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#91
Tutorials / Using GitHub in Modding Projec...
Last post by BaconWizard17 - September 17, 2025, 03:25PM
USING  GITHUB  IN  MODDING  PROJECTS
AN OVERVIEW

By BaconWizard17



Introduction
    GitHub is a platform, often used in code projects, that allows you to host your files in a specific location, share them, and control their revisions. It has many uses in modding projects, as it can show differences in code, allow you to revert to old files, and collaborate with others. This tutorial is an abbreviated version of this official one on the GitHub Desktop documentation.



Setting Up GitHub Desktop
    GitHub Desktop is the way to use GitHub on your computer. Here's how to set it up.
Expand to see steps
  • Go to github.com and set up an account.
  • Download and install GitHub Desktop. Be sure to log in after opening it.
  • If this is your first time using GitHub Desktop, you'll get the "Let's Get Started" screen. Choose "Create a New Repository on your Hard Drive..."
  • If you've previously used GitHub Desktop, then at the top left of GitHub desktop, go to File>New Repository.
  • When the "Create a new repository" window appears, first type the name of the folder in "Name." It doesn't matter what this is, but make sure it describes your project (note that any spaces will be replaced with dashes, and certain characters, like apostrophes, are not allowed). The other thing you can change is the "Local Path." I recommend a short path, like C:\GitHub. You don't need to change any other settings. After this, click "Create."
  • With your repository created, you can now publish it! To do this, click the "Publish repository" button at the top middle of the screen (or the other one in the middle of the screen). In the next screen, you'll get the option to change any details about the repository. You can also control if the repository is private or not.
         
  • Publishing your repository will allow you to access this repository from any device and share it with others. You're now ready to start managing files!



Using GitHub Desktop
    Once you've set up GitHub Desktop, you can start using it to keep track of your files. Here's how it works.
Expend to see steps
  • Whenever you add a file into the repository folder, make changes to an existing file, or delete a file, that will show up on the left side of the screen.
  • Any time you're satisfied with your current files, you can write your commit. A commit is like a freeze frame that captures all the files in their current state. Generally, this is done when you've completed something within your project (like finishing writing a power or completing a skin), but you can do it at any time. To make a commit, add a title to it at the bottom left corner. Make sure it describes what you've changed since last time, but keep it brief. You can put an extended description below if needed, which I recommend. Once you're done with that, simply click "Commit to main" at the bottom left.
  • After making your commit, you'll have the option to "Push origin" at the top middle. This will push the changes from being local on your computer to being hosted online, allowing you to access the files from anywhere.
  • After you make a commit, any new changes that you make will be tracked from that point.
  • If you're not happy with changes that you've made, you can discard them by right clicking and choosing "discard."
  • If you're working with others on a repository, make sure you always click on "Pull Origin" before you make any changes or commits, as you might get conflicts otherwise.



Learning More
    This tutorial only touches on the very surface-level features of GitHub, but it has lots more capabilities. It's a widely used platform, so you can find lots of information online. The best place to start is the official GitHub Desktop documentation.
#92
Mod Releases and Conversions / Re: Shabranigdu's boosters - B...
Last post by Shabranigdu - September 15, 2025, 12:49PM
Superman updated, Darkseid and Wonder Woman added
#93
Mod Releases and Conversions / Re: Hyperion Booster
Last post by golax - September 13, 2025, 09:56PM
New Hyperion Booster

This booster is a whole new hyperion, not an upgrade, all new skills, new animations, and new effects, test it for your own as i will not spoil ..
note : requires the basic Canino Hyperion mod to work, of course
credits to our friend Canino

https://www.mediafire.com/file/443vxfuyn9f2pku/Hyperion_Booster_by_Golax.rar/file
#94
Mod Releases and Conversions / Re: KyleCalibur15 Mod Releases
Last post by KyleCalibur15 - September 13, 2025, 08:16PM


Quick little booster I whipped up, nothing much changed except for changing the colors for New Goblin's sword powers and boosts to have more green in them instead of the default colors their original sources had.

Intended for use with Ceamonks' New Goblin Mod

https://mega.nz/file/aUsHXLCJ#TyVpexGNoKNKVZuat1F3EBJ2O6GMAoKXMmG_yDPFuw8

#95
Mod Releases and Conversions / Re: KyleCalibur15 Mod Releases
Last post by KyleCalibur15 - September 13, 2025, 03:58PM


UPDATE: FIXED DISAPPEARING BOLTONS WHEN USING MELEE MOVES AND GRABBABLE WEAPONS

Here with my next addition to my modding portfolio: The Spirit of Vengeance Booster for Ghost Rider!

This mod is intended for use with Outsider's Ghost Rider Booster (please install that first as it is required for this to work.) This booster includes a few visual changes for Ghost Rider, such as giving him his hellfire shotgun to use during his chain flechette power, as well as reworking his XTreme into a version of his Penance Stare (his Penance Stare booster has been renamed to fit this change). In addition, I've included a 40-ish second snippet of Spiderbait's rendition of Ghost Riders in The Sky from his 2007 movie that plays when he uses his Hellcycle.


Credits:

Outsider: Original Booster and Coding from Solid Snake mod

Escanor610: Shotgun boltons


https://mega.nz/file/DIsUkRCL#RXVvo-c8OsD8bLNninjrSsEUII9gbL8WE68Zha4Ih5g
#96
Mod Releases and Conversions / Enigma's Toad Booster
Last post by Enigma - September 13, 2025, 03:39PM
:toad: Enigma's Toad Booster v1.0 :toad:


https://drive.google.com/file/d/1rHcEr1B-NC4RCQf27ew9oab24pmoM25G/view?usp=sharing


This is my Toad Booster. It contains the following changes from the default version:



Sounds:
*I've made a new voicepack using the best of Toad's XML1 and 2 voiced lines and grunts, all voiced by Armin Shimerman.
-His no work lines now double as extra no power lines.
-I've used some of his used XML2 lines and some of his unused types of XML2 lines as various other types of lines.
-I've used some of his XML1 lines as various other types of lines.
-I've had his XML2 Menu Breaks double as various types of lines.
-I used some lines and parts of lines from his XML1 and 2 conversation lines.
-I reused his pain heavy grunt (whatever it was originally for and how I don't know) for an additional death grunt.
-I used some 2 grunts that were part of his XML1 and 2 conversation lines and 1 grunts that was part of 1 of his unused XML2 locked lines.
*I've changed the timing on the generic whoosh sound that plays during his light3 melee attack so that it'll fit the new animation.
*By default, his footstep sounds are coded to be in sync with his unique way of walking, but this only works in combat maps. They now work in hub maps as well thanks to BaconWizard17.
-I've made this work when he lands from jumping as well.
-I've given his footsteps unique sounds. The sound I used is an unused XML2 power sound of Toad's.
-Because the new walk, jog, run, and run sprint animations I've given him feature him moving both feet at the same time (basically he's hopping), I've made the footstep sounds only play once per step instead of once for each foot.
*Tongue Lash uses its XML1 Retail power sound.
*Hammer Kick uses the impact sound that's used for 1 of his XML1 projectile power and for Mucous Spit.
*Noxious Bile uses 1 of power sounds used for 1 of Toad's XML1 boss projectile powers and 1 of the power sounds that's used for his other XML1 boss projectile power.
*Tongue Sweep uses its XML2 power sound.
*By default, Mockery's power sound doesn't actually exist, meaning it doesn't have one. It now uses his 4 XML2 laugh sounds (which were used for Plunder by default) and 1 additional laugh sound which was 1 of his XML1 taunts.
-I've had Plunder also uses these laugh sounds due to a lack of other options for its power sound.
*Leapfrog uses 1 of Toad's X-Men Next Dimension power sounds and 1 of Beast's Marvel Heroes power sounds.
*Acidic Secretion uses 1 of Toad's X-Men Next Dimension power sounds.
*Pheromone Secretion uses Noxious Spew's XML2 impact sound.
*Tongue Whip uses its XML2 power sound.
-By default, this sound was way too long for the animation, so I removed a large chunk of the middle part of the sound.
*His unique melee heavy2 attack uses his XML2 Hammer Kick power sound.
*His unique melee trip attack uses his XML2 Tongue Strike power sound.




Powers:
*For all the powers I've kept from XML2, as well as any I used from XML1 and his unique melee attacks, I've completely recoded them, replaced and rebalanced the AI coding, added in combo text where it was missing, rewrote the combo text and descriptions, added in damage types where they were missing, unscaled them and rebalanced them.
*He has an animation mixed skeleton. He uses the following animations:
-From his XML1 boss skeleton: idle, walk, jog, run, run sprint, jump start, jump loop, jump land, grab break, light3 melee attack (although XML1 uses it for light2 I've changed it to be used for light3), heavy2 melee attack (although XML1 uses it for heavy1 I've changed it to be used for heavy2. This is also the same animation used for his XML2 projectile powers and which I've used for my projectile power, Noxious Bile. It's also the same animation used for Acidic Secretion.), Tongue Lash's animation,  the animation his XML1 projectile powers use but which I've used for my new boost Pheromone Secretion
-From his XML2 skeleton: menu select, menu idle, menu exit, trip2 melee attack, Hammer Kick's animation, Mockery's animation, Tongue Sweep's animation, Leapfrog's animation when he leaps up into the air, Tongue Whip's animation, Plunder's animation
*Because he has his XML1 boss run sprint animation, which doesn't have a XML2 equivalent by default and therefore he doesn't sprint instead of run by default, he now moves faster while running.
*He has his XML1 boss power2. In the XML1 Prototype, it has a couple different names, but I've gone with Tongue Lash, which is also the name of a completely different XML2 power, but I think it fits this power better.
-I've based my version off its XML1 Prototype version which uses a bolton instead of a skin model and some special tricky animation stuff like the XML1 Retail version does.
-It now does Radiation damage.
-It now stuns enemies instead of popping them up.
*He has his XML2 power Hammer Kick. I've made the following changes:
-By default, this power is designed to let you rapidly tap the button to keep using it but it never tells you this. I've added this info to the power description in the same kind of way that hold the button powers handle it.
-By default, when this power leveled up, instead of increasing the amount of damage it did, it would instead level up a boost that would increase the Toad's damage and Attack Rating for a time, even though the player wasn't told any of this. Now, this power works in the standard way of leveling up, where it increases how much damage it does. This power no longer boosts Toad.
-It no longer lowers enemies' Defense Rating.
-It no longer does knockback, which didn't really work correctly anyway.
*Toad has 2 projectile powers in XML1 and 2 in XML2. Instead of using any of these directly, I've created a new projectile power that combines aspects of all of them.
-I've named it Noxious Bile, which combines the names of 1 of the XML1 Prototype projectile powers (Toad Bile) with the name of 1 of the XML2 projectile powers (Noxious Spew).
-It puts out fires, which both XML2 projectile powers did, but unlike those, this power actually tells the player it does that.
-Projectile functions like the XML1 Prototype Toad Bile projectile does, but I expanded the projectile's explosion radius.
-Like XML2's Mucous Spit projectile power does, the projectile explodes when it hits an enemy and creates a sticky puddle that sticks enemies in place for as long as it lasts. I've made it clear in the description and level up info that that's what happens.
-It uses the animation that both of Toad's XML2 projectile powers use, which is the same one used for Toad' XML1 heavy attack.
-It does Radiation damage, which only his XML2 projectile power Noxious Spew did out of the 4 projectile powers.
-It's listed as a Projectile/Trap power instead of just a projectile like both his XML2 projectile powers are.
*He has his XML2 power Tongue Lash. I've made the following changes:
-I've renamed it to Tongue Sweep.
-It now does Radiation damage.
-By default, when this power leveled up, instead of increasing the amount of damage it did, it would instead level up a boost that would increase Toad's damage and Attack Rating for a time, even though the player wasn't told any of this. Now, this power works in the standard way of leveling up, where it increases how much damage it does. This power no longer boosts Toad.
*He has his XML2 power Taunt. I've made the following changes:
-I've renamed it Mockery.
-By default, there's a bug where the name of his Xtreme Tongue Whip is displayed onscreen when this power is used. I've fixed that.
*He has his XML2 power Leap Attack. I've made the following changes:
-I've renamed it to Leapfrog.
-It's now listed as a Radial attack instead of a Charge attack.
-By default, when this power leveled up, instead of increasing the amount of damage it did, it would instead level up a boost that would increase Toad's damage, even though the player wasn't told any of this. Now, this power works in the standard way of leveling up, where it increases how much damage it does. This power no longer boosts Toad.
-By default, this power has a piece of coding that says that if Toad is touched before he leaps, something called "leapend" will trigger. But "leapend" doesn't exist, so I've just removed that part.
-It can now damage enemies lying on the ground.
-By default, when he lands from leaping, the animation used has him do a backflip at the end of the power, which makes no sense and feels very out of place. I've replaced this with his XML1 boss jump land animation instead.
*He has his XML2 boost Secretion. I've made the following changes:
-I've renamed it to Acidic Secretion.
-It now only affects Toad instead of the whole party.
-It now increases Toad's Defense Rating and damages nearby enemies instead of increasing the Movement Speed and Melee Dmg of all party members.
*Since he only had 1 boost before, I've created a new one called Pheromone Secretion.
-I've moved the Movement Speed increase for the whole party from the other boost to this one.
*He has his XML2 Xtreme Tongue Whip. I've made the following changes:
-It now does Radiation damage.
-By default, when this power leveled up, instead of increasing the amount of damage it did, it would instead level up a boost that would increase Toad's damage and Attack Rating for a time, even though the player wasn't told any of this. Now, this power works in the standard way of leveling up, where it increases how much damage it does. This power no longer boosts Toad.
-It now functions like a punch instead of a beam, since I felt it didn't make sense.
-It now trips enemies.
-It now has a chance for a Deadly Strike.
*He has his XML2 Xtreme Plunder. I've made the following changes:
-I changed how the level up info works.
*Like in XML1, when he's knocked down, he now does a spin kick when he gets up after being knocked down and landing on his front and a double leg kick when he gets up after being knocked down and landing on his back, both of which knock back enemies and do damage.
*He now has his XML1 boss light2 and heavy1 melee attacks, although I've moved them to light3 and heavy2 so that they'll be the end of the light and heavy combos.
-I sped up light1.
-I've based my version of heavy2 off its XML1 Prototype version which uses a bolton instead of a skin model and some special tricky animation stuff like the XML1 Retail version does.
-Heavy2 now functions like a punch instead of a beam, since I felt it didn't make sense. It also no longer knocks enemies back, since this was originally designed for the XML1 boss version, which doesn't have a melee knockback combo. But since this XML2 version does, it doesn't make sense for it to have knockback.
-Heavy2 now does Radiation damage.
*I've made the following changes to his trip2 melee attack:
-I removed the slowdown it had.
-It now does Radiation damage.
*I added some coding to remove his tongue boltons when he gets up from being knocked down while he's using a power that uses a bolton.
*I've removed Tongue Strike because I felt it wasn't very useful or necessary when compared to the other tongue powers he has.
*I've removed the generic Critical Strike passive.
*I've given him the Regeneration passive.
*I combined the Tongue Mastery and Spit Mastery passives into 1 new passive, Amphibious Mastery. It also now affects all powered and non-powered attacks and levels up to allow him to see hidden enemies, since he can do that in the comics and not many characters have that ability so another one will be nice.
*I've created a new passive called Amphibious Feats.



Visuals:
*He uses skins, huds, and 3D heads made by BaconWizard17
-The House of X skin uses a hud I made using the character select portrait BaconWizard17 made for this skin.
*Includes higher quality versions of his XML2 icons by BaconWizard17.
-I've also used BaconWizard17's higher quality version of the Regeneration icon.
-Since he only has 1 Mastery passive now, which I've used Spit Mastery's icon for, I've removed the yellow star from the icon that was used for Tongue Mastery, painted what was now missing, and also did various touch ups and minor changes to it. I've reused this icon, as well as the other ones from powers I removed, for various new powers.
*He includes a higher quality version of his XML2 loading screen which I found, removed the XML2 logo from it, and AI Upscaled it.
*He includes a higher quality unletterboxed version of his XML1 loading screen I made by scanning Toad's left foot and half of his right one from the strategy guide that I merged with a high quality letterboxed version of the loading screen I found, used parts of the existing background to fill in some missing parts and painted in other missing parts.
-I used this to make a higher quality version of his default XML2 character select portrait, which is based off of his XML1 loading screen.
*His unique melee heavy1 attack uses its XML1 Prototype bolton and a recolored version of its XML1 Prototype effect.
-It uses the same impact effect as Tongue Lash, as it does in XML1 Prototype.
*His unique melee trip attack uses its default XML2 effect.
*Tongue Lash uses its XML1 Prototype bolton and recolored versions of its XML1 Prototype effects.
-I removed a weird unneeded part from the impact effect that didn't do anything anyway.
*Hammer Kick uses its default XML2 effects, except for the dust cloud effect when he leaps, which I've removed since I felt it was unnecessary and didn't really fit in.
*Noxious Bile uses Toad's XML1 Prototype projectile model. The projectile itself uses recolored versions of Toad Bile's XML1 Prototype effects. The puddle uses its default XML2 effect.
-It uses Noxious Spew's XML2 icon because that one looks the closest to how the model and effects look.
*Mockery uses recolored versions of its default XML2 effects.
*Tongue Sweep uses a recolored version of its default XML2 effect.
*Leapfrog uses the following effects:
-I've recolored the blue part of the default XML2 charge trail effect that's attached to his back to be the same color green as the rest of the effect that's attached to his arms.
-I removed the default XML2 dust cloud effect used when he leaps since I felt it was unnecessary and didn't really fit in.
-I've removed the dust cloud part of the default XML2 effect used when he lands, which I also felt was unnecessary and out of place. I recolored the parts of the effect I kept.
*Acidic Secretion uses 2 of its default XML2 effects and a recolored version of its other default XML2 effect, which is the spitting part.
*Pheromone Secretion uses the same spitting effect as Acidic Secretion and an aura effect I created.
*Tongue Whip uses a recolored version of its default XML2 effect which I also modified to remove the dust cloud because I felt it was out of place.
-It also uses the XML2 Ultimate Patch version of its bolton.
-It no longer uses an impact effect due to impact effects not working correctly when used for radial powers in XML2.
*Plunder uses recolored versions of its default XML2 effects.


Misc Changes:
*Includes new package files for every skin slot by BaconWizard17.
-These are also the new X-Men Legends II Ultimate Patch streamlined packages.
-They allow each skin to have a unique hud and 3D head.
-They also allow the icons to be in higher quality in the character select menu.



Bonuses:
*Bonus Character Select Portraits:
-XML2 LS: A character select portrait I made based off of my higher quality version of his XML2 loading screen.
*Bonus Conversation Huds:
-Unused XML1 Prototype: This is an unused version of Toad's XML1 Prototype conversation hud, which I denoised to improve its quality.
-XML1 LS: A conversation hud I made based off of my higher quality version of his XML1 loading screen.
-XML2 LS: A conversation hud I made based off of my higher quality version of his XML2 loading screen.
*Bonus Skins: BaconWizard17's alternate purple version of the Gladiator skin.
*Hammer Kick Unused Alternate Name: - XML2's files make it clear Hammer Kick was originally called Donkey Kick. These files restore that unused name.



Credits:
*BaconWizard17: skins, huds, 3D heads, packages, XML2 Ultimate Patch version of Tongue Whip bolton, making unique footstep sounds play in hub maps
#97
Mod Releases and Conversions / Re: Enigma's X-Men Legends II ...
Last post by Enigma - September 13, 2025, 03:34PM
I've released the following new booster:
Toad

I've updated the following mods:
Hulk
Jubilee
Ms. Marvel
Psylocke

I've updated the following boosters:
Colossus
Cyclops
Iceman
Pyro

I've updated the following skins in the Enigma's Skin Releases thread:
Hulk Unused MUA1 Ultimate Skin
#98
Mod Releases and Conversions / Re: Enigma's Ms. Marvel Mod
Last post by Enigma - September 13, 2025, 03:32PM
I've updated her to v1.1.
Check changelog for details.
#99
Mod Releases and Conversions / Re: Enigma's Hulk Mod
Last post by Enigma - September 13, 2025, 03:29PM
Updated him to v2.4
Check changelog for details.
#100
Mod Releases and Conversions / Re: Enigma's Jubilee Mod
Last post by Enigma - September 13, 2025, 03:27PM
Updated her to v5.2
Check changelog for details.