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Final Fantasy 9 => Gameplay => FF9 Gameplay Releases => Topic started by: Tirlititi on 2015-08-26 18:21:40

Title: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2015-08-26 18:21:40
Final Fantasy IX: Alternate Fantasy is a mod aiming to increase the difficulty and, above all, to give a new experience of FF9 for those who already know the game well.

Since v6.0 (Steam), Alternate Fantasy must be installed using Memoria's Mod Manager, for the PC version.
┌─────────────────────────────────┐
§ Alternate Fantasy v6.0 through Memoria (https://github.com/Albeoris/Memoria/releases) §
┌────┴─────────────────────────────────┴────┐
§ Direct link to Memoria.Patcher.exe (same as above) (https://github.com/Albeoris/Memoria/releases/latest/download/Memoria.Patcher.exe) §
└───────────────────────────────────────────┘

If you are playing the PSX emulated version, use one of these links instead (the mod didn't update since v3.2 on PSX due to console limitations):
┌─────────────────────────────┐
§  Alternate Fantasy v3.2 (PSX - US) (https://www.hiveworkshop.com/attachments/alternatefantasyus_3-2-zip.167773/)  §
├─────────────────────────────┤
§  Alternate Fantasy v3.2 (PSX - FR) (https://www.hiveworkshop.com/attachments/alternatefantasyfr_3-2-zip.167774/)  §
├─────────────────────────────┤
§  Alternate Fantasy v3.2 (PSX - IT) (https://www.hiveworkshop.com/attachments/alternatefantasy_italiano_v3-2-zip.352998/)  §
└─────────────────────────────┘

For the PSX version, you install it by applying a PPF patch to the original game files. You can use the tool PPF-O-MATIC that is included in the mod archive.

For the Steam version, the mod can be downloaded and installed automatically by Memoria's Mod Manager. Below are a couple of screenshots detailing the installation process step by step.

(https://i.imgur.com/HgqDJ0W.png)
Download and run Memoria.Patcher.exe

(https://i.imgur.com/ABxhce9.png)
Hopefully the patching process goes fine
If your game is not installed in the standard Steam directory, or in a external hard drive, try moving the patcher to your game directory before running it

(https://i.imgur.com/X2Qsqfk.png)
When launching the game, the "Install Mods" button opens Memoria's Mod Manager

(https://i.imgur.com/tRuVxJ1.png)
Download "Alternate Fantasy" from the catalog

(https://i.imgur.com/OrYHYTK.png)
Don't forget to activate it after installation
In most situations, the Moguri Mod should be moved to the bottom of the list (this is because Moguri Mod 8.3.0.0 packs a couple of assets that are duplicates of the game's default assets; placing it at the bottom has no impact or very small impacts on Moguri's features)

The following is a description of the Steam's latest version (v6.0).
Several features are not present in the PSX version of the mod.

What are the modifications?
A lot of them. Most are gameplay related but a few of them are also about the screenplay. There are two kinds of scenario-related changes:
1) A few dialogs that were suppressed during the game's development are put back in this mod. It includes the dialogs from the "Hidden Dialogs" patch plus a few others for which only the texts were kept.
2) Beatrix can be permanently recruited after getting the airship (optional), cutscenes are changed from this point onward to include Beatrix in them.

Here is a list of the dialogs suppressed by the developpers and put back:
Spoiler: show
• Extra dialog between Puck and Vivi over Alexandria's roofs, unmissable
• A small line in the ATE "Time To Escape", missable
• An extended dialog between Steiner and Morrid, unmissable
• An extra ATE in Cleyra's cathedral, missable
• A few lines in Pinnacle Rocks, after the first meeting with Ramuh, unmissable
• An extra minigame in the occupied Linblum Castle, unmissable
• A couple of lines in the base level of the occupied Linblum Castle, unmissable
• An extra minigame when controlling Vivi in Alexandria for the 2nd time, missable


Also, there are 4 new bosses that can be fought at the end of the game.
For that, speak to Hades after defeating Lich and obtaining a Pumice: he will challenge you with new fights.
Spoiler: show
• The 3 Black Waltzes fighting together
• The 2nd opus of Tantarian, available only if you defeated it in Alexandria's Castle
• Meltigemini, with pieces of real twins inside
• The 4 Guardians fighting together


And Excalibur II can now be acquired by two different methods:
1) Reach and beat Hades in less than 14 hours,
2) Get all the collectable treasures of the game (there are 3 little mistakes allowed) to obtain the highest treasure rank.
Including a few Mimics, that makes 404 unique treasures to find.
The list is the same as in vanilla (for the locations at least) and can be found in this topic (https://gamefaqs.gamespot.com/boards/197338-final-fantasy-ix/53291707?page=1).


Gameplay-wise, there are a lot of changes. The battle system has been reworked, always with the aim of having more balanced mechanics and open to diverse strategies.

Here is a list of these changes: it is more or less written in decreasing order of importance, which allows you to stop reading whenever you don't want to know any more.


Changes in the abilities

An extended description of each ability can be found in this spreadsheet (https://docs.google.com/spreadsheets/d/1hMYV5Kd1q623U-wVXrW1lKL5h0FDbHXE).

In particular:
• Some abilities are short-ranged, meaning that they are influenced by the character's row [in vanilla, only the attack command is] and back attacks. They also can't be used against out-of-range enemies.
• Some abilities can deal critical strikes [in vanilla, only the attack command can], which doubles their damage.
• Some abilities use the properties of the character's weapon, which includes its element (if the ability has an element, both are taken into account) [in vanilla, only No Mercy, Stock Break and Shock does that], the bonus given by killer abilities and the weapon's status if the supporting ability Add Status is enabled [in vanilla, only the attack command does that].

• With Bandit enabled, stealing all the 4 items of an enemy cannot take more than 10 attempts:
The super-common item is stolen at the 1st attempt,
The common item is stolen for sure after 1 unsuccessful steal,
The rare item is stolen for sure after 2 other unsuccessful steals,
The super-rare item is stolen for sure after 3 other unsuccessful steals.
When Master Thief is also enabled, only 1 unsuccessful steal can be done between each successful steals (so all the items are stolen after 7 attempts maximum), and the most rare items have the priority.
When Bandit is not enabled and the first steal's random check fails, the counter of unsuccessful steals is not increased [as in vanilla, the first random check is "Random(0, Caster's level + spirit - 1) ≥ Random(0, Target's level - 1)" ; this check is bypassed by Bandit].
Zidane can still steal items with luck, in which case the counter of unsuccessful steals neither increase or reset.

• The trance of any ally can be manually triggered using Zidane's Transcend skill provided that the gauge is already at 50% at least.
• Beatrix has a double-cast Seiken + White Magic trance.
• Quina's trance has changed to Double Blue.
• Scan cannot miss anymore [in vanilla, it misses against most bosses and several special enemies],
• Summons are special for 3 reasons:
 1) As in Vanilla, their power increases with the number of jewels that you own (except for Odin for which it is a penalty), up to a +49 bonus [+99 in vanilla],
 2) Their power increases each time you cast them, up to 50 times for a bonus of +50,
 3) The first time you cast a summon in a battle, it gets priority over the other commands: it is summoned before the other commands in queue, even if the ATB gauge was filled after. When Dagger and Eiko are both in the battle, summons get priority once for both of them.
• Stellar Circle 5 and Meo Twister increase the critical rate on the enemies, adding a 33% chance to the default critical chance (non cumulative).
• Gravity damage are now effective against all the enemies, including bosses. Their power is divided by 4 against bosses [in vanilla, Gravity spells always miss on most bosses].
• Using a Soft on a stone-type enemy cuts its current HP in half. It deals 1/8 of a boss's current HP against a boss instead [in vanilla, using a Soft on a stone-type enemy immediatly kills it].

Note that some weapons get a special power bonus with the Attack command (thief swords and knight swords are empowered by spirit, rackets are empowered by speed and Save The Queen is empowered by level). As in vanilla, this bonus only applies when using the Attack command.

Supporting Abilities

Auto-Shell, Auto-Protect, Cheat Fate (immunes against Doom) and Fidget are added to several characters.
When Fidget is activated, the character changes row everytime s/he attacks.
Bright Eyes, Restore HP, Reflectx2 and Gamble Defence are removed.
Accuracy+ now immunes against Blind [in vanilla, physical attacks cannot miss with Accuracy+ even under Blind, the only effect of which is then to remove the character's evasion against enemy attacks].
Protect Girls triggers anytime [in vanilla, it triggers only under 50% of Max HP].
Cover triggers under 50% of Max HP [in vanilla, it triggers only under 17% of Max HP (yellow HP)].

The way that most damage modifiers work has changed:
• When accumulated, the damage bonuses give +50%, +100%, +125%, +150%, +162%, +175%, etc... (the theoretical limit is a bonus of +200%, which is 3 times the base power),
• For Steiner's trance, these bonuses are doubled to +100%, +200%, +250%, +300%, +325%, +350%, etc... [in vanilla, Steiner's attack command gets a +200% bonus instead of the usual +50% given by Trance; it is not the case anymore],
• The damage penalties cancel damage bonuses,
• If there are more damage penalties than bonuses, the damage are halved that many times.
Damage bonuses include Killer abilities, elemental equipment boosts, target's elemental weaknesses, Berserk or Trance, target's Sleep, target's Mini, back attack, special supporting abilities (High Jump, Concentrate, Power Throw) and MP Attack (Attack command only).
Damage penalties include Mini (for most of magic attacks), short-ranged attacks from back row, multi-targeting a spell that can be single-target, target's elemental resistances, target's defend, target's shell or protect.
Critical strikes (damage x2), summon short forms (damage x0.67) and physical attacks under Mini (damage drastically lowered) are not concerned by the above.
[In vanilla, the damage are multiplied by 1.5 for each bonus instead, except that killer abilities, elemental boosts, weaknesses and resistances are applied no more than once each.]

Fixed Return Magic non working on Necron or behaving differently than in the PSX version of the game (multi-target spells are now multi-target returned).

Statuses

The duration and speed of statuses has been reworked.
They are now independant of the fighter's spirit, except for Doom and Gradual Petrify (the more spirit you have, the longer it takes).
Haste and Slow respectively decreases and increases the status duration and respectively speed up and slow down the ticks of Poison, Venom and Regen.
[In vanilla, the more spirit you have, the longer statuses last, except for Doom and Gradual Petrify that are running faster with higher spirit. The ticks of Regen are also faster while the ticks of Poison and Venom are slower.]

Blind makes the target selection unreliable, for both the enemies and the player characters:
(https://i.imgur.com/k6HEQDa.png)
In this situation, Garnet is blinded:
- single-targeting Vivi or Zidane is unreliable (either one can be aimed at in the end) because they are both on Garnet's right side,
- single-targeting oneself is reliable,
- single-targeting Quina is reliable because s/he is the only one on Garnet's left side,
- single-targeting any enemy is unreliable (any enemy can be aimed at in the end),
- multi-targeting is reliable.

Float gives a +30% evasion bonus against physical attacks if the attacker doesn't float.
Remedies cure Poison, Venom, Silence, Blind, Stop, Mini, Gradual Petrify, Confuse, Heat and Freeze [in vanilla, it doesn't cure Confuse, Heat and Freeze].
Phoenix Pinions cure Doom (they also cost and sell cheaper).
Vanish is efficient against more attacks (all the short-ranged physical attacks).
Defending protects against many negative statuses: Silence, Blind, Confuse, Berserk, Sleep, Heat, Freeze and GradualPetrify.
Confuse triggers a back attack bonus half of the time [in vanilla, only back attacks at the start of battles and running away can trigger a back attack bonus].
Silence drastically lowers trance increase.

Poison and Doom can now be inflicted to several bosses.
For Poison, the damage per tick on bosses is 1/64 of Max HP instead of 1/16.
For Doom, a boss doesn't die at the end of the countdown but looses 1/5 of its Max HP instead.

Heat and Freeze last only a short time. Freeze lasts 1.5 times longer than Heat.
Vanish and Sleep last longer.
The ticks of venom are 1.5 times slower than the ticks of Regen or Poison [in vanilla, they are 2 times slower].

Steiner's Break abilities can be used against bosses but are less effective [in vanilla, they are just as effective as usual]:
• Power/Magic Break: bring to 80% of the boss's normal stat, instead of 67%.
• Armor/Mental Break: bring to 67% of the boss's normal stat, instead of 50%.
These can be used again if the enemy somehow changes its stat through a special ability.

Enemies

Reasonably increased the stats of enemies and made them harder through their AI.
The Max MP of the enemies have been drastically lowered in order to get emptied in a decent amount of time through MP damage.

Changes to the party's abilities reflect on the enemies' abilities.
More statuses are inflicted by enemy attacks and spells.
More abilities can be critical strikes, especially the physical attacks [in vanilla, a non-missable physical attack, like Ark's Boomerang, doesn't have critical] or the breaths.

The class of several enemies has been changed. Enemies are not automatically "birds" as soon as they are floating or flying, and there are more "humanoids".
Classification is less restricted by gameplay constraints [in vanilla, a few bosses are not "stone" or "zombie" despite the evidence because it would mean a free win; it is no longer the case].

Ragtime Mouse's questions are modified.
Quina may eat humanoids [in vanilla, they are non edible, like most bosses].

Miscellaneous

A few chests have a changed content. In particular:
• The Dragon's Hair and the Kain Lance are switched, making Dragon's Hair only available in late game,
• The Tiger Racket is only available after the return of the mist and seeing a cutscene with Quan (this specific optional cutscene is thus delayed),
• Several Hammers can be obtained; Hammers can be used by Vivi, Eiko and Dagger to improve their strength,
• Several acclaimed prices in Treno's Auction House have a delayed availability (Dark Matter in particular).

The elemental weakness given by pieces of equipment are now given in their description [in vanilla, they are hidden].
The Cotton Robe money trick was removed (they sell a bit less).
A couple of weapons can be used by several characters (for instance, Dagger can use the... dagger).
The ultimate weapons give a big boost to main characteristics (Strength, Magic, Speed and Spirit).
A few minigames have been tweaked.


Note about the version "Beatrix-only"

That version is meant to provide additional content without changing the difficulty or the gameplay of the vanilla (non-modded) game. It includes:
• Recruitable Beatrix (with cutscenes, abilities, trance etc.),
• Hidden scenes cut by the devs,
• The optional stuff that Hades offers (4 extra bosses and their rewards; the extra bosses are slightly easier since they inflict less statuses, but their damage and HP are the same as in the main version of the mod),
• Thunder Slash fix (that's the only non-optional gameplay aspect I kept in that version).


Enjoy!
Title: Re: [FF9] Alternate Fantasy (v3.0)
Post by: Kefka on 2015-08-27 08:35:01
Nice work, man! Is this mod only for the english version of the game or also for others?

Some of your new abilities sound interesting, but I'm worried about Zidane's ability to go into trance automatically. That seems way overpowered to me (unless you really downgraded the power of his dyne skills a lot and/or increased their MP cost).

I'm curious about having weapons be usable by several party members, does their "stance" in or their attack movement in battle really support that? I've never tried that myself because I thought the in-battle models might look awkward (imagine Eiko holding a big sword and attacking with it, lol). I'm trying to imagine how Dagger would look holding a dagger.

I didn't even know about a dummied-out minigame in the original! What exactly is it and when and where can you play it?

I'll look into it as soon as I find some spare time.
Title: Re: [FF9] Alternate Fantasy (v3.0)
Post by: Tirlititi on 2015-08-27 17:31:47
Thanks.
Yes, Dyne abilities also cost more MP. Transcend is also made available only late in the game.

The usability of weapons for other characters is not abused of, that's the only thing I'll say ^^

The minigame is at the beginning of disc 3, in Alexandria, while controlling Vivi. You'll hardly miss it.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: gorildo on 2015-11-06 15:59:15
I would like to ask you some things. But first of all just wanted to let you know, I own both the original release of the game and the Square-Enix re-release. I correctly dumped my copies and they're perfect according to the latest Redump data.

The .ppf file works just fine on version 1.0, but on 1.1 it gives a binblock error, so I'm unsure what could happen. In the latest release they fixed the gold chocobo bug though, and I don't know what else. Just a heads up.

Anyway:

- Is this the final version?
- Have you changed item locations, chests and what is in the steal/drop slots?
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2015-11-06 17:51:06
Hum...
I was not aware of a 1.1 release from Squaresoft. I heard about the Gold chocobo bug (it is the fact that you can enter Ipsen's Castle before the Mount Gulug segment, right?) but didn't know it gave birth to 2 versions of the game.

I've no idea if the patch would work with both versions then... It may or may not depending on the amount of changes.

To answer your questions, I don't think the version 3.2 will be the final version of all times. However I won't update any 4.0 version soon (not before 1 or 2 years, being optimistic). Also, I modified few of the treasures (about 10 of them) and a bit more concerning steals and drops. That's not the core of my mod (though it may be more important in future versions).
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: gorildo on 2015-11-10 01:57:46
That's good to know, some 2 years will do wonders for helping forgetting a few things about the game and refreshing my memory. There's some things I'd like to suggest:

- First, I'm personally very bothered by the way the stat bonus system in this game works. I think it would be best if there were fixed stat growth. I'm paranoid about leveling up until much later in the game.
- Faster frog spawning.
- Having to ignore the items on the fourth slot really hurts my OCD, it would be better if there were none in that slot until you get Thief Cuffs, OR...
- Enable it earlier, on Disc 2, along with Rat's Tail. I honestly doesn't see this affecting the game balance at all.
- I checked out your Beatrix vs Beatrix vs Beatrix video on the other thread, it's pretty cool, I wonder if you have any ideas for it, would be cool.

I can already do some of that with some cheating or some basic editing here and there, but anyway.

I'll eagerly await for more.  8)
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: iloveyou771 on 2015-11-14 09:06:15
Beatrix replace Steiner as a full playable character...love beatrix
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Stellary on 2015-12-24 14:48:34
Hello!

Where the hell is Tiger Racket in this mod?

I've just gotten dark-blue chocobo, looked everywhere for it and no sight of it.

Please tell me the location or at least if I can only get it in Disc 4.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Vir on 2016-01-16 01:21:49
Hi Tirlititi,

I didn't know HW could fix the card score glitch; I'm surprised I overlooked that when you first released this mod! Is there much to it? My mod fixes what bugs it can, so if I can do this one, I suppose I shall. Thank you for your input.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2016-01-16 09:31:30
Hey Vir. Unfortunatly, it can't fix the card glitch ; I fixed that glitch directly by hex-editing. That and the name switching of Eiko's Fenrir were the 2 things I've done by hex editing (though you can modify summoning names without problem now).

I still don't understand where this card glitch comes from. I guess it's some issue with the MIPS code (a kind of ASM). You can see in Hades Workshop that the card menu's texts begin with the different ranks, and "Would you like to discard this card?" comes right after in the list. The only thing you can do using HW is exchanging the last rank with this discard text, that is the first 2 steps of the instructions detailled here (http://forums.qhimm.com/index.php?topic=14315.msg214553#msg214553).

For the third step, however, it would need more features related to the menus UI to make it feasible with HW.

If you hex-edit the files, you can add them to your patch made with HW, though :
1) create your patch without the glitch fix,
2) duplicate your game file and apply the patch to one of them,
3) hex-edit the patched file to fix the glitch,
4) use the program MakePPF (http://aminet.net/package.php?package=util/misc/makeppf_aos4.lha) to create a new .ppf patch containing all the fixes.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Vir on 2016-01-16 14:57:15
As always, thanks for the info!
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-02-25 22:36:52
Hey Tirlititi, I've been playing your mod and so far things seem pretty tame and same to the normal game. Just beat Black Waltz No 1 ad Sealion on my first attempt.  Although I am grateful that this isn't quite as grueling as the Insane Difficulty "Unleashed" mod, I am curious if there is a noticeable difficulty curve at some point?

But regardless, the changes you've made sound very intriguing and I will see this through to the end. I was just wondering if there are any difficulty spikes. Don't want to get complacent now.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2016-02-26 09:18:45
Are you sure you applied the patch correctly? Because Black Waltz 1 is kinda not the same as the normal game and changes should already have struck you more.
If Vivi's Mage Staff doesn't teach MP+20%, for example, then you're playing vanilla game.

Other than that, the difficulty curve is quiet smooth ; the Alexandria rescue part is a bit more difficult and the end of CD 2 is a bit more relaxing. No difficulty spikes anywhere.
Also, besides maybe Necron and Ozma, it was thought to be beatable with no grinding at all.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-02-26 12:08:24
Yes I have the patch on. I was just lucky and had Trance ready to go right at the start of the BW #1 fight so I killed him pretty fast. lol I guess I didn't get to appreciate the changes to the boss.

But man, your Beatrix fight is harder than even Unleashed's. Actually making you have to beat her to a certain point instead of just running out the clock was a welcome surprise.  The only grinding I've done is for a bit of extra money and even then it wasn't too much. But man, I am ever thankful I thought to let Freya win the Festival of the Hunt. Without that Coral Ring and Cover, I can't imagine how I would have ever won. Even with those two, it wasn't easy. She hits so hard and so fast, even with Silk Shirts on everyone to reduce Thunder Slash's damage.

But yeah, it does look like your mod is more relaxing, as you say. I was used to Unleashed which threatened to kill you at every turn even with random encounters. Not so much here. off course, it lulled me into a false sense of security from which Beatrix rudely awakened me.

But in the end I won! And I even managed to get all 3 Steals.

I am enjoying myself a lot. Your mod is a lot more balanced than what I had previously seen in FFIX mods. I think it's the fact you kept in Attack increases on equipment. Unleashed removed that. It basically made Focus Spamming Vivi the real member of the team while everyone else was support. But in your mod, everyone is pretty useful so far.

I am eager to start Disk 2 later today and then hopefully beat the game within the next week.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2016-02-26 19:32:33
Glad you found some consistency in the difficulty :)
Indeed, that's a lot easier than Unleashed ; my goal was not a difficulty mod but more a "renew the Final Fantasy IX experience" mod.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-02-27 02:53:08
Question.

What determines Beatrix using Stock Break in the third fight? Is it time?

If you go to town on her, you can deplete her health really fast between Magic Sword and Zidane's physical attacks w/MP Attack.
HOWEVER, I am one of those FFIX players who thinks it is mandatory to steal all items from bosses. It's part of the challenge of the boss fight, as far as I'm concerned.  But whenever I spent too much time trying to get that Survival Vest, she inevitably busts out Stock Break. There's no healer at all in this fight and your party will have low HP due to a combination of Doom and Shock KO'ing everyone. In short, there's really no way to deal with it as far as I can see.

Also I hope you don't mind Save States. I only do them before bosses so I don't have to rewatch cutscenes over and over.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2016-02-27 09:38:22
Yes, it's time. I think it's after 8 turns that Stock Break gets enabled. The battle becomes really tough from this point, but you can get to back row to tank a little bit more.
Also, you can actually displace your characters inside the menu to choose which ones should be placed on the sides. This way you choose which characters will inevitably take Stock Break and which will have a chance to avoid it.

I don't mind the way you play your game ^^
I'm not sure you ever asked Mr. Sakaguchi about save states :p
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-02-28 04:07:45
I'm glad to hear that. I just recall reading how one modder somewhere removed save points in a game because he felt being able to save so often meant you didn't try as hard during boss fights.

Out of curiosity, can you change the success rate of Steal? I am convinced this...unpleasantness with the Fairy Flute and Hillgigars is some kind of mistake on the developers' part. I could easily destroy the boss - Focus + Drain = 2000 damage a pop just from Vivi - but I've spent the last couple hours and countless attempts trying to steal from this giant jackass and I'm so tired.

Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2016-02-28 09:22:34
I did change the steal rate of Hilgigar's and Beatrix 1's rare steal. They are 6.25% rate steals instead of the normal 0.39% rate. This at least has been changed the same way in my mod and LandonRay's Unleashed. I guess you were just unlucky.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-02-28 12:15:21
Yeah, I didn't have this much trouble with getting it in Unleashed. I did finally get it here, though. Then I couldn't get the Poison Knuckles from Amarant because that's just a waste of time. With him constantly inflicting Slow on Zidane, it's just a needless waste of time. One-on-one fights in these types of games are almost always tedious, nothing you or anyone can do about that.

Now I'm at the start of Disk 3 though. Game is soon gonna open up at last. For Unleashed, I went with a party of Zidane/Freya/Amarant/Eiko. It worked pretty well. I have already seen some of the differences for your Zidane Freya compared to Unleashed's but I dunno if I want to rock the same team, even if they are different. I want to try and make more use of  Quina and collect all your unique Blue Magic.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-02-29 16:02:39
Well this isnt my first game over but its the first one that just made me put down the controller.

Desert Palace. I ferning hate it.

But this isn't Unleashed. I didn't spend hours getting Garnet, Eiko, Vivi and Quina Half MP.. I didn't stock up on 60 Ethers.  I didn't think I needed to be super prepared or to worry about random encounters.

And what happens? I go into a random encounter with those two floaty jackasses. I see things are looking grim as Vivi is dying and losing MP and not moving which I hadn't noticed. I tell Garnet to just summon them to death. CAN'T CONCENTRATE. fern, now she's dead. Okay, Eiko, Fenrir them. Nope, now she's Frozen. And then she and Quina died to Bio.

ferning status effects. I have a lot of my AP sunk into  Auto Haste for everyone. AI should care more about Antibody or even Body Temp but there are otehr things I wanted. I thought I could handle it. I was handling it, up until this fight. fern.

This has always been my least favorite dungeon in this game. I was right near the end, too. Goddam.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-03-02 08:43:00
Luck was on my side I guess. I beat Silver Dragon, Garland and Kuja all on my first try, and got all their steals very quickly. That one attack of Kuja's was nasty though, that reduced everyone's HP permanently to 1. Luckily I got the Light Robe before he had managed to inflict it on more than Zidane and Quina.

EDIT:

Very interesting gimmick with the Tiamant fight. Thank goodness I got; the Grand Helm early. Now I need to grind for Hades. Everyone is only around Level 50 and I don't think thats enough.

EDIT 2:

Okay I beat Hades without grinding although I dare say there was a lot of luck involved. If he starts with Powering Sword and steals Remedies than uses Curse, you're just plain old screwed. I don't think there's anything you can do there.

Fortunately for me,  on my successful run,  he just used Freeze and Mustard Bomb and his sword attaks. Between Zidane having Trance right off the bat, Steiner's Sword Dance and Garnet's Bahamut, we beat him pretty fast.

I gave up on stealing the Robe of Lords. You cannot screw around in this fight or risk losing all your best items. Besides, I can Synth one anyway, or steal it from Quale. At least I could in the old game, dunno if you changed this.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2016-03-02 16:31:26
Congrats ! If you keep winning, then it can't be all about luck :p
I'm quiet sure I didn't change the different ways to get the Robe of Lords ; I did that for the Protect Rings but not for the Robe.

That's a good thing you can beat Hades without grinding too much. When I changed the Excalibur II requirements, I admit that I didn't think a lot about the feasability of "beating Hades before 14 hours". It seemed possible but since I don't speedrun and I don't have a good idea of how much time the difficulty increase would demand, I'm not sure it's actually possible ^^"

Next come Kraken and Lich :D
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-03-03 00:03:29
Yeah, I don't much like speedruns either. It feels like it defeats the point of RPGs, which, for me at least, is to give you something to do for like a week.

Out of curiosity, how does your Ozma stack up to Unleashed's? I could never beat Ozma there. It was all that damned Curse's fault. It did crazy damage and 9/10 wiped my party straight away. My poor Level 77 party was no match for him. If we could ever survive, damaging it wuldn't have been an issue but we just couldn't.

Is Lich's Final Sentence dependent on someone having Auto Haste on? That's a nasty surprise.

Trance Kuja was a fairly simple affair. Necron beat me, though. He's just so fast and Grand Cross' status effects can really pile on you. Still, I'm pretty sure he's beatable. Just need to be more prepared. No real way to protect against Zombie or Berserk but I can at least guard against Body Temp. I'll try him again later.

EDIT:

I wish I had my original team... Maybe sub out Freya for Quina but otherwise, Eiko is WAY better than Garnet for t his and Amarant' support abilities, plus Throw, would be really handy.

As it is, I'm at the mercy of waiting for Mighty Guard to dissipate so I can do real damage and I have to pray I get Reflect on him before he uses Regen on himself. If Eiko was here, I could Dispel all of that and this fight be so much simpler.

I also don't understand the turn order. Sometimes he just gets no less than four turns in a row. What can I do about a Blue Shockwave followed by a Meteor? The answer is nothing.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2016-03-03 20:27:13
Ozma can still be very random and say "no" to a perfectly prepared team. There are however a few tricks possible to lower that random aspect and make him more accessible. Still a tense fight (contrary to Necron, I didn't increase his HP).

Yeah, I thought it was a shame that Dispel was so useless in the normal game, so here it can take care of a few problems ^^
Necron's ATB is a bit tricky since he actually has 4 ATB bars. The main one is the fastest and casts Blue Shockwave and Grand Cross (and Neutron Ring in vanilla ; here it became a counter). The other ATBs use respectively the -aga spells, the Cure/Buff spells and the Flare/Holy/Meteor megaspells. So yeah, you can't do a lot if he gets several turns at once ^^
But knowing that, you can care a bit more of the ATB trick : it's not always a good idea to let the ATB run while Necron is casting.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Kefka on 2016-03-05 08:42:37
I also don't understand the turn order. Sometimes he just gets no less than four turns in a row. What can I do about a Blue Shockwave followed by a Meteor? The answer is nothing.

Quote
Necron's ATB is a bit tricky since he actually has 4 ATB bars. The main one is the fastest and casts Blue Shockwave and Grand Cross (and Neutron Ring in vanilla ; here it became a counter). The other ATBs use respectively the -aga spells, the Cure/Buff spells and the Flare/Holy/Meteor megaspells. So yeah, you can't do a lot if he gets several turns at once ^^
But knowing that, you can care a bit more of the ATB trick : it's not always a good idea to let the ATB run while Necron is casting.

To further elaborate on how Necron works: if you take a look at the Necron battle in Hades Workshop you'll realise that Necron is not alone in this fight. He is accompanied by 3 Dummy enemies that have no name displayed in-game. Furthermore, they are un-targetable, invisible and invincible, so the player has no way of knowing that they are even there. Now here's the deal: Necron himself has really only 3 different attacks: Blue Shockwave, Grand Cross, and Neutron Ring. All other attacks that you see in this battle are performed by those 3 dummy enemies, giving the player the illusion that Necron is capable of acting multiple times in a row (which, in reality, he is not).

This is also the reason why you don't see any body animation of Necron when one of the aforementioned spells is cast. Blue Shockwave, Grand Cross, and Neutron Ring are the only attacks where Necron actually moves his body, but for all the other spells, he just stands still because he is not the one casting them.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Tirlititi on 2016-08-04 19:30:09
Update.
A Steam version of the mod is now available. It doesn't differ much from the PSX version except that Beatrix can be recruited at the end of disc 3.

I've tested it from new game to the end and didn't encounter bugs, but there may still be. Don't hesitate to tell me if you find one.
There may be bugs if you're using the cheats though.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: deha0002 on 2016-08-06 08:00:03
Update.
A Steam version of the mod is now available. It doesn't differ much from the PSX version except that Beatrix can be recruited at the end of disc 3.

I've tested it from new game to the end and didn't encounter bugs, but there may still be. Don't hesitate to tell me if you find one.
There may be bugs if you're using the cheats though.

I tried to patch the Steam verision just as you said, but i get a black screen right of the bat. Without the modded files it works fine.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Tirlititi on 2016-08-06 09:19:52
Hum... Maybe your game is not up-to-date (I think that would bug).
Remove the mod, open Steam and check for FF9 updates, then try again.

I just tested in case the uploaded version was somehow corrupted. But no, it worked fine for me.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Zara9 on 2016-08-06 13:32:37
hey

will the booster cheats still work if i add your steam mod to the ff9 steam version
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Tirlititi on 2016-08-06 16:25:29
There may be bugs if you're using the cheats though.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Raven613 on 2016-08-18 22:55:21
I have the same issue with my game just freezing at a black screen after copying the files over and yes my game is up to date.
p0data2.bin and p0data7.bin and the game can be run, the problems start happening as soon as resources.assets and Assembly-CSharp.dll get thrown in.


Semi-Related: Hades Workshop also loads data really weird with all spells being shown as having a power of 255 with all elements checked off.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Tirlititi on 2016-08-19 09:22:34
You're other problem is indeed related Raven, thx for mentionning it.

It means quiet for sure that we don't have the same version of FF9 Steam. I double-checked and my game is said to be up-to-date. Either yours is not, either I screw up something and my game can't update anymore (that'd be strange though since most people that left comments succeed in installing the mod).
There's also the possibility that you used Albeoris's Memoria tool. Remember they are not compatible (both Alternate Fantasy and Hades Workshop).

You may need to check that your game is up-to-date with the Steam client. Sometimes, the update is not automatic and doesn't trigger just by running the game.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Manerr on 2016-08-19 10:38:40
Hallo!!
First of all, thank you for such a fantastic mod.
I only want to know, where is the orichalco? I cannot find it :(
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Tirlititi on 2016-08-19 10:54:06
Thanks Manerr, glad you enjoy it :)

It's not my spirit to give away infos like this ; the mod was partly done to encourage the player to explore the game anew.
I can say that there are two orichalcons in the mod, both of them are different from the original game and one of them is missable.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Nikkolas on 2016-08-19 15:43:39
Well Tirlititi, you have motivated me to buy FFIX on Steam. To be frank, I think your mod of FFIX is not only the best mod I've found, it's better than vanilla. I really want to replay this again. You made FFIX so much more fun and interesting.

And now, with it on PC, even my godawful computer can probably record decent footage of the Beatrix fight. I especially want to get the Burmecia boss battle which your mod made one of the best fights in the game. Having to actually "win" was such a surprise yet it was also thrilling and the fight itself was just the right level of difficult. It combined with the music and background to really sell Beatrix as this super badass.

I never did defeat Necron in my last run, nor Ozma nor the Yans. But I will this time! Gonna try a different party composition. With Beatrix, that just adds extra incentive to give this another go.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Nikkolas on 2016-08-23 14:50:49
Question, though. Necron is a huge challenge but in both this and Unleashed, Trance Kuja was a bit of a joke.

Do you have any plans of altering your mod to change up certain fights or whatever? I really would like to see what should have been the final boss be more of a challenge.

Also I just now realized something very important.

Is there a way to save in this game between Trance Kuja and Necron? Because I just realized, since I'm gonna be getting this for PC next, I won't have save states anymore. I do not foresee me beating Necron on my first or even second or third try. I had a save state ready to go right before the fight in my last run which saved me an unbelievable amount of time.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Tirlititi on 2016-08-23 17:43:54
Yep, Trance Kuja is a bit disappointing. I just had no idea for this fight but hopefully, some update of my tool will allow to have more varied abilities (along the same line, I want to make Zidane's Transcend skill able to target any character whose Trance bar is over 50% or such).

For Necron's save state, you have the auto-save which should do just fine. If you die, you can just use the "Continue" option to get to the hill of despair right after beating Trance Kuja (you have to do all the cutscene and menus again though).

Thanks a bunch for your kind words ; appreciated :)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.2)
Post by: Tirlititi on 2016-11-07 07:33:47
Update to v4.2. Fixed a few bugs and added Beatrix supporting abilities / AP learning feature.
I also shared the .hws file so you can see how I did things and customize your own version.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.2)
Post by: resinate on 2016-11-08 16:27:44
hey u think u can help me make my mod work on steam version LOL
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.2)
Post by: Mattnificent on 2016-11-19 20:59:07
This mod is incredible. Thanks so much for bringing fresh life back into my favourite game!

I do have a question though. I've played up to the point of reaching Terra so far, but I haven't encountered any weapons that Beatrix can equip, apart from her default Save the Queen. Are there supposed to be more for her found somewhere in the game? If so, then where? Otherwise, what can she learn her Seiken abilities from?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.2)
Post by: Tirlititi on 2016-11-21 06:33:18
Thanks  you Mattnificent :)

Beatrix can also use the Knight Swords, except for Excalibur II (that makes Ragnarok, Excalibur and a third one which I don't remember the name).
Her Seiken abilities should be learned by the time you get her in your team. There is an exception : if you applied the newest version of the mod after the Alexandria escape in disc 2,  she won't have those abilities learned and you need to learn a few abilities from the Knight Swords indeed.

If you applied the newest version of the mod before starting a new game, or if it was before the Alexandria events, then that's a non-intended bug : she should have most of her abilities available when you recruit her (a few ones are on Save the Queen).
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.2)
Post by: resinate on 2016-11-22 05:20:34

Tirlititi  is it possible that i can use ONLY the part where u made beatrix addable and usable? in pff patch mode with my mod?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.2)
Post by: Tirlititi on 2016-11-22 06:17:26
Yes it is possible, but wait a bit please: I've your kaotic mod (last version before you put .ppf format) and I shall fix that stat panel to make it compatible with the newest HW.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: kmrblue1027 on 2017-02-23 05:22:12
Enjoying the early game so far, Steiner having insta-death caught me off guard, I was expecting the 1st few battles to be standard warmup. I have 2 questions, is the issue with leveling up early causing Eiko and Amarant have less stats/magic stones fixed so should I still avoid leveling until disk 3 as usual (I don't care too much about max stats more just hate to miss out on too many magic stones). And if that's still true is the Marcus/Eiko stat bug fixed?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-02-25 12:28:11
I kmrblue1027.
No, none of these bugs were fixed. The Eiko/Marcus glitch is still a thing as well as their variation for Cinna/Quina and Blank/Amarant.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Almaz1990 on 2017-03-17 13:45:53
love how you intergrated Beatrix into scenes after you get her in Alexandria, loving the mod so far.
i have a question tho, while loading your mod into the hades workshop, what should i leave ticked if i just want Beatrix to join and have her new scenes plus the "hidden" scenes like puck and vivi on the rooftops?
i wanna try making my own personal mods to the game but the way you added Beatrix to the game is just too awesome to pass.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-03-17 15:20:06
Thanks Almaz :)
I wrote a detailed post about keeping only the Beatrix-related stuff on Steam. Daeoc followed these instructions (Beatrix with supporting abilities and all the other fields modifications) based on the v4.2 of my mod. Using his file (http://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=9#c152393186497052984) is the easiest. Otherwise, here are the things to do:
Quote
I - English version, Beatrix has no supporting abilities
It is easier.

1) Open Hades Workshop then "File" -> "Open" -> select the file "FF9_Launcher.exe" from your Steam FF9 directory. Choose "English (US)" as language.

2) Go to "File" -> "Open Mod" and select the .hws file which is available in the mod's archive.

3) Untick all the boxes "Spells", "Commands", etc... Only keep the following ones :
Texts
Fields

4) Once the mod is imported, go to "Tools" -> "Mod Manager". There is a list of fields for which I did modifications and you want to keep only the ones that are related to Beatrix, right? If you don't care, or if you want the other modifications (most of them are about unlocking the hidden scenes), you can skip this step. Otherwise, untick the following fields :
All the fields up to "A. Castle/Courtyard" (not the one at the top, rather the one near the end of the list, before I. Castle fields - let that "A. Castle/Courtyard" ticked)
I. Castle/Stairwell
Daguerreo/Entrance
Daguerreo/Right Hall
Chocobo's Lagoon
Chocobo's Air Garden
Mognet Central
Memoria/Entrance
Memoria/Birth
Memoria/Gate to Space

5) Almost done : go to the panel "Environment" -> "Fields" and search for the field "Pand./Hall" (2nd one). In this field, I make the battle a bit harder whether there is Beatrix or not, but since the battle modifications are not imported, it will bug. Click on "Edit Scripts", then "Function Main_Loop", then browse the script's to find these lines (near the 2 thirds):

if ( VAR_C5_7173 ) {
BattleEx( 0, 1, 160 )
} else {
BattleEx( 0, 0, 160 )
}

Change "BattleEx( 0, 1, 160 )" to "BattleEx( 0, 0, 160 )" (or replace the whole 5 lines by a single "BattleEx( 0, 0, 160 )"). Then Parse, then Ok².
Do this step even if you didn't step 4).

6) "File" -> "Save Steam Mod" -> choose whatever directory you want (just don't choose the folder where "FF9_Launcher.exe" lies). Done !

7) You may share the mod here if you want to spare your headache to the other people (I don't) :D

II - English version, with Supporting Abilities
This one is a bit harder because you can't just import those supporting abilities from my mod (the other characters' abilities would be modified too).

1) Do the steps 1-5) described above in flavor I.
When unticking the fields in "Mod Manager", let "A. Castle/Queen's Chamber" ticked (it is before the "Courtyard" one).

2) Go to the panel "CIL Code" -> "Macros", then select "Unlock Ability Learning" and Apply.

3) If you've read the description of the macro, you know you need to go to the panel "Party" -> "Stats", select Beatrix and modify her Ability list + her AP requirements. Either you do that for her Ability Set 2 (that's the one used from disc 3 and afterwards), either you do that for both Ability Sets. Thunder Slash needs a non-zero AP requirement. Input her supporting abilities there as well.

4) You should check that Beatrix has access to the supporting abilities (that is, she can wear at least one piece of equipments that teach the abilities you gave her). You may go to the panel "Inventory" -> "Items" -> "Regular Items" and add abilities to armors for that purpose.

5) By default, I made so that Beatrix automatically learns her abilities Cura, Silence, Reflect, Blind, Thunder Slash, Stock Break and Shock. If you're not ok with that (either add more, either remove some), go to the "Fields" panel, search for "A. Castle/Queen's Chamber" (at some point, there are two of them with the "Library" field between them : choose the 2nd one). Then "Edit Script", go to the "Beatrix_Loop" function and search for the lines "CureStatus" and "LearnAbility" near the end. Add more "LearnAbility" lines or remove some of them, then Parse and Ok.

5) Proceed to steps 6-7) of flavor I.

III - Other language version
You may include the flavor's II steps for it.
You need some gumption for it so I won't go far into details.

1) Do steps 1-5) of flavor I but with two differences :
- At step 1), choose your language instead,
- At step 3), untick "Texts" and the remaining "including texts".

2) You need to add custom translated texts in the "Environment" -> "Texts" panel. Look at the texts already in place for the text format (the dialog conventions may also differ from one language to the other, like the english dialogs using “” and a space at each new line). The added texts which are related to Beatrix can be found in the following file (append ".txt" to the URL). Since it contains spoilers of my mod, don't dare to read it for non-translation puprose ! Else, I'll get to come to your house and remove your memories of this file 'manually' from your head.
https://dl.dropboxusercontent.com/u/98687557/Divers/FF9Beatrix

3) Unless I'm missing things, that's enough and you can proceed to steps 6-7) of flavor I (if you share the translation, you'll spare headache and I will be gratefull).

The "Mod Manager" step is the one that decides whether you keep or not cutscenes and/or hidden scenes and/or little tweaks in the fields. Here is a list of the modified fields in the order and what kind of modification they involve:
Code: [Select]
A.Castle/Public Seats -> Minigame tweaks
Alexandria/Main Street -> Minor alteration
Alexandria/Rooftop -> Hidden scene
A.Castle/Courtyard -> Minor alteration
A.Castle/West Tower -> Minor alteration
Prima Vista/Storage -> Hidden scene
Ice Cavern/Icicle Field -> Added nasty trap
Dali/Field -> HP damage depending on player's choice
Mountain/Shack -> Hidden scene
Lindblum/Synthesist -> Changed chest content
L. Castle/Royal Chamber -> Added "Learn Free Energy" as a reward for the hunt
Gizamaluck/Cavern -> Added Mogshop
Burmecia/Residence -> Minor alteration
Burmecia/Uptown Area -> Minor alteration
Chocobo's Forest -> Minigame tweaks
Treno/Bishop's House -> Minor alteration to fit Auction's alterations
Treno/Auction Site -> Changed prices
Cleyra/Tree Trunk -> Changed chest content
Cleyra/Tree Trunk -> Minor alteration
Cleyra/Cathedral -> Hidden scene
Cleyra/Cathedral -> Hidden scene
A.Castle/Underground -> Minor alteration
A.Castle/Chapel -> Added Mogshop
A.Castle/Queen's Chamber -> Beatrix mod (learn starting abilities)
Pinnacle Rocks/Hole -> Hidden scene
L.Castle/Base Level -> Hidden scene
L.Castle/Airship Dock -> Hidden scene
Fossil Roo/Passage -> Minigame tweaks
Brahne's Fleet/Event -> Hidden scene
Quan's/Cave -> Minor alteration
Quan's/Fishing Area -> Changed chest content
Alexandria/Square -> Hidden scene (minigame)
Alexandria/Residence -> Minor alteration
Treno/Pub -> Rank S change
Treno/Bishop's House -> Minor alteration to fit Auction's alterations
Treno/Auction Site -> Changed prices
Treno/Knight's House -> Beatrix mod (allow her to fight)
Treno/Knight's House -> Beatrix mod (allow her to fight)
Alexandria/Main Street -> Minor alteration
Lindblum/Theater Avenue -> Minor alteration
Oeilvert (6 of them) -> Minor alteration
A.Castle/Courtyard -> Beatrix mod
I.Castle/Entrance -> Beatrix mod
I.Castle/Small Room -> Beatrix mod
I.Castle/Stairwell -> Minor alteration
I.Castle/Mural Room -> Beatrix mod
I.Castle/Mural Room -> Beatrix mod
Shrines (5 of them) -> Beatrix mod
Bran Bal/Gate -> Beatrix mod
Bran Bal/Storage -> Beatrix mod
Pand./Hall -> Beatrix mod
Pand./Hall -> Beatrix mod (+ battle change if Beatrix is here)
Pand./Hall -> Beatrix mod
Pand./Control Room -> Beatrix mod
Pand./Event -> Beatrix mod
Pand./Event -> Beatrix mod
Pand./Event -> Beatrix mod
Invincible/Core -> Beatrix mod
Daguerreo/Entrance -> Rank S change (ExcII reward)
Daguerreo/Right Hall -> Rank S change
Hilda Guarde 3/Bridge -> Beatrix mod
Hilda Guarde 3/Engine -> Beatrix mod
Hilda Guarde 3/Deck -> Beatrix mod
Hilda Guarde 3/Deck -> Beatrix mod
Hilda Guarde 3/Bridge -> Beatrix mod
Chocobo's Lagoon -> Minigame tweaks
Chocobo's Air Garden -> Minigame tweaks
Mognet Central -> Changed chest content
Treno/Knight's House -> Beatrix mod (allow her to fight)
Invincible/Controls -> Beatrix mod
Red Rose/Bridge -> Beatrix mod
Memoria/Outside -> Beatrix mod
Memoria/Entrance -> Changed chest content
Memoria/Birth -> Excalibur II reward if under 14h
Memoria/Gate to Space -> Changed chest content (+removed the time limit)
Hill of Despair -> Beatrix mod
last (4 of them) -> Beatrix mod
Mage Village/Entrance -> Beatrix mod
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Almaz1990 on 2017-03-17 22:31:29
wow didnt expect such a fast reply, thanks alot Tirlititi, followed your step by step and everything seems to be working the way i imagined it. its awesome.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: vomitrocious00 on 2017-03-29 20:37:13
Hi Tirlititi, I've been playing around with the Beatrix mod and Hades Workshop and I've really enjoyed it!
I have one question regarding Excalibur II. You mentioned it can now be obtained by also getting all the treasures in the game.

What would I need to edit using Hades Workshop if I just wanted to implement that particular change and not the entire Alternate Fantasy mod? I'm using the standalone Beatrix mod with minor changes to other stuff here and there but I have no idea what to change for the Excalibur II reward.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: dclem on 2017-03-29 20:40:43
It may be in the Memoria/Birth field. Not completely sure though, the only thing I changed there was the required time to get to Hades to get it, but there's more to getting the item...?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: vomitrocious00 on 2017-03-30 08:04:55
Yeah I kinda looked around there but I really don't know what I'm doing so I thought I'd ask before moving stuff around lol
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-03-31 17:10:35
The Excalibur II requirement is in the field datas indeed.
You need to do things a bit like I explained to Almaz a few posts ago, but you need to:
(1) only keep the "Fields" ticked when importing the .hws,
(2) in Mod Manager, untick every fields except for the following ones:
Memoria/Gate to Space
Daguerreo/Entrance
Daguerreo/Right Hall
Treno/Pub
You may also let "Memoria/Birth" ticked but that's for the other way of getting Excalibur II (beat Hades before 14h).
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: vomitrocious00 on 2017-04-01 03:39:49
Really appreciate you replying, thank you very much!
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Inu92 on 2017-04-15 23:48:57
Hello Tirlititi,

First of all, I wanted to congratulate you for all of your work. Hades workshop is a paradise for those who love Final Fantasy IX!

I wanted to ask you something about Alternate Fantasy : I read in the "readme" file that the game must be in english. Is this mod avalaible in french? (I know that you speak french, that's why I am wondering!). If not, it's okay, I will play in english. I really need Beatrix in my party :D

(Ps : Oh, and I guess Zidane can't be removed from the party until Memoria, as in the vanilla game?)

Goodnight and happy easter by the way =)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-04-16 08:26:45
Hello and thanks Inu92,
The mod is available in french only for the PSX version (here (http://forum.ffdream.com/viewtopic.php?f=217&t=15029)), not Steam. I'd like to make mods compatible with any language, but that's not likely to happen so soon :/

Zidane is indeed mandatory until Memoria, as in vanilla.

Happy easter to you and bon jeu !
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Inu92 on 2017-04-16 16:43:20
Hello Tirlititi,

Thanks for your answer! Maybe it will work if I translate it manually, if it's not too long. Anyway, it's a good new to finally play with Beatrix. I'm also going to increase the difficulty to the same level as Unleashed. I didn't see if Unleashed was updated to the steam version, I'll check that.

Have a nice day!
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: flumpy on 2017-04-25 21:55:07
does this mod disable the no encounters cheat on the pc? game speed and auto battle are the only ones that seem to work
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-04-26 17:31:48
Yes, it disables the cheats except the game speed (but speeding the game also speeds up the minigame timers and so it can't be used as a cheat for Chocobo Hot & Cold for instance).
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: flumpy on 2017-04-28 01:16:09
alright, one more thing did you make changes to the first kuja fight? he keeps spamming flare star even though im not attacking his mp and nobody has reflect on
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-04-28 10:02:17
Hum, yes I changed Kuja's fight. He can indeed cast Flare Star in any situation now (1/3 if I recall correctly), but he has two other spells as well. I guess you were unlucky (or probably lucky I'd say instead ^^).
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Venier929 on 2017-07-05 13:39:49
Hiya, i know it's been a while. But would it be possible to do this for the Android/iOS versions??? I'd love to give it a go myself and not rely on youtube to show it off!! :-D
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Zara9 on 2017-07-05 13:56:15
hey

will cheat engine table cheats break this mod if i use it on this mod
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Murasame on 2017-09-06 15:39:27
Hi!

Is there any obvious sign near the start of the game that the mod has installed properly? A change in the text or anything I can look out for?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-09-06 17:19:20
Hi Murasame,
You can see the Wrist's abilities at the very start of the game:
- if it only teaches Flee-Gil, then the mod is not installed,
- if it teaches both Flee-Gil and Antibody, then the mod is installed.

Also, on the Steam version, the little girl who picks up Vivi's ticket says different things: "Here!  You dropped your ticket." by default, and "Here!  You dwopped your ticket." in the mod (the accent was in the PSX version and they removed it for some reason in the port ; I've put it back in the mod).
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Murasame on 2017-09-21 23:21:11
Hey again. Just dropping in to say I've been having a good time with the mod. It's breathed a new life into the game for me! I'm only up to Cleyra right now but the difficulty is just right now to the extent that I had to retry against the prison cage monster in evil forest a couple of times and Beatrix feels like a very real threat again. I'm looking forward to seeing how everything else unfolds. Thanks for taking the time to do this.  :)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: levantine on 2017-09-22 04:12:22
Hey ! I'm just started your mod yesterday, i like it it looks very cool :)
You said that there is no fr for steam version, but i play on steam and choose fr at the start, the mod is here and fr text too, so what is the problem with the fr in steam version? ^^
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-09-22 07:21:53
Thanks Murasame & Levantine :)
It only looks like it works with the french language but that's not true:
1) the cutscene modifications (hidden scenes, recruiting Beatrix, etc...) are not present if you choose the french language,
2) some bosses will act very strangely in battle and it may even crash the game (early game, there's a fight against Steiner who uses a death strike way too often, or the Sealion fight that is unbalanced...),
3) and of course, the names and descriptions of the different spells and items will not fit the change.

So yeah, I would still recommend you to switch to english at that point. Also, playing the game in english makes you realize how the french translation was good sometimes :p
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: levantine on 2017-09-22 09:00:53
Ah thx a lot for your answer, okay i understand, let's play in engmuqh so !
About Beatrix, can she learns skills and support?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-09-22 09:09:21
Yep she can.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: levantine on 2017-09-22 11:11:02
Nice :D
I playwith fragoso mod, i think it's the best for improve graphical with your mod no?
An other question, is there a way to have 100% chance for steal? :D
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-09-23 14:23:39
Unfortunatly not: increasing the steal rate is something that requires to change the engine in the "CIL Code" panel. And that panel is not working very well. In particular, the method in which steal rate is defined ("btl_calc::CalcMain") is a huge method that can't be edited because HW would crash.

It's possible to increase the steal rate using Albeoris's Memoria tool but it's not compatible with this mod.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: levantine on 2017-09-23 15:44:29
Okay no problem, waw thinking that you said, but anyway no cost to ask ;) ^^
And about fragoso, is there a better (or any other compatible mod) that improve better graphics? Same way i really enjoy fragoso with your mod, but no cost to ask you if there is a better way for
Never modded ff9 before, but i modded a lot ff7 ^^ (new threat + all graphicals improve  + musics change by myself and obtained an awesome game thx to this forum)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: levantine on 2017-09-23 15:46:46
Sorry for doule post, about your mod, do you add some other bosses? Like the new threat in ff7
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-09-23 21:54:25
No I didn't add new bosses. New Threat really is a huge piece of work (and FF7 modding community is older and better than FF9 modding community). Maybe for a future version.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: levantine on 2017-09-24 10:40:36
Yes, i know that new threat is a big hudge of work ^^
Anyway i'm enjoying your mod, i'm just a lindblum, and i really like how you improve bosses, cu the vanilla easy game, this time we have real bosses and that's good, thx to you :)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Ddeathscythe on 2017-09-27 18:15:56
Hi, I saw that you made an assembly file that will work with Frag's HD Backgrounds. I noticed Alternate Fantasy is now on update 4.3 but the post you made about a workable assembly file was for 4.2's update. Would the assembly file still work with 4.3 to make both mods work?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-09-27 19:31:02
Hum. If I recall correctly, Fraggoso's HD mod came after the last update of Alternate Fantasy, so any assembly file compatible with both should be v4.3 of AF.
If you're talking about the file in this post (http://forums.qhimm.com/index.php?topic=16324.msg248974#msg248974), it's not for compatibility with Fraggoso's mod. It's for a "Normal difficulty/gameplay but with recruitable Beatrix" version.

See there (http://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=35) for an assembly file that's compatible AF + HD mods. And thank Fraggoso for it ;)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: strife98 on 2018-01-09 06:07:10
Hey, loving what this is so much. I've been itching for a good FF9 mod and this is soothing that itch! I have a real quick question though. That thing that happens in Oeilvert against the Epitaphs
Spoiler: show
When the Clone insta's their original and they disappear. Is that supposed to be permanent? Going out of the battle after winning, Zidane is just gone out of the party leaving Amarant,
 Steiner, and Freya all alone, and if that's intended, is it permanent permanent, or do you get your lost member back later?
Other than that, so far (other than Fairy's Flute taking me almost 2 days straight trying to steal it) I've been super enjoying it! The difficulty feels just right throughout, never have gotten to a point where I feel like I'm severely under-leveled (albeit a little under-skilled.) I hope to see more things from you in the future, whether it be this mod, or another!
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2018-01-09 06:28:16
Thank you very much :)
For your question: yes it is intended and no it's not permanent. You are not notified at the moment when you get them back though.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: strife98 on 2018-01-09 12:09:34
Checked around and saw that this wasn't reported, but world map tents do not work on Beatrix. If you're in a place, like a town it does normal and heal half. In my example I'm using the save moogle in Gizamaluke Grotto, and she's healing fine, but out on Popo Heights she doesn't heal at all.

Edit 1: Could I also make a request? Is it possible to have one of Steiners low level weapons be available for Beatrix so she's viable as a physical attacker in Ipsens castle?

Edit 2: Also Waterga is super strong. I'm not sure if this is something that's been a thing even in vanilla or what, but it's doing a ridiculous amount of damage. With half MP it's the only spell I really ever need to use. Combined with Mag Elem Null there's really nothing so far Vivi can't absolutely destroy.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Pianobeats on 2018-01-28 04:36:32
I noticed that when I use this mod it disables all the boosters except the Fast Speed booster. Is this supposed to be intended or a bug?

I'm using the Steam mod. Thanks!

EDIT: Never mind. I just found out it's intended. Is there way I can re-enable them? I really like the No Encounters cheat. lol
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2018-01-28 16:44:09
You can use Hades Workshop (http://forums.qhimm.com/index.php?topic=14315.0) to re-enable them:
First, you need a FF9 folder without gameplay mod, so remove Alternate Fantasy or use a copy of the game.
In Hades Workshop, "File -> Open" your unmodded game (select the FF9_Launcher.exe) and choose the language "English (US)" since that's the only language compatible with AF for now.
Then "File -> Open Mod" and select the file "AlternateFantasy_v4.3.hws" which is shared along with the mod. Let everything checked and apply. It will take some time to load.
Once it's imported, go to the panel "CIL Code" and sub-panel "Macros". You'll see an option "Disable Cheats" that is applied. Click on "Unapply Macro" to re-enable the cheats.
Finally, "File -> Save Steam Mod" will generate modded files with that change.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Pianobeats on 2018-01-29 03:13:41
Thanks. It worked. :)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Delitta on 2018-02-04 17:57:27
Hi Vir

           The downloads for http://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=9#c152393186497052984
Are down, I will wait until they are up again I guess, can you let him know or can u uploaded them?

2 Followed the steps by patching  but  its just a black screen I will try with the hades method

I look forward to playing your mod :)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: usb on 2018-03-07 12:00:44
2) You need to add custom translated texts in the "Environment" -> "Texts" panel. Look at the texts already in place for the text format (the dialog conventions may also differ from one language to the other, like the english dialogs using “” and a space at each new line). The added texts which are related to Beatrix can be found in the following file (append ".txt" to the URL). Since it contains spoilers of my mod, don't dare to read it for non-translation puprose ! Else, I'll get to come to your house and remove your memories of this file 'manually' from your head.
https://dl.dropboxusercontent.com/u/98687557/Divers/FF9Beatrix

I think this is last time I annoy you (lol). There is a mirror for this file (I would like to translate in italian "Beatrix mod"). With or without .txt ad the end of the link the file is missing
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2018-03-07 12:31:28
Don't say that! It is still possible to annoy me many many more times :p
Here's an updated link (https://www.dropbox.com/s/8ezt90mqyg4gfrr/FF9Beatrix.txt?dl=0).

However, Italian is actually a language for which there already is a translation (of the current version of AF). TheFF8Fan was able to translate everything all by himself, and even added a couple of scripted sequences.
https://www.youtube.com/watch?v=NWWxD4WKBdA (Check out his profile for the parts after this.)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: usb on 2018-03-07 13:08:50
Don't say that! It is still possible to annoy me many many more times :p
Here's an updated link (https://www.dropbox.com/s/8ezt90mqyg4gfrr/FF9Beatrix.txt?dl=0).

However, Italian is actually a language for which there already is a translation (of the current version of AF). TheFF8Fan was able to translate everything all by himself, and even added a couple of scripted sequences.
https://www.youtube.com/watch?v=NWWxD4WKBdA (Check out his profile for the parts after this.)

Ah ah ah...thank you
Didn't know about TheFF8Fan and his works... anyway he hasn't released his mod but with the video a lot time of work is saved ;)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Delitta on 2018-03-25 20:57:35
Hey dudes, anybody know if the Yan Enemy was also modded?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2018-03-25 21:01:15
Yes he was modded (both the usual and the friendly yans).
It was also proven that, contrary to the non-modded fight, you can defeat a Friendly Yan at lvl 1.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.3)
Post by: Mezzey on 2018-04-29 05:09:50
Hey Tirlititi,

I've been playing through FF9 with your mod and have been thoroughly enjoying it and the extra challenge it's brought. However, I do have one possibly minor question and that is I can't seem to find beatrix to recruit her into my party. A friend told me she was in Alexandria but when I went there she was nowhere. I currently just got to Memoria within the story. I didn't try looking for her until this point because I didn't think to look up when I could add her and thought she would just join the party instead of me having to look for her. Is this a bug or did I simply wait too long to be able to add her?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-07-06 18:58:12
Hello Mezzey.
I'm sorry, I didn't see your message... There's an anti-spam system that requires newcomers' posts to be validated and maybe that's why I wasn't notified. Or maybe I'm just dumb.
So, I don't know if you got the answer by yourself, but you waited too long to be able to add her. At this point, Beatrix is on the Red Rose and can't join you anymore.

-------------------------------

I Updated the mod to v4.5 International:
- Made the mod compatible with all the available languages,
- Enabled the Japanese language: you can select it from the main menu,
- Fixed a few bugs,
- Allowed two steps for the "Fast Forward" booster: it goes x3 or x5 (without any mod, the speed factor is x5).

I would like to thank a lot the people who helped me for correcting the translations:
TheFF8fan
link2015z
DSpecht

Thanks to them, you will hopefully be able to enjoy the mod in language of your choice without "out of place" dialogs or constant reminders that the modder screw up his translation there and there.
Unfortunatly, I've got no feedback for the Japanese translation so you will most probably see these mistakes in Japanese. You can still enjoy the original version of the game for everything that is not coming from the mod.

I've decided to put the source files of the mod in a separate link because it's not only a .hws file anymore and it may be more and more files in the future.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: JokerKazucchi on 2018-08-07 19:26:42
I wonder if there is a version of this mod that keeps the vanilla experience but allows you to recruit Beatrix?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-08-07 22:10:17
There is one (https://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=9#c152393186497052984), in english only (it was made before the latest release).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Zara9 on 2018-08-07 22:14:42
Hey

will the final fantasy 9 cheat tables work on this mod at all
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-08-07 22:54:39
Yes, I don't see what cheat could be messed up with the mod.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: JokerKazucchi on 2018-08-08 15:05:29
There is one (https://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=9#c152393186497052984), in english only (it was made before the latest release).
Thank you :) I actually want to try your mod as well but I am not really an experienced player in FF9. I only played with it twice on ps1. Once nornally but lost the save somehow then I found the gameshark team editor mod and added Beatrix to my team.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Noh Future on 2018-08-13 12:32:17
Quick query, but first I'd just like to thank Tirlititi for this fantastic reason to run through IX again.

Anyway, level one runs - are they possible, were they considered, and has anyone attempted a lvl 1 run with this mod?

I'd be curious to know. I am in the process of trying, but would like to hear if it's something anyone else has been stupid enough to attempt. I hit a bit of a brickwall at the second boss (BW1 + Sealion), due to not having enough HP to sustain the necessary damage. My level 3 party is now struggling against BW2, so my low level experiment might be futile, but it'd be good to know!

Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-08-13 20:56:45
Hello Noh Future,

Yes, someone made a lvl 1 challenge using the mod and, to my great surprise, managed to finish it, including optional bosses and even the Friendly Yan (while he is considered impossible in vanilla, his changes make him beatable at lvl 1 in the mod).

The guy is LightChaosman. He used a slightly different version of the mod that you can find here (https://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=14#c142261352664830801) (it was built with the v4.3 of the mod, so there are a few bugs that were not fixed at the time and it is US language only). I didn't remove the exp of the various fights that he mentions in his post because they are useful for normal playthrough, so if you don't use his version, you can do a lvl 1 challenge except for Blank and Beatrix (the Pandemonium fights don't give exp anymore anyway). If you use his version (or manually remove the exp yourself), Beatrix can also be kept at lvl 1 until the end.

His mastery of the game's mechanics is impressive though. I didn't see the record of all his fights but the few ones I've seen used chirurgical precision ^^
Also, I was quite sure that neither Necron or Ozma were beatable at lvl 1 because they are the two bosses for which I planned a bit of grinding in normal playthroughs. He proved me wrong for both even though it required a big amount of luck and retries.

In any case, good luck ^^
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Noh Future on 2018-08-13 21:54:29
Thanks for the heads up - your reply was incredibly fruitful.

I'll definitely look into LightChaosman's variant, I recall seeing a couple of his clips whilst poking through Google. A much, much better player than me. I shall definitely give it another go though, futile as it may be!

Again, thank you for all the hard work, from what I've played thus far it feels great; very precise. A lot of thought obviously went into the revisions and additions, and as good as the original game is, the effort and attention to detail here is awesome.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: dicksdequina on 2018-09-11 14:48:22
Hi I'm on my tradition of replaying FF mainline titles every couple of years and I stumbled upon your mod. The possibility of recruiting Beatrix piques my interest and I'm deciding to give this a try. Did you perchance made any changes to the stat growth system? I'm asking because an annoyance of mine about FF9 was that you had to hold back leveling until endgame to maximize stats, which kinda kills the fun for me.

Also, aside from things you described in the main post, were there other things that were changed like item locations, missables, and such? Again I'm asking because I'm kind of a perfectionist and I don't see a Documentation file or some sort in the main post.

All in all this seems like the most interesting FF9 mod and I've found and I'll be waiting for your reply before I start. Can't wait to start a playthrough of this mod!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-09-11 21:39:27
Hi!
The stat system itself has not been changed. However, I made some tweaks related to it: a few forced battles don't give exp anymore and ultimate weapons all give very good stat boosts. I am afraid that if you're both a perfectionist and annoyed by lvl1 playthroughs, that will be a pain to you ^^'

I swaped a few items' location, but didn't add or removed any chest. There are a few less Protect Rings obtainable with the end game sidequests (they have been replaced by other rewards) but you can still get them from the Hot & Cold minigame. Also, the blue magics are not given by the same monsters as before, but they are all available during the end game. Making a documentation is kind of opposite to what I am aiming with the mod: making the player try and seek for things he would have not bothered with in vanilla because he knows the game by heart.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: dicksdequina on 2018-09-14 06:21:00
Hi!
The stat system itself has not been changed. However, I made some tweaks related to it: a few forced battles don't give exp anymore and ultimate weapons all give very good stat boosts. I am afraid that if you're both a perfectionist and annoyed by lvl1 playthroughs, that will be a pain to you ^^'

I swaped a few items' location, but didn't add or removed any chest. There are a few less Protect Rings obtainable with the end game sidequests (they have been replaced by other rewards) but you can still get them from the Hot & Cold minigame. Also, the blue magics are not given by the same monsters as before, but they are all available during the end game. Making a documentation is kind of opposite to what I am aiming with the mod: making the player try and seek for things he would have not bothered with in vanilla because he knows the game by heart.
Hi. Thanks for your reply. I've already started my playthrough on this and it looks pretty good so far. Although, my plans for a max stats run is pre-emptively flushed down the drain because I can't get past Black Waltz and Sea Lion for the life of me. The measly lvl1 105 hp just isn't enough to survive. I mean it can be done with pure luck, but the odds are quite grim and I'm not a madman lol. Oh well, better start leveling then. I'll be counting on those Ultimate weapon stats :D

Anyway, I'm having a blast so far and I'll be posting here if I have questions on the mod. Great work!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Neonoctis on 2018-09-16 18:37:09
Hi Tirlititi !

I come from the "Joueur du grenier" forum, to ask you if you could repair the link fore the french version of your wonderful mod :) thanks !

http://www.joueurdugrenier.fr/phpBB3/viewtopic.php?f=90&t=5367
https://dl.dropboxusercontent.com/u/98687557/Patches/AlternateFantasyFR_3.2.zip
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Rasca on 2018-10-15 09:55:27
Started this a few weeks ago a just finished the "first CD" (I don't have much time for gaming).

So far, I think it is fantastic. Congrats Tirlititi, this is one of the finest fan content thingies I've seen.

My only gripe so far is with stealing. In the original, sometimes it took a while to get every item from a boss, but I remember being able to get them consistently even if it took several tries.

With Gizamaluke I just gave up after 45 minutes (literally 45 minutes), and more or less the same with Beatrix in Burmecia. I'm going to resort to just adding the items through Memoria and fight the bosses normally.

Was the formula changed? Is it an unintended side effect of some other change? Have I been just unlucky?

In any case, it might seem bad because I only voiced a negative thing, but seriously, fantastic job 10/10.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-10-15 15:12:52
Hi Rasca, I'm glad that you like it.

I am sorry for the steals but you got unlucky: the steal rate has not been reduced and it was even increased for Beatrix's rare steal (her 1st encounter) as it was changed from a super-rare steal 1/256 to a rare steal 16/256. I did the same change for the Fairy flute of Hilgigars.
It is still a big matter of luck. I also used to steal things pretty easily (I didn't even notice the Fairy flute was so hard before 5 or 6 playthroughs) but it can really get long indeed. I would have liked to change the mechanics to avoid it (like giving a limit to the number of fails) but it is not implemented for now.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Rasca on 2018-10-15 18:46:10
Hi Rasca, I'm glad that you like it.

I am sorry for the steals but you got unlucky: the steal rate has not been reduced and it was even increased for Beatrix's rare steal (her 1st encounter) as it was changed from a super-rare steal 1/256 to a rare steal 16/256. I did the same change for the Fairy flute of Hilgigars.
It is still a big matter of luck. I also used to steal things pretty easily (I didn't even notice the Fairy flute was so hard before 5 or 6 playthroughs) but it can really get long indeed. I would have liked to change the mechanics to avoid it (like giving a limit to the number of fails) but it is not implemented for now.

Nostalgia glasses in full effect. I probably didn't give a damn when I was a kid so I didn't notice.

Thanks and keep it up!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: alexjet85 on 2018-10-24 19:30:44
@tirliti hello, there is an error on french version ragtime mouse quizz : where he ask if "defigeur" kills epitaf. the item is defijeur not defigeur ( made me go wrong because of this :D .

Great mod by the way, i love it so far !
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-10-24 22:13:03
I didn't remember at all this play with the name! Sorry for making you fail that question because of it...
There are a lot of "c" -> "k" changes in the names, in the french translation and not so many "g" -> "j" changes.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: alexjet85 on 2018-10-25 17:49:01
No problem, i don't care that much, ir's just that it messed a perfect game up to now :p (i'm pretty sure i missed no treasure up to now ;) )
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Nikkolas on 2018-11-22 11:21:00
So Magic Hammer is good in this mod? I'm watching a video from 2016 of somebody playing this mod. I swear I tried using Magic Hammer once  in Unleashed against the Antlion and it didn't seem to help so I forgot about it and never bothered with it in your mod either. I guess that was my mistake.


I planned to play this game again for Steam a while ago now but never got around to buying it. Hopefully next month. Really wanna try out having Beatrix in my party. Maybe use Vivi too since I always ignore him after I can choose my party.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-11-22 15:37:06
Magic Hammer is somehow random: it removes the enemy's MP by a random amount between 0 and its current MP. When repeated several times, it  completely depletes an enemy's MP pool with a quite robust probabilty and independently of his initial Max MP. For the vast majority of the game's enemies, that's the only way to make enemies run out of MP (Lancer can be used to help at the end, but is not efficient enough by itself), which usually makes the fight much easier (well, for Antlion, only his Fira costs MP for instance) but requires a few turns to setup. Personally, I don't find that it worths it, but it is a legit strategy and only a few enemies have a counter-measure against it.

The principle of Magic Hammer works exactly the same in vanilla, Unleashed or in this mod. One should edit the game's battle engine code to mod that effect (or create another kind of attack removing MP) and I didn't do it.

Enjoy your next playthrough :)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Mr.Nona on 2018-11-25 22:33:51
Hi Tirlititi!

I recently started a new game with your mod and I've got a question. I saw you changed some of the bosses' steals so I was wondering if you somehow changed the rare items you can dig within Hot&Cold. I was farming some items and I got a Diamond. A F* DIAMOND LOL. Since it's not on the lists for vanilla prizes, I thought it may have been part of the mod? I'm playing the psx version, if it helps shed some light on the mystery.
 And great work with the mod. I'm trying to stay low level to raise stats as much as I can later on and it's quite the challenge!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Nikkolas on 2018-11-26 11:52:09
Magic Hammer is somehow random: it removes the enemy's MP by a random amount between 0 and its current MP. When repeated several times, it  completely depletes an enemy's MP pool with a quite robust probabilty and independently of his initial Max MP. For the vast majority of the game's enemies, that's the only way to make enemies run out of MP (Lancer can be used to help at the end, but is not efficient enough by itself), which usually makes the fight much easier (well, for Antlion, only his Fira costs MP for instance) but requires a few turns to setup. Personally, I don't find that it worths it, but it is a legit strategy and only a few enemies have a counter-measure against it.

The principle of Magic Hammer works exactly the same in vanilla, Unleashed or in this mod. One should edit the game's battle engine code to mod that effect (or create another kind of attack removing MP) and I didn't do it.

Enjoy your next playthrough :)

It's been so long since I played Unleashed I can't remember what exactly it was that Antlion was doing that was giving me trouble. It might have been its Fira Oh well. Magic Hammer just doesn't sound like a very efficient use of Quina's turn since s/he has so many other guaranted useful skills.


Thanks for you reply.

Also, out of curiosity, did you ever try to do Oelvert and the Desert Palace "wrong" with your mod? You know, maybe send Eiko to Oelvert and take Freya to the Desert Palace or something?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-11-26 15:33:10
@Mr.Nona: Yes, I added the jewels in the "extremely rare" items you can get with Hot & Cold. There are other jewels in the other Chocobo places (I think you can get Diamonds, Emeralds and Moonstones; I don't remember if I also added Rubies in one place). Honestly, this change was not long-considered for balancing or other purpose: I only found it funny to imagine a completionist trying to get 99 of those jewels as ultra rare digs. I must admit that the game is quite sadistic against hard completionists and I didn't do anything to make it better ^^'

@Nikkolas: No, I have only tried once to do Oeilvert with Eiko, Vivi and Dagger in vanilla and it wasn't too hard, just more tedious. You can still do some damage with Zidane and rackets. In the mod, I guess it mainly depends on who can access to Clear Headed at this point (if none of them can, then it must be a terribly hard fight).
Taking only one magician is not a problem though. Speedrunners usually take Eiko with them for Ark and that doesn't disadvantage them so much. Valia Pira can be beaten with any party, as both physical and magical abilities are useful in the Desert Palace.

Also, Oeilvert is the point from which you can get dead peppers. It's a very strong damage dealer when doing a lvl1 run (especially in the mod).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Nikkolas on 2018-11-27 03:07:14
I've never done low level runs in games. I guess I should try it someday but the reason I like mods like yours and Unleashed and etc. is because they kinda demand you use all your abilities. It's like, I can't even imagine why somebody would torture themselves in FFVIII with a No Junction run. I can't imagine something more tedious and boring. Part of the allure of RPGs is getting those new, awesome techniques as you level up.

I'd simply rather play a mod that makes things hard enough that I don't have to gimp myself to have a challenge.

Bit I might try switching around the parties come Disk 3 then just for something different. I also hate the fat the Bloodstones give you such good prizes. I'd really like to see how hard the boss is at full power.


Also I FINALLY got 100 nobles Impressed/Queen Brahne quite impressed. This has literally never happened in all my runs of the game. That Moonstone teaching Shell could come in handy. Obviously not needed but just nice insurance for Black Waltz No. 2 to keep Vivi and Garnet alive with their tiny, tiny HP.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: dvd on 2018-12-26 22:54:43
Hello there ! First of all, thank you Tirlititi for your work and your mod.

However, I now want to play a new vanilla game, but with Beate, her abilities and all the scenes and dialogs where she appears.
I already checked your method from the steam forum, but I think some links are dead...

Could someone help me to do so ?

Thanks a lot !
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Euron-Crows-Eye on 2019-04-17 01:03:15
Hey great job on this mod! I have been really enjoying it! Is it possible to get an update for use with Maguri mod/re-orchestrated music. It seems something would need to be done with the assembly file. Also, is it safe to uninstall Alternate Fantasy Mid-play through? Will character skills be permanently messed up by replacing the assembly file mid save game?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2019-04-17 15:32:35
Hello and thanks Euron-Crows-Eye,

You can switch from vanilla to Alternate Fantasy back and forth with little to no problem. The only things that can happen is that you learned in AF an ability that was not meant to be available in the normal game, or find an piece of equipment or things like that. Also, if you have Beatrix in your team in AF, you keep her when you switch back to the normal game which is fine in most situations but may freeze a couple of cutscenes (same problem when you hack her in the team with Gameshark/CheatEngine).
This message (https://steamcommunity.com/app/377840/discussions/0/1741105805743188237/?ctp=26#c1795152172931120205) describes how to install AF with Moguri's mod. It is a bit tedious and the Assembly-CSharp.dll is indeed the trouble-maker. I may update my tool Hades Workshop to be able to directly export mods compatible with the Memoria tool but I don't promise anything as I am on a long break about modding.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: levantine on 2019-04-29 09:58:24
Would be nice if af mod and moguri would be fully compatible with memoria tool :)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Unwise Owl Tattoo on 2019-05-17 10:44:16
Is it possible to install this in conjunction with Moguri mod so I can have great gameplay and great graphics?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2019-05-19 19:09:26
This message (https://steamcommunity.com/app/377840/discussions/0/1741105805743188237/?ctp=26#c1795152172931120205) describes how to install AF with Moguri's mod.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: levantine on 2019-05-20 19:16:36
This method explain how to instal alternate fantasy with only graphical background in the moguri mod, is there anyway to instal alternate + graphical moguri + music moguri ?
Thx for the answer
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2019-05-20 19:34:55
No sorry, I don't know how Ze PilOt did for the music. It may be only music files in the archives or it may use features of Memoria (which is not compatible with Hades Workshop most of the time).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: levantine on 2019-05-21 09:04:27
Ah sadly, i wish i could combine the three for obtain the best experience in this game :/
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Unwise Owl Tattoo on 2019-05-23 03:50:19
Everyone is talking about opening the hws file in Hades Workshop to use the macro to enable custom backgrounds, but I don't see a hws file included in AF 4.5.

Sorry if I'm being dense.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2019-05-23 15:51:57
That's because the .hws is in the separate download (https://www.hiveworkshop.com/attachments/alternatefantasysource_v4-5-zip.301710/).
For the latest release, I separated the mod itself and its source files, to avoid confusion when installing it.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Fauve on 2019-07-20 01:32:45
Hey just wondering, is Alternate Fantasy compatible with the turn-base function in the Memoria Engine mod?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Yuffie1983 on 2019-08-15 17:38:35
Could some please send me a modified p0data2 please that has fraggaso npc background mod integrated into it I would be most grateful. Thank you.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: flacidapplebottoms on 2019-08-26 20:47:05
Zidane's Regenerate skill is broken after using it twice in battle. Tried over ten times in a row and all it does is miss on all four party members.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2019-08-26 23:04:45
No it's not. If it misses, that surely means that you don't have any more ethers :o
It's not a free MP recovery.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: levantine on 2019-09-25 09:10:04
Hi, now that moguri and alternate are compatible, is it possible to play with moguri's music ? :)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2019-09-25 13:26:45
Yes, you only need to enable that option when installing the Moguri mod.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: levantine on 2019-09-27 00:43:18
Thx for your work, i have a problem in the process moguri + alternate, the problem is that i have to find the moguri's instalation folder but i can't find it, and so can't replace last files in the process, i have nothing in c/prrogram files, but when i launch ff9 moguri launcher appear, so the mod is intaled but where can i found his folder's instalation

Edit : tried to put last files in ff9 directory, but in batle i can't hit or be hitting (animation is ok but there is no numbers when hitting, like all commands are mithing so i suppose i dont put my files in the right place)
Thx for the help
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2019-09-27 08:41:14
The Moguri folder is setup when installing the mod (the installer asks for a folder).
You can also see what it is from the game's folder ("FINAL FANTASY IX"): there should be a file "Memoria.ini". Open that file with a text editor (eg. notepad) and look at the field "MoguriFolder" in the "[System]" section.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: levantine on 2019-09-29 17:18:16
Okay all works perfectly thx a lot awesome experience :)

Could you tell me how to triger a transe manually please?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: lordkeiser on 2019-09-29 22:11:43
Hi i like this mod but i gotta ask something . It is possible to do a lvl 1 game? becouse im stuck on the no1 and sealion fight
(original game arround 85 damage on no1 in the mod is 10 to 15) someone knows if it's posible or im just hitting a wall?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2019-09-30 06:28:31
It has been done with a previous version of the mod. I am not sure whether it's still possible (in particular, Necron is harder than when it was first done and it was already a bag of pain) but I am sure that Sealion is not a wall.

By the way, Number 1 has Protect, so he's very resistant to physical attacks but weak to magic attacks.
Sealion has Shell so it's the other way around.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: levantine on 2019-09-30 10:54:21
In my opinion you can't do a lvl1 party because game have really changed and is more difficult than the original but maybe i'm wrong :)

I have the 5.0 instaled but i can't use transe manually, did i miss something? Or this command is avaible later in the game maybe? (I'm just in ice cavern actually)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2019-09-30 15:33:56
The command that allows you to trance manually over 50% of trance gauge is Zidane's last skill. It gets available at the end of disc 2, so around the Iifa Tree sections.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: levantine on 2019-09-30 15:47:41
Okay thx for your answer and for all your work !
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: levantine on 2019-10-01 06:12:48
I'm sure that this question concern moguri and not alternate, but maybe you know the answer :
Sometime i get background on 16:9 and sometime on 4:3, do you know if there is a way to get all backgrounds in 16:9?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2019-10-01 14:25:46
Yes, it's Moguri.
Alt+Space switches between 16:9 and 4:3.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: levantine on 2019-10-02 11:19:57
Indeed alt+space change the résolution, but some backgrounds still set in 4:3 even if i use this command
Anyway i still totally enjoy alternate + moguri mods :)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: jeremyhall2727 on 2019-10-05 20:01:23
man thanks for all your hard work. I have to try this one out. it sounds rally good. awesome thanks for sharing
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: jeremyhall2727 on 2019-10-05 20:18:33
that's a big help just in case it happens to me. the thing with Beatrix skills how to fix them
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Notorious on 2019-10-30 09:26:34
Hi, thanks for your work. I have a quick question, if it works with FraggosoHD mod does it mean it will work with Fraggoso's NPC and background mod? Fraggoso's NPC mod has p0data2.bin & p0data4.bin to be replace and AF has p0data2.bin & p0data7.bin, the file size difference for p0data2.bin is huge, Fraggoso's p0data2.bin is around 2GB and AF is 150MB, so with this info, I guess it won't work?

After installing Fraggoso's HD mod and NPC mod, i've installed AlternateFantasy_v5.0_FraggosoHD and it seems to ..work, I've also tried this same method but instead i did not replace p0data2.bin (2GB) from Fraggoso and the game still starts without problem.

Just curious if there's any more information regarding this? I'm reluctant to replace Fraggoso's 2GB with AF's 150MB, it felt wrong lol something is going to disappear.

Thanks
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2019-10-30 17:53:59
You are correct.

The p0data2.bin contains both datas of the enemies (AF) and textures of the battle scenes (Fraggoso's NPC mod).
You can't use AF without the datas of the enemies; there won't be obvious bugs for some time (except that enemies are not changed from vanilla) but it would eventually crash on some key fights.

2 solutions:
• Just use the p0data2.bin of AF and play with non-upscaled battle scene textures,
• Merge the two p0data2.bin. You can do that using just the "Unity Assets Viewer" tool that is included in Hades Workshop (http://forums.qhimm.com/index.php?topic=14315.0):
1) Install the p0data2.bin of Fragosso's NPC mod (the other files are irrelevant during the whole merging),
2) Open the Unity Assets Viewer (in HW's "tools") and open the game with it (selecting the FF9_Launcher.exe),
3) Open the archive p0data2 inside the UAV and sort the files by their type,
4) In the UAV's options, make sure that the "Automatically convert images" is deactivated ("Don't convert"), it makes things go better,
5) Select all the files of type "Texture2D", right-click and "Export selection"; that's the files upscaled by Fragosso,
6) Verify that a folder "HadesWorkshopAssets" has been created in FF9's folder, containing all the exported files (you shouldn't be able to see the images as they are not converted),
7) Close everything, install the p0data2.bin of the AF mod, reopen the UAV, reopen the game with it, reopen the p0data2, sort the files by type,
8‍) Select all the files of type "Texture2D" again, right-click and "Import selection". It should print a success message.

Once that's done, you have a p0data2.bin that contains both Fragosso's HD battle scenes and AF's enemy modifications.

I didn't do it myself because, as you said, that makes huge files to upload and I didn't want to multiply the versions "AF + Fragosso's HD backgrounds" / "AF + Fragosso's HD backgrounds + Fragosso's NPC" / "AF + Fragosso's NPC"...
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Notorious on 2019-10-31 03:55:43
You are correct.

The p0data2.bin contains both datas of the enemies (AF) and textures of the battle scenes (Fraggoso's NPC mod).
You can't use AF without the datas of the enemies; there won't be obvious bugs for some time (except that enemies are not changed from vanilla) but it would eventually crash on some key fights.

2 solutions:
• Just use the p0data2.bin of AF and play with non-upscaled battle scene textures,
• Merge the two p0data2.bin. You can do that using just the "Unity Assets Viewer" tool that is included in Hades Workshop (http://forums.qhimm.com/index.php?topic=14315.0):
1) Install the p0data2.bin of Fragosso's NPC mod (the other files are irrelevant during the whole merging),
2) Open the Unity Assets Viewer (in HW's "tools") and open the game with it (selecting the FF9_Launcher.exe),
3) Open the archive p0data2 inside the UAV and sort the files by their type,
4) In the UAV's options, make sure that the "Automatically convert images" is deactivated ("Don't convert"), it makes things go better,
5) Select all the files of type "Texture2D", right-click and "Export selection"; that's the files upscaled by Fragosso,
6) Verify that a folder "HadesWorkshopAssets" has been created in FF9's folder, containing all the exported files (you shouldn't be able to see the images as they are not converted),
7) Close everything, install the p0data2.bin of the AF mod, reopen the UAV, reopen the game with it, reopen the p0data2, sort the files by type,
8‍) Select all the files of type "Texture2D" again, right-click and "Import selection". It should print a success message.

Once that's done, you have a p0data2.bin that contains both Fragosso's HD battle scenes and AF's enemy modifications.

I didn't do it myself because, as you said, that makes huge files to upload and I didn't want to multiply the versions "AF + Fragosso's HD backgrounds" / "AF + Fragosso's HD backgrounds + Fragosso's NPC" / "AF + Fragosso's NPC"...

Thanks Tirlititi for the quick reply and detailed explanation. Now we're getting into the technical territory aha, I may try to follow your guide just for fun, since Fraggoso's NPC/Background/World is still work in progress I may just wait or just use AF's for the time being.

Thanks! ;)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2019-10-31 22:48:33
Hello there Tirlititi.

Say I wanted to play FFIX again since I recently get the PC version (yeah very late I know XD), so I thought it would be a good occasion to give a new shot to your Alternate Fantasy mod, since last time I truly play this mod it was back in 2016, back then only the PSX version was up version 3.2, so just by reading the documentation I can already be sure a LOT of things have change.

So I wanted to be sure, is the latest version of this mod fully playable with the french version or is it exclusive to english version ? (I saw the 4.5 version was with all language but didn't see for 5.0) Obviously I don't mind at all playing in English, but since I'm french would be nice for me to play with this language, I started a new game and saw Vivi can learn MP+20% with the MageKane which I remember is new to this mod, but I want I don't run into potential problems later on.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2019-11-01 11:14:25
I translated everything that was required so you can play in any language, yes (the mod even unlocks the japanese language that is not available by default).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2019-11-01 22:03:17
Alright will play in French then thanks for the answer, I'm gonna do an LP of the mod actually ^^
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Viner on 2019-11-07 17:00:30
Hello!
To begin with I would like to thank the creator of this mod. I love FF9 very much and went through the game many times. With this mod I got the feelings as in the first walkthrough.

I would like to talk about "The 4 Guardians"
Lich has the Mega Death spell and it’s absolutely unnecessary. It does not add difficulty. It simply kills the whole party. The battle is difficult without this spell.
I won this fight with Quina's Auto-Life spell but I can't win without it. I made about 50 attempts and every time I lose it because of Mega Death.
Maybe there is some protection against this spell? Mag eva works 1 time out of 10. Cheat Fate does not work.
The fight with Ozma was easier but Quina was also needed there.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2019-11-08 15:21:59
Maybe there is some protection against this spell?
Yes.

Well, actually, there are several protections. Of course, you can jump with Freya to avoid it, Auto-Life to survive to it and also it doesn't target all the party in this fight but *only* 3 characters. It can't be avoided with magic evasion though.
But then, I'm saying that there is yet another protection.

Congrats nonetheless! It sure is meant to be an harder fight than Ozma.
I don't know how much of that fight you've seen actually, because it's also meant to have some replay value ^^
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: WanderingBlu on 2019-11-17 20:14:24
EDIT: I fixed it.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: gledson999 on 2020-01-16 01:19:19
What feature are for PSX version?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-01-17 17:35:28
The PSX version mainly lacks Beatrix recruitability, the new bosses and the rework of the battle mechanics when comparing to the PC version.

In more details,
Spoiler: show
A few dialogs that were suppressed during the game's development were put back in this mod. It includes the dialogs from the "Hidden Dialogs" patch plus a few others for which only the texts were kept.

Abilities, be it the player characters' or the enemies' ones, have been modified.
One of the point of the mod is too enhance the statuses. Some basic spells deal statuses additionnally to their damage.

Here is a list of the principal changes for the player's abilities:

Zidane
------
Trance skills deal much less damage
What's that?! inflicts Blind to everyone now
Annoy has been replaced by Free Energy: a regular attack with 100% accuracy and no backrow reduce
Sacrifice has been replaced by Regenerate: use an ether on the team
Lucky Seven has been replaced by Warm Up: increase Zidane's strength by 25%
Thievery has been replaced by Transcend: bring Zidane to Trance

Vivi
----
Fire spells have a chance to inflict Heat (base: 5%, 10% and then 20%)
Ice spells have a chance to inflict Freeze (base: 5%, 10% and then 20%)
Thunder spells have a chance to inflict Slow (base: 10%, 20% and then 40%)
Slow has been replaced by Annoy (80% of inflicting trouble)
Demi has been balanced from 30% of max HP with 40% accuracy to 25% of max HP for 80% accuracy
Death has been replaced by Gradual Petrify (75% accuracy)
Break is now an Earth elemental attack in addition to inflicting Petrify (30% accuracy)
Water sometimes inflict Shell to its targets
Meteor has been replaced by Waterga: Water damage plus Silence (50% accuracy)

White Magic
-----------
Panacea only cures Poison but is multi-targeting
Stona only cures Gradual Petrify but is multi-targeting
Confuse and Berserk are now magical attacks in addition to inflicting statuses
Most of status-inflicting spells have their accuracy upscaled
Holy sometimes inflict Regen to its target

Dagger
------
The full powered Ark now deal damage twice, allowing to deal more than 9999

Eiko
----
Fenril is a wind eidolon by default

Quina
-----
LV5 Death has been replaced by LV5 Flare: inflict non-elemental damage to enemies with lvl multiple of 5
LV4 Holy has been replaced by LV4 Def-less: randomly decrease defence of enemies with lvl multiple of 4
LV3 Def-less has been replaced by LV3 Aerial Slash: inflict Wind damage to enemies with lvl multiple of 3
Doom has been replaced by Lightning: Thunder damage plus Silence to one target (50% accuracy)
Roulette has been replaced by Self-Destruct: convert Quina's current HP into damage on all the enemies
Aqua Breath has 75% accuracy instead of 50%
Matra Magic has been replaced by Zombie Breath: non-elemental damage plus Zombie on one target (20% accuracy)
Limit Glove has been replaced by HP Switching: switch Quina's current HP with an ally's ones
Twister has 50% to inflict Float in addition to its Wind damage
Earth Shake has 100% to inflict Slow in addition to its Earth damage
Frog Drop has been replaced by Devil's Snack: use a Dead Pepper on all enemies
Freeze has been replaced by Cocytos: Ice damage and inflict Slow on one target (100%)
Mustard Bomb has been replaced by Phlegethon: Fire damage and inflict Haste on one target (100%)

Freya
-----
Lancer's damage are increased, as well as its MP cost
Dragon Breath has been replaced by Dragon Life: apply Auto-Life on Freya
Six Dragons has became single-targeting for 15 MP
Cherry Blossom is more powerful
Dragon's Crest has been replaced by Ikari: deal physical damage and Trouble to all the enemies (50%)

Amarant
-------
Aura has been replaced by Starburst: deal 60 times an enemy's level as damage
Demi Shock's accuracy has been upscaled from 50% to 80%
Countdown has been replaced by Concentrate: increase an ally's Magic by 33% for 28 MP

Steiner
-------
Iai Strike has been replaced by Quadraslash: a physical attack using the elemental power of Fire, Ice, Thunder and Water
The accuracy of the 4 break abilities have been upscaled
Thunder Slash now inflict 21% of target's max HP as thunder damage
Climhazzard has been replaced by a weaker Shock: deal 2 times the physical damage on one target
Shock has been replaced by Sword Dance: deal 2 times the physical damage on all enemies ; it's a magical attack

Marcus
------
Added 2 abilities for the time he is with you on the disc 2: Strong Hit (more damage but harm Marcus) and Contaminate (100% to inflict Poison)

Also,
Ragtime Mouses Quizz has been refreshed
The Cotton Robe money trick was removed (they sell a bit less)
The enemies are stronger and more resistant
Few weapons can be used by several characters (for instance, Dagger can use the dagger)
The ultimate weapons give a big boost to main characteristics (Strength, Magic, Speed and Spirit)
Enemies' spells have been modified using similar principles as the player's spells
Phoenix Pinions cure Doom ; they also cost and sell cheaper
A mini-game has been re-added at the beginning of disc 3
Excalibur II can be acquired by two different methods:
1) Reach and beat Hades in less than 14 hours,
2) Get all the collectable treasures of the game (there are 3 little mistakes allowed) to obtain the higher treasure rank. Including a few Mimics, that makes 404 unique treasures to find.
And a few other things...
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Murasame on 2020-01-19 22:43:35
Hey there!
I’m gonna replay this mod (never got past Necron last time) but I had to reinstall the game afresh and then re apply the mod. For some reason whenever a battle starts the game will crash. Do you have any idea which folder I may have screwed up in changing?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-01-19 22:59:40
Hum. I guess that you forgot to put the "sharedassets1.assets" which wasn't a modded file in the previous versions.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-01-21 17:35:52
Just wanted to drop by, currently playing the latest version (doing an LP of it), want to give some impression, as a reminder last time I play this mod FFIX wasn't even out on PC version so that's quite a long time so lot of thing as change :

-My first point would be : Thanks god FINALLY a mod that fix the annoying steal rate of the game, for how much I love this game that is the one thing I hated in FFIX, purist might argue "that's part of the challenge" but as far as I'm concern there is nothing challenging (and nothing fun for that matter) about sitting over 40 minutes on a boss fight just for stealing it, so thanks a lot for that I can actually properly enjoy the boss fights now.

-The second enjoyable quality of life that I thank you for is the statut duration, another good fix here it really hardly feel worth it in Vanilla and PSX version of AF to cast buffs since their duration was so short, also enjoy statut effect lasting longer for ennemies cause it was the same issue.

-Regarding the overall rework on the abilities and more precisely how they work, that's overall a really good job it always bugged me why the Killer type of ability were only affecting the regular attack, now they work on more ability so that's cool, same for Critical hit and also use of the range, my only nitpick would be it would nice if these change could be specify in the ability's description in-game, I had to consult the Excel file to know which ability is or isn't affected by these changes.

As for the fights for now the ennemies seems similar to what I remember from the PSX, the only notable change compare to PSX version of AF regarding boss fight up to now would be Beate's second fight who like the first and third fight feel like a proper fight,
Spoiler: show
definitly wasn't expecting an Holy spell this early XD
otherwise some minor change like statut effect being more usefull (by the way good thing for reworking how some statut work on bosses like Doom (good for Tantarian when you have counter magic with Vivi by the way XD) or poison).

So for now I really enjoying this mod.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-01-21 18:38:31
Thank you :)
Indeed, I decided to give only a minimal description of what the abilities do, following the principle of the original (I mean, Lucky 7's or Limit Glove's descriptions are basically "It deals damage"... very informative!). I made that choice mainly by laziness: it would have taken a lot of time to decide how to formulate complete descriptions of the abilities in all the languages and make sure that they are small enough to be contained in the battle help (in the menus, there isn't really a limitation of space but there is in the battles).

In the spreadsheet, I could write things in english only and use a formal description that would be a bit dry in-game. I agree that it's far from ideal though.

I look forward to see how you will fare against the new bosses! A couple of people commented them but they didn't make a video out of the fights :D
Until then, good luck!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: vomitrocious00 on 2020-01-22 00:57:46
Oh god I give up, I cannot get the last Ragtime question right. Does anyone know how to answer his last question correctly? lol EDIT: Nevermind
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-01-24 15:45:29
Thank you :)
Indeed, I decided to give only a minimal description of what the abilities do, following the principle of the original (I mean, Lucky 7's or Limit Glove's descriptions are basically "It deals damage"... very informative!). I made that choice mainly by laziness: it would have taken a lot of time to decide how to formulate complete descriptions of the abilities in all the languages and make sure that they are small enough to be contained in the battle help (in the menus, there isn't really a limitation of space but there is in the battles).

In the spreadsheet, I could write things in english only and use a formal description that would be a bit dry in-game. I agree that it's far from ideal though.

I look forward to see how you will fare against the new bosses! A couple of people commented them but they didn't make a video out of the fights :D
Until then, good luck!

I understand, this is mainly a nitpick and not a deal breaker issue anyway ^^, I'm already thankfull for this mod being playable in my native language which is great ;)

I'm looking forward for the new bosses tough it won't be before quite a while ^^
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-01-24 21:29:15
By the way, I'm french ;p
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-01-24 23:01:18
I wasn't sure I saw you on the Joueur du grenier forums, but also here and Insane Difficulty so wasn't sure if you were french to or not ^^.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Dorklord on 2020-01-27 16:29:41
Oh wow, 5.0 is out? And Beatrix got a Trance? And there's a Beatrix-only mod now as well? Awesome! That new Steal mechanic sounds fantastic as well, finally stealing will not be irritating. Man, I didn't expect all this stuff when I randomly came here today, but I might end up replaying AF as soon as I finish FF7 New Threat. Fantastic work Tirlititi!

I do have some questions from when I played 4.2:

1. Would it be possible to add a version where every character joins at level 1? I'm not sure what kind of scripting this would require, but it always bothered me that if Freya/Quina/Eiko/Amarant/Beatrix join at higher levels, they will have less HP/MP/Magic stones than if they had joined at level 1 and leveled up naturally. I think it would be a neat addition and luckily all of them (except maybe Beatrix) join at a point where they can easily be levelled up. I used to use the Memoria save editor to reset everyone's stats upon joining but I'm not sure if that would cause problems. Would Memoria cause problems?

2. Have some of the bosses been toned down since 4.2? I remember a lot of people having trouble with the Beatrix fights, she would constantly inflict doom at a point in the game where there was no reliable way to cure it. I even had trouble with the very first Steiner battle, he would kill my entire party before I could steal all his stuff. Somehow I got through them, but I'm wondering if there's been any significant change.

3. Does Zidane's Transcend still use the SFX magic animation from the stage battle in the beginning? If so, I would recommend switching the animation to Amarant's Aura. If I remember right, since you've removed that ability, nothing else uses that animation and it looks much better than the goofy SFX abilities. I might be wrong though, but still, that ability needs a better animation.

Cheers!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-01-29 14:40:22
Thanks Dorklord.
However, I won't update the mod anymore except maybe for Moguri/Snouz mod compatibility.
So, no, party members don't join at lvl 1 (unless all your other characters are lvl1 as well) and Transcend's SFX will still be the same (and I like that :p). You can use the Memoria save editor without problem though.

Most bosses should be slightly easier in v5.0 due to the battle mechanics allowing more things to the player. However:
- Steiner's first battle was made even easier. I think that he was already nerfed in v4.5 because he could kill you too easily on bad RNG. He can still hit hard but that's less RNG-dependant now so he won't always use his best attacks.
- There is a reliable way to cure doom as soon as you fight Beatrix for the first time... On top of that, a doom-immunity supporting skill was added in v5.0 and is available for Freya/Steiner at that point.
- Necron is noticeably harder now, even though there are many possible strategies against it.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Dorklord on 2020-01-29 15:40:13
Alright, sounds good. I know how to edit the hws file, so I can always try to change the SFX for Transcend if I feel like it. :) The difficulty changes sound good too, I remember those two battles being really irritating when I played AF but I got through the rest of the game fine so I'm glad to hear those two have been changed.

On another note, I've been thinking about mixing together the AF .hws with the Beatrix-only .hws. If I patched my game with Beatrix-only first, then patched regular AF on top of that, but during the import selection I don't select the enemies, what would happen? Would I end up with all features from AF, but keep the vanilla enemies (plus the few extra bosses) from Beatrix-only?

Also, bit of a random question but is the stat growth of characters the same as in vanilla FF9? To be clear, I'm talking about natural stats, not bonus stat growth from equipment.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-01-29 20:00:00
Personnaly I only had trouble for the third Beatrix fight due to Stock Break giving her a multi-target option, for the first 2 fight Quina's Mighty Guard make her such more manageable, also since her attacks are mostly physical and single target putting everyone on low HP but Freyja with the Cover ability is a valid strat even more on the second fight since Freyja can equip the helm that give immunity to Doom (I just forget to equip the ability like an idiot on my video XD), tough for the third fight once I figure I should use the Back Row it became a lot easier as Steiner could still hit her 1200 despite the Back Row penalty and Freyja can hit her from afar with Jump which does good damage.

Almost finish Disc 2 so far Gargantua was the most troublesome boss due to the fact he seems to counter absolutly everything I had to take it safe and slow with him, Soulcage however is completly free as long a you aren't on LV multiple of 5 easiest boss of the mod so far.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Dorklord on 2020-02-03 22:13:30
By the way Tirlititi, the opening post has download links for Moguri+AF and Moguri+Beatrix-only, but I've noticed that both links lead to the same download. I think you have the wrong link up for Moguri+Beatrix.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-02-04 16:32:33
Thanks a bunch Dorklord! I fixed it :)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Dorklord on 2020-02-08 10:05:23
I have a question about critical hits. I've been playing AF with Moguri and I've noticed that my critical hits were not doing much damage, in fact, they seemed to be doing less than regular hits. I used dnSpy to modify the formula and made all my hits critical and began testing. Sure enough, I had situations where Steiner would hit for about 120 damage with a critical, and then hit that same enemy for about 240 with another critical. Without criticals, Steiner's damage would have been around 180 or so,. This is all with bug killer equipped as well.

So I was wondering if this is normal and caused by some enemy ability or status, or if Moguri is messing things up? I wouldn't be surprised given that escaping with L1 and R1 straight up doesn't work in Moguri for some reason.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Ddeathscythe on 2020-02-12 18:08:17
I was planning on trying this mod out and I was going to just stream it to my Nintendo Switch using Steam. However, I know that FFIX is pretty close to the PC Port. Is it possible to be able to port this mod into the Nintendo Switch version?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-02-12 20:05:33
@Dorklord: Yes, that seemed weird to me as well... but I've double-checked the code several times and didn't see a bug, so I guess that's just because of damage roll. I didn't see that fleeing was problematic with the Moguri mod though; maybe that's because of controller compatibility? I guess they tweaked it since they at least changed the movement directions.
Strange anyway... but I have no solution.

@Ddeathscythe: No, I don't think so, unfortunatly.
Indeed, the new versions (PC, PS4, Switch, phones...) are very similar but not similar enough to do a port, even if we had the tools for these versions. I think that, let aside compressions, the "p0data" archives are called something like "s0data" for the Switch version, which is not a big deal, but the most important file, the Assembly-CSharp.dll, is different from a version to the other and I am not sure if someone could even use Hades Workshop on a non-PC version.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: CultivatedFinch on 2020-03-24 19:43:53
Would this mod be recommendable to someone who is not even remotely familiar with this game? On one hand, I'd like to try it, but I know virtually nothing about the actual game.  But on the other hand, I'm more used to SMT-style difficulty in my RPGs, and I know this game isn't necessarily known for being difficult.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-03-24 22:44:25
The base game is fairly easy, yes.
However, the mod somehow assumes that the player knows some of the game's mechanics. It is not per say "essential" to know them because there is never only 1 way to do things, but only strategies to ease the progress. For instance, I have heard of people who don't know about ATB tricks, the effect of the status Heat, which sidequests give good rewards or the way several bosses work (like Tantarian)... play the mod and struggle because of it (not to the point of being completly stopped but to the point of trying several times waiting for lucky attempts). In my opinion, these people had the possibility to learn the mechanics, maybe at the cost of a single game over, but they didn't so it may be a difficult thing to learn on the spot.

In short, I think that the mod is easier for someone who [doesn't know the game but has not problem with difficulty] than someone who [knows the game well but expect to win by mashing a single command].

Sorry for the tedious answer; that's not an easy question ^^"
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Rikku on 2020-04-01 11:23:43
Hi everyone !!!

This mod looks awesome i´m giving a try, congratulations !!!

i have two concerns, the "steam mod" (second link) include the beatrix recruitable? or it is just the base mod ?
And, can you play the mod in other languajes, like Spanish ?

Thanks !! :)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-04-01 12:59:07
Hi and thanks Rikku.

Yes, the "Steam version" includes Beatrix recruitable, but it is also the "base mod" of the Steam version, ie. version 5.0.
More explicitly:
So whatever is you situation, you only need to download 1 link and not trying to install combinations of different links.

As for the language: yes, the mod is playable in all the languages supported by the game:
Spanish, English, French, Italian, German and Japanese.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-04-03 16:33:06
Hmm not sure if this a glitch but I fought Ark yesterday at one point he cast Photon on Freyja, Freyja had Auto-Potion activate but auto-potion didn't happen, at first I thought this was because the Trance happened and cancel the Auto-Potion but on my second try Zidane and Freyja got into Trance and Auto-Potion trigger on both, this also isn't because Photon's Berserk cause on my second try he did Photon on Freyja putting her on Berserk but Auto-Potion still trigger. So no idea why it didn't trigger my guess would be Photon put her on Berserk, but then the Trance cancel the berserk and somehow this would have cancel Auto Potion but I'm not sure.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: setafd on 2020-04-03 22:20:44
hey, I found an old patch you recommended to someone some years ago for removing the timer condition for the Excalibur II that you apply with Hades Workshop, is it still fine to use? wanted to make sure it wouldn't mess anything up with AF + Moguri
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-04-04 13:58:54
Hey Nesouk,
I have seen what happened and found why: it's because healing Berserk cancels all the commands of the character (Freya there), not only her attack command. So it did:
1) Inflicted Berserk
2) Triggered Trance -> healed Berserk instantatly -> canceled all her commands (auto-potion).

It's a bug that is actually already in vanilla. I've never seen it but I guess that Trolls can trigger it as well since they have an attack that both deals damage and inflict Berserk. The same would occur with Confuse by the way.

It's also similar (and a bit related) to another well-known bug that speedrunners use when fighting Black Waltz 2. In that fight, the Black Waltz counters with Fira once it gets under a HP limit. Also, it is scripted to never attack Garnet (in vanilla) so if ever his current target becomes invalid (KO), it cancels its commands to avoid redirecting the attack on Garnet by mistake. And it cancels all its commands as well, including its Fira counter (that would not be redirected anyway). So speedrunners purposely suicide Black Waltz's last target (that is kept in memory as its "current target" until a new ATB command is issued) right before putting it under the HP threshold and thus completly skip the Fira counter.

Also, final small detail: if any command is successfully canceled by healing Berserk (even if that's auto-potion), then the character's ATB is resetted to 0. So you could actually have had an even worse bug where Freya's ATB is half-filled when Photon hits and it gets empty for no apparent reason right after that.

You're progressing well so far. Sorry about Stiltzkin being fidgety in Oeilvert; that's also in vanilla ^^"


@setafd: Hi. No, you shouldn't do that.
This old patch should still work if it's used as a stand-alone or even with the Moguri mod. However, AF already changes that treasure there (it effectively removes the timer condition but also give another item than Excalibur II (because that sword can be given either by Gilgamesh or by Hades in the mod, never found next to Lich)).
If you simply want to have Excalibur II after defeating Lich and without getting it by collecting all the treasures of the game, you should rather use gjoerulv's save editor (http://forums.qhimm.com/index.php?topic=11494.0) to add the sword in your inventory.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: setafd on 2020-04-04 17:12:31


@setafd: Hi. No, you shouldn't do that.
This old patch should still work if it's used as a stand-alone or even with the Moguri mod. However, AF already changes that treasure there (it effectively removes the timer condition but also give another item than Excalibur II (because that sword can be given either by Gilgamesh or by Hades in the mod, never found next to Lich)).
If you simply want to have Excalibur II after defeating Lich and without getting it by collecting all the treasures of the game, you should rather use gjoerulv's save editor (http://forums.qhimm.com/index.php?topic=11494.0) to add the sword in your inventory.

Hey, thanks for responding! I'm glad I asked. That's a good recommendation, thank you
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-04-04 17:32:15
Hey Nesouk,
I have seen what happened and found why: it's because healing Berserk cancels all the commands of the character (Freya there), not only her attack command. So it did:
1) Inflicted Berserk
2) Triggered Trance -> healed Berserk instantatly -> canceled all her commands (auto-potion).

It's a bug that is actually already in vanilla. I've never seen it but I guess that Trolls can trigger it as well since they have an attack that both deals damage and inflict Berserk. The same would occur with Confuse by the way.

It's also similar (and a bit related) to another well-known bug that speedrunners use when fighting Black Waltz 2. In that fight, the Black Waltz counters with Fira once it gets under a HP limit. Also, it is scripted to never attack Garnet (in vanilla) so if ever his current target becomes invalid (KO), it cancels its commands to avoid redirecting the attack on Garnet by mistake. And it cancels all its commands as well, including its Fira counter (that would not be redirected anyway). So speedrunners purposely suicide Black Waltz's last target (that is kept in memory as its "current target" until a new ATB command is issued) right before putting it under the HP threshold and thus completly skip the Fira counter.

Also, final small detail: if any command is successfully canceled by healing Berserk (even if that's auto-potion), then the character's ATB is resetted to 0. So you could actually have had an even worse bug where Freya's ATB is half-filled when Photon hits and it gets empty for no apparent reason right after that.

You're progressing well so far. Sorry about Stiltzkin being fidgety in Oeilvert; that's also in vanilla ^^"

HA Figure it had something to do with Transe healing the berserk statut, it was the first time happening to me so I got a bit surprise XD. Didn't know about that exploit regarding Black Waltz 2 so I guess that's why you make it so that his Fira was the only attack that could target Garnet, to avoid skipping it ?
No worries for Stiltzkin, nothing to do with the mod anyway, this is FFIX always a good chunk of easy missables ^^, was my fault for having my inventory full but hey that's why I do safety saves as back up XD.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: AuthenticM on 2020-04-06 21:44:04
Hi! This mod seems very cool and I'm definitely interested in trying it the next time I play the game.

I've got a couple of questions.

Does the mod change anything in regard to Dagger losing her concentration at some point in the story? I remember that being very annoying.

Also, does using the short animation for summons still deal less damage in this mod? I don't remember if this was in the original game or if this is something the mod brought.

Thanks and keep up the great work!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-04-07 01:34:53
Hi AuthenticM. No, the mod doesn't change anything regarding Dagger losing her concentration, there's still a chance for her to have her command canceled (1/2 IIRC). Same for the short animations of summons that always did two thirds of the full animation's damage.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-04-07 16:39:41
I have one question regarding summon you said this in the first :

Quote
1) As in Vanilla, their power increases with the number of jewels that you own (except for Odin for which it is a penalty), up to a +49 bonus [+99 in vanilla],

So does that means that to maximize summon on top of summoning the summons 50 times I have to buy 49 of the corresponding stones or 99 ?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-04-07 16:57:23
99 stones (well, 98 in reality). Every 2 stones increase the power by 1, except for Atomos and Odin:
- For Atomos, it's every 4 amethysts increase the damage by 1% of Max HP and every cast also increase the damage by 1% up to 25 casts.
- For Odin, it's every 2 gems decrease the power by 1 and every cast increase the power by 1 up to 50 casts. The cast count doesn't care if Odin Sword is equipped or not.

In vanilla, Atomos's damage increase is also divided by 2 compared to the other eidolons' boosts.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: AuthenticM on 2020-04-07 18:56:35
Hi AuthenticM. No, the mod doesn't change anything regarding Dagger losing her concentration, there's still a chance for her to have her command canceled (1/2 IIRC). Same for the short animations of summons that always did two thirds of the full animation's damage.

Alright, thanks!

What do you think about removing the damage penalty for short animation summons? I always thought it was stupid even back then, and now with the fast-forward feature that the game has, it has gotten redundant on top of stupid.

Regarding Dagger losing missing her attacks at that part of the game, would you be willing to maybe reduce the rate at which the misses occur?

Cheers!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-04-07 19:17:17
Huh I have a problem I don't know if it's due to your mod but I'm on disc 3, I have the airship, I put Quina and Vivi in my party but the scene in Quan's Dwelling isn't triggering, I have no idea why.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-04-07 20:46:08
@AuthenticM: I retired from modding. I only answer questions and might do a compatibility update of the mod, but not change it anymore.
About the summon animation, anyway, I wouldn't have done that. I feel that having an option to always see the short animation should be something more related with UI mods and such, so a feature of Memoria.
Regarding Dagger's concentration loss, that's not something I would change for mod balancing. I think that, considering Dagger has that problem for at most 2 dungeons and is an original way to add personification to a character's gameplay progression. If you want to change that, though, you can do it using the tool dnSpy. After opening the Assembly-CSharp.dll using that tool, search for the class "btl_cmd", then its method "CheckCommandCondition", right-click, "Edit Method", search for the following line and lower the number 64 to something else:
Code: [Select]
if (battle.GARNET_DEPRESS_FLAG != 0 && regist.bi.player != 0 && regist.bi.slot_no == 2 && cmd_no < 48 && Comn.random8() < 64)"Comn.random8()" returns a number between 0 and 255, so that's actually a 1/4 chance to fail a command and not 1/2.

@Nesouk: Yes, I have delayed that scene to disc 4 because the reward there has changed.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-04-07 20:52:26
Alright thank for the clarification, was afraid to missed it due to a glitch and missed the S rank with it XD
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: AuthenticM on 2020-04-08 04:17:36
@AuthenticM: I retired from modding. I only answer questions and might do a compatibility update of the mod, but not change it anymore.
About the summon animation, anyway, I wouldn't have done that. I feel that having an option to always see the short animation should be something more related with UI mods and such, so a feature of Memoria.
Regarding Dagger's concentration loss, that's not something I would change for mod balancing. I think that, considering Dagger has that problem for at most 2 dungeons and is an original way to add personification to a character's gameplay progression. If you want to change that, though, you can do it using the tool dnSpy. After opening the Assembly-CSharp.dll using that tool, search for the class "btl_cmd", then its method "CheckCommandCondition", right-click, "Edit Method", search for the following line and lower the number 64 to something else:
Code: [Select]
if (battle.GARNET_DEPRESS_FLAG != 0 && regist.bi.player != 0 && regist.bi.slot_no == 2 && cmd_no < 48 && Comn.random8() < 64)"Comn.random8()" returns a number between 0 and 255, so that's actually a 1/4 chance to fail a command and not 1/2.

@Nesouk: Yes, I have delayed that scene to disc 4 because the reward there has changed.
Alright, no problem. Thanks a lot for keeping the mod compatible with Moguri! I'm waiting for it to be completed before replaying the game with your mod. It's really appreciated.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: paky-outsider on 2020-04-19 10:47:02
Hello everyone.
And Hi you, Tirlititi.

I really love your work with all this mods. I want to replay the game for a long time.
So, the question are:

1) for the PSX version what are the features that are included in the game? The description, maybe I'm wrong, you say that is for steam version and that many features listed are not included in the psx version.

2) This mod is compatible for the psx italian version? Or run only for the US?


Sorry if I ask somethings that someone else already ask. And sorry for my english.
I played this game, and all final fantasy, with my dad when i was a kid. So i'd like make to him to replay on psx because he prefer it but if it's not possible in italian...i'm not sure if he understand the dialogues.

ps. Another question: if the answer to my n.2 question is no, there is somethings that i can do to translate the game in italian for the mod psx version?

Thanks to all of you, to keep this game great yet.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-04-20 11:02:32
Hello Paky-outsider.
Indeed, the description of the v3.2 is gone here, although I could retrieve it from another website:
Quote
Final Fantasy IX: Alternate Fantasy is a mod aiming to increase the difficulty and, above all, to give a new experience of FF9 for those who already know the game well.

Most of modifications are gameplay related but a few of them are also scenaristical. Those are mostly dialog scenes that were deleted by the developers from the final release of the game. You’ll find the scenes from the “Hidden Dialogs” patch, but also a few others for which the only remains are the texts.

One of the point of the mod is to enhance the statuses. Some basic spells deal statuses additionnally to their damage.

Here is a list of the principal changes in the player's abilities:

Zidane
Trance skills deal much less damage
What's that?! inflicts Blind to everyone now
Annoy has been replaced by Free Energy : a regular attack with 100% accuracy and no backrow reduce
Sacrifice has been replaced by Regenerate : use an ether on the team
Lucky Seven has been replaced by Warm Up : increase Zidane's strength by 25%
Thievery has been replaced by Transcend : bring Zidane to Trance

Vivi
Fire spells have a chance to inflict Heat (base : 5%, 10% and then 20%)
Ice spells have a chance to inflict Freeze (base : 5%, 10% and then 20%)
Thunder spells have a chance to inflict Slow (base : 10%, 20% and then 40%)
Slow has been replaced by Annoy (80% of inflicting trouble)
Demi has been balanced from 30% of max HP with 40% accuracy to 25% of max HP for 80% accuracy
Death has been replaced by Gradual Petrify (75% accuracy)
Break is now an Earth elemental attack in addition to inflicting Petrify (30% accuracy)
Water sometimes inflict Shell to its targets
Meteor has been replaced by Waterga : Water damage plus Silence (50% accuracy)

White Magic
Panacea only cures Poison but is multi-targeting
Stona only cures Gradual Petrify but is multi-targeting
Confuse and Berserk are now magical attacks in addition to inflicting statuses
Most of status-inflicting spells have their accuracy upscaled
Holy sometimes inflict Regen to its target

Dagger
The full powered Ark now deal damage twice, allowing to deal more than 9999

Eiko
Fenril is a wind eidolon by default

Quina
LV5 Death has been replaced by LV5 Flare : inflict non-elemental damage to enemies with lvl multiple of 5
LV4 Holy has been replaced by LV4 Def-less : randomly decrease defence of enemies with lvl multiple of 4
LV3 Def-less has been replaced by LV3 Aerial Slash : inflict Wind damage to enemies with lvl multiple of 3
Doom has been replaced by Lightning : Thunder damage plus Silence to one target (50% accuracy)
Roulette has been replaced by Self-Destruct : convert Quina's current HP into damage on all the enemies
Aqua Breath has 75% accuracy instead of 50%
Matra Magic has been replaced by Zombie Breath : non-elemental damage plus Zombie on one target (20% accuracy)
Limit Glove has been replaced by HP Switching : switch Quina's current HP with an ally's ones
Twister has 50% to inflict Float in addition to its Wind damage
Earth Shake has 100% to inflict Slow in addition to its Earth damage
Frog Drop has been replaced by Devil's Snack : use a Dead Pepper on all enemies
Freeze has been replaced by Cocytos : Ice damage and inflict Slow on one target (100%)
Mustard Bomb has been replaced by Phlegethon : Fire damage and inflict Haste on one target (100%)

Freya
Lancer's damage are increased, as well as its MP cost
Dragon Breath has been replaced by Dragon Life : apply Auto-Life on Freya
Six Dragons has became single-targeting for 15 MP
Cherry Blossom is more powerful
Dragon's Crest has been replaced by Ikari : deal physical damage and Trouble to all the enemies (50%)

Amarant
Aura has been replaced by Starburst : deal 60 times an enemy's level as damage
Demi Shock's accuracy has been upscaled from 50% to 80%
Countdown has been replaced by Concentrate : increase an ally's Magic by 33% for 28 MP

Steiner
Iai Strike has been replaced by Quadraslash : a physical attack using the elemental power of Fire, Ice, Thunder and Water
The accuracy of the 4 break abilities have been upscaled
Thunder Slash now inflict 21% of target's max HP as thunder damage
Climhazzard has been replaced by a weaker Shock : deal 2 times the physical damage on one target
Shock has been replaced by Sword Dance : deal 2 times the physical damage on all enemies ; it's a magical attack

Marcus
Added 2 abilities for the time he is with you on the disc 2 : Strong Hit (more damage but harm Marcus) and Contaminate (100% to inflict Poison)

Also,
Ragtime Mouses Quizz has been refreshed
The enemies are stronger and more resistant; many of their spells inflict statuses additionally to their damage
The most frustrating bug of the game has been corrected: the last Tetra Master rank displays properly
A couple of weapons can be used by several characters (for instance, Dagger can use the… dagger)
The ultimate weapons give a big boost to main characteristics (Strength, Magic, Speed and Spirit)
Phoenix Pinions now cure Doom; they also cost and sell cheaper
A mini-game has been re-added at the beginning of disc 3
Excalibur II can now be acquired by two different methods:
1) Reach and beat Hades in less than 14 hours,
2) Get all the treasures of the game (there are 3 little mistakes allowed) to obtain the higher treasure rank. Some particular cases don’t count (Stilzkin’s sells and Ragtime Mouses’s/Ozma/Hades rewards mainly). Kupo Nuts don’t count by themselves but all the one-time rewards count (roughly 1 per disc from disc 2). Similarly, Chocographs don’t count when you unearth them but the treasure themselves count. Also, Mimics count. In the end, that makes 404 unique treasures to find.

There are more, but I'll let you find it by yourself. Have fun!
Basically, the integration of Beatrix, the new optional bosses and the change of the battle core mechanics are completly missing from the PSX version. The other aspects are there although a bit different (there are fewer hidden scenes put back, some enemies are different, etc).

However, there is no italian translation for the PSX version, no.
I can make one, though, since I had to do a translation in italian for the PC version. Just give me a couple of days because I need to get the italian version and the process is not so straigtforward.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-04-20 20:58:00
Hmm I have an issue with Ragtime Mouse, I'm on his sixteenth question and it doesn't to have a way, I hit the Circle he say I lost, I his the Cross he say I lost and I hit him he flee as usual, so is that a glitch or is there something I'm doing wrong ?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-04-20 21:17:18
https://everything2.com/title/Ganto%2527s+Axe (https://everything2.com/title/Ganto%2527s+Axe)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-04-21 05:00:11
And the funny part is I thought about this solution, but thought it would be dumb and didn't do it, guess I should follow my instinct sometime :roll: .
Thanks for the reply
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: paky-outsider on 2020-04-21 10:12:03
Hello Paky-outsider.
Indeed, the description of the v3.2 is gone here, although I could retrieve it from another website:Basically, the integration of Beatrix, the new optional bosses and the change of the battle core mechanics are completly missing from the PSX version. The other aspects are there although a bit different (there are fewer hidden scenes put back, some enemies are different, etc).

However, there is no italian translation for the PSX version, no.
I can make one, though, since I had to do a translation in italian for the PC version. Just give me a couple of days because I need to get the italian version and the process is not so straigtforward.

Thank you for the answer and the informations.
Oh, I really liked the idea of playble Beatrix on PSX. :(
However, with this features it's gonna be a new experience and if you can do the translation it would be really great, but take your time. I'm not in hurry and I am really grateful to you Tirlititi.



Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: fenrrir18 on 2020-04-23 00:59:56
Thanks for this fantastic mod.

Just wondering, how can I merge your mod with the HD Battle Backgrounds mod made by snouz? It both use p0data2.bin. I’m really a noob when it comes to modding. Hoping you can help.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-04-23 16:04:08
@paky-outsider: Here is the italian version of the mod on PSX (v3.2).
Alternate Fantasy (italiano - PSX) (https://www.hiveworkshop.com/attachments/alternatefantasy_italiano_v3-2-zip.352998/)
I didn't test. Tell me if there are bugs.

@fenrrir18: Not yet. Snouz is doing some more works, correcting a couple of bugs. Once he's done, I'll look at what needs to be done for a compatibility version.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: pseudodiego on 2020-04-24 13:08:04
Does this mod change the way the stats level like the unleashed mod does?. I hate that it's tied to the equipment so to get the best stats you have to be underleveled all the game.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: fenrrir18 on 2020-04-26 21:14:52
@fenrrir18: Not yet. Snouz is doing some more works, correcting a couple of bugs. Once he's done, I'll look at what needs to be done for a compatibility version.

Glad to know you will update compatibility with snouz's mod to moguri. One more thing, is there any tutorial to modding the skills of the characters? For example, if I want to bring back thievery skill for zidane, dragon crest for freya and frog drop for quina to alternate fantasy mod. Thanks
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-04-28 07:04:03
For all thing I like about this mod, I have to say I really do not like Kuja's first fight, that attack that reduce Max HP to 1 is honnestly bullshit, unless I missed something it seems to be up to RNG had a try where I end up with 3 character at 1 Max HP what was I suppose to do really ?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Rasca on 2020-05-03 12:32:21
Ey, quick question. I couldn't play for a while and my game is in version 4.5.

Can I update to 5 and continue with my save? Anything I have to know?

Alsi, is there any changelog to know what exactly change between versions?

Thanks for the great work!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-03 19:18:34
@pseudodiego: No, the stat system is still the same as in vanilla. The final weapons each give a big boost in primary stats (which is something that already was in Unleashed).

@fenrrir18: It depends on whether you use the Moguri mod or not. In any case, this kind of things is explained in the "Source files" download (there's a detailed "Readme").

@Nesouk: If you have 3 characters with 1 HP, that means you are making the fight last very long, which is not something that Kuja is happy with since he wants to trance :p
I'm not sure how I am supposed to make 4 vs 1 fights more challenging if I can't add crippling effects to bosses' attacks.

@Rasca: There is no changelog (the description of v4.5 is still there (https://www.dropbox.com/s/43b3wohrg0pd73e/PC_AlternateFantasy_v4.5.zip?dl=0) though). You may completly update to v5.0 and keep your save file. Very few mods actually would make save files incompatible and I am not sure if the few exceptions are actually public anyway.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-05-05 20:09:21
Well since then I progress through Memoria and beat Hades and Ozma.

Hades is a fun fight, the Defend command find a good use here.

Ozma, geeeeez this ball is really pissed off I have a few thing about this ball :

-What the hell is going on with his speed ? It's like he has no delay between his turn.

-Hades LV3 ? Well I hope nobody grind LV99 for this fight ^^ (I did this fight LV41-44)

-Countering with AoE Berserk, honnestly if you don't have Reflect I don't see how you can win this fight with reasonnable odds, cause this freaking move right there.

-As usual Meteor is random and can randomly end the fight, on top of it now we have Gran Cross same deal.

So yeah Meteor and Gran Cross are the big potential show stoppers of this fight, having Reflect make this fight much more manageable pretty much needed to get through his Berserk Counter, also usefull if he decide to cast Holy. As for damage I had so much gils (800k to be exact) that Amarant was dealing 9999 fix with Spare so he ned up being my main source of damage XD, Steiner with Excalibur 2 and Choc deal really good damage to, Zidane with Solution 9 deal 9999 to, gear everyone against darkness, use Carbuncle with Eiko and eventually if Meteor and Gran Cross don't mess to much he should fall.

Next time will try the new bosses.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-06 05:00:35
Well done!
I don't know if anyone discovered that genuinly, but Ozma can be affected by Silence in the mod (nobody tries even though there is silence on several end-game spells) ^^"
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-05-06 05:47:09
OH interesting !
I guess this is the result of the syndrome of superbosses generally be immune to everything ^^".
Wondering tough what can he do under the silence statut ? Considering outside of Gran Cross everything look like a spell that would be block by silence.
Looks like the Reflect strat I use would be the high risk high reward strat, considering if he cast Holy he does 9000 to himself and if he counter with Berserk he takes 7000 out of it ^^, good RNG can make you kill him in 2 rounds XD, but you are still at the mercy of meteor. Silence would be the safer strat.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-06 15:01:34
It just doesn't use these spells anymore when being silenced... and start using other abilities :p
Basically, there is much less randomness in its attacks if it is silenced (no more Meteor, no more Grand Cross). It can't counter with Berserk anymore but still has a chance to cure (Curaja is not a silencable spell... since it still has few HP for a superboss, I didn't want to remove its cure).
The reflect strat is the best one I think if you don't silence it. There's also the possibility of defending with a couple of characters (as in vanilla, it counters with Berserk when reaching a certain HP threshold (but it's reflect-single in vanilla (Tiamat also counters floating people with Snort in vanilla btw but it doesn't have Float-all or floating Twister so you see it much less))).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-05-06 20:11:51
Well I tried with Silence, first I had to say without Zidane and Soul Blade the odds of silencing him are ridiculously low, I cast Silence 10 times with Beate and Eiko not a single one landed -_-.

But then when he get Silenced...... the fight is actually worst than not using Silence for the following :

-Curse, fucking Curse not only it does Statut Effect but the Damage are very high and seem quite random sometime he cast it all my team survive, sometime all my team die with over 7000 damage, IMO the second worst attack ennemy can have in this game behind Meteor.
-A customize Atomnium that deal high damage.
-An attack that kill and Zombify at the same time.
-Flare Star

And he still use Gran Cross, Silence doesn't prevent him to cast it, dunno if he had queued before getting Silenced but he casted it after getting Silenced. So huh yeah I'm gonna stick with fighting him normally ^^
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-05-08 04:22:15
Spoiler: show
Ok what the hell is happening with Zorn and Thorn refight, I've been casting Atomos over and over dealing 7982 damage each cast and they just never die, so wtf ? Is there a secret or do they just have a million HP or something ?


EDIT : And the try after they died in no time, I did'nt understand anything

EDIT 2 : OK So beat the 4 new boss fight so can give an overall opinion on them, the video will come soon, putting in spoiler in case people don't want to get spoiled :

Spoiler: show
-The Black Waltz : A pretty fun fight can be rough when going unprepare, have to get immune to at least 2 element to survive their Valse, Black Waltz 2's Géhenne hit very hard, Black Waltz 1's Nocturne is dangerous when attempting this the first time. Steiner's Sword Dance and Dagger's Atomos were my best AoE damage here. Zidane was attacking one and Eiko was on support.

-Lovecraft 2 : The fight is interesting, like that spawning different monstrer out of the books (FFV's reference ^^) however I feel it drag a little, and when it's closed the book just doesn't do anything frightening, also when the real spawn I honnestly one shot him dunno if that intended.

-Meltigemini and Zorn/Thorn refight : The Meltigemini part is good you either fight him normally where he act 2 times per turn, but can do a lot of shit, or you put Berserk on him and he only do Casoar but 3 times in a row, feel it's more consistant to put Berserk on him, and so easier to keep HP high for when he cast berserk on everyone, as anyone that die after he cast berserk is perma lost for Zorn and Thorn part. As said sooner, didn't get how to kill them, had a try where I keep casting Atomos for a whopping 20 minutes dealing 7982 per cast and they just didn't die, so I feel I didn't understand a gimmick, good for me however I found their Mini Atomnium is earth elemental and being immune to it prevent the zombie which help ^^.

-The 4 elemental Guardians : My only complain about this fight is Lich's gimmick of casting Zombie twice then Over Hades while cool when you fight him alone, really isn't suited for a fight against 4 bosses, handling Zombie while having 3 other bosses hammering you is just horrible, other than that the hardest part is the beginning managing to pull off Mighty Guard, once Mighty Guard is set it's become a lot more manageable, having a Gris-gris on everyone to halves all elemental attack. As for damage Dagger's Shiva is great (really was a good call to maximize her XD) cause both Merilith and Tiamat are weak to it and take a whopping 9000 damage from it (Kraken took 3000, the camera angle didn't allow me to see how much Lich took probably 5-6k), Steiner's Sword Dance does 9000 damage on everyone, Kweena was mostly of support and Zidane was attacking physically (probably could have replace him by someone else to be honnest).


Little word on character balance :

-Steiner is honnestly kinda OP, the fact I got the Excalibur 2 probably help with that, but now that all bosses are susceptible to it his ability to reduce ennemies Strength and Magic is extremely usefull, Sword Dance is ridiculous with Excalibur 2 hit every ennemies while being able to stay in the Back Row, it cost a lot of MP but once you have Half MP it honnestly not that costly, and once you beat Hades you can forge an Armor exclusive to him that give over 60 in both Defense making him the hardest character to kill, so you have a character that deal great damage, can take quite a punishment and decrease Boss's power and defense.

-As such Beate feel like a lesser Steiner she hit hard but not as hard, she is resistant but not as resistant, however she at least has the quality of having good White Magic for support, so between the 2 Beate is trading power for ability to support when needed. I feel however she is missing in Power, and by the way think it would have been cool is Hades's Save The Queen would have been a stronger actually able to compete with Excalibur 2 (a shame she can't use it by the way despite being able to use Excalibur 1).

-Bibi on the other side is probably the worst character, to put it simply after the last time he was forced I only used him for Tiamat and this was just because I wanted to spice my LP by putting the character that face the corresponding Elemental Fiend, otherwise I would have take someone else. Bibi is great for mid game where he is force, starting on Disc 3 tough he fall quite short, and also....

-Dagger while starting as a healer, once you put work into strengthening her summon Dagger just completly overshadow Bibi, Shiva, Ramuh, Ifrit and Leviathan are just better than the -aga spell Dagger can easily reach the cap when exploiting weakness and these 4 elemental summons are really cheap to use especially once you get Half MP, the only way Bibi can compete with Dagger is with the Reflect on everyone set up on a single target ennemy, Dagger just doesn't need such set up, for AoE Bibi can't compete at all against Dagger as her summon don't get a Multi-target penalty unlike his spells and for Neutral damage Bahamut is stronger, and for fractionnal damage Atomos is on basis an AoE version of Demi so once strengthen no competition here either, and so suddenly at Disk 3 Dagger become the best source of Magic damage, while still keeping her White Magic for support, the poor little Black Mage can't compete with the Princess.

-Freyja is a solid character, she can deal great damage but also as some support ability her White Draw is probably the easiest way to recover MP in battle, making Freyja an MP battery for the mage.

-Tarask once getting his Kaiser Knuckles he is the only character in the game that at one point get better at dealing physical damage than Steiner, from the Oeilvert to Mount Goulg section Tarask with Kaiser Knuckles, wind ehancing gear and his Curse ability become the best physical damage dealer, once Steiner get Ragnarok and Excalibur he catch up with him, Tarask is still great due to his utility, if you have a lot of money Spare Change is the easiest and most consistant way to deal 9999 damage XD, Curse and Concentrate makes him a really good ally to pair with mages, Revive is handfull if your dedicate healer have already thing to do. Starbust however feels like an attack design for LV1 challenge I honnestly don't see it's use on a regular playthrough. Restore HP can have it's use for some ennemies attack that reduce HP to 1 digit. Also still has the best Trance in the game XD

-Quina is still the ultimate Jack of all trick master of none of FFIX, that being said Mighty Guard alone makes her a candidate for best support character combine with White Wind and Angel's Snack for healing both damage and Statut effect, then on the damage have a little of everything of course she doesn't compete with Dagger or Bibi, but when you don't need her for support she can deal decent damage, don't get what's the purpose of HP Switching and Self Destruct tough.

-Eiko IMO she shares the spot for best support character with Quina, Carbuncle is just so usefull and you can tune him depending of what you need, also the only character that can increase Strength of other physical attacker, also Phenix can save in case of a wipe and tough it takes a while to get it Holy spell is a good damaging spell, become even better as a support with her Trance.

-Zidane well he is force for most of the game, but at least he do the job (thank god for the increase steal rate), his Transcend ability is welcome to have better control over Trances, Regenerate with Herboriste is a solid way to recover MP, Warmup allow him to keep up with more dedicate physical character, his final weapon high attack power allow him to stay relvant in the end game.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-08 22:56:23
Thanks for the extensive feedback :)

I have seen your videos. That's a bug for the Zorn & Thorn fight... that's the first time I see it (I've checked the fight a good dozen of times though!). For their second phase, they have a shared HP pool: when you damage one, the other's HP is updated as well. Attacking both should double the damage. It may be that having them both at low HP and attacking them both may make their death canceled or buggy. It's a shame that Dagger wasn't available anymore to check what her Scan would say there :/

Also, the "diaporama" lag is another bug that doesn't happen for me... It's strange because it shouldn't be such a big deal memory-wise (only one or two backgrounds are in the RAM at the same time). It might be that the shooting the video at the same time makes it lag like hell... I hope that I'm not the only one for which this feature works because I was quite proud of it!

For the rest, I agree with some of your comments (those about Tantarian and many things about characters' balance). Lich's gimmick was reduced for this fight: its "Mega Death" targets 3 characters instead of 4 and can miss depending on character's magic evasion. It's still very problematic and I should probably have reworked it better though. To be honest, I was expecting people to use more "Auto-abilities" (like Auto-Shell/Protect/Regen/Haste/Reflect): when you use many, its pattern changes and Lich doesn't attack you anymore as long as the 3 other guardians are alive.

Also, I disagree with Bibi being useless end game. It is true that his spells are getting weaker and less interesting to use, but he's also the only character that has both "Return Magic" and "Element 0" (which is actually useful and cheaper in the mod compared to vanilla) and he can carry several of these fights with that combo.

Also, your usage of the ATB trick is just horrible ^^"
Sorry to say that; I know that you were frustrated many times because enemies got their turn before you. Sometimes it's because they are extremely fast and/or counter-attack indeed (for Ozma, you must act before it ended its cast and that was already the case in vanilla), but many times you just gave free turns to the enemies because you were holding the ATB of your own party. Except for keeping buffs longer, it would have been way better to just let the ATB run in many situations.

Speaking of Ozma, you are right about Gran Cross: it doesn't cancel when it gets silenced but it won't queue it anymore. You got unlucky because that's the only of its "non-silence" spells in that case. The "Silence" White Magic (contrary to Waterga, Soul Blade, Thunderbolt...) indeed has an accuracy based on the difference between your level and the level of the enemy. Since you didn't have such a high level, it was pretty much impossible against Ozma yes.

I'm not sure about the bug with Ark... It deals damage twice in the mod but that shouldn't crash the game and that shouldn't be related to the speedup booster. Besides, it deals damage twice only on full cast. Other than that, there is no difference in the mod and that's a crash that I think was not caused by the mod.

Well, in any case, well done with the let's play (good luck for Necron still) and thanks again for the feedback.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-05-09 03:38:30
Well I retested the diaporama feature, and it seems some screens lags like crazy others work fine, and I happened to have choose an option that directly start with screen that lags, don't know what cause the lags, I also have some graphical glitch on some screen, I only try the Alexandria one.

About ATB trick should have guess I was doing something wrong, as for the Auto-Abilities I admitadly should use them more, must admit outside of Auto-Float and Haste that their cost kind of make me hesitant about using them which I probably shouldn't ^^", as for Bibi admitadly forget about the Element 0 ability. Despite how much I liked it, FFIX is to be honnest one of the FF that I played the least, it's in fact the first time I replay it in years so I'm not as used to it than let say FFVII or FFVIII, so I'm not surprise I'm doing things wrong ^^.

For Ark crashing the game not sure either, maybe it's because I used him repeatdly, in a very short period with 5x time speed, maybe to much thing to process at once, I don't know, but I was admitadly very frustrated by this crash, cause I was working on maximizing Ark damage while learning him, and I was almost done lose all my progress due to that XD.

Would you say I was underlevel for these fights, or I was about right ?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-09 07:48:41
I would say you are in the medium-low range for the strongest bosses (I talk about Ozma, Necron and the 4 guardians that are in the same range; the others are a little step lower). In this game, leveling up basically increases HP, MP and Magic stones (it also increases accuracy/evasion of some spells but it's not so important; in vanilla it also increases/decreases the duration of buffs/debuffs). The damage of the strongest bosses were scaled rather for a party at level 55-60. You countered the rather low HP with permanent Mighty Guard (which is not easy at all to maintain as characters are expected to be KO'ed from time to time). I guess that being level 70-75 would be pretty much like having permanent Protect/Shell at level 40-45.

Thank you for the precision on the diaporama lag.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Weisshuf on 2020-05-10 17:52:56
If I'd choose to give Beatrix Curaga, while using the Moguri Mod, could I just go to the Beatrix 1/2 file, change f.E 5;30 -> 3;0 then she would have learned it automatically without equipping a piece with curaga? Also, which files would I also have to change?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: vitgil on 2020-05-10 20:00:04
Hi, Tirlititi! Will you update Alternate Fantasy 5.0 with latest (https://github.com/Albeoris/Memoria/releases) Memoria?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-12 22:43:14
@Weisshuf: Yes, but in order for her to use Curaga in battles as well, you need to add Curaga in Beatrix's Wht Mag command.
It's in the file "Commands.csv" at the list "2, 5, 6, 10, 14, 16, 19, 24" (near the end). If you replaced "5" (Esuna) by "3" (Curaga) in the Beatrix 1/2 files, then you must do the same there.

@vitgil: Yes but I don't know when yet.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: paky-outsider on 2020-05-14 09:48:25
Hi, i'm sorry, i've got some things to do in this period.
I'll test soon and report some problems, if there will be.

Thank you so much Tirlititi
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: setafd on 2020-05-15 16:44:07
Hey, I've been enjoying Alternate Fantasy with Moguri/Memoria and having a blast playing what looks and feels like a new game, but I'm having a little graphical issue and I was hoping you all could help me find out where it's coming from. For some reason, the graphics for attacks in battle (ie, the animation for a spell, or a weapon attack's slash animation that happens on a target) are centered to the left of the target, respective of the camera's perspective.

Does it seem apparent what's causing this?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-15 16:52:35
Hello and thanks Setafd.
That's a known problem of the widescreen mode. Unfortunatly, there is not a proper fix yet (I think).
You can either disable the widescreen mode (Alt + Spacebar) or try to use a hacky fix that should make things better (but then it will bug in the other way in the non-widescreen mode). This hacky fix is described there (https://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=28#c2262438048221351602).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: setafd on 2020-05-15 18:24:13
Hello and thanks Setafd.
That's a known problem of the widescreen mode. Unfortunatly, there is not a proper fix yet (I think).
You can either disable the widescreen mode (Alt + Spacebar) or try to use a hacky fix that should make things better (but then it will bug in the other way in the non-widescreen mode). This hacky fix is described there (https://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=28#c2262438048221351602).

Thank you!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: IwanttoplaymodurrandAF on 2020-05-17 17:57:01

@fenrrir18: Not yet. Snouz is doing some more works, correcting a couple of bugs. Once he's done, I'll look at what needs to be done for a compatibility version.

Hey Tirlititi,

does that mean once moguri mod version 8.0 is released, you will start working on compatibility between moguri mod and AF?
If yes, do you have by any chance a rough estimate how long establishing compatiblity will take from the moment on version 8.0 is released?

Thanks for your hard work, much appreciated  :mrgreen:
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-17 21:03:12
No idea sorry. It depends on too many factors, some of which being unrelated to the actual difficulty of building compatibility but rather on my own situation at that time.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: IwanttoplaymodurrandAF on 2020-05-18 16:45:41
No idea sorry. It depends on too many factors, some of which being unrelated to the actual difficulty of building compatibility but rather on my own situation at that time.

I see. Yeah well life always takes priority over these things. Well at least in the moguri mod thread snouz replied that version 8.0 is only days away, so maybe it won't take too much time hopefully. Anyway thanks for your quick reply, I am really looking forward for this. Thank you so much for your hard work!  :mrgreen:
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Hinyaldee on 2020-05-19 11:12:11
Heya ! Great mods ! I wanted to know if you had Beatrix mod + Moguri or at least just Beatrix mod for PSX, please ? Cheers !
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-05-20 18:41:24
Well being trying Necron and.... just how many fucking HP he has ? I swear I've had try that lasted over 30 minutes the fucker just never die, hands down the most frustrating fight of the mod, Meteor and Crucifix are pure RNG, Regen on a boss that has Auto-Haste great idea -_-, and he just get turn after turn thanks to the dummies thing. On the good at least we can use his Newtoring against him to heal us  that pretty much the only good news tough.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-20 21:20:30
Hello Hinyaldee.
No, it's not possible for me to create a mod on PSX to include Beatrix as a regular playable character. It would require a change of file size that I can't do. For the Moguri mod, it's even worse because it would require a very deep modification of the game's engine which has as much chance to happen one day as having FFXV ported to PS1.
There are gameshark codes for hacking Beatrix into the party though (without cutscenes and all, but at least she can be played).

@Nesouk: It has 30 000 HP x 4 = 120 000 HP (each orb corresponds to 30 000 HP).
It can't heal over a threshold so if you got rid of all his orbs, it can't heal to more than 30 000 HP even with Regen for example.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Hinyaldee on 2020-05-21 09:31:18
Hello Hinyaldee.
No, it's not possible for me to create a mod on PSX to include Beatrix as a regular playable character. It would require a change of file size that I can't do. For the Moguri mod, it's even worse because it would require a very deep modification of the game's engine which has as much chance to happen one day as having FFXV ported to PS1.
There are gameshark codes for hacking Beatrix into the party though (without cutscenes and all, but at least she can be played).

@Nesouk: It has 30 000 HP x 4 = 120 000 HP (each orb corresponds to 30 000 HP).
It can't heal over a threshold so if you got rid of all his orbs, it can't heal to more than 30 000 HP even with Regen for example.

Thanks for your quick reply ! So that means that Alternate Fantasy for PSX doesn't include the possibility to play with Beatrix ? I was wondering aswell, is there any plans for an Android version of Alternate Fantasy, Moguri Mod or at least playable Beatrix, please ? If not, would it be possible for you to do so, please please pretty please !

Cheers !
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-21 11:31:37
I don't know if that one would be easy. It should be possible.
However, I won't do it myself. I've pretty much left modding and starting to study the Android version is way more work than I allow myself to do now.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Agrias on 2020-05-21 18:28:21
Hey Tirlititi so I have been messing around with Hades Workshop for a tiny bit but I noticed you completely changed how steal works. Where in Hades Workshop were you able to do that?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-22 00:58:46
I was not able to do that with Hades Workshop. I did that with dnSpy.
Everything is explained in AF's source files (the download link is in the opening post).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Granfalloon on 2020-05-27 13:53:23
So Moguri 8 is out and I didn't even think to check if it was compatible with your Beatrix Mod + Moguri files before I installed it. Did I mess something up? Should I wait for an update?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-27 14:39:13
I *think* that if you installed the Moguri mod then the Beatrix files, then you'll have at best plenty of features of the Moguri mod missing and at worst fatal errors or soft locks. If you installed the Beatrix files then the Moguri mod, you should have a working Moguri mod but many problems with Beatrix (trance will bug, supporting abilities may not work, the added optional bosses will bug...).

So you should probably wait for an update yes.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Granfalloon on 2020-05-28 00:21:26
I *think* that if you installed the Moguri mod then the Beatrix files, then you'll have at best plenty of features of the Moguri mod missing and at worst fatal errors or soft locks. If you installed the Beatrix files then the Moguri mod, you should have a working Moguri mod but many problems with Beatrix (trance will bug, supporting abilities may not work, the added optional bosses will bug...).

So you should probably wait for an update yes.
Thanks so much for the reply and for all your work, I'll wait patiently! :)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: pseudodiego on 2020-05-29 06:52:53
Hi. I'm thinking about doing a difficulty mod affecting only the boss and compatible with this one.

I was thinking about about increasing stats by 100% and giving every boss protect, haste and Shell.
You have experiencia editing the combat. Do you think it'll be beatable or just impossible? Maybe it'll be a better approach to reduce the party stats?. I want a experience similar to unleashed, what do you think is the best approach to get that.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-29 10:19:34
Hi Pseudodiego,
Well, considering that increasing the damaging and protecting stats of the enemies (or lowering the party's) can be balanced by leveling up and longer battles, it wouldn't make the game impossible to beat. So you can do it like this if you want.
In Unleashed, another change was to remove the elemental absorbtion of the equipments and most of the elemental nullifications. This would be needed as well for an "Unleashed" experience since there are several bosses that are not a threat anymore with a proper preparation, even with boosted stats.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: justpassingby29 on 2020-05-31 07:20:14
Hello to all.
Created this account just so I can communicate here.
I tried my best reading the Readme and whatnot but I ran into issues.

For Alternate 5.0, everything was pretty much fine. The problem is that Beatrix's trance is bugged and there's this issue in Memoria where no matter how many times I enter, a black screen always occurs before the scene of Quina swimming.
Alternate 4.5 works just fine but not 5.0 for some reasons.

I have no Moguri Mods installed. At least I don't think so. I only installed the files from Alternate Fantasy Mod 5.0, just to clarify. Did I go wrong somewhere?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-31 10:24:26
Maybe that's because you installed the Assembly-CSharp.dll at the wrong place (it can be either "x64/FF9_Data/Managed" or "x86/FF9_Data/Managed"; use both for safety). The reason it would bug for 5.0 and not 4.5 is that there is a change on that screen with Hades in 5.0 that require the DLL to be properly installed and not in 4.5.

Other than that, there's a bug with black screen for the Steam version of the game (that's not the mod) but it should occur randomly, not always at the same point, and more likely when battles start instead of field transitions.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: justpassingby29 on 2020-05-31 13:11:32
I see. That makes sense. Will give that a go.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: justpassingby29 on 2020-05-31 14:07:24
If I could edit my previous comment, I would but there's no options for that.

I installed that DLL file in both x64 and x86 but still that black screen.
I went back to 4.5 just to trigger Quina's swimming scene and went back to 5.0 after that is done and still nothing but black screen.
Just in case, I had a separate in-game file if I messed up.

Found the "Edit" symbol and "Modify" feature. Didn't realize that.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-31 14:54:18
That's very strange... I'm out of guess (especially considering that you don't have the Moguri mod and thus there is no reason for compatibility issue to happen: the official's version stopped updating a while ago and the mod's files are up-to-date).

Oh, I just thought! Maybe you use that setting:
- a backup folder "FINAL FANTASY IX" with nothing installed in it,
- a game folder "FINAL FANTASY IX Modded" or whatever different name, from which you launch the game.
The problem is: even if you start the game from "FINAL FANTASY IX Modded", it will always go pick files from the "FINAL FANTASY IX" folder (the name is what matters there).
If you're in that situation, simply swap the names of the folders so that the version you play with is always inside the folder called "FINAL FANTASY IX".
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: justpassingby29 on 2020-05-31 16:33:28
Unfortunately, it's not that situation either. After Hades Workshop did its thing, I copied the modded files and paste them in their respective spots in StreamingAssets and x64 but still received that black screen in Memoria.
It is always that spot, discounting the random black screen during battle transitions.

I don't mind just sticking to version 4.5 but I know I am missing out on good contents or adjustments in version 5.0 so, for the time being, I will train to max level and then switch to version 4.5 and finish the rest of the game from there.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-05-31 17:56:42
Wait... You don't need Hades Workshop to install the mod.
Hades Workshop is needed only if you want to recompile the mod from scratch (if you want to append your own modifications for instance). Otherwise, it's only a matter of replacing files and there's no HW involved.

Did you download the link "Steam Version" or "Source files"?

Because if you recompile the mod from the source files, you need an extra step using another tool, dnSpy, on top of HW. That's strange because all of that would have been written in the Readme.txt if you downloaded the source files.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: justpassingby29 on 2020-05-31 18:30:01
This is what I did.

1. I downloaded the Steam Mod version. Before I copied and paste those files, I opened up Hades Workshop and opened the unedited/original files via the Launcher or FF9.Exe of Steam's.

2. I used Hades Workshop to then open the Alternate Fantasy Mod 5.0 HWS after the initial scanning of the unedited files, replaced some abilities (like not as useful Auto-Potion with Guardian Mog and MP Attack with Long Reach if the melee fighters do not already have it) and also re-enabled the original Boosters given by Square-Enix.

3. I saved the Mod that was given by Hades Workshop and copied with those files over to the unedited ones. I made a backup of the original ones beforehand.

Edit:
Okay. This is what I did to fix it somehow.

1. I verified the game files in Steam back to its Vanilla version.
2. I redownloaded the Steam Version Mod.
3. I used Hades Workshop and opened the Vanilla files.
4. I did my editing once again and it was a bit painful.
5. Saved both the Steam Mod and HWS file.
6. Copied over the Steam Mod that was generated by my editing in Hades Workshop.
7. Enabled the Disabled Encounter and Fast Forward Boosters just to check whether the black screen bug is still there.
8. No more Black Screen Bug in that water area where Hades is hidden.

Edit 2: Never mind. I was wrong. The reason why I thought it worked was because I have not copied and paste my 2nd attempt yet.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: pseudodiego on 2020-06-02 10:41:50
Hi. Any ETA for the compatibility patch with Moguri 8.0?. Thanks!.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: obtusedan on 2020-06-06 07:40:35
First wanna say, just finished. I thoroughly enjoyed it. However I'm assuming it's a bug, but during the Necron fight, there were several times he used Blue Shockwave and it healed instead of hurt. Also Neuron Ring would sometimes do nothing at all.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-06-12 20:59:09
Thanks for the report of the bug, obtusedan. I'm not sure of why Blue Shockwave would heal... I have seen very strange things on Necron's fight, with damage overflow and things like that. I'll have to do some tests with the Moguri/Memoria mod because I used to make my tests mainly on the standalone version and I've oversight many bugs because of that.

Neutron Ring being an Earth-elemental attack, characters can be guarded against it.

@pseudodiego: I didn't want to give an ETA because it depends on many things, but I have progressed well these days so I guess that it could come out by the end of the month.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: pseudodiego on 2020-06-13 11:55:01
Thanks for the report of the bug, obtusedan. I'm not sure of why Blue Shockwave would heal... I have seen very strange things on Necron's fight, with damage overflow and things like that. I'll have to do some tests with the Moguri/Memoria mod because I used to make my tests mainly on the standalone version and I've oversight many bugs because of that.

Neutron Ring being an Earth-elemental attack, characters can be guarded against it.

@pseudodiego: I didn't want to give an ETA because it depends on many things, but I have progressed well these days so I guess that it could come out by the end of the month.

I was thinking it was going to take much longer. Thanks for the great work!.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: This_is_Seager on 2020-06-22 22:47:53
Hey sorry if this has been answered already I couldn't see it.

Does this mod effect the way we level up? I don't really want to try remain level 1 for the majority of the game but I do want to optimize stat growth.

If anyone can let me know I'd really appreciate it thanks
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-06-22 23:00:34
Hello This_is_Seager.

No, the mod doesn't affect the lvl up or stat growth system. It removes a couple of experience that would be otherwise impossible to avoid though ("You're not alone" segment). A lvl 1 game was proven to be possible with the mod although it has very tedious parts.

As for the vanilla version, it doesn't really worth the hassle to make a lvl 1 playthrough except for the achievement itself.
The ultimate weapons of the different characters give a big boost in the main stats though and they can give some points overall.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: VonLoewe on 2020-06-27 01:24:44
Super excited about trying this version!

A few questions:

Quote
It removes a couple of experience that would be otherwise impossible to avoid though ("You're not alone" segment).
Does this also include Tantarian? I remember reading about a custom version that removed the exp from all the forced encounters but is this now also a feature of the main version?

Quote
The ultimate weapons of the different characters give a big boost in the main stats though and they can give some points overall.
Does this mean that perfect stats are completely different, and potentially much higher, than vanilla "perfect stats"? Are there other equipment stat changes besides the perfect weapons?

Last question, might be a stupid one: is the Markus-Eiko glitch fixed by this mod? (or by default in the steam version? A quick search turned inconclusive..)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-06-27 19:22:29
No, Tantarian still gives Exp since it is part of the reward for beating it.
Hum... I guess I'll make him sensible to Stop once it reaches 1/4 of its Max HP. Seems the best solution for me as I don't want to remove the Exp but also lvl 1 playthroughs should be allowed to kill it.

Yes, perfect stats are completly different (although I didn't compute the new optimal stats). I guess that you can reach 99 Str/Mgc with more people. There are very few equipment stat changes besides the perfect weapons (and the Hammer) and I don't think any matters the optimal equipment route.

No, the Marcus (french spotted :p) -Eiko glitch was not fixed. I decided that it wasn't for this mod to fix it. It might be (optionally) fixed in a next version of Memoria.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-06-28 15:44:33
Well finally took down Necron video will be coming soon.

Honnestly thought at first he was kind of a bullshit fight, didn't see how to beat him at my current LV and was almost about to just Save Editing my LV99......... guess I was just really tired last month and need to take a much needed break from FFIX, as upon retrying I end up finding a way after only 3 tries off-screen and first try while recording, so the biggest pain in the ass of this fight is hands down Gran Cross, random Statut Effects really is an issue especially since you can't get immune against some of them (Berserk and Death being the worst honnestly if 3 characters get hit by 1 of this 2 you might as well reset), Mother, Regen and Curaga are also annoying as well as Meteor but thankfully Meteor is quite rare. Maybe I was underlevel for this fight (LV45-55) and end up having to take it extra safe by taking Eiko and Kweena to permanently keep my team under Reflect, Protect and Shell and take care of the support while Steiner and Tarask were dealing the damage.

So I'd say this fight as some Randomness in it but not as bad as Ozma (despite what I said in my video), and was a fair fight as well as being finally a boss that took over 15 minutes to defeat, I wasn't sure what to think about this fight at first but in the end I think Necron is a good fight to conclude the mod.

In any case thank you for this mod, was really good I had a lot of fun playing it, don't mind me getting frustrated in video I have this tendancy of being frustrated on things where I fail to do but looking back outside of the Kuja's fight (the first one was kinda BS with the reducing stats to 0/1 and Trance Kuja was honnestly very disappointing easiest boss of Disc 4 as an all kind of anti-climatic), and Thorn and Zorn's refight due to a glitch, I enjoy pretty much all the boss fights in this mod. Also like the rework of the gameplay and characters, which makes the game more balance and more enjoyable.

EDIT : Also minor Glitch on Necron it seems one of the 4 characters get a HP increase out of nowhere for the fight in my vid Steiner had 4257 HP but his HP were increase to 6385 for Necron's fight
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Tirlititi on 2020-07-03 21:47:00
Thanks for the playthrough!
No problem about the frustration, I perfectly understand. You didn't see my frustration when I saw you were doing something and I would have played differently :p

That's not a glitch on Necron for once. It's something that happens if you have recruited Beatrix: one of the characters at random gets 2 "vital force" and that character gets a Max HP boost for the final battle.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: VonLoewe on 2020-07-03 23:00:26
I guess I'll make him sensible to Stop once it reaches 1/4 of its Max HP. Seems the best solution for me as I don't want to remove the Exp but also lvl 1 playthroughs should be allowed to kill it.
That sounds like a perfect solution; best of both worlds.

Quote
There are very few equipment stat changes besides the perfect weapons (and the Hammer) and I don't think any matters the optimal equipment route.
This is good to know too, since it means we can still use available equipment lists to plan instead of redoing all of that.

Thanks for the reply!
The "k" was an honest misspelling  :-D always played the game in English, although I'm indeed francophone
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Nesouk on 2020-07-04 19:49:39
Thanks for the playthrough!
No problem about the frustration, I perfectly understand. You didn't see my frustration when I saw you were doing something and I would have played differently :p

That's not a glitch on Necron for once. It's something that happens if you have recruited Beatrix: one of the characters at random gets 2 "vital force" and that character gets a Max HP boost for the final battle.

I can imagine XD.
Interesting thing about Necron wasn't expecting that ^^
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: Vincere97 on 2020-07-19 09:27:23
First of all, I wanted to say that I'm impressed by what you've managed to do with your mods, it's incredible !
I also wanted to know if the beatrix only sub-mod was also available with other languages ?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: ERAISERZEE on 2020-08-04 08:51:45
I also wanted to know .. I wanted to install it on the ITA version and with the mod moguri 8 v5 is it compatible?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: MysticLord on 2020-08-20 19:40:34
Is the RHDN entry for the PSX version the most up-to-date PSX version (I know that the PSX version is inactive)?
http://www.romhacking.net/hacks/2530/

Also what are the ISO/BIN hashes for the unmodified roms to which the patches should be applied?

edit

After fiddling around, it appears that the correct SHA256 hash for disc 1 is:
D5D14F338179BD9DD15EC9E0997462C28643EF84268F3DB86C1B3742DBABC6BC
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-09-09 22:20:48
Hello my friends...
Im new here and am having Problems:
After instaling the Mod i open the game, but is everything black and thats it...
Nothing hapens!
Note: I have the FFIX Shortcut Fix, end works well without the Mod, but when i instal the Mod... hum... Black screen!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-09-10 18:49:34
Another and last question:
Is this game compatible with the last August Update on Steam?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: LeOsTyLe on 2020-09-11 09:14:48
Hello, i have 2 Questions.

1) Is there are way to replace the ingame Keyboard Button Pictures (Backspace, x, c, etc. to the Playstations ones (Cirle, Triangel, Square, etc.

2) I have a german Steam installation of FF9 and installed Mougri Mod and Alternate Fantasy and it work. Vivi's Staff teaches 20%MP. When in Alternate Fantasy a new Text is displayed like Dialogue or Item, which is not in german vanilla version,  does it will just show me the English Text but it will work or will the game crash or something like that. In short can i play without problems or i must switch the entire game to english?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-09-11 10:15:41
Hi.

@DenisColli:
Yes. You need the latest Steam update AND you need to install the Moguri mod (or Albeoris's Memoria mod), as explained in the "readme" file.
It is very dubtous to have a black screen at launching because of the mod. The "Memoria.log" file may give some insight of the problem, it might be because one of the files in the "Data" subfolder has been somehow corrupted.

@LeOsTyLe:
1) I think that there is a mod for that on Steam. At worst, you may create that mod yourself (it's rather simple now thanks to Memoria):
%u2023 Get the icon atlas (https://www.dropbox.com/s/ug9838i0jp6o46c/icon%20atlas.png?dl=0) (I obtained it with Hades Workshop's tool "Unity Assets Viewer" from the "sharedassets2.assets", but you don't have to care about it),
%u2023 Replace the icons of the buttons on the bottom-right of the image,
%u2023 Put the atlas file in a folder "PSXButton/embeddedasset/ui/atlas" with the folder "PSXButton" being placed inside FF9's folder. Also, remove the ".png" extension such that the image is named "icon atlas",
%u2023 Add "PSXButton" to the list in Memoria.ini's "[Mod] FolderNames" field.
Hopefully, the PNG compression will not create ugly marks on the icons in-game. If that is the case, try saving it with a looser compression.

2) The mod is fully translated into all the available languages (including japanese). Added dialogs will not appear in english nor crash the game but they will appear in german as long as you play in german.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: LeOsTyLe on 2020-09-11 17:53:57
Hi.

@LeOsTyLe:
1) I think that there is a mod for that on Steam. At worst, you may create that mod yourself (it's rather simple now thanks to Memoria):
%u2023 Get the icon atlas (https://www.dropbox.com/s/ug9838i0jp6o46c/icon%20atlas.png?dl=0) (I obtained it with Hades Workshop's tool "Unity Assets Viewer" from the "sharedassets2.assets", but you don't have to care about it),
%u2023 Replace the icons of the buttons on the bottom-right of the image,
%u2023 Put the atlas file in a folder "PSXButton/embeddedasset/ui/atlas" with the folder "PSXButton" being placed inside FF9's folder. Also, remove the ".png" extension such that the image is named "icon atlas",
%u2023 Add "PSXButton" to the list in Memoria.ini's "[Mod] FolderNames" field.
Hopefully, the PNG compression will not create ugly marks on the icons in-game. If that is the case, try saving it with a looser compression.

Thanks for the answer. I tried the memoria way exacly like you wrote, but it didnt work. But after i put the folder "FF9_Data" before "embeddedasset", it worked. so "PSXButton/FF9_Data/embeddedasset/ui/atlas" can i do that or will i get problems later with it?

The next problem was that every icon had a white background ingame. But i solved it. First i used "paint" for changing the .png and now i use "paint.net" with "paint.net"  i dont have the white background behind the icons.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-09-11 21:03:43
I was wrong with the path. Well done correcting it.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: LeOsTyLe on 2020-09-11 22:03:41
Ok, thanks. Then i can start now :)

While i searched for psx button pictures, i read in a forum beside the "icon atlas" there is another png you need to redraw its called "screen button atlas". I did both now. Used your Hades Program to extract the "screen button atlas", because the one i found had wrong colors by the feet icons. They got probably an update. Here is the "PSXButton" Mod with both png's if someone want. The icon atlas include L1,L2,R1,R2. The ones i found in forums didnt had that, they had only the main button, so i draw them. "icon atlas"  is tested ingame, "screen button atlas" not.

Feel free to share it.

https://drive.google.com/open?id=17tp4IGZU6jR2kNhGeiuNLbsXi5Z76T5V



Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-09-11 23:19:16
Thanks man!
2 more questions: hehe!

1) Is this the Memoria Engine Mod you are Talking about?
https://www.nexusmods.com/finalfantasy9/mods/3?tab=files
Or This?
https://github.com/Albeoris/Memoria

2) What do you think about this mod?
https://www.nexusmods.com/finalfantasy9/mods/24?tab=description
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-09-12 18:55:47
Great @LeOsTyLe  8)

@DenisColli:
1) Both are the same tool. The Github link is always the most up-to-date but the Nexusmod link is not far behind.
2) I have not tested it and I am personally not bothered at all by the system of stat increase in FF9 (but I know that several people are). I think that the solution offered is the best for people who want to get rid of this system (and use AF).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-09-12 21:07:34
Thanks a lot, man.
You are the guy!

Im already playing... And the funy thing is that you did the changes that im thinking to do...
Even add Status to elemental magic is something that i was thinking about for years!

Now im making my changes! Hehehe...

The sad is that the Hade Workshop didnt worked at all in the Modded Game...  :'( Only in the vanilla...

Is it possible to make changes in this Mod unsig the Hades Workshop?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-09-12 21:31:34
Honestly...
I couldnt even know from where to Start on the GitHub version...
I didnt find a .exe to start... So the Nexus version seams very attractive for me...
hehehe
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: LeOsTyLe on 2020-09-12 21:35:19
When i try to extract the No Equipment Mod i get an error, no matter which version i use. I assume i can make the changes direct in the Alternate Fantasy Item/stats.csv? And all i need to do is to set Values of 0-5 deppens on what i want on the Columns Dexterity Strength Magic Will for every Stat Set?

When i level up early on fast (because i like to master the abilities early on) will i have later hug problems, due to "low" endgame stats? I ask because it seems that even 1 point have a hug impact in this mod. At least early one, dont know how its later. With 6 Defense a boss hit me mostly for 50 damage, i just got +1 defense more so i had 7 defense and than he mostly hit me for 36 damage. Steiner has +2 defense more so he have 9 defense and the boss only hit mostly 9 damage on him and i increased Steiner's attack from 12->16 and damage increase from 36->108 (same monster tested). Does later a few stats points will have such a big impact, too?

And one last question, when Steam will ask me for a FF9 update in the future, can i do it or could i get problems with Moguri and Alternative Fantasy Mod?

Edit: Read about the damage formula in this game. One part of the formula is Attack - Defense. So if your attack = monster defense or simlar to it, you will do very low damage and every single point will give you a big boost. Theoretically 1 point could double the damage. In case of Steiner's Attacks my attack must was 2 points higher than monster defense and now its 6 higher, so it explains the 3x damage. Same happens to damage reducing, too. In best case (Monster Attack - Your Defense = 2) and you increase defense by 1 point, it will bring you 50% lower damage. Will be the values of Attack/Defense of Characters and Monsters always similar to each other, even later? If the answer is yes, than probably even later every point will be important.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-09-13 00:55:39
I Created something betwin one thing and another...
As I see that the difference of leveling up with or without Bonus is very huge, than i reduced the difference betwin the Items
I gave

Old     New
 0        +1
+1      +2
+2      +2
+3      +2
+4      +3

Than this makes the Item to dont seems all the same, but gives an solutions to the Bonus Evolving Dilema...
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-09-13 01:05:55
Tirlititi, you sayd you could give attack properties (like critical,etc) to many "Attack" like Commands...
Did you could give this benefits to "Mug" too?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: LeOsTyLe on 2020-09-13 08:52:03
One note to the yesterday writing from me.

The formular with Attack - Defene is right, but i had in my head that the main stats could increase your Attack or Defense like in FF7. But in FF9 they do not it. I read it on fandom page. So the main stat will not change your damage such in a significat way like items can (Attack/Defense/MagicDefense). For Magic Damage the game use instead of the Attack, the Spell Damage Stat. So here, the same. Strentgh/Magic increase of course the damage, but in the formular, where they are used, where is no - (minus) something like in the (Attack - Defense Part) and the result is multiplied with the Attack - Defense result.

Edit: But the main question is still up, how important are the Bonus Stats from Leviling up with certain Equipment in this Mod. In vanilla you can beat the game easy without it.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-09-13 13:12:57
No, I didn't add critical strikes to Mug.

In order to make a mod with HW that is compatible with Memoria, you have to open HW on a vanilla copy of the game and generate "Spreadsheets" + "Raw assets" when saving as a Steam mod (then register the folder generated in Memoria.ini).

Yes, the defense/attack points are important. With late-game armors, you can see the big difference in damage compared to someone with a mid-game armor. The defense of enemies are almost always the same, 10 (12 in AF) but some of them have a higher defense (for instance, a very slight raise in magic defense makes the enemy immuned against Drain/Osmose in vanilla).

AF has been thought to be beatable without any form of grinding. Someone even proved it to be beatable at lvl 1.
The bonus you get from stat boosts is not that important, in particular because Str/Mgc/Spd/Spr don't change this "Attack - Defense" part of the damage formula. The best boosts you gain with this mechanics are a boost in Max HP/MP, ATB speed and various things from Spirit (a bit less in AF since the Spirit has much less impact on status durations and ticks).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: LeOsTyLe on 2020-09-13 20:13:13
I Created something betwin one thing and another...
As I see that the difference of leveling up with or without Bonus is very huge, than i reduced the difference betwin the Items
I gave

Old     New
 0        +1
+1      +2
+2      +2
+3      +2
+4      +3

Than this makes the Item to dont seems all the same, but gives an solutions to the Bonus Evolving Dilema...

Could you send me the file or tell me how you created the mod? When i change stats.csv it affects the current stat bonus when i wear a item. But i dont want to change it, i just want to change the stats growth per level up when i wearing certain items. i want change that all items i wear give me +1/32 to all stats per level up. So if i wear 5 items i got 5/32 to all stats.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-09-14 03:23:36
I didnt Made a Mod at all...
I just went to the files in AlternatFantasy and changed there...
(with all my respect Tirlititi!  :P

Here: ... STEAM\steamapps\common\FINAL FANTASY IX\AlternateFantasy\StreamingAssets\Data\Items
And open Stats.csv

A little patience to change all this numbers...
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-09-14 04:02:06
Im very Happy!
Tirlititi mod mad almoust every change I imagined to make a perfect Final Fantasy 9!
Hehehe

I made just some little changes:
Gave damege and Shadow element to Poison and Bio (That i named "Venom")

And solved a Dilema that always makes me Insomniac:
Changed "Half MP" for "Save MP", that gives MP Cost -1/3 (-33,333%)

HAiUHaiUA! I always found Half MP very OP!!!

One day I made a comparative calc to discover what would be the "real" price of "Half MP".
If you consume Half MP, so its like you have a "MP+100%" Ability + the Bonus for not have to replanish MP all the time...
Becauso you consume 50% less then Normal...
If MP+20% cost 6 MS (Mag.Stones), so a "MP+100" would cost at least 30 MS !!! (6x5= 30!)

So i created a lesser version... -1/3 MP! That is similar to MP+50%, at the cost of 15 MS!

I feel that the game will be more balanced after that...

Now I need to change the MP cost of the spells... Because I know Tirlititi made the prices thinking in the Half MP system.
Reducing the costs to -25% would sustain the balance of the game. (20 -50%= 10  and  15 -33,333%= 10)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-09-14 04:25:54
Tirliiti... If you are not wanting to eat my guts for modding your game, can you answer one more question?
In the Actions.csv file betwen Shiva, Ifrit and Ramuh there are a new role o Fire, Blizzard and Thunder family, but with very low damage...
What's this? Enemy Magic?

**********

Forget it! Already discovered!
Sword Magic! rsrs
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-09-19 22:58:16
Hello people!
How are you?
A little question: when I downloaded the Altered Fantasy Mod there was also in the folder a "Source" folder with Save mods for HWS and scripts...
If I load one of this saves in a Vanilla game and "Save Steam Mode" in the HWS, it will be the complete Mod? With cutscenes, scripts, everything? Or just part of it?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: LeOsTyLe on 2020-09-20 12:41:06
Playing Mougri Mod with Alternative Fantasy and i just realized that front and back row dont have any influence. Damage dealt (Basic Attack) and taken are the same in front and back row, is this normal? Turned Alternative Fantasy off and the Row Bug was solves, so its defenetly Alternate Fantasy which makes the row bug happen.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: gomesL on 2020-09-25 01:58:05
Hello guys!
Can someone help me?
I tried to patch the Playstation version with ppf-o-matic but had the following error "Binblock / patchvalidation failed". I've tried two different roms, downloaded the patch file again and even used a patcher app on Android but the error persists.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: MysticLord on 2020-09-25 22:05:29
Playing the PS1 version; currently in the Evil Forest with Zidane, Steiner, and Vivi. Is there something I need to do to make the moogle who will accept a letter appear in Alexandria Castle? Does that moogle appear later on, or have I already missed something?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: LeOsTyLe on 2020-09-27 08:22:36
Playing the PS1 version; currently in the Evil Forest with Zidane, Steiner, and Vivi. Is there something I need to do to make the moogle who will accept a letter appear in Alexandria Castle? Does that moogle appear later on, or have I already missed something?

If i remember right there are two Moogles in the Evil Forrest.
Spoiler: show
One before the 1st or 3rd Boss fight hidden in a tree stumpand one in front of the Ship where you started, but i think this moogle will not be there from beginning, i think after a certain boss it will be added.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: MysticLord on 2020-09-27 11:46:02
If i remember right there are two Moogles in the Evil Forrest.
Spoiler: show
One before the 1st or 3rd Boss fight hidden in a tree stumpand one in front of the Ship where you started, but i think this moogle will not be there from beginning, i think after a certain boss it will be added.

Yep, you're right! I was worried that there were added events requiring constant backtracking. Some modders love that for some reason.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-09-28 17:26:09
@DenisColli: It's all explained in the "Readme.txt".
When you "Save Steam Mod" (generating spreadsheets and assets), you'll get many of the files of AF but not all of them.
All the other files, except one, are to be picked directly from AF's mod folder (not the source); for instance, the file "DictionaryPatch.txt" was written by hand so you can consider it as part of the source.
The last file that is neither generated by HW nor created "by hand" is the "Memoria.Scripts.dll". The source code of that file consists of the .cs files in the folder "Source/Battle" of AF. Check the documentation of Memoria to see how to generate the DLL from these files (basically, you need to replace the folder "StreamingAssets\Scripts\Sources\Battle" by the one from AF, then run "StreamingAssets\Scripts\Compiler\Memoria.Compiler.exe": if everything goes fine, the program should tell you so and the "Memoria.Scripts.dll" should be (re)generated in the parent folder).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: adnanj91 on 2020-10-01 19:13:37
For some reason, the "Chemist" ability is not working correctly for me. It shows 300 when I use a potion but the real HP heal is only 150. Any idea how to fix this?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-10-01 20:04:31
That is hard to believe :o
I've double-checked and the number displayed is the same as the number of HP heal. There is no possibility for Chemist to modify one without modifying the other.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: adnanj91 on 2020-10-02 18:51:20
I'll try it again and try to record a video of it too.. will keep you posted.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: LeOsTyLe on 2020-10-03 17:17:14
I read that max summon bonus with jewels is +49. Do i need 49 Jewels or 99 for a bonus of +49?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: avfcjay on 2020-10-03 22:49:46
I read that max summon bonus with jewels is +49. Do i need 49 Jewels or 99 for a bonus of +49?

49 Jewels is all you need and you get the other +50gain from using the summon 50 times.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: LeOsTyLe on 2020-10-04 10:54:47
49 Jewels is all you need and you get the other +50gain from using the summon 50 times.

Thanks

Edit: Did some tests with Bahamut and Garnets

49 Garnets = 6k damage
99 Garnets = 7,5k damage

So you need 99 Jewels to get the +49 bonus.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-10-05 09:37:41
More precisely, you need 98 jewels for the +49 bonus (+1 every two jewels, except for Atomos for which it's +1% every 4 jewels and +1% every cast).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-07 01:02:55
Thanks for the Patience, Brow!
About the Chemist try to use in Battle...
Out of Battle I usualy see that the amount healed is inferior,
Por exemple, Potion heals only 100 HP, not 150.

Onde more question: Am I wrong or now Beatrix has a Trance Gauge?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-07 01:17:47
I was thinking in give to Marcus some passive skills like HP+20%, Bandit and alike... But  do Eiko learns Skills in the Slots that Marcus had previously learned?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-10-07 08:35:13
Yes, Beatrix has a trance now.
About giving passive skills to Marcus, Eiko would indeed learn the slots that Marcus learn... I'm not sure of the effect of the code "UnlearnAbility" in that regard: maybe you can use it in the field script of Conde Petie's Mountain Pass when Eiko joins the team for the first time, I *think* that it will reset the AP to 0 even if the corresponding skill ('s slot) was not fully learned.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-07 15:26:23
NICE!
Or I can put the Skills in the Slots of Abilities that she could have learned at the moment...
Rsrs
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Kelrin on 2020-10-16 19:49:27
Hi!

I use the most recent versions of AF and Moguri together for my current playthrough.
I just got Hildagarde 3 and, thinking it was time to recruit Beatrix, I rushed to Alexandria.
I've been looking for her all around the city and the castle, but didn't find her anywhere.

Am I trying to get her to soon? Do I have prior steps to take?

Edit: I figured it out, I had to put "Alternate Fantasy" before "Moguri XXX" in Memoria.ini.
Makes me wonder if I missed out anything from AF though. Bibi's first weapon did have MP+20% on it from the start... 🤔
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-18 22:46:32
I was think in transform "Mag Elm Null" in some kind of Support Ability that reduces enemies Elemental Resistance.
Something like:
-Absorb and Guard become Half.
-Half become Normal damage.

But i dont know what command line i wold use to edit this Sup. Ablt.

Have any idea?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: heretic667 on 2020-10-19 03:17:24
Quote
Tirlititi Mar 11, 2017 @ 3:00pm
You can remove those by short-circuit the method "EIcon::PollCollisionIcon".

With Memoria: Open "EIcon.cs", write a "return false" at the start of the function "PollCollisionIcon" and compile the thing.
With Hades Workshop: Go to "CIL Code" then search for "EIcon" -> "PollCollisionIcon" and replace the 2nd line "stloc.0" by "ret".

PollCollisionIcon handles only the bubbles that were added for the Steam version, so you still have the bubbles for the treasures and stuff.

Found this quote on steam from 2017.  Tirlititi, can you expand on this?  I'm hoping to get rid of the exclamation points that pop up next to every NPC while keeping the exclamation points that pop for the hidden items.  Unfortunately what is written doesn't make sense to me.  I use Memoria but I'm not sure where to go from there.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-19 03:24:08
When you edit a Status effect and you change his property, are you changing his animations too?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Rikku on 2020-10-19 18:17:23
Hi everyone !!

I played the v5.0 in PC and is amazing, congratulation for this amazing mod, i enjoyed it A LOT !!

I have a question, what are the differences between the PC version (v5.1) and the PSX version (v3.2) ??? And is the beatrix recluitable version compatible with the psx version ??

I am thinking on replaying it on a phone emulators so it needs to be the psx version (and i want Beatrix in my party  :P )

Thank you :)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-10-23 10:57:46
@DenisColli:
For the supporting ability, that's not so easy because you can't store the elemental properties of the target somewhere for temporarily change them (if you change them, it'd be for the rest of the battle)... I would say something like that should do the job, in AbilityFeatures.txt:

Code: [Select]
>SA 32 Your custom elemental resistance reduction
Ability WhenBattleScriptEnd EvenImmobilized
[►code=Condition◄] (TargetAbsorbElement & AbilityElement) != 0 [►/code◄]
[►code=EffectTargetFlags◄] EffectTargetFlags & 253 [►/code◄]
Ability WhenBattleScriptEnd EvenImmobilized
[►code=Condition◄] (TargetGuardElement & AbilityElement) != 0 [►/code◄]
[►code=EffectFlags◄] EffectFlags & 191 [►/code◄]
Ability WhenBattleScriptEnd EvenImmobilized
[►code=Condition◄] (TargetHalfElement & AbilityElement) != 0 [►/code◄]
[►code=HPDamage◄] 2 * HPDamage [►/code◄]

(Remove the black triangle signs ►◄ in the actual code; I had to put them for avoiding the forum's tag.)
"EffectTargetFlags & 253" prevents HP recovery of any kind and makes sure that the HP modifications, if any, are damage.
"EffectFlags & 191" removes the Guard flag; however it may have done side-effects before removal. For instance, elemental magic that have a chance to add a status will never add the status if the target is guarded. This will remain, unless changed in the .cs scripts.

About the status effect, I don't understand the question...
If you change the status effect of a spell for instance, then it will switch the whole status effect, including "animations" (icons, change of color, animation freeze...). Changing the property of a status effect property, in StatusData.csv, does not change its animation.

@heretic667: Do not use the "CIL Code" part of HW anymore, unless you know what you're doing, as there are way better ways to change the game's code than that.
The code it refers to is that one : EIcon.cs (https://github.com/Albeoris/Memoria/blob/main/Assembly-CSharp/Global/EIcon.cs).
Either you take Memoria's dev version (which means that you download the github repository and install Visual Studio for compiling everything... which can be very tedious especially if you're not a programer), or you download the tool dnSpy (available on the internet) to change the code of your game's "Assembly-CSharp.dll". In the later, the method you're looking for can be found inside "Assembly-CSharp -> Assembly-CSharp.dll -> {} - -> EIcon -> PollCollisionIcon". Once you've found it in dnSpy, right-click for "Edit Method" and let the method always return false (writing "return false;" as the only line of the method for instance).

@Rikku: No, Beatrix is not recruitable in the PSX version of the mod.
The description of the PSX version can be found here (http://forums.qhimm.com/index.php?topic=16324.msg275719#msg275719).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-25 02:42:24
You're a genious, man!
Thank you very much...
Some times a take days thinkng in how to eddit a line command.
A remade many Support Ability and Replaced some of than, too...
Now the Player have the opportunity to costumize your char.
There is:
- HP +10%, +15% and +20%
- MP +10%, +15% and +20%
- Defense + 15%
- Mag.Def. + 15%
- Strength + 25%
- Magic + 25%

- The Killer abilities now have nice names, like Dragon Slayer, Beast Chaser, Bird Hunter, Bug Killer (the same... this is nice as it is...), Man Eater and Dark Stalker (That work agains Undeads, Demons and Stones...)

- Fast Reflexes (In the place of Distract): Evade +10 +(Evade / 2) and  Mag.Eva. +5 +(Mag.Eva. / 2)

- MP Attack became Trance attack,that consume Trance.
- Concentrate became Trance Magic, that does the same...
- There's also Trance Jump and Trance Throw.

- I addapted an idea from Alberios and created a SA called Deliverance, that consimes half of your Trance and avoid Death Blows, letting you with 1 HP.

- Freya has Lancer Up (In place of Innitiative.)

- Alert now gives an aritimetical bonus that increases with the number of members using the same SA: Preemptive Priority +1, Preemptive + 28 and Backattack -12 per Char with the SA active.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-25 03:18:38
How do you know so many flags and codes?
Is there any other manual than the one that comes in Memoria Mod?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-10-25 12:09:18
 :'(
I'm the one who made that system and its documentation, so that's my example of a supporting ability that avoids fatal blows (and give auto-Berserk + Reflect + Vanish when triggered) at the cost of 1/2 trance gauge.

There is no other "documentation" for this system than the one present in the file.
In order to understand more flags and codes, you'd need to read Memoria's version of the source code of the game (especially SBattleCalculator (https://github.com/Albeoris/Memoria/blob/main/Assembly-CSharp/Memoria/Battle/Calculator/SBattleCalculator.cs) and more generally the classes in Memoria's Battle folder (https://github.com/Albeoris/Memoria/tree/main/Assembly-CSharp/Memoria/Battle/Calculator), btl_cmd (https://github.com/Albeoris/Memoria/blob/main/Assembly-CSharp/Global/btl_cmd.cs), btl_init (https://github.com/Albeoris/Memoria/blob/main/Assembly-CSharp/Global/btl_init.cs), ff9level (https://github.com/Albeoris/Memoria/blob/main/Assembly-CSharp/Global/ff9level.cs), ff9play (https://github.com/Albeoris/Memoria/blob/main/Assembly-CSharp/Global/ff9play.cs), btl_abil (https://github.com/Albeoris/Memoria/blob/main/Assembly-CSharp/FF9/btl_abil.cs)...).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-25 16:34:45
Oops! Sorry, man!
I thought you were was just an expert programmer on the system.
But this is just more merit for you!

I liked too much the idea of the SA... But the way it was in the exemple was a little O.P.

So I made something more "soft":

>SA 56 Deliverance
Ability AsTarget WhenBattleScriptEnd
[ code=Condition ] HPDamage >= TargetHP && TargetTrance >= 128 && (EffectTargetFlags & 3) == 1 [ /code ]
[ code=TargetTrance ] TargetTrance - 128 [ /code ]
[ code=HPDamage ] TargetHP - 1 [ /code ]
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-25 16:42:20
Another practical change I made was to give the Items the same descriptionin in battle that they have in field.
Just like Copy and Paste!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-25 17:00:44
Your SA idea ended like this:
>SA 32 Break Resist.
Ability WhenBattleScriptEnd EvenImmobilized
[ code=Condition ] (TargetAbsorbElement & AbilityElement) != 0 [ /code ]
[ code=EffectTargetFlags ] EffectTargetFlags & 253 [ /code ]
[ code=HPDamage ] HPDamage / 3 [ /code ]  .......  ( or X / 4 ... I didnt decided...)
Ability WhenBattleScriptEnd EvenImmobilized
[ code=Condition ] (TargetGuardElement & AbilityElement) != 0 [ /code ]
[ code=EffectFlags ] EffectFlags & 191 [ /code ]
[ code=HPDamage ] HPDamage / 2 [ /code ]
Ability WhenBattleScriptEnd EvenImmobilized
[ code=Condition ] (TargetHalfElement & AbilityElement) != 0 [ /code ]
[ code=HPDamage ] 2 * HPDamage [ /code ]


My idea is that the enemy now take damage from elements that in other situation would not... But taking less damage than normal...
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Helm_Smasher on 2020-10-25 23:11:33
I definitely would like to play this mod (currently playing Callisto's wonderful Ragnarok mod for FF8 though).

I did a cursory reading of this mod's features and it seems enemies are stronger? that said, does the difficulty curve still feel fair? I'd rather not have to juggle equippment to min-max stats just to get by; it would drain the fun of the game for me.

Thanks for making Beatrix playable, too. I always wanted that.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-10-26 02:16:02
The mod was designed to be beatable with no sort of grinding.
It was even proved to be beatable in a full lvl1 game (although that requires a lot of luck, retries and planning).

(Congrats @DenisColli btw)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Helm_Smasher on 2020-10-26 04:04:24
The mod was designed to be beatable with no sort of grinding.
It was even proved to be beatable in a full lvl1 game (although that requires a lot of luck, retries and planning).

(Congrats @DenisColli btw)

Thanks, it's comforting to know. I'll be sure to share my impressions as I play when I get to it.
Keep up the good work.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: SirBlackMage on 2020-10-28 11:40:01
Hello! I have a question; I'm wondering if the friendly monster encounters have been changed in any way. I've been running around outside Dali for a looong time (like, 20 minutes), both in the forests and plains, and I haven't encountered the Friendly Mu yet. I was stutter stepping the whole time which worked perfectly for the quizmaster, giving me all four possible encounters in ~10 minutes. At this point it seems statistically improbable for me not to have seen the Mu. Has its location been changed, or was it added to the regular encounter pool so encountering it is only possible with normal movement? I didn't see any mentions about either of this in the documentation, leaving me puzzled.

Edit: I tried running around normally for a while and eventually found the Mu, but it took over 20 encounters for some reason. I guess I just have the shittiest luck? So considering that, I guess results are inconclusive about the idea of stutter stepping not working for friendly monsters anymore. My hands are tired from the tapping, but maybe I'll try to ascertain this later.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-10-28 13:55:07
Stutter-stepping reduces (down to 0 if done perfectly) the probability of any encounter, except for the Ragtime Mouse. The other friendly monsters are handled like regular random encounters (except that you can't find them after giving them their item: they are replaced by another random encounter).

The locations and chances for meeting friendly monsters have not been modified in this mod. Only the Ragtime Mouse questions/rewards and the Friendly Yan (when you decide to fight him) have been changed.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: SirBlackMage on 2020-10-29 14:12:16
Ah, that explains it. For some reason I remembered the friendly monsters working the same way, probably because they use the same battle music. But now that I think about it, I have read that you can set battle music on a per-encounter basis in this game. And the Ragtime Mouse showing up in every forest would warrant its own encounter type whereas the friendly monsters each only appear in one area anyway. Makes sense, thanks for the quick reply!

Obviously I'm very early in the game, but I'm definitely enjoying the mod so far. Went into Plant Brain with everyone at lv1 and Black Waltz 1 at lv4 and the difficulty felt just right. One thing I was wondering about though, is the below-deck battle vs. Steiner when escaping Alexandria. Him inflicting Death with his regular phyiscals was a big surprise and I'm not really sure why it's a thing. Did you just want to have fun with that fight because losing doesn't affect anything? I'm playing your mod in co-op with a friend and I had to assure him repeatedly that this is not supposed to be some dumb hardcore mod where everything one-hits you haha.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-10-29 17:42:02
The fight with Steiner is one of the "boss" fights I'm the least satisfied with. Indeed, I didn't want to have a "press X to win" fight, especially early game, in order to let the player aware of the difficulty increase (and since everyone is healed before/after that fight), but the solution with the death strike is cheap.
Steiner's AI was made such that he wouldn't use that death strike often or if you're in a dire situation already (so you can always use items), but still, there's no much fun in that fight.

Anyway, good luck with your playthrough.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-30 21:53:05
Man...
Inoticed that in your game the Healing magic give the same amount of heal from single or multi-target...
Is this proposital?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-10-30 23:30:58
I was planing for a Moguri update to fix that kind of bugs but it might never come...
You can fix it manually by further edits of the "Memoria.ini": in the "[Battle]" section, apply these changes to the related fields:
Code: [Select]
Enabled = 1
EncounterInitial = 0
CountersBetterTarget = 1
SummonPriorityCount = 1
CurseUseWeaponElement = 1
FloatEvadeBonus = 30
CustomBattleFlagsMeaning = 1
SpareChangeGilSpentFormula = Power * Gil / 100
StatusDurationFormula = ContiCnt * (StatusIndex == 31 || StatusIndex == 27 ? 8 * (30 + TargetSpirit / 2) : (StatusIndex == 30 ? 200 : 400))
StatusTickFormula = OprCnt * 150
(More specifically, the bug with multi-single target being as powerful comes from "CustomBattleFlagsMeaning".)

The history of that bug is that "AlternateFantasy/Memoria.ini" should patch the main .ini file, and it works as long as the "[Mod] FolderNames" field is not the latest field of the main .ini. Since the Moguri mod decides for some reason to put that field last, the bug occurs and I had to write a fix for that (such that it'd work even when that "FolderNames" field is last). But for the fix to take effect, one would need to update the Moguri mod with the latest version of Memoria, which haven't happen for some time.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-31 00:43:01
The strange is that i dont use Moguri at all...
I dont even have it...
I only use the ALternate Fant./Memoria...
Moguri is too heavy... too much GBs!
And the onlt magic tha show this problemms seams to be healing magics...
I'm using the "Noautotrance". is that a problem?
...
I Tried... Problem remains...

Is it possible to fix it? writing a cheat to force the Scrip 10 to respect single/multi damage sistem?

...

I decided to download the Moguri...
Lets see...

... Hum... Bad news...

No change! Even in Moguri and doing the changes you told me.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-31 05:16:40
This is my Log:

31.10.2020 01:47:56 |M| [SteamSdkWrapper] Initialized: True
31.10.2020 01:47:57 |M| Loading configuration Memoria.ini
31.10.2020 01:47:57 |M| [FontInterceptor] Dynamic font initialization.
31.10.2020 01:47:57 |M| [FontInterceptor] Pass through {Configuration.Font.Enabled = 0}.
31.10.2020 01:47:57 |M| [FontInterceptor] Loading font [Original: TBUDGoStd-Bold (UnityEngine.Font)]
31.10.2020 01:47:59 |M| [GameLoopManager] RaiseStartEvent
31.10.2020 01:47:59 |M| InitializeItemText
31.10.2020 01:47:59 |M| InitializeImportantItemText
31.10.2020 01:47:59 |M| InitializeAbilityText
31.10.2020 01:47:59 |M| InitializeCommandText
31.10.2020 01:47:59 |M| InitializeBattleText
31.10.2020 01:47:59 |M| InitializeLocationText
31.10.2020 01:47:59 |M| InitializeEtcText
31.10.2020 01:47:59 |M| InitializeEtcText
31.10.2020 01:47:59 |M| [ResourceExporter] Pass through {Configuration.Export.Enabled = 0}.
31.10.2020 01:47:59 |M| [ResourceImporter] Pass through {Configuration.Import.Enabled = 0}.
31.10.2020 01:48:00 |M| InitializeItemText
31.10.2020 01:48:00 |M| InitializeImportantItemText
31.10.2020 01:48:00 |M| InitializeAbilityText
31.10.2020 01:48:00 |M| InitializeCommandText
31.10.2020 01:48:00 |M| InitializeBattleText
31.10.2020 01:48:00 |M| InitializeLocationText
31.10.2020 01:48:00 |M| InitializeEtcText
31.10.2020 01:48:00 |M| InitializeEtcText
31.10.2020 01:48:00 |M| [AudioResourceExporter] Pass through {Configuration.Export.Audio = 0}.
31.10.2020 01:48:02 |M| [SteamSdkWrapper] Request stats: True
31.10.2020 01:48:54 |M| InitializeBattleText
31.10.2020 01:48:55 |M| [AssetManager] Asset not found: BattleMap/BattleTexAnim/TAM_B121.tab
31.10.2020 01:48:55 |M| [AssetManager] Asset not found: Models/GeoTexAnim/GEO_MON_B3_014.tab
31.10.2020 01:48:55 |M| [AssetManager] Asset not found: Models/GeoTexAnim/GEO_MAIN_B0_029.tab
31.10.2020 01:49:01 |E| [SoundData] Sound not found: 484
31.10.2020 01:49:01 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 01:56:09 |M| [GameLoopManager] RaiseQuitEvent

(In Memoria... In Moguri is almoust the same)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-10-31 12:14:35
You cannot use Alternate Fantasy without the Moguri mod or Memoria now (unless you go back to a previous version of the official game, force the game to ignore Steam updates and install a previous version of AF that is not available in the OP anymore).

You can install Memoria only without installing the 8GB of Moguri. Now that you have Moguri, you can attain about the same result by deleting the 3 Moguri folders (in the folder "Final Fantasy IX") and removing their names inside the Memoria.ini.

I've just checked and that was indeed a bug from my end: I forgot to take the multi-target decrease into account in the formula.
So... there's no fix for that now. I don't think I will ever update AF to fix that... I may update the source code though... which would allow people to fix the problem after a relatively easy manipulation... I don't know.

Thanks for warning then.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-31 12:33:04
Nice! Do it , man!
For me its better to update the Source Code than restart a new version...
(After all this changes)
We are waiting...
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-10-31 12:57:07
Ok.
Turns out it was easy to update in the end (I could just use Memoria's one-click compiler) so the whole thing is updated now, source code and mod file (that's the Memoria.Scripts.dll file that needed an update).

I saw that I miserably failed and that the source code that was previously shared was the one from a previous version of AF (when it came to the .cs files at least; the .hws surely were up-to-date), so that's also a good thing.

Also, the Memoria.Scripts.dll is now slightly smaller for some reason (it was 50KB and it's now 45KB). Not sure why is that... It might be because I compiled with the Moguri mod installed instead of the Memoria mod, or because there was a couple of updates of the Moguri mod since then... It's surely nothing, but if you spot something weird in battles that weren't there before, don't hesitate to tell me.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-31 13:26:59
Thanks man!
For me, its better to simply replace "Memoria.Scripts.dll" for the new version.
Is that right?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-10-31 14:04:30
Yes.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-31 14:07:17
"A few moments later..."

Congratulations, man!
Its working perfectly! I just replace "Memoria.Scripts.dll" and the white magic is respecting the law...
No more arrest warrants for her!
The normal attacks also...
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-10-31 14:12:42
My Log: Is this some kind of problem?

That is the Order that worked with me:
FolderNames= "MoguriFiles", "MoguriSoundtrack", "MoguriVideo", "AlternateFantasy"

31.10.2020 10:43:27 |M| [SteamSdkWrapper] Initialized: True
31.10.2020 10:43:28 |M| Loading configuration Memoria.ini
31.10.2020 10:43:28 |M| [FontInterceptor] Dynamic font initialization.
31.10.2020 10:43:28 |M| [FontInterceptor] Pass through {Configuration.Font.Enabled = 0}.
31.10.2020 10:43:28 |M| [FontInterceptor] Loading font [Original: TBUDGoStd-Bold (UnityEngine.Font)]
31.10.2020 10:43:30 |M| [GameLoopManager] RaiseStartEvent
31.10.2020 10:43:30 |M| InitializeItemText
31.10.2020 10:43:30 |M| InitializeImportantItemText
31.10.2020 10:43:30 |M| InitializeAbilityText
31.10.2020 10:43:30 |M| InitializeCommandText
31.10.2020 10:43:31 |M| InitializeBattleText
31.10.2020 10:43:31 |M| InitializeLocationText
31.10.2020 10:43:31 |M| InitializeEtcText
31.10.2020 10:43:32 |M| InitializeEtcText
31.10.2020 10:43:32 |M| [ResourceExporter] Pass through {Configuration.Export.Enabled = 0}.
31.10.2020 10:43:32 |M| [ResourceImporter] Pass through {Configuration.Import.Enabled = 0}.
31.10.2020 10:43:33 |M| InitializeItemText
31.10.2020 10:43:33 |M| InitializeImportantItemText
31.10.2020 10:43:33 |M| InitializeAbilityText
31.10.2020 10:43:33 |M| InitializeCommandText
31.10.2020 10:43:33 |M| InitializeBattleText
31.10.2020 10:43:33 |M| InitializeLocationText
31.10.2020 10:43:33 |M| InitializeEtcText
31.10.2020 10:43:33 |M| InitializeEtcText
31.10.2020 10:43:33 |M| [AudioResourceExporter] Pass through {Configuration.Export.Audio = 0}.
31.10.2020 10:43:35 |M| [SteamSdkWrapper] Request stats: True
31.10.2020 10:44:54 |M| InitializeBattleText
31.10.2020 10:45:01 |M| [AssetManager] Asset not found: BattleMap/BattleTexAnim/TAM_B121.tab
31.10.2020 10:45:02 |M| [AssetManager] Asset not found: Models/GeoTexAnim/GEO_MON_B3_014.tab
31.10.2020 10:45:02 |M| [AssetManager] Asset not found: Models/GeoTexAnim/GEO_MAIN_B0_029.tab
31.10.2020 10:45:06 |E| [SoundData] Sound not found: 353
31.10.2020 10:45:06 |M| [AssetManager] Asset not found: SpecialEffects/ef353
31.10.2020 10:45:08 |E| [SoundData] Sound not found: 484
31.10.2020 10:45:08 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:46:37 |E| [SoundData] Sound not found: 484
31.10.2020 10:46:37 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:46:39 |E| [SoundData] Sound not found: 100
31.10.2020 10:46:39 |M| [AssetManager] Asset not found: SpecialEffects/ef100
31.10.2020 10:46:49 |E| [SoundData] Sound not found: 484
31.10.2020 10:46:49 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:47:08 |E| [SoundData] Sound not found: 104
31.10.2020 10:47:08 |M| [AssetManager] Asset not found: SpecialEffects/ef104
31.10.2020 10:47:16 |E| [SoundData] Sound not found: 484
31.10.2020 10:47:16 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:47:27 |E| [SoundData] Sound not found: 484
31.10.2020 10:47:27 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:47:42 |E| [SoundData] Sound not found: 484
31.10.2020 10:47:42 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:47:53 |E| [SoundData] Sound not found: 484
31.10.2020 10:47:53 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:48:21 |E| [SoundData] Sound not found: 484
31.10.2020 10:48:21 |M| [AssetManager] Asset not found: SpecialEffects/ef484
31.10.2020 10:48:23 |E| [SoundData] Sound not found: 107
31.10.2020 10:48:23 |M| [AssetManager] Asset not found: SpecialEffects/ef107
31.10.2020 10:48:58 |M| InitializeBattleText
31.10.2020 10:49:00 |M| [AssetManager] Asset not found: BattleMap/BattleTexAnim/TAM_B121.tab
31.10.2020 10:49:01 |M| [AssetManager] Asset not found: Models/GeoTexAnim/GEO_MAIN_B0_029.tab
31.10.2020 10:49:05 |E| [SoundData] Sound not found: 326
31.10.2020 10:49:05 |M| [AssetManager] Asset not found: SpecialEffects/ef326
31.10.2020 10:49:07 |E| [SoundData] Sound not found: 326
31.10.2020 10:49:07 |M| [AssetManager] Asset not found: SpecialEffects/ef326
31.10.2020 10:49:11 |E| [SoundData] Sound not found: 107
31.10.2020 10:49:11 |M| [AssetManager] Asset not found: SpecialEffects/ef107
31.10.2020 10:49:29 |E| [SoundData] Sound not found: 100
31.10.2020 10:49:29 |M| [AssetManager] Asset not found: SpecialEffects/ef100
31.10.2020 10:50:52 |M| [GameLoopManager] RaiseQuitEvent
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-10-31 18:00:34
The correct order is this:
FolderNames = "AlternateFantasy", "MoguriFiles", "MoguriSoundtrack", "MoguriVideo"

If that order doesn't work, then there's a problem with some of the AF files.
You don't necessarily see the problem when using the wrong order, but there are many features of AF that won't be enabled then.

The logs you've shared are not showing any problematic error.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-11-01 16:36:28
I tried again with this order you told me...
Worked perfectly... Thanks
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-11-03 23:39:04
A question: When we have Skill sets like Dyne, Elan and Shiroken... What defines that you "learned" (or only have access) the Skill Y in the moment you learned the Skill X?
For exemple: Tho have access to the No Mercy (Multi) when learning the No Mercy (single)...
What define this behavior?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-11-04 10:39:01
That's the "Trance link" field in "Party -> Stats", mostly.
For example, Zidane's "Trance link" is set to "2nd command": the spells of the Dyne command will be available only if the related spells of the Skill command are learned ("related" means "at the same position in the command list" there).
If I'm not mistaken, adding more spells to the trance version (Dyne for example) will make them completly unusable, unless you add them to the "Ability List" above as well and earn enough AP or have an equipment teaching that added spell.

Note also that the spells of "Blk Mag" and "Dbl Blk" are exactly the same. Characters don't learn "spells inside a command" but simply learn "spells", making them available in all of their commands, so Vivi could as well have no trance link at all for the same result.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: SirBlackMage on 2020-11-04 17:25:09
Quick question, sorry if this has been answered before.
Is there still any permanently missable equipment from shops in this mod? Should I be prepared to buy, like, 15 Chain Mails halfway through disc 2?

Edit: I just noticed this in the scripts readme...

Quote
L. Castle/Royal Chamber  -> Added "Learn Free Energy" as a reward for the hunt

So you get Free Energy for winning the Festival? I had no clue this was a thing so I just let Freya win, as always. I assume there is another way to learn this?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-11-04 19:48:35
Yes, I *think* there are still missable in this mod. Less than in the normal game, but I don't guarantee all the equipments or even abilities to be available in disc 4 (Blue Magics are though).

And yes, you can learn Free Energy later on (late disc 2 IIRC); winning the festival makes it available sooner. The Coral Ring also becomes a price in Treno if you don't have one already, for having more reasons to win the festival.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: SirBlackMage on 2020-11-04 22:32:45
I'm more worried about equipment not being available past disc 2 because, for some reason, there's like 3 points where you arbitrarily get locked out of buying that stuff for the rest of the game. For Disc 3, it's only Mythril Swords, I believe. I guess I'll just play it safe and assume the things that are normally missable will continue to be.

Wish I had known about the festival thing beforehand. Maybe I should've considered that the mod might change something about it, but oh well, it won't really matter in the long run. Is there any indication of this change, besides the scripts readme? I'd assume a lot of people are defaulting to letting Freya win because they have no clue about this change, as I did. Changing the dialogue slightly to indicate something is different would be a good idea. I do think it's a pretty neat addition, though and I definitely would've let Zidane win had I known.

And before I keep spamming this board with questions, I'll just ask in advance; is there anything else like this that I should know about? I'm very OCD about missing things in games like these so knowing if I need to do anything differently than normal to see all the content would be much appreciated. The last thing I would want is to somehow miss one of the required items for Excalibur II.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: radzradr on 2020-11-04 22:39:48
Tirlititi I'm having some really odd issues with the You're Not Alone sequence of fights in Terra.

1) I can NEVER defeat Amdusias unless I remove Alternate Fantasy from the mod list. The battle continues on forever (Freya and Amartant appear as normal), when the mod is removed I defeat it as normal can can progress. What I did then try to do is re enable Alternate Fantasy to get over that battle and get to the next section with Abadon...

2) When I use continue from the main menu and get back to the battle before Abadon, Beatrix is there which is good. When I enter the battle there are two Abadon's....is this normal? Again I am not able to defeat these at all. Again removing Alternate Fantasy means only one appears (no Beatrix).

I have not done anything odd install wise so not sure why it's happening, should Alternate Fantasy be causing this affect? I have Moguri installed but no other mods. Thank you for your help

EDIT: I have tried using the newer download link (5.1b) but no dice
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Tirlititi on 2020-11-05 09:02:51
@SirBlackMage: I remember several equipments in Esto Gaza being essential for Freya/Amarant's skills and missable as well.
There is no indication on the change of the Festival of the Hunt out of the Readme.txt, nor for different minigame tweaks. That's part of the things I prefer people to observe on the spot, as I consider that noticing these differences in-game brings more than reading them in a complete textual log... even at the cost of having chances to miss them. Since there's nothing permanently missable there, I would stick to the mention in the Readme.txt and not refer to it in the description of the mod written for a larger audience.
But since you ask, I would say that the fight against the Friendly Yan has also changed (and it's easily missable) and several jewels can be obtained as rare Hot & Cold treasures while they were in limited amount in the normal game (that is more like a poisonous gift toward people who want to 100% the game, including getting 99 of all the items when possible ^^").
Also, there's a hidden fight against two Sand Golems in Cleyra's Trunk but it can easily be triggered by chance.

The list for treasures to get Excalibur II is in that topic (https://gamefaqs.gamespot.com/boards/197338-final-fantasy-ix/53291707?page=1), as said. It is almost complete: I think there are only the Protect Ring reward for the Nero brother sidequest (disc 4) and maybe the card reward for finding the cat in Alexandria (disc 1) that should be added to that list. They are not counted in the mistake count I wrote though.

@radzrader: Have you tried doing that (http://forums.qhimm.com/index.php?topic=16324.msg282458#msg282458)? changing the settings in your main "Memoria.ini" in order to force the changes that should be automatic but are not due to a bug.

I am a bit embarrassed because that bug (if really it's the problem for YANA's section, which I think it is) should have been fixed so long ago... It would only require to update the installer of the Moguri mod, but Ze_PilOt uses a custom version of Memoria for some reason and wants a specific installer for the Moguri mod. But then, I never asked him to update his stuff as I thought that he would simply do it when seeing that Memoria gets updated, so I can't really complain about it...

Battling two Abbadons when Beatrix is there is the normal behavior, though they shouldn't be invincible at all (the appearance of Zidane is time-based and the damage done before that is nulled, same as the normal game, although it's not the fairest thing to have).

PS.: There are reports of another bug in Pandemonium after defeating the Silver Dragon. That bug is unrelated to the fixes in Memoria.ini. I suspect that the Moguri mod improperly uninstalls AlternateFantasy (or the BeatrixMod) as it does when touching some of the options in the launcher (another bug of the Moguri mod), but I have no confirmation or denial of that. If that happens for you, temporarily uninstalling the mod seems to be the only option.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: radzradr on 2020-11-05 09:16:14
Tirlititi, I did the manual input for the Memoria.ini as stated and gone in the battle. Amdusias is still invincible, I have this section on continue so can happily continue to test anything for you
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: radzradr on 2020-11-05 10:36:34
Okay so removed Moguri and got the Memoria Engine from nexusmods, patched the installer and got AlternateFantasy working. It seems to be the same issue at this point as well.

The Memoria Engine on nexusmods is v2020.08.07 which is the current tag in GitHub. I see you did some commits Tirlititi a few days ago...was that to fix this issue?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-11-06 02:11:41
That's the "Trance link" field in "Party -> Stats", mostly.
For example, Zidane's "Trance link" is set to "2nd command": the spells of the Dyne command will be available only if the related spells of the Skill command are learned ("related" means "at the same position in the command list" there).
If I'm not mistaken, adding more spells to the trance version (Dyne for example) will make them completly unusable, unless you add them to the "Ability List" above as well and earn enough AP or have an equipment teaching that added spell.

Note also that the spells of "Blk Mag" and "Dbl Blk" are exactly the same. Characters don't learn "spells inside a command" but simply learn "spells", making them available in all of their commands, so Vivi could as well have no trance link at all for the same result.

nice! só its possible to have more then 8 skills with its relatives trance links?
If you have 10 normal skills you can have 10 link skills. right?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: radzradr on 2020-11-06 18:16:53
Tirlititi, managed to get around all these issues doing a few things, I stream the mod so everything can be found there however:

To get past Pandemonium I used the BeatrixMod to retain her as much as I can before reapplying Alternate Fantasy, I still used Moguri.

1) Before fighting Amdusias in Memoria.ini I removed Alternate Fantasy and replaced with BeatrixMod. This did the treat and I got past Amdusias.

2) Abadon comes next and Beatrix appears (yay), everything plays out up until the Silver Dragon (as Tirlititi has mentioned)

3) The game will crash at this point and show up a weird graphical error across the screen, to get past this I closed the game and removed BeatrixMod retaining only Moguri. I used continue to get past the crash.

4) After a few scenes and BEFORE the section where the "group" all run past the elevator stone thing, close the game and then add AlternateFantasy back into the Memoria.ini. Do continue again and you should see Beatrix running with everyone else. At this point.....everything works again!

I am on disc 4 just in Memoria, the Red Rose scene played out well with Beatrix remain on the Invincible. As I have mentioned I do stream this mod so I have the video of how to do all of this, so will likely upload to YouTube at somepoint.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-11-10 18:23:01
A little question: Do S.A. like Concentrate, Chemist and Power Up apply its bonus when its respective skills are used in Script 80 (Double Cast Special) ?
Another words: Do Script 80 respect the Scrip (and SA bonuses) of the 2 Skills it uses?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: geno93 on 2020-11-11 00:03:45
Hi i really enjoyed this mod you really did a great job ,i played it 1y ago.I install it again for try the new update but i found some problem on my side. I deleted all old data and istall the moguri mod and the AF5.1 on clean, but i keep using my old save data because i only wanted to try the new bosses. So here is my problems:
1 there is something write about beatrix have is own trance now ,but i still dont see the bar for it (maybe the problem is my old save) there is a way to unlock the trance?
2 i have the rank s on treasure and im pretty sure to get 100% of them so how can i get the excalibur ii now? (maybe still my old save with old mod stucking me)
Your mod is really cool :) :) and i hope you give me some help, the beatrix recruiting is really cool and work flawless .
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-11-18 17:33:17
A little question: Do S.A. like Concentrate, Chemist and Power Up apply its bonus when its respective skills are used in Script 80 (Double Cast Special) ?
Another words: Do Script 80 respect the Scrip (and SA bonuses) of the 2 Skills it uses?
About this question i already discovered... rsrs
Hello, Brother! How are you?
Is it possible to create a S.A. that change the Target Code of an specific Skill or Script?
Like to replicating the Amarant logic... When you havent this SA, some sikill (or group of skills) are single targeted... And when you equip the SA, they become multi-targeted (If its possoble, during Trance!)...
If its possible, please, leave a simple exemple!
Am ansious to know the see!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: PT5678 on 2020-11-20 00:46:40
For some reason the memoria file deletes "AlternateFantasy" from the line Folder Name
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Unwise Owl Tattoo on 2020-11-23 07:30:44
nevermind think i got it to work
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DenisColli on 2020-11-23 18:00:59
I always bring many strange questions for you, isent?
Here goes one more: I LOVE the Moonlight Slash animation...
Is it possible to edit it in a way that it dont break the target animation?
If its also possible to done in the "AbilityFeatures.txt" (as an SA that prevent the enemy to break), please explain me.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: TheYokai on 2020-11-28 06:33:49
Is there a way to tell early game if the mod is working properly? I feel like I don't remember Vivi starting with +20% MP ability, but maybe that's bad memory.

Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Helm_Smasher on 2020-11-29 09:53:29
Is there a way to tell early game if the mod is working properly? I feel like I don't remember Vivi starting with +20% MP ability, but maybe that's bad memory.

If Vivi's starting Rod has that, then it's working, if I recall correctly.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: iamel090 on 2020-12-01 11:03:29
Hi Tirlititi, I'm having an issue with the Beatrix Only mod which I started to use first and got up to the point that Beatrix joins my party. But when the 2nd cutscene that she's officially in the party (wherein Ipsen's Castle and we find Amarant ahead of us in the 4 mirrors room) comes up she is replaced by Vivi constantly no matter how much I switch the party members around.

I also tried switching from Beatrix Only mod to Alternate Fantasy but still the issue persists and Beatrix doesn't appear in cutscenes particularly involving her as one of the 4 party members. 

Anything I can attach to help with the solution to this? Just a heads up I'm still noob to modding and coding so I dunno where to find the necessary game logs to find errors.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Sacralletius on 2020-12-08 23:00:55
Hello there

I attempted to do some modding using Hades Workshop. I'm using the Steam version.
I followed all the steps to make a Non-Memoria Mod folder and a Memoria Mod folder and added the Memoria archives to the NMM files (not the DLLs).
I opened the EXE file of FF9 in the NMM folder and then loaded the source file (AlternateFantasy_v5.1.hws) in Hades Workshop and I've made several edits, namely:

- Given Blank, Marcus and Cinna spells and abilities.
- Changing some Enemy stats.
- Tweaking the amount of XP required to level.

Unfortunately, I cannot get the changes to the enemy stats to work, as I tested it on the first fight.
I gave him 100 Strength, but his attacks still hit the same values as before. I also increased his HP from 10200ish to 11400ish. Finally I added some effects to his attacks. I turned "Get Some!" into "Trouble Slash" to inflict the Trouble Status and "Gwhahaha!" into "Crippling Slash" to inflict the Slow Status.
While the names of the attacks did get changed properly, none of the other things seem to work when I test them in game. However, the spells added to Blank, Marcus and Cinna did work.

Maybe it has to do with the way I generated the output files?

You see, I can generate the files just fine when I use the "Spreadsheets" and "Raw assets" option. (although some generated folders were in the incorrect order, namely the "Data" folder wasn't inside the "StreamingAssets" folder.) However, when I attempt to generate the files through "Spreadsheets" and "Unity Archives", I get an error "Cannot generate this file".

I can send you the .hws of my edits, if you'd like?

Anyways, thank you for your great work.

Kind regards

Sacra
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: TheYokai on 2020-12-13 06:00:40
So I seem to be having a problem with this mod.

Everything has been going perfectly but I can't seem to find beatrix for recruiting. I got to the point where you get Hilda Garde 3 and checked Alexandria Castle before and after ipsen's castle without any luck finding her to recruit.

Did I do something wrong?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: mythikdawn on 2021-01-04 03:59:35
Hey, I know Tiri isn't as active anymore, but I was wondering if there's a list anywhere of the changes that are NOT present in the PSX version? I'm guessing it's basically all the added bosses + Beatrix, but just wanted to double check.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: XLMaths on 2021-01-07 15:33:29
So I seem to be having a problem with this mod.

Everything has been going perfectly but I can't seem to find beatrix for recruiting. I got to the point where you get Hilda Garde 3 and checked Alexandria Castle before and after ipsen's castle without any luck finding her to recruit.

Did I do something wrong?

Same here. Are the other flags during the story that need to be activated first?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Rikku on 2021-01-09 10:13:49
Is there a way to add some new skills ?
I wanted to add the missing Frog Drop, Thievery and Dragon Crest to Alternate Fantasy (i tried using Hades Workshop) but it didn´t work.

I tried to edit the Free Energy from Zidane (no trance skill) in exchange to Inferno (for a all enemy attack) but didn´t work.

Can someone help me ?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Rikku on 2021-01-10 12:24:40
And another  question ...

Hoy do you know if enemys are modded???

I remember the first boss Steiner causing death with a single attack but now he doesn`t do it... just a simple attack
But
I have mp+20% on Vivi first mace
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: Nikkolas on 2021-01-13 18:52:28
EDIT
Nevermind, you took care of it on Steam Thanks again..
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
Post by: DrakeRavenwood on 2021-01-24 02:07:57
Hi sorry to be that person but I heard your working on a ff8 Mod too...
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.0)
Post by: paky-outsider on 2021-05-08 10:57:47
Hi @tirlititi
and hi to everyone who can help me.

A year ago Tirlititi gave me the mod for PSX version in italian language.
So I started to play and the game works...until to Lindblum.
To be more clear:
- I apply the mod to an italian iso and i play with an emu: so the mod works but in Villlage of Dali, before the Walzer fight, the dialogues between the characters gone wrong: some of what Walzer suppose to says is refer to Garnet or Steiner but the game go ahead.
After Lindblum attract, in the elevator to see Cid, dialogues gone wrong again and when meet Cid the dialogues stucks and the game is blocked. I try to get trought this part with a normal iso and after reloading with the mod but the game is totally gone (after cid meet, with Zidane in one of the zone of the lindblum, the dialogues with the peolple are completely wrong or maybe some characters appears where don't supposed to be in the normal game and in the mod, i think)
So, i've tried another shoot: apply the mod to an US iso.
The game work but is still in english. I've not played it until Lindblum...

So, someone can help me throught this, to play the game in italian with the PSX version? Or should i play the mod only on pc version?
I wanted the psx italian version (if possible) to allow my father to play this game that we loved years ago.

Any help is welcome


@paky-outsider: Here is the italian version of the mod on PSX (v3.2).
Alternate Fantasy (italiano - PSX) (https://www.hiveworkshop.com/attachments/alternatefantasy_italiano_v3-2-zip.352998/)
I didn't test. Tell me if there are bugs.

@fenrrir18: Not yet. Snouz is doing some more works, correcting a couple of bugs. Once he's done, I'll look at what needs to be done for a compatibility version.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Caledor on 2021-05-09 13:32:38
My 2 cents as a fellow (Italian) ff9 modder.

Could this be related to the disalignment of some dialogues between languages?
I honestly dunno how much AF alters dialogue but maybe I could help in some way
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2021-05-09 13:45:03
Yes, that may be disalignment of dialogs...
Sorry but that's too long ago and I don't know what I did for creating this italian version. I just saw that the .hws is included in the download link though. If you can check it, Caledor, that would be awesome.

"maybe some characters appears where don't supposed to be in the normal game and in the mod" -> That, I find it dubious. I don't think it's possible to do that by mistake considering how difficult it is to do it willingly, on the PSX version.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Caledor on 2021-05-12 10:37:04
I don't think i'll be able to do some first hand testing since i don't have a psx version anymore (steam is just better in every aspect) but i can definitively lend a ear if paky wishes so.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Dudebrah91 on 2021-05-26 11:52:48
Hi, regarding the Beatrix-only mod, when she joins she only has the Swrd Art skills? Is it possible to give her the Wht Magic which she had in-game?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: YouffieFanFR on 2021-06-05 20:20:29
Hi. Something is wrong in my game. My team make 0 damage... I don't even see any numbers... But ennemies does damage me.

Edit: Launching the game with the ff9.exe from your files seems to solve my problem...
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: authenticmaniac on 2021-06-17 22:10:49
Hello, I'm writing on here hoping that maybe someone... if there is someone. That can help me out with my issue that I am having.

I do have the new AF and I did see the hws file that is in there, I decided to use that instead of the whole Memoria thing. Now I did go with the Memoria update, however I was left with an issue where I seem to be missing the ini. Anyways, so I just did a whole fresh new download of the game and did the hws, proceed to save the modded files after doing some changes but yet unfortunately get the unable to create the files error. Now I did try this again without my changes but even that didn't work still, so I am clueless as to why this is an issue. Could it be the new ui in the game preventing the change?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: circle on 2021-08-30 07:18:41
I'm having trouble getting this mod to work.

I have followed the instructions, but I checked Vivi's equipment and his rod doesn't have the MP +20% skill, which I've read indicates that AF has not been installed correctly.

I did find the installation somewhat confusing, I think I did it right but am not sure. The readme indicates to unzip the files, then copy ONLY the "AlternateFantasy" folder into the game directory. This confused me because there are a bunch of seemingly important files that you are NOT supposed to copy into the FFIX game directory?

Anyway, I copied only that folder over, edited Memoria.ini as the readme states and the mod isn't installed.

I tried again with a fresh install and just copied everything in the folder over, but that didn't work either and it broke Moguri.

After reinstalling (again) Moguri is working perfectly again, but I still can't get this to work properly. Any help would be much appreciated

EDIT: I have managed to get Vivi's MP+20% skill to show up, so the mod DOES seem installed, but in battle none of my attacks hit. I've seen this mentioned as a bug online, but haven't found any clear instructions for fixing the problem.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2021-08-30 09:28:46
Are you using the UI Battle Scaling mod? I've been told they don't work well together now.
Also, simply moving a folder in the game's directory should not break anything and you can revert the Memoria.ini back to normal pretty easily without re-installing anything. So I suspect you moved the content of the AlternateFantasy folder and not the folder itself. You mustn't replace any existing file when moving the folder. That's the whole point of the [Mod] section of Memoria.ini.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: circle on 2021-08-31 15:53:32
Started from scratch and got it all working correctly! I'm not sure what I did wrong previously but it sure was something

enjoying the mod a lot! The game is nicely challenging now but hasn't at any point felt unfair, the balance is very good.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: circle on 2021-09-14 16:21:06
Got all the way to the end of the mod without thinking anything was unfairly difficult, but Necron... wtf

Possibly my party is a little bit low level (around 40-45), but I beat Deathguise and Trance Kuja on the first try so idk. All my equipment is good from doing the sidequests/stealing, but he's an absolute bastard. After the first couple of rounds it feels like most of my time is spent just trying to keep my party alive. And that's despite the fact that they're often absorbing or guarding some of his attacks.

I did have one hilarious battle with him where he managed to berserk Zidane, who was the only one still alive and who absorbed and guarded everything with 1 HP for about 6 turns. I honestly thought Zidane might just do it himself, he was hitting for around 3500 each time and I'll already dealt tons of damage, but eventually Necron used Blizzaga or something and the game was up
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2021-09-14 17:14:02
Yes, Necron is a hell of a boss.
He has 30 000 HP that are refreshed everytime he absorbs an orb, which makes 120 000 HP in total. He also gets even less forgiving after absorbing these orbs. The struggle to keep on living while damaging him is intended (that doesn't mean it's fair ^^" but I wanted the player to be forced to save some turns to heal what he's inflicting to you). If it wasn't the final boss, I would consider him to be unfairly hard but since that's a final boss, I consider he's worth the challenge. I can understand he can be extremely irritating though.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: circle on 2021-09-17 09:11:56
Yes, Necron is a hell of a boss.
He has 30 000 HP that are refreshed everytime he absorbs an orb, which makes 120 000 HP in total. He also gets even less forgiving after absorbing these orbs. The struggle to keep on living while damaging him is intended (that doesn't mean it's fair ^^" but I wanted the player to be forced to save some turns to heal what he's inflicting to you). If it wasn't the final boss, I would consider him to be unfairly hard but since that's a final boss, I consider he's worth the challenge. I can understand he can be extremely irritating though.

Any tips then?

I've tried around 10 times and he is impossible. I have done everything I can possibly think of to protect myself - ribbons, circlets, shield armor, gaia gear, status protection abilities, auto-regen. Casting reflect on him so he can't cure/regen, casting reflect on my party to protect them. Nothing is enough. You said everything is possible without grinding, but I don't know how I can win this battle without going back to Memoria, grinding and going through Deathguise and Kuja again, something I really don't particularly want to do

Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2021-09-17 12:39:22
Usually, I say "everything can be done without grinding except maybe for Ozma and Necron". Although both can be beaten at lvl 1 (but that's a real and really difficult challenge).

He doesn't cast Water/Wind elemental spells, so the Ribbon is not that interesting. I would say they can be replaced with Rosetta rings with benefits (or even Madain/Coral Rings). Having ATB on wait mode and keeping the ATB frozen whenever you can is important as well. If you have Eiko, Carbuncle and Reflect-Null can be effective early battle (before he absorbs all the elements) and Dispel is usually more effective than Reflect if you time it right. If you have Vivi instead, Return Magic + Magic Elemental Null can be effective if he has some survivability (so he must have enough stones to equip important status protections on top of those). Other than that, his stages are 30 000 HP, which means that you would aim for dealing massive damage quickly with 4/5 attacks (in one or two turns ideally) so you end the stage and then take some time to heal and get control over his turns, then repeat. The only way to reduce Meteor's damage is to have Shell, either Auto-Shell or Quina's Mighty Guard, but you can decide on trusting Auto-Life instead when you get unlucky enough to get attacked by it. He will use Neutron Ring as a counter-attack after Grand Cross, so better spend a turn fully healing the status ailments. You must have a grasp on his turn orders: he has 4 ATBs, 2 of which are casting damaging spells, 1 is healing/protecing him and the last one is the fastest and always apply the same pattern: Blue Shockwave, Blue Shockwave, Grand Cross. Also, if Blue Shockwave is a problem for you, you can work towards evading it (it can be evaded with Magic Evasion, and Shell also decreases its hit rate).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: eisgiga on 2021-09-25 22:50:28
Is there any way to put a damage break limit doing over 9999 damage  ,since most attacks in the game are one hit Zidanes  trance skills could benfit a lot from it :)?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2021-09-26 08:52:45
Not really. Ark can bypass the damage limit because it deals damage twice, and Doom can bypass the damage limit when applied on some bosses, but that's pretty much all.
In term of coding possibilities, I guess that could be done at least in Alternate Fantasy without bugs. I'm not sure if/how/when I'll let this happen though.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: eisgiga on 2021-09-26 17:23:41
Not really. Ark can bypass the damage limit because it deals damage twice, and Doom can bypass the damage limit when applied on some bosses, but that's pretty much all.
In term of coding possibilities, I guess that could be done at least in Alternate Fantasy without bugs. I'm not sure if/how/when I'll let this happen though.
Thanks for the answer :)
I hope one day you do it ,I think that could bring new strategy to the game in terms of trance skill ,or maybe you could only break the damage limit ,when in trance mode.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: vomitrocious00 on 2021-12-02 20:32:09
Something I've noticed with certain Equipped Skills or HP/MP modifying equipment.

Let's say I give Vivi Mp+20% and equip it and then restore his MP to the new full value. The moment I change any other skill or piece of equipment on him the stat returns to it's original value. His new MAX value will remain but he'll lose the MP I had just restored.

A similar thing happens when I start the game from my previous save...even though I KNOW for a fact that he was at full MP previously...he has lost the bonus MP points though still retains the MAX value allotted by the skill/equipment placed on him. Much like the scenario I explained above.

This occurrence is not limited to Vivi. I've noticed it with Quina and other users of HP increasing abilities.
Something similar also occurs with the Half MP Skill. Usually unequipping and re-equipping seems to fix it.

Wondering if other people have experienced this and if there is a known solution to it yet.
I'm using AF with the Moguri Mod.

Hope I'm explaining it properly, lol.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2021-12-03 00:57:47
Thanks for the bug report. For Half MP, I thought it was fixed. For the others, I need to search what's wrong.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: p1w1x on 2021-12-12 21:48:57
Hi! Can I use this mod with the Spanish version of the game (PSX)?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2021-12-12 23:25:36
Hello p1w1x.
No, sorry. I didn't make a spanish PSX version of the mod. Even the italian, it seems to have huge dialog bugs.

The PSX version (v3.2) of the mod can be played either in english or in french. Only the PC version (v5.2) can be played in any official language properly (english, japanese, french, german, spanish and italian).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Dalkil on 2021-12-13 21:29:11
First of all, thanks for this mod. Modders are always those who keep alive a game.

I wanted to ask if I have screwed my Alternate Fantasy installation, since I think it's as easy as normal and, for instante, Lani didn't have animation for the Elixir (just appeared the name on top of the screen).

https://ibb.co/bvcGN6W

I pasted the folder "AlternateFantasy" in the FFIX main folder (the one with the .exe) and then added the name of the folder to Memoria.ini, but now I'm starting to think that the order in which folders are written in the ini matters?

https://ibb.co/18WqXZg

I might have farmed a lot. I don't know. If this info helps, Dantalian hit me for 800 with his AOE poison+ or the name it has in English version. Also, I know that Lani (the last boss I fought) had the same MP than Vanilla game, that is, more than 4k mp.

Thanks!

Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2021-12-13 21:47:45
Yes, the order matters. It should be that instead:
Code: [Select]
FolderNames = "AlternateFantasy", "MoguriFiles", "MoguriSoundtrack", "MoguriVideo"
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Dalkil on 2021-12-13 21:50:52
Ouch. So... should I repeat the previous 20 hours I've been playing, or can I keep going forward?  :'(

Thanks for the answer.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2021-12-13 23:21:07
You missed a couple of things but nothing terrible will happen if you continue forward.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Dalkil on 2021-12-14 00:32:01
Well, I started a new game to see if the difference was noticeable or not, and it is. I think the funny part is trying the mod and see how it makes my life harder, so I will keep playing this new game as this was exactly was I was expecting from Alternate Fantasy (dumb me, not having into account the order of mods in the .ini).

It will be a little tiring, but I will do the skill grinding with turbo (of course, if those Mandrakes don't kill me easily!).

Thanks again for this great mod!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: vomitrocious00 on 2021-12-22 23:55:45
Hi, again. I had a question about tweaking a couple things from the AlternateFantasy.hws But I'm having a little trouble.
I really like the difficulty increase, but I found there were odd things here and there I wanted to tweak to make things easier on myself, for example, stat growth equipment, steals from bosses, or tweaking eidolons.

What I did was use HadesWorkshop to open my installed ff9.exe then opened the AF.hws and do my changes there and then just export the steam mod using default option that specifies is made to work with the moguri mod.

I found that worked fine at first, and the changes I made were clearly made but I also lost somethings along the way.
For example: You know how Accuracy+ is supposed to guard against Blind in addition to proving extra accuracy? That's gone, I blinded one of my toons to test it and they got had the status on them, despite the SA equipped. (Keep in mind I didn't at least knowingly change anything to do with support abilities).
Same thing happens with for example, the Fairy Flute's "Shared Aid" ability, which btw I thought was a really neat thing to do.

I'm curious if I'm perhaps missing a step prior to creating the steam mod that will enable to retain all these things you put in and still keep my desired changes as well. Is there another programs I can use? I tried looking through the steam thread bc I swore I read someone say something like using "dgx" or something to make changes, but couldn't find it lol.

Anyway, I hope I'm not being too cryptic. Thanks to anyone who replies, I appreciate it a lot :)

PS: One small correction to my previous post. HALF MP was indeed fixed, that was my bad for not double checking, I hadn't realized it had been fixed

Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2021-12-23 13:32:53
I have no idea about this "dgx". It doesn't ring a bell.

For the rest: the easiest way to do what you did without loosing any non-HWS modifications is to indeed export the Steam mod with "Raw Assets + Spreadsheets" options but then you need to merge the resulting folder with the non-modified AF folder. That way, you'll update the files generated by HWS and still keep the extraneous files that were generated by other means.

In particular, the "AlternateFantasy\StreamingAssets\Data\Characters\Abilities\AbilityFeatures.txt" that modifies the effects of supporting abilities (and was generated with a text editor) will be kept.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: vomitrocious00 on 2021-12-23 16:47:29
Thanks so much for responding. Ok, that makes sense. I'll try that out today.

Thank you, again! :D

Update:
Just finished with the changes and it worked perfectly! :)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Dalkil on 2021-12-27 22:08:49
Hi, Tirlititi.

I've finally replayed through all the game. It was worth starting from scratch after I messed up with the installation. Really a tough challenge! Now I'm farming Yans to kill
Spoiler: show
Necron and Ozma
.

I wondered if there was a Skill list similar to "AFAbilities_v5.0" where I can see what skills can be activated by each character and which piece of gear have them. I know in the AFAbilities you can find a list of gear and skills, but since I do not play in English (well, I took the screenshot in English), I have no idea on how skills are translated or what ones I am missing.

https://ibb.co/bJBmZHq

I can't find what skills I miss with Steiner. I am treasure hunter rank S and got almost all available gear through the game (I think I have to sythetize one item from Hades yet).

Thanks a lot and happy new year!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2021-12-27 23:09:53
Hello Dalkil.
You're missing Long Reach and Half MP for Steiner. Both can be learned on the Protect Ring only (for Steiner).
The Protect Ring is a very common reward for end-game sidequests in vanilla but it is much less common in AF. From the top of my head, it's not a reward of the Mognet sidequest, the Ragtime Mouse or the Chocobo mountain crack. It can still be obtained with Hot&Cold points, the Nero sidequest or synthesizing it with Hades (it doesn't worth it though).

Happy new year :)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Dalkil on 2021-12-27 23:22:11
Oh! It's right. I don't have that ring. Thanks a lot. I'll do it with the Nero family sidequest.  :-)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: vomitrocious00 on 2022-01-08 19:13:27
" The duration and speed of statuses has been reworked.
They are now independant of the fighter's spirit, except for Doom and Gradual Petrify (the more spirit you have, the longer it takes).
Haste and Slow respectively decreases and increases the status duration and respectively speed up and slow down the ticks of Poison, Venom and Regen.
[In vanilla, the more spirit you have, the longer statuses last, except for Doom and Gradual Petrify that are running faster with higher spirit. The ticks of Regen are also faster while the ticks of Poison and Venom are slower.] "

Would it be difficult to revert the changes to spirit back to the way they work in Vanilla if I wanted to try?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2022-01-08 19:25:21
No. Unless I'm forgetting things, you only need to edit the file "AlternateFantasy/Memoria.ini": remove the two lines starting with "StatusDurationFormula" and "StatusTickFormula".
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: vomitrocious00 on 2022-01-09 03:44:36
OH, that's super easy. Thank you!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: vomitrocious00 on 2022-01-09 08:05:52
No. Unless I'm forgetting things, you only need to edit the file "AlternateFantasy/Memoria.ini": remove the two lines starting with "StatusDurationFormula" and "StatusTickFormula".

Sorry, one more question. Should I remove that from Memoria.ini as well (outside the Alternate Fantasy folder)? Cus I noticed those two lines are there too.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2022-01-09 12:11:15
The two lines in Memoria.ini outside of AlternateFantasy, they should use the default formulae instead of the AF modded one.
- In AlternateFantasy/Memoria.ini: StatusTickFormula = OprCnt * 150
- In Memoria.ini: StatusTickFormula = OprCnt * 4 * (IsNegativeStatus ? (60 - TargetSpirit) : TargetSpirit)

You can either keep the default formulae or delete them from Memoria.ini, it should make no difference.
However, if you don't have the default formulae in Memoria.ini, then that may be a sign there's a problem with that file, because there's no reason for these formulae to have changed if you didn't change them yourself.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: vomitrocious00 on 2022-01-09 19:31:34
Ohh, ok. Got it. Thanks again!. Really appreciate your help :)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Telverin on 2022-01-10 22:41:32
Hi new here, is it possible to change the name and visual spell affect of an ability or spell? Say I want to rename the non trance use of Free Energy and make its visual different, is that possible? It atleast just renaming spells for customization purposes?

Btw great mod I love it.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2022-01-11 11:57:08
Hi Telverin.
It is possible to rename the spell and change its visual effect into an already existing visual effect. The most straightforward way is to directly edit the modded files in AF's folder:
- for the visual, it's "AlternateFantasy/StreamingAssets/Data/Battle/Actions.csv",
- for the spell's name, it's "AlternateFantasy/FF9_Data/embeddedasset/text/us/ability/aa_name.mes" (replace "us" by another language if you don't play in US english).
These files can both be modified using a text editor. The CSV is a spreadsheet so it may also be edited with a good spreadsheet editor, but you must beware of keeping the exact same CSV format, which some spreadsheet editors can't do.

Another way to do that is to use the tool Hades Workshop. It takes longer to load but it gives a more comprehensible interface, so you don't have to figure out what number you need to input in spreadsheets. For that:
1) Download the tool Hades Workshop (https://forums.qhimm.com/index.php?topic=14315.0).
2) In that tool, "File -> Open -> FF9_Launcher.exe" (in your game's directory), then "File -> Open Mod -> AlternateFantasy_v5.2.hws" (that file is provided in the download link, inside the "Source v5.2" folder), let every available option checked and proceed, then wait for the datas to load (it will take some time).
3) In the "Party -> Spells" panel, search for Free Energy. There should be 2 of them, the first is the non-trance and the second one is the trance version. Change the "Name" and "Animation" of these.
4) "File -> Save Steam Mod -> Raw assets + Spreadsheet" will generate a mod folder comparable to the "AlternateFantasy" mod folder.
5) Merge the folder you generated into the folder "AlternateFantasy":
--- the new files from your folder should replace the files from "AlternateFantasy"
--- but there are also files that are present in "AlternateFantasy" and not in your new folder and it is important for them to be in the result of the merging.
6) That should be good. In case you rename the folder that is the result of the merging (instead of keeping "AlternateFantasy"), you must register that new name in the Memoria.ini in place of "AlternateFantasy".
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Telverin on 2022-01-11 18:51:30
Thank you very much! The mod is wonderful so far.

By chance has editing damage values in this topic been discussed and if so could you point me towards it if you are able? I want to edit Freya's trance jump damage because I always felt it was lackluster. Unless of course you fixed it, I just always wished it did more damage against bosses haha. Otherwise have a good day and thank you for your time.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2022-01-12 11:36:44
I made her trance jump deal more damage indeed. It no longer uses the same damage wide range as Quina's attack (which was the formula used in vanilla).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: vomitrocious00 on 2022-01-14 23:02:11
Quick question, does anyone have the Beatrix-only HWS file? I could have sworn I downloaded it a couple weeks ago but can't find it anymore.

edit: Nevermind. It was included in the Alternate Fantasy folder, just redownloaded it. heh.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: g_west on 2022-01-17 00:16:53
Hello Tirlititi,

I would very much like to mod the PSX version of Alternate Fantasy. I could be mistaken but I remember some years ago that I was able to load the .ppf patched .bins in Hades Workshop; but I am unable to do so now. Is there an older version of Hades that would let me do this? If not, is there some way for me to get my hands on the .hws files for the PSX version of the Alternate Fantasy mod so that I can make some tweaks to character spells and what not? I tired loading the 5.2 .hws file with a PSX .bin; but Hades crashes as soon as it's done scanning the hws. file. I guess this is just an very longwinded way of asking if there are 3.2 .hws file floating around out there somewhere.

Thank you for all your hard work.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2022-01-20 14:52:09
Hello g_west,
The .hws for the PSX (US) version can be found in my dropbox mod folder (https://www.dropbox.com/sh/ac7sr4q3z2cx9vp/AACQDfqXPvn8c3ylXeGUrBKEa?dl=0). I have no idea what bug you encounter when opening the modded ISO directly; I never really assumed HW to work on those so I never tracked these bugs.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: MetalTxus on 2022-01-20 18:42:10
Recently came across this and I'm on my third visit to Alexandria, so I loaded the "Beatrix only" mod (set as first in FolderNames in Memoria.ini) in in order to recruit her.
However, as a result, she now has no learnt seiken skills and she can't seem to learn them from equipment either.
If I remove the mod and load the game again, she's back to having them.
Any idea what might be going wrong?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2022-01-20 19:36:03
There should be equipments that teach her all her abilities. Maybe you don't have them yet.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: MetalTxus on 2022-01-20 19:42:50
So there's nothing wrong?
She's supposed to be a blank slate?
Both when temporarily a party member and after official recruitment?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2022-01-20 23:31:15
How Save The Queen doesn't teach you anything? That is not normal.
Check that "BeatrixMod" is installed properly. In particular, you should have a file "BeatrixMod\StreamingAssets\Data\Items\Items.csv" that makes sure Beatrix can learn everything...

When playing the mod normally from the start, Beatrix should have learnt a couple of abilities but that doesn't apply when you install the mod midway. The equipments should allow to catch up these anyways.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: MetalTxus on 2022-01-21 18:02:56
"BeatrixMod\StreamingAssets\Data\Items\Items.csv" file exists.
Save The Queen does teach her some white magic.
But none of the other swords she can equip (the same Steiner can) teach her any skills.
Here's a video: https://i.imgur.com/JOjlzub.mp4
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Zantetzulken on 2022-02-07 09:47:05
 hey have soem truble with the battlescenes dont what wrong?? ATB i stuck and getting several numbers over the character when i getting it and cant do anything

https://www56.zippyshare.com/v/fFOyOYbN/file.html
https://www56.zippyshare.com/v/UNayt5qc/file.html
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2022-02-07 12:02:29
Try updating Memoria. The log file doesn't catch the problem.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Zantetzulken on 2022-02-07 12:05:31
iv uotaded to the last one :P
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Zantetzulken on 2022-02-07 13:58:07
Try updating Memoria. The log file doesn't catch the problem.

updated to lastest memoria still stuck in bettlescenes  with this numbers can figur it out in ini file eather tried everything just i did switch between vanilla game and the alerantive mod in vanilla game  battles work but not in mod it self and i have lastest update for memoria and FFIX iself also i tridl morgul mod engine but then  morgul disent even start the mod even if i do everything  from scratch reninsallted everything multilpy times XD
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2022-02-07 16:35:17
I have no idea, sorry.
Maybe your downloads are corrupted? It's strange that neither Moguri nor Alternate Fantasy work for you...
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Zantetzulken on 2022-02-07 17:45:56
I have no idea, sorry.
Maybe your downloads are corrupted? It's strange that neither Moguri nor Alternate Fantasy work for you...

yea i check agian
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: poepkat on 2022-03-04 10:21:02
Thoroughly  enjoying the game with your mod. Many thanks for fixing the ambient audio looping bug. I really recommend this mod to anyone reading. It makes the game challenging without becoming a chore. The 3 Beatrix battles in a row were very hard, especially because I ran out of Phoenix Pinions. I did manage to just scrape by, though. Had to use a lot of Phoenix Downs and all my elixirs :)

I missed the Power Belt reward from the ATE in Treno, and this is a treasure that I'm aware of. There might be more. I hope I'll have enough treasures to unlock Excalibur II. Any way to make the requirement of missing only 3 a bit more lenient?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2022-03-04 12:17:33
I think 3 mistakes is the good number: it means you really need to know all the treasures of the game (and some of them are really well hidden; you can easily play ~10 times without realizing there was a treasure). The mistakes are allowed only because it would be very frustrating to discover at the end that you'd have forgotten about that 1 elixir card that you were sure to have picked but apparently not.

I can see why you missed the Power Belt, as the ATE choice in Treno is decisive, easy to fail and not easy to recover if you don't save often. However, it's part of the challenge. If you really know all the treasures (or plan to do so), then consider it your 1/3 mistake.

Otherwise, you can always hack Excalibur II into your inventory at the end of the game, using Memoria (https://forums.qhimm.com/index.php?topic=11494.0).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: poepkat on 2022-03-05 10:04:11
I'm trying to get as many treasures as possible, but mostly I'm enjoying the story and added challenge. We'll see if I made too many mistakes!

Once again, thanks for this extremely well done mod.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Abomination128 on 2022-03-05 10:08:24
Hi

i want to try the alternate fantasy mod but i can't


i installed ffix steam version

installed moguri mod in the same folder

extracted the alternate fantasy in the same folder as well

modified the memoria.ini file like this

[Mod]

FolderNames="AlternateFantasy", "MoguriFiles", "MoguriSoundtrack", "MoguriVideo"



but when i launch the game this happens (link below)

https://prnt.sc/VmhyomrIxXlZ

help please
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2022-03-05 13:19:53
Try changing the monitor / resolution / window mode / audio sampling settings and then try running again.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Abomination128 on 2022-03-05 18:00:54
IT WORKS

thanks a lot!

I made the first battle with Baku but... he takes no damage

is it normal in the mod?

the damage literally does not appear
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Abomination128 on 2022-03-06 17:33:58
Ok i unistalled everything and reinstalled and it works

Now i'm having another issue

the vast majority of times it won't load and present me this error

https://prnt.sc/tLQbG5R-9TsA

i tried to switch various resolution values to no avail

SOMETIMES it works

i noticed that unflagging Alternate Fantasy inside the launcher makes the game start all the times

I'm sorry to be asking so many questions  :-(

Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2022-03-06 21:25:39
That problem has nothing to do with Alternate Fantasy as far as I know. I'm not even sure it relates to FF9 specifically. That looks like Steam is not happy the way you start the game. I'm pretty sure it doesn't happen if you start the game from Steam's library.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Abomination128 on 2022-03-17 11:33:40
ok i finally had time to play this game

the problem seems to be disappeared without making anything

thanks for the time
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: vomitrocious00 on 2022-03-30 08:16:00
Made a few last changes and I think I'm finally satisfied with everything in game and am really enjoying it.

I'm just curious if there is a way to have the new characters you receive in your part starting with Freya all the way to Amaranth at Lv1 as opposed to whatever level Zidane is at. My reason for wanting to do that is for controlling stat growth and increasing difficulty a bit trying to get the characters to catch up to everyone else.

I figure I can always recruit them and wipe out their Exp and reset their Level with Memoria editor. But it's just something that popped in my mind that made me wonder if it was possible to change from HW.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2022-03-30 12:07:54
It is possible to change it with HW indeed although it is not very simple because it requires script editing.

In the panel "Environment -> Fields", you need to find the field in which a new character joins (for Quina, it's the marsh's pond for example; for Freya it's the Lindblum's pub because that's where you name her).
Then "Edit Script" and find the lines initializing the character's datas. For Freya, they look like that for instance:
Code: [Select]
SetCharacterData( 4, 0, 4, 6, 4 )
Wait( 5 )
Menu( 1, 4 )
Wait( 10 )
set VAR_GenUInt8_6 |= 16
The point is to empty the party reserve right before the "SetCharacterData" call, because levels will be initialized by averaging the current party's levels (not only taking Zidane's level into account). And then you need to put the reserve back to what it should be. For instance, still about Freya:
Code: [Select]
SetPartyReserve( 0 )
SetCharacterData( 4, 0, 4, 6, 4 )
SetPartyReserve( Setting_PartyReserve )
Wait( 5 )
Menu( 1, 4 )
Wait( 10 )
set VAR_GenUInt8_6 |= 16
Then parse the function and validate everything.

The characters' datas are initialized in these functions:
Freya: Function Main_Loop of Lindblum/The Doom Pub (571)
Quina: Function Main_Loop (near the end) of Marsh/Pond (657)
Eiko: Function Main_Loop of Mountain Path/Trail (1550)
Amarant: Function Zidane_Loop (in case 113) of Mdn. Sari/Entrance (1600)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: vomitrocious00 on 2022-03-30 18:24:34
omg this is perfect! thank you! I think I can definitely do this. Thanks for giving me all the locations for each character too!

ugh you're the best! :D
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: gunner_1207 on 2022-05-18 19:23:25
how do you install this mod ? , are there instructions i missed ? didn't see any on the main page
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2022-05-18 21:37:55
Everything is written down in the "Readme.txt" file.

The installation depends on whether you're using the Steam version or the PSX version. Basically, you install the PSX version by applying a PPF patch to the original game files using the tool PPF-O-MATIC and you install the Steam version, you must first install the Moguri or Memoria Engine mod, then install Alternate Fantasy by moving the right files at the right place and registering it in "Memoria.ini".

On Steam Memoria's last release allows you to download and install this mod (and a few others) all through the launcher.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: gunner_1207 on 2022-05-19 19:39:48
nice ok thank you  ;D
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: ViviQuen on 2022-06-11 10:55:30
Hi!

First I've really loved the mod, thanks a lot for your continued work on it!

I'm at the end of the game now and I'm pretty sure I've collected every piece of treasure there is in the game but... where do I get Excalibur II now? All the documentation says is it's possible and after googling everywhere that's all I can find.

Are you supposed to get it from Gilgamesh? Because Gilgamesh disappeared out of Daguerreo long ago when I went to get my S-rank medal at the end of Disc 3. I even beat Deathguise but haven't seen it anywhere.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.2)
Post by: Tirlititi on 2022-06-21 16:24:39
Hello ViviQuen.
You are indeed supposed to get it from Gilgamesh. If you got the S-rank in disc 3, that means you didn't have the mod properly installed. Most likely, you are playing the PC version of the mod and have the Moguri mod installed and didn't let AlternateFantasy have priority over MoguriFiles (and didn't notice the mod was malfunctionning until now).
In Memoria.ini, you need to have "AlternateFantasy" written BEFORE "MoguriFiles" in the list of mod folders, to ensure compatibility.

Sorry for the delayed answer. Since you were new on the forum I didn't get notified your message.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: chaos447 on 2022-12-13 19:22:43
Quote
In this situation, Garnet is blinded:
- single-targeting Vivi or Zidane is unreliable (either one can be aimed at in the end) because they are both on Garnet's right side,
- single-targeting oneself is reliable,
- single-targeting Quina is reliable because s/he is the only one on Garnet's left side,
- single-targeting any enemy is unreliable (any enemy can be aimed at in the end),
- multi-targeting is reliable.

I don't understand what you mean by this. Why is Quina reliable because they are on Garnet's left?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2022-12-13 20:16:21
"Blind" makes it so the targets can be mixed up, but only if they are on line with each other. If Garnet tries to use a spell or an item on Quina, she targets someone on her left and there's only Quina there. If she tries to target Vivi, she knows he's on her right so turns toward her right, but Blind can make her miss Vivi and hit Zidane instead because he's also in that direction.

It's hard to explain with words as it's mostly a visual thing.
Also, it's a system that makes the party's order matter more than before.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Exterium on 2023-03-01 20:34:40
Does this mod drastically change the hit chance?

I didn't progress very far yet, currently reaching burmecia, but I feel like I miss a TON of my attacks on random enemies like mus.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2023-03-02 01:21:52
Many enemies indeed have a higher evasion, especially flying enemies.
It is not difficult to go through the mod without ever thinking of how to counter-measure the lower hit rate of physical attacks (Free Energy, Accuracy+ or even Float) because missing attacks doesn't lead to a critical situation very often. But I personally prefer to play with that parameter in mind. Even in the base game, that's not a factor to ignore so lightly.

Enemies with a higher evasion are mainly the flying ones, but also a couple of enemies that look agile, like Mus.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Exterium on 2023-03-03 19:10:23
I see where you are coming from, but it kind of feels off with the rest of the mod imo.

For example, I just got to the outer continent after crossing the fossil roo, inside there you encounter Feather Circles, at this point, I can one shot them with a basic attack from zidane or quina (unless quina's attack roll is ridiculously low), which makes them feel like they are simply not worth the hassle of being killed with magic or any other kind of setup, they are not particularly dangerous either, I think their hardest hitting attack is demi, and it hits for less than 300. But several times I had to attack a single Feather circle for over two entire turns (I mean all 4 characters) just to get a hit in, it left me with a feeling of time wasted, rather than it making it an interesting enemy, the same happened with other enemies early on, where I couldn't do much other than spend turns missing.

I'm not trying to shit on the mod though, I really like it, and I'm enjoying it a lot, it is just the higher accuracy enemies that feel a bit off for me.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Telverin on 2023-03-09 22:08:36
When editing the spells or summons a character has, I've read you said it shows in combat. But does it show in the menu out of combat too? Say I change one of Garnet's summons to be one only Eiko has. Does it show Garnet has that summon if I press Triangle and look at her summons or only in combat?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2023-03-10 13:10:53
You can edit spells or summons a character has, both in combat and in menus. The only thing is to be aware that the 2 lists are not the same and thus you need to edit both lists.

In the panel "Party -> Commands", you modify the list of spells/summons contained in each command and thus those that are available in battles.
In the panel "Party -> Stats", you modify the list of spells/summons that each character can learn and thus those that are shown in menus.

For example, Steiner's magic swords are not taught by pieces of equipments: they are not in Steiner's "Stats" list and they don't appear in the menu. But since they are in Steiner's "Mgc Swd" command, they appear in the battle's menu.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Telverin on 2023-03-10 18:37:38
Thank you very much! So as to what you said, if I were to replace one of Garnets spells with Holy for example, how would she learn it ingame exactly? Does it just ungrey the ability and she can then gain the AP for it or how does that work?

Was wondering how that would work from starting a new file. Like if she has Holy in her list unlike normal, then how exactly does she go about being able to learn it ingame?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Robgatti on 2023-03-13 18:35:25
Anyone that has completed this, is it still recommended you watch your EXP / LV Gain in favor of stat boosts in the end game? Apologize if this has been answered before I did search but nothing came up.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2023-03-13 21:28:26
@Telverin: It depends on whether you replace that spell only in the list in "Party -> Commands" or if you replace that spell in both places.
If you replace it only in her command, she'll be able to use it right from the bat.

@Robgatti: It's not "recommended". Unless you want to go for a perfect game, there's barely any point in restraining your level progression.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Robgatti on 2023-03-13 23:47:34
Alrighty thank you!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Robgatti on 2023-03-22 03:26:43
My apologies with the questions was just wanting to make sure I have the mod load order correct.

https://gyazo.com/a1f5af6351c7e06ab1d23bc0cfc54fc6
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2023-03-22 13:00:01
Yes @Robgatti 👍
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: vomitrocious00 on 2023-06-29 18:20:51
How can I modify the latest version of the mod using Hades Workshop? Is there an HWS file for the 6.0 version of AF or is there a different method you recommend if I wanted to modify a couple things in your mod for my own playthrough? Nothing crazy. Weapon stats, zidane removable, rewards, etc.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2023-06-29 20:20:11
I didn't update the source file for v6.2 yet, so it's the v6.1 that can be found in this my dropbox folder (https://www.dropbox.com/sh/ac7sr4q3z2cx9vp/AACQDfqXPvn8c3ylXeGUrBKEa?dl=0).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: vomitrocious00 on 2023-06-29 20:37:56
I appreciate it, thanks so much!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Aelux on 2023-07-02 17:48:19
I'm having some difficulty with a few of the abilities. E.G Windfall, Cocytus, Phlegethon, Shapeshift (at the correct point in the game), where these abilities are just doing nothing. It doesn't show that damage is being dealt and the status effects don't seem to be applying. I've tried uninstalling and reinstalling the mod, is there any suggestions on how I can get this fixed to continue playing?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: shwamuel on 2023-07-03 22:02:06
Hello,
Is there a list of Quinas new Blu Magic? I got a shock when I was going for frog drop (took me 30 minutes to eat a gigan toad) and it was level 3 air slash and not frog drop. Thanks!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2023-07-04 12:27:20
@Aelux: Most likely, you have the latest version of the mod Alternate Fantasy, but you don't have the latest release of Memoria. Make sure to download the latest version, which is the one introducing Triple Triad and battle interface changes.
Because I am not well organised, I forgot to update one of the links of the opening post. The direct download link didn't lead to the latest version of Memoria (I fixed it now).

@shwamuel: Yes, it can be seen in this spreadsheet:
https://docs.google.com/spreadsheets/d/1hMYV5Kd1q623U-wVXrW1lKL5h0FDbHXE (https://docs.google.com/spreadsheets/d/1hMYV5Kd1q623U-wVXrW1lKL5h0FDbHXE)
In the Quina tab, you'll find both the list of Blue Magics and the enemies that teach them in the mod.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: vomitrocious00 on 2023-07-06 05:50:02
Oh, how nice, I was just about to ask about quinas magic. I ended up just using the latest version of AF and I have to say it plays so well, and im really enjoying it, especially with the memoria engine tweaks. (being able to actually get into battles organically without running around in circles really restored how this game used to play). Anyway, really amazing job 
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tempest on 2023-09-14 10:58:01
I can't seem to get this to work I installed Memoria I selected the addon from the menu and ticked the box. When I get to the part where Vivi comes into the game his Staff doesn't have 20% Mana on it has Fire. Any idea's what i'm doing wrong ?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2023-09-14 11:35:27
That is strange. I guess you're saying that the following menu looks correct on your end, with "Alternate Fantasy" ticked and all.
(https://i.imgur.com/OrYHYTK.png)

I don't really know what could be wrong if you have reached that point already. The only thing would be that you have an other incompatible mod changing the items as well. What are your activated mods?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: EthanWaber on 2023-09-21 02:25:28
Hi,

First off thanks for the awesome mod! I was just wondering if some Steam achievements are not achievable through Alt. Fantasy? Since you removed some support abilities I assume it will affect at least a 1 or 2 (e.g: Pillar of support where you have to collect every sup. abilities).Love the change with Excalibur 2 btw :)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2023-09-21 09:51:31
Hello,
I think that all the achievements can be obtained in Alternate Fantasy. Pillar of support only counts for the number of supporting abilities you've learned, so it doesn't matter if some abilities are replaced or are removed as long as there are at least 63 supporting abilities to learn in total.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: EthanWaber on 2023-09-21 10:03:18
Hello,
I think that all the achievements can be obtained in Alternate Fantasy. Pillar of support only counts for the number of supporting abilities you've learned, so it doesn't matter if some abilities are replaced or are removed as long as there are at least 63 supporting abilities to learn in total.

Oh that's perfect! I just noticed that you actually replaced the removed abilities with new one haha. This gave me some motivation to start anew after my 40-hour Steam cloud save is corrupted lol. Thanks again Tirlititi and cya'll at Excalibur 2, time to start treasure hunting 8)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Micchan on 2023-09-28 07:17:38
Does this work on other languages, specifically JP, without bugs? It seems to work just fine but I haven't gotten to the parts with the dialogue changes, beatrix, and the new bosses.
For the Steam Memoria version of course.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2023-09-28 10:37:11
Yes, the mod is made to fully work with all the languages. I don't speak japanese (nor much of german, spanish or italian), so you'll surely find blatant errors in the japanese translation, but there shouldn't be any bug.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Viner on 2023-10-15 22:47:04
Four years later, I decided to replay the game with a new version of the mod. But I ran into one problem that appears specifically on [Alternate Fantasy].During the trance, when Quina uses Cooking, a blank menu window appears after selecting a monster, and no controls are available until Quina is neutralized.

I launch the game through Memoria. I use Moguri mod, Alternate Fantasy and Beatrix. If you turn off Alternative, the problem goes away.

Has anyone come across a similar problem?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2023-10-16 11:58:16
That was a compatibility problem when using an old version of Memoria.
Make sure that your have things up-to-date: the latest version of Memoria can be found here (https://github.com/Albeoris/Memoria/releases/latest) (Memoria.Patcher.exe) and the latest version of Alternate Fantasy should be installed from Memoria's mod manager.

If you install the Moguri Mod afterwards, you need to re-launch the Memoria Patcher.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Viner on 2023-10-16 16:56:07
and the latest version of Alternate Fantasy should be installed from Memoria's mod manager.

It worked on the third try.
You helped a lot.
Thanks for the help.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Rikku on 2023-10-16 16:58:21
Hi everyone, i love the mod, its amazing, played in pc perfectly.

Recently i got a Steam Deck, is it the mod playable in a steam deck ?
Thanks
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Viner on 2023-10-17 22:49:29
Can I find Quina's skilllist somewhere? For some reason, in the game with the mod, the names and descriptions in the skilllist remained from vanilla.

upd
found
https://docs.google.com/spreadsheets/d/1hMYV5Kd1q623U-wVXrW1lKL5h0FDbHXE/edit#gid=1522261268
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2023-11-05 10:17:34
Recently i got a Steam Deck, is it the mod playable in a steam deck ?
It should, yes. I don't have a Steam Deck and cannot help you much in that regard, but there are tutorials on how to install the latest Memoria versions. If you succeed in doing that, then using Alternate Fantasy shouldn't be harder (at worst, you'll need to put the mod manually in the game's folder, if the Mod Manager doesn't work on the Steam Deck).

SonicBrawler (https://www.reddit.com/r/FinalFantasyIX/comments/xbnume/60_fps_ffix_but_its_on_steam_deck/) wrote this about installing Memoria on Steam Deck. It's about the framerate (FPS) update of Memoria but it works the same with the versions even more recent:
Quote
Assuming you've already got Moguri installed, go to Desktop Mode and all you have to do is put the Memoria Patcher from the embedded video's description into your FFIX folder, then add the patcher .exe as a non-Steam game. Then right-click the patcher in Steam and select Properties > Compatibility. There will be a single checkbox that says something like "Force use of a Steam Compatibility tool". Check that, and from the drop down that appears, select Proton 7. Then hit Play in Steam and it will install it.

I found the checkboxes for the launcher did not work in Steam Deck (the Moguri launcher did before), but you can still activate the settings you need by editing Memoria.ini.

Also worth noting you can go as high as 120 FPS, though Steam Deck's screen is 60hz so no need to go higher than that for it.

---‐----------

There are few minor issues to be aware of:

- The game's lack of animation blending is much more apparent at higher framerates.

- World map animations are locked at the original FPS even when increasing it, it really just makes the camera turning look smoother. If you think this looks off-putting, you can turn it off individually for the world map.

- 2D sprite VFX will still be at the original 15 FPS, they would probably need a whole mod to update the VFX through interpolation or just use brand new VFX.

Apparently, the newest (or beta version) of Proton has less problems, especially with tick boxes on the launcher and things like that. Again, I don't really know how all of this work.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Vaylen on 2023-11-06 18:44:03
Can you still modify the mod using Hades Workshop? I can't seem to figure out how to open the mod in the tool.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2023-11-06 22:36:00
You need the .hws source file of the mod for that.
It's available here. (https://www.dropbox.com/sh/ac7sr4q3z2cx9vp/AACQDfqXPvn8c3ylXeGUrBKEa?dl=0)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Vaylen on 2023-11-07 05:20:50
Great, I found it. Thanks a bunch.

Makes me wonder, is it somehow possible to read a mod with the Hades tool if it doesnt have a hws file?

Edit: Ive also seen that, since the last time I looked at this mod, you added a lot more modifications, especially to enemies.
How does the difficulty stack up? While I'm not a fan of ludicrously hard mods, I do like me a good challenge.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2023-11-07 12:22:56
Not really. In many situations, you can't read a mod without its hws file. It happened to end up this way although that was not especially the objective at start.

The changes in AF in the past few years tended to add a couple more mechanics on one hand (eg. the behaviour of "Blind" that is much more subtile now) but to reduce the overall difficulty of the mod. It never was a "ludicrously hard mod" though, in my opinion.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Vaylen on 2023-11-07 13:33:46
Okay then.

Ah, the difficulty is actually reduced(from what the mod was before)? Well, I'll try a low-level run then.
I wonder~ how much work would it be to tinker with XP gain or levelup requirements? Basically something to make me level slowly(like halving all XP gains).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2023-11-07 14:55:20
Very simple: you open a file "AbilityFeatures.txt" (for example "StreamingAssets/Data/Characters/Abilities/AbilityFeatures.txt" but you could do that with the Ability Features of any active mod as they can have cumulative effects).

In this file, at the end, you add these lines:
Code: [Select]
>SA Global+
BattleResult [code=BonusExp] BonusExp / 2 [ /code ]
This reduces the experience gain to 50%. It basically works like the supporting ability "Level Up" but it applies without being tied to any supporting ability.

NOTE: I have to write "[ /code ]" in the code block because it is the same tag as the forum's format, but you need to remove the spaces in there.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Vaylen on 2023-11-07 16:05:46
Nice, that's much simpler than I expected. Thanks a lot for your help ^.^
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Vaylen on 2023-11-08 18:22:33
I found a bug. Well, that, or somethings wrong on my side, not sure.
Windfall deals way too much damage and is AoE. In burmecia, from backrow, basic attacks dealt about 114 damage, windfall over 500. About 800 on ironites(Who are weak to wind, I think)
I tried looking at the hws file, but as it used a number of unused things(effect is unused 114, it has the menu flags Unused(4) and Unused(5), I can't make heads or tails of that.

It still does the defence decrease(the line of text for the decreases appears at least).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: ablaine on 2023-11-09 17:37:15
Hello, I'm trying to use the Beatrix-only mod but when I recruit her she has White Magic abilities but no Seiken abilities. The Seiken menu is completely empty. Is there a file/files I can modify on my end to fix this? Or drag/drop from the AF mod to replace the older Beatrix-only version?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Vaylen on 2023-11-29 08:05:57
I found a small bug.
Fenrirs two spells are swapped. First cast did the wind attack, second the earth attack, but the wrong name is listed. Might just be the animation that is swapped, I am not sure.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Vaylen on 2023-12-06 13:58:44
I'm currently in Oeilvert and am wondering about the Epitaphs. Is it intended that the clones can just remove party members for the rest of the dungeon? Is there any way to get them back?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: vdkp on 2023-12-22 21:36:54
Just beat it with everybody lvl 1 except Beatrix! That was majestic. Please accept my appreciation. Your work is truly outstanding.
Two most difficult battles were Necron(due to rng) and surprisingly duel with Amarant, grind both fights for hours :-D
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Planes on 2024-01-19 17:30:57
Hello!

First of all I just made this account because I just found out about FF9 mods and I am immediately invested.

Therefore I started with Moguri and of course Alternate Fantasy (along with a few other smaller ones).

I reached Lindblum however, and I noticed a few problems... It all started when I noticed Cotton Robe still sold for 2000 even though the mod supposedly decreased the price.
Next I checked Zidane's new weapons, specifically The Butterfly Sword and... it still listed its original ability 'What's That'!!
Bear in mind that other of the mod's effects where easily noticeable up to this pointy, like spells causing ailments (Fire -> Heat, Blizzard -> Snow, etc).
I got curious to try out the 'What's That' in battle and as I suspected, it had been turned into the single hit physical attack as it was supposed to... While the menus and the explanation box described the original abilty.

It seems then that this could simply be a visual bug, however the cotton robe issue has me worried that other things are not working as intented.

Has anyone else encountered this? Is there a fix?

Some extra info: here is the memoria.ini mod list:
FolderNames= "FlattenGrowth", "DragonKnightRising", "AlternateFantasy", "PlayableCharacterPack/ZidaneArmor", "PlayableCharacterPack/GarnetHooded", "PlayableCharacterPack", "PSXButtons", "TweakedPortraits", "MoguriFiles", "MoguriSoundtrack", "MoguriVideo"
Priorities = "FlattenGrowth", "DragonKnightRising", "AlternateFantasy", "PlayableCharacterPack", "PSXButtons", "TweakedPortraits", "MoguriFiles", "MoguriSoundtrack", "MoguriVideo"
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2024-01-19 23:56:43
Hi.
I'm pretty sure that's the mod Dragon Knight Rising messing with abilities (and surely the items as well, hence the Cotton Robe price). I don't think you can do much about that right now: either you'll have these differences or you need to disable it. Mod compatibility of two mods that both change the gameplay is difficult to maintain unfortunatly.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Planes on 2024-01-21 20:50:24
Thank you very much for your answer. It was naturally a compatibility problem..

I have now messed with some of the modded files to hopefully retain some of the features from Dragon Knight Rising, while making sure Alternate fantasy is not further affected. Definitely not a proper compatibility patch, otherwise I would share, just some patchwork to suit my needs. Hopefully it will work. as I forsee.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: ste459 on 2024-01-28 08:41:44
Hey Tirlititi,
sorry if I ask your help again.
I'm exploring the possibilities offered by Memoria engine and trying to mod Alternate Fantasy to allow summons + normal attacks with ultimate weapons to break the damage limit, using support abilities as described here: https://github.com/Albeoris/Memoria/wiki/Supporting-ability-features

However, in order to keep some balance I would like to reduce the damage exceeding 9999, actually I used this formula to halve damage between 10.000-15.000 and reduce to 1/4 the damage above 15.000:
Code: [Select]
if ((_v.Target.HpDamage > 9999) && (_v.Target.HpDamage < 15001))
_v.Target.HpDamage = 9999 + (_v.Target.HpDamage - 9999) / 2;
if (_v.Target.HpDamage > 15000)
_v.Target.HpDamage = 12500 + (_v.Target.HpDamage - 15000) / 4;

I made this work by rewriting a part of Memoria SBattlecalculator.cs in Alternate Fantasy Commonscript.cs to bypass the normal CalcPhysicalHpDamage() function. The result is not very linear (I actually haven't a 100% awareness of what I copy-pasted) but actually seems to work as intended without major bugs:

Code: [Select]
using System;
using Memoria.Data;

namespace Memoria.Scripts.Battle
{
public static class CommonScript
{
public const String InfoMessageColor = "[00FFFF]";
public const String GoodMessageColor = "[00FFFF]";
public const String BadMessageColor = "[FF4040]";
}

public abstract class BaseWeaponScript : IBattleScript
{
private readonly BattleCalculator _v;
private readonly CalcAttackBonus _bonus;
private readonly Boolean _drain;

protected BaseWeaponScript(BattleCalculator v, CalcAttackBonus bonus, Boolean drain = false)
{
_v = v;
_bonus = bonus;
_drain = drain;
}

public virtual void Perform()
{
if (_drain && (!_v.IsCasterNotTarget() || !_v.Target.CanBeAttacked()))
return;

_v.PhysicalAccuracy();
if (!_v.TryPhysicalHit())
return;

if (_bonus != CalcAttackBonus.Level)
_v.WeaponPhysicalParams(_bonus);
else
{
Int32 baseDamage = GameRandom.Next16() % (1 + (_v.Caster.Level + _v.Caster.Strength >> 3));
_v.Context.AttackPower = _v.Caster.WeaponPower;
_v.Target.SetPhysicalDefense();
if (_v.Caster.Weapon == (RegularItem)256)
{
_v.Context.AttackPower += 3 * _v.Caster.Level / 4;
if (_v.Target.IsPlayer && _v.Target.PlayerIndex == CharacterId.Garnet)
_v.Target.Flags |= CalcFlag.HpRecovery;
}
else
{
_v.Context.AttackPower += _v.Caster.Level / 2;
}
_v.Context.Attack = _v.Caster.Strength + baseDamage;
}

if (_v.Caster.IsUnderAnyStatus(BattleStatus.Mini))
_v.Context.Attack = 1;
if (_v.Caster.IsUnderAnyStatus(BattleStatus.Berserk))
++_v.Context.DamageModifierCount;
if (_v.Caster.IsUnderAnyStatus(BattleStatus.Trance))
++_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Defend))
--_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Protect))
--_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Sleep))
++_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Mini))
++_v.Context.DamageModifierCount;

if (_drain)
_v.PrepareHpDraining();

if (_v.Caster.Weapon == (RegularItem)15) //I still have to add other final weapons
{
          _v.CalcDamageCommon();

          _v.Target.HpDamage = _v.Context.EnsureAttack * _v.Context.EnsurePowerDifference;

                  if (_v.Target.Flags != 0)
                  {
                    Single modifier_factor = 1.0f;
                    Single modifier_bonus = 0.5f;
                    Byte modifier_index = 0;

                        if (_v.Caster.IsUnderAnyStatus(BattleStatus.Trance) && _v.Caster.PlayerIndex == CharacterId.Steiner)
                            modifier_bonus = 1.0f;
                        while (_v.Context.DamageModifierCount > 0)
                        {
                            modifier_factor += modifier_bonus;
                            modifier_index++;
                            if (modifier_index >= 2)
                            {
                                modifier_bonus *= 0.5f;
                                modifier_index = 0;
                            }
                            --_v.Context.DamageModifierCount;
                        }

                    while (_v.Context.DamageModifierCount < 0)
                    {
                        modifier_factor *= 0.5f;
                        ++_v.Context.DamageModifierCount;
                    }

                     if ((_v.Target.Flags & CalcFlag.HpAlteration) != 0)
                     {
                        _v.Target.HpDamage = (Int32)Math.Round(modifier_factor * _v.Target.HpDamage);

if ((_v.Target.HpDamage > 9999) && (_v.Target.HpDamage < 15001))
_v.Target.HpDamage = 9999 + (_v.Target.HpDamage - 9999) / 2;
if (_v.Target.HpDamage > 15000)
_v.Target.HpDamage = 12500 + (_v.Target.HpDamage - 15000) / 4;

                        if ((_v.Target.Flags & CalcFlag.HpRecovery) != 0)
                        {
                        _v.Target.HpDamage = btl_para.SetRecover(_v.Target, (UInt32)_v.Target.HpDamage);
            _v.Target.FaceTheEnemy();
                        }
                     }
      }
     }
else
{
_v.CalcPhysicalHpDamage();
}
if (_drain)
_v.Caster.HpDamage = _v.Target.HpDamage;
}
}
}


However I couldn't find a way to handle critical strikes, which double the final damage regardless of my efforts.
Commonscript.cs of Alternate fantasy doesn't contain a call for the "_v.TryCriticalHit()" function, unlike vanilla "baseweaponscript.cs", that is only coded in SBattleCalculator.cs and seems to be applied after the damage calculation (if I end my function setting targethpdamage to a fix "100", a critical strike inflicts "200" damage).
What I would like to do is to calculate the *2 damage of critical hits before my damage reduction formula, so that a 5000x2 critical is handled normally but a 10000x2 one deals way lesser damage.

There is any way to do this?
A BIG thank you in advance  :)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Tirlititi on 2024-01-28 15:16:30
Hi,
Fortunatly, that shouldn't be too hard. You only need to emulate the method "TryCriticalHit (https://github.com/Albeoris/Memoria/blob/main/Assembly-CSharp/Memoria/Battle/Calculator/BattleCalculator.cs#L661)" and change the increase formula it uses.
Code: [Select]
// In your "CommonScript.cs"

public static void TryCriticalHitAdjusted(BattleCalculator _v)
{
Int32 quarterWill = _v.Caster.Data.elem.wpr >> 2;
if (quarterWill != 0 && (Comn.random16() % quarterWill) + _v.Caster.Data.critical_rate_deal_bonus + _v.Target.Data.critical_rate_receive_bonus > Comn.random16() % 100)
{
_v.Target.HpDamage = (Int32)(_v.Target.HpDamage / 4f + Math.Min(15000, _v.Target.HpDamage) / 4f + Math.Min(10000, _v.Target.HpDamage) / 2f);
// Do the same for "_v.Target.MpDamage"; apparently you don't use "_v.Context.Attack" in your situation when the critical strike triggers
_v.Target.Flags |= CalcFlag.Critical;
}
}
And then you use "CommonScript.TryCriticalHitAdjusted(_v)" in place of "_v.TryCriticalHit()".
I think the rounding in my formula is correct, but you'd better check how it behaves exactly in practice to be sure about it.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: ste459 on 2024-01-29 08:08:36
Thanks for your kind reply.
(and your math expression is written way better than mine ;D )

For some reason I can't made this code to work, I entered it and at the beginning and called it with the line: CommonScript.TryCriticalHitAdjusted(_v); but I always get an error from Compiler because commonscript.cs does not contain a definition for TryCriticalHitAdjusted.

My commonscript.cs file looks like that (but I tried to insert the code in different positions with the same result):

Code: [Select]
using System;
using Memoria.Data;

namespace Memoria.Scripts.Battle
{
public static class CommonScript
{
public const String InfoMessageColor = "[00FFFF]";
public const String GoodMessageColor = "[00FFFF]";
public const String BadMessageColor = "[FF4040]";
}


public abstract class BaseWeaponScript : IBattleScript
{
private readonly BattleCalculator _v;
private readonly CalcAttackBonus _bonus;
private readonly Boolean _drain;

public static void TryCriticalHitAdjusted(BattleCalculator _v)
{
Int32 quarterWill = _v.Caster.Data.elem.wpr >> 2;
if (quarterWill != 0 && (GameRandom.Next16() % quarterWill) + _v.Caster.Data.critical_rate_deal_bonus + _v.Target.Data.critical_rate_receive_bonus > GameRandom.Next16() % 100)
{
_v.Target.HpDamage = (Int32)(_v.Target.HpDamage / 4f + Math.Min(15000, _v.Target.HpDamage) / 4f + Math.Min(10000, _v.Target.HpDamage) / 2f);
// Do the same for "_v.Target.MpDamage"; apparently you don't use "_v.Context.Attack" in your situation when the critical strike triggers
_v.Target.Flags |= CalcFlag.Critical;
}
}


protected BaseWeaponScript(BattleCalculator v, CalcAttackBonus bonus, Boolean drain = false)
{
_v = v;
_bonus = bonus;
_drain = drain;
}


public virtual void Perform()
{

if (_drain && (!_v.IsCasterNotTarget() || !_v.Target.CanBeAttacked()))
return;

_v.PhysicalAccuracy();
if (!_v.TryPhysicalHit())
return;

if (_bonus != CalcAttackBonus.Level)
_v.WeaponPhysicalParams(_bonus);
else
{
Int32 baseDamage = GameRandom.Next16() % (1 + (_v.Caster.Level + _v.Caster.Strength >> 3));
_v.Context.AttackPower = _v.Caster.WeaponPower;
_v.Target.SetPhysicalDefense();
if (_v.Caster.Weapon == (RegularItem)256)
{
_v.Context.AttackPower += 3 * _v.Caster.Level / 4;
if (_v.Target.IsPlayer && _v.Target.PlayerIndex == CharacterId.Garnet)
_v.Target.Flags |= CalcFlag.HpRecovery;
}
else
{
_v.Context.AttackPower += _v.Caster.Level / 2;
}
_v.Context.Attack = _v.Caster.Strength + baseDamage;
}

if (_v.Caster.IsUnderAnyStatus(BattleStatus.Mini))
_v.Context.Attack = 1;
if (_v.Caster.IsUnderAnyStatus(BattleStatus.Berserk))
++_v.Context.DamageModifierCount;
if (_v.Caster.IsUnderAnyStatus(BattleStatus.Trance))
++_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Defend))
--_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Protect))
--_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Sleep))
++_v.Context.DamageModifierCount;
if (_v.Target.IsUnderAnyStatus(BattleStatus.Mini))
++_v.Context.DamageModifierCount;

if (_drain)
_v.PrepareHpDraining();

CommonScript.TryCriticalHitAdjusted(_v);

if (_v.Caster.Weapon == (RegularItem)15)
{
          _v.CalcDamageCommon();

          _v.Target.HpDamage = _v.Context.EnsureAttack * _v.Context.EnsurePowerDifference;

                  if (_v.Target.Flags != 0)
                  {
                    Single modifier_factor = 1.0f;
                    Single modifier_bonus = 0.5f;
                    Byte modifier_index = 0;

                        if (_v.Caster.IsUnderAnyStatus(BattleStatus.Trance) && _v.Caster.PlayerIndex == CharacterId.Steiner)
                            modifier_bonus = 1.0f;
                        while (_v.Context.DamageModifierCount > 0)
                        {
                            modifier_factor += modifier_bonus;
                            modifier_index++;
                            if (modifier_index >= 2)
                            {
                                modifier_bonus *= 0.5f;
                                modifier_index = 0;
                            }
                            --_v.Context.DamageModifierCount;
                        }

                    while (_v.Context.DamageModifierCount < 0)
                    {
                        modifier_factor *= 0.5f;
                        ++_v.Context.DamageModifierCount;
                    }

                     if ((_v.Target.Flags & CalcFlag.HpAlteration) != 0)
                     {
                        _v.Target.HpDamage = (Int32)Math.Round(modifier_factor * _v.Target.HpDamage);

if ((_v.Target.HpDamage > 9999) && (_v.Target.HpDamage < 15001))
_v.Target.HpDamage = 9999 + (_v.Target.HpDamage - 9999) / 2;
if (_v.Target.HpDamage > 15000)
_v.Target.HpDamage = 12500 + (_v.Target.HpDamage - 15000) / 4;

                        if ((_v.Target.Flags & CalcFlag.HpRecovery) != 0)
                        {
                        _v.Target.HpDamage = btl_para.SetRecover(_v.Target, (UInt32)_v.Target.HpDamage);
            _v.Target.FaceTheEnemy();
                        }
                     }
      }
     }
else
{
_v.CalcPhysicalHpDamage();
}
if (_drain)
_v.Caster.HpDamage = _v.Target.HpDamage;
}
}
}

Sorry if I bother you again, I have no programming experience and maybe I got lost in a trivial problem.

Another question, does this code replaces the "standard" critical hit function? I already tried before to emulate the critical hit function (in a much more basic manner) and I ended with 2 different kind of criticals, one triggered by my function plus the standard *2 one

Thanks again!!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: htcsau5 on 2024-02-12 16:36:03
i had removed my original post, as i decided to venture on and give it a full shot. i think it has been okay, but i do want to reiterate some of my removed points as feedback.

*SPOILERS*

i am currently escaping alexandria, at the freya/steiner/x and zidane/garnet/vivi split.

i firmly believe that item spamming is not a beneficial method of difficulty scaling. it just isn't that fun. i am going through potions and phoenix downs like crazy. i've never had to buy phoenix downs in a final fantasy before, that i can recall. there's several reasons why i am having to:

1. i just don't know all the modifications. before, i could go up to an enemy and know 'okay, i need to use one zidane attack, a vivi spell, and freya hit, then quina can eat it.' 'okay, we need to steal three pieces of gear from this boss. oh shit, they only have two and i just died because zidane wasted a turn.' now, it is all brand new to me. so, things throw me off. and that's totally fine, that's the entire point! it is a learning experience. i happily embrace that. i read the entire first post, and then completely forgot pinions are meant to remove doom. a certain... boss fight or two left me blowing through phoenix downs and just barely hanging on, with multiple attempts. then, about the third time, i just happened to have my <select> button info while i hovered over pinions, and i realized.

2. a lot of unique encounters seem scripted. *SPOILERS AGAIN* zorn and thorn don't seem to care if you mitigate their power, one of them can inflict blind on everyone but i think vivi. the other uses its spell and does like trouble or something. and you're left spamming eye drops with vivi since i think it is scripted to not apply to him, or maybe it is scripted to apply to 3/4 of the party. both attempts, i had to item spam with vivi. i finished with just zidane and steiner alive.

   another example, the first or second freya/x bandersnatch battle. x gets instantly confused, and kills themself. i did not have to do this more than once, but i am 100% sure that is always going to happen, every single time. maybe the attack can miss? i suppose i understand that it is a challenge mod, but when i can smell the contrived nature, i just don't know... what if i had run out of phoenix downs and pinions at this point? i think i would have to reload all the way to the beginning of cleyra. were that the case, thank heavens i use a new save almost every moogle, but it would still be a pretty big buzzkill.



it seems like random encounter rate is increased. using 60 fps, my previous playthrough i could go screen after screen without any fights. now, it seems even on 60 fps it is more akin to the psx version. perhaps that is fair, i have just turned off random battles when i'm not trying to eat with quina. i don't try to avoid every single bit of exp i can, but i do try to keep it minimal til i grab better spirit gear.

quina's changes are interesting. i still think she feels awkward early on, but it's fun to try. giving her shapeshift is really cool, and the animation is pretty dope. i don't recognize it, personally.

i wish zidane's thievery was still in the mod. i've back row'ed him the whole playthrough, and think this is the perfect atmosphere to actually rely on him as an item thief in all battles, knowingly or unknowingly boosting his ultimate skill. i was stealing every normal fight until i realized there's no thievery. that being said, his access to some damage and additional utility early on is a great addition.

i think you buffed chocographs in hot and cold? i seemed to get the first eight really fast. like, 12-15 attempts. i'm curious to see how much of the treasure has changed. i think i'm missing bio from oak staff?? which is somewhat noticeable, since it was kinda broken in vanilla as early as you could get it. i actually had to use blizzara in cleyra haha. i think this is cool and i embrace that re-balance. the vivi attack-command alteration from memoria seems to only use blizzard, regardless of weakness. might be a discrepancy between the codes, or just to try and hit the new freeze added effect. not sure, but he's doing some weak numbers with it. it is nice for trying to time quina eats, since they are relatively weak.

abilities as a whole seem like a welcome change. i do want to mention, again, the contrived nature of having zero bright eyes access and having that altered zorn and thorn mechanic. you should allow the player even the slightest opportunity to prepare themself. i know i have every item available in the game thus far, besides any tantarion drop, and there are no opportunities to learn that ability.



my ultimate analysis so far is there are some really good QoL changes outside of battle, and perhaps even in random battles. my jury is still out on some of your boss changes. once there's a stable white mage, i'll revisit this. i don't like an item spam meta, but i do respect that there's a limited number of ways to adjust battle in this game and make it unique.

one thing i've really learned to do, using the memoria 3 battle speed, is to always open a secondary window and just await queued inputs. it almost begs for you to use the ffx style turn-based system available in memoria, but i haven't committed to that yet. but, opening and closing and a target or skill window definitely helps your ability to react on the fly. every command can matter, from what i've seen.

i know this took a ton of time and i thank you, and i'm gonna continue to the end, see what else lies in store.

Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: Sohnii on 2024-02-13 00:01:21
Is the Beatrix only Mod still available to play? or is it only the 1 main alternate Fantasy mod now? I'm a little confused on this?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: htcsau5 on 2024-02-13 09:55:22
Is the Beatrix only Mod still available to play? or is it only the 1 main alternate Fantasy mod now? I'm a little confused on this?


Beatrix Mod is available as a standalone. You can install it from the Memoria Mod Manager.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)
Post by: DamSF on 2024-03-13 11:42:31
Hello, I'm trying to use the Beatrix-only mod but when I recruit her she has White Magic abilities but no Seiken abilities. The Seiken menu is completely empty. Is there a file/files I can modify on my end to fix this? Or drag/drop from the AF mod to replace the older Beatrix-only version?
Was facing the same problem, but keep playing and eventually you will get some Knight swords (Ragnarok for example) that teach her Seiken abilities.