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Messages - Clarityman

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Holy bananas!!!! This is unbelievable...!!!!

Time to play Marvel Ultimate Alliance 1 again!

Mod Releases and Conversions / Re: Cohollows Sneak Peeks
« on: June 17, 2019, 05:11pm »
1. I am so glad to see someone still doing X-Men Legends II modding! I still think it's a great title, in some ways stronger than MUA.

2. Oh man. Is that awesome Blob mod going to make me have to start a new save over AGAIN???

I had the old Blob mod on my roster at one point but gave him the axe because he just wasn't that fun to play.

Please tell me you'll be making a classic Blob head hud to go with that skin...?

Is your team stage mod compatible with 33 Roster Hack and Gold Edition content mods? From the pic it looks like it is!

Mod Releases and Conversions / Re: 33 Roster Hack (v1.1)
« on: February 09, 2019, 11:00pm »
Sorry about that, Outsider. At first I thought you might know of a quick, easy fix, like eliminating one of the conversations in Sanctorum, or I thought maybe having Bobby and Clea move around might've had something to do with the issue. At the very least, I figure it's better you know!

But nevertheless, I can only speak for myself, but your mods- and the 33 Roster Hack in particular- have reinvigorated this game for me. I've derived so much enjoyment from it, I'm personally very grateful for all you've done to continually expand this title.

Besides, I've got the Remastered edition if I want a clean game... the modded version is where it's fun to get crazy!

Mod Releases and Conversions / Re: 33 Roster Hack (v1.1)
« on: February 09, 2019, 09:24pm »
Hmm... hearing your report, I started a new game, extracted to the Sanctum Santorum, and spoke to Weasel. He only mentioned getting a security module from the Vision. I guess your convo with him happens after you've visited Murderworld, because mine was when you visit the Santorum for the first time.

Do you have only 33R? Or the GEC? Because Krisan Thyme did some work on the latter that I am not aware of.

I don't know if it's a conversation overload, but a couple of times I noticed that a dialogue choice from Deadpool in Valhalla was not there at times... maybe that is something to look into. In the meantime, you said that Weasel does initially ask where to hide. Since there is a problem there, just answer X-Mansion right then without asking Hank Pym and Professor X. It should allow you to complete the objective. Let me know if that too is a problem.

I have only the 33 Roster Hack installed, although now that you mention it, maybe I should try experimenting with some of Krisan's files.

The X-Mansion conversation happens after the Security module conversation. So basically in the vanilla game, 1) Security Module Convo, go to Murderworld, 2) only after beating Murderworld, tell Weasel where to hide (Nowhere to Hide Mission).

Also, I've reloaded and made various attempts with older saves a number of times, sometimes leaving to speak to Pym/Xavier, sometimes not like you suggested. No matter what, the option to tell him where to hide never appears.

I'm also thinking it's a memory issue bc when trying to initiate the Nowhere To Hide conversation with Weasal, sometimes the SHIELD extraction stops functioning, until you exit the area and reload the area.

Mod Releases and Conversions / Re: 33 Roster Hack (v1.1)
« on: February 09, 2019, 06:26pm »
Here's a different question. Using the 33 limit roster, when I get up to the conversation with Weasel in Act 2, Sanctum Sanctorum about where to hide, I go talk to Hank Pym and Professor X, but when I return to Weasel to tell him "The X-Mansion" the dialogue option doesn't trigger. The option to tell him where to hide won't appear.

So it's impossible to complete the "Nowhere to Hide" Objective and it would be impossible to get the perfect ending.

I have all the default conversation files for Act 2 installed. Could this have to do with a sort of conversation memory limit?

Ah, Clarityman seeks some... clarity.

Haha I'm always seeking clarity! Indeed, it's in the name.

Outsider, thank you so much for this info. This was exactly what I needed. I understand now. This will definitely help me mod my simulator and fix certain missions.

And yes, I'll conclude the discussion here, as I don't wish to clog this thread either. I didn't want to double post in the 33 limit thread and figured it was relevant since I need to fix my Lizard mission, but now I can forge onward and fix this thing.  :thing: Thanks again to both of you for the assistance!

Thanks for the reply, I really do enjoy the sim missions, I think I play them more than the actual game!

Anyway, I have no problems modding sound files in general with ZSM, but for the music track in Punisher it seems there's problems with constant looping and such and I wonder if hex editing is the only way to solve it.

Also I have restarted the game but I still have clones of the first hero in herostat in many of my custom sim missions... like I said, Outsider mentioned something about a limit of characters per sim mission but I don't understand what that means. I'm also playing around with the packages, but I can't seem to find a tutorial on packages.

Anyway thanks for taking the time, I'll keep experimenting and try to figure it all out the best I can!

Hello Julio, I was hoping you could help me understand simulator modding better, and why I'm getting clones of the first hero in my herostat in some simulator missions, but not others.

Basically I love the Punisher mission (although I tried to replace the music with the Netflix theme and encountered problems, it probably needs heavy hex editing that I don't understand) and I have Fisk Guards as the NPC enemies before Bullseye and it works PERFECTLY!

But the Sewers with Lizard I have clones of the first hero in my herostat (Iron Man) instead of Lizardmen. Kinda ruins the point of the fight in the sewers. I have the actors 6109.igb and 6110.igb in the actors folder and the Lizardmen entries in the right place in NPCstat.

Outsider mentioned in another post that this can happen with limits in character entries, which I don't understand. So I tried to cut down the number of Lizardmen to no avail. Unless I'd need to start a new game to see the difference...? Any insight or knowledge you could provide on limits and fixes would be greatly appreciated!!!

Whoa that Colossus looks incredible.

I have no idea why, but when I select Venom with the booster installed, the program immediately crashes.

I've double checked and verified that the correct igbs are in the Actors folder. Weird.

EDIT: Ignore me. It might have to do with the More Enemies mod I installed, which seems to be causing a ton of crashes in general.

Mod Releases and Conversions / Re: 33 Roster Hack (v1.1)
« on: January 25, 2019, 02:39pm »
It is essential because it makes sure that all simulator missions are within the 39-character limit, so you don't see clones of your first hero (on the herostat) walking around. However, it can be modified to suit your preferences. I would open both simulator.engb files and compare them. The key (if I recall - its been awhile) is to make sure that all simulator characters do not go over 6.

Ohhh... so THAT'S why I've always had clones!! I had gotten around it by just putting Iron Man first in herostat, and in my head my heroes are training against empty Iron Man suits in the simulator missions lol.

Thanks for the reply. This mod is indispensable for my dream roster!

Mod Releases and Conversions / Re: 33 Roster Hack (v1.1)
« on: January 24, 2019, 09:29pm »
Outsider, I have a question. Is it essential to use the simulator.engb included in the Roster Hack?

Reason I ask is I have a heavily modded simulator.engb that I'd prefer to use instead if it's possible.

Just a heads up: the link for Cyclops (Time-Displaced) "X-Men Blue" skin is down.

Your skins are just the best!

Mod Releases and Conversions / Re: MUA in the YouTube/PtBr PLAY_27
« on: August 24, 2018, 10:57am »
Wow, where is that awesome Beast mannequin from???

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