Nicaras' Character Mods: Synch, Armor, Banshee & Forge

Started by Nicaras, January 08, 2021, 07:11AM

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My released mods: http://bit.ly/39aogu6
My released skins: https://bit.ly/3i4Tdoy
My released huds and loading screens: http://bit.ly/2LPMnWi
My ongoing projects: http://bit.ly/3anXT3s

Congratulations! Looks like all that hard work has paid off :D

January 09, 2021, 02:35PM #2 Last Edit: December 06, 2023, 02:35AM by Nicaras
It certainly took me long enough (it's my first one after all), but I'm finally done with my take on Forge's mod!


Download link: https://www.mediafire.com/file/hy3i2p23l3gv5ig/Forge_by_Nicaras_v1.5.zip/file

Optional--an alternate mannequin using Forge's 2nd skin (the Ultimate one). This is not only a re-skin of a PS2 mannequin found on a 1.0 version Forge mod released by BLaw, it also mirrors the mannequin in order to fit the playable skin (Forge's bionic leg is his right one). The XML2 skin that replaced it is the same from Nodoubt's PS2 pack, and it's the same I use on my mod. Many thanks to BLaw and Nodoubt, and also to Ceamonks, for the life-saving Mediafire backup. Thank you also to ak2yny, who pointed me towards the mannequin-mirroring solution on Alchemy Finalizer.
Download link: https://www.mediafire.com/file/o2gfj7d87idwdlx/Forge_PS2_XML2_mannequin_v2.0_by_Nicaras.zip/file


CHANGELOG: This 1.5 version is probably my last update on Forge. It brings another long-due fix, discarding his now unnecessary moveset_forge_flying file entirely (which affected his herostat entry) and moving some of its lines to his powerstyles file in respect to our efforts to stay within the game's limitations. It also brings some pretty much needed script files from Outsider's Mystique mod, so his Holographic Transmitter is finally working as it should (I only noticed it wasn't when I replaced Mystique on my herostat for Synch, so the script files went missing and Forge's power stopped working). Now this power is alright once and for all.
1.4 version brought a long-needed fix on Forge's powers with guns, as they occasionally didn't "vanish" from his hand at the end of the power.
1.3 version adjusted one small detail on the projectile of Forge's 1st power (which means I only tinkered with his entities file this time around).
1.2 version added a new idle animation, extracted from Forge's XML2 NPC. It also added better starter and finisher power combo texts (the names are making much more sense now). Also his 3rd power was not showing any longer the icon that asks the player to keep on pressing the power button. Finally, it turns his first skin back to its original size, like Julio Cabral has intended to.
1.1 version adjusted the EP cost of one of Forge's powers, the Stunner Grenade (and my thanks go to Bingerz for pointing that out to me in the first place). It also gave me the opportunity to re-check the whole talents file and re-write a few stuff from the descriptions. Finally, one other major adjustment I've made was making it possible for the Geo-Thermal .960 to be used during flight without the strafing chaining (which really doesn't make sense in the air). It'd be amazing if Forge could glide while shooting his blaster, but we don't have that kind of animation (yet), so this is where I'm standing with this mod today.

To properly run this mod, you need to copy all of its folders and paste them inside the main folder where your game is installed.

Then, you need to decompile your herostat.engb using the XMLBCUI software and edit it, replacing one of the characters from your current roster with Forge (simply copy all lines from herostat_forge.txt and paste them inside the recently decompiled herostat.xml, replacing the lines of the character that's going to leave your roster). Don't forget to get its menulocation number and to give it to Forge. Now you need to compile the herostat.xml back to the .engb extension and copy/paste it back inside its proper folder.

Optional: download the x_voice file from http://www.mediafire.com/file/tumqqfxvewyxww1/x_voice_9-20-2014.rar/file if you wish to have Forge's callout line, among others. If you also wish to give Forge its "break" line (that's when he would say something before leaving the character selection screen and entering the stage), you have to edit this same x_voice file using the Zsm Editor software (or Zsnd). After installing that software, use it to open the x_voice file and then add the "forge_break.wav" file (it's inside my mod's main folder) following this tutorial.

Now you should be ready to fully play with it.

P.S.: These four skins have each their own body proportions (each one comes from a different game) so much that sometimes I had to make them a separate bolton, or set different values to achieve the correct bolton/effect positions and avoid clipping. Therefore I'd strongly advise against replacing any of his skins without thorough gameplay testing and editing the powerstyles file to adjustments. So far Forge doesn't have more skins than this mod is offering, but hopefully in the future we may come across new outfits for him, in which case I can totally work out on solutions to adapt the powerstyles coding.


Credits and Acknowledgements:

Skin 23001 - Classic (Marvel Heroes) skin by Julio Cabral (3D model adapted from Xelandis)
Skin 23002 - Ultimate skin from Nodoubt's XML2 PS2 pack
Skin 23003 - Modern skin by BLaw
Skin 23004 - Astonishing (X-Men: Destiny) skin ripped and rigged by ak2yny

Mannequin (Classic Skin with Geo-Thermal .960) by Julio Cabral

All HUDs: Nicaras

All icons: Nicaras (extracted images from the X-Men comics)

Loading screen: Nicaras (original art from Julie Bell)

Scouter bolton: Nicaras (3D model from 100 Seedless Penguins)
Containment Gun bolton: Nicaras (adapted from CGTrader)
Electric Blaster bolton: Nicaras (adapted from CGTrader)
Geo-Thermal .960 bolton: Nicaras (adapted from Sketchfab)
Rocket Pods bolton: Nicaras (adapted from Free3D)
Shield bolton: Nicaras (adapted from a Turbo Squid model, I think)

Voice lines: Nicaras (extracted from the "X-Men: Destiny" game with the amazing help of ak2yny, voice acting by Phil LaMarr)

Callout line: Ceamonks890

Upgradable Knockback: coding idea adapted from Outsider' upgradable Grab Smash
Holographic Transmitter script: adapted from the Infiltrate script (Outsider's Mystique)
Infiltrate powerstyle coding lines: adapted from Outsider's Mystique power
Humanoid team switching power: adapted from Outsider's Phil Coulson nonhumanoid stunning filter

THANKS A LOT, EVERYONE! MISSION ACCOMPLISHED!

Special thanks go to Outsider, BaconWizard17, UltraMegaMagnus, Julio Cabral, and ak2yny, for all of your help and instructions, and also everyone in this community who has provided us with the tools and the knowledge to make these mods possible. :xmen_logo:




Quote from: Ceamonks890 on January 08, 2021, 01:20PM
Congratulations! Looks like all that hard work has paid off :D
Thanks a lot, Ceamonks! I hope you all enjoy playing with him. But please let me know if any bugs come up.

I forgot to mention, but this mod's got a few cool tricks you'll find out during gameplay.

Also, I think it's worth mentioning that I've got most of the ideas for his inventions from the comics (and the https://uncannyxmen.net/node/5832/page/0/9 webpage had them all listed out so it was really helpful). His Electric Blaster, though, was based on one of his moves from the X-Men Mutant Academy 2 game.

What else? I tried my best to make this mod original even if only for a single little detail, so his animations and coding lines are a mix from several other characters, as well as his power effects, which have been altered in color, size, or overall aspect, whenever possible. His Xtreme power (based on Mr. Fantastic's Orbital Attack) originally "missed" a hologram panel on his hand (we don't even realize it because of the size of his hand), so I had to make Forge one. I'm afraid I just won't really be able to tell the exact logic behind it because it was a very trial-and-error process, it took me a very long time altering the values back and forth to spin, resize and move it all around without knowing exactly what would happen each time, and I stopped as soon as the panel looked slightly satisfactory (or else I'd still be trying to get the perfect position and shape of it).

Oh, also I've developed this mod using the 50 roster hack, but I believe (and hope) it works on all versions.
My released mods: http://bit.ly/39aogu6
My released skins: https://bit.ly/3i4Tdoy
My released huds and loading screens: http://bit.ly/2LPMnWi
My ongoing projects: http://bit.ly/3anXT3s

You made a great job Nicaras, lots of detail and a lot of fun to play. Congratulations!

January 13, 2021, 03:38PM #4 Last Edit: January 13, 2021, 04:10PM by Nicaras
It makes me really happy that you're enjoying it, Panaka! Thanks a lot for letting me know. :)
My released mods: http://bit.ly/39aogu6
My released skins: https://bit.ly/3i4Tdoy
My released huds and loading screens: http://bit.ly/2LPMnWi
My ongoing projects: http://bit.ly/3anXT3s

Hello just got your Forge mod today and it is an absolute blast! One Quick question though, I was wondering if his ability "Stunner Grenade" was supposed to cost 72 energy at the start of the game? Just making sure I didn't mess up anything installing him. Might be because of how good the ability is but figured id ask here :D

January 17, 2021, 04:45AM #6 Last Edit: January 17, 2021, 04:53AM by Nicaras
Quote from: Bingerz on January 16, 2021, 09:36PM
Hello just got your Forge mod today and it is an absolute blast! One Quick question though, I was wondering if his ability "Stunner Grenade" was supposed to cost 72 energy at the start of the game? Just making sure I didn't mess up anything installing him. Might be because of how good the ability is but figured id ask here :D

Hey Bingerz, I'm very happy you're enjoying the mod. Thanks a lot for leaving this message, I deeply apologize (to everyone who has download the .zip file) for not changing these energy cost values from the original power from Blade (you see, Blade learns it at level 14, so it makes much more sense in his case that it costs that much). Please give me a couple of days so I can double-check everything (just to be on the safe side) and upload a new file.

I'm also preparing a little update so that instead of strafing while shooting with his Geo-Thermal .960 during flight, Forge will be able to rotate and shoot in all directions. I'll try to release it all together, so please stay tuned. :xmen_logo:
My released mods: http://bit.ly/39aogu6
My released skins: https://bit.ly/3i4Tdoy
My released huds and loading screens: http://bit.ly/2LPMnWi
My ongoing projects: http://bit.ly/3anXT3s

Oh for sure absolutely, hope I didnt add to much anoyance to your list of things to do, I am just greatful for all you talented modders who figure out all this stuff I cant. haha Thank you for all that you do! <3

Quote from: Bingerz on January 17, 2021, 05:48AM
Oh for sure absolutely, hope I didnt add to much anoyance to your list of things to do, I am just greatful for all you talented modders who figure out all this stuff I cant. haha Thank you for all that you do! <3

It's no annoyance at all, my friend. Here is version 1.1 of this mod with the corrections (actually, the download link is on the first post). I believe everything is alright now, but do let me know if any bugs come up during gameplay. (The edited files were actually only the talents, powerstyles and moveset_forge_flying inside the data folder, but if you want to be on the safe side you can simply copy/paste all folders.)

Thanks a lot for reaching out! And thanks to everyone who's downloaded my mod and is playing with it. Have fun, this is for all of us X-Men fans.
My released mods: http://bit.ly/39aogu6
My released skins: https://bit.ly/3i4Tdoy
My released huds and loading screens: http://bit.ly/2LPMnWi
My ongoing projects: http://bit.ly/3anXT3s

Hey guys, Forge version 1.2 is out with new improvements. As always, enjoy. :)

Happy Easter!
My released mods: http://bit.ly/39aogu6
My released skins: https://bit.ly/3i4Tdoy
My released huds and loading screens: http://bit.ly/2LPMnWi
My ongoing projects: http://bit.ly/3anXT3s


Quote from: edward on April 03, 2021, 05:35PM
Good updates thanks!

I'm so glad you liked them, Edward! Thanks a lot for your comment.
My released mods: http://bit.ly/39aogu6
My released skins: https://bit.ly/3i4Tdoy
My released huds and loading screens: http://bit.ly/2LPMnWi
My ongoing projects: http://bit.ly/3anXT3s

April 27, 2021, 09:30AM #12 Last Edit: May 14, 2023, 07:57PM by Nicaras
Hey everyone! So here's my second mod ever, the Irish mutant known as Banshee!


Download link: https://www.mediafire.com/file/kbl0k3dkn50g701/X-Men%2527s_Banshee_mod_by_Nicaras_v2.1.zip/file

CHANGELOG: In this 2.1 version, I've just adjusted the effects from the grab smash move, the Sonar Detection power and the Sonic Barrage power, as they were not displaying correctly.
In version 2.0, Banshee's first power no longer required you to keep taping the power key nor keep it pressed in order to hit multiple times. Also, Banshee's capes from his Classic and Modern skins have been altered so their pattern looks more similar to the comics' (diagonal stripes instead of vertical).

To properly run this mod the traditional way, you need to copy all of its folders (except the "xtras" folder) and paste them inside the main folder where your game is installed. (If instead you use the Mod Organizer like myself, you know what to do.)

Then, you need to decompile your herostat.engb using the XMLBCUI software and edit it, replacing one of the characters from your current roster with Banshee (simply copy all lines from herostat_banshee.txt and paste them inside the recently decompiled herostat.xml, replacing the lines of the character that's going to leave your roster). Don't forget to get its menulocation number and to give it to Banshee. Now you need to compile the herostat.xml back to the .engb extension and copy/paste it back inside its proper folder.

If your x_voice.zss file doesn't have a "callout line" for Banshee (that's when he's selected and the announcer calls out his name), you have to edit the x_voice file file using the Zsm Editor software (or Zsnd). After installing that software, use it to open the x_voice file and then add the "an_banshee.wav" file (it's inside my mod's main folder) following this tutorial.

If you also wish to give Banshee his "break line" (that's when he would say something before leaving the character selection screen and entering the stage), you have to edit this same x_voice file using the Zsm Editor software (or Zsnd). Use it to open the x_voice file and then add the "break_banshee.wav" file (from inside my mod's main folder) following the same tutorial.

Now you should be all set to play as the Irish mutant. As always, have fun!

Banshee's mannequin will clash with the ones from the Ancient One and Elisa Cameron (Ghost) mods.

Things yet to be done or replaced:
To perfect the sound timing of the first power -- solved on version 2.0
A classic-skin mannequin with cape
A skin from the Age of Apocalypse era with cape attached to Banshee's arms

Special credits:

Skins:
  • Classic - BLaw
    Age of Apocalypse - Norrin Radd
    Modern - BLaw
    Ultimate - from Nodoubt's XML2 PS2 Pack

Mannequin: BliZZ (re-skinned by Nicaras)

3 effect files were borrowed and recolored from Norrin Radd's original Banshee mod.

Banshee callout line: Ceamonks890

Banshee voice file, xtreme power sound and break line: borrowed and adapted from the Norrin Radd's original Banshee mod (voice lines extracted from the XML2 game — with Quinton Flynn as the voice actor).

Sounds for Banshee's screams and powers: Mazellmi; Female Ghost Loud Scream Sound Effect; Sonar Sound Effects All Sounds (all from YouTube)

Loading screen: original art by Peter v Nguyen (Deviantart)

A special thank you to UltraMegaMagnus for the unvaluable animation suggestions and files (namely Spider Woman's menu_goodbye, MUA2 Songbird's blocking animations, and also for remembering and sending two Shadow King's anim files which I would never have thought of).

Many thanks to all of the forum members who have provided all kinds of resources for this character.
My released mods: http://bit.ly/39aogu6
My released skins: https://bit.ly/3i4Tdoy
My released huds and loading screens: http://bit.ly/2LPMnWi
My ongoing projects: http://bit.ly/3anXT3s

Nicaras, cara eu gostei muito do seu mod Banshee e também do seu mod Forge! Eu já apresentei o Forge em um dos meus gameplays.
Parabéns por seu excelente trabalho!
Valeu demais!

Fiquei muito feliz com o seu comentário, Anderson! E também quando vi os meus dois mods nos seus vídeos! Quero continuar melhorando os dois sempre que possível. Você e todos aqui são uma inspiração enorme, que eu possa sempre contribuir apesar da corrida diária.

Your comment has made me really happy, Anderson, just like when I saw both my mods being played on your Youtube videos! I'll continue to improve them whenever possible. You and all modders from this community are a huge inspiration. I hope I can always help out despite the daily struggle.
My released mods: http://bit.ly/39aogu6
My released skins: https://bit.ly/3i4Tdoy
My released huds and loading screens: http://bit.ly/2LPMnWi
My ongoing projects: http://bit.ly/3anXT3s