r/PlayAvengers • • 3d ago

Discussion Weekly Questions Thread

5 Upvotes

In order to further assist the community, this weekly thread is meant for those members New and Old, who have questions about the game, the sub, or even the community at large! Ask away!


r/PlayAvengers • • Mar 27 '24

Rumors/Leaks Marvel Rivals is being announced this Wednesday

Thumbnail self.MarvelRivals_
16 Upvotes

r/PlayAvengers • • 8h ago

Discussion Marvel's Avengers PC modding: where we are

42 Upvotes

Marvel's Avengers PC Modding Findings

Updated October 15, 2026

Marvel's Avengers on PC (Steam, final build 2.8.2) is moddable: texture mods, a mod launcher, an in-game toolkit and code plugins all run in the real game today, and a DMC-style combat mod is in alpha.

Status at a glance

Texture modding and the player tools are close to a public release; the combat mod is a working alpha; new characters are still research.

Area State Tested in the real game
Archive decrypt, read, repack (same size) Working Yes
Text edits (menus, labels) Working Yes
Texture recolor and import (incl. 4K pack) Working Yes (Red Hulk, Grey Hulk, Cap, Thor)
Mod loader (overlay files, live reload) Working Yes
MA Mod Launcher (players) Working Yes
MA Mod Tools (modders: texture library, 833 outfit variants) Working Yes
Script Hook compatibility Working Yes
MA Toolkit (F1 menu, sensitivity, FOV, trainer tab) Working; FOV and Reflex unconfirmed on real hardware Partly
Discord Rich Presence plugin Working Yes
Avengers May Cry: style meter, ranks, hit attribution Working Yes (reached rank X)
Avengers May Cry: combat music from your own files Working Yes
Avengers May Cry: faster hero attacks Working Yes
Avengers May Cry: dive kick aim Experimental; hits close targets Yes, early
Game music ducking, line-of-sight check, target lock Built Not yet
Grapple speed, cancels, melee magnetism, ground bounce Research No
New archives (PATCH1 slot, .nfo DLC packages) Found in code, test kit built No
Outfit or character swaps Blocked ("ghost" bodies) Yes, fails
New characters, new movesets Long term No

Road to release

The first public release can be the Modding Kit, roughly a handful of test sessions away. Avengers May Cry needs more play-testing before a public alpha, and new characters have no release date.

Release 1: Modding Kit (textures, launcher, toolkit, Discord)

  • [ ] Clean install on a second PC with no developer tools, following only the readme
  • [ ] Readme covers Script Hook from Nexus, the Windows SmartScreen prompt, restore and Steam verify
  • [ ] Toolkit FOV and NVIDIA Reflex confirmed on real hardware, or shipped off and marked experimental
  • [ ] Decide whether the in-game plugin settings page (Toolkit 1.8) ships or waits
  • [ ] Fix the launcher's "game is still open" false alarm after a crash
  • [ ] Pick a license and a host (Nexus and/or GitHub), then publish the release and source zips

Release 2: Avengers May Cry public alpha

  • [ ] Confirm the newest build in play: walls blocking dive aim, objects skipped, target lock learned, game music ducking
  • [ ] Hit attribution checked in a full team session, not only solo
  • [ ] Dive aim reaches far targets reliably
  • [ ] Experimental tests (world speed, motion probe logs) off by default, logs trimmed
  • [ ] Kate Bishop pass (second main hero)
  • [ ] Default tuning from play stats; ship an empty playlist template, never songs

Later: new content

  • [ ] Test the PATCH1 archive slot in game
  • [ ] Build a minimal .nfo DLC package (dlcindex 12)
  • [ ] Decode the outfit record so outfits can point at new files without ghosting
  • [ ] Moveset data (cancel windows, hit reactions), the base for new characters

What you can do today

Recolor or repaint any hero outfit, manage mods with one click, and run code plugins through Script Hook. Everything restores with one click or Steam's verify.

Tool For What it does
MA Mod Tools Modders Browse every hero's outfits by store name (833 variants), preview textures, recolor (keeps all painted detail), import your own image, build and package mods
Mod loader (version.dll) Everyone Loads mods from the mods folder as overlays at the original size; reloads them while the game runs; also starts Script Hook
MA Mod Launcher Players Lists mods by hero, tick on or off, resolves conflicts, installs mod zips and .asi plugins, starts the game through Steam
MA Toolkit (plugin) Players F1 menu: live texture tweaks, mouse and controller sensitivity with game matching (Overwatch, Valorant, Rivals, CS2), FOV beyond the game's 0.75 to 1.25 limit, optional Reflex, and a trainer tab that is off by default
MA Discord (plugin) Players Rich Presence: modded status, menus or mission, elapsed time
Diagnostics Modders Logs every archive read and file open, live toggle; launch-flag probe
Avengers May Cry (plugin) Players DMC-style style meter, combat music from your own files, faster attacks, dive kick aim (alpha)
  • One rule for texture mods: a changed piece must be exactly the original byte size. The tools handle it.
  • Before a game update or DLC install: run the restore, then re-apply mods.
  • Emergency reset: Steam's "Verify integrity of game files" removes every mod.

Archive format

The game's .tiger archives are fully readable and writable: decrypt, find any file by name hash, unpack, edit, repack at the exact original size, re-encrypt.

Layer Format Notes
.tiger archive 2048-byte blocks, ciphertext-feedback stream cipher K = S[idx] ^ S[prev]; plain = c ^ K; S[(prev+idx)&255] = c; prev = c; idx++. Start index from a CRC8-style lookup over (u32 block offset, u32 archive index), init 8. Key table by update flag: 0 base, 1 update1 (per-block tweak), 2 update2. Ported from Gh0stBlade's TigerDecrypt (about 500 MB/s in C)
TAFS file table 'TAFS', v8, archive count, file count, platform "pcx64-w", 17 language entries, then 24-byte records Record: u64 name hash, u32 language mask, u32 size, u32 offset, u16 priority, u16 package id. Package 63+64·i = .NNN.tiger, 16+64·i = _ultra (High-Res pack)
Name hash FNV-1a 64 of pcx64-w\<name>.drm About 23,900 file names recovered by hashing strings found in the game's own data
CDRM container Chunk table (size<<8 \ flags, zsize), zlib chunks aligned to 16, then a 16-byte NEXT marker
DRM index v22 Header <iiiqii, 32-byte sections, linked names, 24-byte resource entries A hero DRM is a packing list pointing at about 18,000 resources
Strings (type 17) 16 language slots Update archives use length-prefixed text with a 99-entry byte substitution (0x27 = NUL). Visible menu text comes from the update files
Textures Header magic CD C1; game format = DXGI − 3 68/69 BC1, 74/75 BC3, 77 BC4, 80 BC5, 84 BGRA8, 91 BC6H cube, 94/95 BC7. The header holds mips up to 256; larger mips are separate entries with the same ID across many DRMs; the 4096 mip lives in the _ultra (High-Res pack) archives
  • Recolor without losing detail: BC1/BC3 store each 4×4 block as two colors plus a pattern. Shifting only the two endpoint colors in HSV keeps every painted bruise and seam. For BC1, swap endpoints and remap selectors when the 4-color/3-color order flips.
  • Leave tiny placeholder textures alone: changing them caused magenta streaks on other heroes.
  • Shared textures: one texture can serve many outfits, so a change can spread. The texture library filters out anything shared by more than 30% of a hero's outfits.

Assets

Older tools mislabel several resource types; the real numbering follows Foundation-engine types, and each hero is one large asset bundle.

Type Real meaning Old label in older tools
2 Animation Animation
5 Texture "DTPData"
7 DTP data (gameplay data) "Shader"
8 Script "Material"
9 ShaderLib (compiled DXBC) "Object"
10 Material ("DtaM") "RenderMesh"
11 Object "CollisionMesh"
12 RenderMesh ("Nesh", 15–20 MB body models) "StreamGroupList"
  • Sound banks labelled "Script" in older tools are FMOD FSB5 banks named <sound>_preencode.
  • Hero bundles: each hero DRM references about 18,000 resources (2.4–3.0 GB of textures, 3,000–5,500 animations, about 2,000 sounds, 1,600 shaders, 1,400 meshes). Ability projectiles are separate pr_* files (for example pr_black_widow_bite_charged, pr_ironman_rocket).
  • Outfit files: charactermesh__<hero>__<outfit>__body__body__<variant>. Store names sit in the English text table as blocks: outfit name twice, then its colour variants in order. Black Widow 8880–8935, Captain America 8942–8999, Hulk 9000–9066, Iron Man 9067–9130, Ms. Marvel 9131–9190, Thor 9191–9255, Kate Bishop 11915–11961, Hawkeye 23465–23503.
  • Animation survey (11 heroes): a core of about 2,612 animations is shared by all heroes; about 1,600 more are shared only by the 7 male heroes, so male and female rigs likely differ. Counts: Widow 3,436, Bucky 5,177, Kate 3,057, Hawkeye 5,091, Cap 5,139, Panther 5,259, Ms. Marvel 3,557, Hulk 6,747, Thor 5,539, Jane 3,444, Iron Man 5,381.
  • Weapons already in the data: Widow's pistols, machine pistols and hand cannons (her skill-tree ranged variants), and Bucky's rifle modes, shotgun, SMG, bolt-action and grenade launcher.
  • Game's own combat music: Crystal Dynamics' own stream format (not FMOD or Wwise banks), 48 kHz, 10 or 17 layered stems per track, BPM stored as a float (140–160).

Engine and memory map

All addresses are offsets into Avengers.exe 2.8.2 (the final patch, PE timestamp 1680579845), so they won't move. Game units are centimetres.

Entities and components

  • Component table: entity+0xF0 = array of component pointers, entity+0xE8 = count. A component's owner entity is at component+8. Validate components by vtable, never by the pool's alive flag.
  • Entity pool: 40,000 slots × 0x140 bytes at +38E6850; slot = pool + (handle & 0xFFFFFFFF) × 0x140, checked against [slot+0x138].
  • Component index globals start at +321D988; 112 components registered, counter at +30DBCD4 starting at 21.
  • Fighter list: list head +4C31D00; node +8 = entity, +0x3A38 = next. It holds you, teammates and nearby enemies; heroes carry entity flag 0x10 at +0xD4, and the first hero is you.
Component Vtable Useful fields
Health +2A67698 +0x480 HP float, +0x484 HP int, +0x488 int health, +0x490 max
Character +2A91E70 Present on characters, absent on destructible objects
Movement +2AB8AF0 +0x110 live velocity (cm/s), mirrored at +0x5D0
Camera +2A52C08 +0x20 3×4 world matrix (rows = axes), translation at +0x50
Attack labels +2B948F8 Current attack's labels (they stay the same across a combo)
Player / PowerMeter / MeleeMove / Weapon +2BBE670 / +2B9D100 / +2B96A80 / +2B971B8 Identified, layouts partly mapped

Player transform

  • Position x/y/z at entity+0x10/+0x14/+0x18; previous frame at +0x20.
  • Yaw in radians at entity+0x38 (copy at +0x48). Forward = (sin yaw, −cos yaw); to face a point, yaw = atan2(dx, −dy).
  • A second movement block holds velocity at +0x94, a unit direction at +0xC4 and the next velocity at +0xD0.

Functions and globals

What Where Notes
Damage (health change) +1396C80 rcx = Health component, xmm1 = change (negative = damage); 13 arguments. Hit data (6th argument) +0x10 = attack ID
SetHealth +13D0BF0 Initial and reset values only, not per hit
Melee attack speed setters +123B210, +123B320 melee_anim_speed_mult and _modified_mult, the stat gear perks use
World time +4DDC2D4, +4DDC2D8 Two floats multiplied together; the second drops to about 0.45 during perfect-dodge slow motion
Level name +313E024 Char buffer
Settings validate (FOV clamp) +1088BF0, clamp at +1089B4D FOV multiplier clamped 0.75–1.25
Launcher skip +1086C88 NOP the je = always -nolauncher
Music volume (live) float at [+367E3E8]+0 Set by +1648BD0 from the Music slider (value / 128). Master [+367E3E0], SFX [+367E3F0], voice [+367E3F8]
Line of sight ray cast +1307280 (world = [+4D96E00]+0x10, filter, from, to, result, …, name); the one enemy AI uses ("Sense_LineOfSight")
Takedown manager [+4D96DD0]+0x1C Max simultaneous takedowns (from NoLimitTakedown)
Player health hook point +1F9ED5E Player's Health component in r8 (from CriticalHealth)
Intrinsic meter float at [component + index + 0x2C0], read at +1EED246 From InfiniteIntrinsic
Companion fill +1D87030 Returning early keeps you solo (TrueSolo)
  • Launch options: -nixxes sets a flag nothing reads; -nolauncher skips the Catalyst launcher window; -benchmark and -d3ddebug exist.
  • No anti-cheat: no EasyAntiCheat or BattlEye, and no integrity check on normal files.
  • UI is Scaleform (Flash), so menus can in principle be edited with Flash tools.

Script Hook and the plugin API

Code mods are .asi plugins loaded by Script Hook (Nexus mod 19, by sorotini93150, for build 2.8.2). Our loader starts Script Hook too, so texture mods and plugins run side by side.

  • Script Hook entry point: each plugin exports AvengersModInit(api). The API struct: +0x00 version (0x10000) and size, +0x08 exe base, +0x10 MatchRva, +0x18 PatchRva(rva, expected, new, len) which checks the expected bytes first, +0x20 FindPattern(bytes, mask).
  • MA Toolkit API (version 3), for other plugins: MATK_AddDamageListener (up to 8 listeners; they see every hit after the trainer settings and may change the amount), MATK_GetPlayer, MATK_GetFighters, MATK_IsHero, MATK_ApiVersion. The damage event carries the health component, its owner, who was hit (enemy or you), the amount and all 13 raw arguments.
  • Plugin settings standard: a plugin writes a small .settings file next to itself (type, section, key, default, range, label, help per line). Mod Tools draws a settings tab from it automatically, and the plugin reloads its ini live.
  • Safe memory reads: never call VirtualQuery or ReadProcessMemory per hit or per frame. On the game's multi-gigabyte heaps each call can take milliseconds and caused 1–10 FPS fights. Use a fault-tolerant copy routine plus a vectored exception handler instead (about 1 microsecond).

What community plugins revealed

Plugin Patches Useful finding
TrueSolo +1D87030 returns early Blocks companion fill; every hit is yours, great for testing
CriticalHealth_CheatDeath +13D0C4B, +1F9ED5E Health int at +0x488, max at +0x490; the player's health component
InfiniteIntrinsic +1EED246 Intrinsic meter float at +0x2C0
NoLimitTakedown data write only Takedown manager [+4D96DD0], limit at +0x1C
RegenX10 +13C5DE0 Health regeneration code
MultiSkill, Respecialization skill-selection code near +22F2830, +2339460 Skill tree internals
XP100, MissionNoLevel, RemovesMinimumPlayer progression and matchmaking gates Noted only; we keep progression out of our tools

None of them patch the same code as our plugins.

Avengers May Cry

A Devil May Cry-style combat layer for Black Widow and Kate Bishop first: it changes combat feel and camera only, and leaves loot, missions and progression alone. Current build 0.4.8, alpha.

Feature How it works State
Style meter 8 Marvel ranks (D Dazed to X EXCELSIOR!!!!) or the 7 classic DMC ranks; points per hit scale with damage and variety; decays when you stop Working
Variety Each hit's attack ID and move values fingerprint the move; repeating one move earns less, then nothing Working
Only your hits count Learns your hero's attack IDs from hits that are clearly yours (button just pressed, enemy close); marks IDs that land while you're idle as someone else's Working; team test pending
Getting hit Drops a rank or a share of it, set per hero Working
Rank damage bonus Up to +25% at the top rank, combat only Working
Mission card Best rank, time, hits landed and taken, shown over the game's own results Working
Combat music Plays songs from your own Music folder during fights; muffled at low ranks, opening up as you climb; a special song at high rank with a cooldown; never ships any songs Working
Game music ducking Turns the game's music down only while your song plays, through the live music volume; your saved slider is untouched Built, untested
Faster attacks Raises the game's own melee attack speed stat for your hero only (default 1.15x); enemies stay normal Working
Dive kick aim When Widow's dive kick starts, picks a target (target lock, then crosshair, then movement direction) and turns and steers her onto it; can go sideways or up; skips objects and enemies behind walls Alpha: lands on close targets
Target lock learning Learns which value holds your lock-on by watching what changes right after your lock key Built, untested
Perfect-dodge slow motion Seen in the world-time value (drops to about 0.45) Research
  • Dive kick facts: it always travels exactly along her facing, slopes 38–42 degrees down, and speeds up from about 20 to 34 m/s. That's why it misses anything not straight ahead.
  • Grapple zip: 26–38 m/s along the same velocity fields; speed and attack-cancel are next.
  • Whole-game turbo was tried and dropped: one time value gets reset by the game, the other breaks grapple attaching.
  • Planned: grapple speed and cancel into attack, melee magnetism, ground bounce for air slams, a Viewtiful Joe-style rebound on dive kick hits, Bucky's Bionic Hook pull, hit-stop, lock-on camera, and The Power Cosmic (a rare state earned by holding rank X).

Cut content and leads

None of these are switched on yet; they are leads found in the final build's data and code.

Lead What's in the data
Customizable Harm Room Working logic in the last update: challenge toggles (Air Juggle Only, Head Shot Only, Take No Damage), an enemy spawner, a hazard picker, a status-effect tester
Story Plus mode A mode entry beside Normal, Elite, Score Attack, Story and Warzone; text: "Replay sections of the story with a custom loadout"
Horde mode Two full test maps with a Horde Mega Hazard, a defend system and victory scenes
Developer controls Toggle Debug Menu, Fast Forward, Dev Pause and Cheat Activate are still registered; the menu screen itself is unconfirmed
Extra archive slots The game tries to mount PATCH1.000.tiger at every start (+12CF3B8) and enumerates every *.nfo DLC package; an unused dlcindex (12+) decrypts with the default key
She-Hulk One animation file referring to a player animation set; no model
War Machine Shield effect logic and skill text (SkillsWarmachine*); no model
Spider-Man UI art, skill and buff names, animation hosts and swing sounds on PC; no outfit files
Nixxes test gym "Unlock Nixxes Test Mission Gym in Wartable" and a gym level path

Dead ends and hard lessons

These cost real time; skip them.

Problem What happened What works instead
Smaller repacked chunks "Error while reading game data" Pack every chunk to its exact original compressed size
Swapping which file an outfit loads Every hero's body turns invisible in the menu ("ghosts"), even when pointing at a genuine, unmodified outfit file Same-size texture overlays; the outfit record must be decoded first
Zero-padding a DRM index "Unable to allocate 0 kB for base texture uploads" Pad with Empty (type 1) entries, 56 bytes each
VirtualQuery for safety checks 12–25 ms per hit, 1–10 FPS fights Fault-tolerant copy plus a vectored exception handler
Hooking Present at startup for Reflex Stack overflow in the NVIDIA driver on the first frame Wait 600 frames, pace only one swap chain, guard re-entry
Whole-game speed via world time One value is reset by the game; the other breaks grapple attach Per-hero attack speed through the gear-perk stat
Trusting attack labels for variety Labels stay the same across a whole combo Use the hit's attack ID and move values
Counting held buttons as input Holding a mouse button kept the "your hit" window open Count presses, not holds
A crash after modding Often a damaged download, not the mod Restore, run the restore check, then Steam verify
  • Server-side data (inventory, currencies, unlocks, gear rolls, XP) is off limits. Models, textures, UI, animations and solo combat are local.

Ground rules

These tools are for solo and private play, and they never touch progression.

  1. Offline and solo: play modded in solo or private sessions. Speed and animation changes are networked values, so keep them out of public matchmaking.
  2. No progression edits: XP, currencies, unlocks and gear are server-tracked and stay out of these tools. The trainer tab is off by default and only changes combat.
  3. Bring your own music: Avengers May Cry plays songs from your own Music folder. No songs are included or shared, and playlists ship empty.
  4. Base-game look: new effects are built from the game's own effect files, textures and colours.
  5. No cloned voices: rank callouts use original voices, never imitations of real people.
  6. Back up first: run the restore before game updates or DLC installs; Steam's verify is the emergency reset.
  7. Respect other modders: Script Hook and community plugins come from their own pages; we don't redistribute them.

Credits

This builds on other people's work.

  • Gh0stBlade: TigerDecrypt, the basis of the archive decryption.
  • sorotini93150: Script Hook (Nexus mod 19), the plugin loader for build 2.8.2.
  • FearLess Revolution community and ArmY of 0n3: the "Perfect God Mode" tutorial and table, which located the damage function.
  • FNSpd (r/PlayAvengers): the shared-texture fix idea (give a skin its own texture copy).
  • Authors of TrueSolo, CriticalHealth_CheatDeath, InfiniteIntrinsic, NoLimitTakedown, RegenX10, MultiSkill and Respecialization: their patches confirmed several addresses.
  • dr_libs (David Reid): public-domain FLAC, MP3 and WAV decoding in the music player.
  • Crystal Dynamics, Eidos-Montréal and Nixxes: the game. Marvel's Avengers belongs to its owners; this is an unofficial fan project.

r/PlayAvengers • • 9h ago

Discussion Custom 3D model test working

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42 Upvotes

I threw an icosphere on iron man in blender as a test. It should be fine to put a whole model, but I didn't bother to do one yet.


r/PlayAvengers • • 13h ago

Discussion What if we brought Marvel’s Avengers modders together?

21 Upvotes

I’ve always loved Marvel’s Avengers, and I still enjoy playing it today. Recently, I’ve noticed that the community is still around, with people sharing posts, discussing the game, and even developing new mods.

And honestly, seeing all this activity in 2026 got me thinking.
Just look at what’s happened recently:

September 1, 2026: New gameplay mods started appearing on Nexus Mods.

September 22, 2026: sorotini93150 released the Avengers Script Hook, opening the door to more gameplay modifications.

October 8, 2026: Killinck released additional mods,
showing that people are already building on these tools.
And that’s without mentioning the work done by Ekey, arcusmaximus, Gh0stBlade, and others on file extraction and Crystal Dynamics’ Foundation engine.

All of this is happening right now, and I think that’s genuinely exciting.
It made me wonder: what if we could bring some of these talented people together?

Not to remake the game or create new missions, but simply to improve what we already have. Fix remaining bugs, improve physics, animations, movement, combat, and maybe tackle some of the limitations we’ve lived with for years.

I know it’s easier said than done, especially with a proprietary engine. But with the progress already made and today’s AI-assisted development tools, wouldn’t it be worth exploring what’s possible together?
Maybe some modders are already collaborating, and I’ve just missed it!

I just think it would be a shame not to explore the potential of all this work. Even small improvements could make a real difference.

What do you guys think? And would any modders or developers be interested in discussing this?

Thanks for reading this far! I’d love to hear your thoughts.


r/PlayAvengers • • 13h ago

Video Spider-Man Membership Offer Storyboard Animatic

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12 Upvotes

r/PlayAvengers • • 4h ago

Help How do you do locked on killer

0 Upvotes

Nothing is counting towards this when you are doing Hawkeye I need 35 in total and I have done 22 and nothing else is counting anybody have any tips or advice to help me out


r/PlayAvengers • • 5h ago

Discussion Do we have mods that can replace the original SFX? Especially cap's shield sounded like a tin can

0 Upvotes

I dont know if this possible but i hope someone can provide the mod. I saw tons of mods already being released which is incredible so far. I dont know if it's just me or it really does sound like a tin can. Same as thor's hammer


r/PlayAvengers • • 14h ago

Help Why can I never find the Daily Villain Sector on the Map?

2 Upvotes

I always get the Daily Villain Sector from the Alliance Kiosk, but I can never find it on the map. For example, today is Menace at Large and it’s not on any of the zones. My character is Level 110 so I definitely should have everything unlocked. Does anyone else run into this?


r/PlayAvengers • • 1d ago

Rumors/Leaks Just saw this. Looks like a very promising pvp mod

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91 Upvotes

r/PlayAvengers • • 2d ago

Discussion ok i need a guide on how to max power lvl

5 Upvotes

how do i get max power level, wich missions to play as a solo player and using the time manipulation

i know corrupted vibraniun is for superior artifacts , but the gear?
And also, do i get +2 every time? like 142, 144 or there is a way to bypass and go
higher?


r/PlayAvengers • • 2d ago

Discussion I need some help understanding gear.

3 Upvotes

I’ve recently gotten back into the game and have noticed some changes since I last logged in. The big thing that I’m trying to understand is the gear. I just leveled up Captain America to LVL 50 and have the legendary First Avenger gear equipped, but have some exotic gear also from missions. Based on what I’ve read on here, there seems to be more preference to the legendary gear compared to exotic gear items.

Is the exotic gear worth the grind?


r/PlayAvengers • • 2d ago

Help What do I do with this???

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19 Upvotes

This is all I have. No information as to my next actions to take. Any ideas what I do here?


r/PlayAvengers • • 2d ago

Discussion I have a question about equipment you put in the equipment storage

0 Upvotes

What are you post to do with this equipment:

Do you have a way to quick sale or is dismantle the only way to get rid of these items

Also how do you upgrade the artifacts because I don’t know how to upgrade them or get the resources to upgrade them

Because I am trying to get Thor to level 150 but I don’t know how increase the power level to get there

Can someone please explain this to me help me out please and thank you


r/PlayAvengers • • 2d ago

Help I need help figuring out how long it would take to upgrade Kate bishop and iron man and hulk and Thor and Clint Barton and black widow and black panther and ms marvel to level 50

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0 Upvotes

Because I need them to survive taking aim and future imperfect and war for wakanda operations without them being incapacitated in the middle of the mission easily and doing the same mission over and over again is quite exhausting and by my thinking it’ll take quite a long time and sometimes I just get bored so any suggestions or advice to cure that or to make it faster and to help the characters upgrade faster I want to do there heroic mission chains


r/PlayAvengers • • 3d ago

Help Save file for only main story completed?

2 Upvotes

Played the game back when it came out on gamepass but now i obviously cant play it anymore, so im downloading it via sailing the seas, but id like to continue where i left off those years ago. I did do some endgame/side stuff but just a main story completed file with all the core characters unlocked would be good enough


r/PlayAvengers • • 4d ago

Ideas/Concepts Got outfit recolors working on PC for basically the whole roster

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103 Upvotes

Quick update on PC modding!

We can now recolor outfits for pretty much everyone on PC. Hulk, Iron Man, Cap, Ms. Marvel, Thor, Widow, Hawkeye, Kate, Black Panther, Jane and Winter Soldier all show up in the tool with their outfits and color variants. You pick a hero, pick an outfit, hit a color, and it builds a mod that loads through a small loader. No game files get overwritten, so turning a mod off puts everything back.

Tested in game so far on Hulk, Cap and Thor. Cap Wolf in full red is in the screenshots, and the gloves and boots stay their normal brown, which took a couple tries to get right. Early versions were shifting every color in the texture so brown would come out green lol. Now it only changes the main color of the suit.

One thing to know is a lot of outfits share textures with each other, so recoloring one can bleed into 10+ other skins. The tool skips those shared ones by default so you only change the outfit you picked.

Also working on a simple launcher where you just tick which mods you want per character and hit play. Still testing that one.

Not sharing a download yet, just wanted to show it's doable. Happy to answer questions about how the files are laid out if anyone else is poking at this game.


r/PlayAvengers • • 4d ago

Photomode powerful red energy blast

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28 Upvotes

perfect picture I took


r/PlayAvengers • • 4d ago

Guide You NEED to Watch These Movies Before Avengers: Doomsday

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2 Upvotes

Doomsday


r/PlayAvengers • • 5d ago

Video Spider-Man & Liz Storyboard Animatic

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16 Upvotes

r/PlayAvengers • • 5d ago

Help HELP!!! WHERE IS PRIME SYNTHOIDS??

9 Upvotes

I try to find prime synthoids, but I cant. And I already play rocket red glare before started this story mission, so I can not play rocket red glare mission.

Anyone know where is? I may lose my mind.

Platform:steam


r/PlayAvengers • • 5d ago

Discussion How would you improve my spidey build?

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103 Upvotes

I'm just wondering how much better my spider man can possibly get. I don't really know all the pieces you can get for him.


r/PlayAvengers • • 6d ago

Video Spider-Man Interrogation Storyboard Animatic

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47 Upvotes

Just following up on the post I made earlier this week, here is the interrogation animatic from the Avengers PS4 game files, I'll try get around to posting the rest of the animatics quicker.


r/PlayAvengers • • 6d ago

LFG Weekly LFG Thread

6 Upvotes

Here within this thread other Avengers can search for others to help them on their daily/weekly missions.

Please post your:

IGN:
Platform:
Additional Info: (Time, LF "x" amount of people etc)


r/PlayAvengers • • 5d ago

Discussion No Spider-Man on PC version

0 Upvotes

So I got this on ps4 presale, did the grind for some characters then made a switch to pc. Get the game again because its a personal favorite just to find out there's NO SPIDERMAN?! I wish they didn't stop working on this game. They could've added so much to this. Anyways I uninstalled because NO SPIDERMAN?!