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Messages - ploppo

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51
Are you sure moved the edited resources.assets file from x86 folder to x64?

let see : i never touched the x86 folder , i have windows 10 64 bit , also , i never touch the resources file in the x64 folder unless i modify something and i have to substitute it , but in this case all i did was clikc on " import selection " over the worldencountebgm , and the mention of the x86 folder is new for me , usually all  i do is to move the resources.asset file to the x64 folder once i save the changes on the new resource.asset file , just wait a minute , don't tell me that the changes to the sound file goes directly to the resources file of the x86 folder ?? :O , all my modifications are in the x64 file

52
this is really strange , i tried to change the music that play when you fight the yan ( 784 ) under all the map id , still not a single change , it may depend on the fact that i changed the main battle ost ? and i really think i need your assistance with team viewer :\ , if i really didn't nothing wrong , then i think that i must baypass some sort of block , you think it is possible ?

53
No, I’d check your entires again. It most certainly works, I’ve did it; tested it.

so you tried with ozma , i don't really know what to say , i will try again and let you know , in case it doesn't work , you think you could assist me with team viewer ? you will be the one that will enter in my pc , not the contrary

54
That’s exactly how it’s to be entered.

Likely because you didn’t put the ozma’s ID in all field loc. IDs, like I said before.


that's the strange thing , i did it , i placed those lines under all the (9000, 9001...), let's suppose that i didn't missed any map id , what else could be the cause, maybe the fact that since it is a boss i need some other setting to make that ost run ? ???

55
even after that attempt i still don't hear anything during the battle with ozma , i don't get it , i double checked the "61" ost , and it correspond with the one for the friendly monster, so what is my mistake ?

56
@Incinerator 
 you think it will be ok if i insert the text for ozma in this way ?

},
  "9012": {
    "5": "0",
    "7": "0",
    "8": "0",
    "11": "0",
    "25": "0",
    "26": "0",
    "42": "0",
    "46": "0",
    "48": "0",
    "49": "0",
    "50": "0",
    "54": "0",
    ”57”: “35”,
      “211:”35”

57
@Incinerator ok , we just need trilititi to read the recent pieces of conversation XD

58
@Incinerator  but you are mentioning a comment in this discussion , or you are referring to the discussion in the steam forum ?

59
I tried again, to check and try that "Lani swap". So, to test i tried to replace everything I found in p04data, so theBattleCinna is replaced now with everything of Enemy Lani. I know for sure that something is wrong but..the funny thing is that..NOTHING happens in the game I mean, it's like I didn't touched it! It really may be?

i know it isn't about your problem but can you contact me in private , if we are both italians then you can easily help me with something , nothing hard since i am not an hacker :D

60
@Incinerator so now i assigned doomsday to freya , the problem is that the animation become bugged when freya perform it , is there a way to solve that with hades workshop ? i noticed that there are some options used to edit the spell animation but i prefer to have some istructions before try something

61
don't think they technically be a final version for the program. between bug fixes, and features added; declaring final version could mean a possible stop growth in modding compatibility.
that'll be quite the wait then otherwise, as that will be completely up to them. In the meantime thought, manually C# is the route if you use HW and what Memoria similar features.
They both have their own program, doing their own thing. All respect I have for the both of them in their work & programs.

i see :D

62
Memoria uses a different Assembly Csharp than the vanilla for starters; with Memoria methods embedded into it, be one of the reasons it’s incompatible. It edits the csharp. The closets one’s gonna get for now is to manually edit Assembly CSharp with a C# decompiler/compiler. (dnspy, Visual studio etc.)

i am sure that trilititi and the creator of memoria can fix this if they collaborate ,  not now ,  but probably once they create the final version of their program :D

63
i was thinking about the incompatibility between hades workshop and the engine editor memoria , maybe a solution can be this : if , and only if memoria put the spells data in a different place , but always in the same different place , it would be sufficient to find the new collocation , and set hades workshop to look in the zone were the spells data are placed , but i am not an hacker , i just tried to give a good suggestion XD

64
Place it anywhere within the syntax.

ok i will try that and let you know :D

65
I don’t know atm, which ID spot is vile island, so I’d put in every list, just to be sure/safe.

yup , but i also need to know were , i mean , is ok to place in a random spot between a line and another one , or i must chose a specific position ? i don't know if this can influence the result

66
1. Songmetadata is not related to this.
2. The ID of battle theme main is 0.
3. Bgm ID 61 is fairy battle theme.
4. Only place:
Code: [Select]
”57”: “35”,
 “211:”35”

syntax in wldencountbgmmetadata.txt~all loc., (9000, 9001, etc.)

And lastly, this file is not changed from any patch you may have missed before. It still reads the same.

ok , but i also need to place them under every list for every "9000, 9001..."? , and equally important , in what position exactly i have to place them ? because the list under every world id is pretty long and i need to know if i can place those two captions one under the other one even if between and after those captions there are enemies id that doesn't match with the numeric order

67
i found this in the btlencountbmmetadata :

},
  "2927": {},
  "2928": {},
  "2929": {},
  "2930": {},
  "2931": {},
  "2932": {},
  "2933": {},
  "2934": {},
  "2950": {},
  "2951": {},
  "2952": {
    "57": "35",
    "211": "35"

i can imagine that it is the ost associated to ozma , infact both "57" and "211" are the id of ozma , maybe i have to copy the hole paragraph ? maybe i am getting a different structure because i updated the game to the latest patch ?

68
BGM ID - 0 is the battle theme not title BGM.
Not sure what you're viewing, I can't check it right now; show what you're seeing.

this is what i am seeing in worldencounterbgm:

{
  "9000": {
    "5": "0",
    "7": "0",
    "8": "0",
    "11": "0",
    "25": "0",
    "26": "0",
    "42": "0",
    "46": "0",
    "48": "0",
    "49": "0",
    "50": "0",
    "54": "0",
    "68": "0",
    "69": "0",
    "70": "0",
    "72": "0",
    "133": "0",
    "136": "0",
    "137": "0",
    "140": "0",
    "141": "0",
    "142": "0",
    "143": "0",
    "144": "0",
    "145": "0",
    "146": "0",
    "147": "0",
    "148": "0",
    "149": "0",
    "156": "0",
    "157": "0",
    "161": "0",
    "162": "0",
    "164": "0",
    "165": "0",
    "172": "0",
    "174": "0",
    "175": "0",
    "177": "0",
    "180": "0",
    "182": "0",
    "183": "0",
    "184": "0",
    "185": "0",
    "186": "0",
    "187": "0",
    "188": "61",
    "189": "61",
    "190": "0",
    "192": "61",
    "193": "61",
    "196": "61",
    "197": "61",
    "199": "61",
    "201": "0",
    "202": "0",
    "204": "0",
    "205": "0",
    "206": "0",
    "207": "0",
    "208": "0",
    "209": "0",
   "211": "6",
    "212": "0",
    "214": "0",
    "215": "0",
    "216": "61",
    "217": "61",
    "218": "0",


that "211": "6", is my attempt to set the ost for ozma since the main battle ost is the number six according to the list of the ost inside the game , and sorry for the late reply but i was sleeping , right now i am looking for all the sound related files and i noticed this "songmetadata" , maybe that's the right file to check ?

69
@Incinerator ok , i am noticing something strange in those txt files : there is always the "0" as ost to play , and the ost number 0 is the main theme of the game , the other number used is the 61 , what's the meaning of this ? according to this values there are only two osts used , but this isn't really possible :\

70
They have the same name and are in resources.assets. Sort names alphabetically to aid in search the list.

ok i finally found them :D  thanks

71
resources

so it must be : resources assets -> resources , right ? but i still don't find those two files , maybe i don't find them because they have a different name after the patch :O

72
@Incinerator sorry if i am taking so much time to understand but i have problems to find what you told me to find , in the archivie the options are : streaming assets , levels , shared assets , what's the option i must select ? and once i select it , what file i must chose ?

73
Yes like Tirlititi said, use Unity assets viewer, open archive resources.assets, navigate and find WldEncountBgmMetaData.txt extract it.

You can see enemy id in HW by checking "Show Enemy IDs"; in WldEncountBgmMetaData.txt, you identify which BGM to play by placing it's ID with the syntax.

ex:

Code: [Select]
  "9000": { // world loc. ID
    "138" // Enemy ID : "35", // Music to Play (35 is boss battle theme)

For Zorn and Thorn, edit the BtlEncountBgmMetaData.txt and do the same.

ok thanks , i will let you know the results , in the mean time i want to say that i hope that someone create a program like hades worshop even for final fantasy 8 , there are already too many mods that only make the game more hard , there are also people like me who want the possibility to have fun and become extremely strong and annihilate any enemy like is nothing :D

74
That's what I thought, so yes, you must edit: WldEncountBgmMetaData.txt

Add the enemies' ID to the list.

ok but what exactly i must do to accomplish that ? i must open the unity engine assets with hades workshop , then how i proceed ? were can i find the enemy id ? and how can i change the music that is played when i face zon and tron ?

75
Don't believe that possible (with basic editing?)
Snort removes a target from battle; don't think there's an innate way to be immune to that.

If I hear correctly, you placed Tantarian and Ozma fightable on the world map where Yans are originally found (on vile island??)

If so, and anytime you move/add an enemy to a new field to battle; for the encounter music to play, you must edit the BtlEncountBgmMetaData.txt for fields and/or WldEncountBgmMetaData.txt for world map enemies.

so about the snort , i fortunately found a temporary solution , i just nullified the effect of the snort but selecting the "no effect" in the ability section of the jan , so basically the yan use snort , but i can't really erase anyone , but i prefer a genuine immunity , like every other negative status :D , and about tantarian and ozma , yes , i placed them in vile island XD , and now i need to know how to associate to them some music again , i must do the same to change the ost when i fight zon and trom , can you be a little more specific ? because this time isn't only a matter of switch an ost , i must give an ost to a boss that no longer have it , while the yan in the isle still have it despite the fact that i changed their location , infact , the friendly yan is now outside of the black forest , it is in the dirt , along with the normal yan , while in the little forest i placed ozma and tantarian, the only thing i got is that both the files you mentioned can be found trough the unity asset viewer of hades workshop

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