Marvel Mods

Marvel Ultimate Alliance I & II => Mod Releases and Conversions => Topic started by: Norrin Radd on February 16, 2008, 10:20AM

Title: Cable Mod (Released) V1.2
Post by: Norrin Radd on February 16, 2008, 10:20AM
Cable Mod Released V1.2 (additional instructions at bottom of this post)
Download Here (http://www.mediafire.com/?dj2j3jdgjon)
Enjoy!

This is an updated version of the Cable made by BliZZ and worked on by others including Boreman, nodoubt_jr, and thetommyboy2002. The powers have mostly the same function as before. One added move is the double gun move. The animations are mostly different for every move compared to previous versions. The mod also includes right and left handed guns and a huge gun for use in his hand and on his back, all by iammingy.

Includes:
-9 skins by iammingy and boreman (you can use 6 at a time but the packages for all of them are included, so you can easily switch between them)
-2 mannequins by iammingy (you can use 1 at a time but you have a choice)
-gun and shoulder pad boltons (extracted and edited by iammingy)
-unique icons, banner, huds, loadscreen (loadscreen converted by iammingy)
-power sounds and voice sounds (voice sounds converted by Teancum)

Powers:
Bionic Arm: Increased melee attack with knockback.
Pistol Fire: Uses guns to fire projectiles, chance to knock down enemies hit.
Plasma Rifle: Uses rifle to fire intensely focused beam that can pierce through enemies.
Telekinetic Sweep: A burst of mental energy that knocks an enemy off their feet.
Confusion: A radial blast of mental energy that confuses enemies and makes them flee.
Time Distortion: A burst of mental energy that has a chance to slow enemies by 50% by distorting their perception of time.
Tactics: Uses combat knowledge to organize and prepare his allies, increasing defense.
Meditation: Channeling his mental powers, Cable heals himself and his allies
Psychic Slam: Surrounding enemies are hoisted into the air by telekinesis and slammed into the ground.

character screen with updated banner:
(http://xs224.xs.to/xs224/08076/cable_screen830.png.xs.jpg) (http://xs.to/xs.php?h=xs224&d=08076&f=cable_screen830.png)


Let me know if I am missing credits

Instructions

Removing the shoulder pads:
If you do not want the shoulder pads to be on each skin all the time, remove this line from the herostat
      BoltOn {
      bolt = Bip01 Spine2 ;
      model = models/bolton/cable_shoulder_pads ;
      slot = ebolton_cape ;
      }

If you do not want to change which skins use the shoulder pads, open the powerstyle file ps_cable.engb and edit these lines (either remove them for skins you don't want to have shoulder pads, or replace the skin_filter number with a skin that you do want to have shoulder pads)
      trigger {
      bolt = Bip01 Spine2 ;
      boltslot = ebolton_cape ;
      model = models/bolton/cable_shoulder_pads ;
      name = bolton ;
      skin_filter = 21005 ;
      time = 0 ;
      type = ce_bolton ;
      }


Changing skins:
The skins are numbered as shown above. The names for each skin are also given (although you can also change them to what you prefer). All the packages for each skin are given in the download. Since you can only have 6 skins at a time, you can't load all of them. By default, the first 6 from the list above are in the herostat. To change the skins:
1. Find the skin number you want to replace
2. Find the skin number you want to replace it with
3. Change the number of the skin in the herostat from the one you want replaced with the new one.
4. Also replace the name of the skin.

Example, replace Classic with Providence. Classic is 21001. So look in the herostat and you will see:
   skin = 21001 ;
   skin_01_name = Classic ;

By looking at the list above, Providence is the name of the skin we want to replace it with and the number is 21009. That means that the replaced version should look like:
   skin = 21009 ;
   skin_01_name = Providence ;


Mannequin switching:
There are two mannequins that come with the mod. One is numbered 21001.igb and the other 21002.igb. The game will only load the 21001.igb mannequin, so if you want to switch to the other one, just copy 21001.igb and rename 21002.igb to 21001.igb.
Title: Re: Cable Mod (comming soon)
Post by: Onua on February 16, 2008, 11:24AM
Oh cOol. I can't wait ! ;)
Title: Re: Cable Mod (comming soon)
Post by: Norrin Radd on February 19, 2008, 12:54PM
I would like to know what people want for the shoulder pads. There are two options

1. Shoulder pads on all skins all the time

2. Shoulder pads on select skins (so not all of them) but the pads will not be visible for any skin in the menu screen or when the players are in non-combat zones

Let me know what you think and I will adjust it. Vote for option 1 or 2.

I will post pics when I get a chance, for now see iammingy's thread for what the pads look like and the first post in this thread to see what a skin without pads would look like
http://marvelmods.com/forum/index.php?topic=435.msg29092#msg29092
Title: Re: Cable Mod (comming soon)
Post by: Rasdel on February 19, 2008, 02:11PM
Ok, let me see if i get it...

You are saying that EITHER...

All skins have shoulder pads...

OR

Shoulder pads that will appear ONLY on selected skins, BUT this pads will NOT be visible in the selected skin in everypart of the game, like for example the menu screen or non-combat zones

To be honest... i am kind of a perfectionist. I don't like stuff to look partially finished (even though it would be)... so i would rather say... option 1.

Even though my favorite looks for Cable don't use Shoulderpads:
http://www.marvel.com/universe3zx/images/7/7b/Cable_head.jpg
http://i20.photobucket.com/albums/b231/dpxcomics/ultimate/ultimatex076.jpg

I think that having the shoulderpads partially in-game would look off, and sometimes might get frustrating or even weird.

So i guess that we will probably be specting skins like:
http://www.adherents.com/lit/comics/img/c/Cable.jpg

Not one of my personalm favs but hey... still... their could be some adaptations of the other version but WITH shoulder pads... if done right... they will still rock.

Don't know what other people think... but i vote option 1 for those reasons.

Cheers
Title: Re: Cable Mod (comming soon)
Post by: Norrin Radd on February 19, 2008, 02:27PM
yes thats exactly what i meant, and thanks for the vote

i will post pictures hopefully tonight so people can make more informed decisions
Title: Re: Cable Mod (comming soon)
Post by: iammingy on February 19, 2008, 03:12PM
I vote for option 2 because:

1. Some costumes didn't have shoulder pads in comics.
2. People can "choose" the ones they want to have shoulder pads by editing the powerstyle. (versus the "all or none" situation in option 1, which lacks flexibility)
3. Cable doesn't need the shoulder pads anymore in non-combat zones because he's safe in non-combat zones... haha
Title: Re: Cable Mod (comming soon)
Post by: Teancum on February 19, 2008, 03:59PM
Maybe it's time to figure out re-rigging of models.  Then we can capture X model with pads in MUA, import, rig the skeleton and export.

Now I know that's another big step to learn, but in the end this is Cable we're talking about.  We want to do him right.

In the meantime I'd vote for #2 as well.
Title: Re: Cable Mod (comming soon)
Post by: Gevth on February 19, 2008, 04:05PM
I'm not quite sure I understand the options right, but I'll vote for #2 too.
Title: Re: Cable Mod (comming soon)
Post by: iammingy on February 19, 2008, 04:10PM
Quote from: Teancum on February 19, 2008, 03:59PM
Maybe it's time to figure out re-rigging of models.  Then we can capture X model with pads in MUA, import, rig the skeleton and export.

Now I know that's another big step to learn, but in the end this is Cable we're talking about.  We want to do him right.

In the meantime I'd vote for #2 as well.

Not sure about other modders, but I am trying learn that now...! ^^

Quote from: Gevth on February 19, 2008, 04:05PM
I'm not quite sure I understand the options right, but I'll vote for #2 too.

Option 1 means bolting the shoulder pads in the herostat. This means all skins will have the shoulder pads.

Option 2 means bolting the shoulder pads in the powerstyle. This means the shoulder pads can be bolted onto specific skins. The downside is you won't see the shoulder pads in non-combat zones because the powerstyle is not called in these areas.
Title: Re: Cable Mod (comming soon)
Post by: Norrin Radd on February 19, 2008, 04:26PM
Actually nevermind the vote, I will make it so that the downloader has a choice of option 1 or 2 and can easily switch, thanks for the votes so far
Title: Re: Cable Mod (comming soon)
Post by: Teancum on February 19, 2008, 04:50PM
I thought you could specify a skin for boltons in the herostat.  Or is that only FX?
Title: Re: Cable Mod (comming soon)
Post by: iammingy on February 19, 2008, 04:55PM
Quote from: Teancum on February 19, 2008, 04:50PM
I thought you could specify a skin for boltons in the herostat.  Or is that only FX?

Yeah, it only works for effects.
Title: Re: Cable Mod (comming soon)
Post by: Teancum on February 19, 2008, 05:02PM
Norrin, I assume you already are, but you should use that HUGE gun Iammingy posted in his thread.
Title: Re: Cable Mod (comming soon)
Post by: Norrin Radd on February 19, 2008, 05:05PM
Yeah I will, we had discussed it between ourselves before its release
Title: Re: Cable Mod (comming soon)
Post by: iammingy on February 19, 2008, 05:13PM
Yeah, it was tailor-made according to Norrin Radd's taste, but I thought other people might want it for their mods (eg. Forge, etc). So, I put the gun and the shoulder pads boltons in my thread instead. Since the skins are only gonna be used in the Cable mods, I will just release them thru the mods. :)
Title: Re: Cable Mod (comming soon)
Post by: Rasdel on February 19, 2008, 06:00PM
Quote1. Some costumes didn't have shoulder pads in comics.
2. People can "choose" the ones they want to have shoulder pads by editing the powerstyle. (versus the "all or none" situation in option 1, which lacks flexibility)
3. Cable doesn't need the shoulder pads anymore in non-combat zones because he's safe in non-combat zones... haha
As simply and funny option 3 may sound... it actually made sense in my head XD

Cheers
Title: Re: Cable Mod (comming soon)
Post by: Norrin Radd on February 21, 2008, 11:42PM
Here are some screens of the big gun move:
(http://xs124.xs.to/xs124/08085/marvel_cable143.png.xs.jpg) (http://xs.to/xs.php?h=xs124&d=08085&f=marvel_cable143.png)

He is pretty much all done, just the power sounds need to put in a file, which Teancum may be able to take care of

edit:
great  :thumbsup:
Title: Re: Cable Mod (comming soon)
Post by: Teancum on February 22, 2008, 04:55AM
Yeah, I'll take care of it by Tuesday at the latest.  I'll probably be done by tomorrow, but I don't want to hold myself to that cuz things come up.
Title: Re: Cable Mod (Released) V1
Post by: Norrin Radd on February 25, 2008, 10:00AM
Cable Mod V1 released, see first post. There are also some instructions for how to change the skins and shoulder pads on the skins, and also how to switch between mannequins.

thanks to Teancum for converting the voice sounds
Title: Re: Cable Mod (Released) V1
Post by: Kamasalasi on February 25, 2008, 02:36PM
Quick question! I installed the Cable mod, but when I have him do the regular attack, there is no animation, but there are sound effects. Did I install something incorrectly?

I suppose I should add that his heavy attack also is a bit off. His hands light up like he is charging it, but there is no visible attack, only the sound.
Title: Re: Cable Mod (Released) V1
Post by: Teancum on February 25, 2008, 02:42PM
You need the Official Characters Mod installed for almost all custom characters.  Install it first, then install Cable. (if you haven't already)
Title: Re: Cable Mod (Released) V1
Post by: Kamasalasi on February 25, 2008, 02:50PM
Definitely have it installed. :( Was playing with Cyclops, Hulk, etc last night.

Gonna reinstall again and see if that helps.
Title: Re: Cable Mod (Released) V1
Post by: Norrin Radd on February 25, 2008, 02:51PM
its possible i forgot to put a file in the download, i will check in a few hours

edit:
I assume you were starting a new game when you tried him, is this correct?
Title: Re: Cable Mod (Released) V1
Post by: Kamasalasi on February 25, 2008, 03:03PM
Not sure what happened, but reinstalling fixed it. Maybe I didn't have my Official Char mod completely up to date last time I installed. Anyways, thanks for the help and great work!

And definitely started a new game. I learned to do that every time...the hard way, heh.
Title: Re: Cable Mod (Released) V1
Post by: Norrin Radd on February 25, 2008, 03:09PM
Ok great news, thanks for letting me know
Title: Re: Cable Mod (Released) V1
Post by: Kamasalasi on February 25, 2008, 03:22PM
No prob. I'd rather ask to make sure the issue was on my end just to help iron out the problem as soon as possible and perhaps help others avoid sharing it.

Now I just need someone to put together a Domino mod so I can have the original X-Force. :D

But again, great stuff. Thanks.
Title: Re: Cable Mod (Released) V1
Post by: iammingy on March 06, 2008, 12:30PM
Norrin Radd, I have been playing your mod for a while. I found that I can't charge Bionic Arm. All I do is just one swing. Is is meant to be a "chargeable"?
Title: Re: Cable Mod (Released) V1
Post by: muafan on March 06, 2008, 12:32PM
sometimes bionic arm switchs places with confusion. anyone else hasve this problem?
Title: Re: Cable Mod (Released) V1
Post by: iammingy on March 06, 2008, 12:40PM
No, it has always been power 1, for me.
Power 6 is my favorite move now!!
Title: Re: Cable Mod (Released) V1
Post by: Norrin Radd on March 06, 2008, 12:45PM
Quote from: iammingy on March 06, 2008, 12:30PM
Norrin Radd, I have been playing your mod for a while. I found that I can't charge Bionic Arm. All I do is just one swing. Is is meant to be a "chargeable"?

Thats a good question, I will try to take a quick peak when I can. From what I remember, I don't want it to be chargeable, so if it is, then I will have to remove stuff.
Title: Re: Cable Mod (Released) V1
Post by: iammingy on March 06, 2008, 12:50PM
Quote from: Norrin Radd on March 06, 2008, 12:45PM
Thats a good question, I will try to take a quick peak when I can. From what I remember, I don't want it to be chargeable, so if it is, then I will have to remove stuff.

Oh, ok. I am asking because I saw this in the descriptions:

(http://xs225.xs.to/xs225/08104/bioarm404.jpg.xs.jpg) (http://xs.to/xs.php?h=xs225&d=08104&f=bioarm404.jpg)
Title: Re: Cable Mod (Released) V1
Post by: Norrin Radd on March 06, 2008, 12:53PM
Ok thanks, I'll try to remove it then update
Title: Re: Cable Mod (Released) V1
Post by: Teancum on March 06, 2008, 01:42PM
Gotta say how much I love this mod.  Been using it to work on XML1 conversion stuff.
Title: Re: Cable Mod (Released) V1
Post by: Norrin Radd on March 06, 2008, 05:26PM
Ok i removed the 'charging' thing, thanks for the notice iammingy. It's still the same link.
Title: Re: Cable Mod (Released) V1
Post by: iammingy on March 06, 2008, 05:40PM
No problem. I wasn't sure whether it was intended or not. Thanks for the update.
Title: Re: Cable Mod (Released) V1
Post by: MEFIS on April 06, 2008, 09:17PM
how can I fix this problem?I try to install cable mod and...(http://i002.radikal.ru/0804/4d/ccc0b20e3189t.jpg) (http://radikal.ru/F/i002.radikal.ru/0804/4d/ccc0b20e3189.jpg.html)
Title: Re: Cable Mod (Released) V1
Post by: Norrin Radd on April 07, 2008, 07:47AM
There may be a problem with your herostat. I do not think it is a problem with the mod itself. How did you try to install him?
Title: Re: Cable Mod (Released) V1
Post by: AskaniSon on April 29, 2008, 01:08PM
I just wanted to take a few minutes to thank everyone involved with making this Cable mod a reality.  Cable is my favorite Marvel character bar-none and I was really disappointed that he didn't make the cut in MUA.  I have used Blizz's Cable mod but this one is so superior to that one.  I'm loving every minute of it.  I do have one or to questions to whoever feels like answering:


1) After I use Cable's plasma cannon it stays in his hand regardless of what other attack I do until a room is loaded or I go into hero select at a shield location.  It's not really a big deal but I was just wondering if I did something wrong on my end.

2) Is it at all possible (or feasible) to give Cable a psimitar attack?  I imagine a boost like Moon Knights staff boost where Cable pulls out a Psimitar for a period of time and has increased melee and mental damage for the duration of the boost.  Just wondering.


All in all though, great job and thanks for putting so much effort in something you didn't get paid for.  Now if I can just get that darned Cable mod working on X-Men Legends II...
Title: Re: Cable Mod (Released) V1
Post by: Norrin Radd on April 29, 2008, 03:20PM
Quote from: AskaniSon on April 29, 2008, 01:08PM
1) After I use Cable's plasma cannon it stays in his hand regardless of what other attack I do until a room is loaded or I go into hero select at a shield location.  It's not really a big deal but I was just wondering if I did something wrong on my end.

I'm not sure what is wrong because I don't have this problem. He should always put his gun away after he shoots.

Quote from: AskaniSon on April 29, 2008, 01:08PM
2) Is it at all possible (or feasible) to give Cable a psimitar attack?  I imagine a boost like Moon Knights staff boost where Cable pulls out a Psimitar for a period of time and has increased melee and mental damage for the duration of the boost.  Just wondering.
This should be possible although you would need to check for the right animations. Right now this mod has similar powers as to what he has in XML2 PSP version.
Title: Re: Cable Mod (Released) V1
Post by: AskaniSon on April 29, 2008, 04:23PM
Could the gun issue be rooted in the fact that I have the Next Gen mod installed by not the Official character mod?  I thought about it but since Cable was the only one I really wanted to use I didn't install it. 
Title: Re: Cable Mod (Released) V1
Post by: Norrin Radd on April 29, 2008, 04:55PM
hm, I don't think so. Did you make sure to delete all your old Cable files and herostat before installing this mod?
Title: Re: Cable Mod (Released) V1
Post by: AskaniSon on April 29, 2008, 05:02PM
Sure did.  I just had to re-format my hard drive so it was a fresh install of MUA as well as the Cable Mod
Title: Re: Cable Mod (Released) V1
Post by: Larcetin on April 30, 2008, 08:15AM
I also have this problem sometimes, but he puts the gun away after i use the attack a second time.


Title: Re: Cable Mod (Released) V1
Post by: Norrin Radd on April 30, 2008, 08:19AM
Thanks for letting me know, that's pretty weird if it works sometimes but other times it doesn't. If it didn't work at all it may be easier to find what the problem is.
Title: Re: Cable Mod (Released) V1
Post by: Teancum on April 30, 2008, 08:30AM
I've noticed that some AI have these sorts of problems.  For instance, when the AI is using Gambit there's occasions where the staff doesn't disappear after a move.  It's possible that's a bug with the game, as some people have reported default characters doing that too.
Title: Re: Cable Mod (Released) V1
Post by: AskaniSon on April 30, 2008, 10:00PM
I finally had a chance to play around some more with the Cable mod and I found some additional issues.  Again I am not complaining as I think this mod is friggin awesome.  But I'm hoping that maybe addressing the issues I'm having will help lead to whatever I might've done wrong:

1) Along with the previously addressed issue of Cable's bolton plasma rifle being stuck in his hand once he uses it, the gun has a massive delay. 
   You activate it and about 3-5 seconds later it fires.
2) A lot of Cable's basic melee animations seem to be missing.  I can walk up to a destructible object, hit the button and destroy it but Cable makes no swing.  This is prevelent with the basic and strong attacks.  Most of the other melee attack seem to work.

So again this may just be how the mod was written and if so, that's cool.  But if not I'd like to figure out what's wrong and resolve it.  Thank you to anyone who takes time out to listen and pontificate with me about this.
Title: Re: Cable Mod (Released) V1
Post by: Norrin Radd on April 30, 2008, 10:22PM
For the first issue, the gun move was made to do that.

For the second issue, you could try installing the latest version of the "official" character mod, since you may need some files from there. Also you should make sure to start a new game because he uses a new fightstyle.
Title: Re: Cable Mod (Released) V1
Post by: AskaniSon on May 01, 2008, 09:15AM
Ok cool, I'll definately install the Official characters MOD and I'm assuming that as long as I don't edit the herostat.engb I can take advantage of those files without actually adding any of those characters.  I was also wondering how to go about changing up Cable's passives.  Currently, the Dominus Objective and the Cone of Silence passives are attached to his X-Force skin, and just because I'm a big Cable geek I thought they would make more sense attached to his Tech Support skin.  Just wondering if I could switch those around.
Title: Re: Cable Mod (Released) V1
Post by: Norrin Radd on May 01, 2008, 09:34AM
decompile the file cable.engb in /talents
look near the end of the file and you will see how the passives are setup. You can change them from there.
Title: Re: Cable Mod (Released) V1
Post by: AskaniSon on May 01, 2008, 09:55AM
Much abliged, Norrin.  As always, you rock.
Title: Re: Cable Mod (Released) V1
Post by: AskaniSon on May 02, 2008, 08:19AM
Hey guys, I just wanted to let you know that after installing the Official Character mod, Cable now handles like a dream; all his animations are present and his bolton gun works properly as well.  Thanks again to everybody who took time out and answer this newbie's questions and thanks again to everybody involved in making this awesome mod.
Title: Re: Cable Mod (Released) V1
Post by: Norrin Radd on May 02, 2008, 10:25PM
That's great to hear :thumbsup:
Title: Re: Cable Mod (Released) V1
Post by: PacaveliTheDon on May 03, 2008, 12:51PM
just an idea...have u ever thought about making a Cable model where he's super jacked...maybe using Colossus as a base...
http://www.newsarama.com/marvelnew/Cable/Cable1cover.jpg.jpg
Title: Re: Cable Mod (Released) V1
Post by: Norrin Radd on May 03, 2008, 12:53PM
The problem is that most models are symmetric. We were lucky to get a couple that weren't so that iammingy and boreman could make some great Cable skins.
Title: Re: Cable Mod (Released) V1
Post by: AskaniSon on May 07, 2008, 01:37PM
Quote from: Norrin Radd on May 01, 2008, 09:34AM
decompile the file cable.engb in /talents
look near the end of the file and you will see how the passives are setup. You can change them from there.

Just wanted to report that I successfully moved Cable's passives around.  Then I got to thinking....

I never liked the idea of certain passives assigned to certain costumes.  I usually pick my favorite skin and stick with it.  So why not move them around for everybody?  Then I got to wondering if you could add more than 3 passives to any one skin.  Has anybody ever tried that?  Is it even possible?  Just wondering.
Title: Re: Cable Mod (Released) V1.2
Post by: Norrin Radd on September 05, 2008, 09:23AM
Mod updated with small fix to talent file and powerstyle (for first power). If you have the older version just overwrite the talent and powerstyle files.
Title: Re: Cable Mod (Released) V1.2
Post by: Grig 32 on June 06, 2009, 03:33AM
Sorry to bump this, but the download link is gone
Title: Re: Cable Mod (Released) V1.2
Post by: Dihan on June 06, 2009, 03:58AM
Use the link in the mod catalogue.
Title: Re: Cable Mod (Released) V1.2
Post by: Galactus on August 06, 2009, 09:06AM
i cant download it!
can anyone tell me why or make a new download? plz
i want to play with cable
Title: Re: Cable Mod (Released) V1.2
Post by: marvelfan12345 on August 06, 2009, 09:07AM
Please use the link in the character mod catalog as said right before your post.
Title: Re: Cable Mod (Released) V1.2
Post by: San-Ra on July 09, 2011, 08:38PM
thanks for the cable skin!!  :cable: :cable: :cable: :cable: :cable:
Title: Re: Cable Mod (Released) V1.2
Post by: jimbo32 on June 10, 2012, 03:33AM
Any chance someone still has the screenshot of all nine skins kicking around? The link in the OP is broken, and it'd be really great if I didn't have to spend an age swapping stuff around in herostat just to pick the ones I like.

Thanks!

Title: Re: Cable Mod (Released) V1.2
Post by: fox456 on June 10, 2012, 04:48AM
This might help -- there are five Cable skins with individual pictures here:

http://marvelmods.com/forum/index.php/topic,4122.msg77510.html#msg77510
Title: Re: Cable Mod (Released) V1.2
Post by: jimbo32 on June 10, 2012, 07:55PM
Thanks for the link, but those skins seem to be for a different model (dark_mark's Cable I believe). From what I can find, that version has never been made into a working mod. It's a shame too - the mannequin looks great.
Title: Re: Cable Mod (Released) V1.2
Post by: 15cyber on July 19, 2013, 02:36AM
cable v1.2 link  off
Title: Re: Cable Mod (Released) V1.2
Post by: Johnny Crazy on July 21, 2013, 02:56AM
Quote from: 15cyber on July 19, 2013, 02:36AM
cable v1.2 link  off
Did you try here? http://marvelmods.com/forum/index.php/topic,399.0.html

Still works.
Title: Re: Cable Mod (Released) V1.2
Post by: 15cyber on July 21, 2013, 03:21PM
Quote from: Johnny Crazy on July 21, 2013, 02:56AM
Did you try here? http://marvelmods.com/forum/index.php/topic,399.0.html

Still works.
Thanks :D