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In the time I was making it, EMC had started his own vision for that stuff and released a trailer, naming it “Project Mahvel” which really stuck with folks – that’s what eventually would become what folks call “UMVC3 EX” which is his own big vision of making characters overall more fun and cool. I ended up making “UMVC3: Arcade Edition” as a balance patch, trying to do that without really announcing anything. HUGE thanks to and for their work with model importer stuff.īut basically, through all of that was the end goal of creating that “dream” balance patch of Marvel 3 – toning down Zero, Morrigan, Vergil just a tad and really making those weak characters into more realized versions of themselves or giving them some extra spice so they could be viable and unique picks. I really can’t give folks like Dantarion, Anotak, SixFortyFive, EternalYoshi, and EMC enough credit when it comes to the sheer amount of work they put in to make the tools and information exist. This allowed us to sort through things and edit them cleanly without being in hex-editing hell. Ultimately through the hard work of those folks, a fairly functional but barebones toolset was able to be made.
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So when the PC version was announced and released, there was very luckily a small group of folks who were extremely excited to just get in there and start making a mess. you know, it’s REALLY got that “man, if the game just had ONE more patch it would literally be perfect” feeling since the major downers in the game are generally pretty limited to the obvious ones folks know. UMvC3 is one of those games where, it’s like. Tabs: By the time MvC3 on PC had come out, the game was 7 years old – already very much long in the tooth with Infinite coming at the same time. The DMC4 modding community had a lot of knowledge stored up through their own exploration of the original DMC4 PC release alongside scraping off what they could from the much larger RE mod community’s exploration with the MT Framework engine and its quirks/how it worked. Note that RE5, RE6, DMC4SE and MvC3 all run on MT Framework, which was Capcom’s big in-house engine at the time.
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I pretty much had the only major mod for it at one time, but I think people who are way more skilled than me have done way more impressive things with that game since then.Īfterwards, it was RE6 and then DMC4 Special Edition. Someone had figured out that almost all of the game’s information was stored in, like, plaintext files you could edit so I started going nuts with that. Dead Rising 2 is where I really started getting into bigger gameplay changes.
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Tabs: It’s kinda stupid how little skill I’ve racked up outside of this specific niche, but basically I started modding games with Resident Evil 5’s PC release by doing very simple things like swapping model/motion files around – barely something you’d really count as “modding”.
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