Marvel Mods

Marvel Ultimate Alliance I & II => Mod Releases and Conversions => Topic started by: thetommyboy2002 on January 22, 2007, 06:17am

Title: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on January 22, 2007, 06:17am
Hi,
I'm working on an Avengers Mod that will replace various characters with Avengers.
Giant Man replaces Luke Cage (I've just added the Colossus grab so he can weild his tiny enemies like weapons)
Quicksilver replaces Blade (adjusting passive boosts,added evade passive, added thors God Speed power boost, other powers will be added/swapped in as I work them out)
Scarlet Witch replaces Ghost Rider (using the XML2 Scarlet witch powerset and possibly the models from XML2)
Vision replaces Warbird (added Intangible boost script, Max Density Boost script, Solar beam power)

Along with the adjusted Herostat, talents, powerstyles, there will be new Meshes and skins, Huds, and when I figure them out, icon sets.

When I have these four ready to go, I'll bundle them all into a package and upload it somewhere.
Progress to date:
Giant Man 95% (needs Icons)
Quicksilver 25% (needs meshes, powers/talents, icons, huds)
Scarlet Witch 60-80% (needs a couple more meshes, powers need tweaking, icons need improving, passives on costumes need adding)
Vision 80% (needs two more meshes, icons,  powers need tweaking)

When they are done, I'll look at adding some more Avengers (Wasp, Hercules, Wonderman, Swordsman, Mantis or whoever will fit or is feasable).
 
EDIT:
For those not wanting to read everything in this thread, the Mod can be found here:
http://tommyboymeshes.freedomforceforever.com/MUA%20Stuff.html
Title: Re: Avengers Mod, a W.I.P.
Post by: BliZZ on January 22, 2007, 06:23am
May I suggest adding Beast to that 'is tangible' list? After all, he already has an XML2 powerset (albeit a boss one) as well as animations. :-X
Title: Re: Avengers Mod, a W.I.P.
Post by: TooMuchCoffee on January 22, 2007, 07:36am
Yay for Beast! His costumes could be:

1. Ultimate (as in XML2)
2. Astonishing (is afaik also in XML2)
3. Uncanny
4. Classic
Title: Re: Avengers Mod, a W.I.P.
Post by: Noelemahc on January 22, 2007, 08:10am
Ackshully, it is classic (before-blue) that is in XML2, not Astonishing. Although one can always tweak the SpaceSuit one to fit the bill.
Title: Re: Avengers Mod, a W.I.P.
Post by: thetommyboy2002 on January 22, 2007, 08:16am
Yes, beast is going to be one of them, if I can.
Suggestions for powersets, who to replace, what existing powers or passives would suit what characters are all welcome (though of course I may not act on them..).
Title: Re: Avengers Mod, a W.I.P.
Post by: thetommyboy2002 on January 22, 2007, 08:58am
Heh, just gave Quicksilver Mr Fantastics "Pinball" power (obviously without the curling into a ball part), and it works a treat! Though I say so myself (a lot), I'm a genius, sometimes.
This is shaping up quite nicely....
Title: Re: Avengers Mod, a W.I.P.
Post by: Noelemahc on January 22, 2007, 09:08am
So, now he speeds from target to target, does damage, but does NOT look like Putty-man at the same time? Wowza.
Title: Re: Avengers Mod, a W.I.P.
Post by: thetommyboy2002 on January 22, 2007, 09:11am
So, now he speeds from target to target, does damage, but does NOT look like Putty-man at the same time? Wowza.

Yes, and he gets that cool blue speed trail after him too.
Which I may add to his normal run moves, to give that "he's really going fast feel".
(http://i15.photobucket.com/albums/a384/tommyboy2002/quickie.jpg)
Title: Re: Avengers Mod, a W.I.P.
Post by: TooMuchCoffee on January 22, 2007, 11:11am
I hope you somehow removed the annyoing *ding* sound the power makes when you hit someone.
Title: Re: Avengers Mod, a W.I.P.
Post by: Noelemahc on January 22, 2007, 11:55am
You, sir, are a god among men :D
Am patiently waiting to see this in action :)
Title: Re: Avengers Mod, a W.I.P.
Post by: sariks on January 22, 2007, 12:23pm
Oh QuickSilver
Title: Re: Avengers Mod, a W.I.P.
Post by: rainy_de_lunche on January 22, 2007, 05:00pm
sweet vision

i dont know if u already came up with this but could one of quiksilvers buffs be a speed boost?
Title: Re: Avengers Mod, a W.I.P.
Post by: detourne_me on January 22, 2007, 06:28pm
thats what thor's god speed is rainy :)

Tommyboy this sounds un-frickin-believeable. looks like i'm going to have to load the game o9n my puter twice and see if it works as two different games i can load up!

other suggestions...  Namor (maybe with a cross between thor's and colossus' powerset), Wonderman (captain marvel's powerset?), Black Knight (swordsman skin),  maybe She-Hulk too?   
Title: Re: Avengers Mod, a W.I.P.
Post by: thetommyboy2002 on January 22, 2007, 07:17pm
Quicksilver's powerset is actually pretty boost/buff heavy.
So far we have:
Glaive strike(blade)-this will go. Not sure what to replace it with-------projectile
Pinball (Mr fantastic),speedily zip about bumping into enemies till your energy runs out.-------special
Circle of death(blade) a spin area attack, sans katana.-------area melee
Hurricane Winds(thor) he spins to create a mini tornado that tosses foes about-----projectile?
Mutant Speed Boost (thor)increase speed of all standard attacks------------Boost
Blood of the warrior(blade)will probably go, unsure as to a replacement-----Boost
Speed Force(warbird) boosts speed of Pietro and his allies-----------------Boost
Blood haze (blade) extreme that will probably get replaced, though by what I dunno.-----extreme


Additionally I've heavily edited the costume passives for him, adding speed up boosts, evade etc.
And I've gotten rid of the shotgun heavy-attack, replacing it with luke cage's heavy-attack (Pietro uses lady deathstrike for his running etc, and Cages 4_combat animations.).
I also got rid of the grab-blood suck, replacing it with a truncated version of Cages floor slam grab-heavy-finisher.


So far I'm getting some really weird results. A few times he REALLY sped up after using some boosts, if I can get that to happen consistantly it'd be cool, but I think that maybe the whole game sped up, not just him. I was having too much fun running the length of the helicarrier in about ten seconds to pay too much attention.

Aaanyway, heres some pics of some of the costumes (I'll make some new ones for Wanda--I want A cape danmit!)and pietros powerset (with blades icons, I've really got to figure out how to make those suckers):
(http://i15.photobucket.com/albums/a384/tommyboy2002/avengersmod1.jpg)
Title: Re: Avengers Mod, a W.I.P.
Post by: BliZZ on January 22, 2007, 07:26pm
Y'know, I converted that third Wanda. You no longer need to have a blue one!

Also, do Pietro's animations react well to the move mixing?
Title: Re: Avengers Mod, a W.I.P.
Post by: thetommyboy2002 on January 22, 2007, 07:34pm
Y'know, I converted that third Wanda. You no longer need to have a blue one!

Also, do Pietro's animations react well to the move mixing?

Yeah, I know, the blue wanda is just a placeholder. I still have Western Ghost Rider as skin 4.
As for Pietro, yes it all works well. The Pinball is the one oddity, he just slides round in one position, without changing pose. I guess its because mr.Fantastic wasnt animated as a ball. I tried 6 or 7 animation sets and settled on Cages as its a fairly "neutral" one, and the slidey-pinball pose is acceptable. Lots of other animation sets had a weird pose in Pinball mode, or would have other moves that didn't fit the character.
It seems that as long as you match the talent and /data/powerstyle files, it doesnt mind too much what the animation set is. But I had to lose Blades, too many Gun/Sword/Bite moves for Pietro.
Title: Re: Avengers Mod, a W.I.P.
Post by: rainy_de_lunche on January 22, 2007, 07:39pm
who all will be replaced? or can we choose who to ditch? sry...i just ralized this is at the beining of the thread. DUH!
Title: Re: Avengers Mod, a W.I.P.
Post by: thetommyboy2002 on January 22, 2007, 07:40pm
who all will be replaced? or can we choose who to ditch?
Please read the first post in this thread.
Title: Re: Avengers Mod, a W.I.P.
Post by: detourne_me on January 23, 2007, 04:52am
souns like your making great progress!  what about using wolverines extreme power... it seems as though  he runs around the room really fast
Title: Re: Avengers Mod, a W.I.P.
Post by: thetommyboy2002 on January 23, 2007, 05:11am
Sounds interesting.
Thanks,I'll look into it.
Title: Re: Avengers Mod, a W.I.P.
Post by: sariks on January 23, 2007, 09:41am
Omg tads nice  8)
Title: Re: Avengers Mod, a W.I.P.
Post by: rainy_de_lunche on January 23, 2007, 10:48pm
is there anyway someone can get ghostriders outfit boost that can reserect allies?
Title: Re: Avengers Mod, a W.I.P.
Post by: thetommyboy2002 on January 24, 2007, 05:13am
is there anyway someone can get ghostriders outfit boost that can reserect allies?

Yes, I'm leaving that in for one of Scarlet Witch's costume boosts. Haven't seen it work yet though.
Title: Re: Avengers Mod, a W.I.P.
Post by: Noelemahc on January 24, 2007, 06:02am
Well, it's easy enough to test, right? Pump it up to the middle of the bar, and let the other three chars buy the farm, then await results. Just camp out near an extraction point to get fresh meat out of the freezer if the first three attempts fail...
Title: Re: Avengers Mod, a W.I.P.
Post by: thetommyboy2002 on January 24, 2007, 06:07am
Well, it's easy enough to test, right? Pump it up to the middle of the bar, and let the other three chars buy the farm, then await results. Just camp out near an extraction point to get fresh meat out of the freezer if the first three attempts fail...
Yes, unfortunately, the costume that has the boost is the one that has decided it wont have any working powers for...so first I must fix that...
Title: Re: Avengers Mod, a W.I.P.
Post by: thetommyboy2002 on January 24, 2007, 03:15pm
Progress update.
Got Icons working for all four.
Got Pietros powers 90% done.
Need to sort out Scarlet Witch, the XML2>MUA powers thing is confusalizing me. But I have made two rather nice meshes for her (original evil mutant, classic avengers) with capes.
I need to decide on an FX to go with Visions Maximum Density power (a time limited invulnerable power)
Title: Re: Avengers Mod, a W.I.P.
Post by: BliZZ on January 24, 2007, 04:03pm
Use another character as a base, and the conversion is smoother. I got Bishop's energy moves/boosts working well by using Deadpool as a base. FAR easier than trying to edit the Witch's ps/talent by itself. Its the guns/xtreme that are giving me a headache. :-X
Title: Re: Avengers Mod, a W.I.P.
Post by: darkmythology on January 24, 2007, 04:27pm
For XTREMES, I've found the best thing to do is replace then with a Team XTreme from MUA. Of all the powers, those are the only ones that do NOT translate well into this game, since they seem to be set up so differently somewhere in the system. Often the same effects can be achieved by rewriting the effects of the MUA power.
Title: Re: Avengers Mod, a W.I.P.
Post by: thetommyboy2002 on January 27, 2007, 08:32am
Progress Update:
Vision= 99% done.Replaces Warbird.  4 skins (3 new meshes), Powerset heavily altered Warbirds, new Icons, new Hud
Quicksilver= 99% done.Replaces Blade.  4 skins (2 new meshes so far, may make 2 more), powerset heavily altered blade(basically a new powerset). New Icons, new Hud
Giant Man= 99% done. Replaces Luke Cage. 6 skins (6 new meshes), powerset altered lukecage. New icons, new huds.
Scarlet Witch= 70% done. Replaces Ghostrider. 4 skins (2 new meshes 2 more to make), powerset XML2 scarlet witch, new icons, new hud
Beast= 90% done. Replaces Elektra. 4 skins (2 new meshes 2 to make), powerset altered black panther
with some of XML2 beast, new icons, new Huds

I'm still having trouble getting my head around converting the Scarlet Witch to MUA. Her powers work, but the upgrading of them is all messed up, and some of the levels and costs seem wrong.
I'm hoping to be able to have a Mod with all 5 ready in a week or so. That's not guaranteed, just hoped for.         
Title: Re: Avengers Mod, a W.I.P.
Post by: rainy_de_lunche on January 27, 2007, 09:31am
the suspens is killing me, *bites nails* could i make it so quicksilver replaces someone besides blade in mine? recently ive tried him out and i find hes not as bad as ppl say he is, if not its cool to cuz im lloking forward to quiksilver, thnk u.
Title: Re: Avengers Mod, a W.I.P.
Post by: thetommyboy2002 on January 27, 2007, 09:39am
the suspens is killing me, *bites nails* could i make it so quicksilver replaces someone besides blade in mine? recently ive tried him out and i find hes not as bad as ppl say he is, if not its cool to cuz im lloking forward to quiksilver, thnk u.

Yes you COULD replace someone else, but thats up to you. For my part, I can't see the point of having a Vampire Slayer in a game with NO &^*(ing vampires! but that's just me.
However, I'm not going to work out how to, or tell you how to, replace other characters.
Suffice to say it will take time and effort.
Title: Re: Avengers Mod, a W.I.P.
Post by: rainy_de_lunche on January 27, 2007, 01:12pm
i see, after playing with him even more i have lost faith in him again anyway, and i hadnt really considered the whole vampire thing, DUH!
Title: Re: Avengers Mod, a W.I.P.
Post by: thetommyboy2002 on January 27, 2007, 02:44pm
OK, I have a version of the Mod up at my website:
http://tommyboymeshes.freedomforceforever.com/MUA%20Stuff.html

(http://i15.photobucket.com/albums/a384/tommyboy2002/avengersMod.jpg)

PLEASE READ THE INSTRUCTIONS BEFORE INSTALLING.
PLEASE BACK UP ANY FILES THAT WILL BE REPLACED.
It should add Quicksilver, Scarlet Witch, Vision, Beast, Giant Man, Hulk, and some extra bonus skins and meshes.
This is a beta version, and  as such may have errors, some I know about some I may may be unaware of. If you find an error, post 'em here I guess.
If you haven't been able to install other Mods, then you won't be able to install this either, despite it being incredibly simple.
Title: Re: Avengers Mod, RELEASED part one.
Post by: rainy_de_lunche on January 27, 2007, 07:06pm
does this replace colossus with hulk?

and does it include pspers?
Title: Re: Avengers Mod, RELEASED part one.
Post by: BliZZ on January 27, 2007, 07:10pm
Based on the fact hawkeye is there, I would say so :P
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on January 27, 2007, 07:15pm
does this replace colossus with hulk?

and does it include pspers?

Yes Colossus is replaced by Hulk,
and although the herostat has Hawkeye and Captain Marvel in it, I didn't include all their files as these are available anyway.
If demand for them is high enough I'll certainly add Hawkeye to the package, but size will become an issue at some point.
Title: Re: Avengers Mod, RELEASED part one.
Post by: rainy_de_lunche on January 27, 2007, 09:02pm
alright thnx cant wait to try it out
Title: Re: Avengers Mod, RELEASED part one.
Post by: THX on January 27, 2007, 09:35pm
This rocks!  Definitely front page material
Title: Re: Avengers Mod, RELEASED part one.
Post by: sariks on January 28, 2007, 11:07am
Where i can download only 1 charachter QuickSilver ?:P
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on January 28, 2007, 11:11am
Where i can download only 1 charachter QuickSilver ?:P
You can't.
Title: Re: Avengers Mod, RELEASED part one.
Post by: BliZZ on January 28, 2007, 11:12am
How about you download ALL the characters and only USE Quicksilver  ::)

Common sense, people. Use it.
Title: Re: Avengers Mod, RELEASED part one.
Post by: rainy_de_lunche on January 28, 2007, 12:35pm
i have all the hawkeye stuff in the actors folder and what not but he isnt there, only cap marvel, do u kno y this may be? Also all DC skins except green lantern crash the game, u probly kno just makin sure.
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on January 28, 2007, 12:46pm
i have all the hawkeye stuff in the actors folder and what not but he isnt there, only cap marvel, do u kno y this may be? Also all DC skins except green lantern crash the game, u probly kno just makin sure.
He's number 20301.igb etc, in slot 38, so his mannequin may not show up for you. Have you scrolled all the way around the character selection screen? If others have this problem I may update the Mod to include Hawkeye.
And the Mod doesnt have the DC meshes included(its an Avengers Mod, not a JLA one), so it will crash if they are selected. My tip? Don't select them. Or put other meshes in their place.
Title: Re: Avengers Mod, RELEASED part one.
Post by: Dreaded Porcupine on January 28, 2007, 02:58pm
You definitely rock Tommy. I'm still trying to figure everything out but once I do I couldn't think of anyone to start out with but the Original Avengers.
Title: Re: Avengers Mod, RELEASED part one.
Post by: Dreaded Porcupine on January 28, 2007, 09:10pm
Awesome mod Tom. I got it working first try. You made it pretty easy to install for us uncomputer programmer types. Now if I can get the hang of this damn mouse and my directional control I'll be on my way. Yes a computer joystick is in the works. I'm assuming Ironman_Gold is locked and I have to do some work to get him next to the other originals? He's already my favorite and I haven't seen him yet except in your screenshots. I'm holding back on obtaining cheat codes for now. I usually wait for total frustration to set in before I give in. Anyways great job as always. Looking forward to your next mod(s). The original Avengers and the Mighty Tommyboy rock. 
Title: Re: Avengers Mod, RELEASED part one.
Post by: rainy_de_lunche on January 28, 2007, 10:06pm
i have all the hawkeye stuff in the actors folder and what not but he isnt there, only cap marvel, do u kno y this may be? Also all DC skins except green lantern crash the game, u probly kno just makin sure.
He's number 20301.igb etc, in slot 38, so his mannequin may not show up for you. Have you scrolled all the way around the character selection screen? If others have this problem I may update the Mod to include Hawkeye.
And the Mod doesnt have the DC meshes included(its an Avengers Mod, not a JLA one), so it will crash if they are selected. My tip? Don't select them. Or put other meshes in their place.
i know i have all of hawkeyes "stuff" and ive tried to scroll through al characters, im stumped. although i must say everything else works great
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on January 29, 2007, 03:36am
Awesome mod Tom. I got it working first try. You made it pretty easy to install for us uncomputer programmer types. Now if I can get the hang of this damn mouse and my directional control I'll be on my way. Yes a computer joystick is in the works. I'm assuming Ironman_Gold is locked and I have to do some work to get him next to the other originals? He's already my favorite and I haven't seen him yet except in your screenshots. I'm holding back on obtaining cheat codes for now. I usually wait for total frustration to set in before I give in. Anyways great job as always. Looking forward to your next mod(s). The original Avengers and the Mighty Tommyboy rock. 

Thanks, Dreaded.
I have a cheat on that permanently gives me all costumes right from the start, obviously so I can see my meshes without having to play for three days. So I'm not sure how you unlock the 5th and 6th skins, and IMGold is the 5th.

Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on January 29, 2007, 03:37am
Rainy, it looks like I'll have to update the package to include Hawkeyes files, as he's working for me.
You could try editing Hawkeye in herostat.engb to use slot 98 rather than 38. A hex editor could do this
Also, do you have the PSP "team_back" files installed?
Because I think you may need those too.
Title: Re: Avengers Mod, RELEASED part one.
Post by: The Four-Eyed Avenger on January 29, 2007, 09:25am
This looks like the coolest mod I've ever seen -- I'm gonna have to send you a big ol' hetero man-hug, thetommyboy2002!

:)
Title: Re: Avengers Mod, RELEASED part one.
Post by: sariks on January 29, 2007, 09:36am
Who can donwload me only QuickSilver???
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on January 29, 2007, 10:44am
There will be an update to the Mod at some point in the next week or two, featuring some more meshes and skins (I've remade the first two quicksilvers and added a new third one, and I hope to add new Beast and Scarlet Witch meshes and skins).
I'll also try adding the Hawkeye files I'm using, along with the mlm_team_back etc.
Another adjustment will be to stop the AI commiting suicide by using Vision's dematerialize power. Now only humans can use it, so you'll be down to a team of three slightly less often.

Next I need to decide what other Avengers should get included, and who else gets dropped (current likely dropouts are Storm, Wolverine, Deadpool, Fury, Spiderwoman, Silver Surfer), for a putative Avengers Mod Part Two.
Suggestions Welcome.
Who I'm Thinking of including (but haven't finalized any decisions about);
Quasar, Black Knight, Swordsman, Wasp, Crystal, Mantis, Tigra/Hellcat, Moondragon, Wonderman.
Title: Re: Avengers Mod, RELEASED part one.
Post by: cvc on January 29, 2007, 11:26am
Hey Tommyboy that sounds great and I would drop those char too, Tigra oh yeah :)Ibet she would be hard to make mesh/skin,but I've seen a whole lot of your work and your really really good.
Title: Re: Avengers Mod, RELEASED part one.
Post by: The Four-Eyed Avenger on January 29, 2007, 02:17pm
If you're looking for suggested additions, I'd love to see:

Wonder Man
Yellowjacket
Wasp
Ant-Man
Hercules

If you add-in Hercules, that would also open the door for a "Champions" team award (Hercules, Black Widow, Iceman, Ghost Rider)

I'd also REALLY like to see someone add in my all-time favorite Avengers villain, Count Nefaria (perhaps in place of the Scorpion in the Helicarrier missions, or in place of the Crimson Dynamo -- make it a REALLY tough boss battle!).
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on January 29, 2007, 02:38pm
4EA, I included a Hercules and Wonderman skins as alternates (3rd and 4th) for the Hulk (Colossus)to act as placeholders, but I'd quite like one or both as "full" characters with their own distinctive icons, huds, powersets etc.
Wasp and Ant Man and Yellowjacket will need some work to get a powerset together, but I do like a challenge. The likeliehood is that Ant Man/Yellowjacket will end up as one character as they are quite similar (apart from YJs disruptor blasts/gun) and ARE the same guy.
Title: Re: Avengers Mod, RELEASED part one.
Post by: rainy_de_lunche on January 29, 2007, 10:29pm
Alright made the front page!!!
Title: Re: Avengers Mod, RELEASED part one.
Post by: Omega on January 31, 2007, 07:21pm
Hey, guys? I love the mod, but I also like the Blade and Ghost Rider characters. Is it possible to change which characters get overwritten, and if so, how? Thanks in advance.
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on January 31, 2007, 07:43pm
Hey, guys? I love the mod, but I also like the Blade and Ghost Rider characters. Is it possible to change which characters get overwritten, and if so, how? Thanks in advance.

Yes it's possible, but it's already covered in other threads, so forgive me if I skimp on the details a bit. I'll assume you want to replace the Thing in this example.
1. Figure out who you want to replace, and their number, ie 05 is the Thing.
2. make backups of the meshes/skins ie 0501.igb to 0504.igb in Actors. You will also need to backup and replace all the other thing related files in Actors.
3. Backup the thing's talents file, and ps_thing in data/talents and data/powerstyles
4. Backup the things icons in textures/ui
5. Backup the things hud_head files in /Huds
6. Decompile and Edit the herostat file to replace the thing with your chosen character, based on the changes I've made.save and REcompile it.
7. Now copy across and rename the new files from the mod to replace all the Things files above.
8. Wonder why it doesnt work.
9. Realize its all very complex. Go back and make sure all the numbers match up in all the files.
10. Post here about how you can't get it to work.
11. receive terse reply from "tired and emotional" tommyboy suggesting that you read lots of other threads. Try this but make no headway.
12. Post request for someone to do it for you.

Steps 8-12 are optional,(and a little tongue in cheek) depending on how you get on with steps 1-7 .
I offer no guarantees this will work.
It took me weeks to make the mod, and I havent tried switching characters around in this way, but the above should help you get started, and in theory it should be do-able, and work.
 
Title: Re: Avengers Mod, RELEASED part one.
Post by: Dreaded Porcupine on January 31, 2007, 08:26pm
The above should be a sticky so it will be easy for everyone to find.
Title: Re: Avengers Mod, RELEASED part one.
Post by: Omega on January 31, 2007, 10:41pm
Well, I got the mod up, but I think I might have screwed up: Whatever button I assign the Vision's Solar Beam to, it's like it doesn't exist! The button is registered as being blank. When I try to use it, nothing happens, and if I try to hot-swap for it, the power isn't listed.

Has this been encountered before?
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on February 01, 2007, 03:55am
Well, I got the mod up, but I think I might have screwed up: Whatever button I assign the Vision's Solar Beam to, it's like it doesn't exist! The button is registered as being blank. When I try to use it, nothing happens, and if I try to hot-swap for it, the power isn't listed.

Has this been encountered before?
Yes, someone else has mentioned it, I'll look into it, but since it works for me, there may not be much I can do about it.
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on February 01, 2007, 05:45am
Well, I got the mod up, but I think I might have screwed up: Whatever button I assign the Vision's Solar Beam to, it's like it doesn't exist! The button is registered as being blank. When I try to use it, nothing happens, and if I try to hot-swap for it, the power isn't listed.

Has this been encountered before?
Yes, someone else has mentioned it, I'll look into it, but since it works for me, there may not be much I can do about it.

OK, I have located and fixed the problem with Visions beam, and uploaded a patch.
Just copy this into data/powerstyles, overwriting the old ps_warbird.engb and it should now work when the game is restarted.
http://www.momoshare.com/file.php?file=6df6ffcfac515ef787ca4776bcb962ed
Title: Re: Avengers Mod, RELEASED part one.
Post by: menneb on February 02, 2007, 05:48pm
Awsome mod keep up the good work!!!
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on February 02, 2007, 06:14pm
Thanks.
I'm just adding Wonderman (4 skins, custom Colossus based powerset, Hud and icons, replaces Silver Surfer), Tigra/Hellcat (replacing Wolverine, only 1 skin so far, but I'm making more), when they and at least one other character is done, I'll release a jumbo update with these and some other new skins added.
Title: Re: Avengers Mod, RELEASED part one.
Post by: Dreaded Porcupine on February 02, 2007, 10:02pm
Looking forward to more Avengers Tom. Hope Yellow Jacket is one of them. It's only fitting that the Avengers battle the Masters of Evil.
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on February 04, 2007, 07:45am
Progress report:
Wonderman= replaces silver surfer, 4 new mesh/skins, colossus powerset/animations +flight, new icons, hud. 100% complete.

Wasp= replaces Storm, 4 new meshes/skins, heavily altered Storm/Spiderwoman powerset/animations, resized her to 25% of normal size, new icons, new huds. 80% complete, I need to tweak the powerset as some powers dont suit her.

Tigra (Cat, Hellcat)= replaces Wolverine, 4 new meshes/skins(2 done, 2 to go), wolverine based powerset/animations (though I may go with Black Panther ones), new icons(not done yet as old ones will sort of do), new hud(1 done 3 to go). 60% completed

Hulk= replaces Colossus, 2 meshes as before, (thinking of adding 2 more), Colossus powerset/animations, added Wolverines rage-o-meter, renamed powers, new Icons, new Huds. 90% completed.
Title: Re: Avengers Mod, RELEASED part one.
Post by: cvc on February 04, 2007, 07:58am
!!!WOW!!! I mean !!!WOW!!!
Title: Re: Avengers Mod, RELEASED part one.
Post by: The Four-Eyed Avenger on February 04, 2007, 10:46am
I just finished the single-player game on the "normal" difficulty setting (did pretty good with the various objectives, too! ), so now I have one question -- I know my saved games will not work when I install this mod, but will I still be able to play through the game in single-player mode from the beginning if I install thetommyboy's mod?  For example, if Wonderman replaces the Silver Surfer, will the cutscenes with the Silver Surfer still work, and will the Surfer still appear to "distract" Galactus . . . or will I see Wonder Man flying around to distract him (interesting twist, if it does work that way) . . . or -- the worst-case scenario -- will the single-player campaign mode not work at all (Galactus/Surfer scene crashes, others crash, much sadness abounds)?

Related question -- will the individual comic book missions still work?  For example, will the Warbird mission disk still work (don't care if I appear as the Vision against the Super-Skrull, but I'd still like to be able to play the mission)?

Please advise -- I'm itching to install this mod, but I'm too much of a MUA noob to know.  Hard to believe I'm asking such noobish questions, given all the modding I did on Freedom Force back in the day!

 ???

 ;)
Title: Re: Avengers Mod, RELEASED part one.
Post by: rainy_de_lunche on February 04, 2007, 11:07am
i also just finished the game in normal. i installed the mod after this and started a game in hard mode. if i had said i wanted to use stats from previous game would that work?
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on February 04, 2007, 12:16pm
As far as I know, the "use stats from previous game" option will work OK with this mod.
At least it does for me, though not with all my saves. I'm not sure why. But at least one works, so in theory the answer is yes.
As for the Surfer, I THINK, that there are two versions, the playable, to be replaced by Wonderman one, and the NPC that appears within the game. But honestly, I dont know as I havent played that level since I modded him in.
Title: Re: Avengers Mod, RELEASED part one.
Post by: aerophex on February 04, 2007, 12:42pm
tommyboy - any screen shots of any of the new characters to wet our appetite a bit?

Thanks!
Title: Re: Avengers Mod, RELEASED part one.
Post by: Noelemahc on February 04, 2007, 01:13pm
Quote
if i had said i wanted to use stats from previous game would that work?
Probably no. You'd get dumped unceremoniously back into the main menu.
Quote
For example, will the Warbird mission disk still work (don't care if I appear as the Vision against the Super-Skrull, but I'd still like to be able to play the mission)?
Probably yes, as they don't give a rat's anything about the character personally.
Quote
For example, if Wonderman replaces the Silver Surfer, will the cutscenes with the Silver Surfer still work, and will the Surfer still appear to "distract" Galactus . . . or will I see Wonder Man flying around to distract him (interesting twist, if it does work that way) . . . or -- the worst-case scenario -- will the single-player campaign mode not work at all (Galactus/Surfer scene crashes, others crash, much sadness abounds)?
You can be the first to test it. I know for a fact that removing Fury simply makes him absent from the game's scenes; and editing him makes all the changes apparent immediately (f.e. the Punisher portrait in Fury's briefings), the same applies for Black Widow. Though I can't, for the life of me, imagine what fate will befall Norrin Radd and his silvery means of transportation.
Title: Re: Avengers Mod, RELEASED part one.
Post by: Omega on February 04, 2007, 01:15pm
And, if you see Wonderman flying around pegging Galactus, feel free to put it in the screenshot thread. ;)
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on February 04, 2007, 01:17pm
tommyboy - any screen shots of any of the new characters to wet our appetite a bit?

Thanks!
Yes.
(http://i15.photobucket.com/albums/a384/tommyboy2002/avengersmod2_preview.jpg)
Title: Re: Avengers Mod, RELEASED part one.
Post by: BliZZ on February 04, 2007, 03:30pm
I'm glad you included the one in the top right, it is sort of the definitive Wonder Man in my eyes and I was worried you wouldn't. :P

Have you thought about looking at Torch's files, figuring out the fire thing, and making WM change into a trans-purple version when applicable? It's just an idea that popped into my head.
Title: Re: Avengers Mod, RELEASED part one.
Post by: rainy_de_lunche on February 04, 2007, 04:24pm
wats up with that cap america?
Title: Re: Avengers Mod, RELEASED part one.
Post by: brohara on February 04, 2007, 10:32pm
This Mod is a dream come true!

... give that man TommyBoy anything he wants! he's earned the keys to the castle in my book...

The Gold IronMan looks incredible, can't wait to try this out.


My suggestion / request would be...

Can anything be done about that horrible version of Ultron that they used?
Having these Avengers taking on a REAL, classic version of Ultron, now that would be cool!

I also posted in another thread here, about the possibility of getting the 'Heroes Reborn'
armour added to the list of Iron Man suits... waiting to hear whether it was converted from
XML2 already. The suit makes an appearance as an unlockable character in that game as well
as appearing in MUA's Stark Tower (though that version is apparently not usable). If it is done,
it would certainly make a welcome addition to the AvengersMod pack, no? Looking forward...

Title: Re: Avengers Mod, RELEASED part one.
Post by: The Four-Eyed Avenger on February 04, 2007, 11:45pm
Awesome mod Tom. I got it working first try. You made it pretty easy to install for us uncomputer programmer types. Now if I can get the hang of this damn mouse and my directional control I'll be on my way. Yes a computer joystick is in the works. I'm assuming Ironman_Gold is locked and I have to do some work to get him next to the other originals? He's already my favorite and I haven't seen him yet except in your screenshots. I'm holding back on obtaining cheat codes for now. I usually wait for total frustration to set in before I give in. Anyways great job as always. Looking forward to your next mod(s). The original Avengers and the Mighty Tommyboy rock. 

Thanks, Dreaded.
I have a cheat on that permanently gives me all costumes right from the start, obviously so I can see my meshes without having to play for three days. So I'm not sure how you unlock the 5th and 6th skins, and IMGold is the 5th.



Tommyboy -- could you also post the cheat that unlocks all the skins from the start?  I've downloaded a charinfo.xmlb file that someone else put together that is supposed to be an "unlock all" cheat, but it doesn't seem to work with your mod, and I'd LOVE to have access to all the skins, including the Iron Man gold skin.

Things are working well with the mod so far - the Vision ROCKS!  I think he might be a heavier hitter than Thor and Iron Man, which makes him GREAT fun to play!

:)
Title: Re: Avengers Mod, RELEASED part one.
Post by: The Four-Eyed Avenger on February 05, 2007, 12:21am
Okay, quick update -- I located a settings.dat file that unlocks everything just fine, but I see a few problems now that everything is accessible.  Details follow:


Some constructive criticism:  I may try my hand at spiffing up your Iron Man MKIII skin a bit -- that's probably my favorite armor, but the Classic skin seems a bit more "polished" (better metallic sheen and highlights).  If I come up with any enhancements for this skin (or any others) that I like, I will pass them on to you.  This aside, though, I must say everything looks GREAT!  MANY thanks!  :)
Title: Re: Avengers Mod, RELEASED part one.
Post by: cvc on February 05, 2007, 12:29am
He has had those said keys for awhile now (years) never notice any food missing? The wasp how cool!
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on February 05, 2007, 05:13am
Okay, quick update -- I located a settings.dat file that unlocks everything just fine, but I see a few problems now that everything is accessible.  Details follow:

  • All three of the B***** skins for Moon Knight cause me to crash to desktop when I try to view them (files missing?)
  • The S******* skin for Thor also causes me to crash to desktop (files missing?)
  • I was able to view the GL skin for the Vision just fine, and all other skins for the other characters seem to be viewable (haven't tried playing all the variations yet)
  • Some of the skins don't seem to allow for you to toggle between the "+" and "-" view to see the details (the Iron Man MKIII armor is one that manifests this behavior, IIRC)

Some constructive criticism:  I may try my hand at spiffing up your Iron Man MKIII skin a bit -- that's probably my favorite armor, but the Classic skin seems a bit more "polished" (better metallic sheen and highlights).  If I come up with any enhancements for this skin (or any others) that I like, I will pass them on to you.  This aside, though, I must say everything looks GREAT!  MANY thanks!  :)

Selecting any characters that dont have the mesh/skin present (ie the DC ones) will cause a CTD.
As a rule only the first four skins have the viewable passives, figuring out how to view/enable skins 5 and 6 and beyond is one of the "todo" things someone needs to .....errr.... do.

As for glossiness/reflections. At the moment I cant get it to work with my meshes. At all. And I've tried, believe me. It shows up in 3dsMax, it shows up in the Alchemy character viewer tool, but wont show up in game. If anyone else can make it work, good on you, let me know.
Title: Re: Avengers Mod, RELEASED part one.
Post by: The Four-Eyed Avenger on February 05, 2007, 07:16am
Cool -- thanks for the response, Tommyboy.  Any idea where I can get the meshes/skins that are missing (i.e., the DC ones)?

My apologies on the graphics comments -- I didn't realize this was something that was being worked on.  Now that you mention it, I do seem to recall seeing some threads where this was discussed, but it didn't register at the time.  If I make any breakthroughs, I'll be sure to share whatever product and knowledge I come up with!
Title: Re: Avengers Mod, RELEASED part one.
Post by: The Four-Eyed Avenger on February 05, 2007, 07:22am
As far as I know, the "use stats from previous game" option will work OK with this mod.

Just to share some first-hand experience from a different perspective -- the "use stats from previous game" option caused a crash-to-desktop for me.  I believe the reason for this is because I used Warbird throughout my first play-through (and Ghost Rider to some extent), and I had leveled her up significantly (and Ghost Rider to a lesser degree). . . and since she's (and Ghost Rider) no longer present in Tommyboy's Avengers Mod, my previous stats won't carry-over properly and are unusable. 

At least, I think this is what's going on.  The bottom line on this, I believe, is that "your mileage may vary" as far as the "use stats from previous game" option goes.
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on February 05, 2007, 09:03am
Four-Eyed Avenger,
I heartily concur on the subject of the "use stats from previous game". I have eight used save slots, three from the second half of the game. My two from the Doom level wont work, one from Atlantis will. And that one has characters levelled up to 99. I have no real idea why.
So I guess the answer is definitely YMMV, and try it and see.

As for the DC meshes, I'm not releasing them, at least not for now, in any public way. I just don't want to rock any boats I don't have to rock. And cross-company characters might do that. Theres nothing to stop you from copy/renaming other meshes to fill the "empty" slots in my herostat whilst I dither about the DC stuff.

(And as for the graphics stuff, I don't take it as a slight, I desperately want reflections, glow and bump-maps on my meshes, probably more than anyone else does, so I entirely understand people asking about it.)
Title: Re: Avengers Mod, RELEASED part one.
Post by: ben0414 on February 05, 2007, 09:05am
the game crashes whenever i switch to scarletwitch...so sad...???
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on February 05, 2007, 09:25am
the game crashes whenever i switch to scarletwitch...so sad...???
Can you see her model on the selection screen? With the flaming head (that I really must get rid of one day)?
If so, what I'd suggest you try is to replace the file for her in the Actors directory (0601.igb) with the copy from ui\models\mannequin. Then try again. If that works then the first model for her must have corrupted somehow.
Title: unlock all costumes
Post by: Dreaded Porcupine on February 05, 2007, 09:57am
unlock all costumes- press up,down,up,down,left,right,left,right,up,down enter at the characters select screen or the main menu.



Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on February 05, 2007, 10:50am
Oh, and the "new" Iron Man mesh/skin that Noelemahc kindly posted?
Yes it can be added.
But.
There is a 6 skin limit. So you will have to dump one of Iron Mans existing costumes to use it. Just pick the one you no longer want, rename it, and put the new one in its place.Bingo.
Title: Re: Avengers Mod, RELEASED part one.
Post by: The Four-Eyed Avenger on February 05, 2007, 11:01am
As for the DC meshes, I'm not releasing them, at least not for now, in any public way. I just don't want to rock any boats I don't have to rock. And cross-company characters might do that. Theres nothing to stop you from copy/renaming other meshes to fill the "empty" slots in my herostat whilst I dither about the DC stuff.

I applaud your use of discretion regarding this issue -- after the cease-and-desist rumblings that Marvel levied against the Freedom Force modding community, I'd hate to see something similar come to pass here. 

That said, perhaps at some point there might be an opportunity for some friendly, non-public file sharing amongst select individuals.

;)
Title: Re: Avengers Mod, RELEASED part one.
Post by: rainy_de_lunche on February 05, 2007, 01:29pm
i dont know if someone already mentioned this but visions solarbeam isnt working for me. the icon doesnt show up. instead it shows the button, and when i press it nothing happens
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on February 05, 2007, 01:43pm
i dont know if someone already mentioned this but visions solarbeam isnt working for me. the icon doesnt show up. instead it shows the button, and when i press it nothing happens
Yes its been mentioned.
I posted a fix on the previous page of this very thread, in fact.
Which, since you posted on that page, I'm surprised you didn't see.
Title: Re: Avengers Mod, RELEASED part one.
Post by: rainy_de_lunche on February 05, 2007, 05:50pm
my bad
Title: Re: Avengers Mod, RELEASED part one.
Post by: The Four-Eyed Avenger on February 05, 2007, 09:37pm
Quick update:

Playing through on the "Hard" setting with Tommyboy's Avengers Mod installed -- my team consists of Iron Man (using the Heroes Return armor supplied by Noelemahc in place of the Ultimate armor), the Scarlet Witch (Force Works costume), the Vision (default costume), and Captain America (classic costume).  Things are going well so far, but the game crashed while going up against Fin Fang Foom.  I was able to re-start from the last save point, but I haven't re-tried the Fin Fang Foom boss battle yet.  The level seemed to work fine and I got in one hit on the dragon with the big gun, then everything slowed down while I was running around gathering up coins, waiting for him to return.  I had been doing a video capture earlier in the evening and I hadn't rebooted, so there's a chance that Windows might have not properly released all the system resources that had been in use.

I played through the Winter Soldier and Radioactive Man level, then went back to the Shield Access Point to re-save -- that way, when I DO try the Fin Fang Foom boss battle, I won't have to go through everything on that level if it crashes again.

More later.
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on February 06, 2007, 04:48am
4-e-a, I've played up to and past FFFoom several times with my Mod with no problems at all, so I'd venture that your glitch was a one off, unless its a "only happens with a particular team" thing.
Title: Re: Avengers Mod, RELEASED part one.
Post by: The Four-Eyed Avenger on February 06, 2007, 07:10am
Yeah, I strongly suspect that this was a one-time-only sort of event -- the way the game slowed down seemed to indicate a system/performance problem, rather than a game fault.

Looking forward to kicking some dragon @$$ tonight!

;)
Title: Re: Avengers Mod, RELEASED part one.
Post by: The Four-Eyed Avenger on February 06, 2007, 06:04pm
Interesting development -- I killed FFFoom and was working on the remainders, and the game has gone into a "slo-mo" mode again.  I was using Iron Man when it happened (again), and I can still move all characters EXCEPT Iron Man -- I can rotate him, but otherwise he seems frozen in place (and all the other characters ARE in slo-mo).  It's been this way for about 10 minutes now, and I can't leave the level because Iron Man is too far forward to allow me to take one of the other characters to the "leave the bridge" transition point. 

Seems like what is happening might be similar the Silver Surfer's "Slow Time" power -- is something potentially mixed-up in Shellhead's powersets, perhaps?  Also, the hud has disappeared, but I can still select different characters using my gamepad.

 ???

The game hasn't crashed (yet), BTW -- I just ALT-TABBED out to the desktop to see if I could find any info on this "slow time" thing. 

Curious.

UPDATE:

After ALT-TABBING in and out two or three times, everything is now working fine once again.  All is happy.

:)

Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on February 06, 2007, 06:26pm
I haven't altered Iron Man's powerset at all, just added two new meshes/skins, which shouldnt change anything.
Vision and Quicksilver both have time slowing powers, but they don't generally have that effect, and are usually unlocked later in the game.
Title: Re: Avengers Mod, RELEASED part one.
Post by: The Four-Eyed Avenger on February 07, 2007, 07:36am
Does the hud disappear when the time slowing powers are activated?  I'm wondering if perhaps I inadvertantly triggered this with the Vision (although he's not leveled-up that far yet, I'm sure, and I'm also pretty sure I was controlling Iron Man when it happened).

Odd, but not fatal and not a show-stopper.  The game goes on, thankfully!

;)
Title: Re: Avengers Mod, RELEASED part one.
Post by: ben0414 on February 07, 2007, 09:01am
tnx tommy,,im gonna try it!
Title: Re: Avengers Mod, RELEASED part one.
Post by: The Four-Eyed Avenger on February 07, 2007, 01:57pm
Do it Ben -- you'll love it!  GREAT addition to the game!  I finished the story with the "stock" characters, then installed Tommyboy's Avengers mod and re-started all over again.  GREAT stuff!

:)
Title: Re: Avengers Mod, RELEASED part one.
Post by: thetommyboy2002 on February 09, 2007, 04:12am
Alrighty, Avengers mod V.2.0 is now ready for release.
Added:
Wonderman (replaces silver surfer, 4 costumes, mannequin, colossus based powerset, new icons and Huds)
The Wasp (replaces Storm, 4 costumes, mannequin, new Storm based powerset, new icons and Huds)
Tigra/Cat/Hellcat (replaces Wolverine,mannequin, wolverine powerset, new Huds)
Hulk (replaces Colossus, 4 costumes, mannequin, colossus powerset, new icons and Huds)
Quicksilver as before remade two costumes, one new one.
Beast as before, one new costume
Vision fixed solar beam power
Added team back file.
(http://i15.photobucket.com/albums/a384/tommyboy2002/avengersmod2_preview2.jpg)
As before read the readme for details.
As before BACKUP THE FILES THAT WILL BE REPLACED, or you will need to reinstall the game.
I hope you enjoy playing it.
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: The Four-Eyed Avenger on February 09, 2007, 08:36am
THANKS Tommyboy!  Time to install V2.0 and re-start my campaign, I guess!

FWIW, I experienced the "time slowdown" thing again last night -- TWICE, in fact -- and in both cases it went away on its own after about 5 - 10 minutes.  The second time it occured while I was controlling the Vision, and I *think* (I'm 99% sure) that I had initiated the Vision's "extreme power" . . . and since I have the characters leveled-up (via a cheat), I think I was actually seeing the in-game "slow time" effect.  Given that, and given the amount of time it takes to return to "normal time" (I think it stays in "slow time" mode for 5 - 10 minutes, but I'll try to actually time it next time I see it to make sure), you might want to look into seeing if this effective time interval could be shortened for improved playability.

What remains now is to get the Vision powered-up sufficiently enough to INTENTIONALLY lauch an "extreme power" in order to verify that this time slow-down really IS his "slow time" power effect.

More later!
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: THX on February 11, 2007, 12:31pm
Grey hulk looks MEAN, haha nice
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: The Four-Eyed Avenger on February 14, 2007, 06:47pm
Reproduced the "slow-time" bug again -- this time while controlling the Scarlet Witch (who is fully leveled-up).  Actually, all FOUR of my charaters were powered-up, so when I fired off the "extra" they all SHOULD have "fired," but everything went into the "slow-time" mode.  This lasted for about 12 - 15 minutes (forgot to check timer when it released, but the last time I checked was at the 12 minute mark).  AFTER the slow-time ended and I returned to normal play, THEN Iron Man,the Vision, and Cap (my other 3 team members) fired off their "extras," so it looks like it IS the Scarlet Witch that is causing this.

Weird.

Any way to set the timer shorter on the Witch's "slow-time" extra?
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: BliZZ on February 14, 2007, 06:52pm
The idea would be to erase the entire problem :P Its XML2 xtremes, man. (Wanda was a playable in XML2) I know darkmythology posted some kind of fix, but I personally can't seem to understand/fix it.
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: thetommyboy2002 on February 14, 2007, 06:56pm
Yes, there was a fix for Extremes posted elsewhere.
I've been too busy with other things to patch up wanda's, but I don't see why it wouldn't fix hers too.
http://marvelmods.com/forum/index.php?topic=178.0
Thats the thread with the fix.
If you can handle decompiling the powerstyle and editing and recompiling it, you can fix it yourself.
Eventually I may get to it, but am giving top priority to the business of finally getting MORE than 27 selectable characters into the game, and don't want to be distracted.
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: The Four-Eyed Avenger on February 14, 2007, 08:52pm
Cool info, guys -- if I come up with a fix on my own, I'll post it as a patch for others to use!

:)
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: The Four-Eyed Avenger on February 15, 2007, 11:57pm
I can confirm that the Scarlet Witch is the cause of the problem -- I have a saved game file that I've been used for testing that has all four characters (Scarlet Witch, Iron Man, Captain America, and the Visioin) charged-up and ready for an "Extreme"; if I trigger a Team Extreme using the Scarlet Witch, her extreme goes off with no real effect (just a slight special effect but no extreme message tag), then the other three characters do NOT chain their extremes; I can then trigger a Team Extreme using one of the remaining three characters, and they ALL chain their extremes correctly. 

If I try to trigger a Team Extreme using one of the other charactes while all four are still powered-up, the Scarlet Witch launches her extreme first, which kicks the game into the dreaded slow-time mode . . . then, after 15 minutes or so it times out and THEN the other three characters fire off their chained extremes.

I've tried tweaking the ps files to no avail, but at least I've been able to confirm where the problem lies.

I think perhaps the real issue is the fact that the ps_scarletwitch2 and the ps_ghostrider files are affected by the Tommybody Avengers Mod, so I've tried tweaking BOTH files simultaneously, but that has yielded no success either.

Ideas, anybody?

:(

On the plus side, I'm getting pretty darn good at the decompile/recompile stuff (hint: batch files are your friend), so I guess you can call that a silver lining of sorts . . .

;)
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: The Four-Eyed Avenger on February 16, 2007, 12:08am
Random thought on how to fix the Scarlet Witch's Extreme: 

Simply replace the extreme section of the ps_scarletwitch2 file (and the ps_ghostrider file?) with the extreme section from Dr. Strange's ps file?  This could be the quickest, easiest fix since the XML2=>MUA extremes seem to be problematic.

Too late to try this now -- it's WAY past bedtime -- but if anybody else has any opinions on whether or not this would work, please let me know . . . if this kind of thing isn't do-able, it could save me some potentially fruitless trial-and-error later.

???

EDITED TO ADD:  Tried this before bed but unfortunately this did NOT seem to work -- the Scarlet Witch still doesn't seem to have an actual "Exteme" attack because all I get is a slight animation with no extreme label when I initiate an Extreme (or a Team Extreme) using the Scarlet Witch, and the other three characters do NOT chain their Extremes following her "Extreme"; when I launch a Team Extreme while controlling one of the other four characters the Scarlet Witch launches her "Extreme" first and I get the dreaded slow-time bug.

EXTREMELY frustrating.

:(

EDITED TO ADD MORE:  Some slight progress -- I can now get Wanda's extreme to launch, but it seems that the "Revitalize" extreme is interfering with the attack extreme . . . not sure what the interaction problem is, but I disabled the "Revitalize" as an "extreme" and her extreme attack now works AND chains correctly.  Not a complete fix, because now her extreme does NOT expend the extreme energy, which gives her the ability for UNLIMITED extremes.  Could be a handy cheat, but I don't view this as a "fix" yet . . . plus, this "fix" would involve effectively ditching the "Revitalize" function.

So, some progress, but not a true solution yet.

More later . . . sleep now.

;)
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: Noelemahc on February 16, 2007, 01:58am
Quote
plus, this "fix" would involve effectively ditching the "Revitalize" function.
Considering balancing calls for the ditching of all the non-attack Xtremes for the XML2->MUA conversions (as much as I love Will of the Goddess), this isn't really a loss, y'know.
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: The Four-Eyed Avenger on February 16, 2007, 06:48am
I was not aware that the XML2->MUA conversions called for the ditching of all the non-attack Xtremes -- no WONDER this has been causing problems!

:o

Thanks for the heads-up!

:)
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: Noelemahc on February 16, 2007, 06:55am
I didn't say it's compulsory. I said that IF we want the new characters to be balanced out with the existing ones, we'll HAVE to ditch the non-attack Xtremes. Leastways, that was what I meant. Then again, your post also has a point - mebbe MUA's been set up with just one Xtreme in mind. Hmm...
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: thetommyboy2002 on February 16, 2007, 07:09am
It does seem like there's more powers in an XML2 powerset than there's room for in an MUA one.
So all this is my fault for not bothering to adequately edit Wanda's powerset when I 'ported her over.
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: The Four-Eyed Avenger on February 16, 2007, 07:26am
Not a problem, Tommyboy -- your contributions to the community are stellar, and the rest of us can pitch in to help with the minutia when necessary (it's the least we can do, in fact!).  As awesome as you are, one guy can't be expected to do it all -- in modding, it DOES take a village!

;)

Once I parlay my findings into a fully-acceptable "fix," I will post my ps_scarletwitch2.engb file here for others to benefit from (and you can include it in your next release/re-release if you'd like).

:)
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: thetommyboy2002 on February 16, 2007, 08:08am
Thanks, that would be handy.
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: thetommyboy2002 on February 16, 2007, 08:32am
There will be another update to the Mod, this time a different choice will be offered.
You can either overwrite characters as before but this time only the herostat will be overwritten, all meshes, powerstyles, icons, talents etc will be untouched, meaning its a LOT easier to go back.
Or, you can keep all the originals and have the Avengers selectable via the new NPC>27 code I'm working on. With this you talk to the Vision and pick an NPC to replace your currently selected character, meaning that we should have all 25 Originals, Moon Knight, Colossus, the 4 PSP "exclusives"(Hawkeye, Black Widow, Capt.Marvel, Ronin), PLUS all my Avengers, plus sundry extra Xmen (Cyclops, Angel, Nightcrawler, etc), plus some villains like Magneto, Mandarin, Venom.
Now, doing all this is both time and labour intensive, so it will be awhile as the technology/code is far from perfect or finished, but it DOES work, and should revolutionize the game, opening up what may be an unlimited number of playable characters.
More news as it happens.

Oh, and I now have a working playable Swordsman (4 costumes, new powerset, icons hud) who will be in the new release, as and when it gets done.
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: The Four-Eyed Avenger on February 16, 2007, 08:57am
Quick question for the knowledgeable -- in order to properly eliminate the problematic "Revitalize" xtreme, should I also edit the Ghostrider and Scarlet Witch Talent files?  And do I need to do anything with the herostat files?

???

Thanks in advance -- I'm kinda feeling my way around in the dark here, so every little bit of advise is much appreciated!

:)

EDITED TO ADD: A quick peek at the herostat files seem to indicate that nothing needs to be done here -- still not sure about the Talent files, though.
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: thetommyboy2002 on February 16, 2007, 09:05am
As far as I can recall, and it is all blurring a bit, you should only need the ghostrider one(s).
The scarlet witch ones are semi redundant.
Herostat shouldnt need touching if all you are doing is removing a power, unless its mentioned IN herostat.
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: The Four-Eyed Avenger on February 16, 2007, 11:03am
Cool -- thanks Tommyboy!

:)
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: aerophex on February 16, 2007, 01:18pm
Tommyboy would you kindly include Cable in your infinitely wise NPC>27 swap procedure?  I'm not sure if Blizz included it in his zip file, but make sure to grab the newest ps file I have linked later on in the thread. 

Thank you!!!
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: thetommyboy2002 on February 16, 2007, 06:03pm
Tommyboy would you kindly include Cable in your infinitely wise NPC>27 swap procedure?  I'm not sure if Blizz included it in his zip file, but make sure to grab the newest ps file I have linked later on in the thread. 

Thank you!!!

Yep, the idea will be to round up EVERY Mod and character available into one NPCstat, and release with as many of the models, powersets etc as is feasable (possibly in batches of 10 or 20 characters, if the XML2 brigade get ported over en masse).
At least, that's MY idea.
Then as other characters get added we need only update 2 files: NPCstat, and the conversation file. Everything else can just be copied into place without even overwriting anything else.
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: aerophex on February 16, 2007, 06:57pm
does that also mean no restarting games or does a new NPCStat require a restart?
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: BliZZ on February 16, 2007, 07:09pm
If not the npcstat, the eventual having of a new char select system will most def require a new game.
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: thetommyboy2002 on February 16, 2007, 07:15pm
If not the npcstat, the eventual having of a new char select system will most def require a new game.
No, not necessarily.
I developed the swap system and the NPC stat with a saved game that predates the swap system.
And have tried other savedgames which (provided they are not from a previous version of Herostat) seem to work.
So it's a bit early to say for sure, but my inclination today is that the addition of:
1. an altered NPCstat
2. an altered conversation or 5
3. a bunch of new scripts
WON'T mean you have to start a new game.
I may be wrong, and it MAY change.
 
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: The Four-Eyed Avenger on February 17, 2007, 01:08am
MAJOR PROGRESS on the Scarlet Witch "slow-time" bug:

I have got things working now with BOTH of her xtreme powers working (the "Anarchy Assault" AND "Revitalize") -- you can initiate EITHER xtreme while controlling the Scarlet Witch without invoking the "slow-time" bug, and you can now initiate a Team Extreme using any other character while all four are powered-up without invoking the "slow-time" bug.  This is a MAJOR improvement.

The ONLY thing that I still need to address is the fact that when you launch one of Scarlet Witch's xtreme power (either the "Anarchy Assault" or "Revitalize") while the other three characters are powered-up, it does NOT initiate a "Team Extreme" (the xtreme effect does not chain properly to initiate the other three character's xtremes).

I'm sure I can figure this last bit out with a bit more trial-and-error, though . . . just gonna take a bit more trial-and-error . . .

;)
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: The Four-Eyed Avenger on February 17, 2007, 03:23am
Now 99.999% there -- Team Extremes now chain properly when initiated using the Scarlet Witch and the slow-time bug is completely gone.  The ONLY thing I haven't got sorted-out is the fact that when launching the Scarlet Witch's xtremes, the xtreme labels do not display; if you launch a Team Extreme using another character while all four are charged, the Scarlet Witch's xtreme labels DO show up fine, though.  Odd, but not a show-stopper.

I'm going to try to sort this last detail out before I release a set of patch files (and I might also re-name the Vision's xtreme power -- something like "Solar Discharge" would seem more character-appropriate than "Warbird's Wrath").

Fun stuff -- off to bed now, though.

:)
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: The Four-Eyed Avenger on February 17, 2007, 04:31pm
Okay folks -- these files fix the Scarlet Witch's xtreme "slow-time" bug, and they also fix the Team Extreme chaining issue (which was actually the cause of the "slow-time" bug).  I also included an update to the Vision's powerstyle file, so now HIS xtreme attack label reads "Vision's Wrath" (which is much more appropriate than "Warbird's Wrath").

Three ps files in the zipfile -- just place the files in the "..\data\powerstyles\" directory (overwrite the existing files):

http://filexoom.com/files/3354/ScarletWitchVisionFix.zip
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: thetommyboy2002 on February 17, 2007, 04:33pm
Thanks, nicely done.
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: The Four-Eyed Avenger on February 17, 2007, 04:34pm
Glad to help, Tommyboy -- my pleasure to lend a hand! 

:)
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: The Four-Eyed Avenger on February 17, 2007, 04:35pm
Try it again -- had to rename the file . . . download works for me now:

http://filexoom.com/files/3354/ScarletWitchVisionFix.zip

(link above also corrected)
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: BliZZ on February 17, 2007, 04:45pm
Does the chain start properly when Wanda is the one who activates it? Because when I tried to fix Cyclops', I fixed it almost fully, except when he was the one whose xtreme you used it didn't set off the chain, he just executed his power. If it does, how exactly did you you get it to? :P
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: The Four-Eyed Avenger on February 17, 2007, 05:39pm
Yes, Team Extremes DO chain properly when an xtreme is initiated by Wanda (or when Wanda is charged and a Team Extreme is initiated by another character). 

Here is what Wanda's original file looked like:

Quote
   }

   event {
   damage = %scar_p9_dmg ;
   damagescale = none ;
   inherit = radial ;
   maxrange = 350 ;
   name = p9_blast ;
   }

   FightMove {
   aireusetime = 5 ;
   animenum = ea_power9 ;
   blendtime = 0 ;
   combotextfinisher = Chaos ;
   description = ANARCHY ASSAULT ;
   icon = 8 ;
   lockangles = true ;
   name = power9 ;
   playspeed = 10 ;
   powerup_tag = scar_power9 ;
   priority = 5 ;
      require {
      cat = skill ;
      item = scar_p9 ;
      level = 1 ;
      }

      require {
      cat = xtreme ;
      level = 1 ;
      }

      trigger {
      life = -1 ;
      name = xtreme_start ;
      time = 0 ;
      }

      trigger {
      bolt = Bip01 L Hand ;
      effect = char/switch/p9_charge ;
      fxlevel = 1 ;
      name = effect_sound ;
      sound = char/switch_m/p9_charge ;
      time = 0 ;
      }

      trigger {
      bolt = Bip01 R Hand ;
      effect = char/switch/p9_charge ;
      fxlevel = 1 ;
      name = effect ;
      time = 0 ;
      }

      trigger {
      filteractor = true ;
      maxdangerrating = 10 ;
      name = bossfilter ;
      noboss = true ;
      passtag = 99 ;
      tag = 98 ;
      time = -1 ;
      type = ce_filter_event ;
      }

      trigger {
      apply_chance = %scar_p9_pct ;
      class = delayed_damage ;
      damageamount = %scar_p9_dmg ;
      damagetype = dmg_energy ;
      life = 30 ;
      name = powerup ;
      tag = 99 ;
      time = -1 ;
         special_fx {
         bolt = Bip01 Head ;
         effect = base/powerup/pu_converted ;
         }

         affecter {
         attribute = team_switch ;
         level = 1 ;
         }

      }

      trigger {
      arc = 180 ;
      damage = 0 ;
      damagelevel = 1 ;
      index = 1 ;
      maxrange = 350 ;
      name = convert ;
      time = 0.45 ;
      type = ce_atk ;
      victimeventtag = 98 ;
      }

      trigger {
      name = randomattack ;
      tag0 = 10 ;
      tag1 = 20 ;
      tag2 = 30 ;
      tag3 = 40 ;
      time = 0.7 ;
      type = ce_random_event ;
      }

      trigger {
      name = otherevent ;
      othertag = 11 ;
      othertag2 = 12 ;
      tag = 10 ;
      time = -1 ;
      }

      trigger {
      effect = char/switch/p9_impact ;
      fxlevel = 1 ;
      name = effect ;
      tag = 11 ;
      time = -1 ;
      }

      trigger {
      damagetype = dmg_cold ;
      name = p9_blast ;
      tag = 12 ;
      time = -1 ;
      }

      trigger {
      name = otherevent ;
      othertag = 21 ;
      othertag2 = 22 ;
      tag = 20 ;
      time = -1 ;
      }

      trigger {
      effect = char/switch/p9_impact ;
      fxlevel = 2 ;
      name = effect ;
      tag = 21 ;
      time = -1 ;
      }

      trigger {
      damagetype = dmg_physical ;
      name = p9_blast ;
      tag = 22 ;
      time = -1 ;
      }

      trigger {
      name = otherevent ;
      othertag = 31 ;
      othertag2 = 32 ;
      tag = 30 ;
      time = -1 ;
      }

      trigger {
      effect = char/switch/p9_impact ;
      fxlevel = 3 ;
      name = effect ;
      tag = 31 ;
      time = -1 ;
      }

      trigger {
      damagetype = dmg_mental ;
      name = p9_blast ;
      tag = 32 ;
      time = -1 ;
      }

      trigger {
      name = otherevent ;
      othertag = 41 ;
      othertag2 = 42 ;
      tag = 40 ;
      time = -1 ;
      }

      trigger {
      effect = char/switch/p9_impact ;
      fxlevel = 4 ;
      name = effect ;
      tag = 41 ;
      time = -1 ;
      }

      trigger {
      damagetype = dmg_energy ;
      name = p9_blast ;
      tag = 42 ;
      time = -1 ;
      }

      chain {
      action = idle ;
      result = idle ;
      }

   }

   FightMove {
   aireusetime = 5 ;
   aitype = projectilenear ;
   animenum = ea_power10 ;
   combotextfinisher = Doom ;
   combotextstarter = Cursed ;
   icon = 9 ;
   lockangles = true ;
   name = power10 ;
   powerup_tag = scar_power10 ;
   priority = 5 ;
      require {
      cat = skill ;
      item = scar_p10 ;
      level = 1 ;
      }

      trigger {
      bolt = Bip01 L Hand ;
      effect = char/switch/p1_charge ;
      fxlevel = 3 ;
      name = effect ;
      time = 0 ;
      }

      trigger {
      bolt = Bip01 R Hand ;
      effect = char/switch/p1_charge ;
      fxlevel = 3 ;
      name = effect ;
      time = 0 ;
      }

      trigger {
      effect = char/switch/p10_charge ;
      name = effect_sound ;
      sound = char/switch_m/p10_charge ;
      time = 0.4 ;
      }

      trigger {
      damage = 0 ;
      maxrange = 120 ;
      name = radial ;
      powerusage = %scar_p10_pwr ;
      time = 0.4 ;
      victimeventtag = 10 ;
         damageMod {
         name = dmgmod_no_damage ;
         }

      }

      trigger {
      bolt = Bip01 Head ;
      class = hurt_attacker ;
      damagepercent = %scar_p10_dmg ;
      damagetype = physical ;
      effect = char/switch/p10_aura ;
      hurtowner = true ;
      life = %scar_p10_lif ;
      name = powerup ;
      tag = 10 ;
      time = -1 ;
      }

      chain {
      action = idle ;
      result = idle ;
      }

   }

   FightMove {
   aireusetime = 5 ;
   animenum = ea_power1 ;
   blendtime = 0 ;
   description = REVITALIZE ;
   icon = 13 ;
   lockangles = true ;
   name = power11 ;
   priority = 5 ;
      require {
      cat = skill ;
      item = scar_p9 ;
      level = 1 ;
      }

      require {
      cat = xtreme ;
      level = 1 ;
      }

      trigger {
      alternate = true ;
      life = -1 ;
      name = xtreme_start ;
      time = 0 ;
      worldspeed = 0.5 ;
      }

      trigger {
      bolt = Bip01 L Hand ;
      effect = char/switch/p1_charge ;
      fxlevel = 6 ;
      name = effect_sound ;
      sound = char/switch_m/p4_charge ;
      time = 0 ;
      }

      trigger {
      bolt = Bip01 R Hand ;
      effect = char/switch/p1_charge ;
      fxlevel = 6 ;
      name = effect ;
      time = 0 ;
      }

      trigger {
      name = sound ;
      sound = char/switch_m/p4_power ;
      time = 0.5 ;
      }

      trigger {
      apply_ally = all ;
      life = %scar_p11_lif ;
      name = powerup ;
      time = 0.5 ;
         special_fx {
         effect = char/switch/p2_aura ;
         fxlevel = 2 ;
         }

         affecter {
         affect_type = scale ;
         attribute = maxhealth ;
         level = 1.25 ;
         }

      }

      trigger {
      apply_ally = all ;
      life = 1 ;
      name = powerup ;
      time = 0.5 ;
         affecter {
         attribute = health_regen_pct ;
         level = 10 ;
         }

      }

      chain {
      action = idle ;
      result = idle ;
      }

   }

}


Note that the "ANARCHY ASSUALT" and "REVITALIZE" xtremes are separated in the original file (the "power10" power separates the two xtremes, whereas in many other ps files, the xtremes are at the very end of the file . . . not sure if this was important or not). 

Here are the modifications I made to get the Team Extreme chaining to work properly:

Quote
   }

   FightMove {
   animenum = ea_idle1 ;
   blendtime = 0 ;
   handler = ch_team_xtreme ;
   icon = 8 ;
   is_power = true ;
   lockchaining = false ;
   name = team_xtreme ;
   playspeed = 10 ;
   priority = uninterruptable ;
      require {
      cat = skill ;
      item = scar_power9 ;
      level = 1 ;
      }

      require {
      cat = xtreme ;
      level = 1 ;
      }

      trigger {
      name = xtreme_start ;
      only_non_looped = true ;
      team_xtreme = 2 ;
      time = 0 ;
      }

      chain {
      action = idle ;
      result = team_xtreme ;
      }

      chain {
      action = special ;
      result = power9 ;
      }

   }

   event {
   damage = %scar_p9_dmg ;
   damagescale = none ;
   inherit = radial ;
   maxrange = 350 ;
   name = p9_blast ;
   }

   FightMove {
   aireusetime = 5 ;
   animenum = ea_power9 ;
   blendtime = 0 ;
   combotextfinisher = Chaos ;
   description = ANARCHY ASSAULT ;
   icon = 8 ;
   lockangles = true ;
   name = power9 ;
   playspeed = 10 ;
   powerup_tag = scar_power9 ;
   priority = uninterruptible ;
      require {
      cat = skill ;
      item = scar_p9 ;
      level = 1 ;
      }

      require {
      cat = xtreme ;
      level = 1 ;
      }

      trigger {
      description = Special ;
      name = team_xtreme_msg ;
      time = 0 ;
      title = Anarchy Assault ;
      }

      trigger {
      name = sound ;
      sound = char/drstr_m/p9_charge ;
      time = 0 ;
      }
 
      trigger {
      bolt = Bip01 L Hand ;
      effect = char/switch/p9_charge ;
      fxlevel = 1 ;
      name = effect_sound ;
      sound = char/switch_m/p9_charge ;
      time = 0 ;
      }

      trigger {
      bolt = Bip01 R Hand ;
      effect = char/switch/p9_charge ;
      fxlevel = 1 ;
      name = effect ;
      time = 0 ;
      }

      trigger {
      filteractor = true ;
      maxdangerrating = 10 ;
      name = bossfilter ;
      noboss = true ;
      passtag = 99 ;
      tag = 98 ;
      time = -1 ;
      type = ce_filter_event ;
      }

      trigger {
      apply_chance = %scar_p9_pct ;
      class = delayed_damage ;
      damageamount = %scar_p9_dmg ;
      damagetype = dmg_energy ;
      life = 30 ;
      name = powerup ;
      tag = 99 ;
      time = -1 ;
         special_fx {
         bolt = Bip01 Head ;
         effect = base/powerup/pu_converted ;
         }

         affecter {
         attribute = team_switch ;
         level = 1 ;
         }

      }

      trigger {
      arc = 180 ;
      damage = 0 ;
      damagelevel = 1 ;
      index = 1 ;
      maxrange = 350 ;
      name = convert ;
      time = 0.45 ;
      type = ce_atk ;
      victimeventtag = 98 ;
      }

      trigger {
      name = randomattack ;
      tag0 = 10 ;
      tag1 = 20 ;
      tag2 = 30 ;
      tag3 = 40 ;
      time = 0.7 ;
      type = ce_random_event ;
      }

      trigger {
      name = otherevent ;
      othertag = 11 ;
      othertag2 = 12 ;
      tag = 10 ;
      time = -1 ;
      }

      trigger {
      effect = char/switch/p9_impact ;
      fxlevel = 1 ;
      name = effect ;
      tag = 11 ;
      time = -1 ;
      }

      trigger {
      damagetype = dmg_cold ;
      name = p9_blast ;
      tag = 12 ;
      time = -1 ;
      }

      trigger {
      name = otherevent ;
      othertag = 21 ;
      othertag2 = 22 ;
      tag = 20 ;
      time = -1 ;
      }

      trigger {
      effect = char/switch/p9_impact ;
      fxlevel = 2 ;
      name = effect ;
      tag = 21 ;
      time = -1 ;
      }

      trigger {
      damagetype = dmg_physical ;
      name = p9_blast ;
      tag = 22 ;
      time = -1 ;
      }

      trigger {
      name = otherevent ;
      othertag = 31 ;
      othertag2 = 32 ;
      tag = 30 ;
      time = -1 ;
      }

      trigger {
      effect = char/switch/p9_impact ;
      fxlevel = 3 ;
      name = effect ;
      tag = 31 ;
      time = -1 ;
      }

      trigger {
      damagetype = dmg_mental ;
      name = p9_blast ;
      tag = 32 ;
      time = -1 ;
      }

      trigger {
      name = otherevent ;
      othertag = 41 ;
      othertag2 = 42 ;
      tag = 40 ;
      time = -1 ;
      }

      trigger {
      effect = char/switch/p9_impact ;
      fxlevel = 4 ;
      name = effect ;
      tag = 41 ;
      time = -1 ;
      }

      trigger {
      damagetype = dmg_energy ;
      name = p9_blast ;
      tag = 42 ;
      time = -1 ;
      }

      trigger {
      life = -1 ;
      name = xtreme_start ;
      only_non_looped = true ;
      team_xtreme = 9 ;
      time = 0 ;
      }

      chain {
      action = idle ;
      result = team_xtreme ;
      }

      trigger {
      critical = true ;
      end = true ;
      name = xtreme_start ;
      time = 0.75 ;
      }

      chain {
      action = idle ;
      result = idle ;
      }

   }

   FightMove {
   aireusetime = 5 ;
   animenum = ea_power1 ;
   blendtime = 0 ;
   description = REVITALIZE ;
   icon = 13 ;
   lockangles = true ;
   name = power11 ;
   priority = uninterruptible ;
      require {
      cat = skill ;
      item = scar_p9 ;
      level = 1 ;
      }

      require {
      cat = xtreme ;
      level = 1 ;
      }

      trigger {
      life = -1 ;
      name = xtreme_start ;
      only_non_looped = true ;
      team_xtreme = 9 ;
      time = 0 ;
      }

      chain {
      action = idle ;
      result = team_xtreme ;
      }

      trigger {
      description = Special ;
      name = team_xtreme_msg ;
      time = 0 ;
      title = Revitalize ;
      }

      trigger {
      name = sound ;
      sound = char/drstr_m/p9_charge ;
      time = 0 ;
      }

      trigger {
      bolt = Bip01 L Hand ;
      effect = char/switch/p1_charge ;
      fxlevel = 6 ;
      name = effect_sound ;
      sound = char/switch_m/p4_charge ;
      time = 0 ;
      }

      trigger {
      bolt = Bip01 R Hand ;
      effect = char/switch/p1_charge ;
      fxlevel = 6 ;
      name = effect ;
      time = 0 ;
      }

      trigger {
      name = sound ;
      sound = char/switch_m/p4_power ;
      time = 0.5 ;
      }

      trigger {
      apply_ally = all ;
      life = %scar_p11_lif ;
      name = powerup ;
      time = 0.5 ;
         special_fx {
         effect = char/switch/p2_aura ;
         fxlevel = 2 ;
         }

         affecter {
         affect_type = scale ;
         attribute = maxhealth ;
         level = 1.25 ;
         }

      }

      trigger {
      apply_ally = all ;
      life = 1 ;
      name = powerup ;
      time = 0.5 ;
         affecter {
         attribute = health_regen_pct ;
         level = 10 ;
         }

      }

      trigger {
      critical = true ;
      end = true ;
      name = xtreme_start ;
      time = 0.75 ;
      }

      chain {
      action = idle ;
      result = idle ;
      }

   }

}

NOTE that I moved BOTH the "ANARCHY ASSAULT" and the "REVITALIZE" to the END of the ps file (I placed the "power10" power above the "ANARCHY ASSAULT" entry).  Again, not sure if this was necessary, but it seemed tidier this way, and I think it might have helped (I worked through about 25 - 30 different iterations using the tried-and-true trial-and-error method before I actually got the chaining to work correctly). 

Hope this helps!
Title: Re: Avengers Mod V2.0, RELEASED 9/feb/07
Post by: thetommyboy2002 on February 19, 2007, 04:26pm
Right, I now have a Mod that has one conversation with Vision, where you can choose any of my AvengersMod characters, a conversation with Hank Pym where you can choose about 15 xmen characters clumsily ported from XML2, and a few odd NPCs given wonky powersets that probably dont work too well, like Namor, Valkyrie, Blackbolt.
There are some new characters (Hercules, Swordsman, Quasar).
It contains meshes, powersets, talent files, packages, Icons, Huds. And of course the NPCstat, Scripts, and Converations.
It shouldn't overwrite too many things, but if it does, back it up.
The Xmen ALL need Huds, Icons and their powers fixing, but you are basically getting 30 new characters to play as, which I'm quite pleased with.
Its about 75Mb installed, 24Mb zipped up.
http://tommyboymeshes.freedomforceforever.com/MUA%20Stuff.html

I'll add conversations to the other bases when I can figure out what existing conversations can be replaced.
It's Buggy. It's still a Beta, so expect missing Huds/icons/Fx/broken powers and odd glitches like missing villains. Hopefully one day all this gets fixed...

Oh, and I could include my updated Herostat if you DO want to replace all the builtins with Avengers as in the Avengers Mod, if people want that too...
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: cvc on February 19, 2007, 07:20pm
That is so cool went ahead started new got to Starktower and switcharoo Tigra,Angel and all,really great work.Back to messin with this sim&dr deal maybe I'll have some luck this time.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: DiamondDave on February 20, 2007, 07:24am
Tommyboy, I know that you are still working on the scripting but let me know when you want some feedback.  I am not a modder but can do some testing and in fact have done some with both of your versions to see how cool it is.  I did find some glitches but will wait for you to advise that you would like some testing.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on February 20, 2007, 08:15am
Feedback is good, any bugs, glitches, errors or omissions anyone finds are welcome.
I may not be able to FIX them, but it's nice to know about them.
 
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: DiamondDave on February 20, 2007, 09:26am
Tonight I'll test and document.  Last night, after loading Ver 2, I pulled up a saved game from Ver 1.  I was able to swap out and see the NPC (without HUDs).  Had a couple of issues once I got to Omega Base.  One dealt with not having powers enabled (Quicksilver and Angel), another gave me CTD (with Beast) and the most common was seeing Ultimate Hawkeye at Omega Base instead of the NPC that I chose through Vision or Pym.  I'll give better details tonight.

edit:  I actually saw multiple Hawkeyes (up to 3 of them) if I chose more than one NPC.  I did try to stick to NPCs that I thought you had ready, i.e. Scarlet Witch, Vision, Quicksilver, Ronin, Black Widow, Beast, Angel).  Again, more details later.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on February 20, 2007, 09:41am
It's worth noting several things:
1. Although the NPC>27 Mod WILL work with some savedgames, it seems to function better if you start afresh and fight your way to Stark Towers and then save. It's particularly flakey if you load a savedgame from a different herostat (ie I saved a game with my Avengersmod herostat, then loaded the Mandarin Herostat and though the savedgame ran, it was always looking for the four now-non-existant Avengers I had been when I saved it. Starting afresh in the Mandarin herostat worked much better).
2. Choose only once for each character, as the results if you swap the same character for different NPCs is flakey.
I know, the "menu" is tricky to negotiate, I'll try to fix it so each time you choose an NPC you exit the conversation rather than have to go through all 5 submenus again.
3. If I pay attention to points one and two above, it all works much better than it may first seem to.
 
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: DiamondDave on March 04, 2007, 06:59am
Tommy, do you have an Iron Fist skin?  I remember seeing one somewhere and also in your NPC pick list.  I know their is a conflict with Elektra's in your NPC but am just looking for the skin.  Thanks.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: Noelemahc on March 04, 2007, 07:02am
Search is god. Worship the Search.
http://marvelmods.com/forum/index.php?topic=39.msg480#msg480
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: DiamondDave on March 04, 2007, 10:38am
Noel, thanks...I thought I already had it but couldn't locate it on my own system and thought maybe Tommy could have just told me if it was included already as a number.  No problem...I'll just d/l it now.  Since I've got you...any luck with a Darkstar character, either powered or just a skin?  It'd be nice to do a Champions team (Black Widow, Hercules, Iceman, Angel, Ghost Rider and Darkstar).
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: Noelemahc on March 04, 2007, 11:45am
I'm still figuring this skinning thing out for myself. I know I've taken dibs on Darkstar, among others, but I'm currently fighting with making a playable Crimson Dynamo first, being distracted from it, naturally, by all the side projects that actually push the site forth :D
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: DiamondDave on March 04, 2007, 12:35pm
And your efforts (as well as others) are well noted and sincerely appreciated.   I bow to your greatness!
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: R0GUE on March 06, 2007, 06:01pm
Hi guys i am a noob.

Can you add only one or two of the characters from this mod? Or is all or nothing?

Basically the Hulk intrigues me, but i'd rather not cover any other characters up, with the ones in this mod (not that the other characters are bad - i think its awesome you guys are modding these).

thanks.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on March 06, 2007, 06:12pm
Hi guys i am a noob.

Can you add only one or two of the characters from this mod? Or is all or nothing?

Basically the Hulk intrigues me, but i'd rather not cover any other characters up, with the ones in this mod (not that the other characters are bad - i think its awesome you guys are modding these).

thanks.

Hi,
no the whole point of the mod is to only ADD characters, WITHOUT losing, replacing or covering up any of the "official" ones. So you could use the Hulk with any of the "official" characters you want.
The Mod isn't finished, and what is released is a beta version that just shows what is possible, but hulk is in there as a playable character. Just get to Stark Towers in the first Act, then talk to Vision, and choose to swap in Hulk.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: R0GUE on March 06, 2007, 06:21pm
awesome! thanks tommyboy, you guys rock.

PS: Get Rogue out there soon. :D
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: spider777 on April 10, 2007, 02:55am
what
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on April 10, 2007, 04:38am
what

What indeed.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: parrastaka on May 02, 2007, 06:02am
Hello there.

Again, I am impressed by the work already done and being done around this forum.

I have used the next gen mod, and also Gambit and Cyclops from XML2, and I checked the size for Luke Cage and Colossus, I read some posts and I agree they should be smaller scalated. But here I have soe doubts.

Can I check only one character from this Avengers mod?

I have been through some posts in this thread but I do not happen to be able to fully understand the current situation with the file. As far as I have been able to understand:

- there is only one file that has the data in folders, to install all the avengers characters
- this avengers characters will replace some other characters of the original game

However I have read somewhere that you have to talk to Vision in the game to be able to replace the characters and that you will only replace those you specifically say.

So you see, I'm a bit lost.

I would like to use Tigra, or Vision, also Hawkeye.

But I rather swap one character each time, not altogether.

Is it possible to try and do it one by one, as I say?

Where did I got lost?  :fro:

And anyhow, thanks very much for all the effort you are all putting into this amazing mods.

PS: no she-hulk yet?  :wtflol:
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: Gevth on May 02, 2007, 09:47am
As far as I know (and bare in mind that I'm not one of the geniuses here), there used to be an Avenger Mod that deleted characters, but then somebody found a way to add them without taking any out (congrats on that one to whoever it was, I read part of that topic and it was pretty ingenious). No need to take anybody out. Check page 9 of this topic, I think you'll find the link for this 2nd version there (remember it's a beta, so random bugs and glitches may occur).



And also, 2 other things for the modders here:

1) Thank you, you're doing an amazing work here.
2) Is it possible to get a less ugly Hulk Skin (with all due respect for Tommyboy)?
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on May 02, 2007, 10:10am
1. The Avengers Mod REPLACED builtin characters with avengers. This was an all-or-nothing deal, (unless you know how to Mod, in which case you could in theory only swap in only the characters you wanted).

2. The NPC>27 Mod contains all the Avengers Mod characters, plus Xmen and others. You still have all the original builtins to choose from, but as you play you can swap in any of the NPCs without permanently losing anyone. So if you just want one character, or two or three specific ones, the NPC27 is probably the one you want. But it's a bit flawed (in that your NPC characters you use gain no experience.)

3. Due to the sloppy usage of terms in this forum, I'm not sure exactly what your complaint is. The 3dmodel or "mesh" has on it a covering, a "skin". Together the mesh and skin comprise a costume within the game. Some costumes are just a different skin, others are a diferent mesh and skin. Other people could edit the skin of one of my meshes using MUAskinner, but wouldn't be able to change the geometry (the mesh, the 3d model). Unfortunately everyone here but me seems to refer to "skin" to mean mesh, skin, and costume indiscriminately. So is it the 2d covering on the 3d model you dislike, or is it the 3d shape itself?

Either way I'm not changing mine for the time being.
But there are at least two other people who have made MUA models, (Alexjh and Volsung), so maybe one of them will make a Hulk you like better.
At some future point I MAY remake mine, but it's not my top priority.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: parrastaka on May 02, 2007, 12:48pm
As far as I am concerned, thanks for the explanation.

I am from Spain so I missunderstand some stuff when I read you.

So talking about the NPC>27... when in the game do you meet them? and when can you swap one character for another? That sounds GREAT!

Any screenshots showing that if it's not asking too much?
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on May 02, 2007, 01:24pm
When you get to Stark Towers if you talk to the Vision or Hank Pym you should be offered the chance to swap the character you control for one of the NPCs, which you choose from the lists in the conversation.

For more info, lists of who is in the Mod, and some screenshots, look here:
http://marvelmods.com/forum/index.php?topic=186.60
(you may have to look through all 10 pages to find pictures, sorry).
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: parrastaka on May 02, 2007, 01:44pm
It's more than ok!!!

I mean it's ok to check the 10 pages, I'll do, I did not do it before because I saw all the great work on models and character selection screen and so on... only.. I read about talking to Vision and being asked and so forth... but couldn't believe it!! That's why I asked for ingame screenshots...

This seems to be great stuff I'll check it out for sure. If only my green Shulkie was around...  :shehulk:

Thank you.

Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: jonchang on May 03, 2007, 08:10pm
Can Vision fly?

What are the current Extremes of these characters?
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on May 04, 2007, 03:46am
Can Vision fly?

What are the current Extremes of these characters?

Yes.

I can't be bothered to look it all up and type it all out, sorry. Download it if you are curious and see for yourself.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: jonchang on May 05, 2007, 02:13am
May I query since when does Vision fly?

And congratulations...I believe this is the coolest mod available on this site. :king: :rockon:

 :hawkeye: :hulk_icon: :beast: :scarletw:
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: BliZZ on May 05, 2007, 05:40am
May I query since when does Vision fly?

Since....  always??
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: jonchang on May 08, 2007, 03:22am
Do all these guys immediately replace the characters, or do you have to personally edit them out? Oh, and also, the game itself seems to not work when I try it out.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on May 08, 2007, 07:07am
Do all these guys immediately replace the characters, or do you have to personally edit them out? Oh, and also, the game itself seems to not work when I try it out.
Please read the rest of this thread, which describes what the Avengers Mod does, and what the NPC>27 Mod does.
And before you point out that it's 11 pages long, it would be considerably shorter if people stopped asking the same (already answered) questions every few pages.
I just answered this one page back.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: stefan410 on May 11, 2007, 09:15am
Can someone please tell me how to unistall the Avengers mod? It's great, and I had much fun with it, but I lost an almost-completed game because it overwrites saves. Please?
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: parrastaka on May 11, 2007, 01:30pm
mod does not overwirte savegames.

Just make a backup of the savegame, uninstall and reinstall MUA and if you copy the savegames to the appropiate folder in your documents, you will be able to play again at the point where you saved.

You just cannot play the old savedgames if you install the mod.

But you can always reinstall and play the original unmodded game, if you keep your files.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: jonchang on May 14, 2007, 07:31pm
Is :beast: with the Avengers? I thought he was a member of the X-Men and Defenders.

Also, I thought Quicksilver and Scarlet Witch were with Magneto's Brotherhood.

I apologize for my little knowledge about comics. I don't collect them, and I rarely (if ever) see them.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: boreman on May 21, 2007, 12:07pm
As far as I can remember, Beast always was an X-Man, but as a reknown scientist and adventurer, he spent a time with the Avengers, where he made best buds with Simon Williams, the Wonder Man.

And Pietro and Wanda left the first incarnation of the Brotherhood long, long ago, and became avengers when Pym, Wasp, Thor and Stark left, leaving the second Avengers alignment with Quicksilver, Scarlet Witch, Hawkeye and Captain America.

That's the general picture, for details, wiki it.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: Gevth on May 23, 2007, 03:10pm
Don't know if the issue was already solved, but regarding NPC levels/experience. How exactly is that the Sim mission enemies keep up to your level? Is there a way to apply that to the mod?
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on May 23, 2007, 03:47pm
Don't know if the issue was already solved, but regarding NPC levels/experience. How exactly is that the Sim mission enemies keep up to your level? Is there a way to apply that to the mod?

Well, I never solved it, and I think I was about the only one trying....
Good question too about the sim mission enemies, which I don't know the answer to.
I looked long and hard for a command to "get_level" as it were, but if I ever saw it, I didn't recognise it.
It's on my (unfeasably large)list of things to do though.
But if anyone else wants to look/experiment/solve it for me, that would be great..
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on May 23, 2007, 03:53pm
As far as I can remember, Beast always was an X-Man, but as a reknown scientist and adventurer, he spent a time with the Avengers, where he made best buds with Simon Williams, the Wonder Man.

And Pietro and Wanda left the first incarnation of the Brotherhood long, long ago, and became avengers when Pym, Wasp, Thor and Stark left, leaving the second Avengers alignment with Quicksilver, Scarlet Witch, Hawkeye and Captain America.

That's the general picture, for details, wiki it.

Nope, beast wasn't always an xman. He left them. He mutated himself. He joined the Avengers (and was an avenger at least as long as he'd been an xman), didn't just "spend time with". When Marvel had X-factor formed from the original xmen in the rush for x-related-dollars he rejoined the x-fold.
But he was at his best as an avenger, imo.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: BliZZ on May 23, 2007, 03:59pm
^^Agreed. Before he became an Avenger, his mutation was essentially to have big feet and hands :laugh:

The Secondary "Cat" mutation was BS of the highest level, seeing as his ape form was already a secondary mutation, thus making the cat form a thirdary mutation of sorts. Thanks, Grant Morrison.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: R0GUE on May 23, 2007, 09:50pm
Actually to be fair, it was Chris Claremont who turned Beast into a cat in XTreme X-Men, Morrison just explained it away as a seconday mutation, whereas Claremont seemed to offer no explanation at all.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: boreman on May 24, 2007, 11:26am
Fine, thanks tommyboy for the explanation, I just had a general picture, never read the entire story of Dr. McCoy.
And I also hated the Cat mutation explanation thing, but now dig the looks in Astonishing and use that skin in-game instead of the ape one.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: dimster on June 15, 2007, 08:25pm
i wonder if somebody can send me tigra files only, and also i want to keep my wolverine, so need to change her number?
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: Serph21 on July 13, 2007, 04:30am
does the vision has his own set of powers or he borrows from marvel?
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on July 13, 2007, 07:12am
does the vision has his own set of powers or he borrows from marvel?

A bit of both. Some "original" powers, some rebranded existing powers
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: Bane1 on July 16, 2007, 04:51pm
This is really amazing. I know you mentioned these characters cannot level which stinks. However this is just a thought from a newbie but maybe depending on who you talk too determines what level characters you get so these characters are not too weak when you get to the higher levels. I haven't beat the game yet since I start over anytime there is a good mod.

Edit: Well now it makes more sense to me. Only so many slots in the NPC stat. Great job on this however. Looking forward to trying it.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: PackerFan8459 on August 30, 2007, 11:07am
Hey is there any way to mod an xbox360 to get these characters? If there are please tell me how.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: Teancum on August 30, 2007, 08:31pm
Nope, the 360 has security sectors, so even a modded 360 can't play anything but an original sized disc.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: King Arthur on September 06, 2007, 11:41pm
The NPC mod doesn't seem to work at all.  I had the Hulk as one of my members but when I choose him I CTD.  :bawling:
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: jonchang on September 07, 2007, 01:18am
Quote
-Bear in mind that this is a Beta. One issue is that the above listed characters cannot gain experience or level up. Also, some individually released character mods may be substantially different than ones included in this Beta.

-Players must reach a "base" (such as Stark Tower) to access the additional characters.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: King Arthur on September 07, 2007, 04:30pm
Quote
-Bear in mind that this is a Beta. One issue is that the above listed characters cannot gain experience or level up. Also, some individually released character mods may be substantially different than ones included in this Beta.

-Players must reach a "base" (such as Stark Tower) to access the additional characters.
:orly:
Yes I realize that it is beta. However I thought I could at least play with some of the characters. I picked the Hulk at Stark Tower then was going to try him out. So none of the characters are playable?
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on September 07, 2007, 04:55pm
Quote
-Bear in mind that this is a Beta. One issue is that the above listed characters cannot gain experience or level up. Also, some individually released character mods may be substantially different than ones included in this Beta.

-Players must reach a "base" (such as Stark Tower) to access the additional characters.
:orly:
Yes I realize that it is beta. However I thought I could at least play with some of the characters. I picked the Hulk at Stark Tower then was going to try him out. So none of the characters are playable?

No, ALL the characters are playable.
If it crashes when you pick him, you've done something wrong. If you unzipped the files in the right places, the Mod works.
Since you haven't really given any details other than saying you picked him and it crashes I cant really offer more help.
Typically, a CTD is because the mesh is missing, or sometimes when a corrupt hud_head or icons is loaded. But the hud and icons supplied with the Mod wont do that.
Have you by any chance installed any other Hulk Mods besides the NPC27?
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: wolverine_93 on September 08, 2007, 04:39pm
how do u make the mod have so many characters
(more than 27)
(npc>27mod )
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: iammingy on September 08, 2007, 04:41pm
It uses the npcstat...
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on September 08, 2007, 04:47pm
how do u make the mod have so many characters
(more than 27)
(npc>27mod )
Read the thread.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: Sidewinder on November 11, 2007, 02:28am
Is there an easy way to use (individual) characters from the pack by normal swapping in herostat?
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: Gevth on November 14, 2007, 07:01pm
In simulator.engb, there is a line (levelset) in each enemy's entry that says:


      SPAWNER {
      aggressionlevel = 1 ;
      character = ultronstriker_a ;
      count = 1 ;
      damagereduction50 = true ;
      delaymax = 30 ;
      delaymin = 20 ;
      level = 0 ;
      levelset = true ;
      slot = 6 ;
      smart = false ;
      }


Although I don't know what it actually does, I suspect that's what keeps enemies up to your level in sim missions. I just don't know exactly how to test this. Well, actually I modified a couple of the npcstat characters to see if adding that line along with level=0 allowed for them to be the same level of your team when you "extract them", but alas, it would take me forever to get to Stark's Tower. Here's a pic of how MUA looks in my PC, after playing a little with 3d-Analyse.
(http://xs221.xs.to/xs221/07464/crazymua.JPG)
After this, it gets crazier...

Anyways, I'm asking for some enlightning here: Is there any chance for this to work? Does levelset do what I think it does? Can anybody try this? And where do you set the level of the npcstat characters(*)?

Sorry if this has already been tried before.

(*) since they're supposed to be level 30, but in npcstat it said they were level 5 or something. Which makes me guess it's not there where I should try levelset = true.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on January 31, 2008, 05:52pm
off topic spam deleted by moderator
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: pr1983 on February 20, 2008, 11:19am
real noob question here, so apologies in advance... i got the mod, and while it is quite awesome, i would rather keep certain characters and replace only the ones i don't like (for instance, i have both hulk and colossus anyways, so i don't want to replace colossus with another hulk), but anywho, i've been dying to get my hands on a hank pym, and when i got the mod, i did a search for the hank pym number (14202), but nothing came up, so im stuck atm...

again, sorry if i'm being stupid about this, i have read the whole thread, and havent seen an answer...
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on February 20, 2008, 12:45pm
real noob question here, so apologies in advance... i got the mod, and while it is quite awesome, i would rather keep certain characters and replace only the ones i don't like (for instance, i have both hulk and colossus anyways, so i don't want to replace colossus with another hulk), but anywho, i've been dying to get my hands on a hank pym, and when i got the mod, i did a search for the hank pym number (14202), but nothing came up, so im stuck atm...

again, sorry if i'm being stupid about this, i have read the whole thread, and havent seen an answer...

No, you aren't being stupid, but unfortunately there is no simple easy answer.
If I recall correctly, I gave the Giant Man skins the number 15710, 15711 etc,(or maybe 15701 in earlier versions, where he was a luke cage replacement). So that should make the skins find-able.
If you only want a 'giant man mod', and not all the others in the Avengers Mod, you will have to manually find the files relating to him (the skins, powersets, huds, packages etc) and copy those into the appropriate directories then manually edit him into your herostat file. Which, for a beginner, or anyone else, is quite a chore.
Unfortunately with MUA there are few simple, easy, ways to add new characters, which is why Mods tend to come 'prepackaged', which is good for single characters, but in big Mods can be frustrating if you only wanted one character.
If you ask nicely, someone may extract just the giant man stuff from the Mod (its been done for other Avengers in the Mod).
I wont do it myself, because I'm a lazy, lazy, man. But there are other, kinder, people here who may.     
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: pr1983 on February 20, 2008, 02:49pm
lol, i can sympathise, and i do appreciate the mod, it looks pretty damn good so far, its just that i've always preferred more x-men than avengers... :p i've manually added several characters, but yeah, i really get lost at times...

*wonders how nicely to ask to get that help*
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: Gevth on February 22, 2008, 12:00am
Hey, I'm trying to make an update for the npc>27 mod. Just now I managed to add an extra npc in Stark Tower that has an extra conversation that doesn't overwrite anyone's original conversation (so you can still complete the game's side-quests). Only 2 problems so far: the npc I wanted to appear was not the same one that showed up for some reason, and after walking for some time around the HQ, the game randomly crash.

Anyways, just wanted to share that. Once I figure out what's wrong I'll ask for proper permission to update it.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: pr1983 on February 22, 2008, 01:09pm
ok, i tried my hand at extracting all the giant man files myself... i went into the herostat.engb, and found that giant man had repaced luke cage (just like you had said), so i extracted all the files that said were containing luke cage or 157 in the title, but i have no idea if its enough or not... i looked but for the life of me i couldnt find a checklist for each file... ive been going through other characters i'd downloaded, so maybe ill get lucky...
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: Sidewinder on February 23, 2008, 04:12am
I can mail you a mostly working Giantman, Wasp and Tigra that don't overwrite other files. All of them have a non working manequin (shows the original hero - Luke Cage, Storm and Wolverine). Also Tigra has a bug in one power (the carge one) - but I kinda like her that way. Finally Tigra (and I expect the others as well) don't properly work in Murderworld as duplicates (you get Defaultmen instead of her).
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: Gevth on February 23, 2008, 10:45pm
Ok, this is kind of a "patch" (for the lack of a better word) for the NPC>27 mod. It will add 2 npcs (who'll look like defaultman, probably, I couldn't solve this issue) who you can talk to in order to trigger the swap conversations. That way you still have the option to talk to them regularly and complete certain missions, and you'll still be able to swap characters after completing the omega base mission.

http://www.sendspace.com/file/85c8cm
Instructions: Download, extract, and put them folders in the main MUA directory.

There are some other things I'd like to mention:
-It was made for my personal use, and I'm just sharing this because someone might find it useful.
-This is pretty rough. I haven't tested it thoroughly.
-It's the first step in what I hope will become a more polished mod, which will work with other mods (specifically speaking, the Official Characters mod, NR's new side missions and many, many, other character's mods). My big crazy plan is to have what I consider the ultimate MUA experience, which I'll explain when I get more work done.
-Thanks to tommyboy2002 (obviously) and Norrin Radd.


EDIT: Scratch all that, it doesn't work properly. Once the swap is executed, all scripts become locked, the character isn't instantly swapped, and once you get to the next mission you'll get your new character, but at level 1 and with no powers. So, that's it for the night.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: pr1983 on February 24, 2008, 07:54am
I can mail you a mostly working Giantman, Wasp and Tigra that don't overwrite other files. All of them have a non working manequin (shows the original hero - Luke Cage, Storm and Wolverine). Also Tigra has a bug in one power (the carge one) - but I kinda like her that way. Finally Tigra (and I expect the others as well) don't properly work in Murderworld as duplicates (you get Defaultmen instead of her).

ive had the murderworld problem already, and it didnt bother me... i'd really appreciate if you could mail me that, honestly, it'd be great...
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: pr1983 on February 26, 2008, 10:30am
genuine 'pologies for the double post

i actually found this thread (http://marvelmods.com/forum/index.php?topic=1534.new#new), but as i say in the thread itself, i've run into problems not having the xml files (or even matching xmlb ones).

so near and yet so far... :(
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: ppm on March 03, 2008, 09:22am
Quote
I can mail you a mostly working Giantman, Wasp and Tigra that don't overwrite other files. All of them have a non working manequin (shows the original hero - Luke Cage, Storm and Wolverine). Also Tigra has a bug in one power (the carge one) - but I kinda like her that way. Finally Tigra (and I expect the others as well) don't properly work in Murderworld as duplicates (you get Defaultmen instead of her).

Could you please mail it to me, too? My adress is paulrittel@gmx.de. thx
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: gameyoda on March 11, 2008, 08:20am
Downloaded it (the NPC mod), installed it, found some bugs. Most of the characters you select wont be swapped for your character and the skills will still remain the same as they were for the character that you just swapped out :/ .
Also discovered something else, most NPC names are just repeated, so you can never choose radioactive man for example (only the x-man are choosable, but most of them dont work).
And the hud heads dont appear for me.

I downloaded the mod from here: http://marvelmods.com/forum/index.php?topic=399.0 (http://marvelmods.com/forum/index.php?topic=399.0)
Is that the most recent one, or is there a version with this all fixed?
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on March 11, 2008, 09:31am
You have the most recent one.
After Norrin Radd released his HeroSelect programme, the NPC>27 Mod became a bit redundant as HeroSelect allows you to choose between lots of characters, which was the point of the NPC>27 Mod. So I never 'polished it up' or fixed the bugs.
The Mod was only ever a Beta (ie an unfinished prototype), and proof-of-concept.
It also had some inherent flaws (like no levelling up of selected NPC characters) that neither I nor anyone else ever found a fix for.
As for 'Most of the characters you select wont be swapped for your character and the skills will still remain the same as they were for the character that you just swapped out', it works for me, and pretty much everyone else who installs and uses it properly.
True, some of the characters don't work (about 4 or 5 out of about 40, IIRC, and these are mentioned in the README for the Mod), and others were very quick ports of XML2 characters which have since been done much better by other people as single Mods. Still others are just not that good, as I put it all together very quickly.

It's unlikely that I will fix any bugs. (This does not mean that I have 'abandoned' it, and its now in the public domain. Just so you know).
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: muafan on March 20, 2008, 08:37am
i downloaded  this mod and installed it. great mod but there are some issues .
1. cap. marvels skins (powers work fine) is defaultman. yes i installed the official chars. mod. and hawkeye works fine,.
2. scarlet whitch crases my game.
3. nick furys first skin is replace by cable ( i downloaded the cable mod)
any help will be appreciated.
p.s. can i put surfers herostat in with this mod? or does wonderman's files  replace him?
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: Teancum on March 20, 2008, 09:13pm
It's unlikely that I will fix any bugs. (This does not mean that I have 'abandoned' it, and its now in the public domain. Just so you know).

Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: CrowRider on March 25, 2008, 02:32am
can u try to make them with ORIGINAL and NEW moves not simply copying them? that kinda sucks nothing's new in the pack except the models
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: jonchang on March 25, 2008, 03:06am
If you don't like it, why don't you try making new stuff?
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on March 25, 2008, 03:29am
can u try to make them with ORIGINAL and NEW moves not simply copying them? that kinda sucks nothing's new in the pack except the models

Don't like it?
Delete from your hard drive and make your own.
EDIT:
Oh, and by the way: Giant Man= Original Powers. Vision= Original Powers. Quicksilver= Original Powers. etc etc etc Most characters have original Huds and Icons. So why not shut up 'till you actually know what you are talking about.
Lastly, it ill becomes someone too lazy and stupid to type out the word 'you', or use basic punctuation, to complain about anything someone else has made and given for free.
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: Sidewinder on March 25, 2008, 08:53am
Oh, and by the way: Giant Man= Original Powers.
Giant Man=Luke Cage IIRC + the added growth. Or did I miss something?
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: Teancum on March 25, 2008, 10:14am
Are you purposely trying to rock the boat??
Title: Re: Avengers Mod V2.0, 9/feb/07 NPC>27Mod Beta 19/feb/07
Post by: thetommyboy2002 on March 25, 2008, 11:12am
Giant Man=Luke Cage IIRC + the added growth. Or did I miss something?

Yes, you did. Giant Man can pick up and carry foes, Cage Doesn't.
Yes, Cage was the basis for Giant Man, but I don't believe anyone here has ever sat down and written a character's powerset from scratch, without re-using an existing characters code, FX, sounds etc. That's just the way it's done.So why would Giant Man be any different?
True, the process is better disguised in some Mods than in many of the Avengers I made, but then I made them quite early on after the game came out, so I think you'll find that by the standards of Modding back then, they are adequate. Not perfect, but what do you expect for nothing?

Frankly, I'm sick and tired of morons posting crap in this thread, and whining and complaining.
Thread locked.