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Messages - ploppo

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26
@Tirlititi thanks , i am also curious about the little accident with beatrix : why she just disappear when i pur blank in the party selection , and why all the functions of alternate fantasy you modded in order to inject beatrix in the selection of the characters doesn't have a single string like the one you showed in your tutorials ? and to be completely honest i would like to know if the curse of ipsen consist in a script inside all the areas of the ipsen castle , so i can remove that :D

27
@Incinerator yes , i will try and let you know , now i have to sleep , but i want to say that i noticed the complete absence of beatrix in the function of the invincible that contain the characters-swap , still , she is perfectly established in the party reserve space  :-o

28
This is good place to have such occasion.

I would test adding it after Party( 4, 1 )

Code: [Select]
Party( 4, 1 )
SetPartyReserve( 4095 ) // Adjust this argument if you want fewer people
SetCharacterData( 11, 1, 255, 21, 12 ) // Blank
            UpdatePartyUI(  )
        } else {
            Party( 0, 1 )
            UpdatePartyUI(  )
        }
        if ( IsInParty(5) ) {
            set Setting_OptionalQuina = 1

yup , i did that ,but as you can see from my previous message ,this deleted beatrix and i want to keep both of them , also is strange because blank substituted amarant , and amarant is in my party , while beatrix is in her block in the reserve party selection , so i don't understand why she disappeared

29
@Trilititi @Incenerator  ok i tried it and it worked almost perfectly : blank got the name "amarant" XD , and for some reasons , beatrix completely dissapeared from the character selection , it's strange because beatrix should have her own block in the party selection , what can i do to get both of them ?

30
Troubleshooting / Re: please help
« on: 2018-06-04 00:45:16 »
Over the last several days, ploppo, I have seen you double post repeatedly, as well as post multiple threads in the Releases sections that weren't releasing new mods. Not gonna issue any warn level, because I assume these were honest and generally harmless mistakes, but please read the rules before further posting. ~Covarr

as you can see , with my first post about help for final fantasy 8 i didn't got any useful reply , i had to do this post in order to get some helpful information , so i did nothing wrong , also double posting isn't so problematic , no need to complain for such a little thing , also , why you never reply to anyone that ask for help ? you only stay here and read everything without help despite the fact that you are the ones of those who know more about modding final fantasy 7 ,8 and 9 :O , and come to think of it , besides the two posts about help to mod final fantasy , i really didn't make any double post anywere

31
Troubleshooting / Re: please help
« on: 2018-06-03 20:50:06 »
For Doomtrain and Quetzacoatl, you'll find the kernel.bin and the init.out in the main.fs

And for Ifrit, I remember that you don't really need Deling. Click on Tools and Extract files from battle.fs

ok i will try and let you know :D

32
Troubleshooting / Re: please help
« on: 2018-06-03 20:22:12 »
Of course they are compatible with the Steam version but first you have to extract files with Deling. In the battle.fs for Ifrit for example.

thanks , and for the other two programs what i have to extract and from what file ? :D

33
Releases / Re: [FF8PC] Restore the debug room (2013-03-11)
« on: 2018-06-03 20:07:04 »
as you can see we all have troubles with this patch , you should try to solve them , i am sure that you just like us want the debug room to work even in the steam version

34
Troubleshooting / please help
« on: 2018-06-03 16:25:40 »
 doomtrain , ifrit , quetzacolt none of those three tools are compatible with the steam version of final fantasy 8 , i check that out now :\ , i hope someone will make them compatible with the steam version

35
doomtrain isn't compatible with the steam version of final fantasy 8 , i check that out now , it look for some kernel file that's not present in the steam version :\

36
Gameplay / Re: FF8 steam editor request
« on: 2018-06-03 16:17:40 »
There are already several editors for FF8 which can do some stuff similar to what Hades Workshop does. Doomtrain is a kernel editor that allows you to modify weapon data, spell data (including junction boosts), limit data, and even enemy attacks data. Then there's Ifrit for editing enemy stats, and Quetzacotl for initial stats, magic and equipment. All of them should also be compatible with the Steam version, as far as I remember (it's been a while since I used them).

 none of those three tools are compatible with the steam version of final fantasy 8 , i check that out now :\ , i hope someone will make them compatible with the steam version

37
Gameplay / Re: FF8 steam editor request
« on: 2018-06-03 13:10:30 »
exactly , this is the reason why i asked that , because the last time i tried doom train , it wasn't compatible with the steam version , not completely at least , also , hades owrkshop is way more complete than all those seperated tools for final fantasy 8 , so it would be great to have a unique tool even for this game , after all  i am sure that there are also people who like final fantasy 8 despite all the complain for not be for "pro" , and infact is quite the reason why people love that game , is about have fun , not to get hysterical XD , and i find unfair to just ignore that game only because the category of the pro-wanna be don't like it , especially because we don't like their games quite because we have tastes that are the opposite to their tastes :O

38
yup , a way to remove those turns , and turn it in an istantaneous attack that do everything in one turn , especially because depending on the enemy , it may even take more than one turn



another nice thing to know would be how to correct the animation for a character wen you give it the special abilities of freya , i noticed that only her can use an appropriate casting ability for her special attacks , now all this may sound pretty obvious XD , but on the other hand , if i give to gidan the special attacks of amarant , gidan will perform flawlessly his own animation to cast the spell



@Trilititi i will try to substitute amarant with blank , but i want to be sure that i can do that without have to touch the dialogues , i read from your guide that amarant and blank share almost every data that the game need in order to metabolize this swap , but if i can i would prefer to not touch the dialogues for now

Posts Merged. ~Covarr

39
@Tirlititi as you noticed , the "jump" ability of freya take several time to be active once she perform the jump, what i must modify to make sure that she attack instantly right after the jump ?

40
ok , that's definitively clear , thanks :D

41
As I said before, Music BGM ID 61 is Friendly Monsters encounter; songmetadata IDs are different and unrelated to default music bgms.

that's a problem , but if you know exactly were to watch to find the ost id in hades workshop 37c , can you send a screenshot ? because i didn't find them anywere  :o

42
ok i managed to find the song id trough a file container in the resources asset , but i noticed another strange thing : the id 61 should be the id of the song for the friendly monsters , but according to the index of the song id ( songmetedata ) the id 61 is for the ost number 18 , the one called " the meeting " ( it can be heard while kalo explain to gidan and the rest of the group the plan to save garnet )

43
p0data61


right , but you know , i take a look at hades workshop 37c , it really doesn't have the music id anywere :\

44
now i must also change the music that run while you are walking in the world map , do you know what file of the resource.asset contain that information ?

45
Under the Info Panel, should say something like: Music of IDXXX

ok thanks :D

46
No I don't. You can see music IDs in HW version 37c.

ok i opened that version , but where exactly is the list of the songs id ?

47
ok but is pretty strange , i need an outdated version of the program to see that , i hope that list will be implemented in the next update

48
@Incinerator  but at this point i need the id of every soundtrack , do you have that list or maybe you know were i can find it ?

49
thanks , this information was really crucial , infact , now that i applied the modification to the resources asset of the x64 data after i put it in the x86 data , and the put it in the x64 folder again , the music run flawlessly , thanks :D

50
Exactly. That’s how it is with me. Even if I check Folder x64 in HW Unity Assets Viewer, it still only edits in Folder x86. Still.


i think that this exaplain everything then , but i don't want to just trash all the modifications that i set to the resource.asset from the x64 folder , so , what if i put the resource.asset of the x64 folder , in the FF9_data of the x86 folder ? i will apply the modifications , and then , place the modded resource.assets again in the x64 folder , you think it will be ok ?

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