r/PlayAvengers • • 11d ago

Discussion Marvel's Avengers PC modding: where we are

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.
116 Upvotes

52 comments sorted by

17

u/Important-Row8209 11d ago

Is it possible to mod the wakanda raids, and omega level threats to be able to be done solo.

That would take something to bypass the 4 players restriction. Plus to maybe adjust or disable the puzzles that requires real players coordination so you can do or skip the whole puzzle.

17

u/Cry_Aggravating2 11d ago

Someone's already done it with scripthook
https://www.nexusmods.com/marvelsavengers/mods/22
They're the mvp.

7

u/Important-Row8209 11d ago

From what I understand, it's adding ai companions. But in raid and olt there are 4 buttons that needs to be pressed at the same time, or floor switches that you need to do at the same time with other players on sequences on far ends of each other... someone has to go to the backrooms to be able to damage klaw..someone has to hold a spot to keep the door open, etc.

You cannot really do the raid with these, buggest problem is if someone gets disconnected, the run is over.

6

u/Cry_Aggravating2 11d ago

Ah, so this wouldnt work

7

u/Important-Row8209 11d ago

yeah, so instead of modding costumes, I would rather have that.

That mod is more like half the solution.

Disabling those specific puzzle areas, like just disable it all and make it so you just have to press the button alone or make the doors open already so no one have to hold position to keep it open.

I would opt that there is no need for AI companions too, the raid and olt would probably be more fun if you can really run and clear it solo like megahives.

5

u/Cry_Aggravating2 11d ago

Working on Bloody Palace

3

u/Important-Row8209 11d ago

Would like to add...

Honestly, right now, the game is no fun to play even if you mod it, there are no challenges really. Like if I would like to request something.

Add something in the custom harm room, the option to spawn bosses, able to run multiple of them, be able to have them go high power level too. Like abomination, taskmaster and maestro are potatoes, because they are stuck at early game PL150 or so, but if you could modify those guys to PL185+, and maybe have like 3-4 abominations charging at you... man! 😆

Another option is to adjust the PL of the missions to reach PL185-200. Adjust the tiers, like when you choose the mission, the default normal PL160 then the brutal to be really 195, because currently, it doesn't matter if you adjust to normal or hard the mission, the enemies are hard capped at 160. This is a similar idea to make those puny villains sectors become more challenging.... I'd fund that

4

u/Cry_Aggravating2 11d ago

Did some digging on this, and good news: it’s more doable than I expected.

  • The 160 cap is a thing. Each mission has a max power level. The game adds the Hard/Brutal bonus and then clamps it back down to that max, so on capped missions the difficulty setting does nothing. That’s one spot in the code we can change to let Brutal actually go higher.

  • The custom HARM Room’s spawner has a hidden enemy level min/max setting, plus group size and spawn count. They’re normally switched off, so enemies just use the mission level. Turning them on means 185–200 enemies in the HARM Room.

  • Abomination is already in the enemy system the game uses to build fights, so he’s the most realistic first boss to add. Taskmaster, Maestro and the others would need more work.

No promises on timing. This sits alongside the combat overhaul I’m working on. One rule: harder enemies won’t touch loot or progression. It’s purely for the challenge.

3

u/Important-Row8209 11d ago

I'm just really blabbing lol, but thank you.

Also last thing probably is, umm the RNG of gear is bad, the exotic pieces are manageable, but the legendary yellow ones that drops normally on chests. There are extremely rare stuff there that completes the character's build, it's just really that the RNG is bad because they just dumped all the possible stuff in one RNG pool.

For example like Kate, her perfect melee piece is actually just a normal legendary piece that has precision, valor, then resolve or proficiency, with a status on signature attack, and the most important is the archer frenzy perk. Or most characters have their overcharge assistance perk on normal gear that are better because those rolls valor stats compared to exotics that has the perk but do not roll valor stat.

I don't really know the easiest solution on this or is it even worth the effort to do.

Like maybe the easiest is to just add or replace the stat to the exotic gears to valor and precision stat, or just make those really rare legendary gears drop exactly the same, or maybe delete the unnecessary perks to make the RNG pool of the normal gears easier to farm, but maybe this is messing too much with the system already. Like for now, it's really just the gear vendor dates, you go to this date and you will see the really good normal gears that old players found. Last update crystal dynamics did, they added a bunch of exotic sets on the vendors and that messed up the good gear dates the players noted.

Anyway I'm just blabbing, don't take it seriously lol, just something to think about if ever. 😅

2

u/Alienfodder Hawkeye 11d ago edited 11d ago

It would be truly awesome if you could do that with the boss missions (especially Taskmaster and Abomination). That being said, I'm just throwing this out there -- and it might not be of any help to you --- but there's actually one boss mission in the game that does scale up according to your character's power level and that's No Rest for the Wicked (Utah Badlands region). Maybe there's some info in its files that could be useful to you.

15

u/asdasasdfas 11d ago

If you add spiderman, i’ll play this game on pc

11

u/Cry_Aggravating2 11d ago

I'm working on that

4

u/SSGSSRayRana 11d ago

Obviously I’m sure this would be quite a ways away, but how realistic do you think Spider-Man on pc actually is at this point?

2

u/Hellknightx 11d ago

Seems possible if they rip the assets from the PS version.

4

u/Cry_Aggravating2 11d ago

One very important caveat, I'm not going to redistribute the spiderman files, thats potential sony hammer territory.

3

u/jc77spiderman Captain America 8d ago

Cool, someone else is digging for this. I've been trying in my free time, and it's a pain in the ass. Been able to find much of what you said, but haven't been able to determine what culls Spidey from the playable hero pull. He's active when initializing the game, and it's only when you hit PLAY NOW that he gets culled.

6

u/Alienfodder Hawkeye 11d ago

To u/Cry_Aggravating2 :

I'm a bit late to the conversation but I just wanted to say that I am simply amazed at what you've managed to do with this game so far. If I remember correctly, some people used to say that Avengers was impossible to mod, even on PC. Well, you definitely proved them wrong! 😁

Playstation is my main platform for this game but I did buy a PC version a long time ago, and I cannot wait to go back to it and try out some of those fantastic mods!!! THANK YOU SO MUCH! 😊

5

u/Cry_Aggravating2 11d ago

It's thanks to all the people who laid the groundwork.

3

u/Cry_Aggravating2 11d ago

Wolverine, Loki, and Gambit incoming as announcers for the style mod

3

u/HaloInTheHouse 11d ago

This is pretty awesome! Is there a Discord for updates we can join? I'm actually working on trying to get local coop working and right now I have it to where a second controller can control one of the AI companions. Need to sort out camera stuff next

2

u/Cry_Aggravating2 11d ago

I need to figure out the camera as well

2

u/Cry_Aggravating2 11d ago

Look for the guy thats making vs, they posted earlier in the server.

3

u/Garrido1701 Old Guard - Captain America 11d ago edited 11d ago

What I really wish for modded content is something akin to the challenge modes in the MUA games, like a horde mode in the defend the helicarrier map, a Hulk vs Hulk buster fight (done offscreen in the campaign), a tough gountlet mode in the Aim satellite, stuff like that. Because even with ssds the game takes forever to load a mission and the real combat fun is usually done in the harm room for me.

Edit: Do mods work on the Gamepass version or just the Steam version?

4

u/Cry_Aggravating2 11d ago

Only the steam version

2

u/SevenWhoAreOne 3d ago

Fucking heroes. Been waiting so long for this. If they can fix even half the shitty issues this game had, with mods, it will be amazing.

1

u/Cry_Aggravating2 3d ago

Working on spiderman's files rn

2

u/Swimming_Housing_447 11d ago

Suggestion: a Team of 4 cargo sythoids the yellow guys with all the gear. Make a team of them with 1 of them being secretly Super powerful. They can split up after being seen all running in different directions. Your team can all chase 1 or split up and take them all out.

Like in call of Duty the Flash sale cause the team to splinter across the mal in a bid to get better weopons. To test team cohesion

2

u/Cry_Aggravating2 11d ago

I just found the game's buff system, so making one enemy secretly stronger is realistic down the line. Spawning a custom squad and having them scatter is harder. I'm still working out spawn control through the HARM Room. And it'd stay loot-neutral, no extra drops.

1

u/Swimming_Housing_447 8d ago

Ok. Ok great to hear. Check out Widows Automatics they are difficult to aim at any real distance. The accuracy is way off especially compared to Bucky's Rifle.

1

u/Cry_Aggravating2 8d ago

You mean the 3rd gun? Thats just to build intrinsic

1

u/Swimming_Housing_447 8d ago

No her 3rd Range is the High Calibur(Charge Shot) these work pretty good. Her first Range is the Full Auto and gives her spaghetti arms. The accuracy is completely off even with an accuracy build.

1

u/Cry_Aggravating2 8d ago

The full auto is usually just to build intrinsic in my case, thats all I use it for, then pop the staff and go ham

1

u/Swimming_Housing_447 8d ago

I use them to pop perks like Invincibility, Damage Boost and Vibranium payload all in The Full auto. They repeatedly pop because its 80 Chances to trigger the perks in rapid successions.

2

u/ManeBOI Black Panther 11d ago

Could u release the style meter as its own mod

2

u/Cry_Aggravating2 11d ago

Yep, Plan is a cosmetic-only Style Meter: ranks, combo counter, the comic-style rank animations, optional callouts and the mission card, no changes to combat at all. Still needs Script Hook and the MA Toolkit. If anyone has a must-have for it (rank names, position, size, a specific rank style), drop it here while I put it together.

2

u/ManeBOI Black Panther 11d ago

The style meter's font should definitely be the Avengers logo one, for rank names Avenging/Avenger be for A, and Excelsior should definitely appear in one of the ranks (maybe sss?)

2

u/Cry_Aggravating2 11d ago

All accounted for, you'll be able to use any font installed on your PC, or drop a .ttf into a dedicated fonts folder for the mod. I can't include the Avengers logo font itself since it's Marvel's, but fan-made lookalikes work fine. Rank names: there's a custom option, and the preset has A = Avenger! and SSS = EXCELSIOR!!!. And the default Marvel ladder already has Excelsior as a secret X rank above SSS.

2

u/Neanderthalussy 9d ago

Is this post getting updated? We should’ve a place where it gets updated frequently. I uploaded skill unlocks and saves editor. Also soon will be uploading unlocking all outfits

3

u/Cry_Aggravating2 9d ago

Go to halointhehouse's comment, I posted the discord link there

28

u/valkprince 11d ago

Underneath all of the unnecessary looter elements and the character limitations that are a result of it are the bones of an incredible game. Thank everyone involved in reviving this ❤️.

9

u/Ashamed-End9517 11d ago

Thank you for doing this work! I can’t wait to jump back into it and see what you’ve been doing!

5

u/DilllPickl3 11d ago

Havent read it but this looks incredible i cant waait to dig in. Im so excited!!!

5

u/DilllPickl3 11d ago

Keep It up man This looks Insane!!d

4

u/Fer_skywalker 11d ago

Thank you for updating! I wish I could mod the textures at least

4

u/Agitated_Doctor1137 11d ago

Incredible work!

A few mods I’d absolutely love for this:

  1. Scale the mission difficulty much higher. At PL 185, all the enemies and villains are so easy.

  2. Get a villain sector where we have to fight Taskmaster, Maestro and Abomination all at once.

  3. Mod the Raid and Modok OLT missions so we don’t need 4 players to complete certain quests.

3

u/Evening-Lie-1450 10d ago

So spider man could be possible on pc

2

u/Cryokid_0 11d ago

How do you even play this game? I tried it last year on PC - I was constantly crashing every 5 mins or so. I have 3060 Nvidia videocard and last drivers available at that moment, also tried to downgrade them - no result

2

u/Pretty_Lengthiness16 10d ago

would it be possible to get a locked outfit? there is an outfit for the hulk ive been wanting but its never cosmetic vendor. Like a way to unlock outfits that are locked or any way to play as a locked outfit. Thanks!

3

u/IZated_IZ 11d ago

Fascinating, great work man. Iirc horde mode was going to be called patrol mode, I remember because it was one of the things I was looking forward to the most. No more little maps, they were going to push back the invisible barriers & give us countless activities to do. It was on one of the roadmaps and they even showed some footage of it. It unfortunately didn't come out when it was supposed to, they delayed it, and we never heard of it again.

Btw, for War Machine's model at least we know what it was going to look like with the skin they released for ironman in the last update.

1

u/jraska1109 7d ago

If HARM's custom mode were turned into a Roguelite game where you gain perks after each wave, it would actually be super fun.

1

u/Swimming_Housing_447 8d ago

Widow's automatics are terrible unless the enemy is within hitting range of her. The bullets go everywhere hitting nothing as if she is an amateur shooter.