Marvel Mods

Marvel Ultimate Alliance I & II => Mod Releases and Conversions => Topic started by: sbarth13 on May 28, 2012, 09:13PM

Title: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on May 28, 2012, 09:13PM
General thanks and credits to everyone who contributed to Tutorials, worked on the Official Character packs, converting XML2 and Wii assets, and everyone who gave advice/feedback. Norrin Radd for his skinner programs. If it weren't for you guys, i wouldn't be modding. i should also mention that some new power names and effects were inspired/taken from the Marvel Avengers Alliance game, so credit to those guys.

Mod List (scroll down through the forum to get them) all are new versions with revisions
Shaman
Captain Britain
Wonderman
Blackbolt
Gorgon
Guardian
Dagger
Justice
Sasquatch
Crystal
Sentry
Drax
Karnak
Hellstrom
Beta Ray Bill
Vance Astro
Gladiator
Union Jack
Vindicator
Medusa
ares [new - 4/6/14]
ronan [new - 4/6/14]
quasar [new - 9/14]
gamora [new - 9/14] - *i found an error on the herostat; the very first line looks like this: "stats{". there should be a space between "stat" and the "{". it won't work unless you change this.
magik [new - 9/14]

Mods update pack: http://www.mediafire.com/download/mngntco3x26dgcj/mod_update.rar (http://www.mediafire.com/download/mngntco3x26dgcj/mod_update.rar)

Boosters
Firestar (4-8-13): http://www.mediafire.com/?yjiqzfh8tk87q8u (http://www.mediafire.com/?yjiqzfh8tk87q8u)

Microwave Stream - shoots a beam of microwave energy, deals energy damage and sets targets on fire
Atomic Charge[/b - press n hold; throws a radiated projectile that explodes on contact; deals fire damage
Burning Mark - beam of energy that splits to hit multiple targets; deals energy damage and bypasses enemy defense
Cluster Fire - radial; burst of microwave energy, deals energy damage and knockback
Microwave burst - radial; microwave burst rip down from the sky; deals energy damage with secondary fire damage
Thermal Conduction - boost; increases damage and critical hit chance
Thermal Aura - boost; creates a large dome of energy around firestar that deals energy damage to enemies who contact it; also adds radiation damage to her melee attacks
Microwave Nova - xtreme; deals fire and radiation damage in large radius
passives - flight; energy resist, radiation resist


Shaman
Credits: UltimateVeNoM - all skins and the mannequin
            Marvel Watcher - i drew some inspiration from his xml2 mod of shaman

Mystic Bolts - ranged attack; fires magical bolts at enemies rapidly; deals energy damage
Illusionary Foes - uses illusions to fool enemies into attacking each other for a time; deals small amount of mental damage in a radius
Blizzard - uses weather powers to summon blizzard, dealing cold damage
Lightning Storm - summons bolts of lightning from sky to deal electricity damage to multiple enemies
Spirit Communion - summons a spirit that follows him around and attacks enemies; deals mental damage
Infusion of the Spirits - fortifies himself using a spiritual connection; raises all resistances
Natural Medicine - heals all allies within range for a time
Power of the Great Key - opens a portal to another dimension; deals energy damage to enemies and uses it to restore the health of allies
Passives - mental resistance; mind control resistance; teleport (double jump)

Get it here: http://www.mediafire.com/download/2va9r0r3jd7jxaa/shaman.rar (http://www.mediafire.com/download/2va9r0r3jd7jxaa/shaman.rar)


Captain Britain
Credits: original mod, huds, icons, classic/original skins, mannequin - the boy sanga
          modern/new excalibur skins - M_L

British Knuckle - melee attack that deals physical and energy damage
Britannic - melee arc attack that deals physical damage and trips
Right is Might - grabs target and slams him into ground (nick fury's Furious power)
Save the Queen - flies forward in path, dealing physical damage, increased crit chance
Otherworld Slam - radial energy attack
Roar of Valor - increases damage and strength; absorbs some damage as HP
Lion of Avalon - team boost; raises all traits and absorbs some damage
Excalibur Slam - 1 attack against each target, increases damage of xtreme attacks
Passives - Flight; Might

get it here: http://www.mediafire.com/download/rbd5h3106489rw5/captbritain.rar (http://www.mediafire.com/download/rbd5h3106489rw5/captbritain.rar)

Wonderman v.2
Credits: mannequin, modern/leisure suit/original skins - UltimateVeNom
             ionic skin - BLaw

Ion Strike - melee attack that deals energy damage and decreases enemy damage
Ion Beam - ranged energy beam attack
Ion Dispersal - disperses his body and reforms elsewhere, dealing a physical melee attack
Ion Blast - radial energy damage; slows enemies
Wonder Strike - chargeable; flies forward in path, dealing physical damage
Absorption - absorbs incoming damage; boosts strike, body, and focus
Ion Transfer - team boost; adds energy damage to melee attacks
Hollywood - large radial energy blast; nullifies enemy powers for a time
Passives - Flight; Might; Healing Factor; energy regen; resurrection

get it here
http://www.mediafire.com/download/i10q8dm742bso5o/wonderman.rar (http://www.mediafire.com/download/i10q8dm742bso5o/wonderman.rar)


Crystal
Credits: mannequin - Blaw

Water Beam - projectile; shoots blast of water that deals cold damage
Bones of the Earth - blast; rock columns burst out of the ground; deals physical damage; causes popup
Funnels - blast; summons four small wind funnels; deals wind damage, swirls enemies around
Flamethrower - projectile; press and hold; shoots a continuous blast of fire
Earthcage - radial; trap; encases enemies in stone for a short time
Whirlwind Armor - boost; [storms power]; summons wind to protect against projectiles and deals wind damage to enemies
Fists of Flame - boost; adds fire damage to melee attacks for team
Water Barrier - boost; reduces damage taken for entire team
Elemental Overload - xtreme; deals 4 elements of damage in wide radius
Passives - flight

get it here: http://www.mediafire.com/download/2f7j5n3a5hf6k04/crystal.rar (http://www.mediafire.com/download/2f7j5n3a5hf6k04/crystal.rar)

Karnak
Credits: Blaw - mannequin

Weakening Strike - melee; deals physical damage and reduces enemy damage output
Circle Kick - radial; deals physical damage in a radius; stunned enemies take double damage
Precision Strike - melee; chargeable melee strike; stuns enemy if fully charged
Pulverizing Kick - melee; deals crushing damage and causes bleed damage for a short time
Flying Kick - Projectile; leaps forward delivering an unblockable kick; has a chance to cause instant KO
Balanced Form - boost; increases all stats and attack speed for a time
Find the Weak Spot - team boost; finds weakness in enemy defenses, increasing team critical hit chance
Balancing Chi - xtreme; uses mediation techniques to restore team HP and EP; then deals mental damage in a radius

passives - acrobatics; critical strike, dodge ranged, dodge melee

get it here: http://www.mediafire.com/download/0iy0mp8258uj1kd/karnak.rar (http://www.mediafire.com/download/0iy0mp8258uj1kd/karnak.rar)


Vance Astro
Credits - mannequin by Harpua1982

Kinetic Toss - projectile; same as captain america shield toss
Concussion Blast - blast; uses telekinesis in a small radial burst; chargeable; same as invisible woman blast
Shield Bash - melee; chargeable melee slam that causes popup; same as captain america
Kinetic Surge - chargeable radial; blasts area with kinetic energy; nearby enemies take damage during charge
Shield Shock - charge melee attack; charges forward, bashing enemies with shield, causing stun and knockback
Telekinetic Fury - boost; wraps himself in telekinesis, increasing melee damage and adding knockback to melee attacks
Telekinetic Barrier - team boost; shields self and allies with telekinesis that reflects damage
Avenger's Shield - xtreme; same as captain america

passives - critical strike, dodge ranged

get it here - https://www.mediafire.com/file/2pgcf9kqs51w25w/vanceastro.zip/file (https://www.mediafire.com/file/2pgcf9kqs51w25w/vanceastro.zip/file)

Vindicator
        Credits: mannequin by Harpua1982

Thermal Blast - blast; hits enemies with thermal heat, wind damage. enemies ignite if fully charged (chargeable)
Lava Fissure - blast; causes lava to erupt, dealing fire damage. 100% crit vs airborne enemies
Lava Sled - charge; slides on lava, dealing fire damage in a path
Thermal Venting - radial; releases thermal heat around self, damaging and causing KB
Thermal Charges - projectile; throws multiple thermal charges in an arc, that pierce enemies and bounce around
Energy Reroute - team boost; grants chance to ignite enemies with melee attacks and decreases damage taken
Adaptive Battlesuit - boost; converts damage taken to EP; adds fire damage to melee attacks
Geothermal Explosion - causes a volcano to explode, dealing massive radial fire damage
passives: flight, immune fire

get it here: https://www.mediafire.com/file/wfia0j7pa5v831z/vindicator.7z/file (https://www.mediafire.com/file/wfia0j7pa5v831z/vindicator.7z/file)

Ronan the Accuser
         Needs: mannequin

Accuser's Strike - melee; chargeable; hammer strike, deals crushing damage, chance to instant kill target
Molecular Slam - radial; unleashes energy from universal weapon, immobilizes enemies for a time, deals energy damage
Transmutation Blast - beam; fires a beam of raw energy, pierces targets
Explosive Swipe - melee; hammer strike that deals crushing damage and charges enemy, which then explodes to deal radial damage, also causes knockback
Death Trap - special; surrounds enemies with an entropy field which causes them to damage themselves whenever they deal damage, also deals radial energy damage
Matter Deconstruction - boost; adds energy damage to melee attacks and melee attacks slow enemies
Absorption - team boost; absorbs a percentage of damage dealt as HP for ronan, and boosts physical resistance
Universal Weapon - xtreme; uses universal weapon to call down energy on foes, deals extra damage against stunned, slowed, or frozen foes, also restores ally hp and ep

passives - flight, might, critical, energy absorb

get it here: http://www.mediafire.com/download/bp83y0b8wx9250d/ronan.rar (http://www.mediafire.com/download/bp83y0b8wx9250d/ronan.rar)

Quasar
needs - mannequin

Quantum Blast - energy projectiles that pierce targets; energy damage and slow effect
Photon Burst - spawns energy balls that circle and damage targets (copied from ms marvel)
Quantum Burst - radial; creates a burst of quantum energy; energy damage and stuns targets; also causes knockback
Quantum Sword - melee; forms an energy sword and swings in an arc; high crit chance
Quantum Surge - projectile; creates energy balls that damage and bounce around
Quantum Shield - boost; creates an energy shield that protects, deflects projectiles, and damages nearby enemies
Quantum Bands - debuff; imprisons enemies in energy bands for a short time
Cosmic Blast - extreme; large radial blast of energy

passives - might, flight, absorb

get it here: http://www.mediafire.com/download/46sef452n7zop9w/quasar.rar (http://www.mediafire.com/download/46sef452n7zop9w/quasar.rar)
Title: Re: sbarth13 mods (Blackbolt, Gorgon, Guardian, Sentry, Hellstrom, Gladiator, m)
Post by: sbarth13 on May 28, 2012, 09:13PM
Blackbolt
Credits: mannequin - BLaw

Electron Blast - chargeable; small arc of energy damage
The Master Blow - chargeable; double melee punch to target, then spins around and pops target up
Whisper - radial mental damage attack; stuns for a short time
Destructive Voice - press/hold; arc of mental damage
Sonic Disintegration - chargeable; releases a beam of energy; bypasses enemy defenses
Inhuman Boost - increases attack speed and damage
Electron Field - team boost; chance to deflect projectiles; minor speed boost
Inhuman Scream - mental and energy damage radial blast
Passives - Might; Leadership; Flight

get it here: http://www.mediafire.com/download/blp2r44qjy4azl1/blackbolt.rar (http://www.mediafire.com/download/blp2r44qjy4azl1/blackbolt.rar)

                                                                                                                                                                             

Gorgon
Credits: mannequin - BLaw

Local Tremor - stomps foot, sending out small arc that deals physical damage and causes knockback
Stomp - jumps into air and lands, dealing radial physical damage; pops up enemies
Shockwave - stomps ground; small radial blast followed by shockwave that pops up enemies in a path
Thundering Kick - leaps forward with melee kick, dealing physical damage and stuns enemy
Stampede - press/hold; charging melee attack, deals physical damage, high crit chance
War Cry - increases max health and striking
Battle Tactics - team boost; increases melee damage and combo finisher damage
War Stomp - deals leaping attack against each enemy; increases team xtreme damage
Passives - Might

get it here: http://www.mediafire.com/download/ukzedec8rjqn1y9/gorgon.rar (http://www.mediafire.com/download/ukzedec8rjqn1y9/gorgon.rar)
                                                                                                                                                                                 

Guardian
Credits: Mannequin - UltimateVeNoM

Electromagnetic Blast - shoots a line of electricity damage
Graviton Beam - press/hold; levitates enemy, deals damage
Plasma Blast - chargeable; deals radial fire damage; also deals damage to enemies that approach while charging; some knockback
Concussive Blast - small radial physical damage, followed by shockwave that deals physical damage and pops enemies up in a path
Flare - deals mental damage to nearby enemies; stuns for short time; decreases enemy damage for a time
Forcefield - deflects projectiles and reflects damage back
Absorption - team boost; absorbs some damage, and decreases energy spending cost
Disruption Field - radial electricity damage; briefly electrifies enemies, increases team xtreme damage
Passives - Flight; Might; Leadership

get it here: http://www.mediafire.com/download/sj6666tigiex7i6/guardian.rar (http://www.mediafire.com/download/sj6666tigiex7i6/guardian.rar)

                                                                                                                                                                                     

Sentry
Credits: original mod inspiration by Boreman
             skins by Odinson12

Bright Brawler - radial; melee attack with high chance of crit; also causes trip
Flash Vision - beam; shoots energy beams from eyes
Energy Discharge - radial; releases a radial explosion of energy; causes knockback
Uppercut - melee; chargeable attack that deals physical damage and popup
Blazing Strike - melee; rapid tap; multiple melee attacks at high speed
Power of a Thousand Suns - boost; increases speed and melee damage
Energy Fury - team boost; adds energy damage to melee attacks for team
Exploding Sun - extreme; unleashes huge blast of energy
Passives - flight; might; resist energy; healing factor

get it here: http://www.mediafire.com/download/2y0d5255oyba7wo/sentry.rar (http://www.mediafire.com/download/2y0d5255oyba7wo/sentry.rar)
                                                                                                                                                                         

Hellstrom
        Credits: mannequin by Harpua1982

Soulfire - beam; focuses soulfire through his trident, dealing crushing damage
Netharanium Trident - radial; slams his trident into the ground dealing physical damage in a radius
Falteen Flame - radial; (as dr strange) rapid tap, deals fire in a radius, regains some damage as health
Sinktari Attack Spell - blast; chargeable attack; deals fire damage and causes enemy to catch fire
Gorgerell Transportation - special; teleports away; nearby enemies take fire damage
Son of Satan - boost; turns part of his body on fire, dealing fire damage with melee attacks, and a chance to set enemies on fire
Corbeve's Defense Spell - team boost; party members convert inflicted damage to hellstrom as HP; allies also get bonus to defense and strike
Mystic Maelstrom - xtreme; steals life from enemies and distributes it to team members

passives - mental resistance

get it here: http://www.mediafire.com/download/as5c68hm7vaa85o/hellstrom.rar (http://www.mediafire.com/download/as5c68hm7vaa85o/hellstrom.rar)
                                                                                                                                                                                 

Gladiator
credits: Harpua1982 - mannequin
             Outsider - coding help

Imperial Slam - chargeable melee; deals physical damage with a popup attack
Heat Vision - shoots a beam of heat from eyes, dealing fire damage
Earthquake - chargeable melee; radial attack; knocks opponents down; deals double damage to targets on ground
Optic Stream - press n hold; continuous blast of heat vision
Fusion Beam - beam attack that splits to hit multiple targets; deals radiation damage
Psionic Boost - boost; raises max HP and increases melee damage dealt
Imperial Intimidation - debuff; intimidates enemies, increasing the damage they take and decreasing the damage they deal
Imperial Slam - xtreme; deals radial physical damage and chance to slow enemies

passives - might; flight

get it here: http://www.mediafire.com/download/t07isqzogfietpg/gladiator.rar (http://www.mediafire.com/download/t07isqzogfietpg/gladiator.rar)
                                                                                                                                                                                 

Medusa
        Credits: mannequin by Blaw

Pummel - projectile; thrusts hair forward, dealing physical damage and causing KB
Hair Devastation - radial; tendril of hair whips around, causing damage and popup in radius
Hair of Retribution - special; uses hair to lift and hold target
Hair Flail - special; hits multiple enemies with hair (rapid tap)
Hair Toss - projectile; uses hair to grab enemy and launch them across the sky
Queen's Focus - boost; increases hair damage and energy regen rate
Royal Command - team boost; increases skill ranks for team for a time
Queen of the Inhumans - xtreme; blackbolt aids his queen by blasting all enemies on screen with energy

get it here: http://www.mediafire.com/download/gm79csfmb470khv/medusa.rar (http://www.mediafire.com/download/gm79csfmb470khv/medusa.rar)
                                                                                                                                                                                                                         

Gamora
needs: mannequin

Acrobatic Kick - melee; chargeable; double spin kick; stuns if fully charged
Sword Mastery - melee charge; darts forward slashing with sword; multiple hits (nightcrawlers 2nd power)
Blade Flachette - projectile; throws knives in a spread; 100% crit against flying targets
Godslayer Assault - melee; slashes in front of her, then backflips for more fun; also causes knockback
Blade Cyclone - melee; press and hold; spins around in radius, slashing with blades
Dance of Blades - boost; focuses self, boosting damage, speed, and defense
Eye of the Storm - team boost; increases team damage
Deadliest Woman in the Galaxy extreme; jumps in air, throwing freeze grenades that deal cold damage and either slow or freeze targets

Passives - might, acrobatics, healing factor, grab, critical

Get it here: http://www.mediafire.com/download/v8tq4qodbxyn1nl/gamora.rar (http://www.mediafire.com/download/v8tq4qodbxyn1nl/gamora.rar)
Title: Re: sbarth13 mods (dagger, justice, sasquatch, drax, beta rb, union jack, ares)
Post by: sbarth13 on May 28, 2012, 09:14PM
Dagger
Credits: Classic skin - DeeDooo

Light Dagger - rapidly throws light daggers, dealing energy damage (tap)
Dagger Fan - throws several energy daggers in a spread. chance to slow enemies and weaken enemies
Light Overload - melee attack; charges an enemy with light that deals energy damage and then explodes for radial damage effect
Blinding Light - radial blast of light, deals mental damage and stuns enemies for a time
Dagger Fall - throws light daggers up into air that come down dealing exploding enemy damage and knocking targets back
Corona of Light - adds energy damage to melee attacks and lowers energy cost for powers
Healing Light - heals herself and nearby allies
A Million Points of Light - throws several light daggers that bounce around screen
passives - absorb

get it here: http://www.mediafire.com/download/sdr9trcgru8y2wu/dagger.rar (http://www.mediafire.com/download/sdr9trcgru8y2wu/dagger.rar)

Justice

Kinetic Toss - hurls a projectile of force (hold to steer)
Kinetic Punch - radial; uses telekinesis to pop up surrounding enemies and deals damage
Telekinesis - lifts and throws enemy
Kinetic Whirlwind - uses telekinesis to lift and toss around nearby enemies (hold for longer effect
Kinetic Pinball - surrounds himself in a ball of telekinesis and 'skates' around
Telekinetic Fury - grants increased melee damage, defense against finishers, and grants a chance to knockback enemies with melee attacks
Telekinetic Barrier team boost; reflects damage back at attackers
Psychokinetic Mayhem - sends multiple projectiles of force bouncing around screen
Passives - flight, dodge ranged

get it here: http://www.mediafire.com/download/8o4xq2wojbqwok6/justice.rar (http://www.mediafire.com/download/8o4xq2wojbqwok6/justice.rar)

Sasquatch
Needs -an original mannequin

Cleaving Swipe - radial melee attack, small arc; deals physical damage with chance to instant kill stunned enemies
Boxing Blitz - charge melee attack; deals physical damage and knocks back enemies; rapid tap
Hammer Toss - radial attack; grabs and enemy and swings him around, dealing damage to nearby enemies
Backflip Crash - radial attack; jumps into air and slams ground, damaging enemies and causing massive knockback
Furious Slam - melee attack; punches enemy in gut, then slams him into ground
Tanaraq Unleashed - boost; gains size, strength, damage, and speed for a time
Brains over Brawn - team boost; reduces energy expenditure and boosts melee critical chance
Tanaraq's Rage - xtreme; deals physical damage in radius, then a separate attack to each target
Passives - might; knockback resist; healing factor; extreme might

Get it here: http://www.mediafire.com/download/5u3lqma5dt0c48v/sasquatch.rar (http://www.mediafire.com/download/5u3lqma5dt0c48v/sasquatch.rar)

Drax the Destroyer
Credits: inspiration/ideas, playtesting, sounds, skins, knife boltons, and mannequin by Harpua1982
            skin by MJFan

Knife Slash - melee; attacks with knives; added bleed damage
Glaive Strike - projectile; throws a glaive that pierces enemies and bounces off walls
Destruction - radial; leaps forward, spinning with knives
Vicious Slam - melee; punches target, then slams him into ground, dealing radial damage
Frag - projectile/radial; throws a frag mine that explodes in a radius, deals fire damage
Dwi Theet Master - boost; increases melee damage, finisher damage, and increases critical chance with weapons
Cosmic Awareness - boost; increases defense, movement speed, and energy resistance for team; reveals enemies on minimap
Drax the Destroyer - xtreme; slashes enemies in a wide radius
passives - might; healing factor; critical strike; acorbatics; super might

get it here: http://www.mediafire.com/download/ekeva412y9d1g0n/drax.rar (http://www.mediafire.com/download/ekeva412y9d1g0n/drax.rar)

Beta Ray Bill
Credits - mannequin by Harpua1982

Shattering Charge - charges forward, dealing crush dmg in an arc and electrifies enemies for a time, taking additional electricity dmg
Stormbreaker Slam - radial attack; slams hammer into ground, dealing radial physical damage and sending a shockwave of electricity in a path
Korbinite Wrath - radial hammer attack; deals damage, trips enemies, then slams the ground, popping them up
Funnels - special attack; summons 4 wind funnels that spread out, lofting up enemies and dealing wind damage over time
Chain Lightning - beam attack; shoots a continuous lightning arc from stormbreaker (hold)
Wind Shield - boost; absorbs damage and deals small amount of wind damage to nearby enemies
Static Charge - debuff; charges nearby enemies with electricity, causing them to take more damage from attacks
Asgardian Fury - xtreme; same as thors, except it doesn't restore energy, but it deals additional wind damage

passives - might, flight, atlas strength

get it here - https://www.mediafire.com/file/5ag4k172r8cizjr/betaraybill.7z/file (https://www.mediafire.com/file/5ag4k172r8cizjr/betaraybill.7z/file)

Union Jack
         Credits: mannequin by Harpua1982

Trench Warfare - charge; lunges forward hitting enemy with knife, then pops them up
Service Revolver - projectile; pulls out gun and shoots enemy with 4 quick shots
Rupturing Jab - melee; slashes enemy with knife, causing damage and bleed (chargeable)
Shotgun Strafe - special; shoots enemies with shotgun; can move around while shooting (press and hold)
Grenade Toss - blast; jumps in air and throws multiple grenades, dealing fire damage and KB
Master Tactician - boost; increases chance of critical hits, and causes stun with critical hits
V for Victory - team boost; increases team melee damage
Napalm Haze - xtreme; throws grenades in air then blasts them, causing fire to rain down
passives: acrobatics, dodge melee, critical hit

get it here: https://www.mediafire.com/file/3cqj7il94yixozo/unionjack.7z/file (https://www.mediafire.com/file/3cqj7il94yixozo/unionjack.7z/file)

Ares
          Credits: mannequin and skins by Odinson012

Slice and Dice - melee; double weapon attack; 2nd hit has chance of instant kill on enemies with low health
Dual Shot - projectile; press n hold; pulls out 2 pistols and shoots repeatedly
Onslaught - radial melee; chargeable; spins around slashing, stuns enemies if fully charged
Crush Your Enemies - radial; jumps into air and slams ground, popping up enemies
Grenade Mayhem - projectile; rapid tap; pulls out a grenade launcher and unleashes hell, deals fire damage
Bloodletting - boost; critical hits with melee attacks reduce enemy health by 33%, also increases melee damage
Thousand Yard Stare - boost; damage inflicted by teammates returns as health for ares, allies get bonus to defense and striking
Bombardment - xtreme; pulls out pistols and lobs rounds into air, which then drop on enemies

passives: might, critical, healing factor; super might

get it here: http://www.mediafire.com/download/a9bcwcbbkalic7c/ares.rar (http://www.mediafire.com/download/a9bcwcbbkalic7c/ares.rar)

Magik
credits - skins by Deedoo
needs - mannequin

Stepping Disk - melee; chargeable; teleporting multi hit sword attack
Unleash Hell - radial blast; blast that deals fire, cold, radiation, and energy damage; some damage dealt converts to health for magik
Eyebite Sting - trap; summons tiny winged demons that seek out targets and deal radiation damage
Soulflare beam; shoots energy beams from her eyes
Ruler of Limbo - special; summons a demon to fight for her
Dark Magic - boost; damage dealt returns as EP for magik; melee attacks have chance to slow targets
Entropic Field - boost; creates a field around magik that slows enemies and weakens them; if enemies in area are hit by a critical hit, there is a chance of instant kill
Hellish Assault - extreme; teleports around striking targets, then unleashes a blast of energy

Passives - teleport, critical

get it here: http://www.mediafire.com/download/vjibfbm954qlwem/magik.rar (http://www.mediafire.com/download/vjibfbm954qlwem/magik.rar)
Admin Note: This mod is a popular choice, but it does not come with a mannequin. If you want this mod to have a mannequin, you'll need to download one separately.
Title: Re: sbarth13 mod releases (5-28-12; Blackbolt, Wonderman, Gorgon, Guardian)
Post by: MelloMods on May 29, 2012, 03:16AM
great collection.  If you can rip Guardian in the pose you want w/ 3dRipper and send the files to me, I can make a mannequin for you.

Keep up the good work!
Title: Re: sbarth13 mod releases (5-28-12; Blackbolt, Wonderman, Gorgon, Guardian)
Post by: BLaw on May 29, 2012, 04:04AM
That effect is a mua2 effect. No need to credit me for that. Anyway all look sweet!
Title: Re: sbarth13 mod releases (5-28-12; Blackbolt, Wonderman, Gorgon, Guardian)
Post by: Quentin Hex on May 29, 2012, 08:49AM
All of them look good :] I'll give them a shot during the summer ^-^
Title: Re: sbarth13 mod releases (5-28-12; Blackbolt, Wonderman, Gorgon, Guardian)
Post by: fox456 on May 29, 2012, 03:11PM
:bowdown1:

What the heck!?  How cool!!  This was sure a surprise post.  I didn't even know you were working on Gorgon.  Plus, you updated Black Bolt.  I like both of these guys.  Thanks for making the mods.  I look forward to trying out the others as well.
Title: Re: sbarth13 mod releases (5-28-12; Blackbolt, Wonderman, Gorgon, Guardian)
Post by: sbarth13 on May 29, 2012, 04:34PM
Quote from: Harpua1982 on May 29, 2012, 03:16AM
great collection.  If you can rip Guardian in the pose you want w/ 3dRipper and send the files to me, I can make a mannequin for you.

Keep up the good work!

thanks. UltimateVeNoM just did one for me. but i'll keep you in mind for the future. i'm trying right now to get 3d ripper and 3ds max to work on my PC, but so far no luck. they may be incompatible.
Title: Re: sbarth13 mod releases (5-28-12; Blackbolt, Wonderman, Gorgon, Guardian)
Post by: sbarth13 on May 29, 2012, 04:36PM
Quote from: BLaw on May 29, 2012, 04:04AM
That effect is a mua2 effect. No need to credit me for that. Anyway all look sweet!

oh. didn't know that. i got it from one of your mods, so i thought that was your work. thanks anyways for everything.
Title: Re: sbarth13 mod releases (5-28-12; Blackbolt, Wonderman, Gorgon, Guardian)
Post by: nodoubt_jr on May 29, 2012, 07:47PM
wow these look awesome, especially Guardian.  Great organization, love that.
Title: Re: sbarth13 mod releases (5-28-12; Blackbolt, Wonderman, Gorgon, Guardian)
Post by: Oddark123 on May 30, 2012, 12:44PM
Wow this was awesome to see when checking this site, i'll be sure to check it out
Title: Re: sbarth13 mod releases (8-22-12; Shaman)
Post by: sbarth13 on August 22, 2012, 09:13PM
shaman is released. had to settle on a couple powers. might get back to him in the future, but overall i am about 90% happy with it. one step closer to alpha flight.
Title: Re: sbarth13 mod releases (8-22-12; Shaman)
Post by: RedFlameIIϟ on August 22, 2012, 11:18PM
Nice! Downloaded them all! ^.^
Title: Re: sbarth13 mod releases (8-22-12; Shaman)
Post by: MelloMods on August 23, 2012, 03:48AM
Quotehere's probably the least requested mod ever,

One of the reasons why I look forward to your releases is b/c you choose to make mods of some of the lesser known characters of the MU.  I'll for sure be grabbing Shaman, as well as any other future Alpha Flight members.

Thanks.
Title: Re: sbarth13 mod releases (8-22-12; Shaman)
Post by: Johnny Crazy on August 23, 2012, 04:33AM
I 2nd what Harpua said. Always nice to see different marvel characters getting into the game.
Title: Re: sbarth13 mod releases (8-22-12; Shaman)
Post by: Midnightphoenix on August 23, 2012, 02:44PM
I cant believe I never noticed this before, awesome work with all your mods :)
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: sbarth13 on September 23, 2012, 07:54PM
released Dagger. did what i could with a 1 trick pony. has 1 known bug - for some reason her icons don't always show up in game. i've redone the icons about 17 times and it happens every time. not sure what to do to fix it.

also released 4th blackbolt skin, and 2 more gorgon skins
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: Me on September 23, 2012, 07:58PM
Dagger looks nice! I'll have to try her out soon ! :D
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: Midnightphoenix on September 23, 2012, 08:02PM
Dagger looks amazing! I will have to try her out :D
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: fox456 on September 24, 2012, 03:37AM
I really like your collection of mods.  I am downloading Dagger now.  Thanks, sbarth!
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: Tony Stark on September 25, 2012, 02:56PM
Really cool! Maybe you could do Cloak too?
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: LarsAlexandersson on September 27, 2012, 02:20AM
Rated A for Awesome. We got ourselves an improvement version of Captain Britain, Black Bolt & Wonderman. Can't wait for Cloak after Dagger :D.
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: sbarth13 on September 27, 2012, 06:52AM
i could be wrong, but i believe SupernaturalWitch is working on a Cloak mod. i started one awhile ago, but something about it wouldn't work right, so i gave up. we'll see what SupernaturalWitch does, because he or she has better mods than me.
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: Hobgoblin on September 30, 2012, 07:13AM
Hey, just wanted to thank you for the fantastic Wonder Man mod! I really like playing for him & actually put him on my team in my current play-through.
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: sbarth13 on September 30, 2012, 06:45PM
no problem. glad to see someone enjoys it! by the way, a couple people have said that he is missing an attack animation. you having a problem?
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: Hobgoblin on October 02, 2012, 08:23AM
Haven't noticed any bugs and I've played him quite often, so I think I would have noticed. I think you've made an excellent mod there, one of the best I've tried for sure! It does the comic book character justice.
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: Daniel17 on October 06, 2012, 10:05AM
Really Cool mods! :) Thank you for making new Characters!
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: Daniel17 on October 09, 2012, 04:28PM
There is a problem with gorgon, when i install x23 and gorgon at the same time they get mixed up :( could you do something about it??
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: sbarth13 on October 10, 2012, 06:31PM
there is probably something in the x23 mod that conflicts with mine. my mod works just fine for me and lots of others. sorry it won't work for you, but there is nothing to change.

edit: the x23 mod uses the same number as Gorgon (86). so if you change every file that starts with "86" to another number that you are not using, both should work fine. but you need to make sure you change every file that uses that number. if you don't know how to mod stuff, you can tell me a number that you don't use and i may take the time to alter mine and send it to you, but i make no promises.
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: Daniel17 on October 10, 2012, 09:43PM
How do i edit the text inside de .PKGB?? so i can change character number?
do i need a special program?
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: Me on October 10, 2012, 10:01PM
XMLBcui. http://www.mediafire.com/?o7i04stejecr1c5
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: BLaw on October 10, 2012, 10:20PM
Better yet, search here: http://marvelmods.com/forum/index.php/board,11.0.html.

Top right corner, it says SEARCH. ^_^
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: sbarth13 on October 11, 2012, 11:47AM
if the numbering thing is a real big problem for everyone, i could change it i suppose. i used gorgons number because he's already in the game as that number. i didn't check the coordinational concepts page before releasing it.
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: BLaw on October 11, 2012, 11:59AM
you can use the same number but you HAVE to add _hero to his identifiers for him to work properly. if it still doesn't work, people should read tutorials here more. Others are perfectly capable of installing characters.
Title: Re: sbarth13 mod releases (9-24-12; Dagger; skin updates)
Post by: Daniel17 on October 11, 2012, 06:22PM
Thanks a lot for your help, the mods you do are really great, ive really enjoyed them, I hope you can finishi more characters, xD
thanks a lot, really great job on the mods
Title: Re: sbarth13 mod releases (12-17-12; Justice [new]; bug fixes, updates)
Post by: sbarth13 on December 17, 2012, 12:36PM
end of the world release!!! (justice)

i believe this will give people a New Warriors team (firestar, justice, nova, and penance/speedball)

also fixed a minor bug with Guardian. his Flare power wasn't dealing damage due to not having the '%' before the code for damage in the powerstyle.

changed a skeleton on Dagger. changed/added a power. fixed bug. minor change to icons. altered the effects.
Title: Re: sbarth13 mod releases (12-17-12; Justice [new]; bug fixes, updates)
Post by: Midnightphoenix on December 17, 2012, 01:15PM
Yay a new mod! Justice should be really fun! Better get to trying him before Friday when we all die :P
Title: Re: sbarth13 mod releases (12-17-12; Justice [new]; bug fixes, updates)
Post by: Me on December 17, 2012, 01:58PM
Yay can't wait to try sometime :D
Title: Re: sbarth13 mod releases (12-17-12; Justice [new]; bug fixes, updates)
Post by: Oddark123 on December 17, 2012, 09:58PM
Great to see Justice released and the others get some updates. Will try them soon.
Title: Re: sbarth13 mod releases (12-17-12; Justice [new]; bug fixes, updates)
Post by: MelloMods on December 17, 2012, 11:03PM
sbarth, great to see another rarity in your Justice mod. Didn't know much about him, so I decided to read his bio and was very impressed by his story. Thanks for all your contributions.
Title: Re: sbarth13 mod releases (12-17-12; Justice [new]; bug fixes, updates)
Post by: Lionsden99 on December 18, 2012, 01:11AM
Look forward to trying out your Dagger update.  Love those characters.  Even have this bad boy sitting on my desk at home lol

(http://www.starstore.com/acatalog/cloak-and-dagger-mini-bu-01.jpg)
Title: Re: sbarth13 mod releases (12-17-12; Justice [new]; bug fixes, updates)
Post by: fox456 on December 18, 2012, 09:11AM
Quote from: Lionsden99 on December 18, 2012, 01:11AM
Look forward to trying out your Dagger update.  Love those characters.  Even have this bad boy sitting on my desk at home lol
(http://www.starstore.com/acatalog/cloak-and-dagger-mini-bu-01.jpg)

That is SO cool!  Do you have any more of those figurines?
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: sbarth13 on January 17, 2013, 12:12PM
sasquatch is released. he still needs a good 4th skin though. maybe some sound tweaks forthcoming, but is 99% done.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Johnny Crazy on January 17, 2013, 04:50PM
Right when I just started a new game lol. Awesome! I'll try him out on my next playthrough.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: BobaFett on January 21, 2013, 05:36AM
I am having some small issues with your mods: I have installed the Black Bolt, Guardian, Justice and Wonder Man mods (Official Characters Pack 1.2 previously installed, fresh instalation of the game with default settings) and Nick Fury's HUD is not appearing (the non-playable character, not the one in my HeroSelect) and his name, while on conversations, appears as "%NICKFURY%", not simply Nick Fury. Captain Marvel's left Nega Band is not shining anymore and two Wonder Men are appearing in the place of Captain America and Thor at the beggining of the game. Could you tell me how to fix?
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: MUALover on January 21, 2013, 06:41AM
Quote from: BobaFett on January 21, 2013, 05:36AM
Nick Fury's HUD is not appearing (the non-playable character, not the one in my HeroSelect) and his name, while on conversations, appears as "%NICKFURY%", not simply Nick Fury.
It happens when Fury is not selected in Heroselect / he's not appeared in the S.H.I.E.L.D Characters Selection Screen. You have to insert the Nick Fury character again through Heroselect.

For the other problems, I don't know how to fix it. At least I have one problem solved :D
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: BobaFett on January 21, 2013, 06:50AM
Thanks for your help, MUALover! So that means I must keep that one-eyed bastard in my roster? Oh well, beggars cannot be choosers.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: MUALover on January 21, 2013, 07:18AM
Quote from: BobaFett on January 21, 2013, 06:50AM
Thanks for your help, MUALover! So that means I must keep that one-eyed bastard in my roster? Oh well, beggars cannot be choosers.

Your welcome :) and yes you must keep him in order to fix the bug.
I have this problem recently and when I place him in my current roster (the reason I place him in the roster is I want to try a Nanick Fury booster by Gevth :D), the conversation problem is fixed.

Is it working? I wonder if it is.

EDIT : Anyway, your mods are awesome, sbarth13! You really have done a great job! Keep it up! :thumbsup:
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: sbarth13 on January 21, 2013, 12:05PM
Quote from: BobaFett on January 21, 2013, 05:36AM
I am having some small issues with your mods: I have installed the Black Bolt, Guardian, Justice and Wonder Man mods (Official Characters Pack 1.2 previously installed, fresh instalation of the game with default settings) and Nick Fury's HUD is not appearing (the non-playable character, not the one in my HeroSelect) and his name, while on conversations, appears as "%NICKFURY%", not simply Nick Fury. Captain Marvel's left Nega Band is not shining anymore and two Wonder Men are appearing in the place of Captain America and Thor at the beggining of the game. Could you tell me how to fix?

can't answer the problem with nick fury. i've never had that happen. i can say that after i make a mod i reinstall the entire game and add my mod just to see that it works properly, and i haven't had any issues. As for the 2 wondermen at the beginning, i'm not exactly sure why that happens, other than the roster at the beginning of the game is set with cpt america, wolverine, thor, and spiderman. when you don't have those 4 in your roster, the game just fills in characters at random. sometimes it fills in 2 of the same character. why? don't know. but its only until you reach the save point. from then on you can choose whoever you want. btw, my mods should not affect your captain marvel, or nick fury for that matter.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: fox456 on January 21, 2013, 05:32PM
@ BobaFett,

Let me see if I understand your original question about Nick Fury....  Are you saying that Nick Fury's HUD does not appear when you first meet him?

If so, Nick Fury is rarely in my roster and I don't have this HUD problem.  However, I edited a file a long time ago to avoid the problem.  If I remember correctly, I had to add Nick Fury's herostat to npcstat.engb.  Again, I'm not sure, but this could be an answer to your problem.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: BobaFett on January 22, 2013, 06:00AM
Quote from: fox456 on January 21, 2013, 05:32PM
@ BobaFett,

Let me see if I understand your original question about Nick Fury....  Are you saying that Nick Fury's HUD does not appear when you first meet him?

If so, Nick Fury is rarely in my roster and I don't have this HUD problem.  However, I edited a file a long time ago to avoid the problem.  If I remember correctly, I had to add Nick Fury's herostat to npcstat.engb.  Again, I'm not sure, but this could be an answer to your problem.
Thanks for your tip, fox456! I am going to try it out. By the way, I am having some very unusual bugs here: in Captain Marvel's Simulator Mission, Super-Skrull is replaced by a Doctor Doom NPC, and even after I defeat him, I am not able to complete the mission. Also, virtually every playable character that is not on my main roster suffers from the same problem that Nick Fury does. This is getting out of hand. I mean, at Stark Tower, for example, when I go talk to Elektra (who is not in my main roster) her HUD does not appear and her name is shown as "%ELEKTRA%". Guess I'll have to do what you told me to every character out of my current roster.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: RoMunroe on January 22, 2013, 08:36AM
Quote from: BobaFett on January 22, 2013, 06:00AM
Thanks for your tip, fox456! I am going to try it out. By the way, I am having some very unusual bugs here: in Captain Marvel's Simulator Mission, Super-Skrull is replaced by a Doctor Doom NPC, and even after I defeat him, I am not able to complete the mission. Also, virtually every playable character that is not on my main roster suffers from the same problem that Nick Fury does. This is getting out of hand. I mean, at Stark Tower, for example, when I go talk to Elektra (who is not in my main roster) her HUD does not appear and her name is shown as "%ELEKTRA%". Guess I'll have to do what you told me to every character out of my current roster.

Boba, as frustrating as this may seem with the npc huds, it really doesn't affect gameplay at all. I think redoing your roster because of it may be a bit superflous.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Lightning249539 on January 22, 2013, 08:52AM
Quote from: BobaFett on January 22, 2013, 06:00AM
Thanks for your tip, fox456! I am going to try it out. By the way, I am having some very unusual bugs here: in Captain Marvel's Simulator Mission, Super-Skrull is replaced by a Doctor Doom NPC, and even after I defeat him, I am not able to complete the mission. Also, virtually every playable character that is not on my main roster suffers from the same problem that Nick Fury does. This is getting out of hand. I mean, at Stark Tower, for example, when I go talk to Elektra (who is not in my main roster) her HUD does not appear and her name is shown as "%ELEKTRA%". Guess I'll have to do what you told me to every character out of my current roster.
Yeah Boba like RoMunroe said the Huds doesnt effect your game because that means that Elektra is not in you roster so her Hud will show as %Elektra% when you talk to her  so dont get frustrating about that. :storm:
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: BobaFett on January 22, 2013, 12:11PM
Quote from: RoMunroe on January 22, 2013, 08:36AM
Boba, as frustrating as this may seem with the npc huds, it really doesn't affect gameplay at all. I think redoing your roster because of it may be a bit superflous.

I am not frustrated about the HUD. I am frustrated about the fact that I cannot complete Captain Marvel's simulator mission. After I defeat this Doctor Doom NPC (Yes, I know the villain in Captain Marvel's simulator mission should be Super-Skrull, but somehow the game changed it to Doctor Doom) the simulator mission will not finish. Basically, it is like there was no final boss in the mission at all, so I cannot complete it and thus aquire Genis-Vell's Skill Point. Now THAT is frustrating.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: fox456 on January 22, 2013, 02:42PM
I'm thinking there may be another problem.  I rarely use Elektra either and her Hud still shows up for me even though she's not in my roster.  I don't believe that I ever added her to the npcstat.engb either.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Oddark123 on January 22, 2013, 03:52PM
Sounds like there may be something wrong in the game's attempt to find certain data. I've not had any of those problems but maybe something just didn't get installed right?
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: LarsAlexandersson on January 23, 2013, 02:27AM
"A Million Points of Dark".

Sounds like it's an Xtreme name for Cloak to me. Yeah i know it's not released yet, just sayin'
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: BobaFett on January 23, 2013, 05:12AM
Quote from: Oddark123 on January 22, 2013, 03:52PM
Sounds like there may be something wrong in the game's attempt to find certain data. I've not had any of those problems but maybe something just didn't get installed right?

Well, those issues are part of the npcstat.engb file, right? If so, it might be because I installed the Realism Mod by Blaw. If anyone can confirm this is the problem, I'll just put the backup file back on.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: fox456 on January 23, 2013, 02:44PM
Since you're trying different things to figure out the problem, I would revert back to what I had before the Realism Mod.  I haven't installed that mod so it's possible that is the problem.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Lightning249539 on January 25, 2013, 09:34AM
Quote from: BobaFett on January 23, 2013, 05:12AM
Well, those issues are part of the npcstat.engb file, right? If so, it might be because I installed the Realism Mod by Blaw. If anyone can confirm this is the problem, I'll just put the backup file back on.
No that might not be the problem because i have installed it and it still works for me. :storm:
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: rabdos on February 18, 2013, 11:12PM
your mods are awesome, could you cosiderated do a sentry mod
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Zuzu_009 on February 19, 2013, 02:39AM
Quote from: rabdos on February 18, 2013, 11:12PM
your mods are awesome, could you cosiderated do a sentry mod

A Sentry mod already exists in here: http://marvelmods.com/forum/index.php/topic,1325.0.html (http://marvelmods.com/forum/index.php/topic,1325.0.html)
Better check out the thread and you might see the download link :)
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: sbarth13 on February 19, 2013, 12:49PM
Quote from: rabdos on February 18, 2013, 11:12PM
your mods are awesome, could you cosiderated do a sentry mod

maybe. i actually have my own sentry mod, but i didn't release it because there's already one out there. mine uses some of the icons, a couple powers, and all the skins from that one. i try not to step on anyone else's toes. for example, there are about 18 different versions of Jean Grey. unnecessary in my opinion, but it is what it is.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: RoMunroe on February 19, 2013, 01:42PM
Quote from: sbarth13 on February 19, 2013, 12:49PM
maybe. i actually have my own sentry mod, but i didn't release it because there's already one out there. mine uses some of the icons, a couple powers, and all the skins from that one. i try not to step on anyone else's toes. for example, there are about 18 different versions of Jean Grey. unnecessary in my opinion, but it is what it is.
Or try it as a booster.

If the creators havent been on here for years, do they really care for permission?

I mean as long as they are credited...why would they post a mod on this site and then expect everyone  to lick their boots when wanting to make it better when

A. They might not be modding anymore anyway.

or

B. They just up and disappear without a trace..
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Lionsden99 on February 19, 2013, 04:46PM
I completely agree, different takes on a character are a good thing and the community nothing but benefits from it.  Plus I don't think Sentry will have the same problem of Overdoneness that Jean Grey had lol.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: thetommyboy2002 on February 19, 2013, 05:55PM
For what it's worth I'm in favour of more than one version of Mods.
Where it gets tricky is we have a limited amount of numbers available for use. So if I make a new Mod of an existing character Mod, do I use a new number, or use the same one?

I certainly don't object to people updating or completely replacing Mods I've made. If I prefer the new one I use that, if I prefer my own old one, I use that.

None of us Own these characters anyway, so just because somebody happened to make a Mod first does not mean theirs is the final and only one of that character that can ever exist.

The only real considerations are: does the new mod reuse Code, ideas, models or textures from the first one? If so then I think you need to get permission to include that stuff. Or just make your own if the original Modder is not available to ask, or says "no".
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Zuzu_009 on February 20, 2013, 06:08AM
I agree on this one. You may have the same mod characters but it doesn't actually mean that they will be similar in every aspects. I mean, two or three mods may not share the same techniques right? We may be crowded with a dozen of Jean Greys out there but they do differ from each other do they not? :)

Quote from: sbarth13 on February 19, 2013, 12:49PM
maybe. i actually have my own sentry mod, but i didn't release it because there's already one out there. mine uses some of the icons, a couple powers, and all the skins from that one. i try not to step on anyone else's toes. for example, there are about 18 different versions of Jean Grey. unnecessary in my opinion, but it is what it is.

I think you should release a Sentry mod made by yourself, sbarth13 :D Will all due honesty, I am a fan of your mods :)
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: fox456 on February 20, 2013, 03:39PM
Quote from: Zuzu_009 on February 20, 2013, 06:08AM
I think you should release a Sentry mod made by yourself, sbarth13 :D Will all due honesty, I am a fan of your mods :)

I was thinking the same thing.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: RoMunroe on February 20, 2013, 04:15PM
Quote from: Zuzu_009 on February 20, 2013, 06:08AM


I think you should release a Sentry mod made by yourself, sbarth13 :D Will all due honesty, I am a fan of your mods :)

Quote from: fox456 on February 20, 2013, 03:39PM
I was thinking the same thing.

I agree with zuzu and fox, i love your capt brit and black bolt mods. I have guardian on standby. :)
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: sbarth13 on February 23, 2013, 07:52PM
hmm. i didn't realize so many people were fans :). i will add him to my roster in my next testing, just to make sure i have him the way i want. i will probably work on some skins though. or try at least. that way i won't have to try to get permission for the skins. plus, the ones in there seem to be kinda 'low res' in quality. Marvintage's sentry skin would be awesome to use but the link is broke. one thing i'm curious about though, what kind of 'light powers' does he use in the books? all it says online is just that he can 'project light' and i've seen a couple examples, but haven't looked at things too closely.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Zuzu_009 on March 19, 2013, 08:32AM
Quote from: sbarth13 on February 23, 2013, 07:52PM
hmm. i didn't realize so many people were fans :). i will add him to my roster in my next testing, just to make sure i have him the way i want. i will probably work on some skins though. or try at least. that way i won't have to try to get permission for the skins. plus, the ones in there seem to be kinda 'low res' in quality. Marvintage's sentry skin would be awesome to use but the link is broke. one thing i'm curious about though, what kind of 'light powers' does he use in the books? all it says online is just that he can 'project light' and i've seen a couple examples, but haven't looked at things too closely.


I should have replied here sooner but didn't noticed it  :eek:

Quoting an information about Sentry's light-based powers in Marvel wiki:
Quote

  • Photokinesis: It may be theorized that the Sentry also has the superhuman ability to generate, control, and emit light. This ability to produce hard-light constructs may be similar to those of Dazzler when it was revealed that the Void is a just an expression of his repressed persona, and thus his creation.
  • Energy Blasts: The Sentry can generate light, heat, force, and other forms of energy as powerful blasts and explosions of a yellow color. These blasts are usually generated from the hands and eyes. The maximum power of these blasts is unknown.

Mentioned above are the two relevant information that I have read about Sentry's powers which might totally deal about energy blasts and even stunning necessary targets. I guess that's all that  :scratchhead:

Oh and I have a question regarding Shaman by the way (I hope you don't mind me asking :eek:). His physical attacks are rather weak compared to the others and it does certainly take some time beating just one enemy just by using his physical attacks. Was this made on purpose? Or was there some mistake? o.o
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: sbarth13 on March 19, 2013, 07:59PM
on purpose...sort of. in the herostat you will notice that each character has a number value for strength/strike, body, and mind. shaman's strike score is 4 (i think), while someone like the Hulk will have a 12. therefore, he deals way less damage in melee, requiring you to 'beat on' a foe for awhile. you can change it if you want. the game seems to use 3 different sets of scores: bruisers typically have strike 10, body 6, mind 4 (or something close); bruiser lights typically have strike 7, body 8, mind 6; support (which shaman is) typically have strike 4, body 6, mind 10. some strikers will have the 'balanced' scores of 8, 7, 6, while some support may have the same. its up to you as the modder. i try to stray true to these values. plus, shaman isn't really a melee character.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Zuzu_009 on March 19, 2013, 09:03PM
I have seen it in the herostat and might do what you just said. And thank you for that short information about Shaman :D
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Hobgoblin on March 20, 2013, 01:16AM
Wow - I was already enjoying your Wonder Man mod for a while, now I finally got around to trying out some of the other mods of yours, I looked at Dagger and Justice and they're both incredible!!

I've just read the Kurt Busiek Avengers run, which featured Justice and made me appreciate the character a lot better than before. Wonder what made you decide on making this mod, was it the same Busiek run, or a liking for the New Warriors, or Avengers Academy? (Also wondering if you might be having a go at a Firestar mod of your own... or a Speedball even.)
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: sbarth13 on March 20, 2013, 05:12PM
Quote from: Zuzu_009 on March 19, 2013, 09:03PM
I have seen it in the herostat and might do what you just said. And thank you for that short information about Shaman :D

no problem. i would advise against changing the herostat during a current game though. it'll make it glitchy. also, if you want to increase his strike, you could change his class to bruiser. being a bruiser means his strike stat will increase fast, his body stat will increase average, and his mind stat will increase slow. as a support character, his already poor strike stat increases slowly.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: sbarth13 on March 20, 2013, 05:21PM
Quote from: Hobgoblin on March 20, 2013, 01:16AM
Wow - I was already enjoying your Wonder Man mod for a while, now I finally got around to trying out some of the other mods of yours, I looked at Dagger and Justice and they're both incredible!!

I've just read the Kurt Busiek Avengers run, which featured Justice and made me appreciate the character a lot better than before. Wonder what made you decide on making this mod, was it the same Busiek run, or a liking for the New Warriors, or Avengers Academy? (Also wondering if you might be having a go at a Firestar mod of your own... or a Speedball even.)

i made him on a whim. i try to mod characters that haven't been done yet. he was one of them, plus he was on the mod request list from 5 years ago, so i figured 'why not'? i also knew very little about him. my interest in him did pick up a little when he was in MUA 2.

glad you like the mods. i try to make each character unique from existing ones. wonder man, for instance, could have just been a melee clone of colossus or something, but i don't just like cloning an existing pc.

like sentry, i also have my own version of firestar, but its more like 70% Blaw/marvintage and 30% mine. Blaw did a fine job of it, i just tried to make her a little more 'unique' by changing some effects and a few powers. i suppose if people want more than one version, i can release it, but i would need either Blaw's permission, or redo a bunch of stuff.

in the meantime, i have Crystal, Sentry, Karnak, and Drax the destroyer lined up for release. doing some effect work on the sentry now. drax and karnak are probably 90% done.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: fox456 on March 20, 2013, 05:50PM
All of the mods that you mentioned (Crystal, Sentry, Karnak, and Drax) are intriguing to me!  I look forward to playing them.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Zuzu_009 on March 20, 2013, 07:08PM
Quote from: sbarth13 on March 20, 2013, 05:21PM
i made him on a whim. i try to mod characters that haven't been done yet. he was one of them, plus he was on the mod request list from 5 years ago, so i figured 'why not'? i also knew very little about him. my interest in him did pick up a little when he was in MUA 2.

glad you like the mods. i try to make each character unique from existing ones. wonder man, for instance, could have just been a melee clone of colossus or something, but i don't just like cloning an existing pc.

like sentry, i also have my own version of firestar, but its more like 70% Blaw/marvintage and 30% mine. Blaw did a fine job of it, i just tried to make her a little more 'unique' by changing some effects and a few powers. i suppose if people want more than one version, i can release it, but i would need either Blaw's permission, or redo a bunch of stuff.

in the meantime, i have Crystal, Sentry, Karnak, and Drax the destroyer lined up for release. doing some effect work on the sentry now. drax and karnak are probably 90% done.

The Inhumans are coming! :eek:
This is going to be an awesome team :D
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Hobgoblin on March 21, 2013, 12:41AM
Thanks for the answer! That's an impressive line-up, I'm also happy to see that all of the Inhumans are getting some quality modding treatment.

I do agree that the BLaw Firestar mod is very good already. But did you get yours to make sounds? The mod I tried doesn't have any. (edit - never mind, figured it out, there was a bad reference to the soundfile in the herostat)

Perhaps (and with permission from the original modders) you could release some of your versions of existing mods as boosters, rather than stand-alone mods? I think your work might be of interest to more people.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Lionsden99 on March 21, 2013, 04:42AM
Love Drax and Karnak. Can't wait to see what you've done with them.  Sentry will also be on my list to give a go.

Speaking of Karnak, last year for a podcast my friends and I were doing, we introduced a segment called Fantasy Fiction Football where you pick any characters from Fiction and you essentially draft your team.  Karnak ending up being my Offense Coordinator lol. Lets see if I can remember who else I had.

Pheonix (Quarter Back) Thor (back up QB)
Ginyu Force as my Defense
Prince of Persia, Brock Sampson as Running Backs,
Blink and Magik as  wide recievers,
And the Hyno-Toad as my Team Mascot...well just because lol.

Sorry for the Tangent! Love your work! :)

Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: sbarth13 on March 21, 2013, 07:06PM
Quote from: Hobgoblin on March 21, 2013, 12:41AM
Thanks for the answer! That's an impressive line-up, I'm also happy to see that all of the Inhumans are getting some quality modding treatment.

I do agree that the BLaw Firestar mod is very good already. But did you get yours to make sounds? The mod I tried doesn't have any. (edit - never mind, figured it out, there was a bad reference to the soundfile in the herostat)

Perhaps (and with permission from the original modders) you could release some of your versions of existing mods as boosters, rather than stand-alone mods? I think your work might be of interest to more people.

i think mine has sounds. i might have changed it. don't remember. i suppose i could release it as a booster. really all i changed i think is some powers and such in the talent and powerstyles. everything else is his.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: sbarth13 on March 21, 2013, 07:08PM
Quote from: Lionsden99 on March 21, 2013, 04:42AM
Love Drax and Karnak. Can't wait to see what you've done with them.  Sentry will also be on my list to give a go.

Speaking of Karnak, last year for a podcast my friends and I were doing, we introduced a segment called Fantasy Fiction Football where you pick any characters from Fiction and you essentially draft your team.  Karnak ending up being my Offense Coordinator lol. Lets see if I can remember who else I had.

Pheonix (Quarter Back) Thor (back up QB)
Ginyu Force as my Defense
Prince of Persia, Brock Sampson as Running Backs,
Blink and Magik as  wide recievers,
And the Hyno-Toad as my Team Mascot...well just because lol.

Sorry for the Tangent! Love your work! :)

lol. given that karnak can see the weak point in anything, he would be unstoppable as a coach. it seems thor would be more of a fullback, or a stud linebacker.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Oddark123 on March 22, 2013, 03:37AM
Majorly going to be looking forward to Karnak
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Quentin Hex on March 22, 2013, 07:19AM
Quote from: Oddark123 on March 22, 2013, 03:37AM
Majorly going to be looking forward to Karnak
Actually I for one am looking forewords to Sentry most ^-^ But all of the projects sound like a blast
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Hobgoblin on April 06, 2013, 02:45AM
Bit of a late response to this, Re:Firestar :

Quotei suppose i could release it as a booster. really all i changed i think is some powers and such in the talent and powerstyles. everything else is his

I would actually still be very interested in your Firestar powerstat & taltent alterations. BLaw's mod is great, but power-wise she could still be just a little bit more different from the Human Torch, which is what I get the impression you did?
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: sbarth13 on April 07, 2013, 06:06AM
yup. i also thought she was too much like human torch. plus, sunfire is out there too, and he has fiery powers. i went with the whole 'microwave energy' angle. half her attacks do radiation or energy damage as opposed to fire, with some of them settign enemies on fire and such. microwave energy produces heat, but not fire. thats my take anyways.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: sbarth13 on April 07, 2013, 06:07AM
btw, i will probably get drax, crystal, and sentry released within the week. crystal and sentry are all set to go, and drax is just getting a final playthrough.
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Zuzu_009 on April 07, 2013, 06:12AM
I'll be looking forward to your Crystal and Sentry, sbarth13 :D
Title: Re: sbarth13 mod releases (1-16-13; sasquatch)
Post by: Hobgoblin on April 07, 2013, 11:21PM
Quoteyup. i also thought she was too much like human torch. plus, sunfire is out there too, and he has fiery powers. i went with the whole 'microwave energy' angle. half her attacks do radiation or energy damage as opposed to fire, with some of them settign enemies on fire and such. microwave energy produces heat, but not fire. thats my take anyways.

That sounds exactly like what I'd want for her mod! Would you be willing to share those modiied files, perhaps if BLaw/Marvintage gives his permission first?
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: sbarth13 on April 08, 2013, 09:37PM
crystal, drax, and sentry are released. i think i got all the bugs, but let me know if anyone finds any. also, new skins for gorgon. next up is Hellstrom and Karnak, who should be out soon.
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: MUALover on April 08, 2013, 09:44PM
They are fantastic! Gotta try this when I got home! You're an awesome modder! :bowdown1:
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: sbarth13 on April 08, 2013, 09:44PM
and a firestar booster. i think i got all the files in there
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Oddark123 on April 08, 2013, 10:05PM
So much amazingness. I know i've said it before, but the glee that shows up when you put out mods for some of these less popular characters is supreme.

I'm still excited to see what you've done with Karnak too. Plus Hellstorm should be great. Keep up the good work.
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Zuzu_009 on April 09, 2013, 02:15AM
Thank you for the awesome mods!  :applause:

Oh and for some reason, after I have installed Sentry and added him to my roster, the game suddenly crashes :eek:
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: sbarth13 on April 09, 2013, 08:34AM
crap. i'll check it out, but it might be a few days to get it fixed and re-released. anyone else, let me know if he crashes your game. if he does, its probably a file i missed.
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Quentin Hex on April 09, 2013, 09:18AM
I installed him and it worked just fine (I didn't have much time to play him, but he seemed pretty good from what I saw). It could be an error  Zuzu made with installing it?
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Hobgoblin on April 09, 2013, 11:40AM
Outstanding!! I tried both Crystal and the Firestar booster and they're BRILLIANT!! You really do justice to the comic book characters, besides the mods being a delight to play for.

Firestar seems to be left with one small glitch though: when I go for a normal heavy attack (the 'smash button'), she charges her hands, without delivering a blow. Following this by pressing other attack buttons gives no result, other than that she stops the charging-up. What's supposed to happen? Do you know if this could be easily fixed?
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: sbarth13 on April 09, 2013, 01:28PM
Quote from: DeeDooo on April 09, 2013, 09:18AM
I installed him and it worked just fine (I didn't have much time to play him, but he seemed pretty good from what I saw). It could be an error  Zuzu made with installing it?

good to hear. haven't had a chance to check it out yet.
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: RoMunroe on April 09, 2013, 02:42PM
Just confused about something.

Crystal is a booster or a full blown mod? And if she is a mod, does she share the same numbering as the mod of crystal that is already out there? Or can i just add her as is?
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Lionsden99 on April 09, 2013, 05:18PM
Gorgeous stuff!  Absolutely great!  Very clever using the Sabretooth skin for ol Sasquatch. Would never have thought of it, though I too recently was able to use a  sabretooh skin for a few unexpected skins which I 'll be releasing soon. 

From the Pics Dagger is the one I'm most excited to try first (though they all look awesome!) She's another fan favorite!
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: sbarth13 on April 09, 2013, 07:16PM
Quote from: RoMunroe on April 09, 2013, 02:42PM
Just confused about something.

Crystal is a booster or a full blown mod? And if she is a mod, does she share the same numbering as the mod of crystal that is already out there? Or can i just add her as is?

full mod. i was working on her the same time Supernatural Witch was, so i decided not to release her because he/she is probably better at modding than i am. especially the effects aspect. not sure if it shares the same number as that one. the number i used is her given in game number, which may or may not clash with other mods.
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: sbarth13 on April 09, 2013, 07:18PM
Quote from: Lionsden99 on April 09, 2013, 05:18PM
Very clever using the Sabretooth skin for ol Sasquatch.

actually not my first choice.  i did ok with them, but i don't think they accurately capture sasquatch. he needs to be bulkier in the upper torso, and he really doesn't have much of a neck. i'm still searching for other suitable skins to use.
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Zuzu_009 on April 10, 2013, 02:07AM
Quote from: DeeDooo on April 09, 2013, 09:18AM
I installed him and it worked just fine (I didn't have much time to play him, but he seemed pretty good from what I saw). It could be an error  Zuzu made with installing it?

Sadly, I tried doing the basics (re-installing the OC pack, back-ups, etc...). Sentry is the only one I'm having trouble with ><

And sbarth, I just want to say that you have a VERY WONDERFUL Crystal mod  :nod:
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Polygone on April 10, 2013, 03:19AM
Sentry crashes for me aswell..Weird
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Oddark123 on April 10, 2013, 10:45AM
I was waiting to finish a game before the new stuff but i decided to skip it lol

Anyway i installed Sentry and had him working fine. I played the first level and no crashes. I don't know if this info is important but i had the older one installed before and i use XMLBCUI to compile new herostats instead of heroselect.
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Zuzu_009 on April 10, 2013, 11:12PM
Quote from: Oddark123 on April 10, 2013, 10:45AM
I was waiting to finish a game before the new stuff but i decided to skip it lol

Anyway i installed Sentry and had him working fine. I played the first level and no crashes. I don't know if this info is important but i had the older one installed before and i use XMLBCUI to compile new herostats instead of heroselect.

I followed what you did and it worked! :D lucky I still have the other sentry in my folder  :chuckle:

Thank you so much for this :)

Sentry is awesome D:
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Oddark123 on April 11, 2013, 03:51AM
His files do use a different file name from the earlier one, so i don't think that was a requirement, but i think it does mean the problem is something with Heroselect. I never used it because my laptop doesn't ever seem to want to make it work. But i'm glad the other way worked for you.
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Zuzu_009 on April 11, 2013, 07:05AM
I used XMLBCUI when I first installed sbarth's Sentry mod and there the crash occurred. I don't know if there is a certain connection between the old Sentry and sbarth's but when I followed what you did (using XMLBCUI again), Sentry worked for me :eek:
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: RoMunroe on April 11, 2013, 03:45PM
So if I never installed Sentry before I can go ahead and use heroselect to install him as is?
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: sbarth13 on April 11, 2013, 05:31PM
Quote from: Zuzu_009 on April 11, 2013, 07:05AM
I used XMLBCUI when I first installed sbarth's Sentry mod and there the crash occurred. I don't know if there is a certain connection between the old Sentry and sbarth's but when I followed what you did (using XMLBCUI again), Sentry worked for me :eek:

it does use the same number. that may be the problem some people are having. i will reinstall things on my end and try it again, it just may be a few days. work, school, life, etc.
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: sbarth13 on April 11, 2013, 05:33PM
Quote from: Hobgoblin on April 09, 2013, 11:40AM
Outstanding!! I tried both Crystal and the Firestar booster and they're BRILLIANT!! You really do justice to the comic book characters, besides the mods being a delight to play for.

Firestar seems to be left with one small glitch though: when I go for a normal heavy attack (the 'smash button'), she charges her hands, without delivering a blow. Following this by pressing other attack buttons gives no result, other than that she stops the charging-up. What's supposed to happen? Do you know if this could be easily fixed?

she didn't have this problem for me. could be just a temporary glitch. it seems to happen every once in awhile.
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Oddark123 on April 11, 2013, 06:11PM
It sounds like your new mod might just be referencing something that might not be in just installing your file. For those of you that have the problem just try to install the first version into MUA, and then do his over top of it. It's worked for two of us perfectly that way. I assume Deedooo might have done it that way too.

I'm not sure why that one disappeared from the catalog, but you can find it in the big backup file base: https://www.box.com/s/0m2qjaofh3/2/25041860
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Hobgoblin on April 12, 2013, 01:08AM
Quoteshe didn't have this problem for me. could be just a temporary glitch. it seems to happen every once in awhile

Hmm nothing temporary I'm afraid, it's still there, and very weird.
Does anybody else have this problem (Firestar's 'smash' attack charging but not releasing a hit), or has anybody experienced this issue elsewhere?
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: RoMunroe on April 12, 2013, 01:49AM
Do you have her on the fourth slot?

The thing about some of the mods that I have learned is that if you want all your characters to function properly and reduce clashing...take three heroes instead of four. Some of the mods clash bad with each other. Why that is, I don't know. Since I have been going on three man teams instead of four ( when i do take multiple heroes), all the moves function on heavily modded characters. well except for nightcrawler, whose extreme still freezes up the screen.

I'm not suggesting this is the answer, but maybe another thing to consider, since this has been a problem in the past from what I have read in older posts.
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Hobgoblin on April 12, 2013, 02:54AM
No, thanks for the suggestion, but that's not it. Just tried a three-man team and still nothing.
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Zuzu_009 on April 12, 2013, 03:00AM
Quote from: Hobgoblin on April 09, 2013, 11:40AM
Outstanding!! I tried both Crystal and the Firestar booster and they're BRILLIANT!! You really do justice to the comic book characters, besides the mods being a delight to play for.

Firestar seems to be left with one small glitch though: when I go for a normal heavy attack (the 'smash button'), she charges her hands, without delivering a blow. Following this by pressing other attack buttons gives no result, other than that she stops the charging-up. What's supposed to happen? Do you know if this could be easily fixed?

A Firestar booster exists? :eek: I can't see it  :confused:
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Hobgoblin on April 12, 2013, 03:10AM
First page, first post, right under the list of mods. I like it so much that I'd probably use it even if I can't figure out the 'smash attack' thing..! (But I'd obvously prefer to fix that issue first.)
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Zuzu_009 on April 12, 2013, 04:26AM
Apologies for not seeing it earlier ><

I have tried the Firestar booster and I seem to have encounter the same glitch hobgoblin is referring to. But worse, she can't pop-up, stun and even trip >.< And I can't seem to access her Xtreme for some reason :eek:
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: sbarth13 on April 12, 2013, 06:22PM
Quote from: Zuzu_009 on April 12, 2013, 04:26AM
Apologies for not seeing it earlier ><

I have tried the Firestar booster and I seem to have encounter the same glitch hobgoblin is referring to. But worse, she can't pop-up, stun and even trip >.< And I can't seem to access her Xtreme for some reason :eek:

i just thought of something that i will check on. i'm pretty sure i changed skeletons from what Blaw had. i will check the packages, just to make sure that his packages aren't referencing a fightstyle or something. i'm pretty sure my version doesn't use a fightstyle and his might. if so, this would probably account for the glitches.

everybody bear with me. i should be able to check things out in detail in a couple days.

edit - new firestar link. includes new packages and a herostat. the reason she is glitchy is because her packages reference a fightstyle, which mine doesn't use. hopefully this won't get me in trouble with him. everything else in it is still his.
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: sbarth13 on April 12, 2013, 07:28PM
alright...hopefully the sentry problem is fixed. i looked through the files, and realized the skin for his cape was missing from the actors file. so i added it. the link takes you to the newest file that includes the cape. let me know if this fixes the issue
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Hobgoblin on April 13, 2013, 01:05AM
Alright! Thanks for looking into it! I tested and everything works - Firestar's going to make my roster now for sure!
Title: Re: sbarth13 mod releases (4-8-13; crystal, sentry, drax, new gorgon skins)
Post by: Zuzu_009 on April 13, 2013, 03:49AM
Everything is fine now! :D And you also have an awesome Drax mod  :chuckle: Glad to have another one that's good with closed range combat in my roster :D
Title: Re: sbarth13 mod releases (4-30-13; Hellstrom, Karnak)
Post by: sbarth13 on April 30, 2013, 02:22PM
hellstrom and karnak are out. they have there own sounds, and seem to be working. despite saving the sound files as a zsm/zss, they are both zsm. not sure why. but they seem to work for me. let me know of any bugs.
Title: Re: sbarth13 mod releases (4-30-13; Hellstrom, Karnak)
Post by: Oddark123 on April 30, 2013, 02:41PM
Sweet. Now i've got more things to try out this weekend.
Title: Re: sbarth13 mod releases (4-30-13; Hellstrom, Karnak)
Post by: Zuzu_009 on April 30, 2013, 07:05PM
Thank you so much for new mods, sbarth13!  :runaway:
The Inhumans are almost complete!  :applause: I'm gonna try them out right away :D
Title: Re: sbarth13 mod releases (4-30-13; Hellstrom, Karnak)
Post by: Hobgoblin on April 30, 2013, 11:57PM
Looks amazing again, congratulations!
Title: Re: sbarth13 mod releases (4-30-13; Hellstrom, Karnak)
Post by: Aragogo on May 01, 2013, 02:21AM
I heard youre making a Medusa mod, is this true? :O
Title: Re: sbarth13 mod releases (4-30-13; Hellstrom, Karnak)
Post by: sbarth13 on May 01, 2013, 07:09AM
Quote from: Aragogo on May 01, 2013, 02:21AM
I heard youre making a Medusa mod, is this true? :O

trying to. i have skins and icons. i'm trying to come up with powers that are unique, and proper skeletons to use. the biggest problem right now is the effects and boltons. plus, i'm having a block on what her 5th power and her xtreme should be. she's kinda a backburner project since its so complex.
Title: Re: sbarth13 mod releases (4-30-13; Hellstrom, Karnak)
Post by: fox456 on May 01, 2013, 05:34PM
Quote from: sbarth13 on May 01, 2013, 07:09AM
trying to. i have skins and icons. i'm trying to come up with powers that are unique, and proper skeletons to use. the biggest problem right now is the effects and boltons. plus, i'm having a block on what her 5th power and her xtreme should be. she's kinda a backburner project since its so complex.

That's an understatement where Medusa is concerned!  I'm sure glad that you are taking on that huge project.

Thanks for the two new mods -- Karnak and Hellstrom.  Seems like the two of us have alot of similar tastes in Marvel characters.  I really like both of these guys.
Title: Re: sbarth13 mod releases (6-6-13; mannequins)
Post by: Agent Bachello on June 06, 2013, 01:24PM
I can't wait to try this mannequins!!!! The Sentry Mod is Awesome!!!!
Title: Re: sbarth13 mod releases (4-30-13; Hellstrom, Karnak)
Post by: Outsider on June 14, 2013, 03:28PM
Quote from: sbarth13 on May 01, 2013, 07:09AM
trying to. i have skins and icons. i'm trying to come up with powers that are unique, and proper skeletons to use. the biggest problem right now is the effects and boltons. plus, i'm having a block on what her 5th power and her xtreme should be. she's kinda a backburner project since its so complex.

Hmm... sounds like you could use a moveset for Medusa. Perhaps I can help you out...

MEDUSA

Seeing Red: Turns around and morphs her hair as a large spike, quickly stabbing nearby enemies.
Haircut: Moves her hair upward, popping enemies up like a vicious uppercut.
Whiplash: Whips her hair to sting enemies with a snap, knocking them back.
Split Ends: Leaps in the air, and crushes enemies below forming two hair pillars.
Hair Spiral: Attacks by whipping her hair in a radial pattern. (Whips her neck around like girls at a rock concert)
Rock Strand: Grabs an enemy with her hair and repeatedly slams him on the ground.
Psionic Force (Boost): Greatly reduces energy spending for entire party.
Terrigen Mist (Boost): Enhances her strength, speed, and defense.
Hair Force (Xtreme): Lifts her hair to form rotating propeller blades (like that of a helicopter) and spins, causing major damage.
Grab Smash - Wraps herself and enemy around her hair (like a bearhug), causing brief crushing damage.

Now I'd imagine some of these moves would be hard to do, but then again anything involving Medusa would be hard to do I guess. Nonetheless, I hope this helps.
Title: Re: sbarth13 mod releases (6-6-13; mannequins)
Post by: sbarth13 on June 15, 2013, 11:29AM
thanks for the ideas. some of those i had myself. the major issue is getting her hair to look and act right. i have no way of animating her hair for some of those powers, or making boltons. plus, i'm not a programmer, so unless some of those powers exist in the game already, i have no idea how to make them work. i will keep your suggestions in mind though because they're good thoughts.
Title: Re: sbarth13 mod releases (6-6-13; mannequins)
Post by: Aragogo on June 16, 2013, 06:42AM
I have a possible powerset in mind for her:

1. Hair Lift - Medusa lifts the enemy and then throws him (Jean or Magnetos animation)

2. Hair Spin - Already covered in Edwards mod

3. Hair Whip - Already covered in Edwards mod (maybe using Whitekings Emma Psychic Bolt animation)

4. Seduction - Blows a kiss that converts the enemy for a short time

5. Cant think of this one xD

6. Passive - Wicked Weave (Bayonetta reference) - All Medusas powers gain extra damage for a short time

7. Passive -  Wan't to touch me? (also Bayonetta reference) - Medusa and her party gain increased dodge chance with increased attack and movement speed (does dodge exist in MUA)

8. X-treme - Bad Hair Day - A radial hair attack knocking enemies into the air (maybe use Invisible Womans xtreme animation and effect, but use a hair texture?)

Its not very amazing xD
Title: Re: sbarth13 mod releases (6-6-13; mannequins)
Post by: fox456 on June 16, 2013, 07:04AM
I know you need help with her animations, but midnightphoenix and I were brainstorming Medusa's powers about a year ago.  We thought we would try to collaborate on a mod, but it didn't materialize.  You are right about how difficult it is to get her hair to look right in the animations.  At any rate, these are some of the ideas we had.

1.  Split Ends - sort of like in edward's mod where Medusa extends out locks of hair in various directions -- one, two, three ways or more perhaps -- to punch opponents.

2.  Curling Iron - Medusa grabs objects and enemies with her hair and squeezes them and/or throws them.

3.  Bad Hair Day - Medusa's Xtreme.  I don't know what it would consist of, I just liked the name.

4.  Hair Net - Medusa creates a cage, net, trap of some kind with her hair to hold someone for a while.  I think I've seen her make a cage with her hair somewhere.  This one is probably impossible to do.  A weaker replacement might be to somehow say that there is hair on the floor and her hair holds an enemy in a spot (since she can control hair that has been cut from her head) -- like the webbing of Spider-Man does.

5.  I very much like the hair spin that edward uses to block/knock back opponents.  Don't have a name for it.

6.  I think we should use Mr. Fantastic's arm stretch if at all possible because her hair stretches to about 12 feet -- twice its original length.  Should that be the base for "Split Ends" or something else?

7.  Booster (or Passive) - Through additional concentration (we need a better way to describe it than that), Medusa increases the tensile strength, modulus of elasticity, and sheer resistance of her hair, which increases the damage done by all hair attacks.

Title: Re: sbarth13 mod releases (6-6-13; mannequins)
Post by: hemlot on June 16, 2013, 08:48PM
Check out Edward's Medusa mod for XML2. One of the most talented modders around. Haven't heard from him in a while.
Title: Re: sbarth13 mod releases (6-6-13; mannequins)
Post by: Quentin Hex on June 27, 2013, 02:15PM
Just wanted to drop by and say that I am really enjoying what you've done with Hellstrom! Awesome job with the trident!
Title: Re: sbarth13 mod releases (6-6-13; mannequins)
Post by: sbarth13 on June 27, 2013, 03:00PM
thanks. i had fun making him too. i got the trident idea from gambit and his first power from crimson dynamo.
Title: Re: sbarth13 mod releases (8-6-13; beta ray bill, vance astro)
Post by: sbarth13 on August 06, 2013, 07:20PM
beta ray bill and vance astro are released. i gave vance astro number 65, but didn't request the number in the CCC. since somebody could potentially release a MODOK mod, it could interfere. however, he is essentially the same character as Justice, so i would recommend changing his numbers to the same as Justice if it becomes an issue.

i tried to make Beta different, but similar, to thor, since they have the exact same powers. hopefully you all like it, although i think MUAlovers thor booster puts it to shame
Title: Re: sbarth13 mod releases (8-6-13; beta ray bill, vance astro)
Post by: Oddark123 on August 06, 2013, 07:36PM
Wow i refresh the site from my post in your workbench and see you released them tonight ha. Great going!
Title: Re: sbarth13 mod releases (8-6-13; beta ray bill, vance astro)
Post by: fox456 on August 06, 2013, 08:07PM
:runaway:  TWO mods in one day -- incredible!  Thanks for making Beta Ray Bill and Vance Astro.
Title: Re: sbarth13 mod releases (8-6-13; beta ray bill, vance astro)
Post by: Outsider on August 06, 2013, 08:31PM
Nice work! When MUALover made Thor's booster, I just thought to create Beta Ray Bill with Thor's old moveset and edit it, but you saved me the trouble. Looking forward to trying these two out.
Title: Re: sbarth13 mod releases (8-6-13; beta ray bill, vance astro)
Post by: MUALover on August 07, 2013, 01:43AM
Yay! sbarth13 released two mods in one day! How cool is that.. :D

BTW, great job on Vance Astro and Beta Ray Bill. Will definitely try them out!! :)

Quote from: sbarth13 on August 06, 2013, 07:20PM
i tried to make Beta different, but similar, to thor, since they have the exact same powers. hopefully you all like it, although i think MUAlovers thor booster puts it to shame

I like your Beta Ray Bill mod. I can make a booster for Beta Ray Bill to make he looks really different to Thor :D (lightning/electricity-based powers, but with whole different moveset, altough I ran out of ideas XD)

Once again, really good work at Beta Ray Bill and Vance Astro, keep them coming! :D
Title: Re: sbarth13 mod releases (8-6-13; beta ray bill, vance astro)
Post by: Polygone on August 07, 2013, 03:42AM
Quote from: sbarth13 on August 06, 2013, 07:20PM
beta ray bill and vance astro are released. i gave vance astro number 65, but didn't request the number in the CCC. since somebody could potentially release a MODOK mod, it could interfere. however, he is essentially the same character as Justice, so i would recommend changing his numbers to the same as Justice if it becomes an issue.

i tried to make Beta different, but similar, to thor, since they have the exact same powers. hopefully you all like it, although i think MUAlovers thor booster puts it to shame

I'm attempting at making MODOK my first mod, Its in the modders auction for now, though I gave Modok 53, because I believe another mod also used 65...(not sure which one, might need to check that)

Thanks for those awesome mods :)
Title: Re: sbarth13 mod releases (8-6-13; beta ray bill, vance astro)
Post by: Hobgoblin on August 07, 2013, 08:01AM
Two mods!! You've now got 16 full mod releases in total and that quantity is even more impressive considering the consistent high quality of your mods! They're always a lot of fun to play & excellent reflections of the original characters. Congratulations!
Title: Re: sbarth13 mod releases (8-6-13; beta ray bill, vance astro)
Post by: sbarth13 on August 07, 2013, 05:00PM
Quote from: Polygone on August 07, 2013, 03:42AM
I'm attempting at making MODOK my first mod, Its in the modders auction for now, though I gave Modok 53, because I believe another mod also used 65...(not sure which one, might need to check that)

Thanks for those awesome mods :)

i thought someone requested 65 too, but couldn't find it. oh well. i can renumber it if i have to, but since he's kind of a thor alternate, i didn't figure its that big of deal.

Quote from: Hobgoblin on August 07, 2013, 08:01AM
Two mods!! You've now got 16 full mod releases in total and that quantity is even more impressive considering the consistent high quality of your mods! They're always a lot of fun to play & excellent reflections of the original characters. Congratulations!

thanks. i didn't realize i had that many now. glad you consider them high quality
Title: Re: sbarth13 mod releases (9-8-13; gladiator)
Post by: sbarth13 on September 07, 2013, 03:39PM
gladiator is out. hopefully he's worth the wait. it wasn't an incredibly intricate mod, but i a few dumb coding mistakes that made it take forever to complete. and i've been busy with real life stuff. next up will be Union Jack and Vindicator, but they may be awhile. I will probably alter some of my older mods too. Blackbolt needs effect tweaking, fix sounds on Karnak, and add mannequins to their respective files, so i can clean up some space.
Title: Re: sbarth13 mod releases (9-8-13; gladiator)
Post by: Oddark123 on September 07, 2013, 03:43PM
Excellent to see you got that one finished up. Good timing too with him having a comic moment of relevance this week.
Title: Re: sbarth13 mod releases (9-8-13; gladiator)
Post by: BobaFett on September 22, 2013, 04:25AM
Having Black Bolt, Sentry and Gladiator on the same team is a joy. Thank you, sbarth13.
Title: Re: sbarth13 mod releases (9-8-13; gladiator)
Post by: sbarth13 on September 22, 2013, 08:40AM
Quote from: BobaFett on September 22, 2013, 04:25AM
Having Black Bolt, Sentry and Gladiator on the same team is a joy. Thank you, sbarth13.

thanks. glad you enjoy them. when i saw Odinson12 was going to do a sentry booster, i was a little worried that i didn't do that great a job on him. i think i have to fix a couple effects on blackbolt though. he was one of my first mods, so i only had partial understanding of what i was doing. keep an eye out for Odinson12's sentry skins too. awesome.
Title: Re: sbarth13 mod releases (9-8-13; gladiator)
Post by: fox456 on January 24, 2014, 03:05PM
sbarth,

I finally am able to do justice to your Inhuman mods.  I've installed the game on my new computer and only a few mods so far -- Black Bolt, Crystal, Gorgon and Karnak are among those and are the lead team for my first run through.

I have noticed a couple of things so far and thought I would pass them along to you and see if anyone else has experienced them:
1.  Black Bolt picks up the voice sounds of other characters.  For example, when he simply jumps and lands, he uses Crystal's voice of exertion.  When he throws something, he uses Gorgon's grunts.
2.  Crystal's first power (water beam) does LOTS of damage and costs no energy.

I really appreciate your efforts on these mods because the Inhumans are some of my favorites!
Title: Re: sbarth13 mod releases (9-8-13; gladiator)
Post by: sbarth13 on January 25, 2014, 02:33PM
i'll check those. i've spent the last couple months checking for bugs like those. i haven't noticed the blackbolt sounds though. i don't think its ever happened with me. might be due to the fact that i didn't give him his own sound file.
Title: Re: sbarth13 mod releases (9-8-13; gladiator)
Post by: Outsider on January 25, 2014, 03:31PM
I did notice the Black Bolt sounds thing. A sounds file should be easy for him... because he can't say a single word without blasting an entire continent to smitherreens! It would only contain his power sounds then. And if only there were decent hair models (or hair-looking models) out there for Medusa's abilities...
Title: Re: sbarth13 mod releases (9-8-13; gladiator)
Post by: fox456 on January 25, 2014, 07:19PM
Update on Crystal's Water Beam power:

I find that I am using it more than any of the group's powers.  It is so powerful!  I wonder if you intended it to be that way.  It does damage much wider than the animated water beam effect.  Its damage effects even goes through the walls.
Title: Re: sbarth13 mod releases (9-8-13; gladiator)
Post by: sbarth13 on January 27, 2014, 11:53AM
well, i fixed the no power thing. it was missing entirely, so thanks for the catch. i lowered the damage a bit, but i don't really find it that powerful. maxed out its only 140 damage max. but thats to each target in its radius. i gave it an arc of 60, so maybe i need to reduce that a little. as for it going through the walls, i think there are tons of powers that do that, especially radials. i know extremes do.
Title: Re: sbarth13 mod releases (9-8-13; gladiator)
Post by: fox456 on January 27, 2014, 05:48PM
Please don't think I'm complaining whatsoever.  I was just thinking that water wouldn't penetrate walls as much as other forces.  But, it's just a game.  (And I like Crystal, too!)  Thanks for looking into her mod.
Title: Re: sbarth13 mod releases (9-8-13; gladiator)
Post by: sbarth13 on January 28, 2014, 01:17PM
didn't think that at all. i honestly don't know why it goes through stuff. it does have environment damage mod on it, but i don't think thats why. glad someone is using her.
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Outsider on February 02, 2014, 07:49AM
Nice work on those releases, and all of those revisions. I will def. check out your newest mods including the highly-anticipated Medusa. If there's anything on her 5th power that I can do, I'll let you know.
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: fox456 on February 02, 2014, 07:57AM
sbarth, thanks again for the new mods and all the revisions.  I think the gladiator file you uploaded might actually be an updated hellstrom.
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Hobgoblin on February 02, 2014, 01:34PM
Wow, so great that you took so much time into improving work that was already great to begin with. The selection I've seen is really impressive. Wonder Man already was a big hit for me - you made him even cooler! And Hellstrom's especially amazing too!
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: sbarth13 on February 03, 2014, 09:36AM
thanks. i like wonderman better now too. and i fixed the gladiator link
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: LarsAlexandersson on February 03, 2014, 10:27AM
There's 2 Vance Astro there. Does Vance w/ Shield means Major Victory?
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: sbarth13 on February 05, 2014, 05:29PM
not sure what you mean....there's justice, and then there's vance astro. essentially the same character, but 2 different mods.
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: sbarth13 on February 17, 2014, 10:08AM
i put new links up for union jack and beta ray bill. i got notices from mediafire that somebody in london is upset at using the name 'union jack'. not sure why beta ray bill got suspended though. also firestar. but i lost my booster file for that.
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Hobgoblin on February 17, 2014, 10:18AM
I still have your files for Firestar, if you'd like me to return your own work to you, I'd be happy to do so.
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: sbarth13 on February 18, 2014, 08:11AM
sure. i don't use her a lot, but i imagine i will start getting messages that the link is down.
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Aragogo on March 04, 2014, 09:39AM
M..M...Medusa?!? (http://cdn02.cdn.socialitelife.com/wp-content/uploads/2013/07/11/emma-stone-excited.gif) I LOVE YOU SO MUCH. Now if only there were screenshots of her powers xD,wont have MUA for quite a while yet
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: BobaFett on March 04, 2014, 01:43PM
Your mods function just like a licensed product. If only we had Hyperion and Blue Marvel to complete our cosmic roster. ; )
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Aragogo on March 05, 2014, 11:44AM
I'm not sure where to post but here goes, Medusa is flipping amazing <3 but the hair strands are a tad bit too thin and her Xtreme is not very extreme.

When I submitted my idea for Medusa way back, I thought about someone using the Invisible Woman ultimate but with a hair texture, to make it seem like an all around burst of hair. How does it sound?
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: fox456 on March 05, 2014, 06:39PM
That sounds great to me.  It may be hard to execute however.
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Aragogo on March 05, 2014, 11:56PM
Quote from: fox456 on March 05, 2014, 06:39PM
That sounds great to me.  It may be hard to execute however.

Either Invisible Womans, Storm with the hair going down into the ground or Emma Frost, the swirls on the ground replaced with hair swirling like sawblades, that circular ring  thing with skulls removed
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions gal
Post by: MUALover on March 06, 2014, 02:29AM
Or you can try experimenting on trail_elem texture, the texture looks like some kind of hair.. Absolute great work on Medusa, btw :D
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Neeboo Nine on March 06, 2014, 08:16AM
For those interested in taking a crack at it, sbarth previously offered to let people expand upon his work in his workbench thread:
http://marvelmods.com/forum/index.php/topic,7406.180.html (http://marvelmods.com/forum/index.php/topic,7406.180.html)

I took him up on it and did a version that changed the strand animations to fuller effects, but I didn't have much luck with the xtreme.

(http://i1368.photobucket.com/albums/ag178/NeebooNine/Medusa/1Med08_zps81370081.jpg) (http://s1368.photobucket.com/user/NeebooNine/media/Medusa/1Med08_zps81370081.jpg.html)

(http://i1368.photobucket.com/albums/ag178/NeebooNine/Medusa/2Med170_zps21cdf53e.jpg) (http://s1368.photobucket.com/user/NeebooNine/media/Medusa/2Med170_zps21cdf53e.jpg.html)
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Aragogo on March 06, 2014, 10:45AM
Quote from: Neeboo Nine on March 06, 2014, 08:16AM
For those interested in taking a crack at it, sbarth previously offered to let people expand upon his work in his workbench thread:
http://marvelmods.com/forum/index.php/topic,7406.180.html (http://marvelmods.com/forum/index.php/topic,7406.180.html)

I took him up on it and did a version that changed the strand animations to fuller effects, but I didn't have much luck with the xtreme.

Would you be interested in letting more people see your version? :3

Also, have you considered trying what MUALover suggested?
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions gal
Post by: MUALover on March 06, 2014, 10:31PM
Quote from: Neeboo Nine on March 06, 2014, 08:16AM
For those interested in taking a crack at it, sbarth previously offered to let people expand upon his work in his workbench thread:
http://marvelmods.com/forum/index.php/topic,7406.180.html (http://marvelmods.com/forum/index.php/topic,7406.180.html)

I took him up on it and did a version that changed the strand animations to fuller effects, but I didn't have much luck with the xtreme.

(http://i1368.photobucket.com/albums/ag178/NeebooNine/Medusa/1Med08_zps81370081.jpg) (http://s1368.photobucket.com/user/NeebooNine/media/Medusa/1Med08_zps81370081.jpg.html)

(http://i1368.photobucket.com/albums/ag178/NeebooNine/Medusa/2Med170_zps21cdf53e.jpg) (http://s1368.photobucket.com/user/NeebooNine/media/Medusa/2Med170_zps21cdf53e.jpg.html)

That's an awesome effect for sure! :applause:

Mind if you share more pic of your works? :D

On another note, I've been experimenting the trail_elem texture. It looks like hair if you done it correctly though.. Otherwise it will look like an energy effect XD
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Neeboo Nine on March 07, 2014, 05:48AM
Sure, I can post more screenshots, even share the files assuming sbarth is okay with that.  Maybe between all of us we can help each other out as I think we have similar goals in what we're trying to achieve with this.
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: sbarth13 on March 07, 2014, 09:29AM
go ahead and share, i don't mind. i was frustrated enough with it as it was. the hair improvements are nice. i like the extreme ideas too, but when it comes to altering effects, i don't really play around with them except to change color, so i don't know how feasible they are. i just worked with already in game stuff. for the hair effects i was initially using venoms stuff just, recolored, similar to what Neeboo Nine did, but for some reason the effects either disappeared or shot up at wierd angles. thats why i used the effects i did. btw, i wasn't happy with the extreme i gave her, i just wanted something different than another radial hair attack. i suppose you could do a radial hair attack and have it do extra damage against stunned/chilled enemies, etc. similar to storms.

also, anyone has permission to change any of my mods if you want. just because thats what i came up with doesn't mean someone else has more knowledge, or better ideas. i just don't guarantee that i with alter my files and post them.
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions gal
Post by: sbarth13 on March 07, 2014, 09:32AM
Quote from: MUALover on March 06, 2014, 10:31PM
That's an awesome effect for sure! :applause:

Mind if you share more pic of your works? :D

On another note, I've been experimenting the trail_elem texture. It looks like hair if you done it correctly though.. Otherwise it will look like an energy effect XD

you seem to be good at incorporating powers and effects into the basic melee attacks. one of the issues i had was her knockback attack. i intended for it to be a grab and then a quick slam with her hair, but the models/effects i used either happen too fast to really see, or the distance between her and the target isn't enough to really see the effect. maybe you could improve that?

@Neeboo Nine - good work btw. the only thing i would change would be to use a different skeleton for the menu animations. it just bothers me the she jumps in the air and hovers. if hair sprouted out to support her it probably wouldn't bother me as much. but i'm going to take your changes and add them to my files and update it on my page.
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: BobaFett on March 07, 2014, 10:20AM
So when are you going to release Ronan the Accuser, Sbarth? Cannot wait for him!
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Neeboo Nine on March 07, 2014, 12:03PM
Quote@Neeboo Nine - good work btw. the only thing i would change would be to use a different skeleton for the menu animations. it just bothers me the she jumps in the air and hovers. if hair sprouted out to support her it probably wouldn't bother me as much. but i'm going to take your changes and add them to my files and update it on my page.
« Last Edit: Today at 09:35 AM by sbarth13 »

That bothered me as well but I don't know how to change it - wouldn't that involve going into 3DS or something?  But I do like how at the menu selection animation she has her back turned, emphasizing the hair before turning around.  Also seems to work out with avoiding some in-game clipping issues with the hair.  I was thinking of using the menu_goodbye animation for the xtreme so I guess I was sort of justifying it that way but I know what you mean.

Besides the xtreme which I pretty much gave up on and left as is, I mentioned on your workbench thread a couple of other things that aren't quite resolved.  One is the effect that doesn't seem to appear if the attack misses the target, and the other is the radial attack effect that I used isn't lined up very well...

The first two shots below are of the 3rd power thrash attack.  It's hard to show in static pictures but it basically fans out and swoops in an arc as she spins.  The misalignment is more noticeable at certain angles and the position from which it first appears and dissipates could probably be improved.  (There's actually a similar alignment issue going on with the 4th power flail attack though with all the chaos that appears with that effect maybe it's not so obvious.)  For the 2nd power entangle attack (third picture below) the effect only appears if there is an enemy or object it connects with, unfortunately it doesn't appear on a miss.

(http://i1368.photobucket.com/albums/ag178/NeebooNine/Medusa/thrash01_zps62cf1a3c.jpg) (http://s1368.photobucket.com/user/NeebooNine/media/Medusa/thrash01_zps62cf1a3c.jpg.html)

(http://i1368.photobucket.com/albums/ag178/NeebooNine/Medusa/thrash02_zps540bcd96.jpg) (http://s1368.photobucket.com/user/NeebooNine/media/Medusa/thrash02_zps540bcd96.jpg.html)

(http://i1368.photobucket.com/albums/ag178/NeebooNine/Medusa/entangle00_zpsa45acfb9.jpg) (http://s1368.photobucket.com/user/NeebooNine/media/Medusa/entangle00_zpsa45acfb9.jpg.html)

Now that we have a group effort with people looking into further tinkering, maybe someone knows how these can be tweaked.
**EDIT 9/14/14 - Been a while but have been occasionally going back to stuff (mods/variations of mods) and revising things, including this one.  Improved the thrash attack effects, it's hard to get a good screen shot but it's fuller and better aligned than it was.
 
(http://i1368.photobucket.com/albums/ag178/NeebooNine/thrash03_zps9a15ac0c.jpg) (http://s1368.photobucket.com/user/NeebooNine/media/thrash03_zps9a15ac0c.jpg.html)

Changed/added some sounds as well.  Also added a very basic extreme, but it wasn't doing much damage so as a last resort I added a kill damage modifier.   Also includes the menu animation fix (thanks Outsider).  Here is the link:

http://www.mediafire.com/download/r0z1hiym3tybifa/Medusa.rar (http://www.mediafire.com/download/r0z1hiym3tybifa/Medusa.rar)
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: fox456 on March 07, 2014, 07:49PM
Will one of you collect all the final power (and effects) improvements and incorporate them into a single mod once everything has been addressed?
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: sbarth13 on March 08, 2014, 08:40AM
Quote from: fox456 on March 07, 2014, 07:49PM
Will one of you collect all the final power (and effects) improvements and incorporate them into a single mod once everything has been addressed?

if he doesn't, i will

Quote from: Neeboo Nine on March 07, 2014, 12:03PM
That bothered me as well but I don't know how to change it - wouldn't that involve going into 3DS or something? 


easier than that. just take any character .igb file that has #_charactername. thats the file that contains the menu animations. then just rename it to 96_medusadlc. you can still use spiderwomans combat animations as 96_medusadlc_4_combat.

Quote from: BobaFett on March 07, 2014, 10:20AM
So when are you going to release Ronan the Accuser, Sbarth? Cannot wait for him!

working on the effects and skins. the powers are pretty much set, and i need to do sounds still. i get distracted by other side projects, plus, i'm working on ares.
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Neeboo Nine on March 08, 2014, 10:23AM
Quote
Quote from: Neeboo Nine on March 07, 2014, 12:03PM

    That bothered me as well but I don't know how to change it - wouldn't that involve going into 3DS or something?


easier than that. just take any character .igb file that has #_charactername. thats the file that contains the menu animations. then just rename it to 96_medusadlc. you can still use spiderwomans combat animations as 96_medusadlc_4_combat.

I can't remember for sure but I think some of the animations in the non-combat igb file affect in-game animations too.. is that correct?  I think that's how I ended up with that particular combination of the 2 different igbs as it seemed to be the only way I could get the desired results (with the exception of the menu_goodbye animation of course).  Is it possible the keyframes for the menu_goodbye animation could be altered or cut short so that the hovering doesn't happen in the select menu?
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Outsider on March 08, 2014, 11:31AM
Quote from: Neeboo Nine on March 08, 2014, 10:23AM
Is it possible the keyframes for the menu_goodbye animation could be altered or cut short so that the hovering doesn't happen in the select menu?

There is, if you know how to hex edit. Take Spider-Woman's menu anim, rename it as 96_medusadlc (obviously), then use the xvi32 program to open that igb file to begin hex-editing. Inside, press Ctrl + F, and search "Menu." You'll see three of them: menu_action, menu_idle, and menu_goodbye.

When I was working on the mod for Black Knight, I liked Moon Knight's menu anim but he couldn't use the "menu_goodbye" because he's holding a sword and it'll look like he impaled himself! So, when I found menu_goodbye, I replaced "goodbye" and wrote "action" on the word side, followed by an "00" on the numbered side. Then save.

What will happen? It should eliminate the menu_goodbye altogether. Although now she'll just stand there, it'll get rid of her hovering. I'm not sure though how to replace the menu_goodbye with a different animation though.

Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Neeboo Nine on March 09, 2014, 12:54PM
Thank you Outsider for that great information.  I followed your instructions and it worked just as you described - she no longer hovers when exiting the menu.  I've replaced the igb and reuploaded files to date to the same location:

http://www.mediafire.com/download/r0z1hiym3tybifa/Medusa.rar (http://www.mediafire.com/download/r0z1hiym3tybifa/Medusa.rar)

Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Aragogo on March 10, 2014, 06:43AM
Neebo, this is your version of the mod with the updated effects? :3
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Neeboo Nine on March 10, 2014, 09:20PM
Yes, though I see it as a work still in progress - I believe MUALover is working on the new xtreme and if anyone knows how to improve the other things that have been mentioned, any input is welcome as well.  Outsider solved the exit menu animation issue so we're one step closer.
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: Outsider on March 10, 2014, 09:48PM
Quote from: Neeboo Nine on March 09, 2014, 12:54PM
Thank you Outsider for that great information.  I followed your instructions and it worked just as you described - she no longer hovers when exiting the menu.

Not a problem. And it looks like she could use a loading screen. As long as I'm credited, feel free to use mine from my Creation Station - which is my collection of screens for use. http://marvelmods.com/forum/index.php/topic,8839.0.html

EDIT: Sbarth, a lot of the characters you've done - I have loading screens for, including your soon-to-be-released mods Ares and Ronan the Accuser. Again, as long as I'm credited, you can use them for your mods.

Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: BobaFett on March 16, 2014, 12:07PM
Sbarth, how come Captain America's shield does not touch Vance Astro's arm? Not trying to nitpick here, in fact I love your Major Victory mod, but that is something that is bothering me.
Title: Re: sbarth13 mod releases (2-1-14; union jack, medusa, vidnicator; revisions galore)
Post by: sbarth13 on March 19, 2014, 07:42PM
not positive, but i think it has something to do with how the model for both the shield and the character are rigged. its not something i can fix, but it does bug me too. the only way around it would be for someone to make their very own model, as far as i know.
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: Oddark123 on April 06, 2014, 09:58PM
Ronan is super fun, but there's one minor thing to edit. On the first line of his herostat you need to put a space between "stats{" As without it XMLBCUI throws a fit and won't compile lol.

But after i fixed that it works and the mod is super fun.
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: Julio Cabral on April 07, 2014, 09:32AM
My Ares is so fat(the anims make him that way) that he looks like Brutus(Popeye). I'll try to make him better.
Ronan is spectacular. I'm making a Universal Weapon bolton for him.
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: BobaFett on April 07, 2014, 09:42AM
Ronan is a masterpiece. Quite simply, a true joy to play as. Thank you Sbarth for all your hard work.
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: Polygone on April 07, 2014, 11:23AM
Seconded, Ronan & Ares are both awesome, especially liked the weapons you gave Ares. A true god of war!
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: BobaFett on April 08, 2014, 02:49PM
Sbarth, do you still have the original Sentry skins you've made?
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: sbarth13 on April 09, 2014, 07:05AM
Quote from: BobaFett on April 08, 2014, 02:49PM
Sbarth, do you still have the original Sentry skins you've made?

yes. i can send them to you if you want. or you can get them off the xml2 sentry mod. its those skins with a little added texture.

Quote from: Odinson012 on April 07, 2014, 09:32AM
My Ares is so fat(the anims make him that way) that he looks like Brutus(Popeye). I'll try to make him better.
Ronan is spectacular. I'm making a Universal Weapon bolton for him.

i thought he looked kinda weird when viewed from certain angles, but the skins are still awesome. the bolton would be great too. that hammer was the closest thing i could find.
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: BobaFett on April 09, 2014, 07:40AM
Quote from: sbarth13 on April 09, 2014, 07:05AM
yes. i can send them to you if you want. or you can get them off the xml2 sentry mod. its those skins with a little added texture.

i thought he looked kinda weird when viewed from certain angles, but the skins are still awesome. the bolton would be great too. that hammer was the closest thing i could find.

I would love to. Are his skins from the X-Men Legends II: Rise of the Apocalypse pack cel-shaded, though?
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: sbarth13 on April 09, 2014, 06:49PM
i believe if you use them in the xml2 game, they will be cell shaded. if you use them in mua, they will not be.
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: Rodrigo79 on April 12, 2014, 11:06AM
It´s great to have Ares in MUA, now i can play with the dark avengers!!  It works perfect, Thanks!!!
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: andersonbrazil on April 13, 2014, 07:56AM
Congratulations! The Ares and Beta Ray mods are great fun! Thank you!
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: rjb on June 06, 2014, 08:52AM
Hey, sorry but I downloaded the Ronan mod and there wasn't a mannequin with it, is that a separate download I can get from somwhere? How would I then get it to show up in the game, just copy it into the mannequin folder?
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: BobaFett on June 06, 2014, 02:01PM
I'd like to report a few bugs, if you indulge me: Gladiator's grabsmash is not working; Ronan the Accuser and Black Bolt stay still if not controlled by the player after some time. Yes, I have done a fresh installation of the game, installed the Official Characters pack and that always happens. Also, what happened to your other projects, like Quasar?
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: sbarth13 on June 06, 2014, 03:00PM
i will have to double check them to see what's going on. i don't recall that stuff happening to me, but who knows. still working on quasar and my other projects, just working slow. actually, just altering effects and checking for bugs. everything else is done.
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: rjb on June 08, 2014, 09:06AM
Could someone tell me where I can get a mannequin for Ronan please? I'm using an apocalypse one at the moment and it works fine but he still shows up as apocalypse in the character select screen. It's not a big deal just a bit annoying
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: sbarth13 on June 09, 2014, 07:31AM
there isn't one. i can't make mannequins, and nobody made one for me.
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: rjb on June 09, 2014, 09:23AM
Ahh okay, sorry I didn't realise. It's really cool still thanks
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: andersonbrazil on June 11, 2014, 04:14AM
Sbarth, I am anxious to see the Gamora. With she the team of the guardians of the galaxy will be complete.
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: Erik Lensherr on June 29, 2014, 09:36AM
Hi, Sbarth13! I made review video your great mod Ronan the Accuser! See it here: https://www.youtube.com/watch?v=EOp33D1pEHA&list=PLzrc3KAC8RMGwnkFOlN1AWyXtjyNbt4bA&index=15
Title: Re: sbarth13 mod releases (4-6-14; ares, ronan)
Post by: sbarth13 on September 13, 2014, 06:30PM
long time coming, but i finally finished them. had computer issues to deal with, plus took some time off from modding in general. hopefully they find some use.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: Outsider on September 13, 2014, 07:25PM
Nice work on the releases, S13. I'll definitely try them out when I get a chance, especially Gamora. With her out now, and me creating Groot recently, all that remains now is Mellomods' Star-Lord.

Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: ndp on September 13, 2014, 09:34PM
Thanks for all the releases! Having some problems with Gamora. In her herostat there needs to be a space where it says stats. It came like this:

stats{

so just add the space so it will look like

stats {

The other problem I had was her packages actorskin # is written 15505-15508 like this

actorskin {
filename = 15505 ;
}

We need to change the first 5 to a 1 like 11505. Final got her to load and could see her in the menu select screen(Love the Storm based model looks awesome!) and every time I try to play the game crashes. Reminds me of the Falcon crash. I think her number is shared with the Kraken so may have to take a look. The Kraken load screen is the last thing I see before the game crashes.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: Erik Lensherr on September 13, 2014, 10:20PM
Amazing job, Sbarth13!! Really nice mods :)
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: Polygone on September 14, 2014, 03:26AM
Gamora doesn't have any problems with me aside from the already mentioned stats { thingy. Great mod!
Gonna download the rest now, defenitely excited!

EDIT : Magik is absolutely great! Small thingy, her extreme "Hellish assault" Is still written as Blindside Blitz in the message thingy, small ps problem. Love how creative you were with her moves! Defenitely a keeper!

EDIT 2 : Quasar is really cool aswell!
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: Oddark123 on September 14, 2014, 12:50PM
The Quasar update is good. Oh and nice with the Phylla Vell Model. Should open up the door for her to get her own split off to increase our Guardians mods. Unless of course you were thinking about doing it yourself like you did with Justice and Vance Astro.

Gonna try Gamora later.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on September 15, 2014, 06:39AM
Quote from: ndp on September 13, 2014, 09:34PM
Thanks for all the releases! Having some problems with Gamora. In her herostat there needs to be a space where it says stats. It came like this:

stats{

so just add the space so it will look like

stats {

The other problem I had was her packages actorskin # is written 15505-15508 like this

actorskin {
filename = 15505 ;
}

We need to change the first 5 to a 1 like 11505. Final got her to load and could see her in the menu select screen(Love the Storm based model looks awesome!) and every time I try to play the game crashes. Reminds me of the Falcon crash. I think her number is shared with the Kraken so may have to take a look. The Kraken load screen is the last thing I see before the game crashes.

you were right. i corrected them. new link will be available shortly. thanks. kinda weird that it still worked for me even after reinstalling the game.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on September 15, 2014, 06:42AM
Quote from: Polygone on September 14, 2014, 03:26AM
EDIT : Magik is absolutely great! Small thingy, her extreme "Hellish assault" Is still written as Blindside Blitz in the message thingy, small ps problem. Love how creative you were with her moves! Defenitely a keeper!

EDIT 2 : Quasar is really cool aswell!

1) thanks. didn't even pay attention to the extreme message. that tends to be one of the things i either forget about entirely, or i change right away and forget about it. i think i left it until i figured out what to do with her extreme power.

2) also thanks. there were a couple things with him that i wanted to do, but couldn't. still like him though.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on September 15, 2014, 07:00AM
new gamora link with herostat and packages fixed
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: R3ynara on November 28, 2014, 03:49AM
Hi, really love your mods... I have Drax, Blackbolt, and Magik in my rooster and all of them are amazing :)

Recently I tried Union Jack, but problem is, UJ missing his weapons in my game, the shotgun for instance.

Any help? Thanks
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: R3ynara on December 01, 2014, 01:31PM
Quote from: R3ynara on November 28, 2014, 03:49AM
Hi, really love your mods... I have Drax, Blackbolt, and Magik in my rooster and all of them are amazing :)

Recently I tried Union Jack, but problem is, UJ missing his weapons in my game, the shotgun for instance.

Any help? Thanks

Updating my own post:
1. Tried to swap Blade skin's to UJ (I never Played with Blade so he never ini my 27 until recently)... and, Yeah now Blade (UJ) have both his katana (right hand), and a gun (left a custom one, maybe? looks like lara croft's gun in Tomb Raider 2013), and his back katana is there too.

2. Both weapon always in his arms even when Blade doing other power animations. but, the shotgun itself still missing. It only show up when doing the charge attack (Blade's special, where he charge with his shotgun).

hmm..curious
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on December 02, 2014, 10:24AM
best guess? the gun model is in the wrong folder/file, so when its referenced, its not finding anything. another possibility is that the gun name in the powerstyle doesn't match the model name. double check both. i think someone else told me awhile ago that he had the same issue. i'll troll around and see if i can find out. one other thing, i think the shotgun stuff and moves come from blades' MUA2 animations and files, so if you don't have those, and those are the ones i used, the shotgun won't show up. i doubt this is the case though, because it sounds like the animations work, its just the shotgun thats missing.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: LarsAlexandersson on December 02, 2014, 07:17PM
i'd like to ask, what happened to the mod preview pics? Like the mannequins, skins, icons & powers?
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: R3ynara on December 02, 2014, 08:43PM
Quote from: sbarth13 on December 02, 2014, 10:24AM
best guess? the gun model is in the wrong folder/file, so when its referenced, its not finding anything. another possibility is that the gun name in the powerstyle doesn't match the model name. double check both. i think someone else told me awhile ago that he had the same issue. i'll troll around and see if i can find out. one other thing, i think the shotgun stuff and moves come from blades' MUA2 animations and files, so if you don't have those, and those are the ones i used, the shotgun won't show up. i doubt this is the case though, because it sounds like the animations work, its just the shotgun thats missing.
ok, Thanks for the reply and advice. I'll try to check the files. Thank you. :)
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on December 05, 2014, 07:10AM
Quote from: LarsAlexandersson on December 02, 2014, 07:17PM
i'd like to ask, what happened to the mod preview pics? Like the mannequins, skins, icons & powers?

started taking up too much room. also ran out of alotted space on tinypic or whatever i was using.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: BobaFett on January 04, 2015, 05:24AM
Sbarth13, Quasar has some of the best skins I have ever seen. On a side note, UltimateVenom has already done a fantastic Magik mannequin. Perhaps you could ask him to use it.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on January 23, 2015, 09:37AM
thanks. i like how they turned out too. i will look into the Magik mannequin
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: Julio Cabral on January 28, 2015, 04:36PM
As I promisse, Universal Weapon for Ronan
(http://www.image-share.com/upload/2836/261.png) (http://www.4shared.com/file/dpGOb1Maba/ronan_hammer.html)
Source: http://facepunch.hatt.co/member.php?u=601492 (http://facepunch.hatt.co/member.php?u=601492)
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: stainor on February 05, 2015, 12:13PM
hammer is cool ~
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on February 09, 2015, 03:52PM
that hammer looks awesome, but i can't seem to download it.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: Julio Cabral on February 09, 2015, 04:01PM
Quote from: sbarth13 on February 09, 2015, 03:52PM
that hammer looks awesome, but i can't seem to download it.
Just clic in the pic, a 4shared link should pop-up, don't know if there's a local server issue.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: panospanos on March 08, 2015, 09:16AM
The link for the Firestar booster is down. I know sbarth13 said so somewhere in this thread but I don't know if he/she has reuploaded it somewhere else. So, could someone reupload it or send me the files, please?? Thanks!!  :firestar:
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: cool_deadpool on April 14, 2015, 04:20AM
I really like the Magik and Hellstorm mod. They look so cool.
though.. uh.. is there a booster or a way to make all of Magik's abilities and effects into blue?
Am I asking in the wrong topic though?.. er okay I don't how this forum things work.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on April 16, 2015, 11:37AM
you would have to open up all the effects files, and then change the color to whatever shade of blue you want
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: Maegawa on April 16, 2015, 11:56AM
Quote from: cool_deadpool on April 14, 2015, 04:20AM
I really like the Magik and Hellstorm mod. They look so cool.
though.. uh.. is there a booster or a way to make all of Magik's abilities and effects into blue?
Am I asking in the wrong topic though?.. er okay I don't how this forum things work.

as sbarth13 said, you would need to decompile her effects and change them to blue (and recompile of course), here (http://marvelmods.com/forum/index.php/topic,4938.0.html) is a tutorial on how to recolor them.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: Oddark123 on April 16, 2015, 07:55PM
The older version by Marloto had a booster released that had the color change. Fiddling around with the files there might also be an option.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: TIMELORD on April 18, 2015, 12:48PM
Hi all,
Could i have Gamora's link with latest updates please.The game crashes just after seeing the Kraken
Regards
TL
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on April 19, 2015, 08:24AM
the link on the first page is current and works. if your game is crashing, its probably because you either didn't start a new game after adding mods, or there are files that are conflicting somehow. usually its the first. i have found that you also need to periodically uninstall and then reinstall the game after adding multiple mod files.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: TIMELORD on April 19, 2015, 10:24AM
Many thanks for the info.
Still no joy.
What i did find in the actors folder was the kraken (115_Kraken.igb, has the same number as Gamora's files
115_gamora_4_combat.igb & 115_gamora.1GB
Not sure if allocating a new number to one of them would fix the problem,as i'm not a modder.
Any imput advice would be appreciated.
Regards
TL
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: Maegawa on April 19, 2015, 03:20PM
Quote from: TIMELORD on April 19, 2015, 10:24AM
Many thanks for the info.
Still no joy.
What i did find in the actors folder was the kraken (115_Kraken.igb, has the same number as Gamora's files
115_gamora_4_combat.igb & 115_gamora.1GB
Not sure if allocating a new number to one of them would fix the problem,as i'm not a modder.
Any imput advice would be appreciated.
Regards
TL

Outsider made a tutorial on how to fix two mods that have the same number a while ago, I think you may find it helpful, here (http://marvelmods.com/forum/index.php/topic,8737.0.html) is a link to it.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: TIMELORD on April 20, 2015, 06:53AM
Maegawa
Many thanks for that.
It seems you can have a new mod allocated to the same number as an NPC, in this case the Kraken.
So its not the reason why Gamora keeps crashing just after the Krakens loading screen comes up.
Ive also un & reinstalled the game.
Might just leave here out altogether.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on April 23, 2015, 08:26AM
Quote from: TIMELORD on April 19, 2015, 10:24AM

115_gamora.1GB


is the mark in bold and underlined a typo by you, or does the file actually say '1gb'? if so, that might be the issue. it should be 'igb', just like everything else
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on April 23, 2015, 08:27AM
if all else fails, just change her number to something else. just make sure you change everything that has that number or else it will just keep crashing.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: TIMELORD on April 23, 2015, 05:44PM
Sbarth13
Apologies. it was a typo (igb not 1gb).
So that file would be ok.
Going to leave it for now as i'm not a modder, so i would not know where to start.
Many thanks for your help
Regards
TL
PS Enjoying your other mods.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: andersonbrazil on June 12, 2016, 06:42PM
Hello, sbarth13! I liked a lot of the Guardians of the Galaxy mods. I'm having a problem with the mod Gamora. It is causing a bug in the game that makes close it. I thought it was the herostat but I believe it is not. I think he's crashing in some way with the mod of Emma Frost. I noticed that after I installed the mod Emma Frost the trouble started. I converted two skins for the mod Gamora and I made a mannequin. You can help me with this problem in the mod of the Gamora?
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: ndp on June 12, 2016, 06:58PM
I had the same problem and I could never get Gamora to work. If you look back in the topic I think we found a few things code wise but I never could get her to work properly.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: andersonbrazil on June 13, 2016, 05:02AM
Quote from: ndp on June 12, 2016, 06:58PM
I had the same problem and I could never get Gamora to work. If you look back in the topic I think we found a few things code wise but I never could get her to work properly.

I did some testing with the mod Gamora and I noticed that it causes error in my game when I prencho only one place in the menulocation with it and I leave the rest of empty seats. I use heroselect. But I also noticed that with some other characters, it can cause the fatal mistake of closing the game or just interfere with other skills, for example,  powers, strokes do not cause damage. But I also saw that even the animations with other characters may be affected. Some instead of running, it just walk. Very strange! lol !!
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on June 13, 2016, 08:40AM
i will try to look at it. i don't remember anyone telling me that it had problems. might be awhile though. i can say that i have run into similar issues with other mods. can't really tell you why it happens, other than for some strange reason the game doesn't like certain character combos together and doesn't like certain characters in certain slots. it may have to to with heroselect. i don't use it anymore, because it seemed that as you use the program more, it starts causing problems.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: andersonbrazil on June 14, 2016, 07:02AM
I have not done thorough testing with it, but the first conflict I saw was with Emma Frost. If I choose both, Gamora and Emma Frost in the same team, the game suffers a shutdown error. A short time ago the Outsider corrected a conflict in powerstyle File Sentinel, because he was sharing the same data with the Warmachine booster BLAW. The Warmachine powers have been canceled. Now both work well. I do not understand nothing of these codes, for it, I admire the work of the modders!
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: edward on July 04, 2016, 06:45PM
Hey man your mods are awesome! But Dagger's falling daggers powers(power 5) is missing the effects and in the ps file they load up Captain Marvel's effects. I liked her power from the previous version where she threw daggers around her too bad you cut it off. :(
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on July 06, 2016, 02:50PM
so, for all the fans of Gamora; i found a small error in the enclosed herostat entry. the very first line reads 'stats{', when it should read 'stats {'. other than that it is working fine for me so far.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: edward on July 06, 2016, 07:21PM
What about Dagger? Lol.....
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on July 07, 2016, 10:47AM
i'll check it out. i might change it back, who knows? i wasn't really completely happy with either power.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: Oddark123 on July 15, 2016, 10:32PM
Did anyone else try that Gamora fix? I copied her first line from another to be safe. When she was in my herostat my crash probability did seem to go up. I also had plenty of problems with getting a Guardians team to load from the first Shield point. After doing that one herostat copy, I managed to load it, play it and then load the same team on the next level and no crashes.

So try that if you haven't already, so far it seems to be fully fine for me. But I'll probably play with her some more later to see.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: sbarth13 on July 06, 2018, 11:02AM
been away from modding for awhile, but just started going back to 'update' some of them. starting with Dagger, as there have been a couple requests. plus, some people made some mannequins and skins of characters that were not available when i made the mods.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: Jaybird on July 06, 2018, 03:34PM
Glad to have you back sbarth, even if its only for a few updates.
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: edward on September 20, 2018, 05:51AM
That is very good to hear excited!  :cd:
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: dantles1992 on December 29, 2019, 07:37AM
pls can anyone fix ronan mod, I can't compile engb file when I add him to "herostat"

if there is fix can anyone help?
Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: scottsum on December 29, 2019, 03:30PM
Quote from: dantles1992 on December 29, 2019, 07:37AM
pls can anyone fix ronan mod, I can't compile engb file when I add him to "herostat"

if there is fix can anyone help?

You have again bumped an old thread, this time belonging to an inactive modder (at least for a little while), so it's not going to get you anywhere.  If you have already looked at the knowledge base and tutorials, and you are still stuck, you can post about it HERE:
https://marvelmods.com/forum/index.php/board,17.0.html

Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: Outsider on December 29, 2019, 06:57PM
dantles1992, the Technical Problems section that scottsum mentioned is your friend (https://marvelmods.com/forum/index.php/board,17.0.html). And considering that you seem to have numerous problems and/or questions, you may want to consider creating a thread there, where any time you have a problem or question, you post it there, so anyone can answer and help you. For example, I have a "My Questions Thread" there -- a very efficient way to get answers. And now that you're on Discord, you can get answers much faster.

But from now on, try your best not to bump up old topics from years ago where you are very unlikely to get an answer -- especially from currently inactive members. And don't be discouraged into thinking that you can't figure some things out yourself. We all had to at some point.

Title: Re: sbarth13 mod releases (9-13-14; quasar, gamora, magik)
Post by: ak2yny on January 07, 2020, 11:24PM
The Firestar booster is still down:
Quote from: sbarth13 on May 28, 2012, 09:13PM
Firestar (4-8-13): http://www.mediafire.com/?yjiqzfh8tk87q8u (http://www.mediafire.com/?yjiqzfh8tk87q8u)

Quote from: Hobgoblin on February 17, 2014, 10:18AM
I still have your files for Firestar, if you'd like me to return your own work to you, I'd be happy to do so.
Quote from: sbarth13 on February 18, 2014, 08:11AM
sure. i don't use her a lot, but i imagine i will start getting messages that the link is down.
Did that transfer happen? Is it ok to ask for a reupload?

Quote from: panospanos on March 08, 2015, 09:16AM
The link for the Firestar booster is down. I know sbarth13 said so somewhere in this thread but I don't know if he/she has reuploaded it somewhere else. So, could someone reupload it or send me the files, please?? Thanks!!  :firestar: