how exactly do the extra voices work? are they meant to appear as separate mods, or am i supposed to replace the files of the main mod with those of the voice packs?
Yes, if you open the main mod folder (mmx_v1.2.2), you will see there's a folder called "sound". You can drag the extra voices into that folder, and files will be replaced. So you might want to backup the original sounds if you want.how exactly do the extra voices work? are they meant to appear as separate mods, or am i supposed to replace the files of the main mod with those of the voice packs?
This update adds improvements, balance changes, and fixes.
- All characters:
- It is now possible to perform grounded moves that lock you in place and walk out from them while standing on slopes (Moves like X's double shot, Zero's Z-Saber combo, Vile bombs or cannon).
- Letting go of walls when sliding now happens after 1 frame. This makes it easier to buffer a direction then jumping. It also makes it smoother in general and easier to react to.
- Air Dashing into...
Just checked this and it seems king bobomb can grab you after his HP goes to 0. This will be fixed next update.My first time playing this mod and I got stuck after beating the King Bob-Omb :
Just read your updated comment. Future versions will have some sort of aiming auto-correct for characters that can shoot. I am still not sure if I want a full on autolock or targeting. I will get some ideas when doing Axl and maybe then X and Vile will be changed accordingly.Amazing mod, I've always wanted to play as X/Zero in 3d and this is better than any attempt capcom has ever made. The only thing I could say I wish was a thing was for normal enemies to have hp so a majority of the standard enemies don't just die in one hit. Kinda can see why it wouldn't be a thing, given it's hard to land multiple hits at times with no targeting system. Was just a thought I had that you don't have to pay any mind to, the mod is pretty godlike as is.
Edit: After playing a bit more, I think I can focus it a bit more. There's actually a fair few enemies that do take multiple hits which feel pretty good to kill, and the few that die in 1 (goombas, bobombs) feel nice to quickly dispatch multiple in a row.
I think it's more of an X problem (I say problem loosely, since this could be entirely preference), as Zero at least has to do some sort of positioning when fighting enemies to avoid taking hits. But, as X, it feels at times the strat is to just fire lemons in the direction im running, which while ironic as this is what you do in X games usually LMAO, but it does make playing X compared to Zero feel a lot more idk, basic or dumbed down? I am down to chalking it up to preference, as the issue is much more tied to run and gun gameplay in 3d being much better with a lock on system which is probably absolute hell to setup that I wouldn't want anyone to feel forced to try just for one character of their multi character mod. Plus, I'm sure there are people that adore playing this X and he doesn't feel off at all, just that my preference for 3d platforming tends to be towards melee focused over ranged if theres no dedicated targeting feature.
Basically, it feels fine as is and I feel kinda bad jumping the gun on my thoughts in the first place when it was more of a preference LMAO, zero is just too fun.
Ayo. Someone is actually giving my boy Axl some love? I never thought I'd see the day.Just read your updated comment. Future versions will have some sort of aiming auto-correct for characters that can shoot. I am still not sure if I want a full on autolock or targeting. I will get some ideas when doing Axl and maybe then X and Vile will be changed accordingly.
Yes I noticed this very recently too. I will post an update soon.Great Mod! I have noticed a bit of an odd glitch, where if I play as any of the other extra characters, their icon on the top left will be covered?
I will see if I can make it compatible anyways.To respond to the question I was presented on my review;
On further inspection, it's an issue caused by the Milne the Crystal Fox mod, which uses an outdated version of this mod's projectile code.
Sorry about that!
I will post an update later. For me, star road enemies are working. Not sure if I implicitly fixed the issues you are talking about or not.So I see in the updates that there's a change for fixing collision on star road enemies. As X and Vile they can jump on enemies but the bullets seem to be phasing through goombas, flying shyguys, scuttle bugs, and some of the bosses have weird collision. Idk if I messed something up on my end or if maybe it was an oversight figured I'd say something though.
General changes and fixes:
- Interactions: Better HP initialization for the enemies. This makes the Brutal Bosses mod's bosses no longer die in one hit.
- Bowser:
- No longer a custom behavior. Bowser now keeps the proper behavior when using mods such as Star Road or Brutal Bosses, but still gets knocked back into place when his HP runs out.
- Can no longer be damaged during dialog and when grabbed
- HP 70 -> 80
- King Bob-Omb:
- ...
Two oversights:
Read the actual changelog of v1.2.4 in the post below
- Vile meter was not displayed when using CS
- CS had the wrong version number displayed for the mod (v1.2.3)
It said interactions on the update I read where it said it fixed it but Zero, Vile, X didn't have weapon collision with any enemies but they could punch and jump on them. I'll check to see if the update fixed it. Edit; it works now.I will post an update later. For me, star road enemies are working. Not sure if I implicitly fixed the issues you are talking about or not.
Sorry this sounds like an ex-coop version issue. the mod is not compatible with ex-coop, only coopdx 1.0.1 or above.Tengo un error al seleccionar el personaje, no se muestran los colores correspondientes y no puedo hacer ninguna habilidad solo saltar, por favor arregla ese error