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Author Topic: Lags's Gamecube Works (6/13/2020): Infinite Factory  (Read 103565 times)

Offline Lags

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Lags's Gamecube Works (6/13/2020): Infinite Factory
« on: August 06, 2019, 10:25pm »
Hello and welcome to my thread. Just sharing some of my works I've done for both X-Men Legends and Rise of the Apocalypse on the gamecube version and allowing its players to also have fun with mods. Since I previously owned just the GCN copy for both games, most of my works will be done on this version first before I port them over to other versions. You'll also find mods of heroes done by other members from the PC version that I've converted over for game cube usage. Though, limited with modding tools for the console version (specifically for sound and voice modding), the characters converted over operate the same as their PC counterparts for the most part. :)




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*Nothing yet unfortunately...*

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Heroes:
(Official mods by me)

Acolyte Warrior:

Hero Information

Combat Soldier:

Hero Information
PC Version

Combat Elite:

Hero Information

Sentinel (Hero):

Work in progress...

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Danger Room NPCs:

AIM Troopers:

NPC Information:

Galactus Punisher:

NPC Information:

Imperial Soldiers (GRSO Soldiers):

NPC Information:

Police:

NPC Information:

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Converted Heroes:
(Mods converted for GCN usage. Originally made by other members)

Avalanche:

Hero Information
- Prelate Zealot Voice Update for Avalanche - Information

Beast:

Hero Information

Blob:

Hero Information

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Custom Maps (Custom Enemies / Patches):

Genosha:

Area Information:

Infinite Factory:    *NEW*

Area Information

Madri Temple: (Patch)

Area Information

Perimeter: (Radar Array Platforms)

Area Information

North York City (New York North Side)

Area Information

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Miscellaneous:


Information

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« Last Edit: July 09, 2020, 09:09am by Lags »
My GCN Mods for X-Men Legends 1 and 2, here.

Useful guides to XML GCN Modding

I'm more active on Marvel Mod's discord. Easily reachable there.

Offline Lags

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Re: Lags's Gamecube Stuff
« Reply #1 on: August 06, 2019, 10:26pm »
Game Modifications:

Download --> <-- Download


Experience a 4-player adventure at all times in the very first installment of the series!

Change log:
10/03/2019
- In some missions during the middle of the game, Professor Xavier can be selected as a playable party member and is not a restricted character. Added scripts to majority of the levels to ensure he's restricted till the Asteroid M mission.
If he still appears playable regardless if the mission has him set as a restricted hero, then it could just be a hard-coded thing.
9/13/2019
- Fixed an issue with Jubilee's conversation portrait being a GRSO Soldier's when you talk to her in the X-Mansion after the USS Arbiter mission. This issue was due to me testing a custom character mod at the time and I replaced all that consist of Jubilee with a GRSO enemy. It should be fixed now.

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All characters unlocked from the very beginning (including Professor Xavier!)
- Unlockable Heroes are usable on all X-Men missions despite being restricted on them! (Not counting side-stories.)
- Professor Xavier will be a restricted character until the very final mission taking place in Asteroid M due to his insane high level at early game. He will still be playable during the first Astral Plane visit considering it is part of the original story.
- Even Alison is already under the codename: Magma and joined the X-Men despite not even understanding her powers yet!



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Updated Xtraction Points.
- Every act around the mansion, you'll now have access to give your heroes early preparations before you move on to the next mission, as well as changing your character on who you wish to explore the mansion with.
- Player 1 will be Alison locked due to having the game's story revolving around her. While the remaining three will spawn as an NPC or a random selected X-Man (in later chapters).



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Special Non-Playable Characters will act as playables
- NPCs will serve as substitutes for additional players to gain control of for side missions.
- Selected NPCs are chosen based on the hero team's levels to balance things out for that mission.
- These playable characters will not permanently join the hero's party at any means. Meaning they are only playable in the specific mission they take part in.
- Each NPC added, has an .xml file in the characters folder. They are needed to allow these heroes to continue to use their talents even when entering into a new zone.


Playable NPC Information: NPCs with a * next to their name can optionally be swapped out at an Xtraction point.

Mansion Exploration
Acolyte Adept Elite* (later chapters)
Nuclear Lab Tech*  (later chapters)
GRSO Black Guard* (later chapters)

New York City (Wolverine)
Anti-Mutant Troop
Brotherhood Insurgent

Magma Test 1
Brotherhood Revolutionary
Brotherhood Marauder
Brotherhood Anarchist   

Magma Test 2 (NYC)
Brotherhood Marauder
Brotherhood Anarchist   

Weapon X (Flashback)
Weapon X Security
Weapon X Guard
Weapon X Officer

Astral Planes
Astral Fiend*
Astral Shade* (Appears after Xavier leaves party)

Weapon X (Present)
Havok
GRSO Skirmisher*

Video playlist of all the side missions

Notes:
- All heroes share the same spawn point in side missions so they will all fall on top of each other and then spread out.
- In all of what were originally Alison's solo missions, her script has been set to MUSTLIVEHERO, to give it the same feel as if she's attending her missions alone. If she falls in battle regardless how many active party members are alive, the mission is still an instant fail. The same thing is applied to Wolverine in his Weapon X Flashback story.
- NPCs that have fallen in battle will automatically be revived with full health when the player enters into a new zone or the Change Team menu at an Xtraction point. Possibly has something to do with them being read through the NPCstat instead of the Herostat. Still works out pretty well in the end.

Known Issuses:
- On missions that originally didn't allow an all hero party, when entering into a new zone, players will be reassigned as a different hero in the active party as well as some controllers being shown unregistered. The game will still believe all 4 controllers are registered, but they will not be assigned to a specific hero to play as. Removing all players from the game and reassigning them will fix this issue. This will only apply to all the missions that originally doesn't involve the entire X-Men
- DO NOT ATTEMPT TO EDIT AN NPC'S STATS OR EQUIP THEM WITH GEAR IN THE TEAM MENU! IT WILL CAUSE THE GAME TO CRASH.


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If there are anything that leads to game crashing, please let me know and I will do my best to fix the issue.
« Last Edit: October 03, 2019, 01:57am by Lags »
My GCN Mods for X-Men Legends 1 and 2, here.

Useful guides to XML GCN Modding

I'm more active on Marvel Mod's discord. Easily reachable there.

Offline Lags

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Re: Lags's Gamecube Stuff
« Reply #2 on: August 06, 2019, 10:27pm »
Download --> <-- Download


Change log:
4/28/2020
- Fixed Sabretooth's team bonus inclusion. His new "Sabre" files now is included in his respective team bonuses.
- New option added to recruiting Pyro in the Savage Lands. Only a Brotherhood Hero can access the option.
- Added PS2 skins to replace the bonus X-Men Legends 1 skins due to their better quality.
- Changed "Deploy Sabretooth to Active Team" into "Deploy 20th Hero to Active Team."
- Team Heal Function as been updated. A much better-leading script is now used that can heal ANY Active Hero, (including heroes people want to mod in).
- Added Sabretooth's bonus conversation that was cut from the final game about Lady Deathstrike. The conversation will be unlocked after all Genoshan Prisoners have been rescued.
- Forge's conversation about the Data Disk in Act 1 after he replaces Beast, is now corrected into the player asking him "What brings you here?" due to the misleading voice clip playing.
- Dive kick to back flip from X-Men Legends 1 returns as a shared FightMove with all the heroes that can perform it.
- Sun Goddess now has proper head model.
- Removed Nightcrawler's X-Men Legends 1 skin due to lacking a sword in his skin_segment.

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Information
Not much game changing about this one. It's just a little update I decided to put together by adding in some forgotten things that I believed how it should have been in the original gamecube version, as well as including a few new features. The purpose of this updated pack was to for it to stand as base mod, allowing users to download and freely modify it to as they wish. If you plan to use this updated pack as a basis to create your own mod, credit must be given to me, as the original creator.

What's Changed

Unlockable Characters
- All secret characters can now be unlocked in the first playthrough. Although, it's only Deadpool that's required to beat the game, and start a New Game+ in order to use him. While Ironman and Professor X, you can already unlock them if time is spent on the first playthrough for them.
- Deadpool will automatically join your team at the point when Xavier contacts you before you're about to enter Apocalypse's Tower through the New York Sewers. Extra dialog is added after his conversation about Deadpool and it activates a script which unlocks him at that point. Fitting because this takes place a little after you defeat Deadpool in battle when he's under Sinister's control.

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Danger Room NPCs
- Blob, Emma Frost, and Mystique now appear as playables you can use in the Danger Room, and they have a few updated shared talents added to them. Due to their appearances only being brief (not counting Mystique) in the game's story, this was a great way to add them back so you know where to find them. Just simply start a new game, and they will be accessible the moment the Danger Room becomes available.
- Havok now has the fightstyle_hero talent applied to him so he no longer does the unused talent animation when defending him in the danger room simulator.

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Bonus & Revival Costumes:
Some costumes from X-Men Legends 1 that didn't make the cut for Rise of Apocalypse are now brought back to be used over new skin slots for some of your favorite heroes, as well as the inclusion of a few additional ones from that game. Some skins may use updated HUDs from this game, a few may use old HUDs from the prequel.

Cyclops:
Preview - Chaos Lord (Astral Doppelganger) (Bonus Costume)

Colossus:
Preview - Default (Revived costume)

Iceman:
Preview - Default (Revived costume)

Jean Grey:
Preview - Default (Revived costume)
Preview - Sun Goddess (Astral Doppelganger) (Bonus Costume)

Professor X:
Preview - Astral Gladiator (Bonus Skin)

Storm:
Preview - Default (Revived costume)

Wolverine:
Preview - 70's skin (Revived costume)
Preview - Ultimate Predator (Astral Dopppelganger) (Bonus Costume)
   * Skin already existed in XML2's files.

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Shared Talents: Grabbing Enemies & Blocking
Only specific heroes in this game were giving the ability to block and grab. If not, had one and not the other. Now all heroes in the game have both these talents included in their data, meaning every hero can now grab enemies as well as use the block skill. I was inspired by how blocking was used in Marvel's Ultimate Alliance that all heroes had it as a passive ability, so I decided to give it to all heroes to use it for defensive purposes. The effect of the block skill remains unchanged so it still consumes EP instead of HP.
Regardless of it meant to be learned at Level 7, all heroes will start off with this ability at level 1 upon starting a new game, and must be manually equipped through talents.


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HP Restore & Revive Feature


A new function was added to all Act's base camp, allowing the player to revive fallen active party members. Quite similar to having to wait till all allies recover before resurrecting them in Ultimate Alliance. The feature as of now can be used at any time. There is no charge of tech bits needed to pay and it can be accessed through the game's shopkeeper. Beast will take charge in Act 1 until he is captured, and his position will be handed over to Forge for the rest of the game.

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Special Dive kick - Added as of 4/28/2020


The Special Dive kick from X-Men Legends 1 returns as a shared FightMove. Although, its height has decreased a bit when bouncing off after it lands a hit, it is still a fun feature to have and is still pretty useful for its purpose. Only Heroes that have the fightstyle_finesse1 applied in their herostat and can't fly, can perform this ability. Ex: Toad and Nightcrawler.

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PC Exclusive Heroes added to the Gamecube port:

Pyro:


Hero Information:
Pyro is an unused character in the Gamecube version. His data can be found in the Herostat. It looks like he was already planned to be a clone of Sunfire before the PC, but with time restrictions, he was unfinished and his official slot was then placed on the PC port. The game does include an additional slot for him if his script is changed to being playable, making the total amount of heroes available to 19 in the GCN version. He has no portrait, no menu sounds, uses Sunfire's menu animation and talent data, and lacks a head model in the overworld. His NPC version is similar in this case, however, he has his sounds meant to be played in the Team Management menu. If one attempted to switch his files around between his playable version and his NPC version, he will crash in certain areas such as like in the Savage Land's base camp. Despite this, his hero version is fully playable, he has his own voice clips and talent usage, and does not crash the game in any way.

Updated Information:
- Pyro no longer has Sunfire's menu animation but his own unique one which is taken directly from his PC file.
- He still uses Sunfire's talent icons as placeholders.
- Pyro now has a head model for the overworld map. (Imported from X-Men Legends 1)
- Now gains bonus with Brotherhood of Evil and Forces of Nature * teams.
- Now has a Character Select Portrait
- Talent names are changed from Sunfire's to his version of his talents.

Additional Skins included:
   * Dark Pyro (Age of Apocalypse Boost) - Preview Skin
      - Already in the PC Port, but his GCN version is unfinished, leaving him with only 1 skin available to start off with. Also set his dark skin for AoA to gain additional bonuses with the rest of team.
   * Fire Demon - Preview Skin - Updated 8/26/2019

How to Unlock:
Although he is already unlocked in the beginning for the PC version, I wanted to make this feel more realistic as if it was proceeding with the game's story. To unlock without using cheats: A special conversation (no voices) that's exclusive to only Brotherhood Heroes can be accessed, allowing them to talk Pyro into joining the team as a permanent party member. Fitting due to his role in Act 1 as he's rescued in Genosha, becomes temporarily party member, leaves the group because he doesn't want to fight Abyss, and later appears as an NPC to talk to.


Sabretooth:


Hero Information: - Updated 11/28/2019
Sabretooth in this mod pack, is who I would consider a glitch character. As of this current update, Sabretooth now replaces Storm in the tutorial and vise-versa. Not to worry, Storm will still available in the Change Team menu. My purpose on adding him was to match the PC version's default character roster as well as increasing a selection of characters, so methods had to be performed to get him into the game. He lacks a roster name call (tested) and sounds for his talents. Other than that, he is fully compatible, has full a voice set in the overworld, and doesn't crash the game in anyway.
How to access:
A new feature was added to Beast and Forge's menu which will allow you to access Sabretooth at anytime. Due to his slot not appearing in the team menu, this is the only way to access him. He will always be selected on the fourth Active Hero slot, and can optionally be arranged when removing active party members.
Now you can gain control as this Wolverine clone in your GCN game!


Minor Issues:
- When loading the map with Sabretooth into the team, it also resets previous maps that were currently visited by reviving all defeated enemies regardless of how long ago it was visited. Nothing bad about gaining more EXP for the party.
- If Sabretooth appears as a higher or lower level than the rest of the team, which only occurs when starting a new save file, the only way to fix this issue is to reboot the game before starting a new file to refresh is level effect. There's possibly no other way to fix this but to do the following as said.

Updated Information:
- Sabretooth uses all of Wolverine's talent icons (as placeholders), however, the talent names are his own version. (Either they were already officially renamed or jayglass renamed them from Wolverine's talents)
- Besides Age of Apocalypse, he now gains bonus with Brotherhood of Evil, Bruiser Brigade, and Dark Past teams.
- Sabretooth now has effects for his talents which was copy and pasted from Wolverine's and renamed into his.
- Sabretooth's files have been renamed from "Sabretooth_Hero" to "Sabre" to be able to safely replace him over Storm in the tutorial map.

Additional Skins included:
   * His original default skinset. - Files provided to me by Jayglass.
   * Default (A lighter toned skin of his polished version in XML2) (Revived skin from X-Men Legends 1) - Preview skin

How to Unlock:
Although he can only be usable as a glitch character, a script was added so he automatically unlocks when starting a new game, making it so he's allowed to be used in Sparring and Skirmish Mode in menu's Danger Room mode.

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If there are any issues you encountered or any missing files, let me know and I'll update it as soon as possible.


« Last Edit: April 28, 2020, 12:50am by Lags »
My GCN Mods for X-Men Legends 1 and 2, here.

Useful guides to XML GCN Modding

I'm more active on Marvel Mod's discord. Easily reachable there.

Offline jayglass
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Re: Lags's Gamecube Stuff
« Reply #3 on: August 07, 2019, 08:41am »
The pal version has sabretooth playable

Offline Teancum
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Re: Lags's Gamecube Stuff
« Reply #4 on: August 07, 2019, 09:35am »
Very cool! Hoping to trade some files and ideas back and forth with you in the future so we can add new costumes to GameCube and your features to the Xbox.

Offline Lags

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Re: Lags's Gamecube Stuff
« Reply #5 on: August 07, 2019, 10:42am »
The pal version has sabretooth playable

Really? If it's possible for you to send me his data for them, it would be much appreciated. I would love to add his files into the US version.

Very cool! Hoping to trade some files and ideas back and forth with you in the future so we can add new costumes to GameCube and your features to the Xbox.

Thanks! My hopes are for someone releasing a compatibility for Gamecube sound replacement, as well as discovering how to increase the herostat limit so it can match with the later ports.
My GCN Mods for X-Men Legends 1 and 2, here.

Useful guides to XML GCN Modding

I'm more active on Marvel Mod's discord. Easily reachable there.

Offline jayglass
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Re: Lags's Gamecube Stuff
« Reply #6 on: August 07, 2019, 11:00am »
orginal mua1 xbox models work on gamecube,not xm1/2 xbox models

Offline jayglass
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Re: Lags's Gamecube Stuff
« Reply #7 on: August 07, 2019, 11:13am »

Offline Lags

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Re: Lags's Gamecube Stuff
« Reply #8 on: August 07, 2019, 11:31am »
Nice, and thanks!
My GCN Mods for X-Men Legends 1 and 2, here.

Useful guides to XML GCN Modding

I'm more active on Marvel Mod's discord. Easily reachable there.

Offline BaconWizard17

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Re: Lags's Gamecube Stuff
« Reply #9 on: August 07, 2019, 12:19pm »
Great stuff! Nice to see it all coming together!

Offline jayglass
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Re: Lags's Gamecube Stuff
« Reply #10 on: August 09, 2019, 12:06pm »
Character_heads_pc.fb has pryo portait

Offline Lags

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Re: Lags's Gamecube Stuff
« Reply #11 on: August 26, 2019, 12:11pm »
Character_heads_pc.fb has pryo portait

Thanks for the files! I finally got the chance to update and added a few new things as well as your Sabretooth files to the XML2 pack. You can see the change log above.
My GCN Mods for X-Men Legends 1 and 2, here.

Useful guides to XML GCN Modding

I'm more active on Marvel Mod's discord. Easily reachable there.

Offline jayglass
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Re: Lags's Gamecube Stuff
« Reply #12 on: August 26, 2019, 04:55pm »
Classic storm from xbox on gamecube

Offline jayglass
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Re: Lags's Gamecube Stuff
« Reply #13 on: August 29, 2019, 02:46pm »
I've got a cable and beast mod fully playABLE

Offline Lags

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Re: Lags's Gamecube Stuff
« Reply #14 on: August 29, 2019, 07:00pm »
That's nice to hear! Though, I won't be adding them into the pack due to the herostat already being full. Sabretooth and Pyro are already the selected choices due to being mere clones as well as having a full voice set existing in the Gamecube.
My GCN Mods for X-Men Legends 1 and 2, here.

Useful guides to XML GCN Modding

I'm more active on Marvel Mod's discord. Easily reachable there.