So it resets the stage's music back to only starter songs?
No, the error occurs because of save file corruption in the place where Battlefield's My Music data is stored. (Not the songs that are unlocked, but the settings for how often they play, I believe). The My Music Reset just fixes the corruption.
I'm also having the same BF Music problem. What exactly does the reset music code do?
My Music mess-ups have been happening a long time. It just resets the info in the save back to normal, fixing the problem. After using it to fix it in vBrawl with no other active codes, the code should be removed.
Hmm...... we have very different code sets so I don't think anything in our sets SHOULD be the issue at first glance. I've had this happening without the Custom Default settings code so it's definitely not that code....
Hmm. It may be a latent BrawlEx error. I don't really use My Music so I can't be sure if it started when I started using BrawlEx or some time after.
The ZSS, Zelda/Sheik, and Pokemon CSS fix codes are built into CSS Expansion I think, but I can't remember if those need the No Wreck My Music code. I know Independent Pokemon do, but that one's not a part of it I think. Could that have something to do with it?
PS. The "CPUs Don't Ignore Other CPUs to Target Humans" code was made by Magus originally so please credit him. Best. CPU. Related. Code. Ever.
Alright, I'll edit my post to put his name in (will probably do the same for the rest of them at some point). I always forget to add names back when I post my codelist I usually work with half a screen while working with them in a text file (rearranging and such) so I usually take them off for more screen space / no accidental scrolling horizontally, then forget to put them back on. I'll have to start keeping a credited version separate from my working version.
I agree, though. One of the best codes I've ever used. Definitely a staple.
Adding all those cosmetics is so damn easy. Just takes practice to learn about it. Right now, I have 14 clones, all with CSP's, battle names, CSS icons, etc. I'm pushing the file size really close right now with an "ExtendedLZ77" compressed sc_selcharacter. Would reducing the dimensions of the CSP's help free up space?
Reducing the size frees up a lot of space, actually, if you do enough of them. I've got 19 Clones, and almost all my characters (every default + like half my clones) have cBliss and I've still got room because I took the size of each portrait down to 100 x 125.
These are very useful, and it's very easy and far less time-consuming to use these and then change them with the Costume Manager than it is to make them from scratch.
Well if it uses a brawlEx slot it still uses the config files anyway, otherwise you could just use a code to disable that for lucas altogether.
Yeah, but he's a Ness PSA. He should be using Ness' Config files, so CanZAir should already be set to False. If you're using the Ness files, it's not even an issue. There is literally no reason to touch Lucas at all except to use his ExModule. The only reason a Lucas module is even used is because there isn't a Ness ExModule yet.
That's good to know. Now I don't have to worry about my save data getting jacked up.
I'd say you should probably keep at least one backup anyways. Never hurts in case there's some unforeseen problem with something, and if you have one you don't need to worry about it.
I like your thinking. But PW probably thought about that too after playing Project M, so it probably won't be as easy as it sounds.
I think he didn't really pay much attention to single-player modes. HRC crashed with the first version of BrawlEx, even. Anyways, I'm sure there's a way to make a code for it. (Not that I'd know how )
Again, that's probably been tried and failed already if it were that easy, lol. But regardless, that would be cool. Or maybe it could be replaced by something like Melee's adventure mode.
Sammi said he's working on doing them already Not the enemies, that's just wishful thinking, but the stages.
I've played Boss Battles and Homerun Contest with clones before. They work fine, and so does Mult-Man Brawl. The game doesn't seem to record their records when it comes to Clones, it just shows up as blank in the place where it shows them.
Agreed, sometimes I like blowing through classic for the heck of it. Anyway, thanks for the info, I appreciate it. So any mode that gives you a trophy (classic, all-star, etc.) results in a crash (beep of fail?)
Could we make it so they all give Mario trophies? That's what Project M did. Or is it possible to customize what trophies we can get?
SSE would be fun if we could create new levels. Just imagine all the creative obstacles people could come up with! And what if we could modify enemies? Pretty fun.
Lol, I'm figuring out some stuff in the SC_Selchar.pac file, which controls the CSS itself, but I'm still not sure how everything works as of yet. The CSS dat file just reorders the icons. The CSS organizer, as I remember, does more. So if you want more, I'd stick with the CSS Organizer.
I think CSS Organizer doesn't work with CSS Expansion, though, because CSS Expansion increases the number of icons to 100 but CSS Organizer goes up only to 50, though I'm not sure.
While those mods to exhibit functionality I would like to tap into, to my understanding, those models use pre-existing character skeletons, correct? If I'm wrong, please tell me. I think thats the thing I'm most hung up on. Custom skeletons; Do they work properly (assuming you make your own animations for them and whatnot)?
The only real limit I'm aware of (other than the obvious file size limit) with skeletons is that it can't have fewer bones than the original. Even then, you can just have bones that are unbound to any vertices. I know for sure Mewtwo has a custom skeleton. It's so different that it won't even work with a model bound to Lucario's original skeleton. (Lucario being the one he was cloned from, even though they have their own slot.)
Like, no exaggeration, I stopped modding SSB when the model importer was about 4 days after release and I had played with it for a little while, just lost interest. Is replacing the standard characters with alternate meshes/bones/animations any sort of complicated thing (aside from the obvious modeling/animating etc). In other words, do we have the full capability to import an entire mesh and bones and create custom animations to go along with a moveset, or are we limited to the given bones?
EDIT: Perhaps someone could point me in the right direction. I'm wanting to do a total revamp of the entire roster and basically create a new slew of characters, but not just mesh replacements. Total animation changes, new meshes, new bones, the whole deal. What threads should I be looking at at this point? Like I said, it's been a while...
It's possible to make movesets that don't even resemble the original characters, with totally custom animations and attacks. It's a lot of work of course, and there are still limitations (mainly the inability to create new articles) but there are quite a few PSAs that do this. If you want to se an example of what's possible (though very difficult to create), check out Project M's Mewtwo:
Actually replacing the movesets is just like replacing costumes - copy and name the files properly and it's done. It's creating them that can be difficult.
If you want to find PSAs, just use the advanced search on the Vault and search for Character -> PSAs. You'll find quite a few.