Marvel Mods

Marvel Ultimate Alliance I & II => Mod Releases and Conversions => Topic started by: fluid_static on January 12, 2007, 07:53PM

Title: Nightcrawler alpha
Post by: fluid_static on January 12, 2007, 07:53PM
I have to make this quick, I'm off dancing in a few minutes.....

This is a quick power-swap hack to add a Nightcrawler to the game.  He replaces Deadpool at the moment, and yes, I will change this, as soon as I figure out how.  I've added a text file with (hopefully) adequate instructions on changing herostat.engb, so that he's referenced as Nightcrawler in-game and has appropriate stats/a tail. 

There are several problems with it (still uses Deadpool's Xtreme power, inappropriate icons/portraits), but I thought I'd upload the beta and get some feedback.  My "to-do" list : icons, portraits, make him an "additional" character instead of a replacement).

UPDATE Feb08/2007 - Version 06 - http://www.momoshare.com/file.php?file=c6687a6570ed3656bf55f5f43532e343 - read the readme!


Xtreme thanks to everyone who shared their knowledge and files across this board :)

Exit, stage left!
Title: Re: Nightcrawler alpha
Post by: BliZZ on January 12, 2007, 08:04PM
Including the skins wasn't really necessary. ESPECIALLY the backup skins, which are 3.5 megs a piece. Also, I think you'd be better served using Nightcrawler's XML2 powerset/animations than trying to meld Panther and DP together.
Title: Re: Nightcrawler alpha
Post by: fluid_static on January 12, 2007, 11:07PM
cheers, I'll change that!

It's just a hack, swapping powers; I'll try to have a look at the XML1 powers :)
Title: Re: Nightcrawler alpha
Post by: THX on January 12, 2007, 11:29PM
Thanks for the mod!  ;D
Title: Re: Nightcrawler alpha
Post by: rainy_de_lunche on January 13, 2007, 02:16AM
havent even tried it yet but im stoaked...ive wanted nightcrawler for a while but i havent spammed *cough*Sariks*cough*... excuse me. thnx a lot and keep up the good work
Title: Re: Nightcrawler alpha
Post by: sariks on January 13, 2007, 04:46AM
Fanx For NightCrawler
Title: Re: Nightcrawler alpha
Post by: fluid_static on January 13, 2007, 05:07PM
My to-do list for Nightcrawler:

1. Fix his Xtreme power.  I'd like to check out the powerstyles/talents from XML2, but don't own the game, or I'd overhaul the powers completely. 
2. Change the bolt-ons so he's not carrying 4 swords.
3. Once I figure out the bolt-ons, maybe I can add a tail!  A tail should be well within my meager modelling skills.
4. Fix the HUD pictures/power icons
5. Change the costume abilities
6. Switch NC over to replace someone else - thinking Blade or Elektra.
7. Fix the teleport FX - there's no sound for the "Bamf!" effect right now, and the regular double-jump teleport doesn't use that effect (having trouble finding where that's referenced)

This, sadly, is probably just a partial list, but it will keep me busy enough. Ideally, I'd also like to change his grab move so that he teleports an enemy round the screen, but power scripting is well outside my skills ATM. 
Title: Re: Nightcrawler alpha
Post by: BliZZ on January 13, 2007, 07:29PM
I'll post all relevant Nightcrawler files for you, as I would personally like to see you do that.

Also, don't overwrite someone else's files with Nightcrawler, use an unused number. That, and when you name him, make his file name nightcrawler_hero, or something to that effect, so as not to f with the NPC one.

EDIT:HERE:
http://www.momoshare.com/file.php?file=11b3e1afda1cc053597da2041f79cecc

Includes the powerstyle, animations, talent, icon, and wallpaper files. His effects are already in MUA, in the folder 'night', exactly as they appear in XML2.
Title: Re: Nightcrawler alpha
Post by: Aret on January 14, 2007, 02:54AM
Herostat who can will throw off? I badly speak on English
Title: Re: Nightcrawler alpha
Post by: fluid_static on January 14, 2007, 09:20AM
Thank you Blizz!

Aret, Nightcrawler currently replaces Deadpool (I think that's what your asking).
Title: Re: Nightcrawler alpha
Post by: Aret on January 14, 2007, 09:41AM
 ??? It can is possible to rescue Nightcrawler and Jean grey both? And that already game of 5 times has passed and I can not understand!Sorry if not in a subject!:)
Title: Re: Nightcrawler alpha
Post by: Noelemahc on January 14, 2007, 09:54AM
No, it is not possible. I checked the files for that scene, you HAVE to kill one of them to complete the level. And yes, this IS not "in subject".

Все файлы скриптов легко читаются, можешь сам проверить. Это такая подлянка от авторов игры.
Title: Re: Nightcrawler alpha
Post by: Aret on January 14, 2007, 10:00AM
 :) о так на руском можно говорить ! Вопрос как?
Там баг есть один когда Шторм береш подходиш к клетке делаеш молнию с тучь на пол экрана так они с клеток убигают ! Такая хохма! Када первый раз увидил Смеялся долго !сори если флужу
Title: Re: Nightcrawler alpha
Post by: Noelemahc on January 14, 2007, 10:24AM
На русском конечно можно, но не стоит. Хозяева обидятся. А про баг спасибо, не слышал ещё про такое. Похихикаем.
И да, флудишь. Увы. Сдерживайся.
Про скрипты скоро отдельную тему нарисуем, там всё и разберём. Надеюсь.

Rough translation for everyone else: the fellow's Russian (or russian-speaking, at the very least). Shares an interesting find: according to him, if you use an area-effect power (he refers to Storm's lightning), near the cages containing Jean and Kurt, they will attempt to run away from you. Must be a funny sight. Not that any one of us, mice, will see the end of Act II in the foreseeable future for obvious reason, but still.

EDIT: Wow. My 400th post! *breaks open the champagne*
Title: Re: Nightcrawler alpha
Post by: Aret on January 14, 2007, 10:35AM
 :) ok!
Title: Re: Nightcrawler alpha
Post by: Aret on January 14, 2007, 11:01AM
Picture of this bug
Title: Re: Nightcrawler alpha
Post by: aerophex on January 15, 2007, 01:50PM
awesome mod, keep up the good work!  Any way to tweak his teleport attack so it's not crappy like deadpool's? (more powerful and/or faster?)
Title: Re: Nightcrawler alpha
Post by: Aret on January 16, 2007, 05:10AM
There is no it not mod! It is a bug in game! When the Storm does a lightning! :)
Title: Re: Nightcrawler alpha
Post by: Noelemahc on January 16, 2007, 05:34AM
Relax, you'll pop something. We can't see your picture, okay? And the guy was commenting on the first post, not yours.

Серьёзно, картинку не видать, поэтому не кипятись. Человек про сам мод отзывается.
Title: Re: Nightcrawler alpha
Post by: aerophex on January 16, 2007, 03:18PM
Give him BP's ultimate instead of Deadpools, it looks a lot like Kurt's from XML2 and has similar effect

$0.02
Title: Re: Nightcrawler alpha
Post by: THX on January 16, 2007, 04:23PM
f*ck i just figgered something out.  I can see attached pics but regular users cannot.  will fix
Title: Re: Nightcrawler alpha
Post by: aerophex on January 16, 2007, 05:05PM
I have been able to see the SS posted by Aret if thats what you are referring to
Title: Re: Nightcrawler alpha
Post by: fluid_static on January 17, 2007, 05:28AM
No release with this post, unfortunately :(  I'm amazed at how many similarities there are between MUA Deadpool and XML2 Nightcrawler.  Deadpool's code calls for "nightcrawler_boltons", which seems to be a piece of the sword attachment function.  Many of their powers are pretty similar in execution, but the code has subtle differences that insist in causing me grief.  There are a couple of issues I'd like to mention that are of particular interest/frustration:

1:  I've swapped the Deadpool model with the XML2 NCrawler one - he now moves on all fours, but the animations seem languid - not slow, exactly, but a little too relaxed.  I'd assume it's a timescale problem, but speeding up his animation eludes me.

2: The XML2 powers scale differently - swapping in NCrawlers power1 - "Divine Blades" works just like DPools power1, but does a sickening amount of damage.  Swapping the XML2 "Sword Whirlwind" basically just replaces DPools "Blade Cyclone", but uses WAY more energy.  IIRC, there was a similar issue with the Cyclops mod?

3: swapping Xtremes is proving to be ten miles of bad road - the XML2 Xtreme I want ("Master of Chaos" - say it out loud without making the sign of the devil, I dare you!) calls on a lot of other functions, some of which seem to overlap with the Deadpool code in a bad way.  I can get it to work in a limited fashion (NC teleports and attacks only one target, for ridiculous DMG).  This is a time issue - I've gotta be pretty diligent in following function calls (?), and it's my main focus ATM.

4:  skin bolt-ons.  I'm using HHD Free Hex Editor to open the skin files.  I have NO idea what I'm doing there.  I've read the Proof-of-Concept thread, but can't find the spot where I can Hex out those swords.  Likewise, attaching the tail eludes me as well - what file do I define the tail in?  I'm pretty sure it's not in the skin files...

I've decided to stick with modding the Deadpool code - using the XML2 NCrawler code seems a little backwards for several reasons (ask if you're curious - long story short: I've had better luck getting a good, balanced NC using the DP code as a base - the XML2 version seems best for reference).  I'd rather switch in similar powers, then tweak them, rather than re-scale the XML2 versions.  I could really use some advice on switching out the skin-based bolt-ons.

Good news? Uh, well, I got the "Bamf"! working.  And I get to laugh evertime I see "Master of Chaos" in the talent file.  Makes me think of Black Sabbath, and make Ditko-hands out of pure metal joy.
Title: Re: Nightcrawler alpha
Post by: sariks on January 17, 2007, 05:52AM
When i can download FUll NC With Extreeme power and tail ?
Title: Re: Nightcrawler alpha
Post by: fluid_static on January 17, 2007, 06:02AM
well, that gets right to the point, doesn't it? 

When it's done.   :P
Title: Re: Nightcrawler alpha
Post by: Noelemahc on January 17, 2007, 06:58AM
QuoteI've read the Proof-of-Concept thread, but can't find the spot where I can Hex out those swords.  Likewise, attaching the tail eludes me as well - what file do I define the tail in?  I'm pretty sure it's not in the skin files...
You edit them out after you decompile the powerstyle and look at it intensely. You'll figure it out if you stare long enough. Took me four hours and a liter of Schweppes Tonic (not an ad... because they don't pay me money for advertising them). What's your poison?
As for the tail, look into boltonactoranims.xmlb for a hint.
You SHOULD define it in the herostat, of course, into the bolton slot bolton_tail, IIRC. Look at XML2 herostat and MUA herostat's Wolverine for examples of how the bolton code works.
Title: Re: Nightcrawler alpha
Post by: BliZZ on January 17, 2007, 05:58PM
Quote from: fluid_static on January 17, 2007, 05:28AM
No release with this post, unfortunately :(  I'm amazed at how many similarities there are between MUA Deadpool and XML2 Nightcrawler. 
Yep. MUA Deadpool = 3 of XML2 Nightcrawler's moves & XML2 Deadpool's gun move, debuff, and extreme (minus cold damage and as a basic move, not an extreme). His only new powers are his team boost and his extreme. :D

Also, to hide the swords, open one of the skins with a hex editor and see how the swords are defined. Then hide them in herostat. Check out Deadpool's files for an idea of how to approach it. :P
Title: Re: Nightcrawler alpha
Post by: fluid_static on January 18, 2007, 08:33PM
Thanks very much for the hints.  However, it's unwise to underestimate my sheer density.  I've learned to attach all manner of objects to Nightcrawler's ass, excepting his tail (or Hussar's whip, Thunderballs', uh, ball, or any of the "actor" boltons defined in boltonactoranims.xmlb).  Taking a cue from Noel, I experimented with varying levels of tonic-supplements, managing to create Flaming-bum, Claw-bum, and Baton-bum Nightcrawlers.  While novel, these are poor substitutes for his tail.  The usual hero boltons defined in herostat.engb are all static models (?) or at least defined differently than NCs tail.

Cross-examining npcstat.engb and boltonactoranims.xmlb, I was hoping I could try pasting Fin Fang Foom's wings onto NC(as the other two villains attach their boltons in their powerstyles), but it crashed on load.  Using the same code with NC's tail in place of the wings doesn't seem to work either, no matter how much I rename the files and change the references (this does not CTD, though. Doesn't seem to do anything, really).

Is there any way I can get a copy of the Herostat file from XML2?   I'm searching back-bins for a copy of this game, but haven't found it yet...
Title: Re: Nightcrawler alpha
Post by: BliZZ on January 18, 2007, 08:46PM
http://www.momoshare.com/file.php?file=028365d9e59a0eba7150d6085a32ca30

Here you go, mate.

If you want any other files, feel free to ask. :P
Title: Re: Nightcrawler alpha
Post by: rainy_de_lunche on January 18, 2007, 08:53PM
ummm...will it be possible to get the smoke effect when NC teleports becuse DP doesnt really have that. thnx for all the work and i wis u the best of luck. cant wait to see it.
Title: Re: Nightcrawler alpha
Post by: fluid_static on January 18, 2007, 09:03PM
thanks Blizz!  Much appreciated :)

rainy: smoke effects are done - I've just been determined to get the tail working.
Title: Re: Nightcrawler alpha
Post by: Noelemahc on January 18, 2007, 10:06PM
Quotemanaging to create Flaming-bum, Claw-bum, and Baton-bum Nightcrawlers
Congratulations, you've just made me giggle like an idiot while trying to imagine how that must've looked.
Are you meaning to tell me you're going on pure instinct without any XML2 files? At all?
Title: Re: Nightcrawler alpha
Post by: fluid_static on January 18, 2007, 10:41PM
There's the files Blizz uploaded earlier (powerstyle, talents, actors, textures), but the available version was made before that.  You can imagine my surprise when I saw the XML2 version.  Instinct is all I got to go on - it's when I had to start actually learning stuff, I was getting discouraged :)

BTW, thanks again for everyone's help, advice and files - one look at the XML2 herostat and I got the tail working.  There's a reference to "model = XXXX" that I wasn't including (I thought the model was XX_nightcrawler_tail.IGB, which seems to be just animations?). Moves a little funny, but that may be because I've been mixing and matching XML2 and MUA files.  New version coming sooner rather than later :)
Title: Re: Nightcrawler alpha
Post by: Aret on January 19, 2007, 06:55AM
The magic is necessary for Nightcrawler? It is in a folder with game effects/char/night!
Title: Re: Nightcrawler alpha
Post by: fluid_static on January 20, 2007, 04:26AM
Posted an update on the first page - fixes a lot of cosmetic issues, less so on the powers (Xtreme still don't work right, for one).  Now I'm off to figure out the icons.  Or to sleep.  Probably sleep.
Title: Re: Nightcrawler alpha
Post by: Aret on January 20, 2007, 07:02AM
Thanks for mod! And now for Jean Grey! :)
Title: Re: Nightcrawler alpha
Post by: sariks on January 20, 2007, 07:21AM
hmm
Title: Re: Nightcrawler alpha
Post by: Noelemahc on January 20, 2007, 08:41AM
QuoteStill Jean Grey!
Translation from engrish: "And now for Jean Grey!". Ain't my fault that the russian word for "still" (as in "still here", not "still time") can mean both "still" and "more", as well as multitudes of other intricacies depending on the context. [/linguistics freak]
Title: Re: Nightcrawler alpha
Post by: fluid_static on January 21, 2007, 02:36AM
This is the "Weird" Nightcrawler (version 01) - technically, only the talents and powerstyles have changed from "normal" version 03.  This is the usual result of my experiments with swapping an XML2 Nightcrawler Xtreme power with the MUA version... but this one is a l'il different. 

Start a new game, on Hard.  Go to NC's power select screen.  With "Auto-assign points" ON, hit your "decrease stat" button (button "B" on my controller). Hit the button repeatedly - the stats on all your powers should shift, up and down (mostly up!).

I have no idea what's going on there.  The Xtreme doesn't really work either - it only attacks one guy for massive damage.

Keep in mind this version is intended for people to see, and hopefully decompile/figure out, the weird effect mentioned above.

IMPORTANT:  if you've installed version Nightcrawler version 03, all you need to do with this is extract the "talents" and "powerstyles" - the other files are as they were in v.03. 

http://www.momoshare.com/file.php?file=ecd249bb1769d8e7dfdb18d2d9c78c58
Title: Re: Nightcrawler alpha
Post by: rainy_de_lunche on January 21, 2007, 08:56AM
i think i heard someone talk about that effect when they were working on something else, someone should have an answer
Title: Re: Nightcrawler alpha
Post by: Noelemahc on January 21, 2007, 09:09AM
QuoteWith "Auto-assign points" ON, hit your "decrease stat" button (button "B" on my controller). Hit the button repeatedly - the stats on all your powers should shift, up and down (mostly up!).
Did you use the XML2 or MUA powerlist as base? When you hit the "decrease stat" button, your points get withdrawn and then auto-assign puts them back in -- BUT if you use the XML2 powerlist, the pricing will be skewered, leading subsequently to the differentiation between the points the game thought you had invested (remember, if you use default stats, it automatically sets all skills to the middle of the skill bars!) and the points your powerlist claims it needs. No big surprise there, IMO.
Title: Re: Nightcrawler alpha
Post by: fluid_static on January 21, 2007, 11:27AM
ah, thanks!  I did indeed use the XML2 powerset as a base. 
Title: Re: Nightcrawler alpha
Post by: Aret on January 22, 2007, 05:11AM
All is closer and closer to the final version Nightcrawler
Title: Re: Nightcrawler alpha
Post by: BliZZ on January 27, 2007, 08:28PM
fluid_static, after realizing that XML2 sound files work, I thought you might like Nightcrawler's.

http://www.momoshare.com/file.php?file=55e7633049600977f13884f6679bee8f
Title: Re: Nightcrawler alpha
Post by: fluid_static on January 27, 2007, 09:53PM
sweet, Blizz - I didn't wanna ask ;)  Thank you.
Title: Re: Nightcrawler alpha
Post by: darkmythology on January 28, 2007, 01:52PM
blizz, how exactly do you get the XML2 sound files to work? I've tried it in the past, and got nothing.
Title: Re: Nightcrawler alpha
Post by: BliZZ on January 28, 2007, 01:59PM
You gotta put them in the right folder, then link to them in the herostat, then add references to them in the powerstyle file. If you want an example, I'll put up an alpha of my Rogue.
Title: Re: Nightcrawler alpha
Post by: fluid_static on February 08, 2007, 04:20AM
Update, version 6 - http://www.momoshare.com/file.php?file=c6687a6570ed3656bf55f5f43532e343
Title: Re: Nightcrawler alpha
Post by: rainy_de_lunche on February 10, 2007, 11:05PM
i just tried this and the cyclops mod...both are great but i can only use one at a time. Could someone please make a herostat that included both? not only do i not understand this stuff but i have a lot of homework. Thnx for all ur hard work. :)
Title: Re: Nightcrawler alpha
Post by: jonchang on May 05, 2007, 03:16AM
Nightcrawler's prehensile tail allows him to carry a third sword on his tail! (Just an idea)

I LOVE NIGHTCRAWLER! :nightcrawler:
Title: Re: Nightcrawler alpha
Post by: parrastaka on May 07, 2007, 06:33AM
Hi!

Great work with Nightcrawler here guys...

However I am trying to make a hud, the same way I did with a skin. But the TextureFinder cannot seem to be able to give me the appropriate offset value. It seems the texture is too small for the TextureFinder to reach the point where I can see its value, the appropriate value in order to export it with skinner ui, and then import it properly once I modify it.

Any help with that? please?  :runaway:
Title: Re: Nightcrawler alpha
Post by: parrastaka on May 13, 2007, 07:20AM
no problem, hud is done.
Title: Re: Nightcrawler alpha
Post by: jonchang on May 15, 2007, 12:25AM
Does Nightcrawler have a Shadow Aura that renders him sightless from his foes?
(Idea off X-Men Official Game)

Also, what is NC's XTreme name? (looking forward to add it to my poll list of Favorite XTremes.)

:nightcrawler:
Title: Re: Nightcrawler alpha
Post by: Teancum on May 15, 2007, 04:12AM
something "chaos".  I know it's the same as XML2.  You can probably find out what his, Bishop's Juggy's and Gambit's are at gamefaqs.com
Title: Re: Nightcrawler alpha
Post by: Teancum on June 05, 2007, 07:11AM
Updates:

-Fixed his first power so he puts his swords away
-Working on the Xtreme (Master Of Chaos).  It's funky - I'll probably have to do it Deadpool style (he has an initial Xtreme trigger, then the move)
-The two XML1 Nightcrawler skins'll be in the next package.  Xtreme (spacesuit) and Uncanny? (no white gloves)
-Working on portraits.  Not all of the skins have em'.  Particularly the new XML1 skins
-Nightcrawler is his own man.  He doesn't replace Deadpool anymore :D :D
-The two XML1 skins will appear as skins 5 and 6.  You'll have to use the all skins cheat to get them, and they won't have costume-specific bonuses.

Still working on the Xtreme.  Once I get that working I'll release a final beta to check for bugs.
Title: Re: Nightcrawler alpha
Post by: Piotyr on June 05, 2007, 09:39AM
Quote from: Teancum on June 05, 2007, 07:11AM
Updates:

-Fixed his first power so he puts his swords away
-Working on the Xtreme (Master Of Chaos).  It's funky - I'll probably have to do it Deadpool style (he has an initial Xtreme trigger, then the move)
-The two XML1 Nightcrawler skins'll be in the next package.  Xtreme (spacesuit) and Uncanny? (no white gloves)
-Working on portraits.  Not all of the skins have em'.  Particularly the new XML1 skins
-Nightcrawler is his own man.  He doesn't replace Deadpool anymore :D :D
-The two XML1 skins will appear as skins 5 and 6.  You'll have to use the all skins cheat to get them, and they won't have costume-specific bonuses.

Still working on the Xtreme.  Once I get that working I'll release a final beta to check for bugs.

I love you.
Title: Re: Nightcrawler alpha
Post by: Kaistar on June 29, 2007, 08:40AM
any update on this? XD
Title: Re: Nightcrawler alpha
Post by: Teancum on June 29, 2007, 09:32AM
Yeah I released the latest beta in the Converted X-Men Legends 1/2 thread.

http://marvelmods.com/forum/index.php?topic=155.405

(about 1/2 way down) -- still lots to do, but it's on the back burner at the moment as I'm working on Xbox stuff.
Title: Re: Nightcrawler alpha
Post by: Kaistar on June 30, 2007, 05:46AM
wow! coolies man. i know it's quite annoying to hear this question, but i'm a huge nightcrawler fan so... mind if i ask when it MIGHT be done? lol.

i'm just curious. lol. just an estimate maybe? doesnt matter if it's not precise lol. and are there any major bugs with this 0.75 alpha? other than the boost not working and the super being very damaging?
Title: Re: Nightcrawler alpha
Post by: Teancum on June 30, 2007, 06:19AM
All of his powers work fine except for his Xtreme.  He only hits one guy then quits teleporting.  The 2nd boost works, I just didn't change what it does, so basically it's a different animation than what was there before.  And of course lastly he's still in Deadpool's slot.
Title: Re: Nightcrawler alpha
Post by: boreman on June 30, 2007, 08:18AM
I already made the packages and renumbered the IGBs for Nightcrawler to work without replacing DP in my game, I can post or mail them to you if you like.
Title: Re: Nightcrawler alpha
Post by: Kaistar on June 30, 2007, 08:43PM
mail them to me!!! i want!!! lol!

regarding the extreme, so it means he'll do insane amounts of damage to 1 character? hmm... boss fights... OMG?!
Title: Re: Nightcrawler alpha
Post by: iammingy on June 30, 2007, 10:53PM
Quote from: Kaistar on June 30, 2007, 08:43PM
mail them to me!!! i want!!! lol!

regarding the extreme, so it means he'll do insane amounts of damage to 1 character? hmm... boss fights... OMG?!

You can wait for the DLC Nightcrawler if you have the patience. >.^
Title: Re: Nightcrawler alpha
Post by: jonchang on June 30, 2007, 10:55PM
The DLC Xtreme for NC is called Bamf Unleashed.

I believe this one here is called Master of Chaos.
Title: Re: Nightcrawler alpha
Post by: iammingy on June 30, 2007, 10:58PM
I know that. :) I was just pointing out that you would get a more balanced Nightcrawler from DLC if you don't prefer the XML2-styled mod. :P
Title: Re: Nightcrawler alpha
Post by: Teancum on June 30, 2007, 11:23PM
I don't like the DLC Nightcrawler.  So I'm combining the best of the two, using only parts of the DLC powerstyle and talents as reference for Nightcrawler (like the Xtreme update).  That way I know at least Nightcrawler can't get nabbed if Raven Software/Marvel ever come after us.  My Nightcrawler'll be 100% DLC free, aside from copycat-ing the way the Xtreme is done.  Helps for my port to the Xbox too.
Title: Re: Nightcrawler alpha
Post by: iammingy on June 30, 2007, 11:24PM
Hahahah, smart move!
Title: Re: Nightcrawler alpha
Post by: Kaistar on July 01, 2007, 01:47AM
DLC...? huh?
Title: Re: Nightcrawler alpha
Post by: jonchang on July 01, 2007, 01:56AM
Uh oh... here we go again.

DLC= DownLoadable Content

Includes NC, Cyke, Hulk, Hawk, Magneto, Venom, Toothy, and Doom.
Title: Re: Nightcrawler alpha
Post by: Kaistar on July 01, 2007, 03:56AM
oops. thanks man. lol. i searched after u mentioned DLC and kinda figured out what was it. sadly though from what i could piece together the DLC still seems kinda far away aint it?
Title: Re: Nightcrawler alpha
Post by: incuboy on July 05, 2007, 01:08AM
when will it be released? :)
Title: Re: Nightcrawler alpha
Post by: Teancum on July 05, 2007, 04:16AM
Look one page previous dude.
Title: Re: Nightcrawler alpha
Post by: iammingy on July 05, 2007, 12:33PM
I think he might be talking about the DLC port...?
Title: Re: Nightcrawler alpha
Post by: Kaistar on July 06, 2007, 05:04AM
lol. maybe. but after reading around apparently it seems it'll take quite some time hmm?
Title: Re: Nightcrawler alpha
Post by: incuboy on July 06, 2007, 06:39AM
hey boreman can you post nightcrawler that doesn't replace deadpool? that would look nice. :) thanks... :)
Title: Re: Nightcrawler alpha
Post by: boreman on July 06, 2007, 08:00AM
Only if the creator agrees with it. Does he?
Title: Re: Nightcrawler alpha
Post by: Kaistar on July 07, 2007, 03:06AM
he's busy with XML2 modding. lol. which is why i just only reinstalled my XML2... didn't know so many mods out here. hehe.
Title: Re: Nightcrawler alpha
Post by: Teancum on July 07, 2007, 07:59AM
Boreman, feel free to post your update to NC.  I'll use it as a base from now on for future versions.
Title: Re: Nightcrawler alpha
Post by: boreman on July 08, 2007, 05:20PM
Here:
http://www.box.net/shared/g6o7u2av97 (http://www.box.net/shared/g6o7u2av97)

Sorry for not posting before, but finals just ended and I was closed for business the whole weekend.

It includes all of Teancum's work, just renumbered to avoid replacing DP. Also, I included a Ultimate NC mannequin based on Spidey for the selection screen.
Title: Re: Nightcrawler alpha
Post by: Singlemalt on August 21, 2007, 05:16PM
I just downloaded this and it's very cool. I have a question though, does this Nightcrawler mod have powers? The powers are not showing up at all but other than that a cool mod.
Title: Re: Nightcrawler alpha
Post by: boreman on August 21, 2007, 05:22PM
Wich version are you using? Teancum's (overwrites Deadpool) or mine (updated and renumbered files)? If you are using mine, make sure the herostat references to ps_nightcrawlerp, with the "p" from "playable" at the end.
Title: Re: Nightcrawler alpha
Post by: Singlemalt on August 21, 2007, 06:01PM
Here is what it says:


stats {
   autospend = bruiser ;
   body = 5 ;
   characteranims = 47_nightcrawlerp ;
   charactername = Nightcrawler ;
   level = 1 ;
   menulocation = 11 ;
   mind = 7 ;
   name = nightcrawlerp ;
   playable = true ;
   powerstyle = ps_nightcrawlerp ;
   scriptlevel = 3 ;
   skin = 4702 ;
   skin_01_name = Classic ;
   skin_02 = 03 ;
   skin_02_name = Ultimate ;
   skin_03 = 04 ;
   skin_03_name = Uncanny ;
   skin_04 = 05 ;
   skin_04_name = AoA ;
   sounddir = night_m ;
   strength = 8 ;
   team = hero ;
   textureicon = 17 ;
      Race {
      name = Mutant ;
      }

      Race {
      name = Mutant.XMen ;
      }

      Multipart {
      health = 0 ;
      hideskin = swords_bolton ;
      }

      Multipart {
      health = 0 ;
      showskin = swords ;
      }

      talent {
      level = 1 ;
      name = dead_p1 ;
      }

      talent {
      level = 1 ;
      name = dead_tele ;
      }

      talent {
      level = 1 ;
      name = melee_moves ;
      }

      talent {
      level = 1 ;
      name = dead_stealth ;
      }

      talent {
      level = 1 ;
      name = fightstyle_default ;
      }

      talent {
      level = 1 ;
      name = block ;
      }

      talent {
      level = 1 ;
      name = grab ;
      }

      BoltOn {
      anim = 47_nightcrawler_tail ;
      bolt = Bip01 Pelvis ;
      model = 4711 ;
      slot = ebolton_tail ;
     
This is the hero file that came with your mod.
Title: Re: Nightcrawler alpha
Post by: Kamasalasi on September 03, 2007, 07:54PM
Is anyone still having problems with Nightcrawlers Xtreme "Master of Chaos?" It keeps slowing the game down for me, and I looked over at that one thread about fixing the slowdown issue, but couldn't quite make heads or tails of it.
Title: Re: Nightcrawler alpha
Post by: Teancum on September 03, 2007, 08:17PM
Yeah, Nightcrawler was never actually finished.  Hopefully we'll get around to him sometime soon.
Title: Re: Nightcrawler alpha
Post by: Kamasalasi on September 03, 2007, 08:31PM
Thanks, I appreciate the update. I really just got into the modding aspect of MUA after playing through the vanilla version of the game one time, and I just keep getting more and more impressed as new mods and skins are released.
Title: Re: Nightcrawler alpha
Post by: muafan on March 11, 2008, 01:30PM
soory to bring out a old topic but this is a substatute for the oficial char nightcrwler? or are do u need tht 2 use ths
Title: Re: Nightcrawler alpha
Post by: Gevth on March 11, 2008, 02:32PM
This was meant to be a port of XML2 Nightcrawler, but then the Xbox 360 NC was ported, and this one got "outdated" so to speak. Something similar happened to Cyclops, Magneto and Sabretooth.
Title: Re: Nightcrawler alpha
Post by: Teancum on March 11, 2008, 02:42PM
This is only a half-way done mod anyways.  There's no reason whatsoever to use this one