Marvel Mods

Marvel Ultimate Alliance I & II => Mod Releases and Conversions => Topic started by: boreman on August 02, 2007, 08:51PM

Title: X-Mods: Multiple Man (now with sound!)
Post by: boreman on August 02, 2007, 08:51PM
This is the conversion for the XML2 Cannonball mod by nodoubt_jr. All the powers should work, added costume passives, made both charging powers different from each other and modified the flying effect. Also, includes 4 skins, HUDs, effects and updated icons.

(http://img224.imageshack.us/img224/8109/cannonballscreenys5.jpg)
http://www.box.net/shared/ch95gyn640 (http://www.box.net/shared/ch95gyn640)
Note: he has legs when he blasts, for now.

And this one is a custom Chamber. Jono Starsmore from Generation X, with 4 powers inflicting different kinds of damage, 2 boosts, Xtreme, passives for his 4 costumes, icons, effects, HUDs, and the glowing chest effect (not visible in the selection screen on purpose).

(http://img227.imageshack.us/img227/5189/chamberscreenqj0.jpg)
http://www.box.net/shared/n5kulo7xs0 (http://www.box.net/shared/n5kulo7xs0)
Note: forget about his latest comic book appearances.
Title: Re: Cannonball and Chamber V1 released!
Post by: Norrin Radd on August 02, 2007, 09:39PM
i tried it, it works, thanks boreman.
One funny thing is how cannonball flies, using i think rogues flying animation. haha

edit:
on a sidenote, boreman, did you ever have any problems with your updated nightcrawlers icons not appearing correctly or when you load toxin and nightcrawler into a game that toxin uses nightcrawlers mannequin?
Title: Re: Cannonball and Chamber V1 released!
Post by: boreman on August 02, 2007, 09:54PM
On the first thing, yes, it is kinda funny, I thought about using the Human Torch anims, but I chose to focus on translating the character as it was in the XML2 mod (you know, if it isn't broken, don't fix it). I'll rest from Cannonball for a time before trying other animations.

In the sidenote, I think I just renamed the packages and actor folder files. That conversion was done before I learned to edit talent and powerstyle files, so I recommend checking on both and fix what is necessary. No idea about why it crosses with Toxin's icons.

I'll check my files and try to update again that Nightcrawler on the weekend. I hope Teancum had found and corrected that error on his WIP.
Title: Re: Cannonball and Chamber V1 released!
Post by: Norrin Radd on August 02, 2007, 09:55PM
ok thanks

edit:
just to be clear, its toxin's mannequin that is replaced with nightcrawlers, not the icons. But nightcrawlers icons dont appear to show up properly.
Title: Re: Cannonball and Chamber V1 released!
Post by: boreman on August 02, 2007, 10:07PM
The icons problem is the one I mentioned: powerstyle and talent files must be referring to deadpool_icons1.igb, and the correct file should be nightcrawlerp_icons.igb.

Three theories on the mannequin replacement:
- Toxin might be hanging upside-down right behind NC (since both use Spidey as base).
- They are accidentally using the same menulocation entry in the herostat.
- There is a weird reference in the mannequin IGB that only manifests when a symbiote and an elfish mutant try to hang upside down imitating a franchise character, wich makes the symbiote joining the mutant and appearing like one in the menu selection screen, and doing so, Pat Mulligan falls on his neck and dies while all the heroes are too busy posing to help him.
Title: Re: Cannonball and Chamber V1 released!
Post by: Norrin Radd on August 02, 2007, 10:11PM
Quote from: boreman on August 02, 2007, 10:07PM

Three theories on the mannequin replacement:
- Toxin might be hanging upside-down right behind NC (since both use Spidey as base).
- They are accidentally using the same menulocation entry in the herostat.


no to those two. could be the third.

edit:
anyways, i will just wait till the final version to use him. just letting you know the problems i got.
Title: Re: Cannonball and Chamber V1 released!
Post by: nodoubt_jr on August 02, 2007, 10:57PM
great job, wish i could play MUA on my computer, then i could try out Chamber and see Cannonball in MUA action.
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: boreman on August 05, 2007, 03:10AM
Here is the conversion of matt710's Havok mod for XML2. In includes all 5 of his powers, passives turned into costume passives, 3 boosts, icons and 6 new skins with their respective HUDs. I kept the powerstyle and effects just like the original (except for the Xtreme entry), and fixed the talent values for MUA based on Ms. Marvel.

(http://img204.imageshack.us/img204/613/4havoknh7.jpg)
(http://img75.imageshack.us/img75/2934/marvel0088ek8.jpg)
http://www.box.net/shared/j5nyg10sj9 (http://www.box.net/shared/j5nyg10sj9)
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: jonchang on August 05, 2007, 03:49AM
Great work! Screencaps look good!
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: nodoubt_jr on August 05, 2007, 12:17PM
great skins!
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: cvc on August 05, 2007, 03:35PM
Thanks guys they look great can't wait to play.
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: shanealt on August 05, 2007, 04:44PM
Tested out Chamber.

His Xtreme doesn't seem to have an icon.

Also--his first move, the one that you can either focus or spread out?  If its spread out it doesn't do any damage.
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: boreman on August 05, 2007, 05:13PM
Checked. The icon isn't referenced right and I have to see what happened to the unfocus.

EDIT: fix for the icons reference. The numbers seemed OK in the unfocused power, but I'll keep checking.

http://www.box.net/shared/n4lkyufe7d (http://www.box.net/shared/n4lkyufe7d)
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: jonchang on August 08, 2007, 11:28PM
I'd rather see Cannonball have a similar animation to Iceman's Ice Slide, rather than flight.
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: Teancum on August 09, 2007, 04:20AM
But that's how Cannonball flies.  Check uncannyxmen.net, or any other site.
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: shanealt on August 09, 2007, 01:22PM
Cannonball doesn't really do the "hover" flight though...right?  Not like most flying characters.  In that case the Iceman-style method may be most accurate--same animation, but he'd be unable to "hover".

However, I'm not exactly the most knowledgeable on Cannonball, so he may be skilled enough to reguarly fly now instead of just blasting off.
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: boreman on August 09, 2007, 01:29PM
I think, since he can control the intensity and direction of his blast field, it wouldn't be a problem for him to hover. I prefer a more controllable flight, and we already have two blast-charge attacks.
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: nodoubt_jr on August 09, 2007, 01:36PM
he can hover, he obviously has control over his power, like boreman said if he can control his blast field to push outward, he probably figured out how to just stay still for a while.
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: Teancum on August 21, 2007, 12:54PM
Hey Boreman, what model did you use for X-Factor Havok?
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: boreman on August 21, 2007, 01:57PM
Classic Blade, the one that appeared in Spider-Man TAS, I tihnk it is 0103.
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: Yoba on August 27, 2007, 07:32AM
Are there any sounds for Havok?  I copied the mod contents over a couple of times, but still no luck.

Thanks for the mod's.
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: boreman on August 27, 2007, 08:31PM
No, there aren't yet. I don't know if there ever were sounds in XML1/2. You can assign him other char's voices from their respective herostats meanwhile. Other than that, I'm too busy to tweak on mods right now, and mostly on fixing powersets. Sound files are still out of my area of work.
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: Yoba on August 29, 2007, 07:36AM
Now that you mention it, I don't think there were any sounds for him on XML1/2.  Guess I should do some digging in the Knowledge base!

I'm enjoying these mod's regardless.  Thanks again for your work.
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: Philip on August 30, 2007, 09:25AM
Boreman I just tried your Havok.He rocks! Great job! Oh and he does have some sounds... ( " I dont have enough energy" his line when you select him)

I saw that he doesnt have a mannequin.Is it hard to make a mannequin?I would like to try and make one...(though I dont know anything about modding :P )
Title: Re: X-Mods: Havok, Cannonball, Chamber
Post by: boreman on August 30, 2007, 11:59AM
Mannequin files are skin files stored in the ui\models\mannequin folder. Those are so far the only ones that work, check the Knowledge Base to find out why, I forgot. The thing is you'll have to re-skin one of those mannequins to get your custom ones, and that's the hardest part: you have a very limited base skins amount and will most probably end with repeated poses, so it's pretty tricky to balance things out, but not impossible.

You'll have to learn to re-skin, using TextureFinder and MUA Skinner. For Havok, you can take parts of his skins and align them properly with the mannequin skin when possible, that way you'll get pretty close looks. You are welcome to try and tell us if you get something good.
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: boreman on August 30, 2007, 01:50PM
Here is the Polaris WIP, since I don't know when will I have the time to finish it. Needs icons, one HUD, and mannequin. Probably the talents file needs some tweaking, we'll see.

Polaris Beta Mod: http://www.box.net/shared/i116tlou1h (http://www.box.net/shared/i116tlou1h)
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: Philip on August 31, 2007, 07:11AM
Here is what I noticed : Well the hud head you mentioned.Icons for the powers as well a 2-3 for the costume traits.The modern outfit has only 2 powers where as the Ultimate has 4 ( 2 Magnetic Mastery). The magnetic mastery has a negative icon : it says -100% elemental/magnetic power.And the Combo Xp bonus for the modern costume no matter how much you raise it it says +0%. Also she doesnt fly.
Now some problems with the powers : The name of the x-treme doesnt appear when using it, and the animation last for a long period, making her unable to move even though the damage was dealt and everyone else is moving normally.You have two animations in the Polarity Pull power.(the damage is dealt in the first one, BUT there are no effects in the first animation, only in the second one)In the polarity blast power, she shoots the beam before she moves her hands.Finally Magno gravitation beam didnt seem to work...The animation was perfect but there was no effect on enemies...maybe I was doing something wrong on this one.
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: boreman on August 31, 2007, 11:50AM
Quote from: Philip on August 31, 2007, 07:11AM
Here is what I noticed : Well the hud head you mentioned.Icons for the powers as well a 2-3 for the costume traits.The modern outfit has only 2 powers where as the Ultimate has 4 ( 2 Magnetic Mastery). The magnetic mastery has a negative icon : it says -100% elemental/magnetic power.And the Combo Xp bonus for the modern costume no matter how much you raise it it says +0%. Also she doesnt fly.

Are you applying the mod to a previously saved game or a fresh one? It causes the non-flying problems and perhaps some of the quoted one. If not, I packed the wrong files in the hurry.
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: Philip on August 31, 2007, 02:49PM
I started an already saved game.I can start a new one to see if it has the same problems, and let you know.
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: Philip on September 10, 2007, 10:08AM
I tried an new game as well and I am still having the problems...I use the heroselect program to choose characters and every time I add her to the roster she messes up the whole roster!
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: boreman on September 10, 2007, 11:36AM
Fine, I seem to have a more relaxed week right now, but that could mean I'm overseeing some urgent RL duties. I'll try and check my files again before the weekend.

If someone can, please, double check Philip's problem with the files I uploaded (by installing the mod yourselves or correcting the talents/powerstyles), let me know. You'd be helping a very stressed man.

EDIT: I have been testing... I won't touch the animations because that's how the powers are made and until I get the time to check how the original mod looks in XML2, it'll stay that way. She should fly, that's a herostat thing, and she flies OK in my game. Tomorrow I'll check damage and power cost stuff.
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: matt710 on September 11, 2007, 10:04PM
Quote from: Philip on August 31, 2007, 07:11AM
You have two animations in the Polarity Pull power.(the damage is dealt in the first one, BUT there are no effects in the first animation, only in the second one)

When I made that for XML2 that was just a move taken from magneto.  Are you holding the button?  The enemies should float around her unable to leave her grasp.
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: Philip on September 12, 2007, 01:20AM
I don't remember If I was holding the button in that one, but I remember holding the button in most of the powers that appeared not to work, just in case I just had to...hold the button.Most of the animations were Storm's...
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: matt710 on September 14, 2007, 09:03AM
She uses storm's skeleton, that is why the animations mostly were storm's.
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: BliZZ on October 02, 2007, 10:58AM
In the Havok mod, which models are the Original and X-Factor skins based on? (I know the skins, by which models I mean PS2, PC, or XBox)
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: Kingdom on October 03, 2007, 02:11AM
Has the polaris project been scrapped?
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: boreman on October 03, 2007, 06:46AM
Quote from: BliZZ on October 02, 2007, 10:58AM
In the Havok mod, which models are the Original and X-Factor skins based on? (I know the skins, by which models I mean PS2, PC, or XBox)

X-Factor is PC Blade, I took it from my own game. Original comes from what seemed to be XML1 Havok, so it should be PS2.

Quote from: Kingdom on October 03, 2007, 02:11AM
Has the polaris project been scrapped?

No, I just didn't have time to work on it. I have a long weekend coming, probably I'll try to finish it then, if there is nothing more important to do. Also, I still have the grabsmashes for my other mods in my to-do list.
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: Philip on October 04, 2007, 04:40PM
If you need pictures of Polaris, I got many.So if you want them to make the power icons,tell me to send them to you :)
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: boreman on October 04, 2007, 07:47PM
Thanks, but I'll take the XML2 mod icons or try what I did with Chamber and draw each icon from zero.

I have news:
- Corrected the power damage lows/highs with Wisdom and Havok, so they are more balanced.
- Finished the grabsmashes for Super Skrull, Marvel Girl, Wisdom, Havok, Chamber, Cannonball and Polaris. They are done from their own base animations, so we'll se if you like them or not.
- Fixed Polaris' and Marvel Girl's screwed talents files. Mostly. Still have to check Electromagnetic Chain and Rach's healing power.

I'll get to work on Lorna's icons, then some mannequins, and perhaps we can call it done for the end of the week.
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: Norrin Radd on October 05, 2007, 04:20PM
nice Polaris x-factor skin boreman :thumbsup:
Title: Re: X-Mods: Polaris (Beta), Havok, Cannonball, Chamber
Post by: boreman on October 07, 2007, 02:15PM
Thanks.

I want to announce that most, if not all of my uploads will be deleted to update the mods, so I should be posting the new links later tonight or early tomorrow, it depends on how long it takes me to pack the new RARs. I hope those will be the final versions of my firsts mods (that means 90-99% done) so I can have a fresh start with other ideas.

EDIT:

I finished early, here are the updated links (note: previous versions went kaput to avoid confusion):

- Pete Wisdom V2 http://app.box.com/s/jxtsckezed (http://app.box.com/s/jxtsckezed)
- Marvel Girl V2 RECALLED
(Admin Note: This Marvel Girl mod has been recalled, as it causes game clashes with Jean Grey & the AIM Reaver, using the wrong numbers. -- Outsider)
- Cannonball V2 http://app.box.com/s/o27ciu28e5 (http://app.box.com/s/o27ciu28e5)
- Super Skrull V2 http://app.box.com/s/gqznqax5mh (http://app.box.com/s/gqznqax5mh)
- Havok V2 http://app.box.com/s/trbdijp5h2 (http://app.box.com/s/trbdijp5h2)
- Polaris V1 (left out the Magno-Grav power) http://app.box.com/s/68vu0qtto2 (http://app.box.com/s/68vu0qtto2)
- Chamber V2 (only one without a mannequin) http://app.box.com/s/9fehog2jpj (http://app.box.com/s/9fehog2jpj)
Title: Re: X-Mods UPDATE! - 7 mods updated (hopefully finals)
Post by: BliZZ on October 08, 2007, 03:24PM
Rachel's herostat calls for 123XX, her mannequin is 12301, her files are named 12502-05, and they need to be 12505-08 (AIM Reaver uses 12501-04). I have installed the files (not tested) for Havok, Chamber, and Cannonball so far and they seem fine from a file stand-point.

ETA: In-game, Marvel Girl, Cannonball, And Super Skrull all have icon issues. Also, you need to add the alpha layer to every one of their icon-sets. Otherwise, these look good :thumbsup: (And I didn't test Polaris, just the other 6)
Title: Re: X-Mods UPDATE! - 7 mods updated (hopefully finals)
Post by: Philip on October 08, 2007, 04:44PM
I tested Polaris.She has no glithces.Everything is great.Well some of her attacks dont synchronize with their effects.Her first beam attack being one...
Other than that, she works perfectly.Great job.
Title: Re: X-Mods UPDATE! - Cable patch
Post by: boreman on October 25, 2007, 01:47AM
This is a patch/update for Blizz' Cable Mod (http://marvelmods.com/forum/index.php?topic=161.0). It has:

- Four skins, based on iammingy's XML2 skin:
    * Classic (iammingy's, blue/yellow)
    * X-Force (2nd series, golden)
    * Modern (Civil War/Rogue's X-Men)
    * Providence (Dominus Objective/Cone of Silence suit).
- New powerstyle with changed animations, new grabsmash and fixed Xtreme.
- Skeleton files rearranged for minor animation tweaks.
- Talents file with passives for all the costumes.
- X-Man's eye-glowing effect.

http://www.box.net/shared/epu039lhia (http://www.box.net/shared/epu039lhia)

Credits to Blizz for the original mod and iammingy for the XML2 skin and helping me reskinning the PS2 models.
Backup any files you are going to overwrite.
Title: Re: X-Mods UPDATE! - Cable patch
Post by: BliZZ on October 25, 2007, 11:07AM
Well, I was just updating that very same mod, using nodoubt_jr's XML2 mod. :) (Still gonna do it, as the original Cable, unless you MAJORLY overhauled it, was pretty terrible :laugh:)
Title: Re: X-Mods UPDATE! - Cable patch
Post by: nodoubt_jr on October 25, 2007, 11:29AM
Quote from: boreman on October 25, 2007, 01:47AM
This is a patch/update for Blizz' Cable Mod (http://marvelmods.com/forum/index.php?topic=161.0). It has:

- Four skins, based on iammingy's XML2 skin:
    * Classic (iammingy's, blue/yellow)
    * X-Force (2nd series, golden)
    * Modern (Civil War/Rogue's X-Men)
    * Providence (Dominus Objective/Cone of Silence suit).
- New powerstyle with changed animations, new grabsmash and fixed Xtreme.
- Skeleton files rearranged for minor animation tweaks.
- Talents file with passives for all the costumes.
- X-Man's eye-glowing effect.

http://www.box.net/shared/epu039lhia (http://www.box.net/shared/epu039lhia)

Credits to Blizz for the original mod and iammingy for the XML2 skin and helping me reskinning the PS2 models.
Backup any files you are going to overwrite.

awesome, cant wait to try out the new skins!
Title: Re: X-Mods UPDATE! - Cable patch
Post by: Lionsden99 on October 25, 2007, 01:05PM
Hey I've been trying out both the Havok and Cannonball mods and i'm very impressed!  Both have very cool effects and fitting animations. Cannonball's long range dive is not only damaging but probably the fastest way to move through an area next to quicksilver!

I'm having a really minor issue with getting cannonballs real voice to work because the mod didn't come with cball_m file, so I tried just copying the humant_m file and renaming, puttng it with cball_v file and then changin it in herostat, that mostly worked except that when he flies he doesn't make a flight sound which cannonball pretty much needs.  Did anybody else manage to fix this?
Title: Re: X-Mods UPDATE! - Cable patch
Post by: boreman on October 25, 2007, 04:29PM
Quote from: BliZZ on October 25, 2007, 11:07AM
Well, I was just updating that very same mod, using nodoubt_jr's XML2 mod. :) (Still gonna do it, as the original Cable, unless you MAJORLY overhauled it, was pretty terrible :laugh:)

I didn't get to add features from nodoubt_jr's XML2 mod, I mostly tried to adjust some animations and powers, and adding the passives. I hope there is something you can use in your update.

@Lionsden99:

I must say I don't know much about sound issues, my herostat uses humant_m still. I think the answer might be in assigning the sound to fly_idle in the powerstyle or something. I have work coming this days, so if anyone makes the fix before me, please let me know or post it here. Thanks for the feedback.
Title: Re: X-Mods UPDATE! - Cable patch
Post by: Lionsden99 on October 30, 2007, 11:48PM
Hey thanks for the response, I tried messing around with the powerstyle but to no avail.  I'm not quite there yet.  I've also been using the Havok and Polaris mods which both work great and are both quite cool.  Polaris's extreme is quite unique.

I tried using the Marvel Girl Mod but also a no go.  Basically her manniquin appeared with all of Jean Greys costumes and none of her powers/combat. 
Title: Re: X-Mods UPDATE! - Cable patch
Post by: BliZZ on October 31, 2007, 09:58AM
I already mentioned that Marvel Girl problem:

Quote from: BliZZ on October 08, 2007, 03:24PM
Rachel's herostat calls for 123XX, her mannequin is 12301, her files are named 12502-05, and they need to be 12505-08 (AIM Reaver uses 12501-04). I have installed the files (not tested) for Havok, Chamber, and Cannonball so far and they seem fine from a file stand-point.

ETA: In-game, Marvel Girl, Cannonball, And Super Skrull all have icon issues. Also, you need to add the alpha layer to every one of their icon-sets. Otherwise, these look good :thumbsup: (And I didn't test Polaris, just the other 6)
Title: Re: X-Mods UPDATE! - Cable patch
Post by: boreman on October 31, 2007, 01:49PM
I must have skipped that post. Thanks for the reminder, Blizz, I'll try to re-read the tutorials and correct the icon issues. I had been making them intuitively and trying different things on each one between my usual graphic design/photoshopping software (Corel X3), Fireworks and the other programs posted in the forums.

To be honest, I didn't correct MG's numbers because I'm lazy and hate modifying packages, so I always leave them last and usually never get to change them. I'll try to speed up to it this weekend.
Title: Re: X-Mods UPDATE! - Cable patch
Post by: Lionsden99 on November 02, 2007, 12:56PM
So that's why during the Omega base mission I had to dismantle an army of Rachel Summers robots!  LoL

But Boreman, take your time.  No rush.  I understand you're busy and there is plenty other of your stuff working perfectly to distract me!
Title: Re: X-Mods UPDATE! - Cable patch
Post by: Sidewinder on November 22, 2007, 11:45AM
Havoc's 2nd power has an error in the powerstyles file. Its missing the line that actually subtracts the energy cost.
Title: Re: X-Mods UPDATE! - Cable patch
Post by: boreman on November 23, 2007, 11:53AM
Added the line. In theory, that should work (can't test it right now). Let me know if there is cost or not yet.
http://www.box.net/shared/is0hvyeb9f (http://www.box.net/shared/is0hvyeb9f)

ps_havok.engb goes in \data\powerstyles.
Title: Re: X-Mods UPDATE! - Cable patch
Post by: Sidewinder on November 24, 2007, 08:15AM
Is it possible that the polaris that is currently linked is an old version?
Rhe Xtreme that the others are praising doesn't work at all for me. I can trigger it at any time, but besides some FX nothing happens (Xtreme meter charges, but doesn't do anything).


DAU alert - my fault. The Xtreme works. The bug is that at the start of the game the healing power is assigned at the Xtreme spot of a gamepad. As soon as I manually assigned the Xtreme there it worked fine. However, it wasn't possible to assigne the Healing power there again. So somewhere there is a small bug in the categories of the moves.
Title: Re: X-Mods UPDATE! - Cable patch
Post by: boreman on November 24, 2007, 02:53PM
Try removing these lines from her herostat and we'll see what happens:

   power1 = power5 ;
   power2 = power2 ;
   power3 = power1 ;
   power4 = power9 ;

I'm playing through the game with the Official Characters pack and the new voiced XML2 characters, so I can't test Polaris yet.
Title: Re: X-Mods Preview: Multiple Man
Post by: boreman on November 28, 2007, 11:39PM
Ok, here is the work in progress:

(http://img144.imageshack.us/img144/4674/multisiq5.th.png) (http://img144.imageshack.us/my.php?image=multisiq5.png)

(http://img144.imageshack.us/img144/7850/marvel0033ld0.th.png) (http://img144.imageshack.us/my.php?image=marvel0033ld0.png) (http://img144.imageshack.us/img144/9844/marvel0034ar8.th.png) (http://img144.imageshack.us/my.php?image=marvel0034ar8.png)

Skins done, powerset completely functional, icons and HUDs done, even loadscreen. I'll try a thing with the fightstyles (wich implies editing packages, wich I hate), and he goes for upload.

I also have to check that Madrox isn't underpowered or overpowered and release him. It is fun to have your instant gang, but I can't figure out how to make dupes dissappear yet, and if there is a cutscene, they'll all become defaultmen who fight allies and enemies alike (actually, I find it fun too, and it keeps you from over-duping).
Title: Re: X-Mods Preview: Multiple Man
Post by: nodoubt_jr on November 28, 2007, 11:48PM
awesome skins, great job.
Title: Re: X-Mods UPDATE! - Cable patch
Post by: Sidewinder on November 29, 2007, 06:10AM
Quote from: boreman on November 24, 2007, 02:53PM
Try removing these lines from her herostat and we'll see what happens:
   power1 = power5 ;
   power2 = power2 ;
   power3 = power1 ;
   power4 = power9 ;

It reorders the powers and also fixes the unassigned Xtreme
Title: Re: X-Mods Preview: Multiple Man
Post by: Sidewinder on November 29, 2007, 06:12AM
Quote from: boreman on November 28, 2007, 11:39PM
It is fun to have your instant gang, but I can't figure out how to make dupes dissappear yet, and if there is a cutscene, they'll all become defaultmen who fight allies and enemies alike (actually, I find it fun too, and it keeps you from over-duping).

Ouch on the defaultman thing. If defaultman is replaced do they then all become the hero in that spot?! Double ouch if so...

RE making dupes disappear. Could this be achieved by giving them a (massive) negative healing factor? So they'd simply die fairly quick.
Title: Re: X-Mods: Multiple Man Released
Post by: boreman on November 30, 2007, 01:35AM
Fine, the mod is ready to download. I'd call it a test version, since it still has some problems handling the dupes, and I hope someone can help and improve the dupe-using experience.

Here is the link for download: http://www.box.net/shared/04ylie0b00 (http://www.box.net/shared/04ylie0b00)
Title: Re: X-Mods: Multiple Man Released
Post by: Sidewinder on November 30, 2007, 05:50AM
Did a short test run. Funny character I have to say. Looks balanced so far (the powers are quite weak IMHO, but considering the dupes it balances out).

What is unfortunate is that it shares the same problems as the Mysterio mod - the dupes don't follow you around. Worse - you can only have a certain maximum number of dupes in a given map. So if you do too many at the start and those stay back you cannot gain any more (not even with the Xtreme). One can consider this as balancing factor of course.

What else to say? I encountered a funny bug with the dupes that I didn't investigate further: some dupes started pulling out staffs and did Moonknights 'boss killer' move. (Moonknight was the first hero in the herostat and at menu location #1.). Will have to do a bit more testing to see if I can reproduce that and under what circumstances (might be a faulty herostat as well).
Title: Re: X-Mods: Multiple Man Released
Post by: Teancum on November 30, 2007, 06:08AM
Hopefully there's a way to give them 'timed life' like everyone else was saying.  If they die after 60 seconds or so then the problem of running out of dupes should be solved.
Title: Re: X-Mods: Multiple Man Released
Post by: boreman on November 30, 2007, 07:24AM
Didn't see the Moon Knight bug, I'll check the herostat and play a little longer to see if it happens in my game. About the lifetime, didn't see a solution yet, so what I did was, in theory, to lower the dupes life. Anyway, thanks for the feedback and I'm glad the character seems likable so far.
Title: Re: X-Mods: Multiple Man Released
Post by: jonchang on December 01, 2007, 03:07AM
Incredible work, boreman. Are you a Marvel Modder yet?
Title: Re: X-Mods: Multiple Man Released
Post by: boreman on December 01, 2007, 09:40AM
Quote from: Midnight Curse on December 01, 2007, 03:07AM
Incredible work, boreman. Are you a Marvel Modder yet?

Don't care, don't need. Titles are fun until spammers take their magic away. So, I'd stick to regular if the chance came up.
Title: Re: X-Mods: Multiple Man Released
Post by: Sidewinder on December 01, 2007, 10:46AM
I encountered the bug again with Havok in the first menulocation. Suddenly the dupes used one of his powers (at least they used the effect).

Speaking of Havok: He seems to have a bug introduced with the last package. His melee attacks do extremely few damage (around 4 on hard difficulty versus 20 of all other heroes). I guess this one is not intentional.
Title: Re: X-Mods: Multiple Man Released
Post by: Teancum on December 20, 2007, 06:56AM
Here's an update for Multiple Man that will give him his own voice and power sounds.

Instructions:
QuoteExtract the files (except for this readme) to your Marvel - Ultimate Alliance folder

In order for all of Multiple Man's sounds to play, you need to edit one line in his herostat entry. 

Change:

   sounddir = spider_m ;

to

   sounddir = multi_m ;

Big thanks to Boreman for a great mod.  Definitely was one that deserves sounds.  He's also getting menu break sounds for the character select screen when the next Official Characters Mod update comes out.

Download Link:
http://www.sendspace.com/file/acbnn7

Hey Boreman, can you update your mod with these files?  All I changed was adding sounds and referencing them in the powerstyle.
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: boreman on December 21, 2007, 02:03PM
Thanks, man. It's up!

MULTIPLE MAN MOD COMPLETED WITH SOUNDS!!!
:madrox:http://app.box.com/s/d261x44084 (http://app.box.com/s/d261x44084)
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: Onua on December 22, 2007, 01:05AM
Cool job man !
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: Chimoru on December 24, 2007, 08:18AM
LOL, I love to Multiple Man Mod!  I love watching 10 dupes run in from all over the screen to pound on one guy!  Sometimes I leave them around like breadcrumbs.  (My sense of direction is awful!)  Jamie is one of my favorite characters!  Great Mod!
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: Bane1 on December 24, 2007, 10:11AM
I have a problem with this mod. Not sure why. Anyway when I spawn extra dupes they don't seem to do anything. Just wondering if anyone else is having this problem. Will probably reinstall and try again. 
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: Teancum on December 24, 2007, 11:35AM
Yeah, the dupes have to have something to attack or they just stand there.  Unfortunately that's just the way MUA is.
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: Bane1 on December 24, 2007, 11:37AM
No I know that but even when there is stuff to attack they don't seem to do anything.
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: iammingy on December 24, 2007, 12:31PM
...because they are "actors", not "minions".
A minion will follow the owner and it will attack any enemies in range just like your teammates. The duplicates are just "neutral" NPCs.
Like Teancum said, that's just the way it is, until someone figures out a new way to make duplicates.
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: boreman on December 24, 2007, 12:39PM
Minions are limited, that's why I used actors instead. Have you tried calling your team for help? Sometimes that makes them run to wherever you are and help you (as they aren't too far, I think).
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: nodoubt_jr on December 24, 2007, 01:44PM
its the same in XML2, if there is nothing to attack they just stand around.  I would just suggest you spawn them when an enemy is there, and use them wisely, two or three will are still fun.  dont use all of the dupes on one enemy, cause then you just run out when you really need them. (the do use their powers right? in xml2 the dupes take out their rifles and axes)
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: Bane1 on December 24, 2007, 03:04PM
I will have to try the calling for help thing. They do seem to run towards enemies at times but don't do anything. I am playing with my nephews and sometimes there characters are in the way so maybe the dupes just give up. Like I said I will try to call for help because even when they have a clear shot at an enemy they did not do anything. Thanks for the reply.
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: dark_raven on March 14, 2008, 12:42PM
About Havok's mod apart from the X-Factor and the original costumes,the other two are pc or ps2 format?
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: muafan on March 24, 2008, 03:56PM
what are chambers powers?
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: jonchang on March 25, 2008, 12:33AM
Download the mod and find out.
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: Venom on March 25, 2008, 12:53AM
Quote from: Midnight Curse on March 25, 2008, 12:33AM
Download the mod and find out.
Cant this be said when youve asked for screenshots of characters and xtremes and there powerlists ?
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: jonchang on March 25, 2008, 01:52AM
And how old was that?

I've found out how to access these powerlists, and I also know how to download mods.

And I also got myself a new PC.
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: Sasquatch on March 25, 2008, 08:48AM
Quote from: Venom on March 25, 2008, 12:53AM
Cant this be said when youve asked for screenshots of characters and xtremes and there powerlists ?
:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: iammingy on March 25, 2008, 05:36PM
Don't want to download a mod and mess up your favorite herostat? Don't know how to read decompiled talents? muafan, there is also another way to find out what the powers are. They are all up at Marvel.com:

Quote from: Midnight Curse link=www.marvel.com/boards/viewtopic.php?t=101128&postdays=0&postorder=asc&start=20Chamber: (by boreman)

Psionic Blast- Releases the raw psionic power contained in Chamber's chest, causing energy damage.  Push the left analog stick forward to cause more damage, back to cause less to a wider area.

Psychic Pulse- A mighty wave of telepathic energies that blasts and stuns enemies in a radius, dealing mental damage.

Multiple Blast- Throws multiple explosive orbs of psionic energy at targets, dealing fire damage on contact.

Psionic Beam- A focused telekinetic beam that knocks enemies back.

Psionic Endurance- Increases energy and mental resistances for Chamber and his allies.

Focused Leadership- Uses his ability to act calm under pressure to boost the effectiveness of the team.

Chamber Release- Slaughter the enemies with raw psionic power and store their life energies to distribute it among the active party members.

You can find lots of other stuff from here at Marvel.com as well...
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: muafan on March 26, 2008, 09:35AM
oh- and this is not a savebreaker, is it?
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: Teancum on March 26, 2008, 09:50AM
With people adding a third animation set to most any mod anymore I'd count on every mod being a savebreaker.  But to be safe, backup your herostat, add Chamber, and see if it breaks it.  If he does, you can always restore your old herostat and it'll be like he was never there (even though the files are still on your drive).
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: ladykiller on April 17, 2008, 07:11PM
could you do mystique shadowcat rogue and guardian convert from xml2 to mua please!!!!!!
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: jonchang on April 18, 2008, 03:04AM
Not the right spot to post your requests.
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: grabspell on April 21, 2008, 06:42AM
I love this Mod and this site.  Thank You very much.  Here is what i noticed with multiple man.  When he is not first character his dupes mimic first character powers. so for instance i had venom as number one all dupes were shooting black web stuff.  Very cool.  I say if this is a glitch.  Glitch on brother!!  Thanks again.

Edit: Almost forgot, the other thing I noticed is when you have too many dupes, bosses and npc actors will not load so if you need them to appear and move on but map is full of dupes you get stuck.  The fix i use for this kill off a character it apparently frees up a spot for npc to appear.  Fire works good for this type of suicide but still only testing on first level so we'll see.  Thanks again, fun and challenging Mod.
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: Teancum on May 06, 2008, 12:44PM
Multiple Man mirror (Marvelmods) (http://www.marvelmods.com/ftp_users/teancum/MultipleMan_V2.rar)
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: Norrin Radd on May 08, 2008, 03:50PM
The Havok mod is pretty cool. There are just two things, one is that the second power doesn't use up energy. You need to add the bolded line in the powerstyle like this (for power2):

Quote      trigger {
      arc = 0 ;
      attacktype = beam ;
      beambolt = Bip01 R Hand ;
      beameffect = char/havok/p1_beam ;
      damage = %hav_focus_dmg ;
      damagescale = none ;
      damagetype = dmg_energy ;
      fxlevel = 2 ;
      hiteffect = char/havok/p1_hit ;
      inherit = beam ;
      maxrange = 800 ;
      name = beam ;
      powerusage = %hav_focus_pwr ;
      spawneffect = char/havok/p1_rings ;
      time = 0.5 ;
         damageMod {
         name = dmgmod_weld ;
         }

      }
I am not sure if this is also the case for the xml2 mod. Also, for me anyway the 3rd boost (the last power before the extreme) doesn't have an animation, Havok stands and twitches.

Anyways, thanks for the cool mod.
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: matezoide on June 05, 2008, 03:54PM
great mods you have,especialy mutiple man.his fighting style is what i would expect (a very different and inovator one)
good job
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: CrowRider on June 14, 2008, 06:44AM
Couple of recommended pics that may be made to loadscreens:
Polaris: (Ultimate) http://www.comicvine.com/polaris/29-1473/earth-1610-polaris/108-3966/171981-polaris/105-94038/
(Regular) http://www.comicvine.com/polaris/29-1473/polaris/108-147/70323-polaris/105-239245/
http://www.comicvine.com/polaris/29-1473/polaris/108-147/71144-polaris/105-85124/
Havok
http://www.comicvine.com/havok/29-3546/earth-616-havok/108-59/28307-havok/105-75809/
http://www.comicvine.com/havok/29-3546/earth-616-havok/108-59/26429-havok/105-298658/
Chamber:
http://www.marvel.com/universe3zx/images/thumb/6/6d/Chamber_head.jpg/440px-Chamber_head.jpg
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: Teancum on September 03, 2008, 09:00AM
So I haven't looked at the powerstyle for Multiple Man, but I had some thoughts on how to not only to make dupes follow Multiple Man, but how to remove them.  In the powerstyle we just reference a py script, and in the script

(pseudo-code)

spawn("_OWNER_", "newDupe", "dupe_temaplate", " 0.000 0.000 0.000 ", " 0.000 0.000 0.000 " ) #Create the duplicate
newDupeID = GetID("newDupe") #Get that duplicate's in-game ID
SetFollowingHero("newDupeID") #Make the dupe follow the heroes
SetHealth("newDupeID", [some number]) #Give them lower health
waitTimed(60) #wait 60 seconds
remove('newDupeID') #If dupe isn't already dead, remove them


To handle how many dupes can be created, the power usage would keep you from being able to duplicate too often.  I don't know how we'd create it from the PY script, I'm sure there's a way.
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: Gamabot on October 05, 2008, 09:41AM
Good job everyone looks awesome
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: CosmoChakra on November 13, 2008, 12:55PM
Sorry to bump this thread, but I was wondering what are the current possible bugs in the Multiple Man mod?
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: oneshyguy46 on October 15, 2010, 11:08PM
What happened to the Havok mod?! Is there anyway I can download it??
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: ragincajun on October 18, 2010, 04:16PM
The link for the Havok mod on this page works
http://marvelmods.com/forum/index.php/topic,399.0.html
Title: Re: X-Mods: Multiple Man
Post by: DEKKER on April 25, 2011, 07:11AM
please re-upload mod i need his character
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: jambito_1 on June 24, 2011, 02:59AM
the multiple man's link don't work... :(
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: danteyeah on August 10, 2011, 04:52PM
i wanted to play with this character, now i can do it

Multiple man:

http://www.box.net/shared/d261x44084
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: delvinho on February 01, 2012, 11:24AM
 :ghostr: nice
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: aussie_182 on November 01, 2014, 03:22AM
The link for Havok is dead. Could someone possibly reupload?
Title: Re: X-Mods: Multiple Man (now with sound!)
Post by: JracoMeter on January 17, 2022, 09:01AM
Re: MULTIPLE MAN MOD COMPLETED WITH SOUNDS!!!

Can confirm, there are multiple :madrox: in this mod. The powers are fun and the game runs smooth with all the men active.

Review/Overview: https://www.youtube.com/watch?v=qEZPTuNbS7k&t=8s
Title: Re: Pete Wisdom
Post by: RogueRecruit on June 01, 2023, 02:21PM
Pete Wisdom's gun is missing from his first power. He just holds out his hand to fire a bullet.
Is there a tutorial on boltons so I can check myself when something is "missing"? Is there a masterlist of boltons to download from if one is needed?
Title: Re: Pete Wisdom
Post by: Outsider on June 02, 2023, 07:26PM
Quote from: RogueRecruit on June 01, 2023, 02:21PM
Pete Wisdom's gun is missing from his first power. He just holds out his hand to fire a bullet.
Is there a tutorial on boltons so I can check myself when something is "missing"? Is there a masterlist of boltons to download from if one is needed?

No, there's no master list. However, you can download my booster for :wisdom: Pete Wisdom, as it fixes a lot of the mod, and adds a few things.
https://marvelmods.com/forum/index.php/topic,8753.msg202343.html#msg202343

And in the future, please don't bump up threads that are old and haven't been used in over a year. If you have a problem with a mod, you can mention at either the Technical Problems section of this forum, or at our Discord forum.