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#11
Added pack with Asajj Ventress, Emperor Palpatine and Darth Traya
#12


Batman—The Dark Knight Detective Booster


"What are you?" "I'm Batman..."

Well, there's been a good amount of Batman mods and boosters out there over the years, so I figured I'd throw my own hat into the ring! Using Dimonpru's Batman mod as a base, I decided to take a more comic-focused approach to this booster's playstyle since the majority of Batman mods out there already use the Arkham games as their chief inspiration for powers.

Download Link: https://mega.nz/file/aINhVZKI#C9sIe7Bw7BnSyBKrpINFXI7jFnrn7XcPhLXScXlVh3s

Requires Dimonpru's version of Batman to be installed first, *NOT* Outsider's, Spaceman's or BLaw's (Link here: https://marvelmods.com/forum/index.php/topic,11360.msg205581.html#msg205581)


Also compatible with Scottsum's Justice League Conversation Mod! Simply install that first before installing this booster and his conversations should play as expected.

Credits:

Dimonpru: Mod Base and original assets
TubularSpaceman/Outsider/BLaw: Alternative Batman mods and assets

#13
Other Game Assets / ALL Current Marvel Future Figh...
Last post by Kaiko - March 13, 2026, 01:17AM
#14
Tutorials / IGB_Blender Map Conversion Tut...
Last post by Kaiko - March 13, 2026, 12:54AM
    IGB_Blender Map Conversion Tutorial (XML2 / MUA)

    This tutorial explains how to convert a map into a playable XML2 or Marvel Ultimate Alliance map using the IGB_Blender plugin.

    In this example we convert a Doom Castle map from MFF, but the same process works for most maps.


    Tutorial Video - https://www.youtube.com/watch?v=wtjmEbYA8W8
    Requirements

    • Blender installed
    • IGB_Blender plugin
    • PySide6 installed through the plugin
    • XML2 or MUA game files



    Step 1 - Open Blender and Install the Plugin

    • Open Blender
    • Install the IGB_Blender plugin
    • Open the IGB Extras panel
    • Install PySide6
    • Restart Blender



    Step 2 - Import the Map

    Import the map you want to convert. In this tutorial we use a Doom Castle map from MFF.

    After importing the map you may see objects called empties. These are not needed for this process.

    • Select only the empty objects
    • Delete them

    Be careful not to delete mesh objects.



    Step 3 - Fix Orientation and Scale

    Most imported maps will not be correctly oriented or scaled.

    • Rotate the mesh so it is upright
    • Scale the map to match the game's scale

    A good way to judge scale is by importing another map from the game or importing a character model for comparison.



    Step 4 - Clean the Map

    Delete anything from the map that you do not want included.

    • Remove unwanted objects
    • Select everything
    • Apply transforms

    Ctrl + A → Apply Transform




    Step 4.5 - Material Setup

    Before continuing it is recommended to convert all materials to the IGB material format.

    • Open the IGB tab
    • Go to the Materials section
    • Click Convert All to IGB

    This converts all scene materials so they are compatible with the IGB exporter.

    After converting materials you can edit them using the Quick Tools section in the IGB tab.

    • Edit all materials
    • Edit only selected materials

    It is usually best to do material setup before combining the mesh, but materials can also be edited later using Blender's Materials tab. The Materials tab also includes an IGB section for adjusting exporter settings.

    It is also recommended to pack textures into the Blender file. This helps prevent missing textures if the project is moved to another computer.



    Step 5 - Map Maker Setup

    Open the Map Maker tab under the Scene panel.

    Fill in the following fields:

    • Game Data Directory
    • Output Directory
    • Map Name
    • Map Path

    You can also configure the party light tint. For testing a radius of around 10000 is recommended.



    Step 6 - Place the Player Start

    Click somewhere in the scene where you want the player to spawn.

    • Go to Entity Definitions
    • Create a new entity named
      Player_Start
    • Set the class to
      Player Start
    • Click Place Entity

    This places the Player Start in the scene.

    The X axis determines the direction the player will face.



    Step 7 - Add an Extraction Point

    You can add an Extraction Point manually, but the plugin provides a faster option.

    • Open the Quick Add section
    • Select Extraction Point
    • Place it in the scene



    Step 8 - Combine the Map Mesh

    Before creating collision the map mesh should be combined.

    • Select all mesh objects in the map
    • Press Ctrl + J

    This joins the meshes into one object.

    This step is very important.



    Step 9 - Create Collision

    Generating collision from the full mesh is not recommended because it can create very large files and cause crashes.

    Instead create simple collision manually.

    • Open the IGB Tools tab
    • Go to the Collision section
    • Click Create Colliders Collection

    This creates a collection used for collision meshes.

    • Add a plane to the collection
    • Scale it</li>
    [li]Use Edit Mode to shape it</li>
    [/li][/list]

    Keep collision meshes simple.



    Step 10 - Generate the NavMesh

    Once collision is ready you can generate the navigation mesh.

    • Select the collider mesh
    • Go to Map Maker → Build</li>
    • Click Generate NavMesh

    Recommended settings:

    • Cell Size around 40 for most maps
    • 25 for tighter corners

    Smaller cell sizes increase the number of navigation cells and may crash Blender on large maps.



    Step 11 - Build the Map Files

    In the Build section open Compile & Deploy and press:

    Build All


    This generates the required files:

    • ENGB
    • NAVB
    • BOYB
    • CHRB
    • PKGB

    Wait until the message
    Build complete
    appears.



    Step 12 - Export the IGB

    Open the IGB Tools tab and click Export IGB.

    Navigate to the folder where the compiled files were created.

    Example:

    Maps/Kaiko/Doomcastle


    Make sure the exported IGB file name matches the other map files.

    Recommended settings:

    • Texture Format: CLUT
    • Collision Source: Colliders Collection
    • Surface Type: 0

    Now export the IGB.



    Step 13 - Load the Map in the Game

    Open the file:

    Scripts/menus/new_game.py


    Comment out the intro commands and add:


    loadMapChooseTeam("kaiko/raid_shibuya/raid_shibuya")


    Example:


    #startMovie("cine01","waitSignal")
    #waitsignal("waitSignal")

    loadMapChooseTeam("kaiko/raid_shibuya/raid_shibuya")




    Step 14 - Launch the Game

    Start the game and the map should load directly.

    You should now be able to explore the converted map.



    Common Problems

    IGB write failed: ushort format requires 0 <= number <= 65535

    This usually means the mesh data is too large.

    Possible causes:

    • The map mesh was not combined using Ctrl + J
    • The mesh is extremely high poly
    • The mesh is very far from the world origin

    Try reducing polygon count or simplifying the mesh.

    Map Size Limits

    The Alchemy engine used by XML2 and MUA does not handle very large maps well.

    • Try to keep maps under 100 MB
    • Around 70–75 MB is usually the safe range

    Reducing geometry or texture sizes can help keep the map within limits.
    #15
    Mod Releases and Conversions / Re: gabejr25's Mods n' Stuff
    Last post by gabejr25 - March 11, 2026, 07:47PM
    :fantastic: Mr. Fantastic by gabejr25

    "...Say that again"

    The Smartest Man Alive and leader of Marvel's first family, Mr. Fantastic aka Reed Richards has received a large booster, leaning more on his scientist background and supporting his team with all sorts of positive effects and powers. Bring the Fantastic Four's family butler H.E.R.B.I.E alongside you in the fight, and engage from the air by taking the Fantasticar! Confront Victor Von Doom alongside the Fantastic Four, and put a stop to his plans.

    FEATURES:
    - 34 nodes and 237 triggers. Tested on each extraction point in every stage in the game including version 1.4 of the EXG, Reed along with my boosters for The Thing, Human Torch, and Jonohood's Invisible Woman will be playable through the entire game. Take Marvel's First Family on the journey to save the universe and stop Doctor Doom!
    - Includes Enchlore's Fantastic Four skins and Mannequin for Reed, corrected and fixed to have arm segments.
    - Mr. Fantastic can now fly and traverse through the skies in the Fantasticar!
    - Includes an optional Team Bonus file to place in your data folder that adds Spider-Man and She-Hulk to the Fantastic Four team bonus.
    - H.E.R.B.I.E is a summonable minion who follows you around the area for a limited amount of time.
    - New powers that leans into Reed's scientist background, using gadgets and devices on the fly.
    - New Herostat for Passives and Skin names

    POWERS:
    7 Active Powers
    2 Boosts
    1 Xtreme

    - Elastic Crush: Reed slams his fists into nearby enemies, knocking them down. If the enemy is stunned, this attack does 50% extra damage. Now has enlarged fists and knocks down enemies hit by it. Does slightly more damage in the early levels.

    - Propeller Arms: Reed walks forward spinning both arms, blocking physical damage and projectiles while popping up and damaging anything that gets in the way. Implements parts of Nowhereman's changes to this power. This power now also blocks damage and projectiles while active, does the full popup damage, as well as the harming damage.

    - Suspension Matrix: Reed tosses out a suspension matrix, which activates and explodes in a well of gravity. Suspends and crushes enemies mid-air, dealing damage over time.

    - Rubberband Counter: Reed makes his entire body rubbery, deflecting and redirecting melee and projectile attacks, then following up with a sweeping counter.

    - Pinball: Base power from original game.

    -H.E.R.B.I.E: Reed summons The Fantastic Four's robot family butler H.E.R.B.I.E, fighting alongside the team for a limited time.

    - Rubberband Recoil: Base power from original game.

    - Fantastic Breakthrough: Reed hits a breakthrough in his research, coming up with a device that allows his allies to analyze weak spots in their enemies and optimize their energy usage.

    - Elastic Evasion: Temporarily increase the elasticity of Mr. Fantastic's skin, giving him the ability to deflect nearly all projectile and beam attacks, and adding additional flat damage to his basic melee attacks.

    - Orbital Attack: Base power from original game. Restore's the bolton that Reed was supposed to be holding during the Xtreme.

    REMOVED POWERS:
    - Removed original power 3 sweeping attack

    PASSIVES:
    - Smartest Man Alive: Increases crit chance by 10%, and decreases overall energy consumption by 5%.

    - Family Man: Leadership passive, Increases combo damage and combo xp for the team.

    NOTES:
    - H.E.R.B.I.E may spontaneously grow arms while attacking, and his "legs" will move to the center. I cannot do anything to remedy this as Minions inherit the animations from the summoners animation file, so he will be punching air. I do not know what causes him to inherit the arm segments, but they are infrequent and I am unsure of how to replicate it. If they appear then you can resummon him and they should disappear. I may have to rework H.E.R.B.I.E in the future if a fix is eventually found, but for now keep this in mind.

    Reed has support in his powerstyle for 6 skins. The correct naming for each skin and their arms is as follows:
    - 2050 and 2051: for skin 2001
    - 2060 and 2061: for skin 2002
    - 2070 and 2071: for skin 2003
    - 2080 and 2081: for skin 2004
    - 2092 and 2093: for skin 2007
    - 2094 and 2095: for skin 2008

    CREDITS:
    By Enchlore:
    - Mr. Fantastic MFF Mannequin, HUDS, and kitbashed skins that are included in this pack.

    Thanks to UltraMegaMagnus:
    - For showing how to fix the arm segments for pre-existing skins while keeping their original weighting. Enchlore's Mr. Fantastic Skin's arms now properly disappear when attacking with the stretchy animations.

    By ak2yny:
    - Converting H.E.R.B.I.E model for the EXG which is included with this booster (skin 8400, same as EXG).

    By Outsider:
    - Reference for counter coding.
    - Fantastic Four logo from EXG which is used for the Fantastic Breakthrough power effect.

    NetEase:
    - Fantasticar model from Marvel Rivals.

    By Nowhereman:
    - Base changes to Propeller Arms power that were reworked and adapted for this booster.

    By JONOHOOD:
    - Effect from their Jean Grey Phoenix booster which was adapted for use for Suspension Matrix in this booster.

    By gabejr25:
    - Booster creation and coding.
    - Fixing arm segments on remaining Mr. Fantastic skins included with the booster.
    - Converting Fantasticar model from Marvel Rivals
    - Animation Mixing.

    LINK: https://www.mediafire.com/file/tqaspso0pj4o89a/Mr._Fantastic_-_gabejr25_Booster.zip/file

    PREVIEW:
    #16
    Misc. Modifications / Spanish Voice Pack Project
    Last post by Cejota - March 11, 2026, 07:01PM
    Hi everyone!

    I'm excited to release my first voice mod for the community. I've been working on bringing the cinematic experience of Logan to the game using high-quality clips from the movies(Spanish Dub/Castellano), featuring the iconic voice of Gabriel Jiménez.

    I used ZSMEditor to ensure all triggers and sound events work perfectly within the game.

    Installation Path:
    Extract and copy the files to: /sounds/eng/w/o/
    (Please remember to backup your original files before overwriting).

    Download Link: https://www.mediafire.com/file/k8fmj5c6qlaesft/Wolverine_Spanish_Sounds.zip/file

    This is part of a larger project to bring Spanish movie voices to the roster. Thor, Iron Man, and Spider-Man are coming soon!

    Feedback is greatly appreciated. Enjoy!

    [TRADUCCIÓN AL ESPAÑOL]

    ¡Hola a todos!

    Me hace mucha ilusión publicar mi primer mod de voces para la comunidad. He estado trabajando para traer la experiencia cinematográfica de Logan al juego, utilizando clips de alta calidad extraídos directamente de las películas(Doblaje de España/Castellano), con la icónica voz de Gabriel Jiménez.

    He utilizado ZSMEditor para asegurar que todos los disparadores y eventos de sonido funcionen perfectamente dentro del juego.

    Ruta de instalación:
    Extraer y copiar los archivos en: /sounds/eng/w/o/
    (Por favor, recuerda hacer una copia de seguridad de tus archivos originales antes de sobrescribir).

    Enlace de Descarga: https://www.mediafire.com/file/k8fmj5c6qlaesft/Wolverine_Spanish_Sounds.zip/file

    Este es el inicio de un proyecto más grande para traer las voces de las películas en castellano al plantel. ¡Próximamente subiré a Thor, Iron Man y Spider-Man!

    ¡Espero que lo disfrutéis!

    Credits:

    ZSMEditor: Created by BaconWizard17.

    Special thanks to Outsider, Panaka_69 and Ak2yny. Their incredible work and contributions to the Marvel Mods community were a huge inspiration and guide for me to start this project.

    This is my first mod so feel free to tell me if anything is wrong and I'll try to fix it, but please be patient. Enjoy!
    #17


    Was having trouble finding a classic Spider-Man Unlimited HUD, so I figured I'd whip one up now that I'm back from my trip to Universal Studios :spiderman:

    https://mega.nz/file/nZ9X1BIZ#1EmzXFk1lpKJix5pTt06W_xTNIwRCfs6HnR-bB7Xtj4
    #18
    :cable2: CABLE :cable2:
    For MUA1 and MUA2

    Here is where I'll post my optimized default skins for Cable! These include assets for MUA1 and MUA2. Each download has the following:
    • 4 variants of the skin:
      • With skin segments of his holstered pistols (compatible with the OCP/Outsider's mod and Norrin Radd's mod).
      • With skin segments of his holstered and hand-held pistols (not currently used with any mods).
      • With skin segments of his holstered and hand-held pistols and rifle (based on the default PSP skin segments but not currently used with any mod).
      • With his MUA2 boss battle skin segments (MUA2 releases only).
    • 1 conversation portrait.
    • 4 variants of his mannequin:
      • With the pose of his unused MUA2 mannequin and the default scale_factor of 1.1.
      • With the pose of his unused MUA2 mannequin and a height-accurate scale_factor of 1.11.
      • With a custom pose based on his XML2 menu_action animation and the default scale_factor of 1.1.
      • With a custom pose based on his XML2 menu_action animation and a height-accurate scale_factor of 1.11.
    There are variants for all console versions of MUA1 and MUA2.

    Click the image for a full preview, or click the name to download!

    Skins from XML2
    90sClassicFatigues

    Skins from MUA2
    TechnoTechno MUA2

    Credits
    - Raven Software/Vicarious Visions: Cable XML2 Assets
    - Vicarious Visions: Cable MUA2 Assets
    - UltraMegaMagnus: Cable XML2 model rips
    #19
    :cable2: CABLE :cable2:
    For XML2

    Here is where I'll post my optimized default skins for Cable! These include assets for XML2. Each download has the following:
    • 6 variants of the skin:
      • With skin segments of his holstered pistols (compatible with nodoubt_jr's mod), with and without cel shading.
      • With skin segments of his holstered and hand-held pistols (compatible with Enigma and hemlots mod, which will be used with the X2UP), with and without cel shading.
      • With skin segments of his holstered and hand-held pistols and rifle (based on the default PSP skin segments), with and without cel shading.
    • 1 conversation portrait.
    • A 3D head.
    • A character select portraits (CSP).
    There are variants for all console versions of XML2.

    Click the image for a full preview, or click the name to download!

    Skins from XML2
    90sClassicFatigues

    Skins from MUA2
    TechnoTechno MUA2

    Credits
    - Raven Software/Vicarious Visions: Cable XML2 Assets
    - Vicarious Visions: Cable MUA2 Assets
    - UltraMegaMagnus: Cable XML2 model rips
    #20
    DEFAULTMAN
    For MUA1 and MUA2

    Here is where I'll post my optimized default skins for Defaultman! These include assets for MUA1 and MUA2. Each download has the following:
    • A skin.
    • A conversation portrait.
    • A mannequin.
    There are variants for all console versions of MUA1 and MUA2.

    Click the image for a full preview, or click the name to download!

    Skins from XML1
    Ice Form

    Skins from XML2
    Metal Form

    Skins from MUA1
    ClassicRock Form

    Credits
    - Raven Software: Defaultman XML1/XML2/MUA1 Assets