Author Topic: Final Fantasy IX: David Bowie Edition - A gameplay mod (Oct 12: v1.13)  (Read 5826 times)

Caledor

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Re: Final Fantasy IX: David Bowie Edition
« Reply #25 on: 2020-03-18 03:22:07 »
Clem thank you for talking about the Mene issue. To fix it, try dumping all the field scripts, with comments for readability. Then look for the dialogue that Mene says when there are no chocographs to be found. You'll see a few boolean vars like Chocobo_NoFindChocograph and Chocobo_NoMoreChocograph around there, used to trigger the dialogue.
Those must be coherent with the changes we made.

EDIT: The link below is the modified script for Chocobo Forest that should work with your mod (and mine: i applied the same changes to chocograph avaliability as you did). Since this comes from an italian script, compare it to yours and apply the changes i made. Also, remember to apply the very same changes to Chocobo Lagoon and Air Garden's scripts. That entire portion of code is repeated among all three. If you happen to make some tests, please let me know how it goes.

https://pastebin.com/6z1f4KZM
« Last Edit: 2020-03-18 15:11:30 by Caledor »

FFIXFAN

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Re: Final Fantasy IX: David Bowie Edition
« Reply #26 on: 2020-03-18 18:20:04 »
Last Question hopefully? Do u have to advance the storyline to a certain point to be able to find the last 2 chocograph pieces?

Clem Fandango

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Re: Final Fantasy IX: David Bowie Edition
« Reply #27 on: 2020-03-18 21:46:28 »
Finishing up Ipsen's castle should allow you to acquire the last two pieces. After you do that you can complete all of the Chocograph activities outright, outside of the shimmering island treasure of course.

Clem thank you for talking about the Mene issue. To fix it, try dumping all the field scripts, with comments for readability. Then look for the dialogue that Mene says when there are no chocographs to be found. You'll see a few boolean vars like Chocobo_NoFindChocograph and Chocobo_NoMoreChocograph around there, used to trigger the dialogue.
Those must be coherent with the changes we made.

EDIT: The link below is the modified script for Chocobo Forest that should work with your mod (and mine: i applied the same changes to chocograph avaliability as you did). Since this comes from an italian script, compare it to yours and apply the changes i made. Also, remember to apply the very same changes to Chocobo Lagoon and Air Garden's scripts. That entire portion of code is repeated among all three. If you happen to make some tests, please let me know how it goes.

https://pastebin.com/6z1f4KZM

Thanks Caledor, I'll give this a whirl and let you know how it goes.

Caledor

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Re: Final Fantasy IX: David Bowie Edition
« Reply #28 on: 2020-03-22 17:03:45 »
Tested it myself after reaching that part of the game:
I have a Mountain Chocobo, 4 Chocograph Pieces, 16 Chocograph, missing Green Plains, and Mene tells i can't find anymore.

EDIT: But it keeps telling me i can't find more after getting HG3, even though i actually can (and just did), so gotta fix it.

Paste updated to fix bugs.
https://pastebin.com/mYThL3tF

Also this time i wrote only Main_Loop since it's the only function updated, and wrote comments in the changed parts
« Last Edit: 2020-03-23 16:28:09 by Caledor »

Clem Fandango

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Re: Final Fantasy IX: David Bowie Edition
« Reply #29 on: 2020-03-25 21:46:33 »
Good stuff, thanks. Sorry it's taken me so long to respond, work is a circus right now and I haven't had much time to think about the mod. My hope is that I'll have some time to look at it this weekend.

Clem Fandango

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Re: Final Fantasy IX: David Bowie Edition
« Reply #30 on: 2020-04-13 21:28:13 »
After a hiatus I've gone back to working on the mod a little bit, I've thrown together a new update (also updated the link in the OP):

https://mega.nz/file/1toxGDLB#C-zK5PwMoB0QwzcbRX0cNYhLnY00WeORZTB3T7uS_6E

(Note that there was download up for a few hours pointing at a 1.02 version, if you got that and haven't installed the mod before, grab this and install it instead.)

This is a fairly small update, I've fixed the scripts for Chocobo Hot and Cold so that Mene should now properly prompt the player when there aren't currently any available Chocographs to dig up. Thanks to Caledor for the info on how to do that, worked like a charm.

Additionally I've completely redone the scripting for the Quale fight. If I'm being honest, he was totally an afterthought in the first release and I didn't really spend a whole lot of time on him (IE, I literally didn't touch his script at all and just kind of shrugged). He should be a lot tougher now, far more than vanilla, but not impossible or anything. Hades is probably still the hardest optional fight at present barring Ozma.

Going forward my plan is to change up some of the encounters, specifically in Memoria. One thing I've never liked about the area is that almost every fight is against one big tough enemy, which is fine but causes certain attacks and techniques to wind up far more useful than others, so I'd like to add encounters that feature a more diverse array of enemies. Not entirely sure what it's going to wind up looking like, but I've got some ideas that might wind up being fun.
« Last Edit: 2020-04-14 03:36:18 by Clem Fandango »

Clem Fandango

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Re: Final Fantasy IX: David Bowie Edition
« Reply #31 on: 2020-07-21 00:47:57 »
I will also be adding smaller updates to the OP, so I'd recommend checking there to see what the latest version is.

After a long hiatus, I've just finished version 1.1 of FF9 David Bowie Edition! The download link is as follows:

https://mega.nz/file/59oAGShb#m6yORsBwFxBATzq4cEhycHburS2NykaoEc0tRv4l1pE

Little heads up if you downloaded this version before July 22nd, after I uploaded the mod I almost instantly realized an oversight and corrected it, reuploading the mod once I was able to. So if you got 1.1 before that time, maybe grab it again. It's a pretty embarrassing oversight but won't break anything and might not be obvious.

You'll also be able to find a link in the OP.

It should be possible to continue playing from a previous save, but a few things will wind up looking kind of funny. I'd recommend starting from scratch if possible, but no big deal if you can't. You can also start the mod part way through a vanilla playthrough but it will be weird and probably unbalanced, I don't really recommend it.

NEW FEATURES

- Memoria has been completely revamped, with new monster formations. The encounter rate has also been raised slightly, closer to what it was in the PS1 version. This is partially due to self-indulgence since I made a bunch of new fights, but also because I found it was kind of weird to be able to pretty well just sprint through the final dungeon with like two random fights total. Every area with random battles will have at least one new monster formation. I won't lie, some of it is a wee bit janky, but it's all playable and I think the new fights are fun to figure out.

- Skills have been changed for some characters, with a few new skills and some others shuffled around. For instance, some Thief Swords have a variety of buffs for their status effects and you can use Soul Blade to buff party members.

- There are a variety of equipment and item changes, some minor, some major, some more for flavor.

- A bunch of bugs and oversights in previous versions have been fixed, for example it's now possible to actually target dispel tonics on enemies, something that has been bothering me for weeks now! Hopefully I have not produced too many more issues.

So have fun, let me know if there are any bugs.

Spoiler: show
And watch out for Warmech!
« Last Edit: 2020-08-04 22:41:48 by Clem Fandango »

Clem Fandango

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Quick update in case someone reads this before the OP: version 1.12 is out and it fixes the issues that the mod was having with the update for FF9 that came out in early August. I'm still in the process of testing it, but so far I'm confident that it should be working properly, aside from of course the standard jank that comes from this mod of course. The new version can be found at the following link:

https://mega.nz/file/JowEFYhb#7XJLbrKokzqth5c2usSb_5esBY3HO12Ba4n0Qzy39pQ

There's not any real changes aside from the mod working with the new version of FF9. Shouldn't be anyway.

If anyone was waiting on this, apologies for the delay on it. The update came out immediately after I had finished a marathon of work on the mod and the whole situation of figuring out why it was broken wound up feeling more than a little discouraging. As far as I can tell it was some minor tweaks in the World Map settings (not the scripting, thnak god) that I had made ages ago that were screwing everything up. I've omitted those changes and it shouldn't really make any serious differences to the full product.

If anything isn't working as advertised or otherwise falls apart entirely (like with producible crashes) please let me know!

setafd

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This mod looks pretty interesting and I'm glad it's been updated to work with the new Steam release. Does it by any chance work with Moguri? I saw half a year ago someone had problems that he thought might be related to it, but I don't know if that was made certain

Clem Fandango

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I'm not actually too sure, haven't yet tested it with Moguri. If all Moguri is doing is replacing graphical elements, my initial thought is that it should be fine, but I'm not 100% clear as to how Moguri functions and what files need to be replaced when it gets installed. It's something I need to read more about and experiment with.

setafd

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I'm not actually too sure, haven't yet tested it with Moguri. If all Moguri is doing is replacing graphical elements, my initial thought is that it should be fine, but I'm not 100% clear as to how Moguri functions and what files need to be replaced when it gets installed. It's something I need to read more about and experiment with.

My suspicion is that it's more complicated than that, because it uses Memoria to do whatever magic it's doing, but I have no idea

Tirlititi

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The latest version of HW tries to make it a bit more clear about Memoria's current requirements (in "Additional informations" when you save a Steam mod).
Basically, you must generate spreadsheets and raw assets, put the folder containing them in the directory of the game and then register that mod folder in Memoria.ini.

Moguri requires the modification of Assembly-CSharp.dll through Memoria and it would require it even if it didn't rely on Memoria, so it couldn't be easily compatible with any gameplay mod if there wasn't this system of registering mods in Memoria.ini.

Clem Fandango

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That's interesting. I've been mulling over looking into what exactly I need to do to make the mod compatible with Memoria since I started working on this, but it's not really ever been a big priority. I've got a few balance and testing passes I want to do on the mod to get everything right where I want it, but I think that'll probably be the next big step afterward.

Clem Fandango

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1.13 has been released. It's not a massive update, but includes some minor fixes and changes to monsters, mostly miscellaneous stuff in the early game. Most notable is that Lani can actually hit with Gravira now, somehow I managed to do what Square had done with Steiner's Thunder Slash, which is kind of funny.  Some text that I hadn't properly restored when fixing the mod for FF9's August update has also been brought back.

1.13 can be downloaded here:

https://mega.nz/file/Mxh3RAQR#w1Y5hwBcOCbR8edikZki5v1dk9w9_9u4sUHi_U-p8Uc