↑ ↓
Menu
 

Recent posts

#31
Mod Releases and Conversions / Re: Enigma's X-Man Mod
Last post by Enigma - September 13, 2026, 01:52PM
Updated him to v3.2
Check changelog for details.
#32
Mod Releases and Conversions / Re: Enigma's Wolverine Booster
Last post by Enigma - September 13, 2026, 01:45PM
I've updated it to v1.2.
Check changelog for details.
#33
Mod Releases and Conversions / Re: Enigma's Skin Releases
Last post by Enigma - September 13, 2026, 01:40PM
I've updated the following skins:

Spider-Man Black Suit Randy Schueller Skin

Spider-Man MUA1 Black Suit Skin

Spider-Woman MUA1 SHIELD Agent Skin
#34
Mod Releases and Conversions / Re: Enigma's Skin Releases
Last post by Enigma - September 13, 2026, 01:31PM
:cuckoo: Stepford Cuckoos XML2 Phoenix Endsong Skin :cuckoo:

Preview: https://drive.google.com/file/d/1v82wmQR4c1fSKYqmyjbNrclDVzw4wQLE/view?usp=sharing

https://drive.google.com/file/d/1AZMeyYH-dMfWfmlu99WHpafiJ0-1inx2/view?usp=sharing


**This is my skin of the Stepford Cuckoos' XML2 Phoenix Endsong skin.
*I fixed many various issues with the model, including reshaping the hair around her ears so that the hair wouldn't constantly clip through her ears. I also removed the earrings, which constantly clipped through the hair and weren't part of this costume in the comics anyway.
*I fixed many various issues with the texture, including the following major ones:
-I changed the skin color to be less pale and as close as possible to the skin color of BaconWizard17's Emma Frost skins.
-I gave them new eyebrows.
-The shoes are now much brighter white like the white on the rest of her costume instead of the whitish-gray color they were by default.
-Their lips are pink like in the comics.
-I also gave them new eyes. The default eyes are a couple different shades of pale blue and don't really look like real eyes. In the comics, their eyes are inconsistent even from page to page but the idea I went with is that they have normal eyes which glow. So I gave them the eye texture from BaconWizard17's Emma Frost Ultimate XML1 skin, then put a version of the Stepford Cuckoos' eye texture over it which I'd made half-transparent. This makes it look like they have normal eyes that are glowing.
*Because their default XML2 hud is just Magik's XML1 hud with recolored eyes and a recolored background, I have made a new hud to replace it. The background is from a version of Shafcrawler's Stepford Cuckoos' loading screen which I AI Upscaled.
-I also made a MUA1-style version of the hud.
*I made a character select portrait.
*I made a new 3D head.


Credits:
*BaconWizard17: Emma Frost Ultimate XML1 eye texture, skeleton template, screenshot template
#35
Misc. Modifications / Re: Enigma's Mini-Mods
Last post by Enigma - September 13, 2026, 01:25PM
Restored Holocaust Unique Jog and Run Animations v1.0

https://drive.google.com/file/d/1QVk8rGOQXEI-yx0sGIcc5Mfo229sDFre/view?usp=sharing


***By default, Holocaust's jog and run animations are the same as his walk animation, meaning that during his boss battle, he slowly walks around the map. This mod restores Holocaust's cut unique jog and run animations, which are different from each other and different from his walk animation, meaning that he now moves a lot faster during his boss battle, which also makes the boss battle harder.
#36
Misc. Modifications / Re: Enigma's Mini-Mods
Last post by Enigma - September 13, 2026, 01:23PM
Logo Cutscenes Moved to Start of New Game v1.0

https://drive.google.com/file/d/1vo_6kh829M9sG8xWPutCr8BT2Reqvd3E/view?usp=sharing


***This mod moves the logo cutscenes that play every time the game opens to every time you start a new game instead. The game's opening cutscene then plays after the logo cutscenes are all finished.
-I felt this was more fitting since it feels more cinematic and also means they aren't completely prevented from playing.
-I've made versions that are compatible with my PSP-Only Vicarious Visions Logo Cutscene mod, with BaconWizard17's Testing and Quick Start Map mod, and if you have both installed at the same time.



Credits:
*BaconWizard17: Testing and Quick Start Map mod, file that prevents logo cutscenes from playing when opening game
#37
Mod Releases and Conversions / Re: JC's mods
Last post by superhiepsi - September 12, 2026, 01:48PM
 :cyclops: CYCLOPS REDUCER/ :magneto: MAGNETO MICRO-BOOSTER

Hi! I've been using these for my personal games, so I might as well share them,

Cyclops mod reduces cyclops' triggers, and also improves his optic blasts and gives him a unique optic-blast grab smash.

Magneto mod makes some aesthetic changes to the powerset, and gives all his attacks and powers the ability to destroy metal objects automatically.
POWERS CHANGED
power1 (ranged) - Metallic crush (grip an enemy in a damaging metal vise as long as button is held)
power7 (boost) - changed from vague "dark energy" to magneto actually building a machine that empowers his allies out of thin air

Get here:
CYCLOPS REDUCER https://www.dropbox.com/scl/fi/dkn9wx1xmrz211352cuyw/cyclops-reducer-by-JC.zip?rlkey=16n2kb137yytdgmmglfckdbqg&dl=0

MAGNETO BOOSTER https://www.dropbox.com/scl/fi/zet3glenq7bryrfm9lk9f/Magneto-Micro-Booster-by-JC.zip?rlkey=f1pv6f7yteo6a792lomodiqkq&dl=0

Enjoy!
#39
Mod Releases and Conversions / Re: JC's mods
Last post by superhiepsi - September 11, 2026, 12:05PM
DARKSEID REWORK by JC

This was a request by SaiyanRizz#2024 on Discord. It's a full character mod, revamping/based on ErikLehnsherr's original darkseid mod and assets.

RETAINS the original skins, huds, mannequin and power icons - plus the boss killing Xtreme.

CHANGES base stats/herostats, powerset and animations (Includes comic-accurate boom tube and somewhat-close-to comic-accurate omega effect).

ADDS loading screens and a new voiceset, based on Michael-Leon Wooley's master-class Injustice performance.

Mod #190 - clashes with Beast, Ozymandias, Thane, Saitama and Genshin Impact's Raiden Shogun.
147 triggers total, perfectly safe to play in heavy teams or areas.

PASSIVES
Godhead - resists all damage, immune to mental attacks, control and grabs/ finishers
Flight
Leadership
Might
Teleport Dodge (activates boom tube by using the dodge combo)

POWERSET
1 - boom tube (special) - teleports in the direction you're moving; also activated by dodging
2 - Fly swatter (melee) - slaps enemies away like the insects they are
3 - Eradicating Shockwave (radial) - unleashes a way of pure destruction, shattering objects
4 - Matrix of Agony (ranged) - drains energy from a target in close range
5 - omega effect (ranged) - seeking beams that disintegrate enemies on contact, high energy cost

6 - cosmic awareness (boost) - slows time for enemies, shows them on minimap
7 - dark boon (boost) - increases the team's skill ranks

Xtreme - Anti-life equation - converts minions, kills bosses

CREDITS
Erik Lehnsherr - original mod coding and effects
Superhiepsi/ JC - mod assembly, new voiceset, new powers, new effects, loading screens
Aventureiromax - original skins, huds and mannequins
Outsider - original mod coding and effects
Michael-Leon Wooley - being a general badass

Get HERE:
https://www.dropbox.com/scl/fi/540nzw7a2ptbcbqalqeug/Darkseid-by-Superhiepsi.zip?rlkey=4v0yr65ykhwp0e9e5uwdzce73&dl=0

NEEDS
I can't make the boom tube effect appear in the menu, any help with that is appreciated
I think the omega beams can still use some work, if anyone with better effect creation skills wants to chip in.

If you find any bug or gameplay issue, or if you think it's still too OP, drop me a line.
#40
Mod Releases and Conversions / Re: KyleCalibur15 Mod Releases
Last post by KyleCalibur15 - September 09, 2026, 12:50PM
Johnny Ohm—Imperfect Booster



Herrrrrrrrrrrrre's Johnny!


Features:

-New effects and animations to more closely resemble Ohm's Marvel Nemesis playstyle which incorporates him going to—and I quote—"pull electricity out of the air" with his powers.
-Reworked Beam power with new effects and animations, as well as improved glide effects.
-New "Faraday Cage" power resembling his special block in Marvel Nemesis: forming a radial sphere of electric energy that damages enemies who get within too close a range, as well as deflecting projectiles for as long as the button is held before performing a radial blast of damage upon release.

Requires the original mod before use: https://gamebanana.com/mods/571675

Download: https://mega.nz/file/nAESxY4C#dDAbYqYmbkDzsbwHVDLprEPdCcsR2NzHB2DIv6tdZVQ

Credits:
Ceamonks: Original mod and additional effects from Starkiller mod