

exe tweaks to prevent those characters from completely breaking in a real match, with no regard to how it affects the actual Story Mode because of the issues mentioned before. The stage selection on my pack changes several story mode location names then those IDs are used in the stage selection instead. If not using the API, we can't add message IDs so we need to yoink IDs from Story Mode and repurpose them, or leave them blank. There's a tool we could use to expand the StageInfo file and add to it, but this tool doesn't make things 1:1 to the vanilla files upon saving, causing any legit stage to not work online unless both players have the mod. I imagine that would cause a lot of issues. In my pack, it should be replacing tons of Story only maps that weren't good to play on to load custom imported stages designed for normal matches in mind.

exe), most moveset mods would replace a Story character since someone had to be replaced. Especially likely to cause issues if it doesn't tell you to install Zealots API first.īefore the infinite character slot stuff was found out (via editing the. Should apply any modpacks after you beat story mode since you'll have almost no reason to come back to it later and there's a huge chance that it'll break the story depending on how the modder decides to make it. Can't forget that, because I have recorded the moment where the boss fight starts to break.

Originally posted by Naruto 607:The moment where I apply the EXE changes from your mod, it's where the story segment of the boss fight breaks, of particular is Momoshiki boss fight in RtB DLC.
