Hello

Welcome, Guest. To unlock the rest of the forums
please login or register.
Did you miss your activation email?

Author Topic: Enigma's Boosters and Sound Mods  (Read 347 times)

Offline Enigma

  • Amazing Member
  • **
  • Posts: 69
  • Upvotes: 0
Enigma's Boosters and Sound Mods
« on: November 07, 2021, 07:44pm »
Enigma's Boosters and Sound Mods

Credits:
marvel watcher: Banshee mod
edward: Omega Red mod
Cohollow: Angel Mod, Avalanche Mod
Tubular Spaceman: troubleshooting
Ceamonks890: cleaning up Angel's XML1 Prototype voice files
BaconWizard17: Advice and encouragement

Tutorial:
As per Tubular Spaceman's advice, when making a voicepack for XML2, you have to call it "name_v" then add all the voice sounds, then save it as "name_v.zss" and close the program. Then rename it to "name_m.zss" and reopen it and add all the grunt and power sounds, then save it again.




Banshee Booster v2.0:

https://drive.google.com/file/d/1vGXrIph-MWHkQWojz9D-XAEEDeQ57LYR/view?usp=sharing

*Uses his NPC lines from XML2 to give him a robust voicepack with his official voice including grunts. No non-XML2 lines or grunts used!
*I also replaced many of his power sounds with better quality and better fitting sounds.
*I changed a couple of the powerstyle's sound effects entries so that the new power sound effects would work correctly.
*While I was at it, I corrected some spelling and grammar issues in the talent file.
*Also included are Menu Breaks and a couple of options for Menu Callouts that you can add to your x_voice file.

v1.1:
Removed 2 of Banshee's CMD AttackTarget/Any lines and switched them to Sight, as I felt they were a better fit for that and he had no Sight lines.
Changed Banshee's flight sounds to be less generic and more fitting
v2.0
Included more clear installation folders and instructions
Made it a standalone mode and renamed it.

Just copy the Data and Sounds folders into your X-Men Legends II folder and overwrite when prompted.
In the Extras folder are the Menu Breaks and Menu Callouts. These can be installed into your x_voice file, but that's more complicated and you can just ignore those if you want.
« Last Edit: November 27, 2021, 11:10am by Enigma »
My XML2 mods are in the Misc Modifications Section:
https://marvelmods.com/forum/index.php/board,60.0.html
I also did this MUA1 mod:
https://marvelmods.com/forum/index.php/topic,11122.0.html
I've posted assets from other Marvel games here:
https://marvelmods.com/forum/index.php/board,59.0.html

Offline Enigma

  • Amazing Member
  • **
  • Posts: 69
  • Upvotes: 0
Re: Enigma's Boosters and Sound Mods
« Reply #1 on: November 14, 2021, 07:57pm »
Angel (XML1 Prototype) Mini-Booster v1.1:

https://drive.google.com/file/d/120aij18cw6eQwaFZOOmQulvQuZ_GEcgz/view?usp=sharing

*Uses his official XML1 Prototype voices (thanks to Ceamonks890 for cleaning the sounds up), the retail XML1 and unused XML1 Prototype Morlock Thief sounds (done by the same actor as Angel and sound a lot like Angel too. The prototype set was too loud and the retail set was too quiet, but I think I got them balanced well.), and power sounds from Cohollow's Angel mod (thanks).
*I also included a modified talent file that changes his 1st Xtreme's name to "Wing Hurricane" to match the callout and also changes his 2nd Xtreme to "Blood of the Martyr" which, although it doesn't have a callout, was going to be the name of his booster in XML1 and would've been a similar power to this. (Thanks to Cohollow for permission!).

I'd like to do a version later where I'll use some of his voiced lines from his unused NPC conversation, but this is a "purist" version that only uses his official voice files.


Just copy the Data and Sounds folders into your X-Men Legends II folder and overwrite when prompted.


Changelog:
v1.1:
Made it a standalone mod
Included more clear installation folders and instructions
« Last Edit: November 27, 2021, 04:04pm by Enigma »
My XML2 mods are in the Misc Modifications Section:
https://marvelmods.com/forum/index.php/board,60.0.html
I also did this MUA1 mod:
https://marvelmods.com/forum/index.php/topic,11122.0.html
I've posted assets from other Marvel games here:
https://marvelmods.com/forum/index.php/board,59.0.html

Offline Enigma

  • Amazing Member
  • **
  • Posts: 69
  • Upvotes: 0
Re: Enigma's Boosters and Sound Mods
« Reply #2 on: November 21, 2021, 01:12pm »
*Omega Red Booster v2.1:

https://drive.google.com/file/d/1feJWLQVtOo3cvOeCOnqipdqGa5Qg-aU3/view?usp=sharing


*His soundfile uses voiced lines, grunts, and power sound selected from the following sources: Mark Hamill's cut portrayal from X2 Wolverine's Revenge, Steve Blum's portrayal from X-Men Legends II, and Len Doncheff's portrayal from Marvel vs Capcom 2.
-Also includes a voiced Xtreme callout from MVC2. Unforunately, due to a bug in the original mod I don't know how to fix, this callout will play during his 2nd Xtreme as well, but all his other Xtreme power sounds issues have been fixed.


*Also includes:
*An updated herostat that's setup for his new soundfile.
*A talent file with corrected spelling and grammar, as well as renaming his 1st power from Carbonium Release to Carbonium Blast.
*An updated powerstyle file. I made edits to allow for him to have unique power sounds and make as many fixes as possible to his Xtreme power sounds. I also switched his 4th power, Carbonium Whips, from a hold to charge power to a tap power instead, which fixed all of its animation and usage issues and made the power work properly now, as well as actually be fun to use now.
*Removed the puff of smoke from his Red Armor power because it makes no sense for that power to have it.
*Includes a texture file from MUA1 PS2 which fixes Omega Red's missing texture issues.

v2.1: Added herostat I forgot

Installation:
Delete the Effects/char/omega_hero folder the original mod installs.
Drag all this mod's folders to your X-Men Legends II folder and overwrite you are prompted to.
Replace Omega Red's herostat with the one in this mod.



*Omega Red Boss Fight Music:

https://drive.google.com/file/d/11i_aHSjASuWQV7yroplrBbf9tmqJegIC/view?usp=sharing

This replaces the ambient track in the Nuwali Temple with the unused Omega Red boss fight music from X2 Wolverine's Revenge, since Omega Red's boss fight in XML2 is in an map in that location.
This music fits the jungle temple map/environment perfectly.

Just copy the Sounds folder into your X-Men Legends II folder and overwrite when prompted.


« Last Edit: November 21, 2021, 10:03pm by Enigma »
My XML2 mods are in the Misc Modifications Section:
https://marvelmods.com/forum/index.php/board,60.0.html
I also did this MUA1 mod:
https://marvelmods.com/forum/index.php/topic,11122.0.html
I've posted assets from other Marvel games here:
https://marvelmods.com/forum/index.php/board,59.0.html

Offline Enigma

  • Amazing Member
  • **
  • Posts: 69
  • Upvotes: 0
Re: Enigma's Boosters and Sound Mods
« Reply #3 on: November 27, 2021, 11:11am »
Avalanche Voicepack v2.0:

https://drive.google.com/file/d/1v71qot6MAmVW8-8v0ZnazvBUg5YqrJWP/view?usp=sharing

This is a voicepack for Cohollow's Avalanche mod.

I made is using Avalanche's XML1 boss voices, his NPC sounds edited into clips, as an unused death sound from the XML1 Prototype.

It also includes all of his XML1 boss power sounds and grunts, which were already in Cohollow's mod.

For his respaffirms, since he didn't have any of the traditional "I understand" type of lines that the default characters and my other voicepacks have, I ended up using what I like to call "deaffirmatives." Basically, when you select him, he'll insult the X-Men he's forced to work with to stop Apocalypse. He'll do it, but he's not happy about it and he'll complain about and insult them every step of the way. I think it fits in well with how he was portrayed in XML1 by his voice actor, Peter Lurie.

There is also 1 Menu Break included that you can edit into your x_voice file if you want.

I was unable to get a line to play for his 2nd Xtreme, but everything else should work fine.

Enjoy!

Changelog:
v2.0: added 4 new taunts
« Last Edit: November 29, 2021, 12:09am by Enigma »
My XML2 mods are in the Misc Modifications Section:
https://marvelmods.com/forum/index.php/board,60.0.html
I also did this MUA1 mod:
https://marvelmods.com/forum/index.php/topic,11122.0.html
I've posted assets from other Marvel games here:
https://marvelmods.com/forum/index.php/board,59.0.html

Offline Enigma

  • Amazing Member
  • **
  • Posts: 69
  • Upvotes: 0
Re: Enigma's Boosters and Sound Mods
« Reply #4 on: November 29, 2021, 12:03am »
I've updated my Avalanche Voicepack to v2.0 and while I'm at it, here're 2 new sounds mods!


Weapon X Ambience Mod:

https://drive.google.com/file/d/1IfBpDCE8WFww5QkF0yAcsrmb093yrpCj/view?usp=sharing

This mod replaces the Weapon X hub ambience files with 1 of 4 choices from X2 Wolverine's Revenge.

These are very subtle in-game but I like them. If you want to hear the ambience more clearly in-game, remove the "town3_c.zss" file from X-Men Legends II\Sounds\eng\t\o and the music will be removed, just leaving the ambience to play on its own.

The audio is included for comparison purposes.

Just drag the Sounds folder from your preferred option to your X-Men Legends II folder and overwrite when prompted.

Enjoy!



Weapon X Hub Unique Music:

https://drive.google.com/file/d/1wqF2WdhhyNdkOMXVFIjTMSRaKtIqOQFw/view?usp=sharing

By default, all the hubs in XML2 each have a slightly different variation on the same music. Each hub has the same song but with different ambient noises on the track, and as BaconWizard17 put it: "Slightly different instruments and style but the same melody."

This mod replaces the Weapon X hub music with the Weapon X 69 Theme from X2 Wolverine's Revenge.

Just drag the Sounds folder to your X-Men Legends II folder and overwrite when prompted.

Enjoy!
« Last Edit: November 29, 2021, 01:00am by Enigma »
My XML2 mods are in the Misc Modifications Section:
https://marvelmods.com/forum/index.php/board,60.0.html
I also did this MUA1 mod:
https://marvelmods.com/forum/index.php/topic,11122.0.html
I've posted assets from other Marvel games here:
https://marvelmods.com/forum/index.php/board,59.0.html