Marvel Mods

Marvel Ultimate Alliance I & II => Mod Releases and Conversions => Topic started by: Nicaras on January 08, 2021, 07:11AM

Title: Nicaras' Character Mods: Synch, Armor, Banshee & Forge
Post by: Nicaras on January 08, 2021, 07:11AM


(https://i.imgur.com/exQhr3h.png)


(https://i.imgur.com/rybezto.png) (https://marvelmods.com/forum/index.php/topic,11000.msg200382.html#msg200382)(https://i.imgur.com/5lmusfM.png) (https://marvelmods.com/forum/index.php/topic,11000.msg201176.html#msg201176)(https://i.imgur.com/otSowJe.png) (https://marvelmods.com/forum/index.php/topic,11000.msg202535.html#msg202535)(https://i.imgur.com/orPKJSq.png) (https://marvelmods.com/forum/index.php/topic,11000.msg203388.html#msg203388)
Title: Re: Nicaras' character mod releases
Post by: Ceamonks890 on January 08, 2021, 01:20PM
Congratulations! Looks like all that hard work has paid off :D
Title: Re: Nicaras' character mod releases
Post by: Nicaras on January 09, 2021, 02:35PM
It certainly took me long enough (it's my first one after all), but I'm finally done with my take on Forge's mod!

(https://www.mediafire.com/convkey/cd05/gi7fd5l9dtb6v0uzg.jpg)
Download link: https://www.mediafire.com/file/hy3i2p23l3gv5ig/Forge_by_Nicaras_v1.5.zip/file

Optional--an alternate mannequin using Forge's 2nd skin (the Ultimate one). This is not only a re-skin of a PS2 mannequin found on a 1.0 version Forge mod released by BLaw, it also mirrors the mannequin in order to fit the playable skin (Forge's bionic leg is his right one). The XML2 skin that replaced it is the same from Nodoubt's PS2 pack, and it's the same I use on my mod. Many thanks to BLaw and Nodoubt, and also to Ceamonks, for the life-saving Mediafire backup. Thank you also to ak2yny, who pointed me towards the mannequin-mirroring solution on Alchemy Finalizer.
Download link: https://www.mediafire.com/file/o2gfj7d87idwdlx/Forge_PS2_XML2_mannequin_v2.0_by_Nicaras.zip/file
(https://i.imgur.com/uHxBKTl.png)

CHANGELOG: This 1.5 version is probably my last update on Forge. It brings another long-due fix, discarding his now unnecessary moveset_forge_flying file entirely (which affected his herostat entry) and moving some of its lines to his powerstyles file in respect to our efforts to stay within the game's limitations. It also brings some pretty much needed script files from Outsider's Mystique mod, so his Holographic Transmitter is finally working as it should (I only noticed it wasn't when I replaced Mystique on my herostat for Synch, so the script files went missing and Forge's power stopped working). Now this power is alright once and for all.
1.4 version brought a long-needed fix on Forge's powers with guns, as they occasionally didn't "vanish" from his hand at the end of the power.
1.3 version adjusted one small detail on the projectile of Forge's 1st power (which means I only tinkered with his entities file this time around).
1.2 version added a new idle animation, extracted from Forge's XML2 NPC. It also added better starter and finisher power combo texts (the names are making much more sense now). Also his 3rd power was not showing any longer the icon that asks the player to keep on pressing the power button. Finally, it turns his first skin back to its original size, like Julio Cabral has intended to.
1.1 version adjusted the EP cost of one of Forge's powers, the Stunner Grenade (and my thanks go to Bingerz for pointing that out to me in the first place). It also gave me the opportunity to re-check the whole talents file and re-write a few stuff from the descriptions. Finally, one other major adjustment I've made was making it possible for the Geo-Thermal .960 to be used during flight without the strafing chaining (which really doesn't make sense in the air). It'd be amazing if Forge could glide while shooting his blaster, but we don't have that kind of animation (yet), so this is where I'm standing with this mod today.

To properly run this mod, you need to copy all of its folders and paste them inside the main folder where your game is installed.

Then, you need to decompile your herostat.engb using the XMLBCUI software and edit it, replacing one of the characters from your current roster with Forge (simply copy all lines from herostat_forge.txt and paste them inside the recently decompiled herostat.xml, replacing the lines of the character that's going to leave your roster). Don't forget to get its menulocation number and to give it to Forge. Now you need to compile the herostat.xml back to the .engb extension and copy/paste it back inside its proper folder.

Optional: download the x_voice file from http://www.mediafire.com/file/tumqqfxvewyxww1/x_voice_9-20-2014.rar/file (http://www.mediafire.com/file/tumqqfxvewyxww1/x_voice_9-20-2014.rar/file) if you wish to have Forge's callout line, among others. If you also wish to give Forge its "break" line (that's when he would say something before leaving the character selection screen and entering the stage), you have to edit this same x_voice file using the Zsm Editor software (or Zsnd). After installing that software, use it to open the x_voice file and then add the "forge_break.wav" file (it's inside my mod's main folder) following this tutorial (https://marvelmods.com/forum/index.php/topic,11055.0.html).

Now you should be ready to fully play with it.

P.S.: These four skins have each their own body proportions (each one comes from a different game) so much that sometimes I had to make them a separate bolton, or set different values to achieve the correct bolton/effect positions and avoid clipping. Therefore I'd strongly advise against replacing any of his skins without thorough gameplay testing and editing the powerstyles file to adjustments. So far Forge doesn't have more skins than this mod is offering, but hopefully in the future we may come across new outfits for him, in which case I can totally work out on solutions to adapt the powerstyles coding.


Credits and Acknowledgements:

Skin 23001 - Classic (Marvel Heroes) skin by Julio Cabral (3D model adapted from Xelandis (https://www.deviantart.com/xelandis))
Skin 23002 - Ultimate skin from Nodoubt's XML2 PS2 pack
Skin 23003 - Modern skin by BLaw
Skin 23004 - Astonishing (X-Men: Destiny) skin ripped and rigged by ak2yny

Mannequin (Classic Skin with Geo-Thermal .960) by Julio Cabral

All HUDs: Nicaras

All icons: Nicaras (extracted images from the X-Men comics)

Loading screen: Nicaras (original art from Julie Bell)

Scouter bolton: Nicaras (3D model from 100 Seedless Penguins (http://100seedlesspenguins.deviantart.com))
Containment Gun bolton: Nicaras (adapted from CGTrader (https://www.cgtrader.com/free-3d-models/military/gun/sci-fi-pistol-5acc4a83-a27d-4d4b-95f5-ddbf99071f94))
Electric Blaster bolton: Nicaras (adapted from CGTrader (https://www.cgtrader.com/free-3d-models/military/gun/futuristic-blocky-gun))
Geo-Thermal .960 bolton: Nicaras (adapted from Sketchfab (https://sketchfab.com/3d-models/xen-slr-rifle-9e8f90bba20b4e3dbfe97d49bfc2b975))
Rocket Pods bolton: Nicaras (adapted from Free3D (https://free3d.com/pt/3d-model/jetpack-v2--639659.html))
Shield bolton: Nicaras (adapted from a Turbo Squid (https://www.turbosquid.com/) model, I think)

Voice lines: Nicaras (extracted from the "X-Men: Destiny" game with the amazing help of ak2yny, voice acting by Phil LaMarr)

Callout line: Ceamonks890

Upgradable Knockback: coding idea adapted from Outsider' upgradable Grab Smash
Holographic Transmitter script: adapted from the Infiltrate script (Outsider's Mystique)
Infiltrate powerstyle coding lines: adapted from Outsider's Mystique power
Humanoid team switching power: adapted from Outsider's Phil Coulson nonhumanoid stunning filter

THANKS A LOT, EVERYONE! MISSION ACCOMPLISHED!

Special thanks go to Outsider, BaconWizard17, UltraMegaMagnus, Julio Cabral, and ak2yny, for all of your help and instructions, and also everyone in this community who has provided us with the tools and the knowledge to make these mods possible. :xmen_logo:




Quote from: Ceamonks890 on January 08, 2021, 01:20PM
Congratulations! Looks like all that hard work has paid off :D
Thanks a lot, Ceamonks! I hope you all enjoy playing with him. But please let me know if any bugs come up.

I forgot to mention, but this mod's got a few cool tricks you'll find out during gameplay.

Also, I think it's worth mentioning that I've got most of the ideas for his inventions from the comics (and the https://uncannyxmen.net/node/5832/page/0/9 (https://uncannyxmen.net/node/5832/page/0/9) webpage had them all listed out so it was really helpful). His Electric Blaster, though, was based on one of his moves from the X-Men Mutant Academy 2 game.

What else? I tried my best to make this mod original even if only for a single little detail, so his animations and coding lines are a mix from several other characters, as well as his power effects, which have been altered in color, size, or overall aspect, whenever possible. His Xtreme power (based on Mr. Fantastic's Orbital Attack) originally "missed" a hologram panel on his hand (we don't even realize it because of the size of his hand), so I had to make Forge one. I'm afraid I just won't really be able to tell the exact logic behind it because it was a very trial-and-error process, it took me a very long time altering the values back and forth to spin, resize and move it all around without knowing exactly what would happen each time, and I stopped as soon as the panel looked slightly satisfactory (or else I'd still be trying to get the perfect position and shape of it).

Oh, also I've developed this mod using the 50 roster hack, but I believe (and hope) it works on all versions.
Title: Re: Nicaras' character mod releases
Post by: Panaka_69 on January 13, 2021, 12:28PM
You made a great job Nicaras, lots of detail and a lot of fun to play. Congratulations!
Title: Re: Nicaras' character mod releases
Post by: Nicaras on January 13, 2021, 03:38PM
It makes me really happy that you're enjoying it, Panaka! Thanks a lot for letting me know. :)
Title: Re: Nicaras' character mod releases
Post by: Bingerz on January 16, 2021, 09:36PM
Hello just got your Forge mod today and it is an absolute blast! One Quick question though, I was wondering if his ability "Stunner Grenade" was supposed to cost 72 energy at the start of the game? Just making sure I didn't mess up anything installing him. Might be because of how good the ability is but figured id ask here :D
Title: Re: Nicaras' character mod releases
Post by: Nicaras on January 17, 2021, 04:45AM
Quote from: Bingerz on January 16, 2021, 09:36PM
Hello just got your Forge mod today and it is an absolute blast! One Quick question though, I was wondering if his ability "Stunner Grenade" was supposed to cost 72 energy at the start of the game? Just making sure I didn't mess up anything installing him. Might be because of how good the ability is but figured id ask here :D

Hey Bingerz, I'm very happy you're enjoying the mod. Thanks a lot for leaving this message, I deeply apologize (to everyone who has download the .zip file) for not changing these energy cost values from the original power from Blade (you see, Blade learns it at level 14, so it makes much more sense in his case that it costs that much). Please give me a couple of days so I can double-check everything (just to be on the safe side) and upload a new file.

I'm also preparing a little update so that instead of strafing while shooting with his Geo-Thermal .960 during flight, Forge will be able to rotate and shoot in all directions. I'll try to release it all together, so please stay tuned. :xmen_logo:
Title: Re: Nicaras' character mod releases
Post by: Bingerz on January 17, 2021, 05:48AM
Oh for sure absolutely, hope I didnt add to much anoyance to your list of things to do, I am just greatful for all you talented modders who figure out all this stuff I cant. haha Thank you for all that you do! <3
Title: Re: Nicaras' character mod releases
Post by: Nicaras on January 20, 2021, 04:19AM
Quote from: Bingerz on January 17, 2021, 05:48AM
Oh for sure absolutely, hope I didnt add to much anoyance to your list of things to do, I am just greatful for all you talented modders who figure out all this stuff I cant. haha Thank you for all that you do! <3

It's no annoyance at all, my friend. Here is version 1.1 of this mod with the corrections (actually, the download link is on the first post). I believe everything is alright now, but do let me know if any bugs come up during gameplay. (The edited files were actually only the talents, powerstyles and moveset_forge_flying inside the data folder, but if you want to be on the safe side you can simply copy/paste all folders.)

Thanks a lot for reaching out! And thanks to everyone who's downloaded my mod and is playing with it. Have fun, this is for all of us X-Men fans.
Title: Re: Nicaras' Character Mods: Forge (v. 1.2)
Post by: Nicaras on April 01, 2021, 04:16PM
Hey guys, Forge version 1.2 is out with new improvements. As always, enjoy. :)

Happy Easter!
Title: Re: Nicaras' Character Mods: Forge (v. 1.2)
Post by: edward on April 03, 2021, 05:35PM
Good updates thanks!
Title: Re: Nicaras' Character Mods: Forge (v. 1.2)
Post by: Nicaras on April 10, 2021, 01:09AM
Quote from: edward on April 03, 2021, 05:35PM
Good updates thanks!

I'm so glad you liked them, Edward! Thanks a lot for your comment.
Title: Re: Nicaras' Character Mods: Banshee
Post by: Nicaras on April 27, 2021, 09:30AM
Hey everyone! So here's my second mod ever, the Irish mutant known as Banshee!

(https://www.mediafire.com/convkey/5222/5w7ydi3mb3fyaktzg.jpg)
Download link: https://www.mediafire.com/file/kbl0k3dkn50g701/X-Men%2527s_Banshee_mod_by_Nicaras_v2.1.zip/file

CHANGELOG: In this 2.1 version, I've just adjusted the effects from the grab smash move, the Sonar Detection power and the Sonic Barrage power, as they were not displaying correctly.
In version 2.0, Banshee's first power no longer required you to keep taping the power key nor keep it pressed in order to hit multiple times. Also, Banshee's capes from his Classic and Modern skins have been altered so their pattern looks more similar to the comics' (diagonal stripes instead of vertical).

To properly run this mod the traditional way, you need to copy all of its folders (except the "xtras" folder) and paste them inside the main folder where your game is installed. (If instead you use the Mod Organizer like myself, you know what to do.)

Then, you need to decompile your herostat.engb using the XMLBCUI software and edit it, replacing one of the characters from your current roster with Banshee (simply copy all lines from herostat_banshee.txt and paste them inside the recently decompiled herostat.xml, replacing the lines of the character that's going to leave your roster). Don't forget to get its menulocation number and to give it to Banshee. Now you need to compile the herostat.xml back to the .engb extension and copy/paste it back inside its proper folder.

If your x_voice.zss file doesn't have a "callout line" for Banshee (that's when he's selected and the announcer calls out his name), you have to edit the x_voice file file using the Zsm Editor software (or Zsnd). After installing that software, use it to open the x_voice file and then add the "an_banshee.wav" file (it's inside my mod's main folder) following this tutorial (https://marvelmods.com/forum/index.php/topic,11055.0.html).

If you also wish to give Banshee his "break line" (that's when he would say something before leaving the character selection screen and entering the stage), you have to edit this same x_voice file using the Zsm Editor software (or Zsnd). Use it to open the x_voice file and then add the "break_banshee.wav" file (from inside my mod's main folder) following the same tutorial (https://marvelmods.com/forum/index.php/topic,11055.0.html).

Now you should be all set to play as the Irish mutant. As always, have fun!

Banshee's mannequin will clash with the ones from the Ancient One and Elisa Cameron (Ghost) mods.

Things yet to be done or replaced:
To perfect the sound timing of the first power -- solved on version 2.0
A classic-skin mannequin with cape
A skin from the Age of Apocalypse era with cape attached to Banshee's arms

Special credits:

Skins:
Mannequin: BliZZ (re-skinned by Nicaras)

3 effect files were borrowed and recolored from Norrin Radd's original Banshee mod.

Banshee callout line: Ceamonks890

Banshee voice file, xtreme power sound and break line: borrowed and adapted from the Norrin Radd's original Banshee mod (voice lines extracted from the XML2 game — with Quinton Flynn as the voice actor).

Sounds for Banshee's screams and powers: Mazellmi; Female Ghost Loud Scream Sound Effect; Sonar Sound Effects All Sounds (all from YouTube)

Loading screen: original art by Peter v Nguyen (Deviantart)

A special thank you to UltraMegaMagnus for the unvaluable animation suggestions and files (namely Spider Woman's menu_goodbye, MUA2 Songbird's blocking animations, and also for remembering and sending two Shadow King's anim files which I would never have thought of).

Many thanks to all of the forum members who have provided all kinds of resources for this character.
Title: Re: Nicaras' Character Mods: Banshee & Forge (v. 1.2)
Post by: andersonbrazil on May 03, 2021, 03:03AM
Nicaras, cara eu gostei muito do seu mod Banshee e também do seu mod Forge! Eu já apresentei o Forge em um dos meus gameplays.
Parabéns por seu excelente trabalho!
Valeu demais!
(https://www.mediafire.com/convkey/15f0/v8buj68c6j67vcfzg.jpg)(https://www.mediafire.com/convkey/15f0/v8buj68c6j67vcfzg.jpg)(https://www.mediafire.com/convkey/15f0/v8buj68c6j67vcfzg.jpg)(https://www.mediafire.com/convkey/15f0/v8buj68c6j67vcfzg.jpg)
Title: Re: Nicaras' Character Mods: Banshee & Forge (v. 1.2)
Post by: Nicaras on May 13, 2021, 04:05PM
Fiquei muito feliz com o seu comentário, Anderson! E também quando vi os meus dois mods nos seus vídeos! Quero continuar melhorando os dois sempre que possível. Você e todos aqui são uma inspiração enorme, que eu possa sempre contribuir apesar da corrida diária.

Your comment has made me really happy, Anderson, just like when I saw both my mods being played on your Youtube videos! I'll continue to improve them whenever possible. You and all modders from this community are a huge inspiration. I hope I can always help out despite the daily struggle.
Title: Re: Nicaras' Character Mods: Banshee & Forge (v. 1.2)
Post by: edward on May 14, 2021, 09:48AM
Wow that Banshee mod! So good bravo!  :bowdown:
Title: Re: Nicaras' Character Mods: Banshee & Forge (v. 1.2)
Post by: Nicaras on May 17, 2021, 07:43PM
I'm really glad you liked it, edward! Thanks for playing! I'll try my best to fulfill those remaining tasks that are left. :xmen_logo:
Title: Re: Nicaras' Character Mods: Armor, Banshee & Forge
Post by: Nicaras on April 09, 2022, 08:13AM
Armor — Custom Models Mod for MUA1

Hello everyone,

I'm very happy to release this final version of Armor for MUA1. After the beta version release, AndersonBrazil has jumped in and contributed with a whole new set of skins just for her, with her exoskeleton functioning as a skinsegment--and it actually works pretty well! (Thank you so much for your time and dedication, Anderson!)

(https://i.imgur.com/MUWottR.png)
Here's the download link of version 1.2: https://www.mediafire.com/file/nomvhgcm6xzydx0/Armor_custom_models_mod_for_MUA1_by_Nicaras_%2528v._1.2%2529.zip/file

Armor's mannequin will clash with Wonder Man's and Dante's.

Video preview: https://www.youtube.com/watch?v=oU6ooFYvKM8

Changelog:
Version 1.2 just corrected a typo in the 3rd power description inside her talents file. Version 1.1 has solved an issue with the exoskeleton skinsegment from skin 16325 (Schoolgirl). The exoskeleton was still visible in non-combat areas, unlike the other skins.

But what's a custom skin and how is it different from a PS2 skin?, you might ask. Check the image below.

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

P.S.: I intend to release more re-skins from these versions redesigning and recoloring them.

P.S.2: The PS2 version won't work with this custom models version (and vice versa) due to the particular mechanics each one has. One works with two skins, while the other works with one skin with two skinsegments, so the powerstyles coding of each mod followed accordingly.

P.S.3: If you would rather see Armor without her exoskeleton on the Character Selection Screen, just remove the line "nonmenuonly = true ;" from her entry on the herostat file. The Multipart coding block must look like this:

       Multipart {
      health = 0 ;
      hideskin = exoskel ;
      }

To properly run this mod, you need to copy all of its folders (except the "xtras" folder) and paste them inside the main folder where your game is installed.

Then, you need to decompile your herostat.engb using the XMLBCUI software and edit it, replacing one of the characters from your current roster with Armor (simply copy all lines from herostat_armor.txt and paste them inside the recently decompiled herostat.xml, replacing the lines of the character that's going to leave your roster). Don't forget to get its menulocation number and to give it to Armor. Now you need to compile the herostat.xml back to the .engb extension and copy/paste it back inside its proper folder.

If your x_voice.zss file doesn't have a "callout line" for Armor (that's when she's selected and the announcer calls out her name), you have to edit the x_voice file file using the Zsmeditor software. After installing that software, use it to open the x_voice file and then add the "an_armor.wav" file (it's inside my mod's main folder) using the Files tab on the left (after you add it, it'll appear at the end of the list of voice files). Then (still at this software) hit F3 and type COMMON/MENUS/CHARACTER/AN_armor in order to generate its event/hash number. Copy this number and go back to the Files tab where you added Armor's wav file. Replace the event/hash number of its line by the one you've just copied. Get this event/hash number and the ID and, in the Events tab, create an event with these exact numbers. Type in "31" inside the blank Data and, finally, hit the Add button. Then choose to save the file as a .zss file (actually type in "x_voice.zss") and paste it inside the proper sound folder so it's updated.

If you also wish to give Armor her "break line" (that's when she would say something before leaving the character selection screen and entering the stage), you have to edit this same x_voice file using the Zsmeditor software. Use it to open the x_voice file and then add the "break_armor.wav" file (from inside my mod's main folder) using the Files tab on the left (after you add it, it'll appear at the end of the list of voice files). Then (still at this software) hit F3 and type COMMON/MENUS/CHARACTER/BREAK_armor in order to generate its event/hash number. Copy this number and go back to the Files tab where you added Armor's wav file. Replace the event/hash number of its line by the one you've just copied. Get this event/hash number and the ID and, in the Events tab, create an event with these exact numbers. Type in "255" inside the blank data and, finally, hit the Add button. Just like you did before, choose to save the file as a .zss file and paste it inside the proper sound folder so it's updated.

Now you should be all set to play as Hisako Ichiki. As always, have fun!

Credits

Skins:

Mannequin: AndersonBrazil

Armor callout line: Ceamonks890

All voice lines were extracted from the X-Men: Destiny game (with Jamie Chung as Aimi's voice actor) by ak2yny.

Loading screen: Outsider
Title: Re: Nicaras' Character Mods: Armor, Banshee & Forge
Post by: Nicaras on April 15, 2022, 09:44AM
Armor — PS2 Skins Mod for MUA1

Hey everyone! Now It's time for this second approach on Armor's mod, for those who like the PS2 skins the best. Do enjoy it!

(https://i.imgur.com/Q7mwI8C.png)
The download link: https://www.mediafire.com/file/sdpyh3v0wkxxibm/Armor_PS2-skins_mod_for_MUA1_by_Nicaras_v1.1.zip/file

CHANGELOG: Version 1.1 of this PS2 skins mod just corrected a typo in the 3rd power description inside her talents file.

But what's a PS2 skin and how is it different from a custom skin?, you might ask. Check the image below.

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

I thank you all for your patience and continued encouragement, you guys are the best. Many thanks to Outsider for the loading screen, and to ak2yny for the voice lines. I must thank those who had made the original skins and mannequins which I have then redesigned (Norrin Radd, WhiteKing and UltimateVeNoM). I also have to thank everyone who has pitched the idea over the years of using the frozen skin of Iceman's power from XML2 as Armor's exoskeleton, as it's a crucial element of this mod.

Armor's mannequin will clash with Wonder Man's and Dante's.

P.S.: I intend to release more re-skins from these versions redesigning and recoloring them. I also intend to launch even a version of this PS2 version for XML2, if time permits.

P.S.2: This PS2 version won't work with the custom models version (and vice versa) due to the particular mechanics each one has. One works with two skins, while the other works with one skin with two skinsegments, so the powerstyles coding of each mod followed accordingly.

To properly run this mod, you need to copy all of its folders (except the "xtras" folder) and paste them inside the main folder where your game is installed.

Then, you need to decompile your herostat.engb using the XMLBCUI software and edit it, replacing one of the characters from your current roster with Armor (simply copy all lines from herostat_armor.txt and paste them inside the recently decompiled herostat.xml, replacing the lines of the character that's going to leave your roster). Don't forget to get its menulocation number and to give it to Armor. Now you need to compile the herostat.xml back to the .engb extension and copy/paste it back inside its proper folder.

If your x_voice.zss file doesn't have a "callout line" for Armor (that's when she's selected and the announcer calls out her name), you have to edit the x_voice file file using the Zsmeditor software. After installing that software, use it to open the x_voice file and then add the "an_armor.wav" file (it's inside my mod's main folder) using the Files tab on the left (after you add it, it'll appear at the end of the list of voice files). Then (still at this software) hit F3 and type COMMON/MENUS/CHARACTER/AN_armor in order to generate its event/hash number. Copy this number and go back to the Files tab where you added Armor's wav file. Replace the event/hash number of its line by the one you've just copied. Get this event/hash number and the ID and, in the Events tab, create an event with these exact numbers. Type in "31" inside the blank Data and, finally, hit the Add button. Then choose to save the file as a .zss file (actually type in "x_voice.zss") and paste it inside the proper sound folder so it's updated.

If you also wish to give Armor her "break line" (that's when she would say something before leaving the character selection screen and entering the stage), you have to edit this same x_voice file using the Zsmeditor software. Use it to open the x_voice file and then add the "break_armor.wav" file (from inside my mod's main folder) using the Files tab on the left (after you add it, it'll appear at the end of the list of voice files). Then (still at this software) hit F3 and type COMMON/MENUS/CHARACTER/BREAK_armor in order to generate its event/hash number. Copy this number and go back to the Files tab where you added Armor's wav file. Replace the event/hash number of its line by the one you've just copied. Get this event/hash number and the ID and, in the Events tab, create an event with these exact numbers. Type in "255" inside the blank data and, finally, hit the Add button. Just like you did before, choose to save the file as a .zss file and paste it inside the proper sound folder so it's updated.

Now you should be all set to play as Hisako Ichiki. As always, have fun!

Credits

Skins:

Mannequins: UltimateVeNoM (recolored and redesigned by Nicaras)

Armor callout line: Ceamonks890

All voice lines were extracted from the X-Men: Destiny game (with Jamie Chung as Aimi's voice actor) by ak2yny.

Loading screen: Outsider
Title: Re: Nicaras' Character Mods: Armor, Banshee & Forge
Post by: edward on May 06, 2022, 09:48AM
You killed it with this mod very talented.
Title: Re: Nicaras' Character Mods: Armor, Banshee & Forge
Post by: Nicaras on May 25, 2022, 05:44AM
Quote from: edward on May 06, 2022, 09:48AM
You killed it with this mod very talented.

Thank you very much for your comment, Edward! I hope I can make more skins for her, on both versions. I'll post them on my skins release thread as soon as they're done. :)
Title: Re: Nicaras' Character Mods: Armor, Banshee & Forge
Post by: Nicaras on June 26, 2022, 06:07AM
Version 2.0 of my Banshee mod is now available.

I've also just posted a new version of Forge's PS2 mannequin, after flipping it horizontally to properly match his playable skin.

As Always, enjoy!
Title: Re: Nicaras' Character Mods: Armor, Banshee & Forge
Post by: Nicaras on July 02, 2022, 11:14PM
Hey everyone,

I had to make a small adjustment on Forge's "entities" file to perfect his 1st power, so version 1.3 is now released, for your enjoyment and better gaming experience.

Also, I’ve released a tiny correction for both Armor mods, as there was a typo in the 3rd power description inside her talents file.

As always, enjoy!
Title: Re: Nicaras' Character Mods: Synch
Post by: Nicaras on November 02, 2022, 02:38PM
It's finally done – at least this main part of the character mod, its core. So here we go:

(https://i.imgur.com/IZwiJLl.png)
Download link: https://www.mediafire.com/file/ulhp9ha507njlxw/Synch_MUA1_mod_by_Nicaras_v1.0.zip/file

Version 1.0 synchs with: Cyclops, Jean Grey, Iceman, Beast and Angel (from the OCP—I haven't tested it with any of these heroes' boosters)
Do expect a lot more updates in the near future so Synch interacts with other fellow mutants!

To properly run this mod, you need to copy all of its folders (except the "xtras" folder) and paste them inside the main folder where your game is installed.

Then, you need to decompile your herostat.engb using the XMLBCUI software and edit it, replacing one of the characters from your current roster with Synch (simply copy all lines from herostat_synch.txt and paste them inside the recently decompiled herostat.xml, replacing the lines of the character that's going to leave your roster). Don't forget to get its menulocation number and to give it to Synch. Now you need to compile the herostat.xml back to the .engb extension and copy/paste it back inside its proper folder.

If your x_voice.zss file doesn't have a "callout line" for Synch (that's when he's selected and the announcer calls out his name), you have to edit the x_voice file file using the Zsmeditor software. After installing that software, use it to open the x_voice file and then add the "an_synch.wav" file (it will be inside my mod's main folder on the next update!) using the Files tab on the left (after you add it, it'll appear at the end of the list of voice files). Then (still at this software) hit F3 and type COMMON/MENUS/CHARACTER/AN_synch in order to generate its event/hash number. Copy this number and go back to the Files tab where you added Synch's wav file. Replace the event/hash number of its line by the one you've just copied. Get this event/hash number and the ID and, in the Events tab, create an event with these exact numbers. Type in "31" inside the blank Data and, finally, hit the Add button. Then choose to save the file as a .zss file (actually type in "x_voice.zss") and paste it inside the proper sound folder so it's updated.

If you also wish to give Synch his "break line" (that's when he would say something before leaving the character selection screen and entering the stage), you have to edit this same x_voice file using the Zsmeditor software. Use it to open the x_voice file and then add the "break_synch.wav" file (from inside my mod's main folder) using the Files tab on the left (after you add it, it'll appear at the end of the list of voice files). Then (still at this software) hit F3 and type COMMON/MENUS/CHARACTER/BREAK_synch in order to generate its event/hash number. Copy this number and go back to the Files tab where you added Synch's wav file. Replace the event/hash number of its line by the one you've just copied. Get this event/hash number and the ID and, in the Events tab, create an event with these exact numbers. Type in "255" inside the blank data and, finally, hit the Add button. Just like you did before, choose to save the file as a .zss file and paste it inside the proper sound folder so it's updated.

Now you should be all set to play as Everett Thomas. As always, have fun!

P.S.: Synch's mannequin will clash with Enchantress' and Scorpion's.

Credits:
All skins are XML Prof X model redesigned.
Mannequin: UltraMegaMagnus (redesigned)
All voice lines were extracted from the 'Lego Star Wars: The Skywalker Saga' game
Loading screen: Outsider
Synch callout line: Ceamonks890
Title: Re: Nicaras' Character Mods: Synch, Armor, Banshee & Forge
Post by: Nicaras on November 03, 2022, 09:44PM
Watching AndersonBrazil’s recent YouTube video (https://www.youtube.com/watch?v=iUZJpRNaBx4&t=466s) (much appreciated, by the way!!), I realized I should certainly have given more details about how Synch’s powers work in-game, since it’s a hero with such peculiar mechanics. So let’s get into it—but first, one note about his master sounds file:

While making this mod I noticed it wouldn’t be necessary to create a master sounds file containing all of the sounds of the powers Synch would copy from other heroes, mainly because I can simply use the respective power sound of the hero he’s syncing with directly from that hero’s own master file. All it takes is that hero being part of Synch’s team, and the file access is granted. So that’s basically what I meant when I said I haven’t tested Synch with other heroes’ boosters—I just don’t know if the powers sounds I'm borrowing from their master sounds files are the same as the one I used from the OCP version. If they are indeed still there, then Synch should play their sounds normally (meanwhile, he’s got all of the effects and effects textures from these heroes’ powers in his own folder). It’s weird that Iceman’s powers haven’t showed up in Anderson’s video—while on my computer they seem just fine. (I would appreciate if anyone could confirm if there’s an actual bug.)

Ok, now regarding his powers mechanics. There are 3 powers (2 offensive and 1 passive) and one xtreme available. All of the 3 powers can point to a fellow hero from Synch’s current team--that's why he ends up having nine powers and one xtreme.



(https://i.imgur.com/lRQLUgr.png)(https://i.imgur.com/MilMbUx.png)

Keep in mind that Ref1, Ref 2 and Ref3 stand for each spot on the team, as shown on the main image from the release post.

The two offensive powers directly synch with the respective hero and make him attack. So, if Synch's player 1 (1st spot) and you press the 1st Attack Power (Ref1) while Cyclops occupies your team's 2nd spot, Synch'll get his powers and attack.

(https://i.imgur.com/Jw0EWCM.png)

If Jean Grey's occupying your team's 3rd spot while Synch is on the 1st spot, you'll have to press his 1st Attack Power (Ref2) instead in order to access her telekinesis.

(https://i.imgur.com/hq3cshi.png)

And so, if Iceman is on the 4th spot and you want to borrow his power to attack, you'll have to press Synch's 1st Attack Power (Ref3). (For now, for that effect to display correctly, please turn off the Fullscreen Effects option at the Video Controls game menu.)

(https://i.imgur.com/HTP61qn.png)

Synch's "1st Attack Power" will always be "more narrow"...



(https://i.imgur.com/KeRyUfg.png)(https://i.imgur.com/JMhvHIt.png)

... while the 2nd Attack Power will always be a radial attack (unless it makes no sense for that hero's power).



(https://i.imgur.com/qqVOudS.png)(https://i.imgur.com/IZeNiM8.png)

Now for the boost power. You only need to press it once for the hero you want to copy boost powers from, and they'll stick to you until you activate some other hero's boost power. If you have enough energy, this is the animation that will be played:

(https://i.imgur.com/kY3TUMh.png)

And what would those boost powers be exactly? They will basically let him use "secondary" powers from fellow heroes. Sadly for Synch, Cyclops' mutant power can't give him any of that--but his other teammates from the X-Men first class have more to offer. If you synch with Jean and Angel, for instance, Synch will be able to fly at your third jump.



(https://i.imgur.com/KxFJHVp.png)(https://i.imgur.com/uR7Q0kB.png)

If you synch with Beast, the third jump will be exactly that (an extra jump). You'll also acquire the Mighty ability.

(https://i.imgur.com/9k9vMIR.png)

If you synch with Iceman, Synch will be able to slide on ice on the third jump (you must keep the jump button pressed).

(https://i.imgur.com/Wl2tiGi.png)

Synching with Jean and Iceman will also give you a brief special effect when you press block (while it doesn't last long and doesn't change anything really, it was a nice touch I didn't want to miss).



(https://i.imgur.com/YHPStsy.png)(https://i.imgur.com/thurD1E.png)

I hope that was helpful and clear for those who got reading this far. Luckily I haven't left anything out this time. :xmen_logo:
Title: Re: Nicaras' Character Mods: Synch, Armor, Banshee & Forge
Post by: Nicaras on November 15, 2022, 10:31PM
Hey everyone! Forge has received an update in order to correct a bug with his guns--they occasionally didn't vanish from his hand at the end of his powers. Now I believe it's finally solved.

(https://i.imgur.com/LpA9USp.png)
No more of that!

:xmen_logo:
Title: Re: Nicaras' Character Mods: Synch, Armor, Banshee & Forge
Post by: Nicaras on December 09, 2022, 02:29PM
Hello again! Forge received a 1.5 version upgrade on his powerstyles file, removing his moveset_forge_flying file (which affected his herostat entry) and adding some missing script files from Outsider's Mystique mod (http://marvelmods.com/forum/index.php?topic=8753.msg172857#msg172857) that are essencial for his Holographic Transmitter power to properly work.

Also I noticed Synch has currently over 40 fightmoves inside his powerstyles file, and I've barely started adding mutant heroes for him to copy powers from, so I decided to at least remove the codes regarding those blocking powers I mentioned above, since they don't have any effect other than aesthetical. They won't be available anymore on the next version of the mod.
Title: Re: Nicaras' Character Mods: Synch, Armor, Banshee & Forge
Post by: Nicaras on May 14, 2023, 07:59PM
Hey everyone! Banshee's just received an update (version 2.1), adjusting some of his powers' effects. Enjoy!
Title: Re: Nicaras' Character Mods: Synch, Armor, Banshee & Forge
Post by: Polygone on May 15, 2023, 05:13AM
Cool Banshee mod :) Looks great
Title: Re: Nicaras' Character Mods: Synch, Armor, Banshee & Forge
Post by: Nicaras on May 20, 2023, 06:28AM
I'm so glad you like it, Polygone! I find it very fun to play with--and I can't wait until I can play the whole game with my four mods as a team!