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#31
Tutorials / [MUA1] NPC Creation Tutorial
Last post by Outsider - July 29, 2026, 08:50PM
:marvelmods:   NPC CREATION TUTORIAL   :marvelmods:

What's up -- The Outsider here, bringing you yet another tutorial in the world of modding Marvel: Ultimate Alliance. This one is on how to create NPCs, which as you may know, means Non-Playable Characters. I'll try to explain this as simply as I can. Let's begin.






INTRO

NPCs are generally simpler to create than playable character mods, but they still require some technical work and a general understanding of how mods are created. So if you're not familiar with modding or just starting out, I would not recommend you start here, as you will get very confused. It is best to learn the basics at The Outsider's Guide to Modding first.






LESSON

Unlike playable character mods, NPCs do not use the herostat.engb file. They use the npcstat.engb file. You can find this file in your game's data folder. The best way to open that file is with Quick Batch, so I would recommend installing that program if you haven't already. Now, when you open the npcstat.engb file, you will see entries for every single NPC in the game.

There are three types of NPCs. First, there's the Conversation NPC. These NPCs have no skin/model at all, only a HUD and are only seen in conversations. An example of this is the Ancient One, seen below. Don't be confused with the "skin = 0000" line -- they don't use a skin.

   stats {
   charactername = Ancient One ;
   name = AncientOne ;
   skin = 0000 ;
   }

Second, there's the Civilian NPC. These NPCs use a skin and a HUD, but they are not fighters - you only have in-person conversations with them. Sometimes, not even -- they just walk around as moving props. Examples of this are Weasel, Edwin Jarvis, and the Attilan Civilian, seen below.

   stats {
   characteranims = 31_atlantean ;
   charactername = Attilan Civilian ;
   name = AttilanCivilian_b ;
   skin = 3102 ;
   }

And finally, there's the Villain NPC -- the one you're likely here for. These are the NPCs you fight throughout the game. Both the lower-level minions, and the bosses that are harder to beat are villain NPCs. An example of this is the very first boss you fight in the game -- :scorpion: Scorpion.

   stats {
   aiforceranged = true ;
   body = 40 ;
   characteranims = 40_scorpion ;
   charactername = Scorpion ;
   combolevel = popsmash ;
   dangerrating = 50 ;
   level = 11 ;
   mind = 40 ;
   name = Scorpion ;
   npcdamagescale = 0.7 ;
   npchealthscale = 2.3 ;
   powerstyle = ps_scorpion ;
   scale_factor = 1.1 ;
   skin = 4001 ;
   sounddir = scorp_m ;
   spawnorbs = 3 ;
   specific_health = 650 ;
   strength = 40 ;
   team = enemy ;
   textureicon = 45 ;
      talent {
      level = 1 ;
      name = might ;
      }

      Race {
      name = Mutant ;
      }

      talent {
      level = 3 ;
      name = monst_dmg_high ;
      }

      talent {
      level = 3 ;
      name = monst_dmg_low ;
      }

      talent {
      level = 3 ;
      name = monst_health ;
      }

      talent {
      level = 1 ;
      name = fightstyle_villain ;
      }

      talent {
      level = 1 ;
      name = villain_resistances ;
      }

   }

WARNING:
Do not edit the npcstat.engb file if you don't know what you're doing, as this file even more delicate than the herostat. One wrong move, and you can mess up your entire game. Please be careful.







LEVEL 1: REPLACING SKINS

Now if all you want to do is change the skins of NPCs, then that is thankfully easy. You don't need to edit the npcstat file. All you have to do is view the npcstat you opened, look for the character you want to change, and look closely at the skin number. NPCs only use one skin. (For example, in Scorpion's case, that skin number is 4001.) Simply go to your game's actors folder and replace the numbered skin with your wanted skin that you rename that same number. You can do the same with their HUD by going to your game's HUD folder, and replace the numbered HUD (which in Scorpion's case is hud_head_4001.igb) with your wanted HUD. Now when you start a new game with no saved stats and go to the NPC, their skin will be your wanted skin. However, be careful when changing the skins of giant characters such as :galactus: Galactus or Ymir. Make sure your wanted skins are just as giant.






LEVEL 2: REPLACING NAMES

Now in addition to skins, if you want to change the names of characters, this requires changing only ONE thing in the npcstat for the character: their charactername. Go to the character you want to change, edit ONLY the "charactername" (not the "name"), and save the file. Then go to your game's data folder, and replace the original npcstat.engb file with the one you just edited. You may want to save a backup of the original file just in case. Now when you start a new game with no saved stats, you should see the name of the NPC has changed to what you want.

WARNING:
Change only the "charactername." Do not change the "name" -- that is the internal name that the game recognizes the character as. If you edit the name, you will mess up your game.







LEVEL 3: REPLACING POWERS

Alright, now it gets more technical, but you need not worry about this if you're changing a Conversation NPC or a Civilian NPC. This is only for Villain NPCs. These NPCs are simpler than playable characters. They don't use a talents file, multiple skins, or passives. However, they use powerstyle files and you can edit them just as you would for playable characters. You can change their animations, and you can change the coding. Again, this is where your knowledge of coding basics from the Outsider's Guide to Modding comes in.

Using the same villain -- Scorpion, let's look at his powerstyle file:

XMLB PowerStyle {
cansteal = true ;
   event {
   attack_bone_angles = -91 13 88 ;
   attack_bone_pos = 26 2 46 ;
   attacktype = beam ;
   beambolt = fx01 ;
   beameffect = char/scorp/p1_power ;
   damage = %mdmg_high ;
   damagescale = difficulty ;
   damagetype = dmg_energy ;
   hiteffect = char/scorp/p1_impact ;
   inherit = beam ;
   name = plasma_beam ;
   powerusage = 1 ;
   targetable = true ;
   }

   FightMove {
   aireusetime = 5 ;
   aitype = beam ;
   animenum = ea_power1 ;
   lockangles = true ;
   name = power_attack ;
   priority = 5 ;
      trigger {
      name = stop ;
      time = 0 ;
      }

      trigger {
      name = sound ;
      sound = char/scorp_m/p1_charge ;
      time = 0 ;
      }

      trigger {
      bolt = fx01 ;
      effect = char/scorp/p1_power ;
      fxlevel = 3 ;
      name = effect ;
      time = 0.29 ;
      }

      trigger {
      name = sound ;
      sound = char/scorp_m/p1_power ;
      time = 0.5 ;
      }

      trigger {
      fxlevel = 1 ;
      name = plasma_beam ;
      time = 0.5 ;
      }

      chain {
      action = Idle ;
      result = idle ;
      }

   }

   FightMove {
   aicomborange = med ;
   aicombotype = end ;
   animenum = ea_power1 ;
   lockangles = true ;
   name = power_boost ;
   priority = 5 ;
      trigger {
      name = stop ;
      time = 0 ;
      }

      trigger {
      name = sound ;
      sound = char/scorp_m/p1_charge ;
      time = 0 ;
      }

      trigger {
      bolt = fx01 ;
      effect = char/scorp/p1_power ;
      fxlevel = 3 ;
      name = effect ;
      time = 0.29 ;
      }

      trigger {
      name = sound ;
      sound = char/scorp_m/p1_power ;
      time = 0.5 ;
      }

      trigger {
      fxlevel = 2 ;
      knockback = 600 ;
      name = plasma_beam ;
      pierce = true ;
      time = 0.5 ;
      }

      trigger {
      name = sound ;
      sound = char/scorp_m/combo ;
      time = 0.55 ;
      }

      chain {
      action = Idle ;
      result = idle ;
      }

   }

   FightMove {
   aireusetime = 3 ;
   aitype = aoe ;
   animenum = ea_power2 ;
   lockangles = true ;
   name = power_smash ;
   priority = 5 ;
      trigger {
      name = sound ;
      sound = char/scorp_m/p2_charge ;
      time = 0 ;
      }

      trigger {
      bolt = fx01 ;
      effect = char/scorp/p2_power ;
      fxlevel = 1 ;
      name = effect ;
      time = 0.38 ;
      }

      trigger {
      effect = char/scorp/p2_power ;
      fxlevel = 2 ;
      name = effect_sound ;
      sound = char/scorp_m/p2_power ;
      time = 0.65 ;
      }

      trigger {
      arc = 180 ;
      attacktype = punch ;
      damage = %mdmg_high ;
      damagescale = difficulty ;
      knockback = 555 ;
      maxrange = 75 ;
      name = punch ;
      offset = 55 ;
      powerusage = 3 ;
      time = 0.65 ;
         damageMod {
         name = dmgmod_auto_knockback ;
         }

      }

      chain {
      action = Idle ;
      result = idle ;
      }

   }

}


Notice any differences?

The first difference you'll notice is that the damage is either %mdmg_high or %mdmg_low. It's always the former for bosses. This is a value that is in-game.
Next, you'll notice that the damagescale is difficulty. This means that the damage the attack can inflict depends on the difficulty you set when you entered the game -- easy, normal or hard.
Next, you'll see that they have a powerusage, but don't worry about that -- NPCs don't use a powerusage really.

Then finally there is a major difference: NPCs don't use terms like "power1, power2, power3," etc. NPCs have limited space for powers because they can't switch powers like playable characters can. So they use terms such as power_attack, power_smash, power_boost, and sometimes power_xtreme, which isn't actually an xtreme.

aireusetime is the amount of time the NPC takes before they use the power again. Think of it as reload time. If you don't see that, then it means the NPC can use it at anytime.

Effects and sounds of an NPC are also coded the same way as playable characters, but with one difference -- NPC sounds and voices are not in separate sound files, they are listed within the sound files of the map which they are at. That makes things very difficult because map files cover everything from NPCs to stage sounds and common sounds. Now, you can try to give an NPC a different sound & voice file and reflect that in the npcstat entry by changing the sounddir to what your new sound files are. I have not experimented with this in particular, so it might work or it may not. If it does or doesn't work, let me know and I'll update this tutorial accordingly.

If you handled the coding and animations correctly and saved the changes to the NPC's powerstyle file, then when you start a new game with no saved stats, you should see the minion or boss perform the powers you set. Effects will work even if they aren't listed in their package files. However, whether you hear the sounds of those powers depend on if having their own sound files outside of the map works.






LEVEL 4: CREATING NEW NPCS

Brace yourselves -- it gets even more technical here, but I'll go over this in the next post.

#32
Mod Releases and Conversions / Re: New Storm Mod!
Last post by shadowsire - July 29, 2026, 07:58PM
Working on my Deluge Power!  :storm:
Inspired from X-men the last stand Deleted Scene.


#33


Claire Redfield—Survival Horror Booster

Hey y'all! Back at it again with another booster, this time for Ceamonks' mod of Claire Redfield from the Resident Evil series!

Changes include:

-Reworked Spark Shot power, Grenade Launcher, and Acid Rounds powers with new effects and animations to more reflect their original game counterparts.

-New powers featuring more weapons from Claire's appearances in Resident Evil 2 and Code Veronica: The Bow Gun and the Colt S.A.A

-Modified Claire's booster effects reflect her color scheme, as well as their coding to further diversify her from other Resident Evil mods.

-New Icons and Banner

-And of course the crown jewel: a new voice and soundset featuring lines of the original voice of Claire Redfield: Alyson Court!

Download Link: https://mega.nz/file/DRFXgApJ#CCdG48ScoqAEBDBZprzXlT1wiTS1a7dWxzuYOE16nzo

Original Ceamonks Mod Download (Required): https://gamebanana.com/mods/571472

Credits:
-Outsider: Revolver models
-Ceamonks: Original mod and assets, additional assets from Ezio mod
-ProfEscanor: Bowgun model (Bowcaster from Ceamonks' Chewbacca mod)
-Supermaster10: Bottle model
#34
Mod Releases and Conversions / JZS & TQB I The Marvel Cinemat...
Last post by TQB - July 28, 2026, 02:58PM



JZS & TQB I THE MARVEL CINEMATIC COLLECTION





CLICK ON THE BANNERS BELOW TO GET STARTED









Code ("Credits") Select


Brand Credits: Activision, Gazillion Entertainment, Marvel Animations, Marvel Comics, Marvel Entertainment, Marvel Studios, Marvel Television, & Netmarble Games.

Image Credits: 20th Century Fox, Marvel Entertainment, Marvel Games, Marvel Studios, Marvel Television, Netflix, Netmarble Games, & Sony Pictures

Modder Credits: Aventureiromax, Andersonbrazil, B.L.A.W., Julio Cabral, Outsider, TheDiscoKing, UltraMegaMagnus & to Marvel Mods Community.





#35
Mod Releases and Conversions / Re: New Storm Mod!
Last post by shadowsire - July 27, 2026, 06:39PM
Testing some new ideas for storm. :storm:
Working on my Downpour Power (Hold version). Small test is for storm to call down floods and hail. Still a Work in Progress.


Stayed Tune for More as V3 of this mod is underway and being constructed.
#36
Another simple booster, this time for Enchlore's standalone Sqirrel Girl booster

This booster simple adjusts the level requirements to unlock powers  2 and 3, as well as booster 1 so that they can be unlocked before level 10, specifically on levels 5, 7 and 2 respectfully.

Needs Enchlore's Squirrel Girl, found here
https://marvelmods.com/forum/index.php/topic,10883.0.html


Screenshot
https://snipboard.io/C81S0r.jpg

Download: https://gamebanana.com/mods/698046
#37
Hello.
Today I made my first foray into making my own stuff for this amazing game by making a booster for Ceamonk890's Tails!

This booster changes his first power to the iconic Energy Cannon from Sonic Battle (Well, it tries, at least)

Screenshots:

https://snipboard.io/K2PZ7i.jpg

Download here
https://gamebanana.com/mods/697935
#38
Added Stitch (Disney's Lilo & Stitch) character mod.
#39
Mod Releases and Conversions / Re: Selena's Mods
Last post by Selena Repulsa - July 24, 2026, 11:06PM
This one took a little longer than I would've liked, but here's my take on Gwen Stacy of Earth-65 as Gwenom/Tantrum.



Thanks goes to Emanuel(MUAXP), Kamkyoin,  and Ceamonks for help with the visual assets, and Outsider's original work with his Spider-Gwen mod for inspiring this idea, and for some of the used animations.

Play and enjoy.

Download mod here
#40
Mod Releases and Conversions / Hellstorm Booster
Last post by golax - July 23, 2026, 01:32AM
Hellstorm Booster :
credits to sbarth13 for the original mod.
and Waggens7uP for the new skin and mannequin.

this booster fixes all the animation problems, the animations will now match the skills.
all his skills were modified and fixed.
except one skill which was replaced with a new one.

enjoy, and if you encounter any problems let me know.

note: you don't need to download the original mod as the booster contains everything you need

get it here:
https://www.mediafire.com/file/5d2ojh4exdaranj/Hellstorm+Booster.rar/file