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Author Topic: X-Man Mod (updated)  (Read 28227 times)

Offline nodoubt_jr
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Re: X-Man Mod (released 10-10-07)
« Reply #15 on: October 11, 2007, 02:13pm »
are you sure you didnt make a mistake? double check that you put everything in the right folders.  I cant really see a problem.

has anyone else had problems with it? anybody else get crashing?
« Last Edit: October 11, 2007, 02:18pm by nodoubt_jr »
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phoenix30564
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Re: X-Man Mod (released 10-10-07)
« Reply #16 on: October 11, 2007, 02:30pm »
I caught a mistake but it stilled crashed the three fightstyles one goes to the Activision\X-Men Legends 2\Data\fightstyles another goes to Packages\generated\characters and one goes to actors right?

Offline nodoubt_jr
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Re: X-Man Mod (released 10-10-07)
« Reply #17 on: October 11, 2007, 02:35pm »
the way i set up the folders in the download are exactly were the files go in the Activision\X-Men Legends 2 folders.  So actors goes to actors, etc.  Just drag and drop, folder to folder.

so shared talents goes in Activision\X-Men Legends 2\Data\
fightstyle_xman.XMLB goes in Activision\X-Men Legends 2\Data\fightstyles
fightstyle_xman.igb goes in Actors
fightstyle_xman.PKGB Activision\X-Men Legends 2\Packages\generated\fightstyles

could someone else who has installed mods in XML2 before try it out and tell me if they get crashing, please?
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phoenix30564
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Re: X-Man Mod (released 10-10-07)
« Reply #18 on: October 11, 2007, 03:04pm »
what folders? the rar file just clumps all the files in one folder when you extract them

Offline nodoubt_jr
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Re: X-Man Mod (released 10-10-07)
« Reply #19 on: October 11, 2007, 03:15pm »
what do you mean?
dont you get files that look like this



if yes then its the same format as in the XML2 folders

well we have to wait till someone else trys it out and lets us know if it crashes or not, that way we know who is making the mistake.
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phoenix30564
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Re: X-Man Mod (released 10-10-07)
« Reply #20 on: October 11, 2007, 03:28pm »
Im sorry it was my fault i had been using New Toolz to extract stuff from rar files and it messed me up so once again im sorry for causing any trouble

Offline nodoubt_jr
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Re: X-Man Mod (released 10-10-07)
« Reply #21 on: October 11, 2007, 03:45pm »
no problem, did it still crash your game? i just want to know if the mod works or doesnt.
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phoenix30564
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Re: X-Man Mod (released 10-10-07)
« Reply #22 on: October 11, 2007, 03:47pm »
works fine i had been putting the fightstyles package in the generated characters package

Offline nodoubt_jr
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Re: X-Man Mod (released 10-10-07)
« Reply #23 on: October 11, 2007, 03:47pm »
ok cool :)
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phoenix30564
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Re: X-Man Mod (released 10-10-07)
« Reply #24 on: October 20, 2007, 09:33pm »
um dark phoenix's effects don't work right when her and X-man are on the same team

Offline nodoubt_jr
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Re: X-Man Mod (released 10-10-07)
« Reply #25 on: October 20, 2007, 09:48pm »
all her effects? could you explain the problem more?

edit: i just tried them out together and there was no problem.  are you sure its not a mistake you did, like last time?
« Last Edit: October 20, 2007, 10:06pm by nodoubt_jr »
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phoenix30564
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Re: X-Man Mod (released 10-10-07)
« Reply #26 on: October 21, 2007, 09:35am »
Its weird its when they are together in the Madri Conclave and by effects i mean her phoenix raptor when she flys and performs her xtreme also her phoenix rage and mind over matter move

Offline nodoubt_jr
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Re: X-Man Mod (v2 05-15-08)
« Reply #27 on: May 15, 2008, 05:49pm »
X-Man Mod v2
download: http://www.mediafire.com/?299dlu3yjn9

Changes from v1:
* fixed up fightstyle so that its more complete
* added power sounds
* changed the icon for his second xtreme so it looks more like his other icons
* changed his hud_head

This will most likely be the final version, the mod is simple, but complete.
« Last Edit: July 17, 2008, 05:16pm by nodoubt_jr »
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Offline nodoubt_jr
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Re: X-Man Mod
« Reply #28 on: July 17, 2008, 05:23pm »
X-Man Mod v3.2
download: http://www.mediafire.com/?dmwdqmmuiim



Notes: Ok this is the latest version, now he only uses one skeleton and fightstyle psionic.  So a lot of the issues you may have had with the character and his second skeleton wont be a problem now.  If you are using version 2 you will have to start a new game, as this character no longer uses fightstyle_xman.  To tell you the truth there was no real difference, except with his menu animations, in game he looks almost the same.

also what phoenix30564 mentioned above is true, for some reason sometimes when using the psp characters (cable, xman, and darkphoenix, havent tested it with cannonball) they lose some of their effects.  Why? I dont know, i cant find a problem that would effect each others effects, but its something to look out for.

i also added a new skin, its suppose to be a version of his TK armor, but it ended up looking more like Erik The Red
pic:
« Last Edit: November 11, 2008, 09:31pm by nodoubt_jr »
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Offline nodoubt_jr
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Re: X-Man Mod (updated 10-12-08)
« Reply #29 on: October 12, 2008, 08:31pm »
updated version 3 above, now the characters he spawns in his xtreme boost do follow the group, attack with the group, and dissapear after 45 seconds.  The entities, talents, and powerstyles were updated, plus a new script was added to the mod.

(the new version 3.1 is the same version that is in the All X-men Edition v1, so if you downloaded that package you already have the latest version of X-Man)
Please search the forum before asking a question. I dont answer
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What im currently working on: http://marvelmods.com/forum/index.php?topic=2275.0
My mods are mine to booster/update, I will not give anybody permission to do it