Basic Guide to XML 1 & 2 modding (Game Cube Version)

Started by Generic Unit, February 04, 2020, 07:09PM

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    Hello and welcome! Here, I'll be posting tutorials on how to mod your X-Men Legends games on the Game Cube port. At the moment, tutorials mainly cover on how to customize your XML II since there hasn't been much mods released for the first game, yet. But, both games operate very similar, so these tutorials will eventually give you the basic idea if you plan to mod your XML 1 on your own time. Below is a table of contents that will direct you to the specific post in this thread on that tutorial. The table of contents is not listed by sections for how to mod your game in order. It's to organize my thread so users can find what they are looking for, with the exception of the Introduction.

Table of Contents

Introduction To Modding: Extracting your ISO

This tutorial is a first step to help you gain your experience in modding your X-Men ISO. It's very simple to follow, so I'll be walking you through on how to use the GC Rebuilder program. In order to start you off before you begin customizing your game, I'll be showing you how to extract your X-Men ISO's root. Why are we extracting our ISO? Well, there are ways to replace files within your X-Men game through GC Rebuilder without needing to extract its files, but this method is the simplest way to put it, and what I strongly recommend because you will eventually be doing it in the future when it comes to installing specific mods. We'll be using X-Men Legends II: Rise of Apocalypse as our example because there have been more mods done for that game than its prequel.

To rebuild your ISO, that will be covered in the tutorial about Installing Character Mods

What You Will Need:

  • GCRebuilder: A tool that can open, extract, and rebuild Gamecube ISOs.
  • An ISO of X-Men Legends 1 or 2 you'll be modding. (Will NOT provide a download link for them. You'll have to search them yourself off google or dump your own copy of the game.)  
  • Dolphin Emulator: Emulator to run your gamecube games on the PC, as well as playing with your mods.
  • Nintendont: Alternative emulator that can run your games on a home console (Ex: Nintendo Wii, Wii U, etc.) through a USB Flash Drive. The link is just here in case you're interested and prefer to play on a console instead of the PC. :) Not recommended for beginners.
    - Only install this if you know what you're doing.
  • A File Extractor: Any program such as 7-Zip, winRAR, etc. You'll need it to extract files you download off the internet.

With all the necessary files now saved to your desktop, you're ready to move on to the tutorial.

Step 1:
Extract and install (if the programs asks you to) all your files you've acquired from above and place them to their respective location on your computer where you'll remember to find them.

Step 2:
Go to  where you placed your GC Rebuild program and double-click the app to run it. When the program opens up, drag your mouse cursor to the top left in the panel that says Image. Click on it and click on Open...

Step 3:
You'll be brought up with a window to search for your gamecube ISO. In this case, we're going to search for our X-Men Legends II: ISO. For starters, I just created an "X-men Modding" folder and created another folder within it, and placed my ISO in there. After you've found where you've placed yours, open it.

Step 4:
In the program, move your cursor over to root and Right-Click and Export it

It will ask you to pick a location where to export the "root". Just place it in the same folder where your X-Men Legends II ISO is in. When you've done that, you'll see little green bar at the bottom of GC Rebuild will begin filling. That's telling you it's extracting the files of the root. Wait for that to finish.

Step 5:
When the program is finished extracting the files, a message will pop up and saying it's finished. When that's done, you're free to close the image by navigating your cursor to "Image" -> "Close". After that, you're free to browse your X-Men Legends II structure within your folder directory.

And you're done! You've successfully extracted your ISO's root! Please be sure to not delete any necessary files because it may cause the game not to run properly if they're missing. Do not rename the "root" folder as well! It's needed to be kept that way so GCRebuilder can find it and add it into the program (which we will cover in the tutorial on adding mods).

You're now able to proceed to adding mods to your game!


February 22, 2020, 08:12PM #1 Last Edit: December 05, 2020, 09:18PM by Lags
Installing Character Mods

So, this is the part you've been waiting for and the reason why you're here right? Well, look no further because in this tutorial is going to cover adding a custom character into our gamecube game. We're going to learn how to install our first character mod.
Woohoo!  :wiggle:

What You Will Be Using:

  • X-Men Legends II - Version 2.0 Patch - A patch assembled by me which improves the game greatly by containing file arrangements, minor fixes and allows character mods to be installed without needing to include texture assets in their .fb packaging. The patch also gives you access to play as the two PC exclusive heroes, Pyro and Sabretooth.
  • XMLBCUI - A tool needed to open many text files that X-Men Legends II uses. The download link is located right under the section using the same name.
  • A File Extractor: Any program such as 7-Zip, winRAR, etc. You'll need it to extract files you download off the internet. as well as opening your assetsfb.wad with it
  • GC Rebuilder

You might be asked to install XMLBCUI after downloading it. So you want to get to that first before moving on.
And with all the necessary files, you're ready to move on to the tutorial.

Step 1:
After you've downloaded the Version 2.0 patch from the link above, extract the zip file using your preferred file extracting program.

Step 2:
In the folder where extracted your ISO's root using GC Rebuilder back in the Introduction tutorial, drag and drop the xmen_rel_fin.rel and replace the one in the "root" folder. (This step is only necessary so Sabretooth will become a selectable character in the patch)

Step 3:
As for your assetsfb.wad, copy and paste the new one you downloaded, into the "z" folder that's within the structure of the "root". It will ask you replace. Hit "Yes".
As for the spare assetsfb you still have, keep that as a backup in case something goes wrong. It's always safe to have a backup of your current modified assets.

About the assetsfb.wad
One thing you should know about the assetsfb.wad is that it stores all of the files that's needed for the game to run and have all of its features (such as characters, enemies, maps, game modes, etc.). Sounds for the game however, are located within the root of the game's structure. It's slightly different compared to the PC version's where all the folders and files are laid out on the root, however, directories to locate files are the pretty much the same on both ports. The assetsfb.wad functions like .zip file. It can be opened to browse the files with any archive opener of your choice (in which, I use 7-zip to open it). The original assetsfb.wad that came with the ISO you downloaded doesn't allow you to drag and drop files in there if you tried. But the new one you downloaded fixes that problem so you're able to modify your files freely.

Moving on now...

Step 4:
Now, we're going to download a character of our choice. In this tutorial, we're going to go with Cohollow's Angel mod that I assembled for GCN usage.

Step 5:
Once you've downloaded his files, extract it, and inside the new folder it will look like this:

Inside the skins folder, that's where we'll find his character files. So navigate into his skins folder and you'll find a set of Angel's .fb packaging files. For consoles, each skin runs on .fb packaging which holds the same set of files in each packaging. Only difference is that the ID number is different and the skins in there corresponds to that ID number. But we're not gonna worry about that since the hard work is already done for us. We only need to simply install him into the game.

Step 6:
Inside your "root" folder, go into the "z" directory where your assetsfb.wad is, and we're going to open it as an archive. If you have a shortcut to open with your program, you should simply be able to open it by right-clicking -> open archive, and click on the first option. If you can't, you'll have to manually open up 7-zip, winRAR, etc, and in the program, navigate to the directory where your assetsfb.wad is and access it there.

Step 7:
In your assetsfb.wad, you'll see a list of folders that's very similar to how the PC's files are laid out.

We're going to navigate through Packages > Generated > Characters and in the characters folder, that's where we'll find all the .fb files of every character and enemy that's present in the game. In your Angel's "Skins" folder, you're going to drag and drop all of his .fb files into your assets. Hit "Yes" when the message pops up.

Step 8:

After all the Angel files have finished transferring into the assets, you're going to go back to the root inside the assetsfb.wad (not the folder where you extracted your game), and go into the "data" folder.

Drag and drop the herostat.engb from the assets over into your X-Men modding folder you made back in the very early steps (anywhere is fine, but it'll be easier to find it there).

Step 8:
Remember the XMLBCUI program? This is where you'll need it to open the Herostat so we can edit it in a text editor. Run XMLBCUI and when the program opens, in the top left of the program, click "File" and click on "Decompile" You'll be brought with another window on browsing for your file. It will contain an "input xmlb" and "output xml" columns. You're going to press the "browse" that's on the end of the "input xmlb" column, and look for your Herostat.engb.

When you've found it, press "Accept" and let the program do its thing, and hit "Enter" when it asks.

Step 9:
After it's done decompiling, you're free to click on "File" and then "Edit". A note pad window will open up and you'll be shown a list of heroes. Now this is the part where we'll decide which hero we want to replace. There's a total of 20 heroes that can be played through the game. 19 Heroes can be selected in the Team Menu in the game, and the 20th hero (in this default build, is Sabretooth), however, is automatically selected for you at the beginning of the tutorial, and afterwards can only be selected by talking to the NPCs Beast or Forge. This is something that can't be fixed at the moment. Attempting to increase the character selection will cause the game to crash so replace your hero wisely.

In this tutorial, we're going to replace Professor Xavier's playable character with Angel we downloaded. Return to your Angel folder and look for his text file and one of them should list his Herostat that looks very similar to the data you see for the other characters in the herostat.engb

Step 10:
In Angel's Herostat text file,  highlight Angel's herostat from the top all the way down to the very end of the bracket. So your typing cursor should end right on the very last space behind the bracket under Angel's data. In your Herostat, do the same thing for Professor X's data.

In the notepad window of Angel's, Click Control+C to copy his data and replace Professor X's data in the herostat. Now Angel's data should be right between Jean and Rogue. Make sure the bracket is present under his herostat as well as one above him. The brackets are to define the separation between each hero's data so they don't collide with each other and cause freezing issues. A bracket to separate heroes is at least 1 empty space above it and below it. For example below:




Once you've successfully replaced Angel over Xavier, Save the text file, but you're not done yet.

Step 11:

Back in your XMLBCUI program, Click the options "File" and "Compile". You'll be brought with the similar window you had before when you decompiled the Herostat.engb. And this time, you're going to click on the "Browse" that's at the end on the "output xmlb" section, and browse for your Herostat.engb and "Open" it.

Then press "Accept" and hit "Enter" when the program asks. You're finally done with compiling the Herostat.engb!

Step 12:
Drag the new compiled herostat.engb that was saved in your modding folder, and into the "data" folder of your assetsfb.wad, . (Just leave herostat.engb.bak one alone as it's just a record of the old one before you modified it). Hit "Yes" to replace. Now exit your assetsfb.wad

Step 13: Mini Section - Installing Sound Files
Back in your Angel Folder, it looks like he has a sounds folder as well. These are placeholder sounds I duplicated from using Archangel's sounds (not his voices). This Angel Mod uses it in the GCN version since custom sound modding is not yet possible for Game Cube. Some modded Gamecube heroes may not have a sound folder included in their download packs but if they do, You simply drag the "sounds" folder from the said character's files, and drop it into the "root" directory where your ISO was extracted. Don't worry you're not replacing anything. The folder's directory is already organized for you so it will put the placeholder sounds in the correct location.

For Installing his custom portrait, it will not be covered in this tutorial as there's a guide left in his Custom Portrait folder for you to look at on how to install it.

Step 14:
Open up your GC Rebuilder program. We're now going to get ready and rebuild our ISO with the new files added. Before we begin, we'll have to set a preference first. In the "Options" panel, we want to make sure "Do not use 'game.toc'" is checked. When updating our XML II's iso, whether it's adding new files (in this case, we're adding in Angel's sounds into the structure) or removing modded files we don't need, we ALWAYS make sure it's checked.

On the top left of the program, click on "Root" and click on "Open..." You'll be prompt to search for your "root" folder you extracted back in the previous tutorial. When you found it, click on it to highlight it's folder and press "OK"

You'll be brought with the same menu as if you opened your X-Men Legends II ISO for the first time.

To ensure you really did add Angel's power sounds into your ISO, you can browse the structure on the right in the program. Angel's power sounds should be located in folders:
"sounds > eng > a > n > angel.zsm". If it's there, then you've successfully added a brand new file into the ISO's root.

Step 16:
In the "Root" panel on the top left, click on it and press "Save" You'll be asked to pick a location where to save your ISO.

Save it into a location where you'll find it. You can also overwrite your current ISO you have in your folder, or do something simple like create a new name for it so it rebuilds a brand new ISO using the extracted files you exported in the "root" folder.

Step 17:

Once you've saved your location, now you are able to rebuild your ISO. Simply go back to the top right and click on "Root" and Click on "Rebuild". The little green bar at the bottom of the program will begin processing again and will be compiling your files together. Once that's done, the message will appear, click "OK" to close the window, and your new modded ISO has now been built!

And now you're officially done! You have just installed your first character mod on the Gamecube Version of X-Men Legends II. Now, all you have to do is test the character in the game. All modded characters usually start off as locked from the start and there's no way to unlock them unless you set up scripts in the game for it. The easiest method is to perform the "Unlock All Characters" cheat so you can access the modded character right away along with the other unlockable characters.

October 29, 2020, 10:19PM #2 Last Edit: November 04, 2020, 02:57AM by Lags
Replacing X-Men Legends 2's BGM with X-Men Legends 1's


Ever wanted to hear the soundtrack from X-Men Legends 1 in your X-Men Legends 2 game to make the mood more intense? Worry not, because since both the games use the same sound format on the Gamecube console, you can simply replace songs over an existing one with just the help of your friendly preferred Hex Editing program!

What you'll need: - Don't worry about the trouble searching for them off both the games. I've already organized the files for you!
X-Men Legends 1 BGMs
X-Men Legends 2 BGMs
Your preferred Hex Editing Program. (I use HxD)
Your preferred program to extract .zip files. (WinRAR, 7zip, etc.)

Step 1:
Download both the BGMs from the respective games in the links above.

Step 2:
Extract both your downloaded files with your preferred file extractor.
Inside both your zip files you just downloaded, contains organized directories of the maps the songs are played in.
- In the X-Men Legends 1, you'll noticed int, ext, and such after their names. Those are in short for interior and exterior parts of the maps you travel in, to indicate the song changes when you enter into a new zone. If you've already played the game, you'll have a more under standing of which songs are which. You'll might also wonder why I have duplicate songs in the directories. For example, harext_c.zss (HAARP Facility's interior) and muirin_c.zss (Muir Island), are basically the same songs. However, there are also environmental sound effects that are played in the background inside their files to set the mood for the area you're in. Some duplicate songs are also more quiet than the other, so you have plenty of options to choose from.
- In the X-Men Legends 2, it's basically the same thing. It's just that their maps are defined as a(songname)_c.zss, b(songname)_c.zss.

Step 3
Open both your songs in separate tabs with Hex Editor. One with the song you want to replace, and the other with the song you're using to replace that over. We'll begin with something simple by opening up the harext_c.zss and adead_c.zss (which refers to the first map outside the Sanctuary). We're going to replace the first section of Dead Zone's BGM with the HAARP exterior's BGM.

The image below is a comparison of both files. It's gets really complicated because of the untranslated coding, but if you look at it carefully, there are some similarities between the two, which indicates what could possibly be the directories written in hex. (I don't understand myself, so I'm just following my gut)

Followed by the next image. This is only for a reference that I recommend you taking a look at. It's something I figured out on my own when experimenting replacing files between the two games. Ignore the Sample Track's file extension, it's just a hex file.

The blank column that ends at the first ÿ symbol before loop point, is DEFINITELY the song's name within the .zss file. The loop point below that just something I was taking note of when I was trying to replace songs, and it had improper looping when listening to it in the game. You only need to worry about the column for the song name, because you won't be messing with the column of what could be the loop_point, at all.

Now that you have a better idea of things, let's carry on to the next step:

Step 4:
In your adead_c.zss, copy the entire area that ends at the first ÿ symbol.

Step 5:
Open your harext_c.zss's tab and highlight the same exact area. And then paste the code you copied from the adead_c.zss.

Your harext_c.zss should now look like this:

We have successfully renamed the HAARP exterior's bgm inside the .zss into the Dead Zone A's. The game will now read that as the dead zone's bgm when you enter the first map outside the sanctuary.

Step 6
In your harext_c.zss tab, File -> Save As and rename it into adead_c.zss. into a different location so you don't overwrite any files you downloaded.

Step 7:
Remember when you extracted the root of your ISO in the previous tutorials? I hope you still have them somewhere.
Navigate the directories where you extracted your root and look for the adead_c.zss in the sounds folder. It should be under the folders "a" -> "d". Drag and paste the new adead_c.zss over the one in your root's structure. Run GCRebuilder and rebuild the root for your ISO.

When it's done rebuilding, run your game to see if the HAARP exterior's BGM has replaced the Dead Zone's. If it has, then you're done! You've successfully imported X-Men Legends 1 into X-Men Legends 2.

Keep in mind that there are B versions of the BGMs that are played in different sections of the maps as well. If you want to get the song to play in the dead zone entirely, replace the bdead_c.zss with the HAARP exterior's bgm as well while repeating the steps in the same fashion for the B file.

Setting Modded Heroes to Spawn in the Tutorial Map


For those who have downloaded my X-Men Legends II: Version 2.0 patch, this guide covers how to set up modded heroes into replacing the starting characters in the tutorial map. This guide mainly applies to my Version 2.0 patch that gives us access to play as the 20th Hero in the game. That hero can't be selected through the Character Selection any other way unless we talk to Beast or Forge to deploy them, and we'll using the hero who takes the slot as an example of being replaced with a new hero. The reason I say modded heroes because we WILL be renaming files within a modded character's packaging as well as making minor edits to their herostats in order for it to read their files properly. We DON'T want to rename any default hero's files because it's better to leave them alone (unless if its for your own purposes, you modify your files and your character roster to your liking).

Upon reading this tutorial, you have agreed to follow the set of rules below:

1.) This tutorial is for your own purposes only, as it consists of you renaming files of a modded character's packaging that was released by an existing member on here.

2.) You agree NOT to re-upload the modded character's renamed packaging files onto the forum for ANY purposes, even if it's for another member's requests. Please respect the original Creator's files as it can cause problems for new members with downloading character mods into the console version. You don't want to cause a confusion on which hero's set of packaging is the correct up-to-date version when they are the same. You may assist them with renaming files, however, or you can direct a link for them to this tutorial.

And with that done, let's begin:

What You Will Be Using:

  • A File Extractor: Any program such as 7-Zip, winRAR, etc. You'll need it to extract files you download off the internet as well as opening your assetsfb.wad with it.
  • GC Rebuilder

Preview Pictures for certain steps will be updated in the future. For now, you'll have to follow the guide without the help of images.

Step 1:
Open your xmen_rel_fin.rel file with your preferred Hex Editing program. I usually use Hex Editor, it's free and easy to use. (If you previously extracted your X-Men's ISO back in the Introduction To Modding tutorial, your xmen_rel_fin.rel should still be located in the same place you extracted your "root" folder in.

Step 2:
Navigate your cursor to the top right of the program and click on the Search Panel. Click on the Go To option. (or press CTRL+G for quicker access). You'll be brought up with a window with an offset to type in the empty bar.

Step 3:
Copy the code below in the middle and paste it into the search bar. Leave all the settings as it is and press "OK"


You will soon be directed to a list of names on the right side. In which, it is Magneto, Cyclops, Wolverine, and Sabre

These are the names of heroes that will spawn in the tutorial. (Sabre = Sabretooth's character. The rest are obvious.)

Step 4:
We're going to stop right here. Now, we're going look for a hero of our choice we want to download. In this case, we're going to head over to the Console Section of X-Men Legends II Modding and download a random character mod of our choice. In this case, we'll be using an Emma Frost mod from the Jayglass's thread. When it's done downloading, extract it with your preferred archive extractor (7-zip, or winRAR, etc.) If you already have her downloaded, extracted, and laying somewhere on your desktop, skip this step.

Step 5:
Now, look at the name of her .fb packaging, as well as her herostat. We see that her .fb package name is "emmafrost_hero". If you open up her Herostat (the emmafrost text file), you'll also see that in the line: "name = emmafrost_hero ;" is the same thing. This will tell you that the herostat and the game will read her character and files as "emmafrost_hero" (It doesn't matter if letters are in caps or lowercase. As long as it is spelled correctly.)

Back in Step 4 where we saw the names of our 4 heroes, those names can be replaced with a hero of our choice. It's very similar to modifying the herostat in a way, but this doesn't affect them being removed from the game, since they still exist in the Herostat.engb. It just changes who spawns in the tutorial instead of them. However, in order for that to work, we'll have to set up a specific name to match the certain amount of letters the character on the list has. For example: Wolverine has 9 letters in his name. For our modded hero, we're going to have to rename our character's packaging and files to match the same amount of letters that wolverine has, and it has to be directed to the name of the character's .fb packaging file and not the hero's in-game name.

But we're not going to be replacing Wolverine. In this tutorial, we'll be replacing Sabretooth since he's a good example of a character who was modded into the GCN Roster and takes the 20th hero slot. In the next step, we're going to be renaming Emma Frost's files to fit over Sabretooth's name in the Hex file.

Step 6:
First thing we're going to do is compare Sabretooth's name in the hex file and Emma Frost's name. We see that Sabreooth's name is listed as "Sabre" and what we want to have Emma frost's name to fit the same amount of letters as "Sabre" (in which, it is 5). So what we're going to do now is come up with a shorter name for Emma Frost that's in 5 letters. Both her first and last name are pretty short in amount of letters so it should be pretty simple! We can't name her "Frost" because her NPC variant already uses that name and it might cause screw ups in the future if her playable version and NPC version are present in the same map. So we'll go with "Emmaf"  (since that makes 5 letters) .

Step 7:
In the Hex file, rename Sabre into Emmaf. Pretty easy right? You are now done for the hexing part. Save the xmen_rel_fin.rel and remember where the file is located. You're going to need to find it later.

Close Hex Editor, but you're not done yet. There's still more work to do.

Step 8:
Back in the folder where you extracted Emma Frost's files, this is where our friendly extracting program will come into play. You will need FBExtractor for this part and beyond. If you don't have it, you'll have to download it off HERE and it is under the "FbBuilder, FbExtractor, CfgBuilder" section. If you have the program already, skip to step 9.

Step 9:
Copy and Paste the emmafrost_hero_9001.fb, emmafrost_hero_9001_nc.fb into the same folder as the FBExtractor and FBRebuilder. And the first thing you're going to do is shorten both her packaging names so it matches what you named her in the xmen_rel_fin.rel file. In which, we rename them both into emmaf_9001.fb and emmaf_9001_nc.fb. Once that's done, proceed to step 10

Step 10:
Drag and drop the Emmaf_9001.fb into the FbExtractor and wait for her files to extract. When it's done, you'll be brought with a bunch of folders and two new files next to her .fb file (emmaf_9001.fb.cfg, and emmaf_9001.fb.pkg).

Open the emmaf_9001.fb.cfg with your text editing program (notepad, notepad++, wordpad, etc.), and rename everything that file that consists of "emmafrost_hero" into "emmaf". In which, it should only be the emmafrost_hero.engb that's inside her talent folder, and the ps_emmafrost_hero.engb in her powerstyles folder. When you're done with that, save and close the text editor.

Step 11:
Now navigate through the actual folders "Talents" and "Powerstyle" located under the "Data" folder and rename both the emmafrost_hero.engb from their respective folders into emmaf.engb.

It's very important that you did all this. the game reads a, ps_powerstyle and the talent file as the same name as the hero's name on the packaging file. If they were named differently, they wouldn't have powers in the game.

Now you should be ready to rebuild her new .fb file.

Step 12:
Highlight and copy the name of emmaf_9001.fb.cfg, and open your FBRebuilder. Paste the name you just copied and hit enter. It should rebuild her files entirely.

If it gives an error, you must've either: 1.) Not named her files correctly in her folders, or 2.) Put the incorrect names in her .cfg file.

If it successfully rebuilds, you'll be given a new file named emmaf_9001.fb.cfg.fb. Make a new folder anywhere on your desktop and drop that in there and rename it to emmaf_9001.fb and make sure it only has one .fb extension.

Step 13:
You're going to repeat the same steps you did from step 10 to 12 with the _nc file. But instead, you only need to do it with renaming her talent file since _nc files don't use ps_powerstyles in their packaging. When you're done making the necessary changes, rebuild it and place it into new folder, rename it and make sure it has the _nc.fb after it. So it should be emmaf_9001_nc.fb

Step 14:
This is the most time-consuming part of all. You'll have to repeat the same steps for all of her other packaging that consists of her other costumes (that's only if you want all of her costumes to be present in the game).

For her _xml.fb, when you're done renaming the necessary files into "emmaf" and rebuilding, just rename the file into emmaf_xml.fb since it doesn't require having her ID number listed.

Step 15:
We're almost there! Now go back to her Herostat's text file. "name =" and "powerstyle = " sections, rename both the "emmafrost_hero" into "emmaf". and save the text file. Now we're ready to add her into the game, under her new file name.

Step 16:

For starters, if you forgotten how to add characters into the Herostat, the guide on Installing Character Mods can help refresh your memory.

1.) Open up your assetsfb.wad with your archive opener. (Your assets file should still be in the same location where you exported the root back in the Introduction to modding tutorial)
2.) Copy all of Emma's completed files and drop them into the "characters" folder of your assetsfb.wad.
3.) Go to the "data" folder in your assetsfb.wad and find your "Herostat.engb" and drag and drop it anywhere on your desktop so you can edit it. (Or if you have your current modified one laying around in the desktop already, you can edit that one instead.)
3.) Run your XMLBCUI program to decompile and Edit the herostat.engb.
4.) When the text editor opens up. Copy Emma Frost's herostat data from her text file you modified earlier, over into the herostat.engb and replace the following hero of your choice. (In this case, we're replacing Sabretooth's herostat data. And because Sabretooth is the VERY LAST hero on the herostat list, he is taking the 20th Hero slot and can only be selected if you talk to Beast or Forge to deploy him. So Emma Frost will now fill this role.
5.) Save the text file, and compile it over the current herostat.engb you are modifying
6.) Drag and Drop it back into the data folder of your assetsfb.wad and hit "Yes" when it asks you to replace.
7.) Open up GC Rebuilder and load your X-Men Legends II ISO through "Root" > "Open..." and find your root you extracted
8.) When the game's files appears inside the Structure box on the right of the program, go to "Root" > "Save". From here you can save over your current ISO or you can rebuild a new one (it's your choice)
9.) Rebuild your game through "Root" > "Rebuild" and once it's finish, hit the OK button, and close the image in GC Rebuilder.

Step 17:)
Test her in the game by starting a new file. If Emma Frost loads, then you did everything correctly!

If you wish to re-arrange her so she appears in the character menu instead, all you have to do is modify your Herostat, and set which character you want at the very bottom of the list by cutting and pasting their herostat to the botton. It can be any of the heroes who spawn in the tutorial (ex: Magneto, Cyclops, or Wolverine)