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Messages - Vir

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26
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-12 02:44:53 »
It's the combination of those, the "gameplay" of playing with the stats (even though I could do it without) in the new way and the "roleplay" of choosing the date in the old fashioned way, that I want to track the points. Thanks for the help!

27
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-12 01:43:53 »
Oh, good idea. You happen to know it works with NT saves, then?

That worked. The choices don't increase by the old values anymore.

28
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-12 00:50:34 »
Hi SegaChief,

Thank you for the worthy new game.

I would like to track the Gold Saucer/affection point values as in days of yore. I'm on the NT Steam version, and since I understand they can change in other ways under your systems, I'm trying to isolate the characters' current affection values' address with Cheat Engine. Cheat Engine scans a running program for values, then can do further scans to narrow them down.

So, for instance, I searched through here and found that everyone starts out at 0. After a number of failed experiments, I thought maybe something I said before meeting Tifa might have moved her value from there. So I have scanned all values between -10 and 10, then scanned those for values increased by 5 after the flower and "Gimme something hard." There are, apparently, no values which meet these criteria. Could you provide any info which would help me find and track these values with Cheat Engine?

Thank you for your time!

29
FF9 Gameplay Releases / Re: [FF9] 0 AP Mod
« on: 2017-05-03 04:14:20 »
Thirded: good concept.

30
Tirlititi kindly informs me that there was some kind of version mismatch which led the uploaded files not to work for Steam. He has even provided a file that does work now. That's uploaded to the same folder. Thanks!

31
Hello and thanks for your interest.

Alternate Fantasy describes changing some weapons, so they both do their own equipment changes. So I think they are not compatible as-is. If you were to find that the number of equipment changes in Alternate Fantasy was not huge and crucial, one could theoretically make a combined patch with its abilities and so forth, but the fixed stats gear here.

You might have to do something about Save the Queen's stats in such a version, since Beatrix is playable in AF.

32
Based on a conversation with GameFAQs' MadJak91, I added tables to show stats per level for each character to the rightmost columns of the mod's spreadsheet. This way, if you don't want to play a lv1 game but want to edit your characters who join higher to make up for the fact that the auto-leveling process uses no gear bonuses, you can know where "mod-legitimately" to set them.

33
Done. Thanks!

34
Thanks as always, Tirlititi!

I have uploaded the HWS files to their own folder through the same link in the top line of the OP.

I have presumed to edit the title of this topic to reflect the Steam compatibility. Is there anything else I need to do to make this accurate?

35
FF9 Gameplay Releases / Re: [FF9-PSX] Fixed Stats Mod
« on: 2017-03-10 16:48:25 »
Hi all,

My bad. Apparently I assumed I would automatically be notified of new posts here because I created the topic. Receiving no emails--not having hit Notify until today--I just assumed no one was interested in this mod.

Cool. Personally, I would like fixed MINIMUM stats, that is the natural growth only, without bonuses. Game is too easy even then, but it would be a little better.

Thanks! This can easily be done by changing all items Stats Set to the top one on the list, which has 0 in all its stat fields for quicker clicking.

This looks like the perfect excuse to give a 2nd run to the game, I finished it some days ago and I'm still greedy for more <3 ..
Would it work on the PAL-E Version?
If so, how could I install these.. "ppf" files into the 4 CDs?

I'm sorry if I shouldn't asked here, but since I'm new and the forum seems to be flooded with only FFVII and FFVIII content for the PC Versions, I feel the need xD ..

I really regret that I did not reply in any reasonable timeframe to be helpful to your interest in FF9 and the mod. I can recall that my recollection of how these things work used to be better... EDIT: see posts below, and also I don't think this mod changes text at all. PPF-O-Matic is a piece of free software that applies the PPFs.

Is there any chance of BaconCatBug recreating this mod for Steam?

Edit:I'm game to cooperate with his or to whomever with Steam FF9's doing so. In the case of this mod, I don't think there's any text to watch out for, so making the Steam version is a very easy, if slightly monotonous, job of getting HW, changing a couple character stats, and changing all gear to have the appropriate one of a few stat sets.

I took a look myself in HW and looked at the spreadsheet you provided on the FF9.2.2 page. Changing the base character stats looked simple enough, but I have no idea how to adjust the gear appropriately.

Thanks, F-Lambda, for private messaging your original question to me and posting my reply here for other people who might be interested.

To change an item's stats,

Go to the Inventory tab
Select an item
Select a different stat set or Edit Stat Set for an existing one


In the case of my mod,

I recommend editing the stat sets at the top of the list to make this quicker.

Keep/Edit a stat set with +0s for all stats
Click every non-weapon on the list and set that, except for the Hawaiian stuff

Edit a stat set for mages with +1 Str, +10 Mag, +6 Spr
Set this for all weapons for Garnet, Vivi, Eiko, and Quina

Leave Save the Queen alone

Edit a stat set for warriors with +6 Str, +2 Mag, +6 Spr
Set this for all weapons not mentioned above

Edit a +4 Spr stat set for the Aloha gear, including Sandals, for people who prefer 50 Spr on Quina to the stat pros/cons of the given characters
Set this for Sandals and Aloha gear

Both save the mod and export it as PPF from the File menu. Since gear is the same on all 4 discs, you can save the mod having edited D1 (say), open it for each other disc, and save a new disc 2 mod and PPF. You need a PPF and, it's handy, a mod file for each disc.




If that doesn't answer y'all, please feel free to post here--I've hit Notify--pm, or contact Vir27 on GameFAQs.

Thanks.

36
BaconCatBug has recreated the mod for Steam! It's up in the same gdrive. Well done, BaconCatBug.

If you'd be interested in BaconCatBug making a UK Steam release as well, post here about it.

37
Great. I responded, hopefully explaining what's to be done. Let us know how it goes :)


Also, mind what Tirlititi wrote about making your own back ups! I'm just going to paste in here because I can't remember if I pasted the Text part into my PM.



Saving Instructions
You have to backup your files yourself. The program asks for the "FF9_Launcher.exe" file when opening the game, and then for a folder where you want to save your modded files. In any case, never choose the folder in which the selected "FF9_Launcher.exe" lies, either create a new folder either save it in a folder containing another "FF9_Launcher.exe".

The files created this way are intended to replace the files in the sub-folders of your "FINAL FANTASY IX" folder.

Here are the 2 safest possible choices :
1) Start by creating a backup of your "FINAL FANTASY IX" folder. When you use HW, only open the backup files and choose the non-backup "FINAL FANTASY IX" folder when you save (it's important that you keep that default name). As that's the game launched by Steam, you'll have your game directly modded.
2) Start by creating a backup of your "FINAL FANTASY IX" folder and use that backup for HW, but create a new folder somewhere else for the saving. To apply the mod, you need to replace manually the files in the "FINAL FANTASY IX" folder by the modded ones.

In any case, a 3rd backup is not a bad idea, unless you don't mind downloading the game again in case of problems.

About texts
The support for texts (in the Steam version) is quiet minimal, as the formatting is displayed as it is in the game's files. In particular, you have to write the size of the text box yourself in the 【STRT】 tag when needed, as well as the hexadecimal code to add color, etc...
As said, you shouldn't import the texts from PSX-saved .hws (just unckeck the related boxes), as only the text will be imported and the opcodes will be lost. This is particulary important for text blocks as the game bugs if the texts there don't start by the 【STRT】 tag.

The text preview window doesn't display the opcodes' effect either for now.

Also, there's a special UI text block, called "Localization", which contains generic texts of all the languages available. I let you guess how to properly modify them, but know only that the texts here must be single-line (use the escape character  '\n' if you want to add a new line). Also, the format is so easy that the devs themselves messed up with it and there are a few help texts that don't work the intended way :p (I'm thinking of the "OrderTargetHelp" field, which doesn't work in languages other than english and japanese).

38
As Tirlititi has damn fantastically come out with the PC version version of Hades Workshop, I am thinking back to BaconCatBug's question!

I don't have the PC version. I was thinking if anybody who does have the PC version is interested in this mod for it, then I will give them files and help to make a PC version the same as I did for Kivikaki to make a German version. It seems like the procedure will be similar, too, since, if I understand Tirlititi's post, the main bit of the conversion that might be some work is going through and reformatting some of the modded text. Naturally, whoever wants to do this gets the credit, gets everyone else the mod for PC, and saves me buying the PC version (quite unlikely to do in current budget).

39
Congratulations, Tirlititi, and thanks!

40
Don't do spend money to do more work? You've won me over. How'd you get so persuasive, Tirlititi?

41
Last I knew, Hades Workshop, which prescribes my FF9 modding abilities, didn't edit the PC version. Or am I out of the loop?

42
I think you were just speaking for example, but for our information, on top of what you mention my mod alters most active abilities and the stone price of most support abilities, characters, a few other monsters than the force exp (to make you fight proper dragons to up Dragon Crest), and text for that sort of thing in addition to fixing typos.

https://docs.google.com/spreadsheets/d/1bQaj0zRxfw6l-nkJRXMssWN9ZosvTZdpm_fVKEnaE0c/edit?pli=1#gid=330958072



I came by to say I'm all for being able to mod one or other of the new versions, esp. PC! Let me know if I could do something to help down that line.

43
Scripting and Reverse Engineering / Re: Chrono Cross
« on: 2016-01-18 06:43:38 »
I have no chance of answering your questions, I'm afraid, but your images look great!

44
FF9 Gameplay Releases / [PSX/PC] Fixed Stats Mod
« on: 2016-01-18 06:11:46 »
PPFs for NTSC PS version and .hws files for Steam and for making PAL versions' PPFs:
https://drive.google.com/drive/folders/0B_iQt93JXScud0NpUlZsaC1pWkU?resourcekey=0-ZOAG8bT1e4kBYniPiI1hrA&usp=sharing

Warning to Steam users: to use the mod for Steam, you need to import the .hws file using Hades Workshop and untick the "including texts" options when you do it.

In FF9, stat growth works by accumulating fractions of stat gains from each level gained with stat-boosting equipment on. The best stat-boosting equipment comes later in the game, so over the years interesting challenges and questions have developed about what combinations of gear "maximize" stats in what way for each character. Though the informed player will be over-powered in gameplay regardless of his stats or even his level, over time I've seen some folks wish they could just battle and gain levels normally during the game without the tinge that they do so giving up stat potential. This mod cuts out the variation in stat growth by confining and normalizing stat bonuses to each class of weapons (which slot no character can empty).

Suffice to say characters will grow into the kind of max stats any perfectionist would want. Wall of specifics under the spoilers.

Spoiler: show
All weapons either have fighter bonuses or mage bonuses. The unusually large stat bonuses on weapons will not overpower the party too much until endgame because I subtracted their bonuses from each character's base stats. Characters will start the game with their base stats, and while they won't get temporary +whole numbers from gear, their stats will grow more uniformly and somewhat faster. In this way, you can't tell the character from the character+weapon, so I effectively only changed the stat growth rate. Note: for complicated enough reasons, I recommend not allowing temporary members Blank and Marcus to level, or else following the steps at bottom to set Amarant and Eiko (respectively) right later; elsewise, it'll throw your stats off.

This approach also keeps the characters' relative stat strengths in tact. The only differences bigger than +/-2 compared to mixed-gear-bonus ordered totals are the following. Firstly, Vivi, Freya, Quina and Amarant didn't have stat weapons, but since they now grow uniformly based on their personal base stats, their key stats are much higher. Again, they fall into the same ranking they did naturally, independent of whatever gear is available to them Secondly, I didn't mimic the +Mag Steiner and Freya had, so their Mag is more comparable to Zidane's and Amarant's than to Quina's now. This all balances the characters' personalized natural stats with the maxes that the game already made possible.

To answer the difficulties with Spirit, the most desirable and main max-able stat, I gave everyone the same Spirit growth. I settled on the bonus value that gets almost everybody to 50 by lv99. They don't have too high Spr for most of the game because, again, I subtracted the weapon's bonus from their base stats. Characters who boast naturally higher Spirit get to max earlier; the less spirited don't have that advantage, but get there by lv97 at latest (Amarant). Only Quina doesn't get to 50, but the growth that would be needed for that would make others max Spr unreasonably early (like lv64). Singling Quina out for a bigger bonus would negate others' having higher Spr in their particular strengths and weaknesses.

Quina gets to 46, and whoever prefers round numbers to characterization just needs to level up some with some of the Hawaiian set. I am putting +4 Spr on each of the four Hawaiian items. The exact number of additional SprBonus Quina needs to get to 50 is 114, so all four pieces for 8 levels (114/(4+4+4+4)=7.125 levels needed) is the shortest route. Even going through the whole game not caring about stats or levels, it shouldn't be hard to get the Hawaiian gear and remember to put it on at least before passing Quina's lv91. In case you need other gear on to level Quina for some reason, other combinations of +4 accumulating over levels and summing at least 114 will also work. Using the otherwise useless Hawaiian gear is a good way to enable all 50s for Spr without worrying folks about their gear (the point of this mod) or tampering with the characters' natural strengths, weaknesses, and growth.

On another note, I chose Magic-ordered Quina because taking the approach described above to its numbers fits in 100% perfectly with the party's natural Str and Mag rankings.




Numeric information available on the last sheet of my other mod's documentation:
https://docs.google.com/spreadsheets/d/1bQaj0zRxfw6l-nkJRXMssWN9ZosvTZdpm_fVKEnaE0c/edit?usp=sharing



If you do not want to play a lv1 game, or if you leveled Blank or Marcus, then Freya, Quina, Eiko, and Amarant will join at levels higher than 1. The characters who actually had to "level" will have been accumulating stat bonuses from their weapons,  while these characters will start behind (or ahead in Marcus/Eiko's case) in that accumulation. But with a save editor you can just set this stat bonus to whatever you want, and then, when the character levels up again, the game will act like they got that bonus naturally. You could put in the correct max bonus at lv98, if you wanted to, and it'd jump your stats from base to max in one go. Max Magic Stones will still benefit from a lv1 game.

In this mod, since all weapons are the same for each fighter/mage, every character gains each stat bonus/growth at the same rate per level. When levels are the same, too, every fighter/mage should have the exact same stat bonuses. Their different starting points, their base stats, account for the difference between characters. GameFAQs user MadJak91 points out how you can easily use these facts to set their stats "right" using the save editor Memoria to set equal their stat bonuses.

1. When Freya or Amarant joins, save when the new member is the same level as Zidane.
2. Open this save in Memoria and on Zidane's "Misc." tab, note down the numbers for the Str, Mag, and Spr pools. Spd won't have anything in it.
3. Put these numbers into the appropriate pools on the new member's "Misc." tab.
4. Level up to recalculate. Every warrior should have he same bonus values at the same level. If the level and the bonus values are the same as a Vivi's, the character's stats are correct.

1. When Quina or Eiko joins, save when the new member is the same level as Vivi.
2. Open this save in Memoria and on Vivi's "Misc." tab, note down the numbers for the Str, Mag, and Spr pools. Spd won't have anything in it.
3. Put these numbers into the appropriate pools on the new member's "Misc." tab.
4. Level up to recalculate. Every mage should have he same bonus values at the same level. If the level and the bonus values are the same as a Vivi's, the character's stats are correct.

45
Ok. Thanks again for your help!

46
Ok, so always kill Plant Brain, Blank, and Plant Spiders in that order. Got it.

Thanks!

I was confused by "contrary to what I thought and wrote." Am I missing a post of yours?

47
By the last part you mean that all characters will join at lv1 if I cut and paste as you say, except Amarant won't if Blank's level is higher than the average party level (only a problem in lv1 games). But Eiko will still gain Marcus' stat bonus, even stat bonus he gained through auto-leveling when joining your party? So we must make Marcus join at lv1 and the player must not let him level to keep Eiko's stats "clean"?

48
Tirlititi, I am thinking of making a mod that fixes stat growth for people who want to do without the variable stats. Probably I'll do this by confining stat bonuses to weapons, with a given set of bonuses per weapon class leading up to each toon's max stats. This does leave the question of missing stat bonuses on joining. Can I make all characters join at lv1 in the field scripts somewhere?

49
FF9 Gameplay Releases / Re: [FF9] Alternate Fantasy (v3.2)
« on: 2016-01-16 14:57:15 »
As always, thanks for the info!

50
FF9 Gameplay Releases / Re: [FF9] Alternate Fantasy (v3.2)
« 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.

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