Author Topic: Lags's Gamecube Stuff (1/16/2020): Madri Holocaust Portal Fix & Misc  (Read 51067 times)

Offline Lags

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Re: Lags's Gamecube Stuff (11/28/2019): Updated XML2 RoA Mod pack
« Reply #45 on: November 28, 2019, 10:25pm »
X-Men Legends II: Rise Of Apocalypse Updated Pack - Download

Did some testing with playing as Sabretooth in story mode and it everything works as I want it to be. As far as I've tested, no more glitchy story progression as if you haven't completed any objectives even when you did. If Sabretooth appears as a higher level than the entire team when starting a new game, the only way to fix his level effect is to reboot the game before starting a new game to have him start off at base level like the rest of the team. There's possibly no other way around this issue at the moment as much as I know. His level glitch only occurs when you play him in Danger Room Sparring or Skirmish, AND THEN start a new file. As well as beginning Hard mode, exit to main menu and begin Normal Mode or below.


More information on the original post: for changelog

With that finally done, the mod is at it's final update since I don't have anything else left I wanted to add to it. Until the increase of character slots becomes possible, I'll update once more and add in the mods of the PSP characters into the roster. 

My updated pack is also free for anyone to use as a basis for their own modding purposes since that was my initial goal when putting this together. Just be sure to credit my name if ever planning to used this mod pack for anything.
« Last Edit: November 28, 2019, 10:46pm by Lags »

Offline jayglass

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Re: Lags's Gamecube Stuff (11/28/2019): Updated XML2 RoA Mod pack
« Reply #46 on: November 29, 2019, 12:10am »
Great job

Offline BaconWizard17

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Re: Lags's Gamecube Stuff (11/28/2019): Updated XML2 RoA Mod pack
« Reply #47 on: November 30, 2019, 07:12am »
Thatís a really impressive find!

Offline jayglass

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Re: Lags's Gamecube Stuff (11/28/2019): Updated XML2 RoA Mod pack
« Reply #48 on: November 30, 2019, 07:51am »
Just wish we could increase the roster on consoles

Offline Lags

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You're under arrest!

Remember the Police NPCs from X-Men Legends 1? Yeah, I made one into a Danger Room NPC you can play as. Most importanly, in case anyone wants to use this guy as a custom ally NPC for their custom level mods. He lacks a unique head model, but originally did not have one in his files and used Defaultman's head instead. It still works as a good placeholder since I don't do any modeling, and so he doesn't lack one when playing him in Danger Room Simulators.






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Genosha:



Although, Mr. Sinister doesn't need any help when it comes to experimenting on the Genoshan civilians for Harmonic DNA, I thought it be fun to create some Lab Tech enemies to assist him in his work. These guys replace the Energy Demon that appears in the first map when you enter Genosha as well as the Hell Hounds in the map you meet Mr. Sinister in. Being forced away from helping Sinister with searching for the Harmonic DNA, these helpless guys take arms with tranquilizers against your heroes in hopes of capturing you for Sinister's experiments. Getting hit by them will make you slower and vulnerable to other enemies to attack you, as well as having these maps becoming more difficult to progress in early game. How else are these guys be able to capture mutants so easily around here? Their weapon of course!

Rank Names:
Mutant Experimenter
Lead Experimenter - Leader Name




« Last Edit: December 17, 2019, 07:57am by Lags »

Offline BaconWizard17

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I love how unique these are!

Offline Lags

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Re: Lags's Gamecube Stuff (12/17/2019): More Danger Room NPCs
« Reply #51 on: December 17, 2019, 09:19pm »
Some danger room enemies incoming!

Imperial Skirmisher



The GRSO Skirmisher from X-Men Legends 1 makes a return under a new name. I have plans on him replacing an enemy in one of the maps in story mode and will most likely appear in Act 4 when I reach to a specific point in my saved file. His blue powergloves are no longer just for show. He now has a new power move that delivers a series of punches at his enemy. His third punch in his Power_Attack will stun his enemy, locking them into his combo until he delivers the last punch that will knock them down. He can even cloak!

See him in action:





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Galactus Punisher



"For Galactus!"

The strange Juggernaut-look-like enemy enters the game directly from Marvel's Ultimate Alliance 1. Not much to say here, other than being a direct port from the PS2 version. Changed his skin ID to share with Juggernaut's which starts at 3410 so it doesn't interfere with his initial costume set. He's also been scaled to be a bit bigger than normal sized enemies. Added a few shared sound effects to his powerset due to sound modding not possible yet for Gamecube. Gave him Defaultman's DUMMY head as a placeholder since MUA doesn't use head models for their characters. I'll most likely be doing this for other generic enemies if I plan to import more from MUA. He'll also be using voice clips of the Infinite Prometheus Mod that appear in Act 4 so his character isn't mute.

See him in action:





« Last Edit: December 17, 2019, 10:41pm by Lags »

Offline Lags

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Re: Lags's Gamecube Stuff (12/26/2019): GRSO Soldiers & AIM Troopers
« Reply #52 on: December 26, 2019, 02:43pm »
A late Christmas update adding in more danger room enemies:


Imperial Soldiers (GRSO Soldiers)



I've always wanted to bring these guys back into this game due to their absence and all. The GRSO Captain with the Knockback Gun (bottom left) is meant to have a red uniform, but I had trouble trying to get all these guys to appear on the map properly without having their outline glitch out of place from their models. I even tried hiding their outlines but the results ended the same. The only way I could fix the minor glitch was to use two separate skins from both the PS2 AND GCN version of XML1 while using ONE GRSO skin from each of the selections from both games, so I decided to settle with these.
Having their models reused for the Collector enemies in Genosha, it's time to finally show them who's the real bosses are!

Enemy Information:

Imperial Soldier - Powerstyle is based off the Mercenary enemies and not his unique one from XML1

Imperial Assault - Uses the Fightstyle_Baton in his ps_powerstyle. Also inflicts lightning damage in each hit.

Imperial Skirmisher - Released before but will be included in the pack regardless. (also changed the separate download link of him to link with this download pack)

Imperial Captain - Uses fightstyle_gun_hip in his ps_powerstyle as well as his same moves from XML1. Has physical resistance and knock_resist applied on to him. Special bullet effects are borrowed from the Armored Collector enemies. Lacks a grenade skill, but will work on that in a future update.

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AIM Troopers



These bucket heads were pretty fun to battle as well, and were on my top list of generic enemies to bring over to X-Men Legends II. Mainly because I have plans using the AIM Trooper's powerstyle to use over an enemy in story mode. They were easy to do since majority of them are pretty much carbon copies of the GRSO Soldiers I previously worked on, and I relatively gave them the same stats. Unlike in MUA, you can't remove them of their weapons.
Now you can gain control of these guys in the Danger Room simulator!

Enemy Information:

AIM Trooper - Uses the actual AIM Trooper Powerset and has fightstyle_hero applied on to him. Removed the shield bash talent.

AIM Trooper (Shielded) - Uses the actual AIM Trooper Powerset and the fightstyle_hero talent. Includes the shield bash move on his third slot, and his fightstyle_hero has limitations on his attacks. Has physical resistance and knock_resist applied on to him.

AIM Infantry (New Variant) - Copied from Imperial Soldier. Powerstyle is based off the Mercenary enemies, and uses an Mp5 as his weapon of choice.

AIM Assault (New Variant) - Copied from Imperial Assault. Uses a nightstick instead of a power baton and inflicts physical damage instead of lightning.

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See them in Action:

Imperial Soldiers:   AIM Troopers:


   


« Last Edit: December 27, 2019, 12:16pm by Lags »

Offline BaconWizard17

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Re: Lags's Gamecube Stuff (12/26/2019): GRSO Soldiers & AIM Troopers
« Reply #53 on: January 06, 2020, 04:04pm »
I'm loving the generic characters!

Offline Lags

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Re: Lags's Gamecube Stuff (1/16/2020): Madri Holocaust Portal Fix & Misc
« Reply #54 on: January 16, 2020, 10:14pm »
Madri Holocaust Portal Fix



I don't know if it was originally intended for the portal to go inactive after you beat Holocaust even though there isn't really a reason go back in there, but this map patch places a recon beacon next to the mind alter so you can return to the map at anytime. Took me a while to figure out how to get the teleporter to only work after you place the mind artifact on the altar. It ended up being simpler than I thought. >_>

The download also includes a hex code and minor things that can hopefully help others be able to do this for the other ports of the game. Though, I can't test it myself to be certain it will work guarantee.




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Prelate Zealot Voice Update for Avalanche:


Using Hex Editor to make minor changes to the x_voice, I was able to find the Prelate Zealot enemy's set of voices, and copied and pasted stuff around to make it more suitable for Avalanche to use temporarily.

What's changed for the Prelate Zealot voice set in this temporarily X_Voice:

- No longer says "Help Meeee!", "Nooo!", and "Alert the Prelate Lords!" when defeated in battle.

- Replaced the voice clips:
"You're all mine, cupcake!", "Let's rip'em up!", and "Take these jerks down!",

with duplicate clips of "Come on, punk! Let's dance!", "I'm gonna pulverize you!" and "Let's see what you got!"

Make sure you backup your old X_Voice in case if anything goes wrong.


« Last Edit: January 16, 2020, 10:34pm by Lags »

Offline BaconWizard17

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Re: Lags's Gamecube Stuff (1/16/2020): Madri Holocaust Portal Fix & Misc
« Reply #55 on: January 19, 2020, 07:34am »
Great work as always!