Author Topic: [PSX/PC] Alternate Fantasy (v3.2 & v6.0)  (Read 266345 times)

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #325 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...

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #326 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
« Last Edit: 2020-10-31 14:19:58 by DenisColli »

Tirlititi

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #327 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.

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #328 on: 2020-11-01 16:36:28 »
I tried again with this order you told me...
Worked perfectly... Thanks

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #329 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?
« Last Edit: 2020-11-03 23:42:20 by DenisColli »

Tirlititi

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #330 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.

SirBlackMage

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #331 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?
« Last Edit: 2020-11-04 19:05:18 by SirBlackMage »

Tirlititi

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #332 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.

SirBlackMage

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #333 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.
« Last Edit: 2020-11-04 22:49:10 by SirBlackMage »

radzradr

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #334 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
« Last Edit: 2020-11-04 23:02:48 by radzrader »

Tirlititi

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #335 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, 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? 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.
« Last Edit: 2020-11-05 09:12:06 by Tirlititi »

radzradr

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #336 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

radzradr

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #337 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?

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #338 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?

radzradr

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #339 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.

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #340 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?
« Last Edit: 2020-11-10 18:25:35 by DenisColli »

geno93

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #341 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 .
« Last Edit: 2020-11-12 13:36:20 by geno93 »

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #342 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!
« Last Edit: 2020-11-18 17:35:58 by DenisColli »

PT5678

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #343 on: 2020-11-20 00:46:40 »
For some reason the memoria file deletes "AlternateFantasy" from the line Folder Name

Unwise Owl Tattoo

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #344 on: 2020-11-23 07:30:44 »
nevermind think i got it to work
« Last Edit: 2020-11-23 09:28:03 by Unwise Owl Tattoo »

DenisColli

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #345 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.

TheYokai

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #346 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.


Helm_Smasher

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #347 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.

iamel090

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #348 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.

Sacralletius

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Re: [PSX/PC] Alternate Fantasy (v3.2 & v5.1)
« Reply #349 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
« Last Edit: 2020-12-08 23:03:02 by Sacralletius »