Marvel Mods

X-Men Legends I & II => Mod Releases and Conversions => Topic started by: nodoubt_jr on July 13, 2007, 08:12PM

Title: Beast Mod v2
Post by: nodoubt_jr on July 13, 2007, 08:12PM
Version 2.3: http://www.mediafire.com/?b09tkjxvwy1wk0r
full mod including updates

-------------------------------------------------------------------------------------
This is to add more powers to Teancum's Beast mod, it is currently my favorite mod so i wanted to add to it.

i added 3 attacks, 1 xtreme, 1 boost, and one passive.
new attack - high kick, throwing stars, super punch
xtreme - revive
boost - healing

Original mod my Teancum, http://marvelmods.com/forum/index.php?topic=301.msg6677#msg6677
in order for this update to work you need to download the full mod here
http://www.momoshare.com/file.php?file=d0cdf2fa50137c9910a97e959cd9b620
just replace the old talent file and powerstyle

edit: also wanted to mention i fixed some minor mistakes with Pinball, damage was mislabeled, and something else was mislabeled so now if you hold down the button he keeps rolling forward.

download update here:
http://www.momoshare.com/file.php?file=28371425781697e4e859be9f5055152f

fix one: fixes package problems and damage values
http://www.momoshare.com/file.php?file=832f96a3ae8306559673177afd7e25d3

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0017-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0047-1.jpg)

old powers

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0027-1.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0041-1.jpg)

new powers

Revive power
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0018.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0022.jpg)

High Kick
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0024.jpg)

Throwing Stars
http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0031-2.jpg

http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0036-2.jpg


Super Punch
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0045-1.jpg)
Title: Re: Beast Mod Power Update
Post by: nodoubt_jr on July 13, 2007, 08:43PM
just notice i mistake in one of the packages
fixed one here
http://www.momoshare.com/file.php?file=5b7272286985433377b93a2c58567a0a
Title: Re: Beast Mod Power Update
Post by: BlowFly on July 14, 2007, 02:33AM
Cool beast update! New powers are great! If you are so good at adding powers could you add some new powers to Psylocke and fix her powers(they don't break boxes and walls).
Title: Re: Beast Mod Power Update
Post by: matt710 on July 14, 2007, 07:30AM
They are not supposed to break boxes and walls.  They are psychic and hurt and cause pain to minds of victims. 
Title: Re: Beast Mod Power Update
Post by: BlowFly on July 14, 2007, 07:42AM
This is bad, very bad! But new moves would be great. And how can I add to her double jump?
Title: Re: Beast Mod Power Update
Post by: matt710 on July 14, 2007, 09:00AM
Is double Jump in XML2?  I think it may only be in MUA.  She is kind of Low on my list because she has a pretty full moveset.  If I can get my hands on Electra's stuff from MUA I may add 2 melees. 
Title: Re: Beast Mod Power Update
Post by: intensity on July 14, 2007, 09:24AM
with the approval of no_doubtjr, I'm going to try and add some moves to Jubilee's moveset.

I've already changed some of the animations- but I'm thinking of adding 'might,' since she currently can lift a freight train over her head, and also a beam attack with knockback.

also, No_doubtjr is correct, as Psylocke's psychic blade doesn't hurt objects without a brain... so that is pretty accurate characterization on his part.  :)
Title: Re: Beast Mod Power Update
Post by: nodoubt_jr on July 14, 2007, 12:27PM
if i can get a sword, i'll update Psylocke. but i wont be changing anything that Burning Rage did, this is about adding powers, not changing what others had previously done.

and about Jubilee, giving her might for this game doesnt make sense.  She's going to be superstrong and have her old abilities? I think its one or the other.
Title: Re: Beast Mod Power Update
Post by: Teancum on July 14, 2007, 12:54PM
Thanks for the update to my mod.  I was hoping to update it someday but have been so busy with Hulk and Xbox stuff.  Iammingy is supposed to use the PS2 version of Beast to put the Astonishing skin on it when he has time.  That'll make his face hi-res.  Then we're nearly complete.  When I get time I'll look into fixing up the HUD heads again.  I'd also like to redo Xtreme Beast as his suit looks just like Angel's.
Title: Re: Beast Mod Power Update
Post by: nodoubt_jr on July 14, 2007, 01:00PM
cool cant wait for the new stuff. The skins are great btw way, so i cant wait for the new improve ones.  He is seriously my favorite mod, so i just wanted to make him more complete.
Title: Re: Beast Mod Power Update
Post by: matt710 on July 16, 2007, 11:37PM
I don't know if anybody else has this problem, but everytime I try to flip powers (change them with the directional arrows on a controller) The powers are set permamently to block, orbital, his throwing stars, and pinball.  Can anybody help?
Title: Re: Beast Mod Power Update
Post by: iammingy on July 18, 2007, 02:33AM
I have converted the Classic and Astonishing skins from PC models to PS2 models.
I have never seen these two Beast skins before... Were they hidden in XML2?
Anyway, I will upload them tomorrow night. :)

Btw, are these Slashers in XML2? If so, what number are they?

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0024.jpg)
Title: Re: Beast Mod Power Update
Post by: nodoubt_jr on July 18, 2007, 12:19PM
there were two extra skins from XML1 the original one and an xtreme human one, if i remember correctly.  The original skin is looking great, gret job, cant wait for the other one.

Yeah the the lasher are in XML2, and there skins are 5601 to 5605.
Title: Re: Beast Mod Power Update
Post by: nodoubt_jr on July 18, 2007, 10:26PM
just wanted to mentioned iammingy upped some great Beast skins that you might want to use. this are based on the ps2 models so they should look better.

http://marvelmods.com/index.php?option=com_smf&Itemid=41&topic=435.msg14582#msg14582
Title: Re: Beast Mod Power Update
Post by: matt710 on July 18, 2007, 10:29PM
Didn't teancum put them in the original mod?  I know mine has it.  Also the whole problem I had with beast was fixed.  I don't know how, but it kind of did it itself.  Maybe the powerstyle got messed up when I coppied it.
Title: Re: Beast Mod Power Update
Post by: nodoubt_jr on July 18, 2007, 10:31PM
yeah two of them are but i think they are suppose to be better quality, the original one has been worked on so that its color matches those of Cyclops and Jean's original custome.

Ok good that your problem is fixed, cause i couldnt figure out why you were having a problem.
Title: Re: Beast Mod Power Update (Update 7-21-07)
Post by: nodoubt_jr on July 21, 2007, 06:02PM
Quote from: matt710 on July 16, 2007, 11:37PM
I don't know if anybody else has this problem, but everytime I try to flip powers (change them with the directional arrows on a controller) The powers are set permamently to block, orbital, his throwing stars, and pinball.  Can anybody help?

just ran into that problem and the problem is one of the packages wasnt defined completely, ive done that and the problem is no longer there.

I also fixed high kick now it does the right amount of damage, it was a little weak before.

Fix One:
http://www.momoshare.com/file.php?file=832f96a3ae8306559673177afd7e25d3
Title: Re: Beast Mod Power Update (Update 7-21-07)
Post by: nodoubt_jr on July 24, 2007, 06:12PM
ok this is totally off topic, but i was just playing XML2 and it got to that part were Beast betrays the X-Men and teleports away with Sabretooth.  Well Beast was on my heroes group when he did this and when the cutscene ended after evil Beast had teleported away my Beast was gone, i was down to three heroes.  Weird, i guess the game removed him since original npc beast teleported away.
Title: Re: Beast Mod Power Update (Update 7-21-07)
Post by: shadow on September 08, 2007, 04:29AM
could anybody upload beast pinball fix and selection character portrait for me? they are not inside the zip files posted in the character mod post.

thanks!
Title: Re: Beast Mod Power Update (Update 7-21-07)
Post by: matt710 on September 08, 2007, 09:48AM
the character selection portrait is in the game already.  Look for 0501 it should be already in your game.
Title: Re: Beast Mod Power Update (Update 7-21-07)
Post by: nodoubt_jr on September 08, 2007, 10:22AM
yes i used the portrait that was already in the game, the pinball fix was already in the first release.
Title: Re: Beast Mod Update (Update 10-19-07)
Post by: nodoubt_jr on October 19, 2007, 08:02PM
Beast Mod v1

http://www.mediafire.com/?1txmmdo9yj9
This is a re-release of Teancum's Beast mod, with added powers/attacks by me, and changed the name from Beast to Beast_Hero so it doenst conflict with the in game Beast.

Most everything in this mod was made/gathered by Teancum.  I only added some powers and made some small changes (for more info look at the first post of this topic)

Added changes from origal mod:
-added attacks, boost, and xtreme
-added AOA Beast skin (made by BliZZ)
-i converted Beast XML1 original custome hud head and added it.
-fixed package files and organized 3d heads so they match up
-hexed skeleton so that his menu idle is also his regular idle, which he didnt have and had to use his fightstyle's idle

Credit:
teancum for the original mod and all its content (thanks for letting me update and then re-release it)
iammingy for the recolored original custome
AOA Beast skin by Blizz

AOA Custome
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0187-1.jpg)

Origal Custome Hud Head
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0188-2.jpg)

http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0189.jpg
Title: Re: Beast Mod Update (Update 10-19-07)
Post by: BliZZ on October 19, 2007, 08:27PM
Quote from: nodoubt_jr on October 19, 2007, 08:02PM
-added AOA Beast skin (credit to who ever made it)

I made that one :)
Title: Re: Beast Mod Update (Update 10-19-07)
Post by: nodoubt_jr on October 19, 2007, 08:32PM
ok edited to give you credit

awesome skin by the way  :thumbsup:
Title: Re: Beast Mod Update (Update 10-19-07)
Post by: BliZZ on October 19, 2007, 08:41PM
Not really. I just gray scaled it, added the torso from the 3d Astonishing hud, and stole AoA Colossus' legs :laugh:
Title: Re: Beast Mod Update (Update 10-19-07)
Post by: jonchang on October 19, 2007, 08:48PM
Cool, thanks.
Title: Re: Beast Mod Update (Update 10-19-07)
Post by: Teancum on May 08, 2008, 10:03AM
 :beast: MarvelMods mirror (http://marvelmods.com/ftp_users/teancum/XML2/Beast+Mod+v1.rar)
Title: Re: Beast Mod Update (Update 10-19-07)
Post by: nodoubt_jr on June 26, 2008, 04:31PM
currently updating this mod.  im going to be using MUA Wolverine as a second skeleton and using some of his attacks.  originally i wanted to stick with just one skeleton, but his moveset is really limited that way. Expect sounds and new powers.

so far these are the skins im using
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0119a.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0119aa.jpg)
Title: Re: Beast Mod Update (Update 10-19-07)
Post by: shafcrawler on June 27, 2008, 02:53AM
I made a hidden years beast skin a while back. Let me search for it and then I can PM it to you. Also tell me if you need new skins made. I'm free at da mo' and doing skins from time to time.
Title: Re: Beast Mod Update (Update 10-19-07)
Post by: nodoubt_jr on June 27, 2008, 11:50AM
yeah that would be great, i was thinking he was missing that one, thanks in advance.  the only other skin i think would be good to add to beast is his xtreme x-men one.
Title: Re: Beast Mod Update (Update 10-19-07)
Post by: Teancum on June 27, 2008, 12:25PM
Just curious -- any plans on a New X-Men costume?  I'm not a big fan of how they drew Beast then, but the coat and whatnot might look cool.

#11 (http://www.uncannyxmen.net/db/spotlight/showquestion.asp?faq=10&fldAuto=57&page=11)
Title: Re: Beast Mod Update (Update 10-19-07)
Post by: nodoubt_jr on June 27, 2008, 12:37PM
for some reason i thought we already had that one.  shafcrawler could you do that one instead of the xtreme x-men one? as always if you cant, just let me know :)
Title: Re: Beast Mod Update (Update 10-19-07)
Post by: shafcrawler on June 28, 2008, 02:09AM
Hmmm... that 1 might be tricky. I'll see what I can whip up...
Title: Re: Beast Mod Update (Update 10-19-07)
Post by: DarthCyclopsRLZ on June 29, 2008, 04:39PM
Quick question.

Want Beast to have a head portrait in the menus.

Which IGB file from the mod can I use to "create" the UI/models/character folder required?

EDIT:  Nevermind, 0501.
Title: Re: Beast Mod Update (Update 10-19-07)
Post by: nodoubt_jr on June 30, 2008, 09:26PM
almost done with this mod, added a second skeleton. changed animation for Claw Punch, its an actual punching animation now.  Got rid of throwing stars, but added two new attacks, Pounce and Beastial Assault. Working on new icons.
Title: Re: Beast Mod (v2 07-02-08)
Post by: nodoubt_jr on July 02, 2008, 06:46PM
Beast Mod version 2.3
download: http://www.mediafire.com/?b09tkjxvwy1wk0r

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0165-3.jpg)

Notes: Most likely the final version, a lot more complete now.  I added a new fightstyle, so he has a lot more power animations.  You have to start a new game from default in order to use the new fightstyle, if you dont start a new game, the game wont read the new fightstyle and some animations will not look correctly.

Differences from v1:
* new fightstyle
* fixed up talents
* removed "Throwing Stars" powers, but added two new powers "Pounce" and "Feral Assault"
* changed second boost
* added power sounds (to get his voice, download latest x_voice update here http://marvelmods.com/forum/index.php?topic=2924.0)
* added 4 new skins (0507.igb, his Xtreme Blue fur skin by apollo, is in the packet, but not included in the herostat)
* new icons (i used the ones from the MUA mod and added one new one)
* fixed up some of the 3D heads
* fixed his Pinball move, now when he hits something or someone it actually does damage.

Like i said, its a lot more complete and clean, and pretty fun.

Pics:

new Claw Punch animation
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0142-3.jpg)

Feral Assault power
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0139-1.jpg)

Pounce power
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0143-2.jpg)

Credit:
original mod by Teancum
AOA Beast skin by BliZZ
original custome edit by iammingy
Beast Winter Furry skin and Beast Ultimate Original skin by apollo
Beast Hidden Years and Beast 2000 skin by shafcrawler
Icons from MUA Beast Mod
Title: Re: Beast Mod (v2 07-02-08)
Post by: ratmon on July 03, 2008, 11:50AM
alright thanks.
Title: Re: Beast Mod (v2 07-02-08)
Post by: nodoubt_jr on July 03, 2008, 01:19PM
no problem, im just really happy with how he turned out this time, more Beast like moves.
Title: Re: Beast Mod (v2 07-02-08)
Post by: shadow on July 08, 2008, 09:14AM
nodoubt_jr, is there any thread explaining how to use two skeletons, like you used on Beast?
Title: Re: Beast Mod (v2 07-02-08)
Post by: nodoubt_jr on July 08, 2008, 12:02PM
no i dont think there is
Title: Re: Beast Mod (v2 07-02-08)
Post by: nodoubt_jr on July 27, 2008, 03:50PM
ok heres a quick powerstyle update for Beast, what this does is remove his double jump.

while at the cerci caves, i noticed the cerci/brood acting weird (they used the wrong animation and wrong effects), once i got rid of his double jump, they went back to normal.  I also had this problem back when i wanted to give two skeleton Elektra and Daredevil double jump.  So i know it sucks to have him with no double jump but it prevents any future problems.

just replace the old powerstyles.

download: http://www.mediafire.com/?nzydy3mmmsn
Title: Re: Beast Mod (v2 07-02-08)
Post by: Authorias on July 27, 2008, 04:00PM
Could "we" get an exact directory to put that sucker in, so "we" don't mess something up? :D
Title: Re: Beast Mod (v2 07-02-08)
Post by: nodoubt_jr on July 27, 2008, 04:08PM
oh lol, yes, just place it in the following place:
X-Men Legends 2/Data/powerstyles/

also ive updated the above link to version2, so if you are reading this and havent downloaded the mod, dont worry that download already has this fix.
Title: Re: Beast Mod (v2 07-02-08)
Post by: Authorias on July 29, 2008, 02:48PM
That's weird... it was working for a while but now I can't seem to access his powers anymore, with any combination of characters.  I can still do melee attacks but when I press the powers button the four symbols don't come up.
Title: Re: Beast Mod (v2 07-02-08)
Post by: nodoubt_jr on July 29, 2008, 03:09PM
sorry i havent ran into that problem, are you sure you put all the package (.PKGB) in the folders? ive check the files and everything looks right.

has anyone else had this issue too.
Title: Re: Beast Mod (v2 07-02-08)
Post by: Authorias on July 30, 2008, 11:55AM
Now I reinstalled it then ran it with Quicksilver, Blink, Beast and (upgraded) Xavier.  It worked perfectly fine, but then at the beginning I exited the Cerci Caverns but when I tried to re-enter them I got a runtime error.
Title: Re: Beast Mod (v2 07-02-08)
Post by: nodoubt_jr on July 30, 2008, 12:05PM
i'll look into that, btw when you reinstalled the mod you made sure to install the updated powerstyle i posted right?
Title: Re: Beast Mod (v2 07-02-08)
Post by: Authorias on July 30, 2008, 12:16PM
Indeed I did.  I also tried it without it to make sure it wasn't the powerstyle messing with it.
Title: Re: Beast Mod (v2 07-02-08)
Post by: nodoubt_jr on July 30, 2008, 12:51PM
ok just tried it out and yes, theirs weirdness.  this is happening because of memory loading issues, Blinks powerstyle is big, to include all the teleporting things, plus her fightstyle is almost complete, Beast is complete, his fightstyle is full.  Combining this its too much for the game (on their own they load alright).  The good news is Blink is on my list of characters to convert back to one skeleton, so she wont be an issue in the future.
Title: Re: Beast Mod (v2 07-02-08)
Post by: nodoubt_jr on September 03, 2008, 11:35PM
small update, heres an updated sabrering texture that now works properly
download here: http://www.mediafire.com/?mkaai3av7an replace old one in Textures/

now his Pounce power looks like this
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0057-3.jpg)

(hers a pic of how it use to look http://marvelmods.com/forum/index.php?topic=782.msg37568#msg37568)
Title: Re: Beast Mod (v2 07-02-08)
Post by: shadow on September 27, 2008, 06:05AM
in this two-skeletons update, can beast break enemies' shields (e.g. pop-up, stun, trip and knockback)?
Title: Re: Beast Mod (v2 07-02-08)
Post by: nodoubt_jr on September 27, 2008, 10:48AM
yes he can, his fightstyle is complete
Title: Re: Beast Mod v2
Post by: nodoubt_jr on October 05, 2008, 05:43PM
updated version 2 (http://www.mediafire.com/?yqmluymz0nn) to include a fix for the talents file, now he doesn't receive most of his powers before level 5 and it levels up correctly. if you had previously downloaded the mod and only want this new fixed talent, then just download this one http://www.mediafire.com/?2om2mtyiook and place in data/talents.


Edit on 10-10-08

updated version 2 again (http://www.mediafire.com/?yqmluymz0nn) to include a fix for the fightstyle. before a minor error kept him from properly being able to carry out the Stunning Blow, now he can without any problems.  So if you wanted to just download the updated fightstyle, download it here http://www.mediafire.com/?zz5whrymfom and place it data/fightstyles.

btw the latest upload version 2.3 has all the previous fixes included, so if this is your first time downloading version 2.3, don't worry its up to date.
Title: Re: Beast Mod v2
Post by: John Sage on December 13, 2008, 05:17AM
Is it possible to make Beast double jump?  Great mod!
Title: Re: Beast Mod v2
Post by: nodoubt_jr on December 13, 2008, 01:18PM
sadly no, he uses two skeletons/new fightstyle and for some reason if i add double jump it causes issues in game (some npcs act weird when hes on the team, its an issue with the in game memory), without double jump he and other characters act like they should.
Title: Re: Beast Mod v2
Post by: John Sage on December 13, 2008, 07:44PM
Fair enough - still a great mod!
Title: Re: Beast Mod v2
Post by: austin27 on September 01, 2010, 07:32AM
Beast's link's broken. Please, can u fixed it? I need at least his herostats, can anybody sent me please? thank.
Title: Re: Beast Mod v2
Post by: nodoubt_jr on September 01, 2010, 06:41PM
Reuploaded here http://www.mediafire.com/?b09tkjxvwy1wk0r thanks for the heads up