Marvel Mods

X-Men Legends I & II => Mod Releases and Conversions => Topic started by: nodoubt_jr on October 19, 2007, 01:26PM

Title: Cable Mod (updated)
Post by: nodoubt_jr on October 19, 2007, 01:26PM
Cable Mod v6
XML2 PSP Conversion

latest version 6.1: http://www.mediafire.com/?dn54zuzwok5

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0075-5.jpg)

-------------------------------
Version 3 (download version 5)
http://www.mediafire.com/?4lxx1yuytnw

update: http://www.mediafire.com/?bzsjf1ehbd1 (new skins)
http://www.mediafire.com/?bgym4mwd1z0 (new talents, replace shared talents in data/)

------------------------------
Notes:  Complete mod, i added one power, one xtreme and one boost.  Uses Magneto/Nick Fury skeleton combo.

So far only one skin, but iammingy will be doing more.

This uses a new fightstyle not in XML2.  So you must 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.

Backup anything you might overwrite, im not responsible for anything that is lost. 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:
iammingy made the skin

Pics:
http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0156-2.jpg

bionic arm in action
http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0160-1.jpg

http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0163-4.jpg

http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0165-1.jpg

http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0168-1.jpg


i find this one funny, its his (well Nick Fury's) stealth boost, but his eye glow shines on, everythign else is dark except that, lol.
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0175-1.jpg)
Title: Re: Cable Mod v3
Post by: BliZZ on October 19, 2007, 01:32PM
I am assuming you have the eye glow is a powerup, yes? If yes, you could make a second powerup that removes it that is activated along with the boost and expires when the boost expires.
Title: Re: Cable Mod v3
Post by: nodoubt_jr on October 19, 2007, 01:38PM
yes its a powerup, ok thanks, i didnt really know what to do with that.  I'll change it later on, thanks.
Title: Re: Cable Mod v3 (update: new skins)
Post by: nodoubt_jr on October 25, 2007, 01:02PM
thanks to boreman and iammingy we now have new skins for Cable

heres the update: ------------
just replace herostat, and add the packages and skins

pics:
skin by iammingy (thanks, awesome job)
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0245-3.jpg)

skins by boreman (thanks, great job)
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0247-1.jpg) (http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0246-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0244-2.jpg)
Title: Re: Cable Mod v3 (update: new skins)
Post by: msmarvel2007 on November 14, 2007, 07:29PM
Cool! A new Cable to download, I hope this one is easier to add than before, No offense Nodoubt! BTW Nodoubtjr I dont know if you are aware but Cable's guns have no noise when he fires them. I was just playing with him and noticed that. I dont know if I installed anything wrong on him or what.
Title: Re: Cable Mod v3 (update: new skins)
Post by: nodoubt_jr on November 14, 2007, 09:13PM
he doenst have power sounds, they are not in the game only his voice.
Title: Re: Cable Mod v3 (update: new skins)
Post by: msmarvel2007 on November 15, 2007, 09:11AM
His voice does sound familiar! ;)
Title: Re: Cable Mod v4
Post by: nodoubt_jr on February 24, 2008, 12:53AM
New Version

Version 4: includes new skins, new bolton gun, and bolton back gun. i also fixed up some stuff with the fighstyle and with the powerstyle (so that the bolton gun would be used instead of the skin segment), so just replace everything from version 3 including the herostat entry as one more skin is included and a back bolton is used.

http://www.mediafire.com/?zzo8lotxond

thanks to iammingy we now have some new Cable skins and some new awesome guns, including a back bolton gun.  Now some of the skin use Quicksilver as a base instead of Winter Soldier.  (i have kept one of boreman's Cable skins, as i really like it)

pics:

back gun bolton
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0171-1.jpg)

back gun is always bolted on to his back until he uses it for one of his attacks, and then it goes back to his back.

http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0173-2.jpg

New Skins:

(previously in this mod on Winter Soldier base)
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0180-2.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0185-2.jpg)

all new skin
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0182-2.jpg)

credit: bolton gun and back bolton gun made by iammingy.  Skins by iammingy and boreman.
Title: Re: Cable Mod v4
Post by: jonchang on February 24, 2008, 05:16AM
The back bolton gun is his plasma rifle or shotgun whatever, right?
Title: Re: Cable Mod v4
Post by: iammingy on February 24, 2008, 06:02PM
Good. I am glad that my skins look fine in XML2. I got my XML2 installed and I gotta to beat the game again to unlock hard mode before trying this mod. I am only in Department H... :(

Quote from: Midnight Curse on February 24, 2008, 05:16AM
The back bolton gun is his plasma rifle or shotgun whatever, right?

What if I say "No"?

Pics and the description show what it is, you have to ask again. Same idea as what I have been explaining here:
http://marvelmods.com/forum/index.php?topic=865.msg28521#msg28521
Title: Re: Cable Mod v4
Post by: AskaniSon on April 30, 2008, 12:26PM
Hi everybody, I just want to thank all the modders involved with this Cable Mod.  You're making a fanboy's dream come true, and keeping me from having to buy a PSP.  That said I'm about to tear my hair off getting this Cable mod to work.  I just re-formatted my hard drive so I'm using a fresh copy of X-Men Legends II.  Using the Cable v.4 mod I put all files in the appropriate place then went to work on the herostat.engb.  I made sure I saved the compiled the changed herostat.xml file to both herostat.engb AND herostat.xmlb.  I first put Cable in at the beginning of the herostat, no effect.  I then removed Sunfire to replace with Cable (he's like a Pyro who can fly so who needs him?)  Still no luck.  So at the moment I'm stumped.  I got the Cable mod for MUA working without any issue so I can't understand why I can't figure XMLII out.  Other than dropping the files into the right folder and changing the herostat is there anything else I need for XMLII?  Is there a numbering system I'm missing?  Any insight from ANYBODY would be marvelous.
Title: Re: Cable Mod v4
Post by: nodoubt_jr on April 30, 2008, 05:22PM
No all you have to do is put the files in the correct places and edit the herostat, and start a new game from default,  I dont really know why there would be a problem, you seem to have done everything else right.  Does anybody else have this same issue? it works find on my computer.
Title: Re: Cable Mod v4
Post by: matt710 on April 30, 2008, 10:01PM
Did you use the unlock all code?  There are 3-4 boxes that are unlockable on your menu.  If your adding any character, you must make sure to use the all character cheat code.
Title: Re: Cable Mod v4
Post by: nodoubt_jr on April 30, 2008, 10:06PM
wait i should have asked, what doesnt work?  Does he even show up or not?  No animations? Is his locked?
Title: Re: Cable Mod v4
Post by: AskaniSon on May 01, 2008, 09:46AM
well snaps, I did not use the unlock all code. And no he doesn't show up.  I was just expecting him to be there since I knew that the 3 unlocks were Deadpool, Prof X, and Iron Man.  But...there are only three unlock boxes.  I'll try the unlock code and go from there.  Thanks again
Title: Re: Cable Mod v4
Post by: AskaniSon on May 02, 2008, 08:49AM
Ok after taking the advice of matt710 I attempted to use the unlock all code and frankly had a hell of a time with it.  I have a logitech gamepad and I got the code off Gamefaqs.com in the PS2 section for XMLII.  Just to make sure I'm not barking up the wrong tree, the unlock all code is:

Right, Left, Left, Right, Up, Up, Up, Start at the team management screen. Just wanted to make sure I'm at least trying to do it right.
Title: Re: Cable Mod v4
Post by: shafcrawler on May 02, 2008, 09:45AM
An easier method (at least in my opinion) is to edit the new_game.py script to have the characters unlocked from the beginning. I am on a trip out of town. If nobody gives the exact steps by the time I get back home, I'll post them then.
Title: Re: Cable Mod v4
Post by: AskaniSon on May 03, 2008, 05:56PM
Well....apparently Cable was in my herostat because after using that new_game.py file you so graciously provided, I now have Cable and unlocked Deadpool as well just for the heck of it!!! (Cause, ya know, Cable and Deadpool are a team).  Thanks so much for everybody's help.
Title: Re: Cable Mod (v5 5-14-08 with sound)
Post by: nodoubt_jr on May 14, 2008, 06:57PM
Cable Mod version 5
http://www.mediafire.com/?1oyv5drdtdv

http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0100-2.jpg


differences from version 4:
*Fixed up xtreme yells, they had gotten switch up
*added power sounds
*fixed up fightstyle
*fixed up talents file

this will probably be the final update, not sure yet.
Title: Re: Cable Mod (v5 5-14-08 with sound)
Post by: AskaniSon on May 16, 2008, 01:38PM
These days I seem to be the king of dumb questions in regards to Cable.  But will updating Cable to v.5 require starting a brand new game?
Title: Re: Cable Mod (v5 5-14-08 with sound)
Post by: nodoubt_jr on May 16, 2008, 01:52PM
no it doesnt
Title: Re: Cable Mod (v5 5-14-08 with sound)
Post by: jonchang on May 17, 2008, 07:19AM
I was thinking something...since Cable has telekinesis, why doesn't he have a flight ability?
Title: Re: Cable Mod (v5 5-14-08 with sound)
Post by: AskaniSon on May 20, 2008, 09:11AM
Quote from: Midnight Curse on May 17, 2008, 07:19AM
I was thinking something...since Cable has telekinesis, why doesn't he have a flight ability?

Well, Cable only ever flew when his powers were full on (Cable 100-107, Soldier X 1-12, Cable and Deadpool 1-10).  The way Cable's powers are designed on this mod are a hodge-podge of gun attacks and mental attacks (either telekinesis or telepathy).  Very reminiscient of when Jeph Loeb was writing Cable (circa Cable 15-25).  Cable's got so many cool powers on this mod, frankly I don't want anything else to allocate skill points to.  Just my opinion
Title: Re: Cable Mod (v6 08-25-08)
Post by: nodoubt_jr on August 25, 2008, 04:48PM
Cable Mod version 6.1
download: http://www.mediafire.com/?dn54zuzwok5

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0075-5.jpg)

Notes: New version.  Now he uses only one skeleton.  He needs to have fightstyle hero for one of his moves to look good, so you do have to start a new game if you had the previous two skeleton version.  I like this version more than the other version, Magneto's skeleton had some good animations, but his idle and menu animations did not fit Cable.  This new versions idle and menu animations are a lot more Cable and the power animations also work well, plus u dont have to worry about losing his second skeleton.

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0235-4.jpg)

New Pistol Fire animation, a lot closer to what he had in the psp version
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0230-4.jpg)

and in menu now he holds a gun, so that his menu hello looks good
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0226-5.jpg)
Title: Re: Cable Mod (v6 08-25-08)
Post by: Jack of All Trades on November 11, 2008, 01:11PM
Reporting a few bugs in the Talent File.

Bionic Arm: Does more damage than advertised, however the amount of damage it does seems more "right" than the damage it advertises.
Pistol Fire: Last four squares don't do anything
Psychic Slam: May not be a bug but it only does a maximum 163 damage.  Seems low for an extreme(about half of the damage of a normal extreme).
Channel Rage: Again, may not be a bug it it only lasts for 23 seconds. Seems low for an extreme(about half of the time span of a normal extreme).
Cloaking Device: Doesn't have an EP cost.
Title: Re: Cable Mod (v6 08-25-08)
Post by: nodoubt_jr on November 11, 2008, 01:38PM
I'll look into those "bugs" and see which ones i can fix, and which ones can stay the way they are.  the psp talents tend to have errors (you should have seen the damage cannonball was doing before i fixed his stuff, lol).  theres also an issues with metal grenades unlocking too early, that i want to fix.

edit: i might not "fix" some of those as that is how he was meant to be in the psp version.  but for sure i can fix the powers i added.
Title: Re: Cable Mod (v6 08-25-08)
Post by: Jack of All Trades on November 11, 2008, 02:20PM
I hear ya on that.  When modding deadpool I was really torn on fixing Deadpool's passives.  Some of his stuff is incredibly broken.

I looked into X-Man, and Cannonball and both of those guys have problems in their talent trees.  I haven't really fiddled with Dark phoenix before because she is way too powerful.  Other than these three characters I have never seen a value of 15 for max ranks on a power.  Most of the problems are caused in the maximum level rank of each of the inherent values.  I was able to speculate what the ranks were supposed to be by looking at the values like minimum level to unlock or EP cost at 1 rank.

I've all ready fixed some of the issues and I didn't back up my file (because I can download it again just as easy).  I'd share but since you have the source material (the psp version), you are going to more accurate than my guesses.
For example under psychic slam:

talentvalues {
         talentvalue {
         level = 1 ;
         name = cable_psycho_req ;
         value = 15 ;
         }

         talentvalue {
         level = 20 ;
         name = cable_psycho_req ;
         value = 45 ;
         }

         talentvalue {
         level = 1 ;
         name = cable_psycho_dmg ;
         value = 85 96 ;
         }

         talentvalue {
         level = 20 ;
         name = cable_psycho_dmg ;
         value = 279 309 ;
         }

         talentvalue {
         level = 1 ;
         name = cable_psycho_kb ;
         value = 40 ;
         }

         talentvalue {
         level = 20 ;
         name = cable_psycho_kb ;
         value = 620 ;


If I were you I'd fix all of the bugs.  Most players, myself included, have never even seen the PSP version.  The reason I did not fix Deadpool was because EVERYBODY here has seen the original.  I did decide to include a balanced aka bug fixed version of him that I enjoy more. This may be the option you may want to go with. 

Also as a personal request.  Is there any chance Cable's Winter Soldier Skin's are getting a haircut soon?  I really like them but I cannot bare to look at Cable with a Mullet, it just hurts (that by the way if you remember is why I said he looks awkward in my first post).
Title: Re: Cable Mod (v6 08-25-08)
Post by: nodoubt_jr on November 11, 2008, 03:01PM
yes i saw those problems, i'll fix what I can and want, but the mod is good as is so dont expect me to change everything.  no i'll include only one updated talents and/or powerstyle.

nope the winter soldier skins are not getting a hair cut, theres no way to do that since its all one piece.
Title: Re: Cable Mod (v6 08-25-08)
Post by: Jack of All Trades on November 11, 2008, 03:09PM
I love your mod as is.  I don't think anything is really so powerful that it needs to be nerfed.  As far as the skins go, I don't skin and I couldn't possibly do any better.
Title: Re: Cable Mod (updated)
Post by: nodoubt_jr on November 11, 2008, 09:28PM
OK i updated Version 6 (now version 6.1 http://www.mediafire.com/?dn54zuzwok5) to fix up some issues with the talents file (the ones mentioned by Jack of All Trades and me).  Now the talents file is cleaner and most of the problems mentioned a couple of post above are fixed.  The only thing i couldn't fix is that the correct damage for Bionic Arm is shown.  In order for it to show the correct number i would have to mess around with it and i might accidentally change the damage it is doing now, and since i like the damage it does now, I'm not going to change anything.  Just be aware that the damage shown in the talents is not the exact damage it does.

if you had already downloaded Version 6 and only want the new talents, download the fix here http://www.mediafire.com/?qzwgxmi2xmm
Title: Re: Cable Mod (updated)
Post by: Chuckpato on March 31, 2013, 07:56PM
I prefer version 5 but I want to change 2 things...................I want his "Pistol Fire" to be like Bishop's "Plasma blast" and his stance to be like Cable Version 6