Marvel Mods

X-Men Legends I & II => Mod Releases and Conversions => Topic started by: nodoubt_jr on June 09, 2007, 02:17PM

Title: XML1 NPC/Bosses
Post by: nodoubt_jr on June 09, 2007, 02:17PM
now that i have the files for XML1, i'll be working on NPC and Bosses from the first game for use in XML2.  Once they are done i will see about converting them to full on playable charcters, but for now they are just NPC.  If you want to try them out, use them in the dangerrom or hex them into one of your save games. ( you can learn how to do that here http://thegamersjournal.com/rpg/pc/xmenlegends2/hex.php).

Marrow XML1 Boss NPC

http://www.momoshare.com/file.php?file=da73a62140d0ae7a31c1f888cc0ba67a

pics:
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0096.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0098.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0099.jpg)

enjoy

edit: to have her show up in the dangerrom without unlocking put her in npcstat in between Holocaust and Mikhail
Title: Re: XML1 NPC/Bosses (latest : Marrow)
Post by: nodoubt_jr on June 09, 2007, 02:19PM
Havok XML1 NPC Boss

http://www.momoshare.com/file.php?file=639935acd774472cebf76796b7b6122a

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0085.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0086.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0091-1.jpg)

notes: all his attack work, i might have missed some, so i might update him in the near future

upnext: Avalanche and the Shadow King
Title: Re: XML1 NPC/Bosses (latest : Marrow)
Post by: BliZZ on June 09, 2007, 02:38PM
If I remember correctly, he only had the 2 attacks. His effects need to be recolored yellow, not sure if anyone did that for the playable version...

I know it'll sound like a lot, but would you mind also porting boss versions of the other B'hooders? (Toad, Mags, Mysty-Q, Toothy, Pyro, Blob, Juggs)
They'll come in handy if we ever get XML1 maps working....
Title: Re: XML1 NPC/Bosses (latest : Marrow)
Post by: nodoubt_jr on June 09, 2007, 02:44PM
yeah i was planning on doing all of them (even the charcters already in XML2 like Pyro and Sabretooth), just in case they had differnet powers or effects.  Im going ot start with those not in XML2, then i'll do the others.

I kind of like Havok's effects being all white, but i'll recolor them yellow, just so they look better.
Title: Re: XML1 NPC/Bosses (latest : Marrow)
Post by: BliZZ on June 09, 2007, 02:54PM
NPC Pyro isn't the same, since boss Pyro had a minion spawn move. Boss Sabes isn't anywhere to be found in 2, and i think Mystique's was cut down (she has no bomb in 2). The only one who MIGHT be the same is Blob.
Title: Re: XML1 NPC/Bosses (latest : Marrow)
Post by: nodoubt_jr on June 09, 2007, 03:02PM
thanks for the info, ive never played XML1 so i have no idea about what powers they had or what effects colors should look like, i'll start on avalanche.
Title: Re: XML1 NPC/Bosses (latest : Marrow)
Post by: darkmythology on June 09, 2007, 06:26PM
My MUA mod has most of Avalanche's effects recoloured already. I don't know if they're the same colours as in XML1, but they have a nice orangey-red theme, and look decent enough, if you don't want to go through all the effort with him again.
Title: Re: XML1 NPC/Bosses (latest : Marrow)
Post by: BliZZ on June 09, 2007, 06:32PM
Yeah, and I think you are going to have some trouble with Avalanche's effect models. I know I did (and I MAY have come up with a convoluted fix, but I am too busy atm to test....)
Title: Re: XML1 NPC/Bosses (latest : Marrow)
Post by: nodoubt_jr on June 09, 2007, 06:40PM
Quote from: darkmythology on June 09, 2007, 06:26PM
My MUA mod has most of Avalanche's effects recoloured already. I don't know if they're the same colours as in XML1, but they have a nice orangey-red theme, and look decent enough, if you don't want to go through all the effort with him again.

yeah i was going to ask you if i could use the ones you colored, i'll go ahead and use those, thanks :)

blizz, if i have problems with his effects models, i'll look at your mod and see what is different
Title: Re: XML1 NPC/Bosses (latest : Marrow)
Post by: BliZZ on June 09, 2007, 06:42PM
I never did one. Dark had a unique idea (make it an effect), but I'd still kinda like to see the model eventually worked in.
Title: Re: XML1 NPC/Bosses (latest : Marrow)
Post by: nodoubt_jr on June 09, 2007, 06:44PM
oh sorry it was burning rages mod
Title: Re: XML1 NPC/Bosses (latest : Marrow)
Post by: darkmythology on June 09, 2007, 07:54PM
Hey Blizz, what model/effect are you thinking of specifically? I had to rename or tweak a couple, but I don't recall any being that terrible to work with.




Of course, I've blocked out most of that week from my mind since it was so long and (relatively) a nightmare, so I've likely just convinced myself that it was a happy time...

EDIT: Ohhhh do you mean the cage thing? Yeah, that was totally not working no matter what I did. It was a royal pain in the everything...
Title: Re: XML1 NPC/Bosses (latest : Marrow)
Post by: DJay Saint on June 09, 2007, 08:01PM
Quote from: nodoubt_jr on June 09, 2007, 06:44PM
oh sorry it was burning rages mod

I never finished that mod because for some reason, when I selected Avalanche my game would crash.  I still haven't figured out why.  It sucks immensely, as some of the powers were placeholders for kicks and giggles until I actually got to test Avalanche and see what worked, and what didn't.  I might go back to it some day, but for now, he's at the bottom of the list...  Well, just one notch above Jubilee.
Title: Re: XML1 NPC/Bosses (latest : Marrow)
Post by: nodoubt_jr on June 09, 2007, 08:10PM
yeah crashing mods suck, both my Cable and Magma mods crash, and i dont know why, ive checked everything too
Title: Re: XML1 NPC/Bosses (latest : Marrow)
Post by: nodoubt_jr on June 09, 2007, 08:18PM
Avalanche NPC Boss

http://www.momoshare.com/file.php?file=6ad852d697e107cc372092fa4e1520f0

edit: projectile is now fixed http://www.momoshare.com/file.php?file=037219f37837ba990bc59f29c20a97c6

pics:

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0106.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0112.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0114.jpg)

and his xtreme
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0117.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0118.jpg)


notes:
darkmythology colored the effects, they look really good so thanks :)
Title: Re: XML1 NPC/Bosses (latest : Marrow)
Post by: BliZZ on June 09, 2007, 08:20PM
Earth Cage!!!?!!?!?!? How??? Does the projectile work too?
Title: Re: XML1 NPC/Bosses (latest : Avalanche)
Post by: darkmythology on June 09, 2007, 08:22PM
Yeah, seriously. Earth Cage was so screwy I had to re-engineer the power to get anything even close to it to work! How'd you do that?
Title: Re: XML1 NPC/Bosses (latest : Avalanche)
Post by: nodoubt_jr on June 09, 2007, 08:27PM
the projectile, some white energy drags on the floor and once it touches you a lava spike pops up and knocks you back, its kind of screwy, if it doestn touch you, the spike never riese and it does no damage.

about Earth Cage, i dont know.  I just copied line for line, and put it in XML2 format.

That xtreme suprised me, i had no idea it would actually work like a playable characters xtreme.
Title: Re: XML1 NPC/Bosses (latest : Avalanche)
Post by: BliZZ on June 09, 2007, 08:29PM
So then the projectile is still broken. XML1 Dom sent a projectile out, with a crack following it on the ground IIRC.

The fact that you got Earth Cage working, though :bowdown1:
Title: Re: XML1 NPC/Bosses (latest : Avalanche)
Post by: Teancum on June 09, 2007, 09:25PM
Sweet lovin' :thumbsup2:  He is soooo going in the XML2 Booster :D
Title: Re: XML1 NPC/Bosses (latest : Avalanche)
Post by: nodoubt_jr on June 09, 2007, 09:55PM
the shadow king has alot of effects to convert, i think im going to skip him for now, and do him after im done with finals at school.  up next mystique.
Title: Re: XML1 NPC/Bosses (latest : Avalanche)
Post by: nodoubt_jr on June 10, 2007, 06:15PM
damn, mystique is going to take a little longer.  all her powers are working, except both gun powers do no damage, and the bombs dont show up when being thrown, but they do explode.  Her morphing power is working find.
Title: Re: XML1 NPC/Bosses (latest : Avalanche)
Post by: nodoubt_jr on June 10, 2007, 07:52PM
Mystique XML1 Boss NPC

http://www.momoshare.com/file.php?file=fee28c5efd2a256ded8aeeb86a36a9c3

fixed powerstyles and entities
http://www.momoshare.com/file.php?file=30443125fbb65183fcbb8323948cf976

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0120.jpg)

this power is still not working properly, it shoots straight instead of shooting in an arc.  I might steal some of Bishop stuff to make this one work.
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0121.jpg)

Morphing
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0126.jpg)

Exploding Grenades
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0129.jpg)

i might upload a better version later on, as one of the powers still doestn wrok properly, but at least it does damage now
Title: Re: XML1 NPC/Bosses (latest : Avalanche)
Post by: BliZZ on June 10, 2007, 07:55PM
Damn you, nodoubt_jr! First you get Earth Cage working, now Mystique's Metamorph? You are making the rest of us look stupid :laugh:
Title: Re: XML1 NPC/Bosses (latest : Avalanche)
Post by: DJay Saint on June 10, 2007, 07:56PM
For the record, I had Earth Cage working...  I just couldn't get it working with Avalanche because he kept crashing.  :rofl:
Title: Re: XML1 NPC/Bosses (latest : Avalanche)
Post by: nodoubt_jr on June 10, 2007, 07:59PM
Lol. Morphing is pretty fun too.  Well except when she turns into one of those sewer bugs, it just looks weird running while standing up and shooting at people.
Title: Re: XML1 NPC/Bosses (latest : Avalanche)
Post by: BliZZ on June 10, 2007, 08:02PM
Sweet. Pyro next, maybe? (His minion spawn was pretty cool, so it is kinda 2 chars in one (though I forget if his DR version had it, his boss one did))

Hey, do you have MUA? We're gonna eventually need someone to port these boss versions to MUA, and since you seem to have the magic touch......
Title: Re: XML1 NPC/Bosses (latest : Avalanche)
Post by: jonchang on June 10, 2007, 08:07PM
Hey have they made you a Marvel Modder, nodoubt? Cuz ur stuff is great! Especially Earth Cage and Metamorph.
Title: Re: XML1 NPC/Bosses (latest : Avalanche)
Post by: nodoubt_jr on June 10, 2007, 08:12PM
i do have MUA, but i cant play it cuase of my crappy computer/video card.  so i wouldnt be able to test anything.

yeah i'll do pyro, it might take a little longer cause i gotta go study for finals (im done tuesday, so i'll start again that day)

Nope not a marvel modder yet, probably cause my playable character mods keep crashing, lol
Title: Re: XML1 NPC/Bosses (latest : Avalanche)
Post by: BliZZ on June 10, 2007, 08:12PM
Blech, the same doesn't work for MUA Mystique. I figgered it was the lack of a handler, and it is. *curses*

Sorry for the off-topic, carry on......
Title: Re: XML1 NPC/Bosses
Post by: nodoubt_jr on June 10, 2007, 10:07PM
Multiple Man NPC Boss

fixed version:
http://www.momoshare.com/file.php?file=c8d66849f31450c0db6517896c80fd6a

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0135.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0134.jpg)

Notes:
This was i guess a hidden thing in XML1
Title: Re: XML1 NPC/Bosses
Post by: ratmon on June 10, 2007, 10:11PM
wierd he had a multiple ability
Title: Re: XML1 NPC/Bosses
Post by: nodoubt_jr on June 10, 2007, 10:13PM
ok got his hud_head working
http://www.momoshare.com/file.php?file=d57486c9cc95f88bf4a60f04d0275357

i'll work on the damage thing

edit: this is weird, i found a mistake under charactername in powerstyles, i changed it to Madrox.  But now his dupes also duplicate, and you get a bunch of Multiple Man's all at level 30, but they all dont do anything.  Weird, he does have a fighstyle (villain), how do i get the dupes to actually fight?  With the other mistake, the attackers were all level 1 defaultman in Madrox's skin, and they acutally fought you.  Now i get about 20 Multiple Man all bouncing back and forth, occasionally duplicating, but never fighting.
Title: Re: XML1 NPC/Bosses (Latest: Multiple Man)
Post by: nodoubt_jr on June 11, 2007, 01:39PM
i think multiple man is done for now, his skeleton doesnt seem to have any attack moves.  i added damage to his multiplying power, which wasnt such a good idea as each time he created a new dupe it cuased my player damage, so they didnt even last 30 seconds before they were killed as he was multiplying non stop.  For now im done with him, maybe done the line i'll use someone else skeleton.
Title: Re: XML1 NPC/Bosses (Latest: Multiple Man)
Post by: BliZZ on June 11, 2007, 05:14PM
Awesome! Awesome! Awesome! Awesome! Awesome!

Dude, a multiplying Multiple Man? Did I mention awesome? What a sweet use for X-Man's voice this could be.
Title: Re: XML1 NPC/Bosses (Latest: Multiple Man)
Post by: nodoubt_jr on June 11, 2007, 05:35PM
i know i was so excited when i got it to work, lol.  I only wish he could do some damage, but the multiplying thing is still cool.
Title: Re: XML1 NPC/Bosses (Latest: Multiple Man)
Post by: BliZZ on June 11, 2007, 05:38PM
Does he have a "Multiplying" animation built in? If not, you might as well give him a new skeleton/powers.
Title: Re: XML1 NPC/Bosses (Latest: Multiple Man)
Post by: nodoubt_jr on June 11, 2007, 05:48PM
yep he has one for starting and one for ending, it looks like he is having a seizure.  Im trying to look for a skeleton that looks good while multiplying, and will actually fight or hit
Title: Re: XML1 NPC/Bosses (Latest: Multiple Man)
Post by: nodoubt_jr on June 12, 2007, 08:03PM
still working on pyro, he seems to have a lot of attacks, his powerstyle so far is the longest.  How different are they from Sunfires?  it seems with so many attacks they could have made him unique.  Oh well i gotta finish his powerstyles, so i can test him out.  It sucks that when you play NPC you can only use 4 of there powers, seems some have more than just 4 attacks.
Title: Re: XML1 NPC/Bosses (Latest: Multiple Man)
Post by: jonchang on June 12, 2007, 08:05PM
You know something, I think you deserve the title of Marvel Modder, for getting
Mystique's metamorph to work, and Avalanche's Earth Cage. And now, a multiplying Multiple Man.
Title: Re: XML1 NPC/Bosses (Latest: Multiple Man)
Post by: nodoubt_jr on June 12, 2007, 08:09PM
lol, not until i get a workable mod going.  Ive done 4, and all crash with new games.
Title: Re: XML1 NPC/Bosses (Latest: Multiple Man)
Post by: ratmon on June 12, 2007, 08:31PM
 :bowdown1: :bowdown: OMG you are very good at this i already add them to the danger room since most of the danger room charecters sux. I think x-men legend 1 danger room was beter.
Title: Re: XML1 NPC/Bosses (Latest: Multiple Man *Fixed*)
Post by: nodoubt_jr on June 13, 2007, 01:59PM
I fixed Multiple Man, the problem was that fightstyle villian didnt work for him, i just simply changed it to fighstyle hero, and now he fights.  So i didnt replace his skeleton.

Fixed Version
http://www.momoshare.com/file.php?file=c8d66849f31450c0db6517896c80fd6a

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0138.jpg)

knocking out Invisible Woman
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0143.jpg)

notes: if you fight him in the dangeroom he wont duplicate, his first instict is too fight you, instead of duplicating, but he does multiply if you fight him in the game.

i also removed team = enemy from his dupes description, so now if you want to use him as a hero, his dupes wont beat the crap out of him.  Also he does have a limit to how many dupes he can creat, i dont know the limit, but after a while everytime he tries to duplicate no new dupe appears.
Title: Re: XML1 NPC/Bosses (Latest: Multiple Man *Fixed*)
Post by: boreman on June 13, 2007, 02:13PM
That's total, absolutely, über awesomessness!!! Is there any thread that says how to convert XML2 mods to MUA? because I just can't wait to play Madrox.

EDIT: forget it, i'll search by myself later, just wrote that question rethorically.
Title: Re: XML1 NPC/Bosses (Latest: Multiple Man *Fixed*)
Post by: ratmon on June 13, 2007, 02:23PM
quick question may sound stupid but if you got the bosses to work what would be the differents to get the heros to work like Magma i would of guest would been easier and i 100% glad your on the xml2 side. Can't wait untill you get shadowking working that would be of the hook.
Title: Re: XML1 NPC/Bosses (Latest: Multiple Man *Fixed*)
Post by: BliZZ on June 13, 2007, 02:30PM
Well, you would've guessed wrong, seeing as XML1 powers leveled up completely differently, used separate models for entities, had LOTS of effects that needed recoloring, and, in some cases, used different handlers that don't exist in XML2.

boreman: Inserting the files will result in most chars working properly, it is the balancing (energy, damage) and the lack of certain handlers in MUA (Mystique's shapeshift, Bishop's gun), as well as the custom powers that are super time-consuming.
Title: Re: XML1 NPC/Bosses (Latest: Multiple Man *Fixed*)
Post by: nodoubt_jr on June 13, 2007, 02:51PM
pyro update: im done converting him, the only power not working is the spawn demon, and thats cuase i still need to convert the fire demon itself
Title: Re: XML1 NPC/Bosses (Latest: Pyro)
Post by: nodoubt_jr on June 13, 2007, 06:40PM
ok Pyro's somewhat done, all his powers are working (well the ones i can test, he has way more than four and i dont know who to test those).  His spawn move doestn work yet, i got him to spawn a character and to wear the fire demon skin, but again its defaultman.  I'll keep working on that.

http://www.momoshare.com/file.php?file=e52a4573edaf8593e71a1da7864a5673

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0144.jpg)

Column of Fire
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0166.jpg)

different flamethrower effect

XML1
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0153.jpg)

XML2
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0156.jpg)

heres a converted Fire Demon in case any one wants to work on getting this power to work, it works on his own, but not as a spawn of Pyro.
http://www.momoshare.com/file.php?file=04d887e57c48e543f4776f5ed7f975b3
Title: Re: XML1 NPC/Bosses (Latest: Pyro and Magma)
Post by: nodoubt_jr on June 13, 2007, 08:34PM
since my Magma Mod is still crashing, i decided to make her a NPC.  And it worked, now she doesnt crash the game when i hex her into a new game.  The good thing is she only has four powers, plus her slide.

Fixed Version:
http://www.momoshare.com/file.php?file=68af991b3955f6503e77fa7bd5a30c06

old version:
http://www.momoshare.com/file.php?file=5f86e6d1f7ef067e0b48b4066b3dc598

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0159.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0161.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0163.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0164.jpg)

notes:
Slide needs work, it runs in patches and it should be smooth.  Xtreme still does no damage, but i think i know what the problem is.
Title: Re: XML1 NPC/Bosses (Latest: Pyro and Magma)
Post by: ratmon on June 13, 2007, 08:38PM
your a god at this! Now i could somewhat use magma as a hero.


if you got magma to work could you get jubilee? And another question could you get npc bosses from xml2 to work on the dangerRoom?


Before i forget on gamejournal this i notice you can download some skins but i dont know what to do with the igb file any help? i replace sunfire with archangel but i think the modify skin you can download would make him smaller. and i was woundering everytime you replace it. Is there a way to make storm skin or any other character skin stay as archangel.
Title: Re: XML1 NPC/Bosses (Latest: Pyro and Magma)
Post by: nodoubt_jr on June 13, 2007, 08:41PM
yeah, i was thinking of doing jubilee, but i might do someone easier first like Blob, or just try to fix some of the people ive already done.  NPC Bosses from XML2 do work in the dangerroom, if you want someone to show up that doesnt use add this line too there npcstats (playable = true), that's how i got Archangel and Dark Beast to show up.
Title: Re: XML1 NPC/Bosses (Latest: Pyro and Magma)
Post by: ratmon on June 13, 2007, 08:44PM
Would it replace any1 on the dangeroom?
Title: Re: XML1 NPC/Bosses (Latest: Pyro and Magma)
Post by: nodoubt_jr on June 13, 2007, 08:45PM
i dont know, i dont think it would
Title: Re: XML1 NPC/Bosses (Latest: Pyro and Magma)
Post by: BliZZ on June 13, 2007, 08:46PM
XML1 Sabretooth would be easy, too. He only had 2 or 3 powers, IIRC.
Title: Re: XML1 NPC/Bosses (Latest: Pyro and Magma)
Post by: nodoubt_jr on June 13, 2007, 09:14PM
yeah i'll probably do one of those two, then Magneto, then its between Master Mold, Shadow King, or Jubilee, whoever requires the least amount of work, lol, pyro burned me out.

edit: and the winner is Sabretooth
Title: Re: XML1 NPC/Bosses (Latest: Pyro and Magma)
Post by: jonchang on June 13, 2007, 09:58PM
Sunfire, Magma, Human Torch, and Pyro would make a great fire team!
Title: Re: XML1 NPC/Bosses (Latest: Pyro and Magma)
Post by: nodoubt_jr on June 13, 2007, 10:58PM
ok these are the people that i still need to do
Blob
Jubilee
Magneto
Master Mold
Sabretooth
Shadow King
Toad

am i missing any others, that you guys really want to see?
Title: Re: XML1 NPC/Bosses (Latest: Pyro and Magma)
Post by: nodoubt_jr on June 14, 2007, 09:48PM
sabretooth is done, i still need to recolor his effects. But he's nto doing any damage, and i cant figure out why.  Until i figure that out i wont release him.  but heres pics

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0174.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0175.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0181.jpg)

edit: nevermind i figure it out, now he does damage.  i needed to alphabitize the powerstyle stuff.  Just need to recolor and he'll be up.  His jump power is pretty fun.
Title: Re: XML1 NPC/Bosses (Latest: Pyro and Magma)
Post by: jonchang on June 14, 2007, 10:16PM
Master$$$ would love that.
Title: Re: XML1 NPC/Bosses (Latest: Pyro and Magma)
Post by: the master$$$ on June 15, 2007, 07:56AM
cool i wanted does ataks and efects for toothy,but they come exatra with his old xml2 atacks right?
Title: Re: XML1 NPC/Bosses (Latest: Sabretooth)
Post by: nodoubt_jr on June 15, 2007, 04:44PM
Sabretooth NPC Boss

http://www.momoshare.com/file.php?file=09507c6fd50ee5b26702b19c89716c83

download fixed powerstyle
http://www.momoshare.com/file.php?file=0ad1cfde01b88a3300728f6f616b46dd

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0183.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0184.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0186.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0194.jpg)
Title: Re: XML1 NPC/Bosses (Latest: Sabretooth)
Post by: nodoubt_jr on June 16, 2007, 06:01PM
skipped Blob for now as he has the same powers he does in XmL2 except for a boost, and went straight to jubilee.  just need to finilize one of the attacks, and recolore her effects (that going to take forever lol).

preview
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0196.jpg)
Title: Re: XML1 NPC/Bosses (Latest: Sabretooth)
Post by: BliZZ on June 16, 2007, 06:07PM
I already re-colored all of her effects. Check the mod for MUA.
Title: Re: XML1 NPC/Bosses (Latest: Sabretooth)
Post by: nodoubt_jr on June 16, 2007, 06:12PM
oh thank god, i totally forgot, is it alright if i use it as part of this npc release?
Title: Re: XML1 NPC/Bosses (Latest: Sabretooth)
Post by: iammingy on June 16, 2007, 06:14PM
I think that's what BliZZ recommends. :)
Title: Re: XML1 NPC/Bosses (Latest: Sabretooth)
Post by: nodoubt_jr on June 16, 2007, 06:17PM
lol, yeah just wanted to make sure
Title: Re: XML1 NPC/Bosses (Latest: Sabretooth)
Post by: BliZZ on June 16, 2007, 06:20PM
Yes, that is what I was implying. it took me a LONG time to make them properly multi-colored, I wouldn't want someone else to have to go through that :laugh:
Title: Re: XML1 NPC/Bosses (Latest: Jubilee)
Post by: nodoubt_jr on June 16, 2007, 07:13PM
Jubilee NPC

http://www.momoshare.com/file.php?file=0fbf06577ad163ba50ef6d12692b4f49

Fixed powerstyle download:
http://www.momoshare.com/file.php?file=4afd53fcb66bb60591e77992a1db2435
*Now her taunt should work, other than that nothing new

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0197.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0201.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0203.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0208.jpg)

notes: effects colored by Blizz (dude you are great, damn does effects look so good).  all powers work.

next up: fixing Magma, just some stuff is off, Xtreme does no damage, and icons not completely add up.
Title: Re: XML1 NPC/Bosses (Latest: Jubilee)
Post by: ratmon on June 16, 2007, 07:38PM
 :ohnoes: omg omg omg that so tight. no 1 does it like you no_doubtjr!!!!!!!!! (http://i166.photobucket.com/albums/u115/Jamessm5/cooltext48856458.gif)
Title: Re: XML1 NPC/Bosses (Latest: Jubilee)
Post by: nodoubt_jr on June 17, 2007, 12:35PM
question to those that have played XML1, are there any playable characters that appear in the second one that have major power differences?  Different attacks that are not included in the second one?  The only character i know is different is Nightcrawler, and it appears the only difference is that he runs and walks upright instead of on all fours.
Title: Re: XML1 NPC/Bosses (Latest: Jubilee)
Post by: BliZZ on June 17, 2007, 12:37PM
The Professor does. The rest basically were the same, with extra powers added.
Title: Re: XML1 NPC/Bosses (Latest: Jubilee)
Post by: nodoubt_jr on June 17, 2007, 12:38PM
ok thanks for the info
Title: Re: XML1 NPC/Bosses (Latest: Jubilee and Magma Fixed)
Post by: nodoubt_jr on June 17, 2007, 03:30PM
Magma NPC *Fixed*

http://www.momoshare.com/file.php?file=68af991b3955f6503e77fa7bd5a30c06

ok ive fixed magmas problems. X-Treme works now and does damage, the slide runs smoother now, and all icons appear.

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0213.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0215.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0225.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0226.jpg)

up next: Magneto, he seems to have some cool different attacks
Title: Re: XML1 NPC/Bosses (Latest: Jubilee and Magma Fixed)
Post by: ratmon on June 17, 2007, 09:10PM
quick qiestion if i already added magma v1 do all i have to do is replace effect files?

Ps and to answer your question about xml1 that's not all true rougue, and wolverine had different mega attack.
Title: Re: XML1 NPC/Bosses (Latest: Jubilee and Magma Fixed)
Post by: nodoubt_jr on June 17, 2007, 11:08PM
no the only thing that is different from the first one is the entities file and the powerstyle file, thats all you need to replace.

thanks for the info (XML1 Nightcrawler could be a good Blink, hate that she is completely non playable).

And now with Multiple Man i can figure out how to make a stepford npc character taht spawns her other sisters (3 or 5), totally cool to have 3 characters plus 3 stepford sister to play on a team
Title: Re: XML1 NPC/Bosses (Latest: Magneto)
Post by: nodoubt_jr on June 18, 2007, 03:22PM
Magneto NPC Boss

http://www.momoshare.com/file.php?file=134aad8c84ba259db0b4b1e4e168f29f

download fixed skin and powerstyle:
http://www.momoshare.com/file.php?file=02e5314491e3423f517fe17fe5bbf42c
now all powers work

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0000-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0001.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0004.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0241.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0242.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0251.jpg)

Up next: i think im going to work on Shadow King, he seems like he could be cool.
Title: Re: XML1 NPC/Bosses (Latest: Magneto)
Post by: nodoubt_jr on June 18, 2007, 04:10PM
 :banghead: dammit theres two shadow kings! both have different attacks.  im guessing one was regular and the other astral? dont really know but i guess im working on 2 shadow kings.  Maybe after i figure out everything i'll combien their powers in one all powerful shadow king.
Title: Re: XML1 NPC/Bosses (Latest: Magneto)
Post by: Teancum on June 18, 2007, 04:22PM
You only fight Shadow King once, and you're both dressed up as gladiators.  He might be in his other form when you play VS in the Danger Room though.
Title: Re: XML1 NPC/Bosses (Latest: Magneto)
Post by: BliZZ on June 18, 2007, 04:52PM
He wasn't in the Danger Room. The only other boss who wasn't was Master Mold.

After a little while in the gladiator fight, though, he reverts to non-gladiator and splits into 3.
Title: Re: XML1 NPC/Bosses (Latest: Magneto)
Post by: Teancum on June 18, 2007, 04:55PM
Oh right, I forgot.  Man, I need to play through again.
Title: Re: XML1 NPC/Bosses (Latest: Magneto)
Post by: nodoubt_jr on June 18, 2007, 05:00PM
Thanks for the info. yeah, one does have a shield as a bolton, the other has nothing.  One has a breath attack and the other has a spear attack.  

Does any character in MUA or XML2 spawn characters that arent them, Shadowking needs to spawn demons but i havent gotten Pyro's to work and i doubt this one will work too.  Multiple Man was easier cause he spawns himself.
Title: Re: XML1 NPC/Bosses (Latest: Magneto)
Post by: nodoubt_jr on June 19, 2007, 08:53PM
Ive decided to do two Shadow Kings like the first game had, they have different attacks and combining them would i think make him overpowered.  Even their xtremes are different, one Shadow King spawns demons and the second one multiplies himself. 

There almost done, just need to finish up the powerstyles for the second, recolor the effects, and work on the demon he spawns (a third character).

After im done with all the characters im going to convert, i'll go back and fix any problems (spawning a different character is going to be what i do first, both Pyro and Shadow King need it)
Title: Re: XML1 NPC/Bosses (Latest: Shadow King)
Post by: nodoubt_jr on June 20, 2007, 05:23PM
Shadow King NPC Boss 1

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0011.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0016.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0017.jpg)

Shadow King NPC Boss 2

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0021.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0031.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0032-1.jpg)

Spawning Self
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0036.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0039.jpg)

download both:
http://www.momoshare.com/file.php?file=a9a817c60134f45da01fc1b56a5d9931

Notes:
Spawning another demon still doesnt work.  Other than that its complete.
Title: Re: XML1 NPC/Bosses (Latest: Shadow King)
Post by: ratmon on June 20, 2007, 09:43PM
shock you got shadowking to work!
Title: Re: XML1 NPC/Bosses (Latest: Shadow King)
Post by: nodoubt_jr on June 20, 2007, 09:46PM
lol, the warrior one is pretty fun. the spear is great.

Jubilee NPC *Fix*
New Powerstyle
http://www.momoshare.com/file.php?file=4afd53fcb66bb60591e77992a1db2435

This is to get her taunt working, just replace the old powerstyle with this one
Title: Re: XML1 NPC/Bosses (Latest: Shadow King and Jubilee *Fix*)
Post by: nodoubt_jr on June 20, 2007, 09:48PM
ok i still have these to do
Blob
Juggernaut
Master Mold
Toad

and maybe
Sentinel Advance
Sentinel Spider

but im going to take a break to go back and fix any of the characters that need fixing.
Title: Re: XML1 NPC/Bosses (Latest: Shadow King and Jubilee *Fix*)
Post by: nodoubt_jr on June 20, 2007, 10:12PM
Sabretooth NPC Fix

new powerstyle
http://www.momoshare.com/file.php?file=0ad1cfde01b88a3300728f6f616b46dd
Note: Now his claw attack has both hands glowing effect like this http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0181.jpg, only with color

minor change, but i like to be complete
Title: Re: XML1 NPC/Bosses (Jubilee and Magneto *Fix*)
Post by: nodoubt_jr on June 21, 2007, 06:37PM
Magneto *Fix*

http://www.momoshare.com/file.php?file=02e5314491e3423f517fe17fe5bbf42c

now his metal trap works

XML1
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0042.jpg)

XML2
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0044.jpg)

slight difference
Title: Re: XML1 NPC/Bosses (Jubilee and Magneto *Fix*)
Post by: nodoubt_jr on June 21, 2007, 09:14PM
ok i cant get the spawning a differnt character to work for Pyro and Shadow King, ive tried everything i thought would get it to work, but it hasnt.  For now im done with that.  But while looking at Abyss stuff, he seems to have a spawning script, so if we ever want to use these characters as part of the XML1 to XML2 project, i think that it could work through script, just have the characters they are suppose to spawn appear as part of the fight.  For now that's the only fix i can think of.

Anyways heres are preview of what i'll be working on when this project is over and i get all the characters i want converted.

The Shiar are Comming
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0051-1.jpg)

* thanks Teancum
Title: Re: XML1 NPC/Bosses (Jubilee and Magneto *Fix*)
Post by: Teancum on June 22, 2007, 02:40PM
Glad I could help.  It's looking really good.
Title: Re: XML1 NPC/Bosses (Jubilee and Magneto *Fix*)
Post by: BliZZ on June 22, 2007, 02:57PM
Hope Corsair is coming, no matter how generic his attacks would be.
Title: Re: XML1 NPC/Bosses (Jubilee and Magneto *Fix*)
Post by: nodoubt_jr on June 22, 2007, 03:13PM
yep as many as i can get from MUA, even those that had no attacks/powers like Lilandra.  I also want to do some stuff with some XML2 NPC.  Then i'll try to figure out why my mods keep crashing.
Title: Re: XML1 NPC/Bosses (Blob)
Post by: nodoubt_jr on June 24, 2007, 04:07PM
Blob NPC Boss

http://www.momoshare.com/file.php?file=2a7051dda00a46e6cf2f215ac99ce005

Belly Flop and Butt Attack
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0080.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0082-1.jpg)

Knockbacked by belly attack (poor Emma)
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0090.jpg)

New Power Shield
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0091.jpg)

Notes:
Easiest character, both his attacks and his effects were already converted.  the only new power and effect are the shield one.  Plus new npcstat that makes him fully playable.
Title: Re: XML1 NPC/Bosses (Latest: Blob)
Post by: iammingy on June 24, 2007, 06:05PM
Thank you man! :)
Poor Emma Frost... haha :laugh:
Title: Re: XML1 NPC/Bosses (Latest: Blob)
Post by: nodoubt_jr on June 24, 2007, 06:12PM
no problem. lol, i was trying to get a screen cap of him actually landing on top of emma during his bellyflop, but it always happened to fast. i love that power shield effect, i may use it with future characters that dont have powers.

Up next: Juggernaut
He seems to have some great powers, his helmet is a bolt on, and at one point its suppose to shatter. Plus his boost adds a transparent armor like skin over his regular skin.
Title: Re: XML1 NPC/Bosses (Latest: Blob)
Post by: jonchang on June 25, 2007, 01:30AM
Cool mod! Someone gonna make a Character Mod Catalog for the XML games? Cates?
Title: Re: XML1 NPC/Bosses (Latest: Blob)
Post by: Gevth on June 25, 2007, 06:19AM
I've learned that the easiest way to get something done is to do it yourself. Just create an "XML Character Mod Catalog", search for the mods, copy/paste the links in the first post and edit it whenever you find something new. Voilà! You just created an useful topic, for a change!
Title: Re: XML1 NPC/Bosses (Latest: Blob)
Post by: Teancum on June 25, 2007, 06:44AM
BURN! 

But seriously, he's right.  You're just as capable as anyone else of making that thread, Midnight Curse.  And since you're not interested in modding it's a way for you to help the community.
Title: Re: XML1 NPC/Bosses (Latest: Blob)
Post by: rainy_de_lunche on June 25, 2007, 08:57AM
this stff makes me wish i ad xml 1/2...good thing most of its available for MUA
Title: Re: XML1 NPC/Bosses (Latest: Blob)
Post by: ratmon on June 25, 2007, 10:39AM
Until now i know you would have just to add them into your npcstat without replacing 1, nodoubtJr or anybody could i please have a copy of your npcstat entries? Cause now when i play the game some villians are missing.
Title: Re: XML1 NPC/Bosses (Latest: Blob)
Post by: nodoubt_jr on June 25, 2007, 12:08PM
what do you mean when you play the game villains are missing?  From the main room dangerroom or from the actuall game.  Adding characters to the npcstat should not deleted any villains, you are just suppose to make space for them, insert them between existing characters, not delete one and add a new one in that spot.
Title: Re: XML1 NPC/Bosses (Latest: Juggernaut)
Post by: nodoubt_jr on June 25, 2007, 08:05PM
Juggernaut NPC Boss

http://www.momoshare.com/file.php?file=e89ec88865f33a1bb7bde07d36082da2

edit: http://www.momoshare.com/file.php?file=41dd4906c71788eb93c66a5ba61e8034 (added death effect, and colored his effects)

Foot Effect
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0105.jpg)

attacks:
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0100.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0112-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0118-1.jpg)

Armor

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0120-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0123.jpg)

Notes:
I could not get his death effect to work.  When he dies his helmet needs to explode.  Also i did not color his effects, because nothing looked good and i love the effects and dont want them to look crappy. Also you cant tell from the picture but when he armors up a transparent Juggernaut skin surrounds him, its pretty cool.

Edit: Armor on its on
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0124.jpg)
Title: Re: XML1 NPC/Bosses (Latest: Juggernaut)
Post by: ratmon on June 25, 2007, 09:48PM
I replace npcstat for these. The last onces.
Title: Re: XML1 NPC/Bosses (Latest: Juggernaut)
Post by: nodoubt_jr on June 25, 2007, 10:10PM
ok so whats the problem and what do you want? i dont really understand. 

Existing villains should not disappear from the game if all you are doing is adding these characters to the npcstats.  From the main dangeroom they should not disappear either, but they may become locked. i dont know why that happens but my guess is that by playing the game over they should become unlocked again as they originally are unlocked after defeating them ingame.
Title: Re: XML1 NPC/Bosses (Latest: Juggernaut)
Post by: jonchang on June 27, 2007, 06:33PM
Doesn't Juggernaut have some ability of a power shield making him impervious to physical attacks?
Title: Re: XML1 NPC/Bosses (Latest: Juggernaut)
Post by: nodoubt_jr on June 27, 2007, 06:46PM
honestly, i dont really know. i just know its suppose to be a shield, i dont know what its actually shielding him from.
Title: Re: XML1 NPC/Bosses (Latest: Juggernaut)
Post by: jonchang on June 27, 2007, 07:55PM
I believe it's physical damage.
Title: Re: XML1 NPC/Bosses (Latest: Juggernaut)
Post by: nodoubt_jr on June 28, 2007, 08:29PM
im working on Toad right now but ive run into a problem, Toads powerstyle in XML1 has references to an entity called toadmissile that is suppose to be in his ents file, but im looking at this ents file and theres nothing about a toadmissile.  thats just weird.
Title: Re: XML1 NPC/Bosses (Latest: Juggernaut)
Post by: matt710 on June 28, 2007, 10:12PM
Just a general question.  How different are enemies like this from playables?  The only reason I am asking is because I am thinking of possibly doing a Goblin Queen mission (dangerroom or in-game).  I know dangerroom would be easier to add, but its just a brain storm...
Title: Re: XML1 NPC/Bosses (Latest: Juggernaut)
Post by: nodoubt_jr on June 28, 2007, 11:18PM
not all that different, the only thing is that there is no talent file linking back to the powerstyle.  to turn a playable into a npc all you have to do is get rid of "require { cat = skill ;" in the powerstyle, and maybe fill in the stuff like "%pho_ment_burst_dmg" or "%pho_ment_burst_pwr" with an actual value.
Title: Re: XML1 NPC/Bosses (Latest: Toad)
Post by: nodoubt_jr on June 29, 2007, 04:50PM
Toad NPC Boss

http://www.momoshare.com/file.php?file=d3e53904c30e99f9fa0a2e255b16baf7

Xtreme
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0211.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0214.jpg)

Powers
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0216.jpg)

Bile Spit
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0232.jpg)

Notes: complete, he also has an armor power.  I dont really know how different he is from Toad the playable character cause i never really used him and now he has been replaced by Psylocke.
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: nodoubt_jr on June 29, 2007, 08:49PM
i decided to make room for another mod and so i made teancum's beast mod into a npc that i can just hex into the game when i want to play.  This is all Teancum's work, all i did was make him a npc character.  again the good thing is he only has four powers just the right amount for a playable npc.

Beast NPC

http://www.momoshare.com/file.php?file=e5104bb3d2dbcbeed4a3d1a990a95805

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0234.jpg)

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

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0236.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0237.jpg)

Teancum's playable beast mod can be found here
http://marvelmods.com/forum/index.php?topic=301.msg7841#msg7841

Up next:  I dont really know, i wanted to do Master Mold but he has 24 effects and i dont want to do all that work right now.  I might work on some of the playable characters, maybe Nightcrawler for a Blink NPC.
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: Teancum on June 29, 2007, 09:04PM
Nicely done!

Oh, and on Master Mold you'll notice that General Kincaid is actually a bolton.  So we could actually have anyone piloting it. :D
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: nodoubt_jr on June 29, 2007, 09:19PM
oh i saw that but i had no idea what it was, lol.  Bastion could be the new pilot. I'll do him done the line, but for now i want to do something easier lol.

Also wanted to mention something.  About Beast, Jubilee and Magma, i did them as if they were bosses. Now i see that was a mistake, because not only are there attacks not that strong, but when fighting certain people, like Stryfe, the bosses attacks wont work on them.  For example Stryfe cant pick them up and throw them. To fix this you guys can get rid of the line "boss_resistances" in npcstat.  Also to fix the damage you guys can actually go into the powerstyle and change it from "%mdmg_high" to what ever value you want.  If anyone has trouble with this let me know and i'll post update files.

Edit: the beast npc already has values instead of %mdmg_high, the only thing left is the "boss_resistance" label in the npcstat
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: nodoubt_jr on July 03, 2007, 12:15PM
i also wanted to mention that everyone can feel welcome to use what ive done here to create fully playable characters, if anybody wants to work on a Jubilee or Magma mod using my conversions then im all for it.
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: matt710 on July 05, 2007, 06:44AM
Another question.  Do bosses such as this have x-tremes, boosts, or passives?  Also I remember there were flashback missions in xml1, would that be possible to do for xml2?  The only reason I ask because I am thinking of a brainstorm that would fix those homing beacons when a lot of people got rid of iron man.
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: nodoubt_jr on July 05, 2007, 01:03PM
most have two attacks, one boost, and an xtreme, no passives taht i know of, mostly cause i never understood how they worked.  The labels used by these characters to get there powers to show up in the dangeroom are "power_attack", "power_smash", "power_boost" and "power_xtreme".

But not all of them only have four powers, both Pyro and Magneto have more than that, but the dangeroom and npc that you can control only allow four powers, during battle they use all of them against you.  Oh i also forgot you can also have "attacklight1" or "attackheavy1", which can be a cheat to add more powers.

i dont really know about flasback missions, im trying to figure out how to write a script, like the npc 27 mua project, so that we can use any of these characters in game just by going to visit prof x or someone liek that.  good luck, it sounds like you have a cool idea.
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: nodoubt_jr on July 05, 2007, 08:03PM
ok i think im getting close to figuring out the spawning a different character, so far ive found this for Bastion summoning of sentinels

"     # ( "This combat node summons sentinels" )
     setCombatNode("bastion", "power_xtreme" )
     waittimed ( 1.000 )
     act("summon_sentinels", "summon_sentinels" )
     act("summon_sentinels", "summon_sentinels" )
elif num_sentinels < 4
     # ( "This repopulates the scene with sentinels" )
     # ( "This combat node summons sentinels" )
     setCombatNode("bastion", "power_xtreme" )
     waittimed ( 1.000 )
     act("summon_sentinels", "summon_sentinels" )
     act("summon_sentinels", "summon_sentinels" )
     act("summon_sentinels", "summon_sentinels" )
     act("summon_sentinels", "summon_sentinels" )
"

so what im reading from this is that when Bastion carries out his attack "power_xtreme" the sentinels are summoned.

also in Scarlet Witch's entities this is what i find for her crate conversion power
"   spawnscript = waittimed(2.0)\n\rsetStructure('_OWNER_',0) ;"
so im guessing it might be possible, to actually write the script in the entities or powerstyle

well those are two options, i'll keep trying. Any ideas? let me know.
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: matt710 on July 05, 2007, 08:07PM
The spawning sentinels is intriguing to me.  I was thinking of Goblin Queen's Extreme being that she calls deamons.  Maybe this can be modified for that?
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: nodoubt_jr on July 05, 2007, 08:12PM
yeah, i think in game it can totally be done. and good idea, the Globin Queen would be great to fight.
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: BliZZ on July 05, 2007, 08:14PM
You realize you can get an Ultimate Beast Hud_head (the 3d one) from XML1, right? The one you have now is not for the right skin.
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: nodoubt_jr on July 05, 2007, 08:18PM
yeah, at first i was just too lazy to fix it, but now its bothering me so i'll probably change it.
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: nodoubt_jr on July 05, 2007, 08:36PM
ok i think i might have found it, im still looking but this is the script for Mikhails spawning of warriors, im guessing owner is Mikhail, second is character, "baddie" ?, and the others locations were they appear ?. 

"spawn("_OWNER_", "MikhailWarrior_b", "baddie", " 0.000 0.000 0.000 ", " 0.000 0.000 0.000 " )"

Hopefully Teancum can help me out.
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: nodoubt_jr on July 06, 2007, 01:30PM
Quote from: BliZZ on July 05, 2007, 08:14PM
You realize you can get an Ultimate Beast Hud_head (the 3d one) from XML1, right? The one you have now is not for the right skin.

ok ive fixed this on mine, if you installed teancum's beaet mod then you should not have a problem like i did, i just hade not overwritten the 0501.igb 3d head.  If you have not get the 3d head from Teancum's mod, as well as teh hero skeleton which i forgot to add to this npc release (but since no body mentioned it, i guess you guys figured it out).  Thanks Blizz for the reminder :) .

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0113.jpg)
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: ratmon on July 06, 2007, 01:52PM
could i get a link to download this head? It would be 0501 right?
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: nodoubt_jr on July 06, 2007, 01:59PM
yep it would be 0501, here the head by itself (ripped by Teancum)
http://www.momoshare.com/file.php?file=bbb30aa65c4b850e63ecb29bb821f228
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: ratmon on July 06, 2007, 02:02PM
thanks!!!!!!!!!!
Title: Re: XML1 NPC/Bosses (Latest: Toad and Beast)
Post by: nodoubt_jr on July 08, 2007, 02:28PM
Just wanted to give an update on this

Done:
Jubilee
Marrow
Multiple Man
Magma
Sabretooth
Magneto
Blob
Toad
Havok

Done but still need to be fixed:
Avalanche - his projectile needs to be fixed so that it shows up when he throws it at you. I still havent found a fix for this, but im thinking of doing something else with it so that it doenst look so weird, it will just be a little different from his XML1.
Mystique - Her arc gun move needs to be fix, it should spray out bullets in an arc. Also i want to fix her bolton so the grenades show in the air when they are thrown, and on the ground when they land.
Pyro - Spawn needs to be fixed, still havent found a fix.
Shadowking - Spawn needs to be fixed, still havent found a fix.
Juggernaut - Need to recolor effects, and fix his death effects.  His helmet is suppose to explode off, revealing his regular head underneath.

Still need to do:
Master Mold
Sentinel Advance
Sentinel Spider
Nigthcrawler (for a Blink NPC)
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: nodoubt_jr on July 15, 2007, 09:30PM
Mystique NPC Boss *Fix*

http://www.momoshare.com/file.php?file=30443125fbb65183fcbb8323948cf976

ok Mystique is now fixed, now her grenades show when she throws them and when they land (just ignore the outfit, she just morphed into a Cuckoo)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0090-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0089.jpg)

and now she shoots bullets in an arc

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0087.jpg)

she is now fixed and done

Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: ratmon on July 16, 2007, 08:35AM
Nice!! Hey I been having trouble with shadowking mod, it really staring to bug me. When I play as him, hes atacks don't do anyting he does move for the atack but nothing. Except for his mutiple atack. I tried making sure lots of times that I didn't forget any files but nothing. Any help by the way this is shadowking witout amor.
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: Teancum on July 16, 2007, 09:23AM
Quote from: nodoubt_jr on July 05, 2007, 08:36PM
ok i think i might have found it, im still looking but this is the script for Mikhails spawning of warriors, im guessing owner is Mikhail, second is character, "baddie" ?, and the others locations were they appear ?. 

"spawn("_OWNER_", "MikhailWarrior_b", "baddie", " 0.000 0.000 0.000 ", " 0.000 0.000 0.000 " )"

Hopefully Teancum can help me out.

_OWNER_ -- is whoever called the script, in this case, Mikhail did.
MikhailWarrior_b -- is what's getting spawned
baddie -- is probably just a local variable to keep track of the new guys that get spawned
0.000 0.000 0.000, 0.000 0.000 0.000 -- These are more than likely offset coordinats in XYZ, PYR format.  Since they spawn right on top of the original Mikhail these don't need to change.
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: nodoubt_jr on July 16, 2007, 12:25PM
Quote from: ramen on July 16, 2007, 08:35AM
Nice!! Hey I been having trouble with shadowking mod, it really staring to bug me. When I play as him, hes atacks don't do anyting he does move for the atack but nothing. Except for his mutiple atack. I tried making sure lots of times that I didn't forget any files but nothing. Any help by the way this is shadowking witout amor.

he works with me but i'll check it out, the problem may be that i forgot to add a file or I upped an old file.  I'll check it out and post and update.

thanks Teancum, i just need to figure out how to apply it in the powerstyles and im done with at least 2 characters.

edit: ok by attacks what exactly do you mean? his powers, or his physical attacks (keypad 4 and 6)
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: ratmon on July 16, 2007, 03:13PM
Hes strike attack is the claw thing right? Will I Meant his power, I think is power 4 he mutiples. All the other three powers don't do anyting.
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: nodoubt_jr on July 16, 2007, 03:36PM
ok i wont be able to check it until later on, but i think he has three powers, one is a fire breadth power, one is a multiply power (which does nothing because it doenst work, so it has effects and animations but doenst do anything, i still need to fix so that he summons demons) and the third he duplicates himself.  Then he has some claw strikes. So only one power shouldnt do something.  Again i'll check it later on today, im bussy right now.

edit: yeah looking at the pics i posted, he only has 3 powers.  One fire breadth adn one duplicating power, the summoning demons does nothing cause im still working on it.  His claw attacks should work too.
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: nodoubt_jr on July 16, 2007, 04:39PM
ok just checked it and i found nothing wrong with either of them.  The Warrior Shadow King has four powers, two dont work and dont do anything, that is because one summons demons and the other stops the summoning. His other powers are a spear throw and he spins something in an arc that causes knockback.  The regular Shadowking has 3 powers, one doesnt work because it should summon demons. The other is a fire breath and multiplying power.  So yeah they do have some powers that at the moment dont do anything, but im still working on that.

Does that answer your question? or do you have problems with any of the other powers?
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: ratmon on July 16, 2007, 09:41PM
So it should have fire breath?
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: nodoubt_jr on July 16, 2007, 10:04PM
yes, i checked mine and it works, is anyone else having problems with that version of the shadow king?
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: nodoubt_jr on July 16, 2007, 10:33PM
ok im trying to fix Avalanches projectile, but i dont know exactly whats wrong with it and how it needs to look.  It does drag on the floor and when it touches an enemy a spike rises and knocks back the enemy.

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0094-1.jpg)

so should it look like zealots

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0091-2.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0092.jpg)

should it be just like energy on the ground that he throws at people, or should a spike be draggin on the floor the whole time? ive never played xml1 so i dont know.  If it looks like it looks now, then the problem may be the speed. Zealots moves really fast and that may be hte problem with Avalanche.  Let me know what the problem is.
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: ladykiller on July 17, 2007, 01:19PM
Mine has no fire breath either? Which file is the one that gives him fire breath?
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: ladykiller on July 17, 2007, 01:20PM
I have x-men legends And avalanche attack was like that.
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: nodoubt_jr on July 17, 2007, 01:26PM
the fire breath should be in the powerstyle, i dont know why its not working for you guys. If you put everything were it belong you should not have a problem.

So Avalanche should look like Zealots attack?
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: ratmon on July 17, 2007, 01:31PM
If I remeber right, there would be cracks on the floor and like a little rock going toward you.


edit:Hey I notice on shadowkings powerfiles one of the file is not a xmlb or engb, Is it sopose to be like that? I have ps_shadowking1.xmlb ps_shadowking2.xmlb and ps_shadowking1. document. Is that correct?
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: nodoubt_jr on July 17, 2007, 01:38PM
ok so this is what im going to do just recolor it and make it a little faster.  It already has cracks on the floor with little rocks comming out along the way, thanks for the help guys.
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: nodoubt_jr on July 17, 2007, 01:51PM
Quote from: ramen on July 17, 2007, 01:31PM
edit:Hey I notice on shadowkings powerfiles one of the file is not a xmlb or engb, Is it sopose to be like that? I have ps_shadowking1.xmlb ps_shadowking2.xmlb and ps_shadowking1. document. Is that correct?

oh that is a xml file i left in by mistake, one of those files xmlb editor uses to edit it, it should not affect anything and it doesnt need to go in the powerstyle folder. all you need is the two powestyle, and the one you guys are having problems with is the second one, ps_shadowking2.  I would say make sure you added everything, I cant find a problem with it.
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: ratmon on July 17, 2007, 01:58PM
hmmmmm??? Should the powerstyle file be in                         C:\Program Files\Activision\X-Men Legends2\Packages\generated\powerstyles

or

C:\Program Files\Activision\X-Men Legends 2\Data\powerstyles


I know I'm getting anoying but I never had this problem wit any of the other onces.

Will I took a picture just in case. (http://i82.photobucket.com/albums/j255/freeto16/XMenLegends0053.jpg)
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: nodoubt_jr on July 17, 2007, 02:15PM
powerstyle goes here C:\Program Files\Activision\X-Men Legends 2\Data\powerstyles

let me do some testing
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: nodoubt_jr on July 17, 2007, 04:01PM
i dont know Ramen i cant find a mistake, sorry i dont know what to tell you.

Well i finally fixed Avalanche's projectile, the problem was so simple.  The speed was suppose to be 300, and i accidently put 30, so stupid. I'll up it as soon as i recolor the effects that were not recolored before.
Title: Re: XML1 NPC/Bosses (Latest: Mystique Boss *Fix*)
Post by: ratmon on July 17, 2007, 04:04PM
will thanks alot for trying to help me. And I can't wait for the update on avalanche :D
Title: Re: XML1 NPC/Bosses (Latest: Avalanche *Fix*)
Post by: nodoubt_jr on July 17, 2007, 04:12PM
Avalanche *Fix*

http://www.momoshare.com/file.php?file=037219f37837ba990bc59f29c20a97c6

projectile now works, the speed was wrong it was 300 instead of the 30 i had.  Now looks good. I also colored a couple of the effects that were not previously colored. Once the projectile touches you a spike rises from the ground and knocks you back.

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0107.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0110-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0114-1.jpg)

edit: updated the link, the old one had the .xml and .xmlb.bak file, and i didnt want to confuse anyone so i deleted them and reupped it. If your download has these files delete them, they are not needed.
Title: Re: XML1 NPC/Bosses (Latest: Avalanche *Fix*)
Post by: Teancum on July 17, 2007, 05:30PM
Beautiful!  It's nice to see Avalanche's powers all working.  BliZZ will be stoked!
Title: Re: XML1 NPC/Bosses (Latest: Avalanche *Fix*)
Post by: nodoubt_jr on July 17, 2007, 05:37PM
he's great, i dont know why he was left of XmL2
Title: Re: XML1 NPC/Bosses (Latest: Avalanche *Fix*)
Post by: Teancum on July 17, 2007, 05:41PM
Yeah, we sooooo need to do 2-3 more skins of him so we can make him a true playable.
Title: Re: XML1 NPC/Bosses (Latest: Avalanche *Fix*)
Post by: nodoubt_jr on July 17, 2007, 06:03PM
him and Blob, Blob is really fun to play with
Title: Re: XML1 NPC/Bosses (Latest: Avalanche *Fix* and Jugg Fix)
Post by: nodoubt_jr on July 17, 2007, 06:36PM
Juggernaut NPC Boss *Fix*

http://www.momoshare.com/file.php?file=41dd4906c71788eb93c66a5ba61e8034

its not really a fix, but i did finally color his effects.  And i finally added and got his deatheffect to work properly.

new color for effects

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0122.jpg)

Death effect, his helmet explodes exposing his head underneath (i circled the helmet cuase its kind of hard to see)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0123-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0124-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0125.jpg)
Title: Re: XML1 NPC/Bosses (Latest: Havok Colored Effects)
Post by: nodoubt_jr on August 14, 2007, 04:40PM
ok finally colored Havoks effects

http://www.momoshare.com/file.php?file=1d66503225702306952e3256ae0e7fb2

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0245-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0246.jpg)

Title: Re: XML1 NPC/Bosses (Latest: Havok Colored Effects)
Post by: shadow on December 13, 2007, 09:45AM
the effects paste is named wrongly. it should be "shadowk".

Quote from: ramen on July 17, 2007, 01:58PM
hmmmmm??? Should the powerstyle file be in                         C:\Program Files\Activision\X-Men Legends2\Packages\generated\powerstyles

or

C:\Program Files\Activision\X-Men Legends 2\Data\powerstyles


I know I'm getting anoying but I never had this problem wit any of the other onces.

Will I took a picture just in case. (http://i82.photobucket.com/albums/j255/freeto16/XMenLegends0053.jpg)
Title: Re: XML1 NPC/Bosses (Latest: Havok Colored Effects)
Post by: nodoubt_jr on December 13, 2007, 06:04PM
oh, i cant believe i missed that.  thanks.
Title: Re: XML1 NPC/Bosses (Latest: Havok Colored Effects)
Post by: shadow on December 15, 2007, 06:26AM
Thank you for all this mods!

but, just a question: how can I get the NPC bosses to use all his power in a fight?

cause when you fight, for example, against Marrow in danger room, she uses all her powers, even the "xtreme". But when you fight against havok or juggernaut, they only use one of their powers!

does anyone know how to fix it?
Title: Re: XML1 NPC/Bosses
Post by: benji on November 27, 2009, 02:33PM
I can't download those mods pleeeeeeeeeaaaaaaase help !!!!!!!
Title: Re: XML1 NPC/Bosses
Post by: nodoubt_jr on November 27, 2009, 02:40PM
they are not mods, they are only npc's (non playable characters) meant to be added to the npcstat file and fought against in the main menu danger room
Title: Re: XML1 NPC/Bosses
Post by: benji on November 27, 2009, 03:09PM
the pyro mod of xml1 don't work!!!!
Title: Re: XML1 NPC/Bosses
Post by: nodoubt_jr on November 27, 2009, 03:19PM
again, its not a mod its an npc!
Title: Re: XML1 NPC/Bosses
Post by: benji on November 27, 2009, 03:28PM
okay thank you but is there any mods of pyro xml1 for mua or xml2 . and thank you very much for your patience.
Title: Re: XML1 NPC/Bosses
Post by: nodoubt_jr on November 27, 2009, 03:35PM
no there isnt
Title: Re: XML1 NPC/Bosses
Post by: benji on November 27, 2009, 04:05PM
thank you nodoubt_jr
Title: Re: XML1 NPC/Bosses
Post by: nodoubt_jr on December 03, 2009, 05:00PM
Heres a package including all the XML1 NPC conversions i did. It was originally meant for the XML1-->XML2 Project but now you guys can use it however you want to (well not however you need to let me know if you plan on changing them or anything like that)

ok heres all the xml1 npc's i have done, all updated and bugs fixed so if you guys were using the previous ones, replace them with this as everything was updated (powestyle, packages, npcstat entries).  They should all be ready to go, except maybe the npcstat entries, the level may need to be upped as well as the monst_dmg_high level for bosses.

download: http://www.mediafire.com/?xj2tmmt0qyz

included are:
AcolyteEnergy
AcolyteEnergy_B
AcolyteLeader
AcolyteLeader_B
AcolyteMental
AcolyteMental_B
AcolyteSmash
AcolyteSmash_B
AstralGhost
Avalanche Boss (currently Avalanche_Boss, a combination of avalancheact2, avalanchelite)
Blob Boss (currently Blob_Boss, a combination of blobact1a, blobact2)
BrotherHoodEnergyLite
BrotherHoodEnergy
BrotherHoodLite
BrotherHoodSmash
CivilianKid
CivilianMale
CivilianFemale
Crewman
DangerRoomRobot
DangerRoomRobotLeader
DirectorWeapX
HAARPFlamethrower (had to alter powestyle so would work in xml2)
Havok Boss (currently Havok_Boss, a combination of havokact2, havokboss)
grso_riot
Juggernaut Boss (currently Juggernaut_Boss, a combination of juggernautact3, juggernautflashback)
Magneto Boss (currently Magneto_Boss, a combination of magnetoact2, magnetoboss)
Marrow Boss (currently Marrow_Boss, a combination of marrowact1, marrowact3)
Multiple Man Boss (currently Madrox, multiplemandividing in XML1)
Mystique Boss (currently Mystique_Boss, a combination of mystiqueact1, mystiqueact3, mystiqueact2sim)
phoenixdopple
profxastralscripted
profxgladiator
Pyro Boss (currently Pyro_Boss, a combination of pyroact1, pyrolite)
Sabretooth Boss (currently Sabretooth_Boss, a combination of sabretoothact1, sabretoothact2, sabretoothact3)
Shadowking
Shadowkingtwo
Toad Boss (currently Toad_Boss, toadact1 in XML1)

i also changed mystique skin stealing power, since i dont think it work as it should. now when she steals someone's form a power up is activated, when it runs out (20 seconds) a tag runs that forces the character to perform the "transform_back" node, which forces her to go back to her original skin through a skin change entry (the skin being her npc one). so now after 20 seconds after stealing someones skin, she goes back to her original skin.

If you plan on using it with the XML1-->XML2 Project you'll also need this one:
download: http://www.mediafire.com/?ydmowzmimgm
- includes a change to mystique's powerstyle so that it works as it should with the XML1-->XML2 Project 
- also included some skin fixes.  While play testing the danger room i noticed that some characters got weird black lines all around them (like picture below).  I remember in the past when i had an error with the Danger Room Robot and the Leader norrin fixed it by reskinning one of the two.  So to fixed this i reskinned one of the Brotherhood Marauder using the Brotherhood Revo model since they both use the same model, and now i no longer get the weird black lines (the weird black lines appeared when both were together so i figure it has something to do with them sharing a similar model or maybe outline tag, don't really know). I also ran into this problem with most of the Acolyte Elite members (Master, Warrior, Adept, and regular), a mixture of PS2 and xbox models fixed it (again not sure why mixing them worked, but it did lol).  So i would suggest if you get this same error that you use these new skins instead.
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0040-4.jpg)