Marvel Mods

X-Men Legends I & II => Mod Releases and Conversions => Topic started by: nodoubt_jr on October 03, 2007, 04:22PM

Title: XML1 Direct Conversions Mods
Post by: nodoubt_jr on October 03, 2007, 04:22PM
Professor X XML1 Mod v1
(Astral XML1 Conversion)

http://www.mediafire.com/?fyd1xgkencp

notes: meant for a larger project, but im sharing it now just in case someone wants to play around with it. has the four powers and passive he had in XML1.

XML1 1104 Hud head
(http://i5.photobucket.com/albums/y170/nodoubt_jr/1104hudhead.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0054-2.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0047-2.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0048-3.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0051-2.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0053-2.jpg)
Title: Re: Professor X Astral XML1 Mod
Post by: jonchang on October 03, 2007, 04:45PM
Awesome! Love the new looks!
Title: Re: Professor X Astral XML1 Mod
Post by: nodoubt_jr on November 01, 2007, 03:40PM
after looking at Prof X Gladiator i realized he was different. Not majorly different, but different enough. (XML1 has two playable professors, one is astral and one is gladiator)

Differences between Astral and Gladiator
- Gladiator is a npc, while Astral is a playable character
- use diffent skeletons, power animations are the same, but the Gladiator one has special built in animations for attacklight 1 and 2, and attackstun
-powerstyle, not much different, except one move is damage physical instead of just damage mental.  Also has a different attack finish effect.  And max range different.
- Gladiator is scaled, so he is much taller than the Astral Prof x

Professor X Gladiator
http://www.mediafire.com/?bldyvmpx3e6

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0085-4.jpg)
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on November 01, 2007, 09:37PM
Phoenix XML1 Mod
direct conversion of XML1 version

http://www.mediafire.com/?0okl9d1ey9x

notes: direct conversion, no added powers or anything.  im planning on doing all of the playables, just for fun (its not that hard).  dont expect them all right away, i'll work on them when im tired of working on other stuff.  the brotherhood project is still my priority.

official xml1 hud_heads
(http://i5.photobucket.com/albums/y170/nodoubt_jr/0201.jpg) (http://i5.photobucket.com/albums/y170/nodoubt_jr/0202.jpg) (http://i5.photobucket.com/albums/y170/nodoubt_jr/0203.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0092-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0093.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0096-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0099-3.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0102-2.jpg)
Title: Re: XML1 Direct Conversions Mods
Post by: jonchang on November 02, 2007, 12:19AM
Cool! Great work nodoubt! I especially like Phoenix's 3rd HUD.
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on November 02, 2007, 07:28PM
Rogue XML1
direct conversion of XML1 version

http://www.mediafire.com/?23hmhmmnm4a

Notes: Rogue was not that different from her xml2 version.  I split her drain and taunt power into two, since the way xml1 set it up didnt really work with XML2.  Her xtreme is the only power that is somewhat different.  Also her menu animations are different from XML2 (i prefer her xml2 ones)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0104.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0105-2.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0114-2.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0119-1.jpg)

Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on November 07, 2007, 05:46PM
Wolverine XML1
direct conversion of XML1 version

http://www.mediafire.com/?5kwaexy3jgd

notes: different xtreme from XML2, this one is more like Rogues xtreme.  Also different menu goodbye. (i like his XML1 effects more)

official xml1 hud_heads
(http://i5.photobucket.com/albums/y170/nodoubt_jr/0302.jpg) (http://i5.photobucket.com/albums/y170/nodoubt_jr/0303.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0161-2.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0163-5.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0167-2.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0176.jpg)

different menu goodbyes
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0170-1.jpg)
Title: Re: XML1 Direct Conversions Mods (Latest: Wolverine)
Post by: cvc on November 08, 2007, 09:36AM
nodoubt_jr and there is nodoubt that you are  :king: of the realm. When I get back to XML2 That will be a day of days thanks for all your hard work.
Title: Re: XML1 Direct Conversions Mods (Latest: Wolverine)
Post by: nodoubt_jr on November 08, 2007, 01:19PM
cvc thanks for the awesome comments :)
Title: Re: XML1 Direct Conversions Mods (Latest: Wolverine)
Post by: nodoubt_jr on November 08, 2007, 03:59PM
Nightcrawler XML1
direct conversion of XML1 version

http://www.mediafire.com/?qv2t0oiqw4drb7v

notes: i split his teleporting power into two, so that he would be able to carry another passager with him when teleporting.  How he is different from his XML2 version: doenst run on all fours, powers are all similar to XML2 but the animations are slightly different, and he has double jump.  So now when you press spacebar twice instead of teleporting he double jumps, that is how he was in XML1.  Plus we get to use that cool swordless skin :).

official xml1 hud_heads
(http://i5.photobucket.com/albums/y170/nodoubt_jr/0602.jpg)
(only different background color)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0186-3.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0188-3.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0201-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0192-1.jpg)
Title: Re: XML1 Direct Conversions Mods (Latest: Nightcrawler)
Post by: nodoubt_jr on November 08, 2007, 10:52PM
ok just to clarify what im doing here.  Im converting the XML1 playables.  Im using everything they had.  Direct power conversions including their passives, using original hud heads, 3d head, icons, skeletons and any skins not already in XML2.  Original effects also.  So they should be pretty close to how they were in XML1.  the only thing that is probably off are the effects color, im just picking what looks alright to me. 

I dont know if i'll be doing Emma or Psylocke, i have to compare to see if they are direct conversions or if Burning Rage did anything to them new (btw those mods are awesome, not trying to say anything is wrong with them).  Magma and Jubilee were already direct conversions, but i might rerelease them just with their four powers from XML1.  Teancum's Beast mod was already a direct conversion, so i wont be redoing him.

i dont know about you guys, but im having fun playing with them and just seeing the minor or at times major differences.
Title: Re: XML1 Direct Conversions Mods (Latest: Nightcrawler)
Post by: Venom on November 08, 2007, 11:08PM
sorry i know these are in the xml1 and 2 section but can these be used for mua ?
Title: Re: XML1 Direct Conversions Mods (Latest: Nightcrawler)
Post by: nodoubt_jr on November 08, 2007, 11:11PM
i dont have mua on my computer so i dont really know, the talent file probably needs to be set up in MUA format.
Title: Re: XML1 Direct Conversions Mods (Latest: Nightcrawler)
Post by: Venom on November 08, 2007, 11:45PM
Quote from: nodoubt_jr on November 08, 2007, 11:11PM
i dont have mua on my computer so i dont really know, the talent file probably needs to be set up in MUA format.
ok thanks ... i didnt now if these were intended for mua or xml2
Title: Re: XML1 Direct Conversions Mods (Latest: Nightcrawler)
Post by: nuhverah on November 09, 2007, 12:56AM
awesome work! =3 A question tho, can jean carries allies while in flight? I was hoping for that ability for xml2..
Title: Re: XML1 Direct Conversions Mods (Latest: Nightcrawler)
Post by: nodoubt_jr on November 09, 2007, 12:56PM
sadly no, the animations required for pick up flying are found in the xml1 common igb, which means that in order to get pickup flying to work you would need to replace the XML2 common igb, and my guess not everything xml2 needs for common animations will be in the xml1 common igb.  And even if we did go ahead and replace it theirs missing handlers, i dont think the handlers for pick up flying are in XML2.  Without the handlers the power wont work at all or not work like its suppose too.

btw anybody know if there is a list of what handlers are in xml2?
edit: found the list of handlers in the exe and yes the handlers for pick up flying are not there.
Title: Re: XML1 Direct Conversions Mods (Latest: Cyclops)
Post by: nodoubt_jr on November 09, 2007, 09:01PM
Cyclops XML1
direct conversion of XML1 version

http://www.mediafire.com/?1ctenfwzx2e

notes: No difference in power or animations really.  I did add his XML1 Ultimate skin since in his xtreme he is suppose to remove his visor, which is then bolted onto his hand and he then releases the Optic Rage.  But i could not get this to work, the visor would not hide skin.  If you look at his XML2 xtreme the animations are the same, he goes and grabs his visor then releases his xtreme energy and then he touches his visor again, like he is putting it back on.  Also his XML2 powerstyle has some lines about hide skin visor.  Sucks that XML2 doesnt have this hide skin thing working, and that i couldnt figure it out for this conversion, the Xtreme makes more sense with him actually removing his visor and just letting go.

official xml1 hud_heads
(http://i5.photobucket.com/albums/y170/nodoubt_jr/0102.jpg) (http://i5.photobucket.com/albums/y170/nodoubt_jr/0103.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0204-1.jpg)
Title: Re: XML1 Direct Conversions Mods (Latest: Cyclops)
Post by: nuhverah on November 09, 2007, 09:28PM
oh.. I thought I can have the pick up flying feature ;(
anyways thanks for the info =3
*downloads prof x & jean*
Title: Re: XML1 Direct Conversions Mods (Latest: Cyclops)
Post by: Teancum on November 11, 2007, 02:13PM
Hmm, So does it add a bolton to his hand and remove the bolton for his face or are we talking "create a new bolton on his hand, but since he's shooting a beam nobody will notice that his actual visor is still on his face"
Title: Re: XML1 Direct Conversions Mods (Latest: Cyclops)
Post by: nodoubt_jr on November 11, 2007, 02:20PM
its suppose to be touch head, hideskin the visor on his head, add bolton visor to his hand, then after beam, touch head, remove bolton from hand and showskin the visor again (i got all this from his XML1 powerstyle, the XML2 powerstyle only has the hideskin thing).  But non of the XML2 skins had the visor as a separate skin segment, while XML1 only has his ultimate skin with a visor_segment.  But i could not get the visor to hide (i had to use snapshot to check since the beam makes it hard to see), plus the visor doesnt bolton correctly to the hand, it sorta floats a little in the air.

that is why i think it was dropped from XML2, nothing really works like its suppose too.

edit: i even changed 0101_visor to 0130_visor to see if that would make it hide it, but it still wouldnt work.  In the end i left the hideskin thing, but remove the bolton line.
Title: Re: XML1 Direct Conversions Mods (Latest: Storm)
Post by: nodoubt_jr on November 11, 2007, 06:11PM
Storm XML1
direct conversion of XML1 version

http://www.mediafire.com/?c1lwy6kzt81

notes:  No real difference from her XML2 version, same animations and attacks.  The only difference is her hurricane effect, its a lot more transparent than her XML2 one and also as it goes along rock debris is left behind.

official xml1 hud_heads
(http://i5.photobucket.com/albums/y170/nodoubt_jr/0401.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0231-1.jpg)

new hurricane, with rock debris on touch
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0230-2.jpg)
Title: Re: XML1 Direct Conversions Mods (Latest: Storm)
Post by: BliZZ on November 11, 2007, 06:14PM
Just an FYI: Gambit's menu animations are completely different between XML2 and XML1. Not sure if you knew that. I think he, Rogue, and the Professor are the only 3 with completely different menu animations.
Title: Re: XML1 Direct Conversions Mods (Latest: Storm)
Post by: nodoubt_jr on November 11, 2007, 06:19PM
nope i did not know that thanks, i'll get to him next.  i was trying to do the ones that are different from their xml2 versions first.  thanks for the info :)
Title: Re: XML1 Direct Conversions Mods (Latest: Gambit)
Post by: nodoubt_jr on November 11, 2007, 10:57PM
Gambit XML1
direct conversion of XML1 version

http://www.mediafire.com/?661g9i1erya

Notes: Animation and attacks the same, except detonation only affects non-actors.  Only difference are his menu animations, they are different from his XML2 ones.  I also made his Overload power into its own power, not just a power_attack.  His explosion charge is also different.

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0234-3.jpg)

cant really see if picture but his explosion charge is different
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0236-4.jpg)
Title: Re: XML1 Direct Conversions Mods (Latest: Gambit)
Post by: jonchang on November 12, 2007, 05:27AM
How long does it averagely take you to make these conversions?
Title: Re: XML1 Direct Conversions Mods (Latest: Gambit)
Post by: nodoubt_jr on November 12, 2007, 12:00PM
depends on the character, gambit didnt take long cause his customes, hud heads, and 3d heads were already in game, and his powers were the same so i could work with his talent file.  Someone like Wolverine takes longer, since i need to add the xml1 hud heads, add a new custome, and his xtreme is different from his xml2 one.
Title: Re: XML1 Direct Conversions Mods (Latest: Iceman)
Post by: nodoubt_jr on November 16, 2007, 07:09PM
Iceman XML1
direct conversion of XML1 version

http://www.mediafire.com/?bjfmrszmx2z

Notes: XML1 has a different menu goodbye, the effects for his slide power are also different.  And his boost adds armor to himself.

official xml1 hud_heads
(http://i5.photobucket.com/albums/y170/nodoubt_jr/0801.jpg) (http://i5.photobucket.com/albums/y170/nodoubt_jr/0803.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0003.jpg)

different menu goodbyes
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0250.jpg)

ice armor
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0008-2.jpg)

new ice slide effect
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0014-3.jpg)
Title: Re: XML1 Direct Conversions Mods (Latest: Iceman)
Post by: BliZZ on November 16, 2007, 07:20PM
Oh man, dude, that is a PERFECT menu animation set for a Cannonball upgrade. I hadn't realized his anims were different. Thanks.
Title: Re: XML1 Direct Conversions Mods (Latest: Iceman)
Post by: nodoubt_jr on November 16, 2007, 07:26PM
no problem.  lol, it was pretty cool seeing him wave bye, i didnt expect it.

ok just colossus and all the xml1 playables that appear in xml2 are done.
Title: Re: XML1 Direct Conversions Mods (Latest: Iceman)
Post by: iammingy on November 16, 2007, 08:20PM
nodoubt_jr, I can't download it. It says:

(http://xs321.xs.to/xs321/07466/err.png)
Title: Re: XML1 Direct Conversions Mods (Latest: Iceman)
Post by: nodoubt_jr on November 16, 2007, 09:04PM
heres a different link
http://www.momoshare.com/file.php?file=755c51ed0f136d68d8988236401faf4c

mediafire seems to be down right now
Title: Re: XML1 Direct Conversions Mods (Latest: Iceman)
Post by: iammingy on November 16, 2007, 09:34PM
Thank you very much!!! :iceman:
Title: Re: XML1 Direct Conversions Mods (Latest: Ice & Colos)
Post by: nodoubt_jr on November 17, 2007, 12:11AM
Colossus XML1
direct conversion of XML1 version

http://www.mediafire.com/?8dxfgbedm1z

Notes: pretty similar to his xml2 version.  Except his charging move animation and effect are different, his XML1 one is a really fast sprint.  Also if you hit space bar twice he does his charge move.  Also xtreme different, the animation is more of a two fisted ground punch.

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0016-2.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0020-3.jpg)

different charge animation and effect
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0022-3.jpg)

---------
so thats all the playables except: Beast, Jubilee, Magma, Emma Frost and Psylocke.  I still dont know if im going to do them as direct conversions.  Beast is already a direct conversion, Jubilee and Magma are also direct conversion with added power.  And Psylocke and Emma Frost just have some small differences in some of their powers. So dont know if i'll do those, if i do it wont be right away as i still have the Shadowcat mod to finish and the whole Brotherhood project.
Title: Re: XML1 Direct Conversions Mods (Latest: Ice & Colos)
Post by: shadow on November 17, 2007, 05:51AM
this ice armor is also present in XML2, but somehow it doesn't work. I think it is supposed to be a hide skin (0805) from Ice Armor Boost. I've tried to alter his powerstyle, but I wasn't able to make it work...

Quote from: nodoubt_jr on November 16, 2007, 07:09PM
ice armor
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0008-2.jpg)
Title: Re: XML1 Direct Conversions Mods (Latest: Ice & Colos)
Post by: nodoubt_jr on July 17, 2008, 12:52AM
Colossus was down, so i reuploaded him here: http://www.mediafire.com/?8dxfgbedm1z

i might eventually get back to these characters and add their power sounds and maybe their voices from xml1 (since some of them were different)

thanks matt710 for the heads up :)
Title: Re: XML1 Direct Conversions Mods (Latest: Ice & Colos)
Post by: Norrin Radd on July 22, 2008, 03:47PM
nodoubt_jr, do all the xml1 xbox hud heads show up as 128x128 in the texturefinder? For ps2 hudheads they show up as 128x76.8 when viewing them as 8bit palettized so they need to be stretched to 128x128 and it doesn't turn out very nice.

Quote from: nodoubt_jr on November 09, 2007, 09:01PM
Cyclops XML1
direct conversion of XML1 version
official xml1 hud_heads
(http://i5.photobucket.com/albums/y170/nodoubt_jr/0102.jpg) (http://i5.photobucket.com/albums/y170/nodoubt_jr/0103.jpg)
Title: Re: XML1 Direct Conversions Mods (Latest: Ice & Colos)
Post by: nodoubt_jr on July 22, 2008, 04:06PM
yes all the xbox hud heads show up as 128X128
Title: Re: XML1 Direct Conversions Mods (Latest: Ice & Colos)
Post by: Norrin Radd on July 22, 2008, 04:13PM
Thanks, just for reference, this is how the ps2 ones look:
(http://www.marvelmods.com/ftp_users/NorrinR/skins/guy.bmp)

When you scale it, it looks like he has a black eye on the left, haha, luckily this hud can be made to look symmetric though
Title: Re: XML1 Direct Conversions Mods (Latest: Ice & Colos)
Post by: matt710 on August 21, 2008, 09:31AM
Quote from: shadow on November 17, 2007, 05:51AM
this ice armor is also present in XML2, but somehow it doesn't work. I think it is supposed to be a hide skin (0805) from Ice Armor Boost. I've tried to alter his powerstyle, but I wasn't able to make it work...


Actually I got it working for the booster.  I just added the line skin = 0805 ; to the trigger line where the boost happens and it works.  The creators just forgot to put that line in probably, like they forgot to do for a lot of things.
Title: Re: XML1 Direct Conversions Mods (Latest: Ice & Colos)
Post by: nodoubt_jr on August 21, 2008, 12:45PM
isnt the ice armor the one i took a screenshot of 6 post above, im pretty sure i used the one already in game, not the one from xml1
Title: Re: XML1 Direct Conversions Mods (Latest: Ice & Colos)
Post by: matt710 on August 21, 2008, 10:07PM
Oh I was unsure about that.  I never checked to see which one you used.  What I meant by the previous post was that I had it working with the XML2 Iceman by adding that line in the shields' XML2 version.  I didn't mean that I discovered it per say, just added it back to XML2.  Sorry about the confusion.
Title: Re: XML1 Direct Conversions Mods (Latest: Ice & Colos)
Post by: nodoubt_jr on August 21, 2008, 10:16PM
no problem, i was just confused, lol, i thought you guys were talking about another ice armor.  actually it was your post that made me realize that Marrow's bone armor was set up exactly the same way as XML1 Icemans ice armor, but heres never dissapeared after boost.  Anyways, it was because i didnt hex edit the inside number to match the outside.
Title: Re: XML1 Direct Conversions Mods
Post by: kfcrispy on November 06, 2009, 11:10PM
i have a question: do these powers behave the way they do in XML1, where they "evolve" as you upgrade them? for instance, Storm's Lightning Strike starts hitting multiple targets around the entire map..
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on November 06, 2009, 11:27PM
no they dont, they were just quick conversions based on how they were at the first level. i just did them to check out how the characters look and how animations looked and how effects look. if i ever update them i'll try and do them like they were in XML1, i think i know how to do that.
Title: Re: XML1 Direct Conversions Mods
Post by: kfcrispy on November 07, 2009, 09:55AM
that'd be sweet! thanks!!
Title: Re: XML1 Direct Conversions Mods
Post by: MarvelFan12345 on November 08, 2009, 02:11PM
That sounds cool. I love the conversions a lot as they are pretty fun to use. I've noticed that some effects are not the same color as in XML. Jean's extreme should be pink, and same with the charge effect. The rest of Jean's powers don't have that much blue. Professor X's power effects should be blue like his boost. It's not a complaint, but just some info for future sake.
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on November 08, 2009, 02:18PM
its cool, ive never played the game so thanks for letting me know, especially for prof x.
Title: Re: XML1 Direct Conversions Mods
Post by: benji on November 27, 2009, 04:29PM
wow awesome work nodoubt_jr!could you make conversions with vilains like magneto ;pyro or mystique BECAUSE ITS VERY NICE !!! I love the jean grey booster and those boosters waou !!!!!!!!               
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on November 27, 2009, 04:52PM
thanks. no sorry, i have no plans to convert the villains into playable characters.
Title: Re: XML1 Direct Conversions Mods
Post by: Airian on June 08, 2010, 01:34PM
Hi guys! I'm new around here, so I don't know if this is the right section.
But I wanted to know. Does anyone have these NEW X-MEN skins?:

http://www.gamespot.com/ps2/rpg/xmenlegends/images/0/173/
http://www.gamespot.com/ps2/rpg/xmenlegends/images/0/165/
http://ps2.ign.com/dor/objects/15466/x-men-legends/images/xmenlegends_art_081203_01.html
http://media.ps2.ign.com/media/015/015466/imgs_14.html
http://ps2.ign.com/dor/objects/15466/x-men-legends/images/xmenlegends_art_081203_02.html

I think they appeared in XML1
I hope you can help me.
Bye!
PS: btw, I'm from Chile, so forgive me if you find some grammatical mistakes.
Title: Re: XML1 Direct Conversions Mods
Post by: Teancum on June 08, 2010, 05:31PM
Those were removed from the game before it was released.  More screens are here:

http://marvelmods.com/forum/index.php/topic,424.0.html
Title: Re: XML1 Direct Conversions Mods
Post by: whiteking on June 08, 2010, 06:43PM
True. But some of that skins were already made by our talented skinners ^^
Jean Grey is here and is compatible with XML2 as well:

http://marvelmods.com/forum/index.php/topic,4122.0.html

I'm affraid that Cyclops only work on MUA.
Title: Re: XML1 Direct Conversions Mods
Post by: Lieutenant#61 on July 08, 2010, 08:06PM
Im having some problems with Cyclops he will show up but he powers don't or his picture just leadership & mutant master Plz help cyclops is my favorite in Marvel History  :cyclops:
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on July 08, 2010, 08:15PM
Not sure why, are you sure you installed everything and used the new herostat? To tell you the truth you are not missing much, he's the same as he was in XML2 only with less attacks.
Title: Re: XML1 Direct Conversions Mods
Post by: Lieutenant#61 on July 08, 2010, 08:31PM
I'm sure.. Look @ This
stats {
   autospend = support_heavy ;
   body = 16 ;
   characteranims = 01_cyclopsxml1 ;
   charactername = @DATA@CYCLOPS ;
   level = 1 ;
   mind = 8 ;
   name = cyclops ;
   playable = true ;
   power1 = power1 ;
   power2 = power2 ;
   power3 = power3 ;
   power4 = power4 ;
   powerstyle = ps_cyclops ;
   scriptlevel = 3 ;
   skin = 0130 ;
   skin_60s = 20 ;
   skin_70s = 21 ;
   skin_future = 23 ;
   sounddir = cyclop_m ;
   speed = 16 ;
   strength = 16 ;
   team = hero ;
   textureicon = 0 ;
      Race {
      name = Mutant ;
      }

      Race {
      name = XMen ;
      }

      talent {
      level = 1 ;
      name = cyclops_beamx ;
      }

      talent {
      name = critical ;
      }

      talent {
      name = leadership ;
      }

      talent {
      name = mutantmaster ;
      }

      talent {
      level = 1 ;
      name = fightstyle_hero ;
      }..
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on July 08, 2010, 08:40PM
no check the file herostat again, this is the herostat
   stats {
   autospend = support_heavy ;
   body = 16 ;
   characteranims = 01_cyclopsxml1 ;
   charactername = Cyclops ;
   level = 1 ;
   mind = 20 ;
   name = cyclopsxml1 ;
   playable = true ;
   power1 = power1 ;
   power2 = power2 ;
   power3 = power3 ;
   power4 = power4 ;
   powerstyle = ps_cyclopsxml1 ;
   scriptlevel = 3 ;
   skin = 0130 ;
   skin_60s = 20 ;
   skin_70s = 21 ;
   skin_future = 23 ;
   sounddir = cyclop_m ;
   speed = 16 ;
   strength = 16 ;
   team = hero ;
   textureicon = 0 ;
      Race {
      name = Mutant ;
      }

      Race {
      name = XMen ;
      }

      talent {
      level = 1 ;
      name = cyclops_beamx ;
      }

      talent {
      name = critical ;
      }

      talent {
      name = leadership ;
      }

      talent {
      name = mutantmaster ;
      }

      talent {
      level = 1 ;
      name = fightstyle_hero ;
      }

   }

Not the one you are using
Title: Re: XML1 Direct Conversions Mods
Post by: Lieutenant#61 on July 08, 2010, 08:53PM
THANKS SO MUCH!!!! it works now...... but earlier it work and when I add storm skins that's when cyclops not working properly .... Could the skins cause the problems
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on July 08, 2010, 09:32PM
no
Title: Re: XML1 Direct Conversions Mods
Post by: Lieutenant#61 on July 09, 2010, 05:08AM
You know last night when I said it was file... well When I started a new game he wasn't there just his visor was.. but when I go into the Danger room he appear with all his moves.. If its not too much could you just post cyclops original file
Title: Re: XML1 Direct Conversions Mods
Post by: Lieutenant#61 on July 09, 2010, 05:09AM
I meant Fixed sorry English not first language
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on July 09, 2010, 03:32PM
Im not sure what you want. The package is correct, everything that is needed is already in there.
Title: Re: XML1 Direct Conversions Mods
Post by: Rain on August 13, 2010, 07:33PM
thanks for these mods. are great :chuckle: .for a long time I tried to figure out how to give storm in xml2 the ''blitz'' power from mua but it just doesn't work. now I sow that storm's extreme from xml1 is perfect for it. I wanna modify storm's xml2 raging tempest, because in there the lightning bolts are hitting only targets, but in xml1 the lightnings hits the ground, whatever are or not targets in there. I tried with modifying the entity and powerstyle but it wont work. I need a little help to change xml2 storm's extreme with xml1 conversion storm's extreme :bowdown1:
Title: Re: XML1 Direct Conversions Mods
Post by: UnCanny Jean GreY on August 31, 2010, 12:36AM
Ok.. where is the rest; XML have sounds you know; where cyclops,jean,iceman,storm sound at ? you can't really call it a xml Direct conversion with some of the stuff missing?
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on August 31, 2010, 12:44AM
I can call my thread whatever I want. Yes I know they had sounds and voices, but I'm not going to waste time converting those when I don't see anyone other than modders using these in game. I converted these for my own amusement and decided to share because I thought modders could find these useful, I never really expected anyone to replace their full playable versions with these half versions. Plus when I did these we had no way of making new sounds.

Basically they are not a priority so they are going to stay as in. They are more of a resource for modders than actual mods.
Title: Re: XML1 Direct Conversions Mods
Post by: UnCanny Jean GreY on August 31, 2010, 01:13AM
Oh Please!!That's completely rubbish I know you can call it whatever you want but it's very misleading.... To click this page and see the sounds from the "mods" not there  which  I call uncompleted work from someone who is very lazy...  and can't Finish the job
Title: Re: XML1 Direct Conversions Mods
Post by: Dihan on August 31, 2010, 08:11AM
Quote from: UnCanny Jean GreY on August 31, 2010, 01:13AM
Oh Please!!That's completely rubbish I know you can call it whatever you want but it's very misleading.... To click this page and see the sounds from the "mods" not there  which  I call uncompleted work from someone who is very lazy...  and can't Finish the job

...

Let me get this straight... Someone who has made around 30 mods is "lazy" and "can't finish the job"?

Coming from someone who has been here all of two seconds?

How laughable.
Title: Re: XML1 Direct Conversions Mods
Post by: tymaca321 on August 31, 2010, 08:36AM
Wow.....

On a side note : I luv nightcrawlers swordless skin :), not to mention the more awsome Xavier :)
I should check out the Xml2 mod section more :P
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on August 31, 2010, 08:41AM
Quote from: UnCanny Jean GreY on August 31, 2010, 01:13AM
Oh Please!!That's completely rubbish I know you can call it whatever you want but it's very misleading.... To click this page and see the sounds from the "mods" not there  which  I call uncompleted work from someone who is very lazy...  and can't Finish the job

You are a moron, have you even modded anything? To call me lazy is just so stupid. Do you know how long these take to convert? They are not even in the same format as XML2 or MUA1. So get a clue before you start posting about things you dont know anything about.

Quote from: Dihan on August 31, 2010, 08:11AM
...

Let me get this straight... Someone who has made around 30 mods is "lazy" and "can't finish the job"?

Coming from someone who has been here all of two seconds?

How laughable.

Thank you :) I do a lot for a lazy person lol

Anyways UnCanny Jean GreY stay on topic or get a weeks ban for being rude and being off topic.

Quote from: tymaca321 on August 31, 2010, 08:36AM
Wow.....

On a side note : I luv nightcrawlers swordless skin :), not to mention the more awsome Xavier :)
I should check out the Xml2 mod section more :P

You really should, theres lots of stuff here that can also be used in MUA1, some of it without any conversion.
Title: Re: XML1 Direct Conversions Mods
Post by: tymaca321 on August 31, 2010, 10:21AM
Quote from: nodoubt_jr on August 31, 2010, 08:41AM
You really should, theres lots of stuff here that can also be used in MUA1, some of it without any conversion.

Hell i should look into that :), just on a side note (a bit off) : is there any way to know which mods do and do not work with Mua? I also have xml so i can try out all the mods, but im really intressted in having XML2 mods in MUA
Title: Re: XML1 Direct Conversions Mods
Post by: whiteking on August 31, 2010, 10:32AM
Quote from: tymaca321 on August 31, 2010, 10:21AM
Hell i should look into that :), just on a side note (a bit off) : is there any way to know which mods do and do not work with Mua? I also have xml so i can try out all the mods, but im really intressted in having XML2 mods in MUA

I guess he's talking about stuff like skins, effects and sound, I used a lot of things from XML2 in my mods from MUA and my custom characters on my game. As I know, you have to change some things from the XML2 mods in order to use them on MUA.
Title: Re: XML1 Direct Conversions Mods
Post by: tymaca321 on August 31, 2010, 10:37AM
Will look into that :), thanks for the info
Title: Re: XML1 Direct Conversions Mods
Post by: Teancum on August 31, 2010, 05:29PM
Quote from: UnCanny Jean GreY on August 31, 2010, 01:13AM
Oh Please!!That's completely rubbish I know you can call it whatever you want but it's very misleading.... To click this page and see the sounds from the "mods" not there  which  I call uncompleted work from someone who is very lazy...  and can't Finish the job

You sir, are an idiot.  Don't let the door hit you on the way out.
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on August 31, 2010, 06:24PM
Quote from: whiteking on August 31, 2010, 10:32AM
I guess he's talking about stuff like skins, effects and sound, I used a lot of things from XML2 in my mods from MUA and my custom characters on my game. As I know, you have to change some things from the XML2 mods in order to use them on MUA.

Yes, sorry for the confusion. You can use a lot of these things (everything whiteking said above, plus some powerstyle and entities coding), but you cant just drop these mods in MUA1 and have them work like they do in XML2. Still i would try this stuff out.

Quote from: Teancum on August 31, 2010, 05:29PM
You sir, are an idiot.  Don't let the door hit you on the way out.

Thank you and thanks to those that supported me :)

BTW i specifically left these off the Character Catalog because they are not complete and because they need work.
Title: Re: XML1 Direct Conversions Mods
Post by: MarvelFan12345 on September 01, 2010, 12:40PM
I didn't say anything in case you wanted the discussion to end but I'm defintally with you Nodoubt. However would call you lazy is just as Teancum said an idiot. I personally have found the XMl1 conversions a great contribution to modding XML and even MUA. Thanks again for them.
Title: Re: XML1 Direct Conversions Mods
Post by: scott summers on September 01, 2010, 01:08PM
Quote from: MarvelFan12345 on September 01, 2010, 12:40PM
I didn't say anything in case you wanted the discussion to end but I'm defintally with you Nodoubt.

Me too :)

Quote from: UnCanny Jean GreY on August 31, 2010, 01:13AM
Oh Please!!That's completely rubbish I know you can call it whatever you want but it's very misleading.... To click this page and see the sounds from the "mods" not there  which  I call uncompleted work from someone who is very lazy...  and can't Finish the job
I really can't believe that Uncanny Jean Grey said this. It is ridiculous! You are the best modder here!! ( In my opinion :) )  :bowdown:  :bowdown:
How does he/she dare to say that you are lazy?? Ignore him, No_doubt!! You rock!!  :rockon:
Title: Re: XML1 Direct Conversions Mods
Post by: Rain on September 01, 2010, 01:41PM
just try to ignore all the rude things that are said in here...they don't worth the effort... :wiggle: and I see this xml1 conversion very useful... :highfive:
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on September 01, 2010, 06:35PM
thank you :) you guys are awesome.
Title: Re: XML1 Direct Conversions Mods
Post by: tymaca321 on September 02, 2010, 07:30AM
Quote from: nodoubt_jr on August 31, 2010, 06:24PM
you cant just drop these mods in MUA1 and have them work like they do in XML2

Yeah i knew that, still it would be awsome to have some XML2 skins in MUA1 :D
Title: Re: XML1 Direct Conversions Mods
Post by: мaгvel wатcheг on September 02, 2010, 08:21AM
I think I don't even have to say what I think about this insulting comment, without you the xml2 section of mods would be nothing and me aswell, as you teach me a lot of what I know ;) .
Title: Re: XML1 Direct Conversions Mods
Post by: darkmaster20 on September 11, 2010, 07:34AM
Hi! How did you get the Mansion level thing on X-Men Legends 2?! Is it possible for MUA?
Title: Re: XML1 Direct Conversions Mods
Post by: Jeanfan321 on September 11, 2010, 08:38AM
Quote from: darkmaster20 on September 11, 2010, 07:34AM
Hi! How did you get the Mansion level thing on X-Men Legends 2?! Is it possible for MUA?

yeah go to mod releases in this thread and download the all x-men edition
Title: Re: XML1 Direct Conversions Mods
Post by: tymaca321 on September 12, 2010, 10:22AM
...that doesnt have anything to do with it :P

So far, its just in danger room :P, and in MUA there are 3 side missions (i requested them in the link that needs recuited topic) 1 of these missions will take you to the basement of the mansion in XML1 :D
Title: Re: XML1 Direct Conversions Mods
Post by: MarvelFan12345 on September 12, 2010, 10:50AM
If he uses the MUA levels then he would have to bring all the files to XML2.
Do what Jeanfan was telling you. Download the All X-Men Edition but then go into the dangerroox file and in the beginning where they list map entries for the danger room you just have to copy the X-Mansion entry.Then open up the dangerroom file and paste it at the section with the map entries. Simply compile it and it should be in the danger room of the main menu. These directions weren't too clear so if you need more help just pm me and I can give better instructions.
Sorry for getting off-topic Nodoubt.
Title: Re: XML1 Direct Conversions Mods
Post by: tymaca321 on September 12, 2010, 11:08AM
Quote from: tymaca321 on September 12, 2010, 10:22AM
and in MUA there are 3 side missions (i requested them in the link that needs recuited topic) 1 of these missions will take you to the basement of the mansion in XML1 :D

It contains all the files neccasery :P and im sorry about the danger room, i believe its a diffrent danger room then in XML2 yes XD
Title: Re: XML1 Direct Conversions Mods
Post by: MarvelFan12345 on September 12, 2010, 11:10AM
Sorry, Tymaca I didn't notice that he wanted the mansion on MUA too.
Title: Re: XML1 Direct Conversions Mods
Post by: tymaca321 on September 12, 2010, 11:11AM
Quote from: darkmaster20 on September 11, 2010, 07:34AM
Hi! How did you get the Mansion level thing on X-Men Legends 2?! Is it possible for MUA?

Im sorry if he meant somthing else to, when i saw the ''mansion level thing'' i just thought he wanted any part of the mansion in one of these games :P, i wasnt sure what he meant by it :P
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on September 12, 2010, 08:27PM
Quote from: darkmaster20 on September 11, 2010, 07:34AM
Hi! How did you get the Mansion level thing on X-Men Legends 2?! Is it possible for MUA?


Its not the level, just the danger room map. You would have to convert it and find a proper way to add it to MUA, I cant see a reason why it would be impossible to use. Either way this isnt really the place to go over that, the MUA section is better.
Title: Re: XML1 Direct Conversions Mods
Post by: MarvelFan12345 on October 12, 2010, 07:03PM
The Nightcrawler link doesn't seem to be working. I checked the other links just to double check and they all work fine. This could just be a problem on my end as mediafire does that to me though.
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on October 12, 2010, 07:18PM
Quote from: MarvelFan12345 on October 12, 2010, 07:03PM
The Nightcrawler link doesn't seem to be working. I checked the other links just to double check and they all work fine. This could just be a problem on my end as mediafire does that to me though.

It does seem to be down so heres a re-upload
http://www.mediafire.com/?zfdnm7be69v6ane
Title: Re: XML1 Direct Conversions Mods
Post by: MarvelFan12345 on October 12, 2010, 08:36PM
That's weird the link still doesn't work, at least not for me. Whenever I get the link open it says file no longer available.
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on October 12, 2010, 08:44PM
That's weird, its a fresh new upload. Maybe try later and see if it works.
Title: Re: XML1 Direct Conversions Mods
Post by: MarvelFan12345 on October 12, 2010, 08:49PM
Yeah I'll do that. Mediafire often doesn't work for me so it is probably that. Thanks though.
Title: Re: XML1 Direct Conversions Mods
Post by: scott summers on October 13, 2010, 09:50AM
The link works for me.
Title: Re: XML1 Direct Conversions Mods
Post by: MarvelFan12345 on October 13, 2010, 12:42PM
Strange even today the link doesn't work for me but other mediafire ones do, including other conversions.
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on October 13, 2010, 06:20PM
Here's a hotfile link to it http://hotfile.com/dl/75856657/13b175b/Nightcrawler_XML1_Mod.rar.html
Title: Re: XML1 Direct Conversions Mods
Post by: MarvelFan12345 on October 13, 2010, 07:31PM
Thanks this one works!
Title: Re: XML1 Direct Conversions Mods
Post by: SuperNatural-Witch on January 25, 2011, 04:17AM
The nightcrawler link doesn't work can plz fix it; he's my favorite character
Title: Re: XML1 Direct Conversions Mods
Post by: nodoubt_jr on January 25, 2011, 09:57PM
Quote from: Illyria on January 25, 2011, 04:17AM
The nightcrawler link doesn't work can plz fix it; he's my favorite character

http://www.mediafire.com/?qv2t0oiqw4drb7v
Title: Re: XML1 Direct Conversions Mods
Post by: Midnightphoenix on January 25, 2011, 10:00PM
Im sorry, but Prof X's face hud thing in the game looks like Micheal Jackson lol, these are pretty cool tho, so you can use there XML versions for XML2! Thanks nodoubt_jr
Title: Re: XML1 Direct Conversions Mods
Post by: White Queen on March 03, 2011, 06:54AM
Are you going to continue uploading the XML1 conversations , just asking, I would love if Emma was next, oh and another question - why don't they have sound anyway thanks they are great  :cuckoo:
Title: Re: XML1 Direct Conversions Mods
Post by: Rain on January 08, 2012, 11:30AM
Hello mr. nodoubt_jr, I'm having a pray to you, can you give my the code powerstyle and talent for the add of lightning attacks as is presented into xml1 storm's play in the video bellow?
http://www.youtube.com/watch?v=EEOhX4OPFpA
See how the lightning transfers and hit more enemies, I would like that in xml2 too.
I'm waiting for your response and.. help.
Thank you!
Title: Re: XML1 Direct Conversions Mods
Post by: MarvelFan12345 on January 08, 2012, 11:37AM
Quote from: White Queen on March 03, 2011, 06:54AM
Are you going to continue uploading the XML1 conversations , just asking, I would love if Emma was next, oh and another question - why don't they have sound anyway thanks they are great  :cuckoo:

NodoubtJr only made XML1 conversions of the characters who are different in XML2. Emma, Psylocke, Beast, Jubilee, and Magma have offiical mods with the same powers.
Title: Re: XML1 Direct Conversions Mods
Post by: Rain on January 08, 2012, 11:44AM
Quote from: MarvelFan12345 on January 08, 2012, 11:37AM
NodoubtJr only made XML1 conversions of the characters who are different in XML2. Emma, Psylocke, Beast, Jubilee, and Magma have offiical mods with the same powers.
Ok, I got that, but I only need that code for Lightning power of Storm in xml1. If he may still have the files of where he converted that Characters, may be Storm in there.. somewhere ;D
Title: Re: XML1 Direct Conversions Mods
Post by: whiteking on January 08, 2012, 01:32PM
Quote from: Rain on January 08, 2012, 11:44AM
Ok, I got that, but I only need that code for Lightning power of Storm in xml1. If he may still have the files of where he converted that Characters, may be Storm in there.. somewhere ;D

Here.
http://marvelmods.com/forum/index.php/topic,4224.0.html
The XML1 files also include the herostat that also have all the codes for the powers. I'm not sure if Storm's lighting from XML1 works but you can experiment with her files. Good luck :)
Title: Re: XML1 Direct Conversions Mods
Post by: Rain on January 08, 2012, 02:05PM
Quote from: whiteking on January 08, 2012, 01:32PM
Here.
http://marvelmods.com/forum/index.php/topic,4224.0.html
The XML1 files also include the herostat that also have all the codes for the powers. I'm not sure if Storm's lighting from XML1 works but you can experiment with her files. Good luck :)
Hmm.. it seems it's kind of her xml2 chain lightning. Ok then, I'll "experiment" that next days. Thanks for that point. :)
EDIT: I see there are three types of "adds" on her Lightning power: 1. Lightning Stryke (her normal lightning bolt), 2. Chain Lightning (the lightning link from the main power) and 3. Legends Lightning - WHAT THAT MEANS? I need to know what Legends Lightning from xml1 represents.. Please!
Title: Re: XML1 Direct Conversions Mods
Post by: whiteking on January 08, 2012, 02:59PM
Quote from: Rain on January 08, 2012, 02:05PM
Hmm.. it seems it's kind of her xml2 chain lightning. Ok then, I'll "experiment" that next days. Thanks for that point. :)
EDIT: I see there are three types of "adds" on her Lightning power: 1. Lightning Stryke (her normal lightning bolt), 2. Chain Lightning (the lightning link from the main power) and 3. Legends Lightning - WHAT THAT MEANS? I need to know what Legends Lightning from xml1 represents.. Please!

In XML1 all the powers had, hmmm 3 stages (or something like that, I don't know how to call that, lol), for example, Lightning Strike was the basic power, then you upgrade it to Chain lighting that added more strikes as a chain (the one that is in the video you posted before) and then the highest version of the power is Legends Lighting that affected all the foes on the screen (or something like that, honestly I don't remember)
I think you should check the 2nd version of the power (chain lighting) since is the one that has the chain that you want.
Title: Re: XML1 Direct Conversions Mods
Post by: Rain on January 08, 2012, 05:03PM
Quote from: whiteking on January 08, 2012, 02:59PM
In XML1 all the powers had, hmmm 3 stages (or something like that, I don't know how to call that, lol), for example, Lightning Strike was the basic power, then you upgrade it to Chain lighting that added more strikes as a chain (the one that is in the video you posted before) and then the highest version of the power is Legends Lighting that affected all the foes on the screen (or something like that, honestly I don't remember)
I think you should check the 2nd version of the power (chain lighting) since is the one that has the chain that you want.
Hmm still confused by that Legend Lightning, anyway I'll try, for the beginning, the Chain Lightning part (it's kind of no needed "chain lightning" power of her xml2 version hehe). Thx :)
Title: Re: XML1 Direct Conversions Mods
Post by: White Queen on February 28, 2012, 12:32PM
Quote from: MarvelFan12345 on January 08, 2012, 11:37AM
NodoubtJr only made XML1 conversions of the characters who are different in XML2. Emma, Psylocke, Beast, Jubilee, and Magma have offiical mods with the same powers.
I know they do. But i was asking if he was re-releasing them with only their four powers from XML1.
And in BurningRage's Emma Frost Conversion Mod, the four powers are there, but they are different colors than from the original XML1. Where there, they were orangish-redish or something. I was asking that because i was wondering if he will re-release them as full direct covnersions, with the same passives, four powers and ect.
Title: Re: XML1 Direct Conversions Mods
Post by: Rogue934 on November 17, 2014, 12:37AM
Quote from: nodoubt_jr on November 01, 2007, 09:37PM
Phoenix XML1 Mod
direct conversion of XML1 version

http://www.mediafire.com/?0okl9d1ey9x

notes: direct conversion, no added powers or anything.  im planning on doing all of the playables, just for fun (its not that hard).  dont expect them all right away, i'll work on them when im tired of working on other stuff.  the brotherhood project is still my priority.

official xml1 hud_heads
(http://i5.photobucket.com/albums/y170/nodoubt_jr/0201.jpg) (http://i5.photobucket.com/albums/y170/nodoubt_jr/0202.jpg) (http://i5.photobucket.com/albums/y170/nodoubt_jr/0203.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0092-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0093.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0096-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0099-3.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0102-2.jpg)

how do i add it to the pc xml1 xmen conversion
Title: Re: XML1 Direct Conversions Mods
Post by: BaconWizard17 on February 06, 2017, 08:18PM
I'm going to plop these all into the X-Men Legends PC conversion. It'll certainly make it feel more like the game it's supposed to be.
Title: Re: XML1 Direct Conversions Mods
Post by: Pirata on June 27, 2017, 11:47AM
Cool, I really liked more the Wolverine Classic costume of X-Men Legends than 2, I remember when I played this at my PS2, good times.