with a heavy punch. Increased melee attack with Knockback
- Starting Ability

Belly Smack
Knocks multiple enemies away using his belly
- Level Requirement: 7.

Belly Flop
Uses his enormous weight to body slam.
- Level Requirement: 14.
- Belly Smack is required to be learned.

Rock Toss - New Ability
Blob reaches into the surface and lifts a perfect shaped rock to hurl it at the enemy.
- Level Requirement: Level 14

Mad Stomps - New Ability
Aggressively stomps around, pushing enemies away and has a chance to cause them to lose balance. (Press and Hold the ability)
- Level Requirement: 21
- Belly Flop is required to be learned

Butt Slam
Sits down and causes radial damage, sending enemies flying. Causes pop up damage.
- Level Requirement: 28
- Area of effect has been reduced greatly for balancing purposes.
- Uses a new effect

Bowling Ball
Curls into a ball and rolls around, dealing knockback damage. (Press and Hold)
- Level Requirement: 28.
- Mad Stomps is required to be learned
- Ability has been fixed to roll accordingly to its speed.

BOTTOMS UP (Xtreme 1)
Jumps high into the air and performs a devastating butt slam, dealing damage and a chance to slow enemies for a time.
- Level Requirement: 15.
- Deals Popup Damage
- Updated Animation and Effects
- The XTREME voice clip is now played to remove the silent Xtreme performance.

GRAVITATIONAL FORCE (Xtreme 2)
Makes Blob invincible, and doubles his damage for a time.
- Level Requirement: 20.
- Updated Animation and Charge Effect (charge effect does not damage enemies)
- Also provides Blob with taking no Knockback Damage from enemies.
- The XTREME voice clip is now played to remove the silent Xtreme performance.

Blubbery Shield (Boost) - New Ability
Blob can stand his own ground by resisting knockback, as well as reflect damage back at attackers.
- Level Requirement: 14
- Buffs himself only
- New Effect used

Bully (Debuff)
Intimidates enemies, getting them to run in fear with reduced stats.
- Level Requirement: 21.
- Instead of taunting, enemies run away now.
- Recolored effect

Passive Skills:

Overweight
Blob's enormous size makes his body less vulnerable to physical attacks. Increases physical resistances.
- Level Requirement: 1.

Bruiser
Gives a natural $AR, and $DR increase.
- Level Requirement: 7.
- Overweight is required to be learned.

Thick Skin
Increases natural resistance to $RES_ELEMENTAL, $RES_RADIATION, $RES_ENERGY, and $RES_MENTAL.
- Level Requirement: Level 14

Might
- Skill already learned at Level 1

Quick preview of demonstrating his powers. (https://streamable.com/2l8mlv)




Misc:

Spoiler

Notes:
- A few new power icons were created by me, and added into Blob's current icon set by Citizen V. These power icons were created and are used for: "Belly Smack", "Rock Toss", "Mad Stomps," "BOTTOMS UP (Xtreme)", Blubbery Shield (Boost), and Overweight (Passive) respectively.
- Blob is slightly scaled larger
- Like Juggernaut, Blob can now be knocked down by enemies for balancing reasons. However, his Blubbery Shield gives him the ability not to be knock down by enemies for a duration of time to retain his title as the Unmovable Object. Like most updated heroes in my Version 2.0 patch, he also comes equipped with the Block skill for defense purposes.

- Blob's movements have been greatly fixed. Below is a list of fix to most aspects of his movement issues he previously suffered:
  • Can now go into Bored Idle and misc when standing still too long.
  • No Longer clips slightly forward when he begins running
  • Now runs about the same speed as every other team member. This issue has been permanently fixed as well when he's running around base camp.
  • Can now be fully controlled by the AI. He no longer gets stuck in a spinning loop, which previously required certain procedures to get him freed. He now spins to look at his target accordingly, as he should, and breaks the cycle by himself.
  • Now follows the team and teleports to the group if strayed too far away. Doesn't sprint, but runs faster to catch up with the team when he needs to.

- I don't have any plans on setting him up for the PC version. But, this hero's necessary files and effects are free to anyone who wishes to port him over. Just let me (Lags) know before you do. He still, and must use, the same ID (3001) his character is registered under, as well as the same directories to locate his data.

Credits:
- Raven Software: Original XML1/XML2 Assets
- Nodoubt_jr: Original Blob Mod creator. (used his version mainly as the base)
- Cohollow: Passive ability borrowed from his Blob (Thick Skin), as well as a few effects and animation ideas used for Blob's buff and debuff powers.
- Citizen V: Original Talent Icon list.



Title: Re: Lags's Gamecube Works (Updated - 11/6/2020): Blob Mod
Post by: BaconWizard17 on November 06, 2020, 11:39am
He looks like fun!
Title: Re: Lags's Gamecube Works (Updated - 11/19/2020): Captain America mod conversion
Post by: Lags on November 19, 2020, 01:42pm
Captain America - By nodoubt_jr

(https://i.imgur.com/U7jzaDe.png)

This is a port of nodoubt_jr's Captain America mod from the PC version with his necessary files packaged into an .fb for him to be fully playable for Game Cube purposes. This post mainly contains previews on his skinset and other miscellaneous for him to work in the game. Because a hero's animation file size in MUA is too large for the gamecube to handle, special methods had to be done to get his performance to work properly without having the game crash. A guide is included in his download on how to install the required assets he needs to work properly. Please read through it carefully! Selection of Captain America's skins may differ from his PC mod, but his play style remains the same.

For more information about his powers and other things, be sure to check out the original mod on nodoubt_jr's thread about Captain America. (https://marvelmods.com/forum/index.php/topic,4051.msg90963.html#msg90963)

This character requires the X-Men Legends II - Version 2.0 Patch (https://marvelmods.com/forum/index.php/topic,10938.msg199572.html#msg199572) to be installed to avoid any missing texture effects for his powers.

(https://i.imgur.com/QHucLVn.png) (http://www.mediafire.com/file/qhq0omd6vj443e3/CaptainAmerica_%2528nodoubt_jr%2529_GCN.zip/file)




Costumes:

Spoiler

Click on image to enlarge:

(https://i.imgur.com/dnYoEx0.png)




Notes:

Spoiler

- Uses his actual skin set from MUA (X-Box version), including his dark skin to add more to the table. Classic Skin was set as AoA skin to gain boost with entire team.

- Includes his own voice set from Marvel Ultimate Alliance.

- Doesn't have sound effects for his powers, as well as additional sounds for powers that were used in his PC mod.

- Doesn't have a floating head model optimized for GCN yet, therefore, he will use his HUD_Head portrait as a placeholder for the time being.

Preview of Captain America using his powers and is MUA voice set. (https://streamable.com/dnttib)




Future Updates:

Spoiler

- Inclusion of proper sound effects for Captain America's powers when it becomes possible to modify sound files.
- Adding floating head model to each skin.




Credits:

Spoiler

Raven Software: Original MUA and XML Assets
nodoubt_jr: Original mod creator


Title: Re: Lags's Gamecube Works (Updated - 12/06/2020):
Post by: Lags on December 05, 2020, 11:05pm
Shadow King - By nodoubt_jr

(https://i.imgur.com/BPXxi6f.png)

This is a port of nodoubt_jr's Shadow King mod from the PC version with his necessary files packaged into an .fb for him to be fully playable for Game Cube purposes. This post mainly contains previews on his skinset and other miscellaneous for him to work in the game. Selection of Shadow King's skins may differ from his PC mod's, and slight changes were made for his gamecube packaging (aesthetic-wise), allowing his character to safely work without crashing the game (see notes down below). However, his play style remains the same.

For more information about his powers and other things, be sure to check out the original mod on nodoubt_jr's thread about Shadow King. (https://marvelmods.com/forum/index.php/topic,2753.msg46333.html#msg46333)

This character requires the X-Men Legends II - Version 2.0 Patch (https://marvelmods.com/forum/index.php/topic,10938.msg199572.html#msg199572) to be installed to avoid any missing texture effects for his powers. The patch has also been updated as of this hero's release. Please view the link for its minor changes.

(https://i.imgur.com/QHucLVn.png) (http://www.mediafire.com/file/w4h617vunrtjo7z/Shadow_King_nodoubt_jr_GCN.zip/file)




Costumes:

Spoiler

Click on image to enlarge:

(https://i.imgur.com/GfYd2JF.jpg)




Notes:

Spoiler

- Due to preserving memory issues, his Gladiator skin was unable to be included as an alt skin despite it being his XML skin from the gamecube version.

- Because Shadow King's PC mod uses a custom texture for his Xtreme ability (having his face placed on a texture effect), I haven't been able to optimize texture.igb for effects on the gamecube yet, so it currently is replaced with a skull texture instead.

- He only uses one spear model for his spear powers instead of the according models to preserve memory space in his default packaging. However, there is a guide in his download file on how to install them into the permament.fb if you optionally want to use all 3 models of his spear.

- Does not have the appropriate sound effects for is powers, however, the small set of sounds he has in his XML 1 sound file were imported over to use for most his powers.

- Like most heroes in the version 2.0 patch, he exclusively comes with the Grab and Block techniques.

- Does not have a full voice set yet.

Preview of Shadow King using his powers and his XML 1 placeholder sounds. (https://streamable.com/c7326e)
The video previews his static spear being used for all of his powers.




Future Updates:

Spoiler

- Inclusion of proper sound effects for Shadow King's powers as well as giving him a full voice set when it becomes possible to modify sound files.

- Including a proper texture effect for his xtreme (which shows his face).




Credits:

Spoiler

Raven Software: Original XML Assets
nodoubt_jr: Original mod creator


Title: Re: Lags's Gamecube Works (Updated - 12/06/2020):
Post by: BaconWizard17 on December 07, 2020, 10:10am
Keep up the good work! You're doing a really great job with the GameCube!