Balancing notes: damage of all moves reduced by 50-80% all air moves consume meter (including normals) meter gain is very slow except for dodge move
PS- Face works perfectly! No crashes during gameplay.
New moves: Fly Mode - Lp+LK + direction while in air, drains meter
New Ultra Combo - 2424 + all kicks, Shin Tatsumaki (air and ground), spins in place and hits enemies
New super- 2626 + all punches, Metsu Gohadoken (air and ground), throws large fireballs in all directions
dodge-22+3 kicks, lasts 60 frames, 50 frames of invincibility, recover a lot of meter
reflect - 426 + any kick, fast startup + reflects any non-super projectiles, can hold forever (no hit invincibility) ex reflect - 426 + all 3 kicks, reflect supers and ultras
air Hadoken: 26+any punch to throw two fireballs, button determines angle ex air hadoken: 26+any 2 buttons, throw fireballs in arc
General changes: Raging demon combos, deals less damage and is a normal move now (consumes 1 meter), and wallbounces at the end ziraiken (dash) now has a hitbox across the whole screen, can juggle after hit (recovery depends on how long it was charged) all air moves are cancelable into everything, including fly ground hadoken: throws two fireballs, button determines angles ground hadoken ex: throws fireballs in arc ground electric hadoken: basic versions consume meter, hits multiple times ground electric hadoken ex: consumes 2 meters, hits many times forward throw wallbounces
can use shoryukens in the air new animations for walk and dash slightly faster walkspeed all ground moves can be canceled into raging demon, ultra, and dodge startup of all normals improved by 10% lv3 saving attack can hit fullscreen
Directions: 1. Backup CAPCOM\Super Street Fighter IV\dlc\03_character_free\battle\regulation\latest\SKR. 2. Extract files in first zip into the above folder. 3. BackupCAPCOM\Super Street Fighter IV\resource\battle\chara\SKR 4. Extract files in second zip into the above folder.
Oni Sakura - Street Fighter IV Arcade Edition Mod (PC) HQ - Ultra Combo 2 Full Cinematicorgolove2012-05-02 | This is a short video that shows the full cinematic for ultra combo 2 of Oni Sakura. It's an addendum video to the original video (http://www.youtube.com/watch?v=HAL9SqN4Q1Q).
As the third rendition of Shin Sakura, Sakura has absorbed and improved upon Akuma's oni form and learned many new moves.
Balancing notes: damage of all moves reduced by 50-80% all air moves consume meter (including normals) meter gain is very slow except for dodge move
PS- Face works perfectly! No crashes during gameplay.
New moves: Fly Mode - Lp+LK + direction while in air, drains meter
New Ultra Combo - 2424 + all kicks, Shin Tatsumaki (air and ground), spins in place and hits enemies
New super- 2626 + all punches, Metsu Gohadoken (air and ground), throws large fireballs in all directions
dodge-22+3 kicks, lasts 60 frames, 50 frames of invincibility, recover a lot of meter
reflect - 426 + any kick, fast startup + reflects any non-super projectiles, can hold forever (no hit invincibility) ex reflect - 426 + all 3 kicks, reflect supers and ultras
air Hadoken: 26+any punch to throw two fireballs, button determines angle ex air hadoken: 26+any 2 buttons, throw fireballs in arc
General changes: Raging demon combos, deals less damage and is a normal move now (consumes 1 meter), and wallbounces at the end ziraiken (dash) now has a hitbox across the whole screen, can juggle after hit (recovery depends on how long it was charged) all air moves are cancelable into everything, including fly ground hadoken: throws two fireballs, button determines angles ground hadoken ex: throws fireballs in arc ground electric hadoken: basic versions consume meter, hits multiple times ground electric hadoken ex: consumes 2 meters, hits many times forward throw wallbounces
can use shoryukens in the air new animations for walk and dash slightly faster walkspeed all ground moves can be canceled into raging demon, ultra, and dodge startup of all normals improved by 10% lv3 saving attack can hit fullscreen
Directions: 1. Backup CAPCOM\Super Street Fighter IV\dlc\03_character_free\battle\regulation\latest\SKR. 2. Extract files in first zip into the above folder. 3. BackupCAPCOM\Super Street Fighter IV\resource\battle\chara\SKR 4. Extract files in second zip into the above folder.Denjin Sakura - with Daigobot AI Super Street Fighter IV Arcade Edition v2012 Mod Showcase (PC) HDorgolove2012-12-26 | Denjin Sakura - By Orgolove, now with Daigobot AI v1.0!
This mod changes Sakura's moveset, voice, special effects, and ultras and adds custom animations and a new costume to create a completely new character.
Sakura has gained complete mastery of the Satsui no Hado and all forms of Ansatsuken Karate. Combining the best abilities of all masters of this school of martial arts throughout history, Sakura can use unique moves from Ryu, Ken, Gouken, and all variations of Akuma (Gouki) at her disposal to dominate any enemies in her way.
Some highlights include: Normals: -Ryu's "mule kick" -Ken's Step Kick/Kara throw -Akuma's double roundhouse -And many more!
Special Moves: -Ken's Shinryuken -Gouken's Tatsumaki Gorasen (Rising Hurricane Kick) -Akuma's Shun Goku Satsu (Raging Demon) -Akuma's Misogi (Purifier) -Akuma's Kongou Kokuretsu Zan (Land Rending Vajira Slash) -And many more!
Whether your preferred Ansatsuken "Shotokan" Karate character is Ryu, Ken, Akuma, Gouken, or their variations, this electricity-infused Sakura's wealth of options with over 60 different unique moves mean that she can be molded into any playstyle you desire. If you want an explosive, versatile character with endless combo potential, this character is for you.
Moves: Notable Normals: Step Kick (Far Medium Kick) Command: MK, far
Hop Kick (Senbukyaku) Command: → + MK
Overhead Chop Command: → + MP
Sliding High Punch Command: HP, far
Double Roundhouse Loop Command: HK, far
Piercing Strike Command: HP, crouching
Tenmakujinkyaku (Dive Kick) Command: (In Air) ↓ + K
Special Moves: Standard moves Ashura Senkuu (Teleport) Command: →↓↘ or ←↓↙ + PPP or KKK
Tenma Ashura Senkuu (Aerial Teleport) Command: →↓↘ or ←↓↙ + PPP or KKK (Air)
Misogi (Purifier) Command: ↓→ + K (Repeated up to three times in sequence)
Tenma Misogi (Aerial Purifier) Command: ↓→ + K (Repeated up to three times in sequence) (Air)
Installation Directions: This is based on Super Street Fighter IV AE v2012. 1. I recommend a backup of your entire Street Fighter Folder. 2. Extract all files in Denjin Sakura with Daigobot AI Install File 1 in a convenient location. 2. Choose whether you want to face the Daigobot AI or if you want to play the character yourself. 2. Extract the files in the chosen folder in Super Street Fighter IV - Arcade Edition\patch_1_06\battle\regulation\latest_ae\SKR. 3. Extract all files in Denjin Sakura with Daigobot AI Install File 2 in Super Street Fighter IV - Arcade Edition\patch1a\battle\chara\SKR. 4. Extract all files in Denjin Sakura with Daigobot AI Install File 3 in C:\Games\Super Street Fighter IV - Arcade Edition\resource\battle\chara\SKR.
NOTE: The Stage BGM has been modded. See this video for further information (featuring an older version of the character): http://www.youtube.com/watch?v=y8ltGziZFtYShin Sakura AE - Super Street Fighter IV Arcade Edition v2012 Mod Showcase (PC) HQorgolove2012-10-14 | There's a few parts of the video with black spots. I've provided links through annotations - turn them on for easy viewing.
Skip 1st black spot: 13:19 Skip 2nd black spot: 16:25 Skip 3rd black spot: 19:10 Skip 4th black spot: 23:57
Through years of training and meditation, Sakura has completed her training and learned the power of the Universe.
She is designed to be a very weakly hitting but quick and agile character, able to hit the opponent in long chain combos. Her damage output is very low, but has extremely fast meter gain and high stun attacks.
Character ability: Spirit of the Shooting Star Sakura can recover from hits while in air and follow up with another move before reaching the ground. (recovers 10 frames after normal hit stun) She also recovers slightly faster from all enemy hits.
Signature Moves: ↓←↓← + PPP - Agneyastra, Meteor Storm (takes two EX meters) Sakura summons 8 large meteors that travel diagonally (single hit each). Can be done in air, with different starting heights based on jump height.
↓→↓→ + K: Wind God's Carnival (takes four EX meters) Sakura charges the enemy while kicking acrobatically. Button type gives how far she will travel before the first kick. Last hit deals a lot of stun and can be canceled into other moves. Can be done while in air.
↓→↓→ + KKK: Supernova (Ultra 1) Sakura rises upward diagonally. If hit, she power bombs the opponent to the ground, then takes grabs their leg and slams him down multiple times. Last hit stuns opponent, depending on previous number of stuns. Can be done while in air. Consumes 1/2 revenge meter.
↓→↓→ + PPP: Rage of the Glorious Dawn (Ultra 2) Sakura grabs the opponent for a short distance. If grabbed, the music changes as she kicks the opponent away, and the screen goes black while she hits the enemy multiple times, ending with a raging demon. Last hit stuns opponent, depending on previous number of stuns. Consumes 1/2 revenge meter. Although this move is a grab, it can be comboed into and can grab jumping enemies as long as she's within range.
→↓↘ + K: Aerial Dragon Kick Sakura jumps into the air while kicking. Light version hits once, M twice, and H three times. Can be done in air. Can be canceled in air one time only. Juggle potential 20. →↓↘ + KK: EX Aerial Dragon Kick Hits 6 times while staying still in air.
→↓← + P: Electric Machine Gun Upper, hits the opponent like a machine gun 18 times with the power of electricity in her fists. Last hit launches. Punch strength determines how far she travels forward. Maximum juggle - 20 hits →↓← + PP: EX Electric Machine Gun Upper, hits more times and deals more damage than normal version.
(In Air) ↓ + K: Divekick Sakura charges down diagonally. Button strength determines angle. Can be canceled in air one time only. Can be activated while in any jump trajectory - neutral, forward, or backward jumps. No minimum height, and hits overhead. (In Air) ↓ + KK: EX Divekick No startup, and hit juggles opponent.
Other moves:
↓→ + P: Ground Hadoken, single hit. Punch strength determines speed. Maximum juggle - 10 hits ↓→ + PP: EX Ground Hadoken, shoots two single hit projectiles very quickly.
(In Air) ↓→ + P: Aerial Zenku Hadoken, single hit. L version travels horizontally, others travel downward in different angles. (In Air) ↓→ + PP: EX Zenku Hadoken, shoots two single hit projectiles downward in different angles.
↓← + P: Anti Air hadoken, punch strength determines angle. ↓← + PP: EX anti air hadoken, two diagonal hadokens (different angle).
↓← + K: Slash Tatsumaki Syunpuken. light version hits once, other versions hit twice, can blow through some projectiles during startup. ↓← + KK: EX Slash Tatsumaki Syunpuken. Much faster and slightly more damaging version of the normal move.
Installation: follow directions in text file in File 1.
Stage BGM has been modded. See this video for further information: http://www.youtube.com/watch?v=y8ltGziZFtY Some stages have been modded. See stages by Kraga Phan and Piuma http://aemods.pbworks.com/w/page/44880364/Stage%20ModsModded Sakura vs Sakura - Street Fighter IV Arcade Edition Mod Showcase (PC) HQorgolove2012-05-23 | Teleports and grappling abound. This is a video of two Bo7 mirror matches between modded Sakura movesets, with different Ultras for comparison. vs Oni: http://www.youtube.com/watch?v=C8jDFIoPFAA vs other characters: http://www.youtube.com/watch?v=hM81aXk0-Bg Instructional video: http://www.youtube.com/watch?v=qR4GtYgSk4AModded Sakura vs Oni Moveset - Street Fighter IV Arcade Edition Mod Showcase (PC) HQorgolove2012-05-22 | This is a video that showcases the two Street Fighter 4 moveset mods I did in the past year, and displays the extent to which the game can be modded with amazing new moves and capabilities. I put a lot of work into them, so please enjoy!
Sakura channels the power of the void to teleport across dimensions, focusing on mixups, mobility, and grabs to deal with enemies.
She makes extensive use of teleport in all her moves, and even teleports out after being knocked down. She has completely new supers and ultras, and a completely revamped moveset that will fascinate anyone who tries her.
Dash, backdash are short range teleports. She also teleports back up pretty quickly after being knocked down.
Her forward throw animation has been changed so to fit the character's image.
Her Jumps are also teleports, and reaches the peak almost immediately (normal speed when coming down).
She has a wall cling, similar to the one found in MVC3. She slowly falls down after clinging, and it can be canceled into teleport or Force Psychocrusher. (Forward While in air during back jump)
She has aerial teleports, executed with double tap direction + 3P, and can go forward, backward, or downward. (double tap direction + 3P, and can go forward, backward, or downward)
She retains the normal teleports while on ground. (SRK or reverse + all 3 kicks or 3 punches)
Her air normals stay active through the entire frame. Divekicks can be activated from jumps of any direction, and is about twice as fast as before.
Her ground normals are slightly faster, and close HP and down HP launches the enemy (very short distance).
She can use the power of the void to push or pull the enemy from anywhere on the screen (on the ground), executed with down left any punch (pull) or kick (push). EX version can grab the enemy out of the air (from anywhere). (down left any punch or kick)
She has an air slash move that has a very long startup (down forward punch). After charging, she hits the opponent from across the screen in a narrow band. It's unblockable, and she has multiple hits of armor while charging. Strength of button determines length of charge and damage. (down forward punch)
She has a Body Dash move (Force Psychocrusher), in which she extends her teleport to fly across the screen and hit the enemy in high speed. It's executed with HP+ direction, with Down making her fly straight across, Back having her go straight up, and Right having her fly diagonally. This can also be done in the air, with Down making her drop quickly, right making her fly straight across, and back having her go diagonally. (HP plus back or down or forward, effect varies with direction)
Of course, she also has the regular spinning piledriver, and the original reason I chose Seth's moveset as a basis. (Down forward kick)
She has an anti air grab, executed with SRK + any punch. Punch strength determines range and recovery speed.. She summons a small void in front of her while holding the opponent, hitting him multiple times. (SRK + punch)
She has a "Force Rush" super, in which she flies across the screen with a kick, then follows up with multiple punches and kicks. (down back down back any punch) She can blow through most projectiles until the first hit, and attacks multiple times. If any of the first few hits connect, she can go into a "Trance" and attack even faster, dealing more damage. Last hit causes a deep wall bounce on the opponent, very similar to Trinity's signature attack in Matrix (the movie). (down back down back any punch)
Her ultra 1 is the Final Atomic Buster, executed with down forward down forward all three punches. It's short range 0-frame command grab and can take enemies in the air, as long as she's close. (down forward down forward all 3 punches)
Her Ultra 2 is shadow dance. She teleports across the screen behind the enemy (or forward, depending on what he's doing). Then she rapidly teleports in front and behind the enemy, attacking with overhead and middle hits. It can cross up, so the opponent must block correctly throughout the whole ultra. The final hit does a wall bounce. (doen back down back all 3 punches)
Directions: 1. Backup CAPCOM\Super Street Fighter IV\dlc\03_character_free\battle\regulation\latest\SKR or Super Street Fighter IV/patch_1_06/battle/regulation/latest_ae/SKR, depending on your patch. 2. Extract files in first zip into the above folder. 3. Backup CAPCOM\Super Street Fighter IV\resource\battle\chara\SKR. 4. Extract files in second zip into the above folder.
FOR THE STAGE BGM MODS: http://www.youtube.com/watch?v=y8ltGziZFtYUltimate Sakura - Street Fighter IV Arcade Edition Mod Showcase (PC) HQorgolove2012-05-21 | 3:32 for Shadowdance 3:04 for Force Rush 3:18 for Final Atomic Buster
Sakura channels the power of the void to teleport across dimensions, focusing on mixups, mobility, and grabs to deal with enemies.
She makes extensive use of teleport in all her moves, and even teleports out after being knocked down. She has completely new supers and ultras, and a completely revamped moveset that will fascinate anyone who tries her.
Dash, backdash are short range teleports. She also teleports back up pretty quickly after being knocked down.
Her forward throw animation has been changed so to fit the character's image.
Her Jumps are also teleports, and reaches the peak almost immediately (normal speed when coming down).
She has a wall cling, similar to the one found in MVC3. She slowly falls down after clinging, and it can be canceled into teleport or Force Psychocrusher. (Forward While in air during back jump)
She has aerial teleports, executed with double tap direction + 3P, and can go forward, backward, or downward. (double tap direction + 3P, and can go forward, backward, or downward)
She retains the normal teleports while on ground. (SRK or reverse + all 3 kicks or 3 punches)
Her air normals stay active through the entire frame. Divekicks can be activated from jumps of any direction, and is about twice as fast as before.
Her ground normals are slightly faster, and close HP and down HP launches the enemy (very short distance).
She can use the power of the void to push or pull the enemy from anywhere on the screen (on the ground), executed with down left any punch (pull) or kick (push). EX version can grab the enemy out of the air (from anywhere). (down left any punch or kick)
She has an air slash move that has a very long startup (down forward punch). After charging, she hits the opponent from across the screen in a narrow band. It's unblockable, and she has multiple hits of armor while charging. Strength of button determines length of charge and damage. (down forward punch)
She has a Body Dash move (Force Psychocrusher), in which she extends her teleport to fly across the screen and hit the enemy in high speed. It's executed with HP+ direction, with Down making her fly straight across, Back having her go straight up, and Right having her fly diagonally. This can also be done in the air, with Down making her drop quickly, right making her fly straight across, and back having her go diagonally. (HP plus back or down or forward, effect varies with direction)
Of course, she also has the regular spinning piledriver, and the original reason I chose Seth's moveset as a basis. (Down forward kick)
She has an anti air grab, executed with SRK + any punch. Punch strength determines range and recovery speed.. She summons a small void in front of her while holding the opponent, hitting him multiple times. (SRK + punch)
She has a "Force Rush" super, in which she flies across the screen with a kick, then follows up with multiple punches and kicks. (down back down back any punch) She can blow through most projectiles until the first hit, and attacks multiple times. If any of the first few hits connect, she can go into a "Trance" and attack even faster, dealing more damage. Last hit causes a deep wall bounce on the opponent, very similar to Trinity's signature attack in Matrix (the movie). (down back down back any punch)
Her ultra 1 is the Final Atomic Buster, executed with down forward down forward all three punches. It's short range 0-frame command grab and can take enemies in the air, as long as she's close. (down forward down forward all 3 punches)
Her Ultra 2 is shadow dance. She teleports across the screen behind the enemy (or forward, depending on what he's doing). Then she rapidly teleports in front and behind the enemy, attacking with overhead and middle hits. It can cross up, so the opponent must block correctly throughout the whole ultra. The final hit does a wall bounce. (doen back down back all 3 punches)
Directions: 1. Backup CAPCOM\Super Street Fighter IV\dlc\03_character_free\battle\regulation\latest\SKR or Super Street Fighter IV/patch_1_06/battle/regulation/latest_ae/SKR, depending on your patch. 2. Extract files in first zip into the above folder. 3. Backup CAPCOM\Super Street Fighter IV\resource\battle\chara\SKR. 4. Extract files in second zip into the above folder.
FOR THE STAGE BGM MODS: http://www.youtube.com/watch?v=y8ltGziZFtYSuper Street Fighter IV: Arcade Edition V2012 Stage BGM Mod (PC) HQorgolove2012-05-20 | This mod replaces all stage music with various high quality non-vocal songs from touhou. (It loops properly in long battles!)
Instructions: 1. Go to CAPCOM\Super Street Fighter IV\resource\battle\sound\bgm and backup everything. 2. Extract the files inside this archive to CAPCOM\Super Street Fighter IV\resource\battle\sound\bgm, overwriting when prompted.
Turn off the "arranged BGM" setting to hear the music during online and versus matches. Else you'll her the player 2 character theme instead of the new music.
Balancing notes: damage of all moves reduced by 50-80% all air moves consume meter (including normals) meter gain is very slow except for dodge move
PS- Face works perfectly! No crashes during gameplay.
New moves: Fly Mode - Lp+LK + direction while in air, drains meter
New Ultra Combo - 2424 + all kicks, Shin Tatsumaki (air and ground), spins in place and hits enemies
New super- 2626 + all punches, Metsu Gohadoken (air and ground), throws large fireballs in all directions
dodge-22+3 kicks, lasts 60 frames, 50 frames of invincibility, recover a lot of meter
reflect - 426 + any kick, fast startup + reflects any non-super projectiles, can hold forever (no hit invincibility) ex reflect - 426 + all 3 kicks, reflect supers and ultras
air Hadoken: 26+any punch to throw two fireballs, button determines angle ex air hadoken: 26+any 2 buttons, throw fireballs in arc
General changes: Raging demon combos, deals less damage and is a normal move now (consumes 1 meter), and wallbounces at the end ziraiken (dash) now has a hitbox across the whole screen, can juggle after hit (recovery depends on how long it was charged) all air moves are cancelable into everything, including fly ground hadoken: throws two fireballs, button determines angles ground hadoken ex: throws fireballs in arc ground electric hadoken: basic versions consume meter, hits multiple times ground electric hadoken ex: consumes 2 meters, hits many times forward throw wallbounces
can use shoryukens in the air new animations for walk and dash slightly faster walkspeed all ground moves can be canceled into raging demon, ultra, and dodge startup of all normals improved by 10% lv3 saving attack can hit fullscreen
Directions: 1. Backup CAPCOM\Super Street Fighter IV\dlc\03_character_free\battle\regulation\latest\SKR. 2. Extract files in first zip into the above folder. 3. BackupCAPCOM\Super Street Fighter IV\resource\battle\chara\SKR 4. Extract files in second zip into the above folder.Oni Sakuras new moves - Street Fighter IV Arcade Edition Mod (PC) HQorgolove2012-04-30 | As the third rendition of Shin Sakura, Sakura has absorbed and improved upon Akuma's oni form and learned many new moves.
Balancing notes: damage of all moves reduced by 50-80% all air moves consume meter (including normals) meter gain is very slow except for dodge move
New moves shown, in order: Fly mode New ultra new super dodge reflect air hadouken ground teleport slash (ziraiken) air combos ground hadouken ground electric hadouken
New moves: Fly Mode - Lp+LK + direction while in air, drains meter
New Ultra Combo - 2424 + all kicks, Shin Tatsumaki (air and ground), spins in place and hits enemies
New super- 2626 + all punches, Metsu Gohadoken (air and ground), throws large fireballs in all directions
dodge-22+3 kicks, lasts 60 frames, 50 frames of invincibility, recover a lot of meter
reflect - 426 + any kick, fast startup + reflects any non-super projectiles, can hold forever (no hit invincibility) ex reflect - 426 + all 3 kicks, reflect supers and ultras
air Hadoken: 26+any punch to throw two fireballs, button determines angle ex air hadoken: 26+any 2 buttons, throw fireballs in arc
General changes: Raging demon combos, deals less damage and is a normal move now (consumes 1 meter), and wallbounces at the end ziraiken (dash) now has a hitbox across the whole screen, can juggle after hit (recovery depends on how long it was charged) all air moves are cancelable into everything, including fly ground hadoken: throws two fireballs, button determines angles ground hadoken ex: throws fireballs in arc ground electric hadoken: basic versions consume meter, hits multiple times ground electric hadoken ex: consumes 2 meters, hits many times forward throw wallbounces
can use shoryukens in the air new animations for walk and dash slightly faster walkspeed all ground moves can be canceled into raging demon, ultra, and dodge startup of all normals improved by 10% lv3 saving attack can hit fullscreen
Directions: 1. Backup CAPCOM\Super Street Fighter IV\dlc\03_character_free\battle\regulation\latest\SKR. 2. Extract files in first zip into the above folder. 3. BackupCAPCOM\Super Street Fighter IV\resource\battle\chara\SKR 4. Extract files in second zip into the above folder.
For more info, go to the video response for examples of each new move.Shin Sakura - Advanced Akuma Moveset with New Moves (PC) HQorgolove2011-06-15 | Shin Sakura, or "God" Sakura, has embraced the power of Satsui no Hadou, or the Art of Killing Intent.
Improving on Akuma's Ansatsuken Karate, Sakura has learned many new moves.
New moves:
Air Slash - Sakura splits the ground open with one slash from afar. Hits low, knocks down, can juggle. (no meter needed)
Hadou Echo - Sakura can return enemy projectiles just by staring at it. Any returned projectiles have their damage increased by 10%. This also reflects EX projectiles. (no meter needed)
Hadou Kick - Sakura can shoot fireballs sideways, diagonally, or horizontally upward by charging ki into her legs and throwing them out. Angled fireballs deal 2 hits, while horizontal fireballs deal 4 hits. EX version goes through blocks.
Hadou Meteor - Sakura can throw two fireballs while in air without needing meter, at different angles depending on button pressed. EX version throws a meteor storm - many slow-moving huge multihitting fireballs.
Air Jump - Sakura can release a burst of ki from her feet to jump multiple times while in the air.
Command Throw - Sakura has a command grab with a range of 1.75 (a bit more than L piledriver in vanilla). It is a 0 frame grab with 170 damage and 200 stun.
Low jump - Sakura can release her ki while on the ground to do a series of low jumps to surprise enemies. Distance/height varies with button pressed and range from opponent, with p buttons traveling further and higher than k.
Air normals - 8/9mk does a quick air tatsumaki that juggles. 8/9hk does a quick aerial shoryuken. 8/9mp does a very fast divekick that launches enemy. 8/9hp throws a horizontal aerial fireball that hits once.
Super is now the same as the ultra Shun Goku Satu, but doesn't drain revenge meter. Both super and ultra can now grab enemies during their hit recovery, letting you combo into it from almost anything.
Complete list of changes and improvements: see link below (to be updated soon):
Notes: Costume wasn't done by me. Everything else was though.
Platforms: Playstation 3, Xbox 360, PC & Arcade Published by: Capcom Developed by: Capcom / Dimps Genre: Fighting Number of Players: 1-2 Release Date: US: Februrary 17, 2009 Japan: February 12, 2009 Europe: Februrary 20, 2009 Australia: 02/2009Shin Sakura - Advanced Akuma Moveset Combo Video (PC) HQorgolove2011-06-15 | Shin Sakura has awakened to the Satsui no Hadou, taking and improving on Akuma's moveset. She's now powerful enough to use the Chinese character for "god" instead of "true" as her shin form.
Unlike Akuma with his purple Ki, Sakura has mastered the art of hellfire, and has become flame incarnate.
This is a combo video showcasing some of Shin Sakura's new moves. All her attacks set the enemy on fire, and every move either juggles the opponents or knocks the enemy down.
All of her moves can also repeat and combo indefinitely as long as you match the hitbox.
Some of her new moves (which are showcased in the video response) include: Air Slash Hadou Echo Hadou Kick Hadou Meteor Air Jump Command Throw +more!
Other improvements: Sakura's Shun Goku Satsu (Raging Demon) can combo off of hit confirms without waiting for hit recovery All hadoukens are now 4 hit fireballs angled hadoukens - in air, sakura can throw hadoukens sideways, diagonal, or vertically downward. in ground, sakura can throw fireballs sideways, diagonal, or directly upward She can do aerial raves with all her attacks All specials (shoryuken, syunpuken, air versions) have almost no recovery time about double increase in move/dash speed Focus Attack can absorb any number of non armor-breaking hits armor-breaking/launching/knockdown normals All visuals have been changed to fire as much as possible Facial animations have been fixed to work both during gameplay and during beginning and ending cutscenes. Voicepack has been reconstructed from scratch to correctly play the right voices during attacks, fireballs, shoryukens, etc. +more! See the video response for more info.
Notes: Costume wasn't done by me. Everything else was though.
Platforms: Playstation 3, Xbox 360, PC & Arcade Published by: Capcom Developed by: Capcom / Dimps Genre: Fighting Number of Players: 1-2 Release Date: US: Februrary 17, 2009 Japan: February 12, 2009 Europe: Februrary 20, 2009 Australia: 02/2009Street Fighter IV Mod: Shin Sakura, Grappler Style! (HQ)orgolove2011-05-09 | Sakura has become a lightning-fast grappler, throwing giants two or three times her size everywhere and running across the stage faster than eyes can see!
Shin Sakura - Grappler Style
This is a gameplay video showcasing CPU control of a modded Sakura, by me, as a character in Street Fighter 4.
00:19 Sakura vs Zangief
01:45 Sakura vs Sagat
03:07 Sakura vs Akuma
05:09 Sakura vs Gouken
06:50 Sakura vs Rufus
08:27 Sakura vs Abel
10:06 Sakura vs Ryu
11:30 Sakura vs Blanka
13:11 Sakura vs Seth
15:02 Sakura vs Honda
16:37 Sakura vs Bison
18:16 Sakura vs Boxer
Installation instructions:
1. Back up your ENTIRE SKR folder in \CAPCOM\STREETFIGHTERIV\Battle\Chara\
2. Extract the zip folder to \CAPCOM\STREETFIGHTERIV\Battle\Chara\SKR. Overwrite when prompted.
Changes:
-Abel base moveset, Sakura has less stamina
-all normals (air, neutral, ground) have their startup and recovery frames reduced
-all throws and special moves also have startup and recovery frames reduced
-walking/dash speeds increased
-all jump attacks are divekicks, with l versions completing the jump, m versions falling down regardless of jump trajectory, and h versions immediately teleporting to ground and dealing a regular h kick
-focus attacks have much, much less recovery, and lvl 1 focus attack auto crumples
NEW SUPER - Abel has two unused supers that each start with an overhead move and with different final hits. Sakura can use these moves (without meter). The original versions have long startup and recovery.
l version Change of Direction is now an infinite. Initial hit is armored up to 16 hits, and can reach from full screen.
change of direction m - hidden super 1 (no meter needed)
change of direction h - hidden super 2 (no meter needed)
change of direction ex - hidden super 2, guard crushing (hit goes through guarding)
Marseilles roll - l m h versions are all hit-invincible and have their recovery dramatically reduced, button determines distance rolled
Marseilles roll ex - guard crushing grab, very long range
Wheel Kick - normal version hits twice, is projectile and hit invincible, has much faster startup and recovery, and reaches from full screen.
Wheel kick ex - different guard crushing grab, very long range
Tornado Throw - normal version has much extended range, invincibility and faster startup and recovery
Tornado Throw ex - guard crushing grab from last hit of ultra 1, damage depending on current revenge gauge level, ~100-300
Air Grab - normal version has much extended range, invincibility and faster startup and recovery
Air Grab EX - "homing" grab that goes through almost everything, including shoryuken invincibility
Super - Guard crushing
Ultra - Guard crushing
Depending on interest, I can have this available for download.
aesthetics mods:
-music: taken from a selection of touhou theme arrangements
-NOT BY ME: Sakura's skin (see credit below)
Other Notes:
THIS WAS DONE PURELY FOR ENTERTAINMENT - Don't bother commenting about "balance."
CREDITS:
ONLY THE MOVES AND MUSIC HAVE BEEN EDITED BY ME.
Sakura's skin has been taken from: sf4mods.pbworks.com
Platforms: Playstation 3, Xbox 360, PC & Arcade
Published by: Capcom
Developed by: Capcom / Dimps
Genre: Fighting
Number of Players: 1-2
Release Date:
US: Februrary 17, 2009
Japan: February 12, 2009
Europe: Februrary 20, 2009
Australia: 02/2009Street Fighter IV Mod: Shin Sakuras new moves (PC) HQorgolove2011-01-23 | Update on year 2012 - This is a very old video, of very old mods. Please go here for the latest video with the latest mod: http://www.youtube.com/watch?v=qR4GtYgSk4A
"Shin" Sakura has learned several new moves.
Sakura with modded movesets.
Moves taken from other characters: -Rose's reflect projectiles -Dhalsim's ground and air teleport backward or forward behind enemy -C.Viper's mini quake -EX: Viper's EX Thunder Fist -EX: Bison (Vega)'s EX psychocrusher
Custom made moves: -all fireballs are now large double-hit projectiles -3 versions of normal fireball - can hit horizontally, slightly diagonally, or high-diagonal. -EX fireball: extremely fast fireball, knocks down when hit -EX fireball2: jump down double fireball
Other changes: -Sakura's original EX attacks can be used without any EX meters. Her EX attacks have all been changed into new moves (see above) -all block and hit stuns have been tripled. -focus attack can now absorb 5 attacks without breaking. -walk and dash speed has been increased by ~20%, and recovery reduced by many frames. -increased grab range -general damage increases
aesthetics mods: -music: taken from a selection of touhou theme arrangements -NOT BY ME: Sakura's skin (see credit below) -NOT BY ME: character selection portraits (see credit below) -NOT BY ME: menu screens (see credit below)
Other Notes: THIS WAS DONE PURELY FOR ENTERTAINMENT - Don't bother commenting about "balance." And I KNOW THE PLAY IN THE VIDEO SUCKS. You try playing a Fighting game, on a keyboard, when you're recording a 780p video of the game with a core 2 i4 at high graphics setttings. i.e. the game lagged horribly, and half my commands did not register.
CREDITS: ONLY THE MOVES AND MUSIC HAVE BEEN EDITED BY ME. Sakura's skin, the menu screens, and character select pictures have been taken from: sf4mods.pbworks.com
Platforms: Playstation 3, Xbox 360, PC & Arcade Published by: Capcom Developed by: Capcom / Dimps Genre: Fighting Number of Players: 1-2 Release Date: US: Februrary 17, 2009 Japan: February 12, 2009 Europe: Februrary 20, 2009 Australia: 02/2009Dragon Age: Origins Tracer Specialization - Unlimited Blade Worksorgolove2010-10-25 | This is a gameplay video for my mod, Tracer Specialization-Unlimited Blade Works, downloadable here:
This mod adds the Tracer Specialization for warriors. It introduces a combo system and other changes to the game engine that turns Dragon Age into an action RPG! The basic moves throw series of unarmed martial arts attacks (actual forms!), while charged moves summon ("trace") legendary weapons and even shoot swords instead of arrows as projectiles!
This video showcases a dwarf PC beating up all the major bosses and defeating a small army or darkspawn alone while using a variety of skills in an Action RPG style!Dragon Age Origins Monster Skills v1.1orgolove2010-10-03 | This is another gameplay video for my mod, Wildkin Adept Specialization - Blue Mage Style Monster Skills, downloadable here:
There are many new updates: -ALL SKILLS HAVE BEEN RECODED! -Rebalanced! scaling added to all skills! Now skills -should- be viable all the way to Awakening! -Greatly strengthened elemental tree -You now count as a boss for the purposes of calculating some of the skill damage -custom sounds added to many skills -Removal of repetitive animations -Removal of some friendly fire -New Skill -Bug Fixes For the full list of changes, please see the changelog at mod webpage.
This video showcases some of the new sound effects and vfx.Dragon Age: Origins Wildkin Adept Specialization-Blue Mage Style Monster Skillsorgolove2010-10-01 | This is a gameplay video for my mod, Wildkin Adept Specialization - Blue Mage Style Monster Skills, downloadable here:
This mod adds a new specialization for rogues that lets you cast almost any "monster skills" normally reserved for non-player creatures, blue mage-style! Over 40 different monster skills are included, such as Dragon Breath, Golem's Hurl, Wild Sylvan roots, and Archdemon Smite! Contains custom animations, new icons, and detailed background lore!
This video showcases a dwarf PC beating up all the major bosses and defeating a small army or darkspawn alone using their own skills against them!Dragon Age: Origins Blue Mage Monster Skills Animation Testingorgolove2010-09-27 | This is a preliminary video that serves two purposes - 1: to test various monster skill animations for the Chanry Monk mod, and 2: to showcase a possible future mod that involves casting various monster skills.Dragon Age: Origins Ninja Mod - Chantry Monk Unarmed Combat Specializationorgolove2010-09-21 | This is a demonstration video for our mod, Chantry Monk Unarmed Combat Specialization, downloadable here:
In this mod, you can become a veritable shadow assassin, instantly teleporting from place to place, striking at the enemies faster than the eye can see, knocking back gigantic ogres, and destroying mighty dragons single-handedly.
This video showcases a human PC using just her bare hands to beat up all the major bosses and defeat an army of darkspawn!Dragon Age Animation Examplesorgolove2010-09-12 | Dragon Age Animation Examples, using unarmed animation as standard autoattacks but having the specific animations fire for dual weapon sweep, punisher, whirlwind, and two-handed weapon sweep. A video showing the various possibilities within the game engine.Dragon Age: Origins Ninja Elf Girl Martial Arts Combatorgolove2010-09-03 | This is another demonstration video for my mod, Monk Style Unarmed Combat-Martial Arts Mastery in Ferelden, downloadable here:
http://dragonagenexus.com/downloads/file.php?id=1633
A tiny elf girl uses nothing but her martial arts skills to defeat the Boss ogre, Revenant, an army of darkspawns, Broodmother, and High Dragon!
Now she doesn't look like she's headbutting all the time :)Dragon Age: Origins - Elf Girl Unarmed Combat vs All Bossesorgolove2010-09-01 | This is a demonstration video for my mod, Monk Style Unarmed Combat-Martial Arts Mastery in Ferelden, downloadable here: http://www.dragonagenexus.com/downloads/file.php?id=1633
This video showcases a tiny elf girl using just her bare hands to beat up all the major bosses and defeat an army of darkspawn!Orgoloves ARMAGEDDON mod for Dragon Age- Castable Combo Spells and New Custom Spellsorgolove2010-01-20 | ARMAGEDDON - Castable Combo Spells and New Custom Spells
v1.0
By Orgolove
INTRODUCTION
This mod adds four of the best combo spells into the "mage" portion of the skilltree. Once you take the spells, you can cast them just as any other spell, with exactly the same effects!
I rewrote the whole script so that this could be possible!
The specific descriptions and pictures are as follows:
Storm of the Century
Unleash the fury of nature with this spell! You can cast the combo spell usually obtained from Blizzard and Tempest with this spell, bringing up the awesome vfx/sound effects and dealing moderate electrical damage across a huge area.
Paralysis Explosion
You can now directly cast the extremely long term mass paralysis that normally only occurs when Glyph of Paralysis overlaps Glyph of Repulsion.
Shockwave
You can now directly cast the clash of forces normally seen between crushing Prison and Force Field together. This spell deals damage and knocks back all creatures within an AOE.
Entropic Death
This spell casts an area of death within the battlefield, and anyone that enters the area is afflicted with the same kind of damage as experienced from the normal combo spell, Entropic Death.
(It's kinda difficult to catch this spell into a screenshot, because the vfx goes by so fast. Please see the video for the full effect.)
Further, this mod adds four AWESOME, EYE-CATCHING, MIND-BOGGLING CUSTOM-CREATED spells into your mage skilltree, castable at will!
I created the scripts for these spells from scratch!
The specific descriptions and pictures are as follows:
Missile Storm
This spell lets you cast a horde (13 to be exact) of missiles against all nearby enemies.
Missile Barrage
This spell allows you to channel the power of the fade directly into the opponents as long as you hold the spell, shooting energy missiles like a machine gun to anyone that dare approach you!
Pinpoint Avalanche
This spell allows you to rain gigantic stones on top of an enemy, crushing/stunning him and anyone nearby with ultimate force.
Wrath of God
When you cast this spell, you cast the wrath of the very force of the Universe! You call down the might of creation to lay waste to the enemy, raining down a horde of white meteors of energy and dealing damage/stunning any being nearby with extreme force.Dragon Age Modding: Keep Summons Across Loadscreensorgolove2009-12-22 | This is a short video that demonstrates my mod, Allow Persistent Summons Across Loadscreens.
It will make your experience with my Summon Army mod much easier.
Download Here: (address will be updated shortly)Dragon Age solo Rogue vs High Dragon, 5x speed one 5th dmgorgolove2009-12-21 | This is another video featuring my mod, Dagger Redesign - 10x speed/one tenth damage or 5x speed/one 5th damage.
The character in the video has been EXTENSIVELY edited for the purpose of making a video. No, the actual mod will NOT allow you to solo the high dragon.
This is a mod that allows dual wielded daggers to attack like a machine. The swing speed is increased 10 times, and the damage is decreased to 1/10th. The single wielded version is also quite fast, but there is a limit to how fast the single wielded animations can run. (But who wields only one dagger or a dagger-shield setup anyway)
It is commonly known that rogues are underpowered in Dragon Age. Even with the recent patch, which allows daggers to gain a damage bonus from cunning, rogues are still gimped when it comes to the full gameplay. How, you say? Their damage output doesn't compare to mages or warriors. Their ranged capabilities are utterly useless because, well, ranged combat is useless. They have to get up close and personal, but they don't have the survivability of plate warriors. They only have a very few useful buffs, and most of their skills are geared towards single targets, when 90% or more of the game is multi vs multi combat.
This mod fixes the situation. By forcing the damage to only increase from cunning, we ensure that the daggers will almost exclusively be used by rogues. By increasing the swing speed so dramatically, we ensure that they won't lose in close combat against warriors - they can parry most of the warrior's attacks. Further, with the increased swing speed, rogues can do multiple backstab attacks before the victim even realizes you are there. Also, as many of rogue's and rogue specializations' skills are chance-based, this increased swing speed will greatly increase the chance of DoT.
You can use this in a variety of ways, i.e. get an elemental enchant rune, whose damage is not decreased, get a dagger with % chance to stun, etc etc. The DoT from dual weapon expert and lacerate will definitely happen whenever you fight. Just imagine the possibilities.
The character in the video has been EXTENSIVELY edited for the purpose of making a video. No, the actual mod will NOT allow you to solo the high dragon.
It can be downloaded here: http://www.dragonagenexus.com/downloads/file.php?id=359Dragon Age Origins Mod - 25 Man Raid on the High Dragon!orgolove2009-12-17 | So, my guild decided to do a 25 man nightmare mode version of the High Dragon raid in Dragon Age...
The video features a 24 man raid on the High Dragon. Each party member with the ranger specialization can summon up to five warriors.
This is a mod designed to let you feel like a general commanding over a large army. With three companions each summonning five warriors, and you summoning five warriors, you can have potentially 24 humanoid fighters on the field.
After careful consideration, I chose the Hurlock Emissary (most powerful grunt darkspawn), the Qunari Mercenary, and Heavy Mercenary as my chosen soldiers.
The Qunari Mercenary has Two Handed Sweep and Sunder Arms. The Heavy Mercenary has Shield Wall and Assault. The Hurlock Emissary can summon two additional warriors, the Heavy Mercenary and the Qunari mercenary. I wanted to alter the Animate Dead spell as well, but that one is too heavily integrated as scripts.Archdemon Shape Experimental Movesetorgolove2009-12-15 | This is a video of the alternate moveset for my mod, ARCHDEMON SHAPE and other bosses-New Shapeshifter Skilltree, downloadable here: http://www.dragonagenexus.com/downloads/file.php?id=229
Please tell me if you prefer this moveset better than the moveset featured in the other video.
Thanks!Dragon Age: Origins Archdemon vs High Dragon, The Ultimate Battleorgolove2009-12-05 | This is another gameplay video featuring my mod, ARCHDEMON SHAPE and other bosses-New Shapeshifter Skilltree, downloadable here: http://www.dragonagenexus.com/downloads/file.php?id=229
The video features the Archdemon clashing against the High Dragon in a Titanic Battle!Dragon Age: Origins Battle of Archdemon vs Ogre Boss - Rampage in the Tower of Trishalorgolove2009-12-05 | This is another gameplay video featuring my mod, ARCHDEMON SHAPE and other bosses-New Shapeshifter Skilltree, downloadable here: http://www.dragonagenexus.com/downloads/file.php?id=229
The video features the archdemon rampaging through the third level of the Tower of Trishal, and utterly annihilating the Ogre boss at the top level.Dragon Age Dual Wield Two-Handed Weapon Demonstrationorgolove2009-12-05 | Dual Wield 2 handed Weapons Greatswords Mauls Battleaxes
version 1.1
by Orgolove
This video shocases a mod designed to let you dual wield Greatswords, Mauls, and/or Battleaxes (provided you have Dual Wield Master) or at least wield both these weapons and a shield at the same time.
It shows a character with two starfang swords enchanted with spirit damage laying waste across the battlefield.
INTRODUCTION
Ever wished you could become the bosses that you were fighting? Ever hoped that the shapeshifter class would be buffed?
Ever try any other mod that said they could make you into an archdemon, only to just shift you into the model without any ability to move?!?!?
What do I mean by above? Archdemons in game cannot move, and all its attacks are actually talents. Thus, in the vanilla game, there are NO animations for Archdemon's movements .
I literally went through line by line to look at all the animations, choose the one best fit for walking, and converted the animation trees for all the walking and attacking animations to match the Archdemon model so that the shapeshifted version can move!
It's here! NOW! After many weeks of working on this nonstop, I present to you:
The Archdemon Shape!
It's a REVOLUTION!!
Features
ARCHDEMON SHAPE!
YOU CAN SHAPESHIFT INTO AN ARCHDEMON!
You can move while in archdemon form!
The Archdemon shape gives the following abilities:
Abilities:
Wing Buffet
Roar
Dragon Breath (remember, this skill does not hit the ones that are RIGHT in front of them. this skill does hit the enemies that are a certain distance away, however. See gameplay video!)
Sweep (attack area in front)
With Master Shapeshifter:
Grab (grab enemy in mouth, shake it around and attack it)
This mod also adds three other shapes, listed below:
Revenant Shape
!!ATTENTION!! ANIMATION EDITED TO MAKE THE OUT OF COMBAT WALK/RUN SPEED REASONABLE!! i.e. without animation editing, the movespeed out of combat is extremely, extremely slow (like the revenant shape in that *other* shifter mod). With animation editing, it is much more useable.
Abilities:
Revenant Pull
Double Strike
Fire Aura
Healing Aura
With Master Shapeshifter:
Mass Pull
Ogre Shape
Abilities:
Smash
Stomp
Hurl
Ram
With Master Shapeshifter:
Grab
Pride Demon Shape
Abilities:
Frost Burst*
Fire Blast
Fire Bolt
Frost Bolt*
*(note: Bioware screwed up and switched the frost burst and frost bolt. You get both abilities, so it doesn't matter too much, but it may be a bit confusing the first time you use them.)
With Master Shapeshifter:
Mana Wave
INSTALLATION INSTRUCTIONS
Just unzip everything into:
My Documents \ Bioware \ DragonAge \ packages\ core\ override
Don't worry about overwriting files - this mod is compatible with the basegame and any other mod without any issues, and that includes that *other* shapeshifting mod.
NOTES
The npc mages (Morrigan, Wynn) CANNOT shift into these forms. If you do, I am not responsible for any ruined save games.
I REPEAT: THE NPC MAGES CANNOT SHIFT INTO THESE FORMS.
The revenant, ogre, and pride demon shapes can all fit through all doors. The Archdemon shape cannot fit through many doors.
The Archdemon's movement is kinda jerky.
*WARNING* If you enter a cutscene while you are casting a skill in archdemon form i.e. wing buffet or others, then you may get stuck!!!!!! There isn't much I can do for you in this instance.
When you know the fight is done and there's a cutscene right after the fight, do NOT cast a spell with a long animation, such as the wing buffet or the dragon breath.
Give me some more ideas in the thread. I can make the broodmother move as well, but that model is just... so.... ugly...
Anyway. Enjoy!Torchlight Mod Showcaseorgolove2009-11-04 | This is a video showcasing my mod for Torchlight. They include custom skills, custom pet, and custom equipment.
[Custom Set] God's Arsenal (Dual Wield Xbows and Polearms) http://forums.runicgames.com/viewtopic.php?f=20&t=4378Dynasty Warriors 6 Extreme Modding Video - Sun Shang Xiangorgolove2009-09-24 | This is a video showcasing Sun Shang Xiang of Dynasty Warriors 6, modded to the extreme.
I modded Dynasty Warriors 6, using various tools and hex editors, to produce this video. The primary aim of this modification was to produce the most powerful character that can wade through the hardest difficulties with ease.
The video shows a modded Sun Shang Xiang fighting in the Battle of He Fei, Sun Jian's Forces Scenario, level 6 scenario difficulty-Hell Difficulty. I recorded the video in as small a size as possible, and it still caused frame drops and screwed up my control in several places. :( But the video should give a good idea of just how far the edits can be done.
The game was played in the Korean version of Dynasty Warriors 6, but same methods can easily be applied to NA version with no trouble. All of the modifications have been done on Sun Shang Xiang, but any other character can be changed as well.
Of particular interest should be the beginning of the video where I show the customized Lu Bu skillset, which was then applied to Sun Shang Xiang. You can see that nearly all special skills had been added, and the useless +5 stats skills were changed with more potent +20 skills, plus many other changes that make it the most effective character possible.
Some changes include:
1. basic savegame editing --character with highest title possible, maximum level --weapon with maximum attack power, all 10 options, and ice element --horse with all 11 options, highest possible "eyesight" and "body type," and fastest swimming/attacking/jumping/running speeds (maximum allowed in game)
2. game file editing --motion change to Xiao Qiao's motion (imba infinite renbu attack motions) --weapon model swap, right hand with Sun Quan's sword and left hand with Xiahou Yuan's sword --weapon attribute edits, dramatically increased the reach of the weapons (twice the reach of Zhang Fei's spear) --complete customization of the entire skill tree of Lu Bu to give maximum attack/defense/health and yet give all the relevant skills (more than 30 skills), see hex editing (#3)
3. hex editing --converted Sun Shang Xiang's skillset ID from her normal skillset to that of Lu Bu's (This was done because there is no known way to customize the specials of a particular skillset) --this allows Sun Shang Xiang to use Awakening instead of arrow attacks
The textures can be swapped, but most of the fan-made ones are kinda hideous and unfitting each character's 3d mesh...Fallout 3 Armageddon Mod, with VATS and Auto Aim fixorgolove2009-08-07 | This video is an introductory video for my Fallout 3 mod, Armageddon. It includes four Godly artifacts of extreme power: Armageddon, a shoulder mounted bringer of doom, Wrath of God, a sniper pistol that can hit enemies that even eyes cannot discern, and God Hand, a pair of brass knuckles that allow you to hit 10 times a second, unarmed, God's Raiments that provide the ultimate in all protection.
Another thing to note in this mod is 1) the auto aim fix for long distances, as shown in the beginning of the video, and 2) the VATS fix that increases the target acquisition range for melee weapons.
Go to http://www.fallout3nexus.com/downloads/file.php?id=8309Neverwinter nights 2 crashorgolove2009-05-10 | This is exactly what happens when I try to transfer back to the docks district.runner of elune part2orgolove2009-01-22 | This is part 2 of a video of my custom hero, "Kairi, Runner of Elune."