Marvel Mods

X-Men Legends I & II => Mod Releases and Conversions => Topic started by: nodoubt_jr on October 08, 2007, 05:11PM

Title: X-Man Mod (updated)
Post by: nodoubt_jr on October 08, 2007, 05:11PM
Latest Version:

X-Man Mod v3.1
download: http://www.mediafire.com/?dmwdqmmuiim

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0074-6.jpg)

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just wanted to say i started work on conversion of the PSP Exclusive X-Man.  Thanks to iammingy we now have some great X-Man skins (and great hud_heads and 3d heads).  He will be a mixture of Proffesor X XML1 and Dr Strange's skeletons (i will base it on Blizz's MUA mod), and i will add two new attacks and one new xtreme, plus some passives.  His fighstyle will also include some of Proffesor X's fighstyle unique moves.

some previews
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0072.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0073-1.jpg)

(you cant really see it in this pic but his eye glow does work)
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0074-4.jpg)
Title: Re: X-Man Mod (in-progress)
Post by: iammingy on October 08, 2007, 06:20PM
You are welcome!
This is great! Are you using the original eye effects?
Title: Re: X-Man Mod (in-progress)
Post by: nodoubt_jr on October 08, 2007, 06:22PM
yes im using the original one.
Title: Re: X-Man Mod (in-progress)
Post by: iammingy on October 08, 2007, 06:23PM
Ok, that means something is fishy about MUA...
Title: Re: X-Man Mod (in-progress)
Post by: BliZZ on October 08, 2007, 06:30PM
Quote from: iammingy on October 08, 2007, 06:23PM
Ok, that means something is fishy about MUA...

Yes, another example of this is Jean's ability_fly_head effect shows up sideways on her head. Some effects seem to be screwy in MUA.....
Title: Re: X-Man Mod (in-progress)
Post by: nodoubt_jr on October 08, 2007, 07:47PM
heres a better pic of the eye glow

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0078-4.jpg)
Title: Re: X-Man Mod (in-progress)
Post by: matt710 on October 09, 2007, 07:33AM
Quote from: BliZZ on October 08, 2007, 06:30PM
Quote from: iammingy on October 08, 2007, 06:23PM
Ok, that means something is fishy about MUA...

Yes, another example of this is Jean's ability_fly_head effect shows up sideways on her head. Some effects seem to be screwy in MUA.....

That even happens for some XML1 effects in XML2.  For example Jeans XML1 psychic shout goes on a 45 degree angle.
Title: Re: X-Man Mod (in-progress)
Post by: nodoubt_jr on October 09, 2007, 12:01PM
that may be why both Jubilee's fireworks blast and Magma's lava balls blast have the trail of to one said.
Title: Re: X-Man Mod (released 10-10-07)
Post by: nodoubt_jr on October 10, 2007, 06:24PM
X-Man Mod v1
(PSP XML2 conversion)

http://www.mediafire.com/?16ygfsntltf (old version, download version 2)

update: http://www.mediafire.com/?bgym4mwd1z0
(replace old talents file, and shared_talents in the data folder)

Notes: conversion of the psp exclusive.  I added one new attack and one new xtreme.  Uses both Proffesor XML1 skeleton and Dr Strange skeleton.  The basis and idea for the mod are taken from Blizz's MUA X-Man mod, i just added new powers and changed some animations.

This uses a new fightstyle not in XML2.  So you start a new game from default, old games will not accept the new fightstyle and the mod will not be able to use its second skeleton in old games.  So just start over, i know it sucks but all my future mods will use this same format, so get used to starting new games and to changing shared_talents (matt710 will also be releasing a mod in this same format.

Install everything in this mod in order for everything to work correctly.  Ive set up the rar file to match the way XML2 sorts its files, so just drag and drop.

Credit:
blizz thanks for the idea to use Prof X XML1 skeleton and Dr Strange skeleton, most of the mods moves are taken from his X-Man MUA mod
iammingy made the X-Man skins and head hud
matt710 made the Madelyne Pryor skin

pics:
http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0099-2.jpg

flying and eye glow
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0086-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0095-2.jpg)

xtreme
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0102-1.jpg)

new power
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0087-2.jpg)

new xtreme, pulls Madelyne Pryor from astral plane to help him out and creates two illusions of himself (well not really, he just duplicates himself and one of them uses a Madelyne skin.
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0107-2.jpg)
Title: Re: X-Man Mod (released 10-10-07)
Post by: iammingy on October 10, 2007, 06:37PM
Thank you!!!! :rockon:
Title: Re: X-Man Mod (released 10-10-07)
Post by: jonchang on October 10, 2007, 06:48PM
AWESOME WORK!!! :rockon: :thumbsup2:
Title: Re: X-Man Mod (released 10-10-07)
Post by: ratmon on October 11, 2007, 10:53AM
cool!!!
Title: Re: X-Man Mod (released 10-10-07)
Post by: phoenix30564 on October 11, 2007, 02:01PM
It doesn't work i installed everything and restarted the game
Title: Re: X-Man Mod (released 10-10-07)
Post by: nodoubt_jr on October 11, 2007, 02:04PM
did you replace the shared_talents file with the one i added in the package?  Is your new game from default, with the characters at lever 1 again or did you just use the stats from an old game to start a new one?
Title: Re: X-Man Mod (released 10-10-07)
Post by: phoenix30564 on October 11, 2007, 02:09PM
yeah i restarted for default and replaced the shared_talents it crashes when i select him in the character menu. I even tried switching his place in the herostats if that had anything to do with it
Title: Re: X-Man Mod (released 10-10-07)
Post by: nodoubt_jr on October 11, 2007, 02:13PM
are you sure you didnt make a mistake? double check that you put everything in the right folders.  I cant really see a problem.

has anyone else had problems with it? anybody else get crashing?
Title: Re: X-Man Mod (released 10-10-07)
Post by: phoenix30564 on October 11, 2007, 02:30PM
I caught a mistake but it stilled crashed the three fightstyles one goes to the Activision\X-Men Legends 2\Data\fightstyles another goes to Packages\generated\characters and one goes to actors right?
Title: Re: X-Man Mod (released 10-10-07)
Post by: nodoubt_jr on October 11, 2007, 02:35PM
the way i set up the folders in the download are exactly were the files go in the Activision\X-Men Legends 2 folders.  So actors goes to actors, etc.  Just drag and drop, folder to folder.

so shared talents goes in Activision\X-Men Legends 2\Data\
fightstyle_xman.XMLB goes in Activision\X-Men Legends 2\Data\fightstyles
fightstyle_xman.igb goes in Actors
fightstyle_xman.PKGB Activision\X-Men Legends 2\Packages\generated\fightstyles

could someone else who has installed mods in XML2 before try it out and tell me if they get crashing, please?
Title: Re: X-Man Mod (released 10-10-07)
Post by: phoenix30564 on October 11, 2007, 03:04PM
what folders? the rar file just clumps all the files in one folder when you extract them
Title: Re: X-Man Mod (released 10-10-07)
Post by: nodoubt_jr on October 11, 2007, 03:15PM
what do you mean?
dont you get files that look like this

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

if yes then its the same format as in the XML2 folders

well we have to wait till someone else trys it out and lets us know if it crashes or not, that way we know who is making the mistake.
Title: Re: X-Man Mod (released 10-10-07)
Post by: phoenix30564 on October 11, 2007, 03:28PM
Im sorry it was my fault i had been using New Toolz to extract stuff from rar files and it messed me up so once again im sorry for causing any trouble
Title: Re: X-Man Mod (released 10-10-07)
Post by: nodoubt_jr on October 11, 2007, 03:45PM
no problem, did it still crash your game? i just want to know if the mod works or doesnt.
Title: Re: X-Man Mod (released 10-10-07)
Post by: phoenix30564 on October 11, 2007, 03:47PM
works fine i had been putting the fightstyles package in the generated characters package
Title: Re: X-Man Mod (released 10-10-07)
Post by: nodoubt_jr on October 11, 2007, 03:47PM
ok cool :)
Title: Re: X-Man Mod (released 10-10-07)
Post by: phoenix30564 on October 20, 2007, 09:33PM
um dark phoenix's effects don't work right when her and X-man are on the same team
Title: Re: X-Man Mod (released 10-10-07)
Post by: nodoubt_jr on October 20, 2007, 09:48PM
all her effects? could you explain the problem more?

edit: i just tried them out together and there was no problem.  are you sure its not a mistake you did, like last time?
Title: Re: X-Man Mod (released 10-10-07)
Post by: phoenix30564 on October 21, 2007, 09:35AM
Its weird its when they are together in the Madri Conclave and by effects i mean her phoenix raptor when she flys and performs her xtreme also her phoenix rage and mind over matter move
Title: Re: X-Man Mod (v2 05-15-08)
Post by: nodoubt_jr on May 15, 2008, 05:49PM
X-Man Mod v2
download: http://www.mediafire.com/?299dlu3yjn9

Changes from v1:
* fixed up fightstyle so that its more complete
* added power sounds
* changed the icon for his second xtreme so it looks more like his other icons
* changed his hud_head

This will most likely be the final version, the mod is simple, but complete.
Title: Re: X-Man Mod
Post by: nodoubt_jr on July 17, 2008, 05:23PM
X-Man Mod v3.2
download: http://www.mediafire.com/?dmwdqmmuiim

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0074-6.jpg)

Notes: Ok this is the latest version, now he only uses one skeleton and fightstyle psionic.  So a lot of the issues you may have had with the character and his second skeleton wont be a problem now.  If you are using version 2 you will have to start a new game, as this character no longer uses fightstyle_xman.  To tell you the truth there was no real difference, except with his menu animations, in game he looks almost the same.

also what phoenix30564 mentioned above is true, for some reason sometimes when using the psp characters (cable, xman, and darkphoenix, havent tested it with cannonball) they lose some of their effects.  Why? I dont know, i cant find a problem that would effect each others effects, but its something to look out for.

i also added a new skin, its suppose to be a version of his TK armor, but it ended up looking more like Erik The Red
pic:
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0014-4.jpg)
Title: Re: X-Man Mod (updated 10-12-08)
Post by: nodoubt_jr on October 12, 2008, 08:31PM
updated version 3 above, now the characters he spawns in his xtreme boost do follow the group, attack with the group, and dissapear after 45 seconds.  The entities, talents, and powerstyles were updated, plus a new script was added to the mod.

(the new version 3.1 is the same version that is in the All X-men Edition v1, so if you downloaded that package you already have the latest version of X-Man)
Title: Re: X-Man Mod (updated 10-12-08)
Post by: Jack of All Trades on November 11, 2008, 02:27PM
Is plasma guardian supposed to be an Xtreme?
Title: Re: X-Man Mod (updated 10-12-08)
Post by: nodoubt_jr on November 11, 2008, 02:56PM
yes, that was his psp extreme.
Title: Re: X-Man Mod (updated 10-12-08)
Post by: Jack of All Trades on November 11, 2008, 03:10PM
I wasn't sure.  It had an EP cost so...
Title: Re: X-Man Mod (updated)
Post by: nodoubt_jr on November 11, 2008, 09:40PM
Updated Mod to version 3.2 (http://www.mediafire.com/?dmwdqmmuiim) to fix some talents and powerstyle issues.  Cleaned up talents, fixed "Plasma Shield" so that now the boost has a lifetime instead of being indefinite, also fixed Xtreme so that it doesn't consume EP.

If you had downloaded the previous version (3.1), and only want the new stuff download here: http://www.mediafire.com/?mwidmt5zh4m