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Instructions

ak2yny edited this page Jun 24, 2026 · 45 revisions

Installation

  • Download the GUI. (Recommended, because these instructions are always based on the latest version.)
  • To install, run self extracting archive OHSGUI.exe and enter/paste or browse for the path to the OHS folder to update, or the path to a new, empty folder for a fresh installation.
    • OHS and the GUI are portable, which means that they can be moved (in their entirety) to a different location at any time. However, portable programs cannot be used from locations that are synchronized with OneDrive.
      • After moving (or copying) the folder with OHS and the GUI, you must make a new link or shortcut (as seen below "Optionally, make a shortcut"). Alternatively, you can install the GUI again into this new location, which will make a new link.
    • Advanced users can alternatively use 7-zip to open OHSGUI.exe, extract it and copy the extracted files to the OHS folder or copy the .exe and extract it in the OHS folder or extract it directly to the OHS folder or an empty folder.
    • Optionally, the latest version of OHS can be installed first. The GUI can also be used without OHS, but in order to be able to run OHS, they must be in the same folder.
    • If updating into the OHS folder, it should look like this (only OpenHeroSelect.exe and json2xmlb.exe are required, everything else is optional, incl. help_files folder, error.log, LICENCE.txt, Source Code.txt and OHSGUI folder).
    • WARNING: If OHS (and the GUI) is in a location that needs elevated permission (such as program files), browse buttons ... don't work. Move the game and programs to locations that don't need elevated/admin permissions to avoid this issue.
  • In this OHS folder, find OpenHeroSelectGUI with the white S.H.I.E.L.D. icon and run it.
  • Optionally, make a shortcut to OHSGUI\OpenHeroSelectGUI.exe in the location of your choice (e.g. Desktop).
    • For non-Desktop shortcuts, shift + right-click on the .exe and select 'Create shortcut'. The shortcut can then be moved anywhere (taskbar, start-menu, etc.).

    • The .exe can also simply be dragged & dropped to these locations (a link symbol will confirm that a link will be created - if the link symbol doesn't appear, hold shift + ctrl while dragging the file).

    • Important: Make sure to use OHSGUI\OpenHeroSelectGUI.exe for shortcuts. The self extracting archive automatically creates a link in the OHS' main folder, but it can't be used for shortcuts.

    • Equally important: By default, the GUI is in the OHSGUI subfolder, but requires access to the main OHS folder. To apply this to the shortcut, define the 'Start in' field to point to the OHS' main folder:

      OpenHeroSelectGUI - Shortcut Properties 2023-08-01 4_38_19 PM

Optional: Install Stages


The UI (User Interface)

  • The main part of this app is the roster creation UI for each game, X - Men Legends II (XML2) and Marvel Ultimate Alliance (MUA). Each has its own page which you can select on the leftmost side, the so called navigation pane. I'm calling these tabs.
  • The MUA tab differs from the XML2 tab. MUA has a stage selection with a menulocation layout, where we assign characters to, so they appear correctly in the stage background. XML2 has a simple list with a limit.

OHSGUI-SCAC-XML2 06-11-2024_01

  • In each game tab there are three main sections:
    • 1: The available characters list. This is a list of all files that are in the game's herostat folder. For MUA, that's 'mua/xml' by default. The folder (xml) can be changed in the settings tab. This can also be an absolute path (e.g. 'D:\Games\MUA\Mods\Herostats').
    • 2: The selected characters list. Characters that the user selects are added here. Each game has check-boxes to select which characters should be unlocked from the start. Custom characters are not unlockable otherwise, unless a mod does that (e.g. Improved Unlockables Mod). In MUA, there is a drop-down box, where you can select a stage effect for each character. Be warned: Only two effects can be hidden in the F12 character menu. There's a switch in MUA that enables more than two effects, but that shows all effects, except those on locations 03 and 24.
    • 3: The game specific settings. Here are switches to enable unlocks, select the limit or layout, and buttons to unlock all characters or starting the game.
      • The MUA tab includes a Select Stage button which opens a stage selector.
      • MUA: The selected stage in this selector defines how many characters can be on the roster. However, if the roster hack isn't enabled, the chosen roster will be cut off at 27 characters, when running OHS. The roster hack can be enabled in the settings tab.
      • MUA: The roster in game might not match the selected characters, if the stage isn't in the game or mod files. Enable the 'Update Stage' switch to automatically add the selected stage to the game or mod folder.
  • The remaining space in the MUA tab is taken by the layout and stage model preview, including clickable locations.
  • In the XML2 tab, this space is used for an additional part to edit skins, which can be hidden.

Add characters

  • Install character mods to the game files or in Mod Organizer 2.
  • In the character mod's archive, find the herostat.txt. The name can vary. The file is usually in the archive's main folder or data folder. Check the mod archive's readme, if you can't find it.
  • Drag & drop a herostat on the available characters list on the left or use the browse button ... above the list.
  • Alternatively, add the herostat.txt to OHS manually:
    • Place it in the herostatFolder (by default mua/xml for MUA). Rename the herostat. All files in this folder and its sub-folders will be available in the program.
    • Use the reload button to update the available characters when OpenHeroSelect GUI is running.
    • If you merged the GUI with the existing OHS you will already have all your previously added characters available.
  • In file explorer, you can place herostats in sub-folders. Examples:
    • Creating xml/Ant-Man.txt will make Ant-Man available without tree-structure.
    • Creating xml/MCU/Ant-Man.txt will make Ant-Man available with a tree-structure, in the MCU sub-menu.
  • It's also possible to add a complete mod through the GUI:
    • Drag & drop a mod archive on the available characters list on the left or use the browse button ... above the list.
    • The GUI will automatically try to add the mod to the game files or if it thinks that the game installation path is a mod folder, it will make a new mod.
    • The character will additionally become available to select (the herostat doesn't have to be installed).

Create a Roster

  • Navigate to the MUA or XML2 tab.
  • Build your roster by double-clicking on available characters on the left, or by dragging & dropping on either a location or the selected characters list on the right.
    • In the MUA tab, you can also click on a character and then on a location.
    • Replace characters by dragging new characters onto an occupied location (MUA), or by removing one from the list (select and delete) and adding the new one.
  • Manually save the roster for later or run OHS. Ways to save the roster:
    • Automatically, when OHS runs or the GUI is closed normally.
    • Press S on the keyboard.
    • Click on the Save button.
    • Click on the Save as... button or press Ctrl + S to save the roster with a custom name. (Note: This roster must be saved and restored through an .ini file, the location doesn't matter).

Build a Roster/Herostat

  • If you start the GUI for the first time and if the OHS settings are missing, you have to define the game's folder in the settings tab.
  • Click on Run OHS (or press Ctrl + R) to let OHS do its magic.
  • If there was an error, the GUI will open explorer and select the error.log.

Settings

  • If you start the GUI for the first time, you have to define the game's folder in the settings tab (gear icon).
    • The 'Game or Mod Path' field is filled automatically, if you merged the GUI with an existing OHS.
    • If you haven't used OHS or the GUI before, the second field, 'Game or Mod Path' must be filled.
      • I recommend to scroll to the bottom of the settings tab and click on the Reset now button that corresponds to the method you're using currently.
      • This will reset the settings to the recommended ones and automatically prompts you to choose either the game's .exe (direct method, e.g. Game.exe) or a mod folder (MO2 method). Console modders can select whichever folder has their data folder with the herostat.engb, or an empty folder with an empty data folder.
      • Please check the warning on the top to see if the path is correct.
      • Warning: This will reset all previous settings.
    • Manual alternative for the direct method:
      • If the first two fields are empty, use the browse button ... next to the 'Game Installation Path' field.
      • Browse for the start-up .exe that is in the game's installation folder (by default it's XMen2.exe for XML2 and Game.exe for MUA).
      • The default installation folder is C:\Program Files (x86)\Activision\Marvel - Ultimate Alliance.
      • This will automatically fill the 'Game or Mod Path' field and set the correct .exe file for OHS.
      • If only the second field is empty, use the browse button ... next to the 'Game or Mod Path' field and browse for the game's installation folder (same folder as above with the start-up .exe, but select the folder instead).
      • The 'Game Installation Path' field should be empty or identical to the 'Game or Mod Path' field.
    • OHSGUI-SCAC-Options1
    • Manual alternative for the MO2 method:
      • The 'Game Installation Path' field should be empty or point to Mod Organizer.
      • Use the browse button ... next to the 'Game or Mod Path' field and browse for an MO2 mod folder (not the 'mods' folder, a folder inside it). Make sure that the selected folder has a 'data' folder in it.
      • Optionally, use the browse button ... next to the 'Game Installation Path' field, to select the ModOrganizer.exe.
      • Optionally, paste an argument into the 'Arguments for MO2' field (expand by clicking on the 'Game Installation Path' card). For example, "moshortcut://Marvel Ultimate Alliance:Marvel Ultimate Alliance Online Enabled" will automatically start the instance with the name Marvel Ultimate Alliance through the executable with the name Marvel Ultimate Alliance Online Enabled. MO2exe
      • This method works for other mod organizers or launchers (such as Ninja Ripper, or an emulator) as well.
    • For console modders and FYI: The 'Game or Mod Path' field accepts any folder with a 'data' folder in it.
  • Those who play the PC version of MUA from 2006, if they use a roster hack, they can enable the Character Limit (Roster Hack) option here.
    • If the game installation path that you defined previously doesn't point to the game .exe, as it is the case when using mod organizers, a message will appear that the roster hack wasn't found. In this case, click on the browse button ... below the roster hack option to browse for MUA's Game.exe in its installation folder.
    • This only tells OHS to add max. 27 (original) or 50 (with roster hack) characters. The actual roster limit in the GUI is defined by the selected stage layout.
    • If you use a different version of MUA, you can enable the 50 limit and use a stage layout that doesn't surpass the versions' limit (e.g. the Steam's patched version's limit is 34 characters, the 360 GE version's limit is 34 or 35).
  • Saved OHS settings will load automatically, if you merged the GUI with an existing OHS.
    • The rest of the settings are usually not important, but I recommend to leave most settings default or disabled.
    • You can enable to automatically start the game for example. This will apply when OHS runs, but not for MO2 users.
    • For MUA you can also select how to handle the effects. If you care about the background in the F12 menu, you may want to enable this option. This will only enable the first two effects, because hidable effects are limited.
  • In each game tab, there are game specific options available.
    • Enable the unlock feature with a switch to update unlocks according to the unlock selection in the selected list. (Previous unlocks are retained if this option is disabled.)
    • For XML2 you can choose the roster size, for MUA you can select the stage layout and model.
    • For MUA you can enable or disable to update the stage, this will also affect the chosen effects.
    • Here you can also find a button to run the game through the UI (user interface). This button works regardless whether you are an MO2 user or not, as long as the settings are correct.
    • Load default characters or a random roster by clicking on the arrow next to the Load ... button underneath the selected characters list.

Managing Saves

  • On the settings page, there is an option to 'Free Saves'. This will enable a feature to give you a new set of saves and settings for each new roster.
  • Use this feature to safely work with your new roster and avoid saves incompatibilities, such as crashes, unexpected unlocks, etc.
  • Saves in MUA and XML2 are tied to the files, especially the herostat, but also other data files, that come with most mods. It's highly recommended to always use the feature (start with a fresh set of saves) every time you build a roster. However, once the game's set-up and no more mods are added to the game, it's possible to switch the roster and use old saves that were used with the same roster:
    • Before switching the roster, you can go to settings, click on the drop-down button on the 'Free Saves' card (expand) and click on '"Free Saves Now'.
    • To give this a custom name (e.g. the same as the roster), click on 'Open Save Folder' and rename the newly created folder.
    • After finishing the backup, you can switch to a new roster. Whenever you come back to the previous roster that you backed up the saves for, you can go to settings, click on the 'Free Saves' card (expand) and select the matching saves from the 'Restore' drop-down menu.
    • This can work in many cases, as long as you don't change any mods, but saves in MUA are very sensible and you might end up with a corrupted or incompatible set of saves at some point. When you have issues, you can try deleting settings.dat from the 'Save' folder. If this doesn't work, you have to delete settings.dat again and start a new game.
  • Only do this, if you understand what I mean: Backed up save folders often include a copy of the herostat that was in the game or MO2 mod at the time when the backup was created. You can try to manually copy such a herostat back into the game or MO2 mod folder (replacing the existing one) and rename the save folders so that the folder you copied the herostat from is now called 'Save'.

Backups

  • The GUI will automatically save the selected characters and will continue with the same roster when launched next time.
  • To backup rosters externally, just copy the complete mua or xml2 folder.
    • If you manually save rosters with custom names, you may want to save them in the mua or xml2 folder, so that they are included in a backup. The roster files (.cfg) are always saved in the mua/rosters or xml2/rosters folder, even if the save location was chosen elsewhere.
  • To restore a saved roster manually:
    • Use the Load Settings button an browse for an .ini file that was saved with OHS or the GUI.
    • Alternatively, load roster .cfg files directly through the Load ... button underneath the selected list.
    • To restore a backup from the xml2 or mua folder, copy the folder back to the OHS folder. Replace existing files.

Skin Editor & Installer

  • Under each MUA and XML2 tab (navigation pane), there is a 'Skins' tab (Herostat Skin Editor for ...).
  • This is a limited herostat editor, which lets you modify the skin information of a character, with nearly no chance for errors, even if you don't know anything about modding.
  • The skin editor has the same available characters list as the other tabs.
  • To edit & install a skin:
    1. Select a character from the available characters list. This will show the skin list for this character.
      • Change the skin details here, for example the skin name in the big fields (MUA only).
      • To remove a skin, click on the 'Delete' button or press the Del key. Warning: Steps can't be undone separately.
      • To add a skin, click on the + button on the bottom. If there's no +, this means that no more skins can be added.
      • XML2 users can fill an empty field to add a new skin.
      • The skin order can be changed by dragging and dropping skin list items (XML2 users may activate this in settings).
      • Changes aren't saved until the Save button's pressed.
      • To restore the last saved skin details, select the (same) character from the available characters list.
    2. Select a skin from the skin list. This will show the 'Skin Installer'.
      • When (clicking) on a skin in the list, a 'Delete' tool tip may pop up, but unless you accidentally click on the 'Delete' button on the right, it is save to click.
    3. Select a target platform, and click on the first browse button Skin ... to browse for a skin file.
      • This file will automatically be renamed and copied to the correct location.
      • Additionally, the skin installer will try to search and clone a package if necessary. MO2 users might not have access to packages and an information about potentially missing packages might show.
        • MO2 users can copy the game's "packages" folder to the mod folder where they build the herostat to (Game or Mod Path). This helps the installer to find and clone packages.
        • Any other packages can be added to this folder as well. The skin installer tries to search the game and mod folders, however, so this is only recommended if there are issues with a skin.
      • It's highly recommended to not change or add skin numbers. Instead, change skin names and the order only. This will replace skins on installation, which is the preferred method.
        • Skins installed with this method (replace) won't have issues with packages. A potential packages message can be ignored.
        • On the other hand, skins that were added or had their numbers changed, might cause issues in game, if a packages message appears.
        • Additionally, skins with added numbers might conflict with other characters that share their character number, or with skins that other characters use to shape-shift.
      • Skins will automatically be hex-edited.
      • If a working Alchemy 5 installation's found, the skin installer will attempt to fix the skin for the platform, which can be selected in the drop-down box.
      • After installation, an information box will show and mark problematic properties in red for the platform (MUA PC skins only show a red info if the skin isn't hex-edited).
      • When installing a skin, hud heads that are named identically to the skin will be automatically installed as well. For example: if the skin 'Hyperion_MFF.igb' is installed and the file 'hud_head_Hyperion_MFF.igb' exists in the same folder, it's automatically installed.
  • OHSGUI-SCAC-SkinInstaller2
  • To install HUD heads:
    • After installing a skin, click on HUD ..., if it didn't disappear.
    • If the button disappeared and you'd like to choose a different HUD head, or if you want to install a HUD head only, select the skin according to steps i. to iii. above and just click on HUD ... instead.
  • To install mannequins (character selection portraits CSP in XML2):
    • If it isn't already selected, select the skin according to steps i. to iii. above and click on the Browse ... button under the mannequin/CSP description.
  • To install swap skins for shape shifters:
    • If it isn't already selected, select the skin according to steps i. to iii. above and press on a browse button under 'Install swap skin:'.
    • For Emma Frost's Diamond Form, click on the button with her icon. A tool tip shows which skin number it will be installed to. Attention: if a skin number in the herostat uses a Diamond Form number, a Diamond Form skin won't be installed.
    • For Human Torch's Flame On skins, click on the button with his icon. A tool tip shows which skin number it will be installed to. Attention: the number is just the skin number plus 10, which might conflict other skins.
    • For other shape shifter skins, click on the Other ... button and enter a number for the target skin. Then, click 'OK' and browse for a skin. Note: Only skins with the character number can be installed this way. Other skins (e.g. NPC skins) have to be installed manually.

Herostat Splitter

  • The 'Herostat Splitter' is on the right in the 'Skins' tab.
  • Use it to browse for a compiled (.engb) or decompiled (.xml, .txt, etc.) herostat and have it split into individual herostats for OHS.
  • To do so:
    • Optionally, chose the output folder with the browse button ....
    1. Click on Load Herostat ....
    2. Browse for a herostat file and click 'Open'.
    • Alternatively, drop a herostat file from file explorer onto Drop herostat files here below.
  • The splitter automatically splits the file into individual herostats and names them if possible. It also automatically creates a roster and menulocation file. The names are given using the current date and time.
  • By default, the herostats are added to the herostats folder (xml).
    • Characters are automatically added to the available characters list (hit refresh to see them).
    • The reset button sets the output folder back to the herostats folder (xml). Initially, and if the field is empty, this also defaults to the herostats folder.
    • If a folder is set by browsing beforehand, the herostats are split into this folder instead. If it's the herostats folder or a sub-folder of it, the characters are added to the available characters list as well (hit refresh to see them).
    • If an output folder is manually written into the field, the herostats are split into this folder inside the game's sub-folder (the folder will be created if it doesn't exist).
      • This can be a single word, which uses or creates a new herostat folder inside the MUA folder. If it isn't the defined herostatFolder (xml by default) the characters won't become available.
      • It can be a relative path, which uses or creates a new relative herostat folder inside the MUA folder. If it starts with the defined herostatFolder (e.g. xml\new) the characters will become available.
      • This can be an absolute path, which works exactly like a browsed folder (if it doesn't exist, it will be created).
      • If the output folder isn't in the defined herostatFolder (xml by default), the herostat folder can be changed in settings and the previous available characters are replaced with the newly split characters. Example: in the Output folder field I enter backup (a folder that doesn't exist) and split a herostat. Then I go to settings and change Herostat Folder Name to backup. After coming back, I only see the characters that I just split. Later I can go to settings again and change Herostat Folder Name back to xml.
  • This allows editing and installing skins through the GUI. To build the roster back to the .engb, the roster must be selected from the .cfg file (named after the date and time of splitting).
  • Files (herostats, roster, menulocations) can be manually renamed in Explorer.

Team Bonus Editor

  • Underneath each 'Skins' tab (navigation pane), there is a 'Teams' tab (Team Bonus Editor for ...).
  • This is a full team bonus file editor, which lets us change the team bonus names and bonuses and change members.
  • Click on a team bonus to show members.
  • To remove a team member, press Del while it's selected.
  • To add a team member, drag and drop it from the selected characters list. A bonus must be selected first.
    • Only characters from the current roster can be added.
    • Previously added characters remain.
    • The limit is 8 members per team.
  • Team bonus limits are automatically controlled by the editor (8 members, 32 teams).
  • A skin filter can be added. Note: MUA filters allow any number. If this number is not in the character's current herostat, the bonus won't apply (for this character).
  • The team bonus settings are automatically saved when running OHS or closing the GUI. They are manually saved together with saving settings/rosters (shortcuts S or Ctrl + S).
  • Team bonuses are automatically copied to the game files when OHS runs.

Managing Stages for MUA

  • With the GUI, you can change and customize the CSS (Character Selection Stage).
  • Start by selecting a layout and compatible stage model by clicking on the Select Stage button (in the MUA tab).
    • In the stage selection page, choose a layout on the left side. The layout defines where the mannequins will be placed on the CSS and how many characters can be added (up to 27 or 50 max. depending on whether or not the roster hack's installed, as defined by the settings).
    • Choose a model on the right side. Note: Only installed stages are available.
    • The selection is confirmed, if a model (preview image) is double-clicked, or if the check icon on the top-right is clicked.
    • There are options to filter stages to only show stage models marked as favourites, a slider to change preview thumbnail sizes and a refresh button to reload stages from disk, do update any changes made there. There's also a cross button to cancel the selection and go back, using the previous stage.
  • Back in the MUA tab, there is an 'Update Stage' switch to toggle copying the selected stage to the game. If off, the CSS in the game does not change. Toggle it on, to copy the selected stage when OHS runs. If in doubt, leave this switch on, so the selected roster shows correctly in the game.
  • The CSS can optionally have mannequin effects on each location, with the GUI. Choose from available effects in the drop-down, which is found rightmost on each character in the selected characters list.
    • Effects are tied to the stage and are affected by the 'Update Stage' switch.
    • Effects are not saved and will have to be configured again, each time the stage is updated. To keep the previous stage and effects, please toggle the 'Update Stage' switch off. If you change a character location that has an effect, you have to toggle the 'Update Stage' switch on and select the effect for each character that should have one.

Adding a Call Out for a Character Mod

  • For the call-out (x_voice) editor to work, an x_voice package is required. This can be any .zss (or .zsm, but should be x_voice.zss), as extracted by the first version of ZSND. The .json file and referenced files inside the .json file need to be in a folder called x_voicePackage inside the game's OHS folder, e.g. [OHS]\mua\x_voicePackage.
  • Because of the naming and old ZSND version, I highly recommend to download the x_voice package from MarvelMods.com, and extract it to the [OHS]\mua folder.
  • Open the "Callout" tab. This will automatically load the the x_voice package and filter the available characters to show which ones are missing from the package, i.e. don't have a call-out.
  • To add a call-out, select the character name on the left, and drag & drop it onto the list area on the right.
    • From the drop-down button, select if it should be the name call-out (AN for announce) or a menu goodbye motivation line (BREAK).
    • Click on the button next to the internal name -- Select a sound file -- and either drop a 16-bit .wav file onto the drop area, or select an existing sound from the drop-down button. Files can be listened to, to be sure it's the correct file, before clicking on OK.
    • Optionally, click on the last button on the very right, to change the sample flags, but these are unknown, and you should only change them, if you know what you want to do with them.
  • To browse existing sounds, there are two options:
    • Type a name into the search field above the sounds list
    • Click on the "Characters" button to show all available characters, and select a character to show its call-out and break sounds.
  • To add a team call-out, click on the "Teams" tab button above the sounds search field to show the available teams. The process is similar to adding characters:
    • Select a team on the left, and drag & drop it onto the list area on the right. (TEAM in the drop-down button is automatically filled and doesn't have to be changed.)
    • Click on the button next to the team internal name -- Select a sound file -- and either drop a 16-bit .wav file onto the drop area, or select an existing sound from the drop-down button. Files can be listened to, to be sure it's the correct file, before clicking on OK.
  • To save the changes, click on the Save button.
  • To apply the sound to the game, click on the Apply button. Note: The sounds won't be heard in the game until this button is clicked (running OHS doesn't apply the sounds).
  • X_voice can also be loaded, using the Load ... button, which allows you to pick a .json or .zss file.
    • Can be useful to load from an extracted x_voice.json that is in a different location than [OHS]\mua\x_voicePackage\x_voice.json.
    • A .zss (or .zsm) file can be loaded directly as well, which extracts all files from the loaded .zss to the x_voicePackage folder into a sub-folder with the .zss' name, but doesn't add them to the .json list. This can be used to create a new x_voice package:
      • Load the .zss (automatically creates the sounds)
      • Click on Save to create the new x_voice.json
      • Note: This replaces existing x_voice.json (.zss files can't be merged with existing packages or other .zss files this way).
  • For console formats, VGMstream is required.
    • Download the CLI version from GitHub: Link.
    • Extract the content into a folder called vgmstream in the main OHS folder, next to the stages folder. The structure should look like this (on the example of the .exe): [OHS]\vgmstream\vgmstream-cli.exe.
    • Notes:
      • Console formats are mostly untested.
      • A format can't be chosen, use other converters for that. (The format is defined, based on the loaded x_voice package.)
      • The OHS GUI can convert to .wav (using vgmstream), but not to console formats. For PS systems, .vag is required (only mono), for Nintento systems, .dsp, and for Xbox 360, .xma. Conversion to .xboxadpcm (from .wav) is supported.
      • The Remaster formats aren't supported at this time.

Resolve Mannequin Clashes

  • Firstly, enable "Notify Clashes" in the settings tab.
  • Whenever a mannequin clash is present in the roster, it will now be shown with an info and the clashing character numbers will be marked. {60B8A22D-33F5-43A2-8573-BAFA00E578ED}
  • To solve the clash, select one of the marked characters (the one you want to change, i.e. not the one you prefer to keep its number) and click on the "Resolve Clashes" button.
    • In the dialogue that appears, you can now choose a new number for the character. You will not be able to enter a number that will clash again, or that the game doesn't support, so don't worry. If the chosen number clashes again in a future roster, you will have to solve the clash again.
    • After choosing a number, you might want to set, whether you want to pick a mod folder/directory or mod archive to solve alongside, so that the new character fully works. For this, click or tap on the toggle underneath the field with the number.
    • Optionally (but recommended), you can now browse for the mod folder/directory or mod archive to renumber alongside the character in the GUI. If you use MO2, I recommend to pick the installed mod folder of the mod. You can find it by right-clicking on the mod inside the MO2 mod list. For example: If you resolve the clash of Black Panther with Raimi's Spider-Man, you would select Raimi's Spider-Man, because Black Panther doesn't have its own mod folder (or archive). Then, you right-click on the Raimi Spider-Man mod in the MO2 mod list, and select "Open in Explorer". There, copy the address/path from the address bar (top of file explorer). Finally, after clicking on "Browse for folder" in the GUI's renumber mod dialogue, paste that address in the bottom field and press enter (or click "Select Folder").
    • Now, click or tap on "OK" to complete resolving the mannequin clash.
  • If you selected a mod folder/directory or mod archive, the GUI will automatically create a copy of that with the new number. If it was an MO2 mod folder, click on the refresh button in MO2 (or press F5) to have the new mod appear in the mod list. You might want to change the order of that new mod or even rename it. Make sure it's enabled, but you don't have to disable the original mod. If you don't use MO2, the copied mod directory or mod archive now has to be installed to the game files like any other mod.
  • The GUI will automatically add the new character to the selected characters in the place of the selected clashing character (which will be removed, but still be in the available characters list for other roster set-ups).