Marvel Mods

Marvel Ultimate Alliance I & II => Mod Releases and Conversions => Misc. Modifications => Topic started by: BLaw on August 28, 2009, 03:53am

Title: Realism Mod - Part DEUX
Post by: BLaw on August 28, 2009, 03:53am
What's this mod about oh big ol' mister sir?
This "mod" is about making the game a tad bit harder, yet more enjoyable and a bit more realistic too. I do not provide preview pictures: discover it for yourself!

What does this mod version do?
 :galactus: Removes the attribute resistances of non-minigame villains and bosses to up the realism. Big size bosses maintain the resistances however. BECAUSE IT"S REALISTIC!

Advantages:
 :silvers:  You can now perform stun, knockback and every other attribute on the villains and bosses. I did not remove specific resistances on bosses, for example the little green orc/dwarf guy you encounter in Thor's realm, who has a resistance against energy damage.

Instructions
- Make a backup of NPCSTAT.engb in your MUA/data folder.
- Save the file in your MUA/data folder.
- Rename the file to NPCSTAT.engb (without caps)


CLICK HERE FOR A PREVIEW VIDEO OF DAKEN & THE REALISM MOD (http://www.youtube.com/watch?v=Moc9f4icRnk). Watch Thunderball being knocked around, stunned & being tripped!.


DOWNLOAD IT FROM MEDIAFIRE (http://www.mediafire.com/?znz5tmndjdy)


Part DREI will feature:
- Fixed resistances of some villains
- 200% more HP per realism villain

Reported bugs and such
-
Title: Re: Realism Mod - Part ONE
Post by: TheStorm on August 28, 2009, 04:03am
Thanks BLaw, sounds amazing, gonna try it :)
Title: Re: Realism Mod - Part ONE
Post by: Unknown on August 28, 2009, 04:22am
What a great mod BLaw.

EDIT: How many parts are you planning to create?
Title: Re: Realism Mod - Part ONE
Post by: BLaw on August 28, 2009, 04:24am
Not to be rude, but I hope you will edit your post after reading through the whole first post, instead of posting a new reply.

EDIT: As many parts I want to. If I am tired on working on something I either release it and making sure there are no bugs or pause till I wanna start working on it again.
Title: Re: Realism Mod - Part ONE
Post by: LX - Rampage on August 28, 2009, 05:13am
Sounds great, if I ever have the chance to try it, than I will.
Title: Re: Realism Mod - Part ONE
Post by: BLaw on August 28, 2009, 09:02am
Updated the first post with a preview movie of the Daken mod AND Realism mod. Was too lazy to make 2 videos, and forgot to put my music in it. I choose a random track without listening to it, so don't come to me and say the track is crappy.
Title: Re: Realism Mod - Part ONE
Post by: LX - Rampage on August 28, 2009, 12:21pm
Love the Daken mod, it's like an improved Wolverine, especially like, that he doesn't have a rage mod. The Realism mod is good too.
Title: Re: Realism Mod - Part ONE
Post by: ZOS on August 28, 2009, 03:19pm
Daken looks bad ass, indeed.
Title: Re: Realism Mod - Part ONE
Post by: nodnerg on August 28, 2009, 05:20pm
Blaw you are the man. I've only played a bit with the realism but I was glad to be able to give bullseye the beatdown he deserves lol, I even got him to go over the rail and he screamed to his death and I still got his item drop. Excellent work man.
btw I said bullseye because I loaded up a saved game and he was the nearest boss
Title: Re: Realism Mod - Part ONE
Post by: BLaw on August 28, 2009, 10:28pm
Thanks!

Nice, I didn't think of raildrops, but I'm glad that works too haha.
Been playing the MUA storyline with realism on. So far no bugs or left out bosses/villains.

Oh and extra info: giant bosses will count as minigame bosses.
Title: Re: Realism Mod - Part ONE
Post by: ZOS on August 29, 2009, 11:35am
Nice, I didn't think of raildrops, but I'm glad that works too haha.


Well, I tested it too. This sure makes some fights a lot easier whem you have a telekinekic! But it's fun.

On another note, I kinda wish the heros could perform the grab_smash on the bosses too. Is it possible?
Title: Re: Realism Mod - Part ONE
Post by: BLaw on August 29, 2009, 11:42am
Not yet. When I finished the Daken/Realism vid I found out. I'm currently working on Ultimate Sabretooth, when it's done, I'll turn my head to the Realism mod again, see if I can come up with more things.


Just to put 1 thing straight: I won't remove the minigame stuff from bosses nor will I up their HP. They will remain as they are.
Title: Re: Realism Mod - Part ONE
Post by: nodnerg on August 29, 2009, 12:25pm
Spiderman's grab-smash worked for me on scorpion
Title: Re: Realism Mod - Part ONE
Post by: BLaw on August 29, 2009, 12:51pm
Ah now I see why some can't be grabbed. Some villains have fightstyle_villains_big. I won't touch those, because I'm only going for the resistances. If I'm correct, most bosses can be grabbed (like Scorpion). Godlike bosses (like Thunderball) can't be grabbed. I might change it, because I find Thunderball to small for having villains_big :P
Title: Re: Realism Mod - Part ONE
Post by: ZOS on August 29, 2009, 01:42pm
Ohh... thanks for the info. Yeah, I actually tried Thunderball on his simulator mission!

EDIT: Nevertheless, it would be fun seeing Hulk perfoming his fourth power (forgot the name... he rushes towards the enemy and beat him in the ground) on Rhino!

But the 'realistic mode' is really fun anyway!
Title: Re: Realism Mod - Part ONE
Post by: Skippy33 on March 02, 2010, 08:49am
I know this is almost a year old, and I apologize for bringing back the thread, but I was wondering if any more was ever done with this concept?  I am dying to check it out, but the link is dead and I have not been able to find a working one anywhere by searching the boards.  Anybody still have a copy available?


Thanks for the reply Mr. Law - I love your work, btw - great stuff!
Title: Re: Realism Mod - Part ONE
Post by: BLaw on March 02, 2010, 09:20am
Not yet. I'll reupload it soon.
Title: Re: Realism Mod - Part DEUX
Post by: BLaw on March 07, 2010, 02:15pm
Uploaded version DEUX of the realism mod. This time, 100% less HP, which will be readded with another 100% in part DREI.
Have fun!
Title: Re: Realism Mod - Part DEUX
Post by: TEGC Rocco on March 11, 2010, 08:15pm
the link does not work
Title: Re: Realism Mod - Part DEUX
Post by: ragincajun on March 11, 2010, 10:35pm
the link does not work

exactly, because BLaw killed all of his download links following the Russian site incident.  you'll have to take it up with him if he's going to reupload it
Title: Re: Realism Mod - Part DEUX
Post by: Nowhere Man on March 11, 2010, 11:14pm
I hope so, this was one of my favourite mods. pretty please mr law. ^^
Title: Re: Realism Mod - Part DEUX
Post by: Dynamic Man on March 12, 2010, 04:25am
Mr. Law^^, are you going to make this mod compatible with latest Official Characters pack(version 1.2)?
Title: Re: Realism Mod - Part DEUX
Post by: BLaw on March 12, 2010, 04:42am
It is already.

And yes, all my mods and stuff are going to be reuploaded, but password protected.
Title: Re: Realism Mod - Part DEUX
Post by: BLaw on March 18, 2010, 11:22am
Reuploaded the realism mod.
Title: Re: Realism Mod - Part DEUX
Post by: Skippy33 on March 18, 2010, 11:44am
Is the password posted somewhere to download this?

Thanks for re-upping!


Edit:  Oops, sorry, I didn't notice that - I rarely pay attention to signatures, but I will from now on.
Title: Re: Realism Mod - Part DEUX
Post by: BLaw on March 18, 2010, 11:54am
Yes ofcourse with my visa and the code to use it. Ofcourse I do not POST passwords XD

See my signature.
Title: Re: Realism Mod - Part DEUX
Post by: Nowhere Man on March 18, 2010, 06:02pm
great, I've been looking forward to this :D

Yes ofcourse with my visa and the code to use it.

LOL!
Title: Re: Realism Mod - Part DEUX
Post by: jkilla1974 on March 18, 2010, 10:15pm
Guys, one question, do you have to restart the game to make it work right. I was in a saved game when I installed this mod and I notices Silver Surfer and Hulk training modules are missing and I have all of the originals back.
Title: Re: Realism Mod - Part DEUX
Post by: Nowhere Man on March 18, 2010, 10:32pm
I just installed it in my game without restarting and nothing changed in my sim missions.
Title: Re: Realism Mod - Part DEUX
Post by: tymaca321 on March 19, 2010, 08:58am
Blaw, just a idea but maybe its smart to post part 1 to. For people who liked the settings in part 1 better. (I preffer ''Deux''!) But its just a idea :D
Title: Re: Realism Mod - Part DEUX
Post by: Nowhere Man on March 19, 2010, 09:38am
the problem is that this one is compatible with the current version of the OC pack, which I believe part 1 wasn't.
Title: Re: Realism Mod - Part DEUX
Post by: jkilla1974 on March 19, 2010, 09:43am
Guys, thinking of doing a total re-install. Whats the best way;

1. Unistall the game
2. Go into reg-edit and make sure all Activision; MUA files are deleted.
3. Delete the entire MUA folder with all remains of mods and stuff.
4. Fresh istall of the game.
5. Install the OC Mod, most recent one.
6. Istall Blaws, 2 Heart of Ice, then Spiderman mod.
7. Istall Blaws Realism mod.
8. Then install all Boost mods, or newly added character mods.


Would this be the best order?
Title: Re: Realism Mod - Part DEUX
Post by: Nowhere Man on March 19, 2010, 10:42am
up to step 5 is a must, the rest you can do in any order. But you shouldn't really ask this here but in the general modding discussion forum.

a tip for you. if you wanna start the game with hard mode unlocked, chose not to delete your saved games.
Title: Re: Realism Mod - Part DEUX
Post by: jkilla1974 on March 19, 2010, 10:56am
I dont know what Im doing wrong here. I just tried to install the Daredevil swing mod. Could I be doing this wrong?I just copied the text from the herostat in the downloaded mod and past them into my herostat file over the character stats section. Then I paste the files from the mod into the data folder. I see the baton swing as an ability in th menu but he doesnt perform it. I do all of my hero stat editing in my heroselect folder. Im assuming this is right. The blade mod worked fine. Am I supposed to be doing something with compiling?
Title: Re: Realism Mod - Part DEUX
Post by: Nowhere Man on March 19, 2010, 10:58am
you shouldn't really ask this here but in the general modding discussion forum.

for real. I'll answer you there, open a new thread.
Title: Re: Realism Mod - Part DEUX
Post by: tymaca321 on March 19, 2010, 01:36pm
the problem is that this one is compatible with the current version of the OC pack, which I believe part 1 wasn't.

it wasnt? I could swear i played it...oh well (btw why it wasnt compatible, The oc should change nothing about your npcstat.engb right??)
Title: Re: Realism Mod - Part DEUX
Post by: Nowhere Man on March 19, 2010, 01:46pm
I had the previous one too. it's not like it made the game crash with the new oc pack or anything. it's just that now blaw made this one with the oc1.2 in mind.

BTW, all presumed from the previous posts in this thread. he's the only one who can aswer you properly =P.
Title: Re: Realism Mod - Part DEUX
Post by: BLaw on March 19, 2010, 03:07pm
I thought part 1 wasn't OC compatible due to some changes by Dark_Mark. I THINK. (Correct me if I'm wrong).

Either way, part DEUX is up to date, and I don't have part 1 anymore. The parts are just pun renames of the version number.
Title: Re: Realism Mod - Part DEUX
Post by: Rain on April 11, 2010, 07:42am
I really want to download this mod, but it asks me for a password and I cant download it. please some help
Title: Re: Realism Mod - Part DEUX
Post by: BLaw on April 11, 2010, 07:54am
Look about 1 centimetre up to your post.
Title: Re: Realism Mod - Part DEUX
Post by: LarsAlexandersson on April 11, 2010, 08:02am
I dont know what Im doing wrong here. I just tried to install the Daredevil swing mod. Could I be doing this wrong?I just copied the text from the herostat in the downloaded mod and past them into my herostat file over the character stats section. Then I paste the files from the mod into the data folder. I see the baton swing as an ability in th menu but he doesnt perform it. I do all of my hero stat editing in my heroselect folder. Im assuming this is right. The blade mod worked fine. Am I supposed to be doing something with compiling?

If you want a mod booster that uses fightstyle works. I can help you & anyone who has download those booster upgrades. I have a packages folder that includes characters & fightstyles pkgb files. But i must permit iammingy's first.
Title: Re: Realism Mod - Part DEUX
Post by: Rain on April 11, 2010, 08:07am
thank you very much for this mod, its really useful in game
Title: Re: Realism Mod - Part DEUX
Post by: tymaca321 on April 15, 2010, 03:30am
If you want a mod booster that uses fightstyle works. I can help you & anyone who has download those booster upgrades. I have a packages folder that includes characters & fightstyles pkgb files. But i must permit iammingy's first.

He just wants to install the DD swing booster.... That doesnt use a new fightstyle XD
Title: Re: Realism Mod - Part DEUX
Post by: LarsAlexandersson on April 15, 2010, 04:12am
He just wants to install the DD swing booster.... That doesnt use a new fightstyle XD

Actually it is. it uses is fightstyle_for_daredevil right. I've compiling the shared_talents.engb but it's too much to add them in there, so i've compiling the characters & fightstyles (add with for_ in the middle) pkgb files. I have all mods collected & some of them are fixed/updated  :). My packages/generated folders for those characters upgrades includes:
characters (add with fightstyle actor)
fightstyles (to working the fightstyle_name.igb (actors) & fightstyle_name.xmlb (data/fightstyles))

Oh btw. I'm a fixer/updater as Nowhere Man, but not Modder. I only add somethings missing on the mods & i want to make all Modders who make the mods & the other users who download them, LUCKY as i am. I can't watch em tired to doing their mods & add somethings missing on the mods.
Title: Re: Realism Mod - Part DEUX
Post by: tymaca321 on April 16, 2010, 09:20am
Actually it is. it uses is fightstyle_for_daredevil right. I've compiling the shared_talents.engb but it's too much to add them in there, so i've compiling the characters & fightstyles (add with for_ in the middle) pkgb files. I have all mods collected & some of them are fixed/updated  :). My packages/generated folders for those characters upgrades includes:
characters (add with fightstyle actor)
fightstyles (to working the fightstyle_name.igb (actors) & fightstyle_name.xmlb (data/fightstyles))

Oh btw. I'm a fixer/updater as Nowhere Man, but not Modder. I only add somethings missing on the mods & i want to make all Modders who make the mods & the other users who download them, LUCKY as i am. I can't watch em tired to doing their mods & add somethings missing on the mods.

You know i didnt really meant that literly right? Your talking about needing Iammingy's permission etc. He just asks a simple ''what am i doing wrong?'' question, seriously dude. I hope you can see whats wrong (btw i dont need to your characters packages and fightstyles folder :P). Back on topic, tryed it out Blaw and i must say its pretty sweet, really cant wait for part ''drei''
Title: Re: Realism Mod - Part DEUX
Post by: LarsAlexandersson on April 16, 2010, 08:33pm
You know i didnt really meant that literly right? Your talking about needing Iammingy's permission etc. He just asks a simple ''what am i doing wrong?'' question, seriously dude. I hope you can see whats wrong (btw i dont need to your characters packages and fightstyles folder :P). Back on topic, tryed it out Blaw and i must say its pretty sweet, really cant wait for part ''drei''

Which will be includes Swordsman & Super Skrull PSP boss fight. :)
Title: Re: Realism Mod - Part DEUX
Post by: tymaca321 on April 17, 2010, 02:04pm
Back on topic

dude, seriously, dont play dumb, you know what i meant :P.

Anyways Blaw, any date of when part drei/drie (:P) might be coming out?
Title: Re: Realism Mod - Part DEUX
Post by: BLaw on April 17, 2010, 02:45pm
I don't know yet, Perhaps soon. I'll see.^^
Title: Re: Realism Mod - Part DEUX
Post by: dann joe on January 06, 2011, 03:05am
Hey, could you give me the detailed instructions for this mod?
Title: Re: Realism Mod - Part DEUX
Post by: 4elementsefww on January 13, 2011, 02:09pm
I just tried out this realism mod, yeah I thought it was just for sim missions for some reason lol, so I'm a little late in using this mod, but I love it.  It brings more depth to the game and makes it, well.......realistic.  This is how the boss fights should be, I mean the bosses can knock us around, so why couldn't we.  I only played the first level with the scorpion fight, just to try it out but I know that this is gonna add a whole new layer to the game that previously wasn't there but should've been there, so I just wanted thanks and great job.  :)
Title: Re: Realism Mod - Part DEUX
Post by: Jerkman on January 14, 2011, 04:06am
the... mod... is... awesome!!! it makes the game SOOO much better. thanks for the hard work!!
Title: Re: Realism Mod - Part DEUX
Post by: Emily Frost on July 22, 2011, 05:15am
Hello Mister Law. This thread isn't the newest... but I just reinstalled mua and am reaquainting myself with what was released in the time I was away.
I noticed that for the majority of the entries in npcstat you have removed 'boss_resistances', but for Titannus you left it in tact and instead removed 'fightstyle_villain'.
Assuming thats not just an oversight, why that choice?

Love your work by the way. Always have.
Title: Re: Realism Mod - Part DEUX
Post by: BLaw on July 22, 2011, 05:22am
Because I looked up most Villains in the marvel directory. Those who shouldn't be knocked over shouldn't be knocked over and etc. But I might've skipped Titannus. There was a lot of villains to adjust.
Title: Re: Realism Mod - Part DEUX
Post by: Emily Frost on July 22, 2011, 04:50pm
No, I agree with your choices, just wondering about the fightstyle edit. I also noticed that originally certain foes have 'villain_resistances' and others have 'boss_resistances'. Were you able to find out what the differences are between these two or where they are defined?
Title: Re: Realism Mod - Part DEUX
Post by: BLaw on July 22, 2011, 04:53pm
Yes. Boss resistances means bosses are immune to everything except damage. Can't be knocked back, tripped, grabbed, and so on.
Title: Re: Realism Mod - Part DEUX
Post by: Emily Frost on July 22, 2011, 05:36pm
Oh... I see.

I know i've seen knock_resist by itself and also no_trip and no_grab (on Collosus) so thanks that helps me get a better understanding. I agree that it sucks not being able to trip grab or knockback bosses, so with that removed I have more control over that aspect by using the individual resists instead of the all inclussive one. I used to skip over boss_resistances & villain_resistances thinking they were just for effects like poisoning and charming (which they still might be I guess). That clears a lot up for me. Thanks!
Title: Re: Realism Mod - Part DEUX
Post by: leohoshi on April 03, 2012, 08:17am
" the Part DREI will feature:
- Fixed resistances of some villains
- 200% more HP per realism villain "

Very very nice. so it is now in the part DEUX ? so the HP of villains are normal still ? is the modder still working on it for the  Part DREI ?
Title: Re: Realism Mod - Part DEUX
Post by: Sematrix on July 05, 2012, 04:39pm
this makes the game a lot easier
Title: Re: Realism Mod - Part DEUX
Post by: Hobgoblin on September 30, 2012, 07:10am
Is there any work still being done on this mod?

I'm playing the game with it installed now and I'm a bit torn up about it. I certainly do like the added realism a lot, it never made much sense to me that guys like the Scorpion and the Shocker couldn't be knocked around while being clobbered up by the likes of Thor, Hulk, Thing and Ms. Marvel- possibly all at the same time. Also, I always had the urge to web up these guys with Spider-Man, and now all webbing tricks are allowed. Additionally, I always disliked how several nice powers and effects to get for your characters wouldn't do anything extra on the bosses. So yay, all for the realism mod! Thanks for the excellent work!

...but on the other hand, it certainly does make the game a lot easier. Some guys just won't be able to ever get a hit in when they keep being stunned or knocked over. And if there's any abyss in the arena, the bosses have even less of a chance. You can simply bash Ultimo over the side in the first stage of the Valley of the Spirits. I just got a gold star on Dr. Strange solo mission without any effort, other than grabbing Mordo with Levitation and throwing him off the edge.

I was wondering what could be done about it? Is it possible to edit the file so the bosses still get partial resistance? Or is the third edition of the mod still going to up the difficulty?
Title: Re: Realism Mod - Part DEUX
Post by: Lightning249539 on December 27, 2012, 03:30am
Thx Marvintage i can now throw the bosses around and use special attacks on them and i agree it makes the game more realistic when you do throw them around and stun them. :storm:
Title: Re: Realism Mod - Part DEUX
Post by: davisbr on September 02, 2016, 09:02pm
The realism is awsome.  I use it on the remastered mua 1.  Im wondering if Blaw could make one on the mua2.  That would be so cool.