Marvel Mods

Marvel Ultimate Alliance I & II => Mod Releases and Conversions => Topic started by: idrinkdrpepper on August 25, 2007, 07:59AM

Title: Omega Red Mod Release
Post by: idrinkdrpepper on August 25, 2007, 07:59AM
Omega Red Mod Release (from creator of Mandarin and Mysterio Mods)

-Play as Omega Red with coil melee attacks
-full set of powers including a coil attack that drains life
-other powers include radial coil attacks, deathspores, death factor aura, et al
-Xtreme Power is called Omega Destroyer

Download here: Download Omega Red mod.rar (http://www.mediafire.com/?aqt8zo037u27r3r)
It is a .rar file that can be opened with winrar

Preview Video: http://www.youtube.com/watch?v=SeuybqrNISw

What's missing:
mannequin


I labeled the 4 skins as Classic, Ultimate, Evolution, and Age of Apocalypse because I know these are costumes that exist (although I don't have pictures of them).  All four skins are identical in appearance, however they have different passive abilities.  Also, I got this skin from the preexisting Omega mod which was really alpha so I had to completely start over (made by cvc I think).  But I'm just letting you know that this skin was converted from XML2, so black spots will appear on the costume unless you have advanced lighting turned on.

UPDATE: - skins in latest download no longer have spots. Also included textures/4901_coil.igb
        - Also included textures/4901_coil.igb which will fix crash during special throw.

UPDATE (9/22/07): -fixed glitch with Red Armor so that it no longer makes O.R. invlunerable
                  -added iammingy's AoA and Ultimate skins and added credit to ReadMe doc
                  -created hud icons for AoA and Ultimate skins

UPDATE (11/25/07): -removed critical from Omega Cyclone and reduced damage to 1/3 of previous values
                   -(edited files are in data/talents and data/powerstyle)
Title: Re: Omega Red Release
Post by: cvc on August 25, 2007, 08:21AM
Thats great I really like Omega Red can't wait to check it out,BTW all the mods I put together are alpha and wanted people and asked people to work with them just as a starting point,so again can't wait to see him in action.

PS:Thanks idrinkdrpepper
Title: Re: Omega Red Release
Post by: Norrin Radd on August 25, 2007, 08:27AM
@idrinkdrpepper, here is the ps2 skin for omega red, it results in no black dots, i tested it. perhaps you would consider including it to your mod. thanks for the mod.
http://www.sendspace.com/file/7jvdrd
Title: Re: Omega Red Release
Post by: idrinkdrpepper on August 25, 2007, 09:31AM
Thanks, that skin looks much better. It looks better without the advanced lighting I think.  I updated the mod download and included another file called textures/4901_coil.igb.  I think this file already comes with the initial install of the game, but I included it anyway, because Omega Red needs it.

Also, I made a preview video: http://www.youtube.com/watch?v=SeuybqrNISw (http://www.youtube.com/watch?v=SeuybqrNISw)
Title: Re: Omega Red Release
Post by: Teancum on August 25, 2007, 09:45AM
Dude, I'm VERY impressed.  Honestly, I like Omega well enough, but I wasn't going to install him.  You've changed my mind.

*edit*

I figured this was as good of a place as any to discuss other skins, so I'll post some links to possible alternate skins.

Daggumit; I just played through X2: Wolverine's Revenge and wanted to find a screen of that Omega Red skin.  It was basically just him with no shirt.

Ultimate (http://upload.wikimedia.org/wikipedia/en/d/d4/Ultimateomegared.jpg)
Evolution (http://upload.wikimedia.org/wikipedia/en/d/d7/Omega_Red_Cartoons.jpg) (bottom)
Title: Re: Omega Red Release
Post by: idrinkdrpepper on August 25, 2007, 09:49AM
Quote from: Teancum on August 25, 2007, 09:45AM
Dude, I'm VERY impressed.  Honestly, I like Omega well enough, but I wasn't going to install him.  You've changed my mind.

Lol. You'd better like him!  Do you realize how long it took me to code the life-draining power?  :nerd:  But I figured if you're going to do Omega Red, he absolutely needs that power, and I think it turned out pretty well.
Title: Re: Omega Red Mod Release
Post by: iammingy on August 25, 2007, 12:09PM
WOW... my favorite villain!!!
Just to let you know, I am working the skins already...
Thanks for the mod!!!
Title: Re: Omega Red Mod Release
Post by: nodoubt_jr on August 25, 2007, 12:15PM
video looked awesome, great work :)
Title: Re: Omega Red Mod Release
Post by: Teancum on August 25, 2007, 12:50PM
@ mingy -- I'll see if I can grab a screen of Omega Red from X2.  He'd make a perfect 4th costume.
Title: Re: Omega Red Mod Release
Post by: iammingy on August 25, 2007, 01:40PM
Sure thanks!

EDIT: I found a small pic of him... Do you have pics of Omega Red from AOA? I remember he is blue and looks like Apocalypse... lol

(http://xs118.xs.to/xs118/07340/wolverev_omega.jpg)



EDIT 2: idrinkdrpepper, the game crashes when Omega Red uses the grab smash. The mod is missing the 23350.igb. Thanks.
Title: Re: Omega Red Mod Release
Post by: idrinkdrpepper on August 25, 2007, 05:45PM
Quote from: iammingy on August 25, 2007, 01:40PM
EDIT 2: idrinkdrpepper, the game crashes when Omega Red uses the grab smash. The mod is missing the 23350.igb. Thanks.

OK. Updated the link to include 23350.

At one point, I was also thinking of adding bolton tentacles to his menu animation, but I never got around to finding the right place to bolt them.  The "idle" coils are included in the mod, but aren't used, so you might want to play around with those if you think it would spruce up his image.
Title: Re: Omega Red Mod Release
Post by: jonchang on August 26, 2007, 12:58AM
I like the preview vid. Omega Red's a cool villain.
Title: Re: Omega Red Mod Release
Post by: PacaveliTheDon on August 26, 2007, 01:11PM
thanx 4 this mod but i am having a problem getting the herostat.engb to save when i edit it with XMLBCUI...
i can decompile it fine and i edit it and save the xml file then compile it to engb...
it shows up as engb.bak so i just delete the .bak part but when i look at the file again it is unchanged...
i noticed this bc i did it the first time and the character i wanted to replace (Ms. Marvel) and she was still there...
any ideas???
if it is possible for one of u to edit it for me and get it to save could u post it here...i was wanting to replace Ms. Marvel...
also i am new to this and was wondering what "mannequin" is...
i noticed that it says: needs - 3 skins, mannequin

Thanx in advance...
Title: Re: Omega Red Mod Release
Post by: Gevth on August 26, 2007, 02:08PM
I recall that I also had trouble with an herostat.engb.bak file. I think it happened bacause I was trying to compile the "new" herostat.engb in the same folder as the "old" herostat.engb file. Try compiling it in another folder, and don't ever forget to back the original up.
Title: Re: Omega Red Mod Release
Post by: idrinkdrpepper on August 26, 2007, 03:06PM
For editing the engb files, I find it easier not to use the UI.  I downloaded nba2kstuff's xmlb compiler and I also downloaded the batch files.  So, I have a folder on my desktop that contains xmlb-compile (the application), and xdcompile and xccompile (the two batch files).  So, in my data folder I right-click on the herostat.engb file, go to "Open With" > "Choose Program...", then I browse my desktop and choose the xdcompile program and then click the checkbox that will let me always associate engb files with xdcompile.  So, whenever you open an engb file such as herostat, it will create a .xml document that can be read in Notepad.  When you want to recompile your edited herostat.xml, right-click on it and open it with xccompile, which will create new.herostat.engb.  Then, delete the old herostat.engb and change "new.herostat" into "herostat".

Mannequin is the character model that appears in the background of the team select menu.  Look at the preview video again and you'll see that Omega Red's mannequin is just the default locked character (all black).
Title: Re: Omega Red Mod Release
Post by: BliZZ on August 26, 2007, 03:27PM
Batch version > UI, provided you know what you are doing.
Title: Re: Omega Red Mod Release
Post by: PacaveliTheDon on August 26, 2007, 03:47PM
thanx i got it to work...awesome mod...omega red kicks mad ass...
Title: Re: Omega Red Mod Release
Post by: Bane1 on August 26, 2007, 04:51PM
Great mod! Thanks for making Omega Red. Just curious anyone else planned? Or are you taking a break?
Title: Re: Omega Red Mod Release
Post by: iammingy on August 27, 2007, 12:05AM
Quote from: idrinkdrpepper on August 25, 2007, 05:45PM
Quote from: iammingy on August 25, 2007, 01:40PM
EDIT 2: idrinkdrpepper, the game crashes when Omega Red uses the grab smash. The mod is missing the 23350.igb. Thanks.

OK. Updated the link to include 23350.

At one point, I was also thinking of adding bolton tentacles to his menu animation, but I never got around to finding the right place to bolt them.  The "idle" coils are included in the mod, but aren't used, so you might want to play around with those if you think it would spruce up his image.

Thank you. It works now. :)

I think I found 2 "bugs":
1. Other than the initial energy cost, "Vampiric Coil" doesn't cost any more enegy when leeching life from victim.

2. Omega Red becomes invinvicible when Red Armor is activated; no damage can be dealt on him.


Btw, I got the idle tentacles to work correctly on both arms:

(http://xs118.xs.to/xs118/07351/OmegaRed_idle_iammingy.jpg)

For those interested, add the last two "BoltOn{...}" as shown below to your herostat. They extend and retract and I think they look really cool in the game, but there is a trade-off. You may see 4 tentacles at the same time (especially when using Vampiric Coil)...haha

   stats {
   autospend = bruiser_light ;
   body = 7 ;
   characteranims = 233_omegared ;
   charactername = Omega Red ;
   level = 1 ;
   menulocation = 4 ;
   mind = 6 ;
   name = omegared ;
   playable = true ;
   powerstyle = ps_omegared ;
   scale_factor = 1.15 ;
   scaleattacks = true ;
   scriptlevel = 3 ;
   skin = 23301 ;
   skin_01_name = Classic ;
   skin_02 = 02 ;
   skin_02_name = Evolution ;
   skin_03 = 03 ;
   skin_03_name = Age of Apocalypse ;
   skin_04 = 04 ;
   skin_04_name = Ultimate ;
   sounddir = ghost_m ;
   strength = 8 ;
   team = hero ;
   textureicon = 4 ;
      Race {
      name = Mutant ;
      }

      Race {
      name = XMen ;
      }

      talent {
      level = 1 ;
      name = omega_p3 ;
      }

      talent {
      level = 1 ;
      name = fightstyle_default ;
      }

      talent {
      level = 1 ;
      name = might ;
      }

      talent {
      level = 1 ;
      name = block ;
      }

      talent {
      level = 1 ;
      name = grab ;
      }

      talent {
      level = 1 ;
      name = melee_moves ;
      }

      talent {
      build = e3 ;
      level = 1 ;
      name = omega_p3 ;
      }

      talent {
      build = e3 ;
      level = 1 ;
      name = omega_p7 ;
      }

      BoltOn {
      bolt = Bip01 L Forearm ;
      model = models/bolton/omega_red_idle_left.IGB ;
      slot = ebolton_autoanim ;
      }

      BoltOn {
      bolt = Bip01 R Forearm ;
      model = models/bolton/omega_red_idle_right.IGB ;
      slot = ebolton_cape ;
      }

   }
Title: Re: Omega Red Mod Release
Post by: idrinkdrpepper on August 27, 2007, 07:12AM
Yeah, I tried bolting the idle tentacles in the same place and I think the forearms are the right place to bolt them, but they pass in and out of his hand and poke out of the top of his arm in some places.  It's not as noticeable in-game, but in the menu it looks a little glitched. 

I fixed the Red Armor so that it's correctly linked with the talent values, but I'll wait to reupload because it looks like you're making new skins.  Nice black costume btw.

For the Vampiric Coils, I decided not to have it cost energy every time he drains health, because I thought it would be a little contradictory.  If he's draining power from an enemy, he shouldn't be losing energy.
Title: Re: Omega Red Mod Release
Post by: iammingy on August 27, 2007, 01:14PM
Quote from: idrinkdrpepper on August 27, 2007, 07:12AM
Yeah, I tried bolting the idle tentacles in the same place and I think the forearms are the right place to bolt them, but they pass in and out of his hand and poke out of the top of his arm in some places.  It's not as noticeable in-game, but in the menu it looks a little glitched.

Ok, I understand now. :)
 
QuoteI fixed the Red Armor so that it's correctly linked with the talent values, but I'll wait to reupload because it looks like you're making new skins.  Nice black costume btw.

Thanks, but I am kinda stuck on other skins due to the lack of base models and reference arts....

QuoteFor the Vampiric Coils, I decided not to have it cost energy every time he drains health, because I thought it would be a little contradictory.  If he's draining power from an enemy, he shouldn't be losing energy.

I wasn't sure whether that was intended because of the talents description, but that's fine with me. :)
Title: Re: Omega Red Mod Release
Post by: Teancum on August 27, 2007, 01:59PM
@ Iammingy -- you might use the Super Soldier as the Wolverine's Revenge Omega.
(http://xs118.xs.to/xs118/07340/wolverev_omega.jpg)
(http://img.photobucket.com/albums/v26/ivan_k/Marvel/MUA/ModelList/110.jpg)

I think there's metal on the head, but you can alpha it out, or paint it like hair.  Probably the closest thing, but IMO the Wolverine's Revenge skin is too cool to pass up.
Title: Re: Omega Red Mod Release
Post by: iammingy on August 27, 2007, 03:56PM
That sounds like a great idea!!
Title: Re: Omega Red Mod Release
Post by: Ash Ravenscar on August 28, 2007, 03:10AM
Awesome job.  Omega's great fun to play. thx for sharing.
Title: Re: Omega Red Mod Release
Post by: PacaveliTheDon on August 28, 2007, 10:24AM
are there any new skins out for him other than the original...
Title: Re: Omega Red Mod Release
Post by: The Boy Sanga on August 28, 2007, 11:01AM
Quick question/ suggestion - could the ps2 model of omega red be used at all (obviously needing conversion etc)?
Title: Re: Omega Red Mod Release
Post by: Norrin Radd on August 28, 2007, 11:03AM
it is being used, i sent it to idrinkdrpepper in one of the first replies in this thread. i think i deleted the link though, but he included it in the mod
Title: Re: Omega Red Mod Release
Post by: Teancum on August 28, 2007, 11:28AM
Man, the more I play this, the more awesome it becomes.  Seriously, this is in my top 3 all-time mods.
Title: Re: Omega Red Mod Release
Post by: The Boy Sanga on August 28, 2007, 12:49PM
Quote from: Norrin Radd on August 28, 2007, 11:03AM
it is being used, i sent it to idrinkdrpepper in one of the first replies in this thread. i think i deleted the link though, but he included it in the mod

sorry, meant the one from Wolverine's revenge (if it's possible to use models from elsewhere)
Title: Re: Omega Red Mod Release
Post by: iammingy on August 28, 2007, 07:09PM
Quote from: PacaveliTheDon on August 28, 2007, 10:24AM
are there any new skins out for him other than the original...

I had been working on the Ultimate costume since cvc released his version... (yikes!) I found a pic of the Toybiz figure of the AOA Rossivich and some ref pics yesterday. I will release them once I finish doing the topless costume, but I still need to figure out why I can't edit the alpha-channel on skins... lol

Ultimate:
(http://xs118.xs.to/xs118/07351/OmegaRed_idle_iammingy.jpg)

AOA (using my imaginations...):
(http://xs218.xs.to/xs218/07353/OR_AOA_p.jpg)
Title: Re: Omega Red Mod Release
Post by: idrinkdrpepper on August 28, 2007, 07:51PM
These are the only two pictures I was able to find of AoA Omega Red:
http://caenman.tripod.com/xman/thumbnails/600x450/newaoa_030.jpg (http://caenman.tripod.com/xman/thumbnails/600x450/newaoa_030.jpg)
http://www.mutanthigh.com/alternatex/aoa/rossovich.jpg (http://www.mutanthigh.com/alternatex/aoa/rossovich.jpg)

I guess he didn't make too many appearances before he was killed by Domino.  He looks a lot like Apocalypse. I don't know why they made Omega Red blue.

EDIT: According the UXM, his first appearance was in X-man #2 and his last appearance was in X-man #2.
Title: Re: Omega Red Mod Release
Post by: iammingy on August 28, 2007, 08:48PM
QuoteEDIT: According the UXM, his first appearance was in X-man #2 and his last appearance was in X-man #2.

He was only shown on two pages.... lol
Title: Re: Omega Red Mod Release
Post by: Singlemalt on August 29, 2007, 06:35PM
Awesome mod, but when I try to grab someone the game crashes. Is there a fix to this?
Title: Re: Omega Red Mod Release
Post by: Teancum on September 03, 2007, 06:08PM
Quote from: iammingy on August 28, 2007, 07:09PM
(http://xs118.xs.to/xs118/07351/OmegaRed_idle_iammingy.jpg)

Did you use Ultimate Beast for that skin?  If so he'd probably be perfect for X2: Wolverine's Revenge (aka Modern) Omega.
Title: Re: Omega Red Mod Release
Post by: jonchang on September 03, 2007, 06:37PM
How bout Daredevil's Xtreme, Devil's Onslaught. That could be a good move for Omega Red to whip his coils.
Title: Re: Omega Red Mod Release
Post by: iammingy on September 03, 2007, 06:59PM
Quote from: Teancum on September 03, 2007, 06:08PM
Quote from: iammingy on August 28, 2007, 07:09PM
(http://xs118.xs.to/xs118/07351/OmegaRed_idle_iammingy.jpg)

Did you use Ultimate Beast for that skin?  If so he'd probably be perfect for X2: Wolverine's Revenge (aka Modern) Omega.

That's AOA Sabretooth.

Quote from: Midnight Curse on September 03, 2007, 06:37PM
How bout Daredevil's Xtreme, Devil's Onslaught. That could be a good move for Omega Red to whip his coils.

What? @_@
He already has an Xtreme.
Title: Re: Omega Red Mod Release
Post by: jonchang on September 03, 2007, 10:22PM
I know, but I think DD's Xtreme animations looks good, since he can whip both coils the way DD swings his batons. Or is it already like that?
Title: Re: Omega Red Mod Release
Post by: Norrin Radd on September 03, 2007, 10:28PM
Quote from: Midnight Curse on September 03, 2007, 10:22PM
I know, but I think DD's Xtreme animations looks good, since he can whip both coils the way DD swings his batons. Or is it already like that?
watch the video to see what his extreme is like
Title: Re: Omega Red Mod Release
Post by: PacaveliTheDon on September 05, 2007, 07:51PM
here's another concept for a skin:
(http://fc04.deviantart.com/images/large/indyart/indymisc/Omega_Red_Design_Concept_Color.jpg)
Title: Re: Omega Red Mod Release
Post by: iammingy on September 07, 2007, 02:38PM
Suddenly, I smell "Mortal Kombat" from that piece of concept art...haha
Title: Re: Omega Red Mod Release
Post by: idrinkdrpepper on September 22, 2007, 10:04AM
I've updated the download link.
-fixed Red Armor glitch (no longer makes Omega Red invulnerable)
-included iammingy's AoA and Ultimate skins
-created hud icons (found in the hud folder) for the AoA and Ultimate skins
Title: Re: Omega Red Mod Release
Post by: iammingy on September 22, 2007, 11:49AM
Hey! Thanks for update. :)
Title: Re: Omega Red Mod Release
Post by: PacaveliTheDon on October 02, 2007, 12:19PM
is this used as one of the new skins???
(http://xs118.xs.to/xs118/07340/wolverev_omega.jpg)
Title: Re: Omega Red Mod Release
Post by: iammingy on October 02, 2007, 12:58PM
No, I am still working on this one. The ones idrinkdrpepper included are Ultimate and AoA:

(http://xs119.xs.to/xs119/07381/ORult_iammingy.jpg)
(http://xs119.xs.to/xs119/07381/ORaoa_iammingy.jpg)
Title: Re: Omega Red Mod Release
Post by: iammingy on October 07, 2007, 04:21PM
I am enjoying this mod, but I found one small problem. Omega Red doesn't use his powers when he's on AI; he only uses his basic melee attacks. Is this intended (just wondering)?
Title: Re: Omega Red Mod Release
Post by: PacaveliTheDon on October 07, 2007, 07:30PM
Quote from: iammingy on October 07, 2007, 04:21PM
I am enjoying this mod, but I found one small problem. Omega Red doesn't use his powers when he's on AI; he only uses his basic melee attacks. Is this intended (just wondering)?
i noticed this as well...
he does use his Vampire Coils every now and then...thow
how are things coming with that badass lookin skin???
Title: Re: Omega Red Mod Release
Post by: iammingy on October 07, 2007, 07:40PM
I am trying to find another base model because Beast has too much.... fur on his body... lol

If nothing works, then I'll have to do the Evolution costume.
Title: Re: Omega Red Mod Release
Post by: PacaveliTheDon on October 07, 2007, 08:20PM
heres another concept that i stumbled across if ur running out of ideas....
(http://upload.wikimedia.org/wikipedia/en/d/d4/Ultimateomegared.jpg)
looks almost like u could use some of the colossus skin from XML2 even...
Title: Re: Omega Red Mod Release
Post by: iammingy on October 07, 2007, 08:45PM
Quote from: PacaveliTheDon on October 07, 2007, 08:20PM
heres another concept that i stumbled across if ur running out of ideas....
(http://upload.wikimedia.org/wikipedia/en/d/d4/Ultimateomegared.jpg)
looks almost like u could use some of the colossus skin from XML2 even...

Um... are you teasing me?
Title: Re: Omega Red Mod Release
Post by: jonchang on October 07, 2007, 10:38PM
Heheheh...nice one 'mingy. I think we can all tell that his favorite Marvel character is Omega Red. Avatar, signature, and all...
Title: Re: Omega Red Mod Release
Post by: BliZZ on October 07, 2007, 10:43PM
Quote from: PacaveliTheDon on October 07, 2007, 08:20PM
looks almost like u could use some of the colossus skin from XML2 even...

Or maybe even AoA Sabretooth?
Title: Re: Omega Red Mod Release
Post by: jonchang on October 07, 2007, 11:10PM
That was along the lines of what I was thinking.
Title: Re: Omega Red Mod Release
Post by: idrinkdrpepper on October 08, 2007, 05:36AM
Quote from: PacaveliTheDon on October 07, 2007, 07:30PM
Quote from: iammingy on October 07, 2007, 04:21PM
I am enjoying this mod, but I found one small problem. Omega Red doesn't use his powers when he's on AI; he only uses his basic melee attacks. Is this intended (just wondering)?
i noticed this as well...
he does use his Vampire Coils every now and then...thow
how are things coming with that badass lookin skin???

I never paid attention to what the ai were doing.  I guess it has to do with the aitype command in the powerstyle file.  The vampiric coil power is aitype = projectile, and then there's also an aitype = aoe (the cold attack) and aitype = buffself (red armor).  Maybe if you insert aitype = projectilenear in front of the spore power, then the ai would use that power.  I'm not really sure how the ai uses its powers.  Isn't there like an aggressive/defensive setting to ai or something? 
Title: Re: Omega Red Mod Release
Post by: BliZZ on October 08, 2007, 08:12AM
No, the aggresive/passive stuff was in XML2.

If you are gonna update this, could I request that it's slot be moved to line up with the XML2 NPC version? That one uses slot 185XX, with 18501 being the Classic/Official XML2 skin and all other skin slots unused. No reason to have the same skin 2x, me-thinks. You shouldn't even have to decompile the packages, just hex replace "233" with "185". If you can, that'd be great. If not, that is cool too :)
Title: Re: Omega Red Mod Release
Post by: PacaveliTheDon on October 08, 2007, 11:34AM
Quote from: Midnight Curse on October 07, 2007, 10:38PM
Heheheh...nice one 'mingy. I think we can all tell that his favorite Marvel character is Omega Red. Avatar, signature, and all...
actually Colossus is my favorite...nice guess thow...
Title: Re: Omega Red Mod Release
Post by: iammingy on October 08, 2007, 01:12PM
So, you CLEARLY did that on purpose.
Title: Re: Omega Red Mod Release
Post by: Sidewinder on November 21, 2007, 06:08AM
VERY nice Mod with innovative graphics and powers. However, IMHO Omega Red is quite overpowered. You might want to consider to raise the cost of his talents substantially and/or maybe give him a (relative high) negative healing factor so he must consume.
Title: Re: Omega Red Mod Release
Post by: idrinkdrpepper on November 21, 2007, 04:55PM
Too much damage or too little energy cost?  I think the Omega Cyclone attack might hit twice, so does more damage than I meant for it to do.  If you know how to open .engb files (which you must, since you edited the herostat to include omega red), then you can change things like energy cost or damage by editing the data/talents file.  Just choose numbers that are to your preference and it will automatically update the description in the talent menu.

If you want to edit what percentage damage/energy Omega Red steals with vampiric coils or death factor, then that's different because it's in the data/powerstyle file.
Title: Re: Omega Red Mod Release
Post by: Sidewinder on November 22, 2007, 11:44AM
I tried to reduce the damage of Omega Cyclone to 1/10th(!) and he was still killing like crazy. I think the problem isn't the power, but the 100% critical chance if airborne. And the power usually pushes the enemies into the air. And it can be repeated fast enough to catch them in air on the next triggering of the power. Try to get rid of the critical OR introduce some sort of big delay to prevent the abuse. I'd have tried either, but that's beyond my capabilities with the files.

PS: I also think the vampiric coils are overpowered. As long as you are leeching you are 'invulnerable' even if 2 (regular) enemies are attacking you at the same time. And you still get health. IMHO the health conversion should be about 1/3rd of what it is now.
Title: Re: Omega Red Mod Release
Post by: idrinkdrpepper on November 25, 2007, 06:35PM
I updated the powerstyle and talent files.  I removed the critical and I reduced the damage to 1/3 of what it was before.  I tested it, and it takes 2-3 (level 1) cyclones to kill helicarrier enemies.  For the vampiric coils, I tried it out and Omega Red is still vulnerable while he's draining life.  I have it set to 200% damage-to-life conversion.  But I was thinking that this power would get less effective as the character leveled up more.

If you want to change it, open the powerstyle file and do a search (CTRL+C) for "damagepercent = 2.0 ;".  The 2.0 is the 200%. 

Also, after editing the powerstyle or talent files, you don't need to start a new game - reloading a saved game is enough.
Title: Re: Omega Red Mod Release
Post by: dimster on December 12, 2007, 03:32PM
let u know i have problem add omega red to herostat as some did, and i keep on try figure out why and i found why, omegared herostat text didnt have ailevel in it, so after i add that, and it works perfectly
Title: Re: Omega Red Mod Release
Post by: PacaveliTheDon on January 17, 2008, 09:02PM
is the Omega Red Mod officially dead or is someone still working with it?
Title: Re: Omega Red Mod Release
Post by: Gevth on January 17, 2008, 09:03PM
What do you mean? Is it not released? Or do you think it's missing something?
Title: Re: Omega Red Mod Release
Post by: iammingy on January 17, 2008, 09:26PM
I have NO idea why he said the mod is dead. It was updated with sounds on December 18, 2007.
It's just missing a mannequin and one last skin...which I have no idea what to use as base skin. People don't just come here release new stuff every day...they still have a life. :ugh:
Title: Re: Omega Red Mod Release
Post by: jonchang on January 17, 2008, 10:04PM
Yeah it's already been released. If the Mod Catalog has it, it's been officially released.
Title: Re: Omega Red Mod Release
Post by: IronAmerica on January 24, 2008, 11:20AM
Hi i'd installed the mod but when i installed it all the characters names changed like @Enemie@_Nick_Fury or something like that :S pleaze tell me how to fix it... and i olso had seen taht there are actually only 3 skins... maby this is a doable skin i't called original on the page i found it (google) ;)>>> http://www.norse-man.net/Marvel/Char-O/OmegaRed.jpg
Title: Re: Omega Red Mod Release
Post by: iammingy on January 24, 2008, 11:25AM
Quote from: IronAmerica on January 24, 2008, 11:20AM
i olso had seen taht there are actually only 3 skins... maby this is a doable skin i't called original on the page i found it (google) ;)>>> http://www.norse-man.net/Marvel/Char-O/OmegaRed.jpg

That's almost exactly the same as one used in the mod... unless you want "yellower" hair...haha
http://img58.imageshack.us/img58/7470/untitled2bl6.jpg
Title: Re: Omega Red Mod Release
Post by: IronAmerica on January 24, 2008, 11:31AM
Nope it isn't almost the exact same :P beacause this one doesen't has the large shoulderplates... belly thing end has shorter hair and his bootsg, gloves and colouring  are different... just in case u didn't notice... but ur right it does look in many ways like the classic :) but it was just a suggestion ^^ btw is there any modding skinning wallpaper tutorial here ;) as an extra quastion:)
Title: Re: Omega Red Mod Release
Post by: iammingy on January 24, 2008, 11:37AM
Quote from: IronAmerica on January 24, 2008, 11:31AM
is there any modding skinning wallpaper tutorial here ;) as an extra quastion:)

You mean loading screens?
http://marvelmods.com/forum/index.php?topic=614.0
Title: Re: Omega Red Mod Release
Post by: IronAmerica on January 24, 2008, 11:39AM
Yeah Thanks :)
Title: Re: Omega Red Mod Release
Post by: hashpac on July 25, 2008, 10:30PM
Does anyone have a copy of this mod that they could please upload?  The files linked to on the first page of this thread is dead, and I couldn't find this file elsewhere on the forum.  Thanks.
Title: Re: Omega Red Mod Release
Post by: Venom on July 25, 2008, 10:51PM
There should be a working link in the Character Mod Catlog : http://marvelmods.com/forum/index.php?topic=399.0 (http://marvelmods.com/forum/index.php?topic=399.0)
Title: Re: Omega Red Mod Release
Post by: hashpac on July 26, 2008, 12:41AM
Quote from: Venom on July 25, 2008, 10:51PM
There should be a working link in the Character Mod Catlog : http://marvelmods.com/forum/index.php?topic=399.0 (http://marvelmods.com/forum/index.php?topic=399.0)

Man I'm dumb.  Sorry about that - but thanks for the link though! 
Title: Re: Omega Red Mod Release
Post by: Venom on July 26, 2008, 01:03AM
Your welcome , glad to help a newcomer to this site.
Title: Re: Omega Red Mod Release
Post by: Pooltastic on January 01, 2010, 01:52AM
Hey uh.. i have a problem.
when i unzip the mod i get a warning about some file being broken.
no mannequin appears at all, his place on the select screen is blank and is somehow taken up by a different dude.
cheers
Title: Re: Omega Red Mod Release
Post by: jihnno on June 20, 2011, 05:40PM
Could someone please upload again?
Title: Re: Omega Red Mod Release
Post by: kiadar on June 21, 2011, 12:14PM
http://www.4shared.com/file/Ph7C9XHv/Omega_Red.html?

Enjoy
Title: Re: Omega Red Mod Release
Post by: Goon on October 30, 2011, 07:03PM
I think you did one of the best mods so far....the life-draining-power is freaking awsome!

That mod is the main reason I bought the game for PC....Thanks alot!!! :omega:
Title: Re: Omega Red Mod Release
Post by: deth_monkey69 on April 28, 2013, 11:24PM
Anyone know where to find this mod? None of the links I've found work. Thanks it looks amazing.
Title: Re: Omega Red Mod Release
Post by: Zuzu_009 on April 29, 2013, 05:19AM
Quote from: deth_monkey69 on April 28, 2013, 11:24PM
Anyone know where to find this mod? None of the links I've found work. Thanks it looks amazing.

The link in the Character Mod Catalog works  :)
Title: Re: Omega Red Mod Release
Post by: Oddark123 on April 29, 2013, 08:32AM
As does the link in here:

https://www.box.com/s/0m2qjaofh3/3/25041860

It may look a little strange due to the fact the mod itself in a RAR file inside of the RAR you are downloading but it also has skin files inside. But either one should hook you up with some Omega Red.  :omega:
Title: Re: Omega Red Mod Release
Post by: deth_monkey69 on April 29, 2013, 01:39PM
Quote from: Zuzu_009 on April 29, 2013, 05:19AM
The link in the Character Mod Catalog works  :)
I couldn't get the website to download, it was stuck at "wait for 20 seconds for non members".  The link below worked though, thanks for the mod.
Quote from: Oddark123 on April 29, 2013, 08:32AM
As does the link in here:

https://www.box.com/s/0m2qjaofh3/3/25041860

It may look a little strange due to the fact the mod itself in a RAR file inside of the RAR you are downloading but it also has skin files inside. But either one should hook you up with some Omega Red.  :omega:
Awesome thanks.