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Final Fantasy 9 => Gameplay => FF9 Gameplay Releases => Topic started by: Clem Fandango on 2020-02-01 20:33:02

Title: Final Fantasy IX: David Bowie Edition Version 2.0, now with Moguri support
Post by: Clem Fandango on 2020-02-01 20:33:02
Final Fantasy IX: David Bowie Edition

What is this?

Final Fantasy IX: David Bowie Edition (DBE) is a gameplay mod that is a remix of the original game, aiming to keep the overall essence and feel of FF9, but with some new options for the player and an overall higher difficulty. The mod is now up to 2.0 after years of off-again, on-again iteration.

This mod requires the latest version of Memoria and is compatible with Moguri. The mod has been fully playtested with Memoria's Turn-Based Difficulty option, which is pretty fun if you want a slightly different flavor than usual. Downloading and installing the mod is done through the Memoria mod manager, more on that below.

As of 2.0, nearly every battle has been altered further, character abilities/stats have been tweaked, various bugs have been squashed and there's a wide variety of minor changes beyond that.

What's with the name?

I like David Bowie.

Is this meant as a hardmode mod?

It's meant to be harder than FF9, but not so hard that it no longer resembles FF9 at all. Combat is meant to be more substantial on a per-fight basis compared to the original game, largely due to the lower encounter rate of the newer releases of FF9. The idea is that the game should have some degree of friction throughout, especially if the player is not grinding.

The level of difficulty I was going for would be similar to FF4, specifically the DS version of FF4, but without the infamous "got ambushed by a bunch of dogs that were on fire and got instantly wiped" kind of thing.

Features

- All characters have been looked at and rebalanced, with more of an emphasis on buffing characters rather than nerfing them. Abilities that range from "mostly useless" to "literally does not work" have been either improved or completely replaced. Character skill sets in general have been reworked, with an emphasis of characters having a wide variety of possible uses at all parts of the game, for instance I didn't want Steiner to just turn into a Shock-bot like he does in Vanilla, although you can still totally do that if you want.

- Some characters can actually play quite different from they do in vanilla. For instance, Dagger now has Red Magic and Amarant has a particular focus on his Trance abilities that he never had before.

- Enemies generally hit harder, hit faster and are more durable. In some cases they gain new abilities, elemental traits, classifications and so on. Nearly every encounter from the Evil Forest onward has been modified, generally to make enemies more dangerous than before.

- Weapons and armor have been modified, sometimes with different stat changes, other times with new names and effects. The abilities learned by equipment have been changed quite dramatically as well. End game weapons have been changed quite a bit, since I wanted there to be multiple potential options for a character to use at end game.

- Support abilities have different AP costs and characters don't necessarily have the exact same options as in vanilla. For instance Quina can learn Long Reach and actually learns it far earlier than other characters, which can give them some unique options should you want to gamble with their physical attack. Additionally the effect for some skills has changed, for example Stone Killer is now gone and replaced with Armor Killer, which now applies to various enemies with natural armor like shells and carapaces, which winds up being a much more numerous crowd than the three monsters Stone Killer works on in vanilla.

- AP requirements for abilities are cut down across the board, to encourage both experimentation in using different characters (doesn't take as long to build someone up), as well making it easier to shift around pieces of equipment as needed.

- Chocographs now have different rewards, with them largely being more incremental improvements rather than the sometimes over the top upgrades that they can be in vanilla. For the most part, a player getting Chocographs as soon as they can will be better off than a player who is not playing the mode at all, but it's less "Freya gets the Holy Lance early and now skips like three of her spears" and more "Freya gets a really good and cool spear, but it's not going to be a total blow out."

- The specific Chocographs that allow Choco to change his form are available at different times. Basically what this means is that Choco is no longer able to go from his Mountain form to his Sea form over the course of like, ten minutes, instead this can only occur if the player has already completed the events at Mount Gulug.

- The final dungeon has a number of new random battle formations, with larger enemy counts per battle.

- There's a number of little quality of life changes to make parts of the game feel a bit better. Dagger no longer has performance issues half way through the game (although I admit I like that whole thing as a concept). Vivi no longer asks for a card during the festival of the hunt and asks for something that's actually worth getting. If you're catching frogs you only need to get 69 frogs to finish the end of the sidequest, which is Nice, and also makes the whole thing drag considerably less than it normally does. Frog Drop is not a thing anymore so you don't really need all of those frogs anyway.

Known Bugs

Presently the area around the Village of Dali sometimes softlocks the game upon loading a battle. It's not 100% guaranteed to happen and I've not been able to figure out the cause of it. It's the only major bug I've been able to replicate.

That being said, please let me know of other issues that you may encounter.

Special Thanks

I just want to throw out a shout out to Tirlititi, for not only developing the Hades tool and its various documentation, but also for answering the mountains of questions I had while I was working on this. Also a big shoutout for showing me how to make the mod compatible with Moguri, as well as allowing it to be listed in the Memoria Mod Manager. None of this would be possible without Tirlititi's work. Also thanks to Caledor for providing some solutions for some issues with Chocobo Hot and Cold, it was a huge help. Also a big thanks to anyone out there who has provided feedback and pointed out bugs to me.


Standard Installation

1. Download and run the latest version of the Memoria patcher from this page: https://github.com/Albeoris/Memoria/releases. Note that when you run the patcher, Windows may pop up a dialog saying the file is unsafe; this appears to be a false positive and is probably not unexpected given how the patcher works. If you've got an older version of Memoria, make sure to update to the newest version.

2. Launch FF9. You should now see a different looking screen from what you would normally see, what you'll want to click is the "Install Mods" button in the upper right-hand corner. From there, click the Browse Catalog tab and you should see the mod listed.

3. Select David Bowie Edition in the mod manager and install it. Should be good to go from there.

4. Note that this should not be used with existing save games, unless updating from a previous version.

Additionally, you can download mod data at the following link: https://www.dropbox.com/s/k5o64e3g8iyah63/FF9%20DBE%20v1.16%20Memoria.zip?dl=0

It says 1.6, but it is 2.0. I'd recommend installing the mod through Memoria instead.

Moguri Installation

This is largely the same as the standard install, but you've got an additional step before doing starting the process. First install the newest version of Moguri from here: https://www.moddb.com/downloads/mirror/216757/127/bfacb6ef7e75fa89cd9b57b3d09a2a23

Once you finish installing Moguri, proceed with the steps seen in the Standard Installation section. At the end you can enable whichever Moguri components you'd like to use in the Mod Manager. I don't think load order should matter, keeping David Bowie Edition loading before Moguri will work fine.

Updating

To update the mod, simply uninstall it in the Memoria Mod Manager's Installed Mods tab, then redownload it in the Browse Catalog tab. Also make sure to be running the latest version of Memoria, as DBE makes use of features from the most recent release.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Clem Fandango on 2020-02-02 17:16:07
I'm still mystified by Gighee existing, easily one of the weirdest monsters in FF7. I didn't ever know there was a connection until maybe a couple of years ago.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Vir on 2020-02-27 04:23:53
Well done! I'm lucky I stumbled in here today.

From reading your documentation, I like your thoughtful take on balance over all. Multicast Protect, Shell, and the efficiently-simple earlier Power Up and High Jump seem like especially good ideas. From what I can tell there, my favorite idea is your giving Healer to David Bowie. I was interested to imagine him doing focusing on party support and Soul Love crowd control. If only Healer healed through Trouble!

I wonder what is "Lightbringer," which you mention in Steiner's writeup? I must have overlooked it.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Clem Fandango on 2020-02-29 18:19:59
Lightbringer is gone, it seems I missed that reference in that part of the documentation. Basically it was a holy attack that was replacing Iai Strike, could be obtained in the later stages of the game. I wound up scrapping it because it didn't bring much to the table, I was feeling like Steiner already had a lot of potential elemental options in his kit and that it really just became a "use this on undead" button for him, which is fine, but other characters already had that kind of thing but in more interesting ways.

So that instead got changed into Shadowblade, which is a totally different idea (self-heal that can maintain combat momentum) and way more niche, but in practice it felt much more interesting to play with. I think that might actually have been the very last ability change before I posted this.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Vir on 2020-02-29 22:46:33
Good show.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: strife98 on 2020-03-07 06:13:06
I've just started this mod so I haven't gotten too far, just to the Ice cave, but I've got a few things to note. I'll keep you updated on what else I find as I find it.

Garnet can learn the skill "None" from the Moonstone that you get for the top reward in the dual minigame from Brahne. Using it only targets an enemy and heals them for about 2k at level 1.
Some enemy's have weird camera angles. The Fang in the Evil Woods and the Python outside Ice Cavern are two examples. Fangs "Fang" attack and Python's "Rapid Fire" attack trigger the weird camera. Like pythons camera looks at one character before attacking a different character, and it clips under the ground a bit.

Just a warning the twitch clips aren't that "Family friendly." I curse like a sailor during streams haha.

None and Python Camera two in one clip: https://clips.twitch.tv/TubularApatheticDugongPraiseIt

Plant Brain has a 2nd "Thunder" move that doesn't actually do the Thunder spell
https://clips.twitch.tv/SeductiveInquisitiveCheetahChocolateRain

And I was told that this was a normal bug in FF9, but I figured I'd post it just in case. I got into a normal battle encounter in the forest next to the Ice Cave and it didn't get past the black screen after the battle swirl. It didn't crash it just kind of hung there soft locked.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Clem Fandango on 2020-03-08 18:15:00
I'll see if I can replicate any of that. Dagger's spell should be called Dia, odd that it's not coming up with the correct name, I've actually never had that happen during testing.

The soft lock though seems to be (at least from my experience) something that the PC version just kind of does. I had that happen even before I started modding anything.

Edit: Are you sure you copied the x64 and StreamingAssest folders in their entirety when installing the mod? I just tried installing the mod from a fresh install and it looks normal for me, stuff like the Dia problem and probably the Plant Brain thunder thing might be due to not every file being copied over.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: FFIXFAN on 2020-03-08 23:30:38
I downloaded this Mod last night and been playing it most of the day.  Few things are each characters attack influenced by a secondary stat?

Steiner at lvl1 was hitting for 130 whilst zidane hits for 80. Am loving the changes to Garnet. Cant wait till see what else has changed.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Clem Fandango on 2020-03-09 01:02:05
For the most part I didn't make many changes to weapon damage calculations, the lone exception I can think of is that Zidane's last dagger takes his Speed into account when dealing damage, but that's about it. The most major change at the start of the game is that Steiner now starts with the Iron Sword outright, no need to deal with the Broad Sword's middling damage at all.

Glad you're enjoying it, more major changes come up the further in you get.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: FFIXFAN on 2020-03-09 13:10:48
I am at the point where you get your Chocobo currently. Just learnt White Wind from an Ironite instead of Angel Snack lol. I have to completely forget my current knowledge of what monsters teach which Blue Magic now lol.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Clem Fandango on 2020-03-09 21:34:27
Yeah I felt the need to mix those up a bit, mostly towards the early game. I wanted White Wind to be more readily accessible early on due to the fact that enemies typically do more damage than they used to and as handy as potions and Reis' Wind are, the player doesn't have many options for group healing at the start.

Having said all that, I wish I could change White Wind's formula around a bit. It always heals 1/3 of the caster's max HP and the amount is hard coded in for the formula. Kind of a bummer, it's not bad when Quina is first introduced, but as characters gain more and more HP and monsters get tougher and tougher, it doesn't really hold up all that well. I tried it as a more traditional Cure style formula at one point and it stopped feeling all that unique and still had scaling issues. Not sure if there's a good solution for that.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Caledor on 2020-03-09 23:40:26
I'm sorta working on a rebalance myself and yesterday i realized the very same thing about the Holy Lance i'm only reading here now. Already downloading to look at the detailed documentation.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Clem Fandango on 2020-03-10 00:02:55
Yeah I found there's a lot of Chocograph treasures that are similar to the Holy Lance, but I don't think any of them are as nearly significant a boost. I found it really hard to balance what exactly you get in Chocographs, it's surprisingly tricky to predict what exactly will mess up player progression, especially once party composition is opened up.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: strife98 on 2020-03-10 01:10:25
I'll see if I can replicate any of that. Dagger's spell should be called Dia, odd that it's not coming up with the correct name, I've actually never had that happen during testing.

The soft lock though seems to be (at least from my experience) something that the PC version just kind of does. I had that happen even before I started modding anything.

Edit: Are you sure you copied the x64 and StreamingAssest folders in their entirety when installing the mod? I just tried installing the mod from a fresh install and it looks normal for me, stuff like the Dia problem and probably the Plant Brain thunder thing might be due to not every file being copied over.

I'm 100% sure yeah. It might be because I tried putting it on top of Moguri and it might've changed somethings. I'll do a redo without Moguri.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Clem Fandango on 2020-03-10 02:05:56
Yeah for what it's worth I've never really tested the mod when used in conjunction with Moguri, or anything else for that matter. Strange things may happen.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Caledor on 2020-03-11 15:22:47
Hi. I was wondering... how did you change the contents of chocograph trasures? I tried dumping World map script from the vanilla game and a DBE patched one (from HW) and they're identical...


EDIT: Nevermind, looks like i forgot to paste a few files, now they're different.

EDIT2: I managed to document all the treasure changes, one thing i still don't know is how you made some chocograph's available later. Is it in the field script?
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Clem Fandango on 2020-03-11 21:42:41
Tirlititi was able to help me out with changing when the different Choco changes are available. Basically it involves changing some figures in different Barrel functions in each field script. Check this post for more info:

http://forums.qhimm.com/index.php?topic=14315.msg268867#msg268867
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Caledor on 2020-03-11 23:39:40
Thanks, did it!
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: strife98 on 2020-03-12 21:31:47
Hmm, I've completely uninstalled and reinstalled FF9, and for some reason it still has None as a spell. I've re-downloaded the latest update as well so I have no idea what's wrong lol.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Clem Fandango on 2020-03-12 23:03:59
This is kind of a long shot but where do you have Steam installed? My understanding is that you can run into problems with overwriting files if it's located in Program Files (not the x86 folder), with many games, not just FF9. Then again I've heard of other folks that don't have the problem so it's a bit of a stretch.

My best guess is that some of the files are successfully copying over while others aren't, that would explain why there's changes but they aren't showing up quite right.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: strife98 on 2020-03-12 23:27:21
I have all my games installed on another hard drive. I'll try to see if moving it to the C drive works

Edit: Nope, even on C it still says None >.<. I don't know what's happening. I'm not changing anything. I'm extracting the files into the root of the FF9 folder, and replacing the files. Nothing else.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Clem Fandango on 2020-03-14 17:32:45
I've tried to replicate the issue myself and I haven't had a whole lot of luck. I'm sorry, but I don't really know what's going on there.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: MysticLord on 2020-03-14 19:28:16
I always wanted a Red Mage in FF9. Might pick this up.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: FFIXFAN on 2020-03-17 21:01:43
Hey me again lol

Just a few things. I am at disc 3 got chocos mountain ability the forest hasnt displayed the no chocograph messgae but cant seem to find any more chocographs. I read about not evolv8ng to sea till after mt gulug does that mean not being able to find it via forest?

Also Daggers performance issue is still there occasional get the message command failed couldnt concerntrate. Still enjoying this mod thou

Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Clem Fandango on 2020-03-18 00:47:52
The way it's set up the Chocograph to grant the Sea ability can't be found at all until after the first airship is acquired, so once you get that you'll be able to find the Chocograph. I ran into the same issue with Mene not mentioning that you can't find any new Chocographs as well, never got around to fixing it though.

Weird about the Dagger thing though! I could have sworn I had that working, I'll see if I can't fix it up quick and upload a new version of the mod.

EDIT: I've uploaded a new version of the mod that should fix the issues with Dagger, I've updated the link in the mod's description so you can download it from regular location, simply copying the files over from the new version should fix it. Note that Dagger will probably still have command issues at least initially, since the game checks for that state at four points. Depending on exactly where you are it should clear itself up once you go to Esto Gaza, assuming you haven't gone there after the Desert Palace already.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Caledor 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
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: FFIXFAN 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?
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Clem Fandango 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.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Caledor 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
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Clem Fandango 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.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Clem Fandango 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.
Title: Re: Final Fantasy IX: David Bowie Edition
Post by: Clem Fandango 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!
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (Aug 29: v1.12)
Post by: Clem Fandango on 2020-08-29 21:35:42
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!
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (Aug 29: v1.12)
Post by: setafd on 2020-09-01 13:30:55
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
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (Aug 29: v1.12)
Post by: Clem Fandango on 2020-09-01 23:10:14
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.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (Aug 29: v1.12)
Post by: setafd on 2020-09-01 23:18:16
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
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (Aug 29: v1.12)
Post by: Tirlititi on 2020-09-02 08:53:22
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.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (Aug 29: v1.12)
Post by: Clem Fandango on 2020-09-02 21:54:04
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.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (Oct 12: v1.13)
Post by: Clem Fandango on 2020-10-12 19:40:53
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
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (March 7: 1.14 )
Post by: Clem Fandango on 2021-03-07 21:20:51
1.14 is now out, after a very long hiatus:

https://mega.nz/file/h8R1BC5R#v37UtBn3ktRqOtqVxxH5h98d93vqi1r9wIO2j8IMaPo

Other updates will follow, I'm in the process of going through the game and cleaning up bugs and such that I missed, as well as making alterations to battles that either don't feel all that good or fun. No doubt that like 15 minutes after making this post I will realize something that should have probably been included in 1.14.

Notably I'm going to start making strides towards getting the mod compatible with Moguri, since that really seems to be the way of the future and I think it's a mistake for me to neglect it up to now. I won't be releasing anything Moguri-compatible until I think I've got it working properly, so it'll probably be a while.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 5: 1.14b)
Post by: Zentrius on 2021-05-23 01:34:30
are there any plans for support for memoria? been loving the hack, but the ridiculously slow battle start up makes this insanely frustrating to play.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 5: 1.14b)
Post by: Clem Fandango on 2021-05-24 15:56:38
are there any plans for support for memoria? been loving the hack, but the ridiculously slow battle start up makes this insanely frustrating to play.

That's what I'm hoping to do following the next update, specifically I'm really hoping to get it working with Moguri. It's a little slow going unfortunately, my work process with the mod seems to be brief bursts of ideas and productivity followed by weeks of distractions.

Also make sure you've got the Skip Battle Camera set to ON in the in game menu, it'll get rid of the lengthy camera sweeping at the start of most random battles.

Next update is made of up various tweaks with a few huge things (I've just up and got rid of Virus since it's not all that compelling), hoping to get some work done on it today. It's mostly just testing at this point.

edit: I wound up working on it for a while today, largely just fixing stuff that's been broken for a while. New download link is here, non-comprehensive changelog is inside:

https://mega.nz/file/osJCDTKJ#r58TKMOgv7_JZX6T12yuUD-fCQvtDFFXXiDiCshnVA4

There's still a couple small things I want to add from here, but I need to look into the feasibility of what I want to do.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (May 24: 1.15)
Post by: FakerMaker on 2021-07-05 22:02:07
Hey! Little late to this. Was wondering if there was a way to apply this patch to the original PS1 isos. I'm unsure how difficult it would be to do so. Thanks!
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (May 24: 1.15)
Post by: Clem Fandango on 2021-07-07 02:29:09
It might well be possible, to be perfectly honest I never really intended a PSX version and haven't really played around with the Hades tool's features to know exactly how it works, though I imagine it's a question of exporting the mod as a PPF. My guess is that it's probably possible, but it might be broken in new and unique ways. If I can get a good chunk of time to screw around with it I might give it a shot at some point, unfortunately I haven't really had the time to work on the mod much in general lately.

Having said all that, I do recommend checking out the Steam version if you've got a chance, it had a fairly nice UI update last year which makes it look dramatically better than it did before. I wasn't completely sold on it when I initially played it, but it feels pretty decent these days and it's not dramatically different than the PS1 version. It DOES feature a speed up toggle and a config option to remove the slow camera rotation the opens most random battles. It's pretty nice.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 25, 2022: 1.16)
Post by: Clem Fandango on 2022-04-26 02:50:58
1.16 is now available: https://mega.nz/file/MppgzaiL#SGGMgoCDJgUx54PMVh9pZcjiUv6zL-3LArwGyiRndn0

It's not a massive change up, I wanted to come back and touch things up after not having really looked into the mod for a while. The download should have a list of changes, identical to the one in the updated OP. I want to keep working on some of the rougher edges as I see them, as I'm back to doing a playthrough after a long time away from it.

Couple things I should mention: using Memoria with this mod does appear to work as far as I can tell, though I should note I never did play through the entire game with it. It's been months since I've last messed around with it, I hesitate to say it's fully supported and you may run into trouble if you run it, though it seemed fine for me. Ozma definitely won't work with turn-based battles. I really enjoyed how turn-based battles feels with the mod, at least from the bits of it I played.

Regarding Moguri support, I don't think that it's particularly likely to happen at this point. From what I can gather, getting it working isn't a particularly simple process and involves the Moguri devs implementing support for DBE within their own project, so it's not just a question of installing Moguri and plugging DBE in. Quite frankly I don't think that there's anywhere near enough demand for this project to really justify that time and effort, especially considering the lack of sophistication in what I've done compared to a number of other mods. At the end of the day this was really just a thing I worked on for a couple years on and off for fun and I wasn't ever entirely sure I was ever going to release it to the public.

There's been some rumors lately about another FF9 release for PC based on an Nvidia leak, I'm not sure if it's a real thing that going to happen or what it's even going to look like, but if it happens and it is possible and not a major pain in the ass to work with, I might try to get compatibility for it. We'll have to wait and see at any rate.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 25, 2022: 1.16)
Post by: Tirlititi on 2022-04-26 13:42:37
I'll check what is the problem with compatibility with the Moguri mod but I would find it very strange if it were compatible with Memoria and not Moguri. I don't know what this DBE is about. (EDIT: Ow... DBE is the mod's name ^^')

By the way, the opening post has a huge "Final Fantasy XI: David Bowie Edition" typo :p
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 25, 2022: 1.16)
Post by: Clem Fandango on 2022-04-26 21:35:36
I'll check what is the problem with compatibility with the Moguri mod but I would find it very strange if it were compatible with Memoria and not Moguri. I don't know what this DBE is about. (EDIT: Ow... DBE is the mod's name ^^')

I can't recall exactly what I had to do to get it working with Memoria and I'm not 100% sure I didn't break Memoria functionality in the process, as I didn't wind up playing through the entire game with it, just a few small chunks just to see how it was. It's been a long time since I was messing around with it but I think it was a question installing the mod as I normally would after installing Memoria, but I'll need to fiddle with it again to see. Whatever it was I did, I do recall trying to do largely the same thing with Moguri and didn't have a whole lot of luck.

I'm going to try to get back into it, it would be entirely on-brand for me to have made a mistake at some point during the process. I'd love to have Moguri support in particular, pretty much any time I read a post on other sites about people playing the Steam port it's usually about how fantastic Moguri looks.

Quote
By the way, the opening post has a huge "Final Fantasy XI: David Bowie Edition" typo :p

Gah. Oh god, I don't know how long that's been like that, it's giant and bold and I didn't even realize it. Dyslexia again strikes.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 25, 2022: 1.16)
Post by: Robgatti on 2022-05-09 23:13:50
Gonna be jumping in tonight, is there anyway to confirm everything is working correctly?

Really excited been searching for a reason to go back to IX.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 25, 2022: 1.16)
Post by: Clem Fandango on 2022-05-10 00:16:51
A really quick thing to check is whether Zidane has a Mage Masher already equipped, that's an early way to know how things are going. Generally speaking starting a brand new save file is probably a good bet, otherwise your inventory might have some things in it that it really ought not to.

However since my last post there's actually been a number of big changes and it's actually pretty easy to set up the mod with Moguri now, if you want to give that a shot. Just have to do the following:

1. Install the latest version of Moguri, the download link is as follows: https://www.moddb.com/downloads/mirror/216757/127/bfacb6ef7e75fa89cd9b57b3d09a2a23

2. Download and run the latest version of the Memoria patcher from this page: https://github.com/Albeoris/Memoria/releases. Note that when you run the patcher, Windows may pop up a dialog saying the file is unsafe; this appears to be a false positive and is probably not unexpected given how the patcher works.

3. Launch FF9. You should now see a different looking screen from what you would normally get with Moguri, what you'll want to click is the "Install Mods" button in the upper right-hand corner. From there, click the Browse Catalog tab and you should see the mod listed. Not everything listed is current available for direct download through the manager, but from what I can tell that will change soon.

4. Install David Bowie Edition and go back to the Installed Mods tab. From here you may need to alter the load order; so long as David Bowie Edition is listed above the Moguri files it should work just fine.

MASSIVE thanks to Tirlititi for getting this all figured out, none of this would be possible otherwise.

Even if you don't want to run Moguri for whatever reason, I'd still recommend doing everything here after the first step. Memoria is generally superior to the original engine at this point and it makes installing supported mods like this one way, waaaay easier.

I should note that there might be bugs, I've been testing it myself and had some other folks do the same and there have been some oddities here and there, most prominent one at the moment is that the area around Dali seems to occasionally lock up during random battles, but it's fairly easy to get to Dali with minimal battles and it's not guaranteed to happen to you. Once I've had an opportunity to test the fix for that I'll update this thread and the file within Memoria; from there it'll just be a simple matter of uninstalling and reinstalling the mod.

Last thing I'll say is that there will probably be a number of balance tweaks forthcoming (I'm not super into how the start of the game plays in retrospect), but otherwise everything should be playable and stable.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 25, 2022: 1.16)
Post by: Robgatti on 2022-05-10 03:38:13
Im not particularly worried about the Backgrounds, but is this compatible with the HQ Backgrounds?

Thanks again! (Have no issue setting up Mogiri / DBE with the steps listed!)

EDIT: Is this mod designed to be played in "Turn Based Mode" or can I leave the ATB as it is.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 25, 2022: 1.16)
Post by: Clem Fandango on 2022-05-10 21:49:56
The mod should be compatible with all parts of Moguri as far as I can tell.

As for turn-based battles, it was actually not designed with them in mind, but you can absolutely play with them if you'd like. Like vanilla FF9 though, make sure to turn off turn-based battles when fighting Ozma, to my understanding the setting does not work there due to Ozma's unique quirks.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 25, 2022: 1.16)
Post by: Robgatti on 2022-05-10 22:28:14
The mod should be compatible with all parts of Moguri as far as I can tell.

As for turn-based battles, it was actually not designed with them in mind, but you can absolutely play with them if you'd like. Like vanilla FF9 though, make sure to turn off turn-based battles when fighting Ozma, to my understanding the setting does not work there due to Ozma's unique quirks.

OK thank you!

Really appreciate the patience with all the questions, modding is a fairly new thing to me.


And last question, DBE should be at the top of the mod load correct? Only plan on using the better Backgrounds.

EDIT: After finishing the installation of Moguri when I open FF9 there is no longer an options to install mods.

https://gyazo.com/9936084eb2a73d95810072febd3a4b08 (https://gyazo.com/9936084eb2a73d95810072febd3a4b08) SS
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 25, 2022: 1.16)
Post by: Clem Fandango on 2022-05-10 22:48:14
OK thank you!

Really appreciate the patience with all the questions, modding is a fairly new thing to me.


And last question, DBE should be at the top of the mod load correct? Only plan on using the better Backgrounds.

EDIT: After finishing the installation of Moguri when I open FF9 there is no longer an options to install mods.

https://gyazo.com/9936084eb2a73d95810072febd3a4b08 (https://gyazo.com/9936084eb2a73d95810072febd3a4b08) SS

Definitely have DBE at the top of the load order, things will get WEIRD if it's not.

As for the other installation, all you need to do after installing Moguri is re-run the Memoria patcher. Once you do that the Install Mods section should still be there and the Moguri components should show up.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 25, 2022: 1.16)
Post by: Robgatti on 2022-05-11 01:02:30
Ahh OK, I accidentally mixed up the order of what to do.

Got it running so far so good.

Is there anyway to rebind the my movement keys on Controller?

IE its using the Joystick by default, if not no worries Ill warm up to it.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 25, 2022: 1.16)
Post by: Clem Fandango on 2022-05-11 21:54:42
It's been a while since I used a controller with this (at this point I mostly just use a keyboard out of convenience) but I think you can set it up to use a d-pad depending on what kind of controller you use. Typically when I use a keyboard I use a DualShock 4 and I believe I had to use DS4Windows https://ds4-windows.com/ (https://ds4-windows.com/)to get it to work. Not entirely sure what you would need to do with other controller types though.

I can see why you would want to do that though, the stage fight at the start of the game is way more difficult on a keyboard from my experience.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 25, 2022: 1.16)
Post by: Necro on 2022-06-24 04:55:18
A really quick thing to check is whether Zidane has a Mage Masher already equipped, that's an early way to know how things are going. Generally speaking starting a brand new save file is probably a good bet, otherwise your inventory might have some things in it that it really ought not to.

However since my last post there's actually been a number of big changes and it's actually pretty easy to set up the mod with Moguri now, if you want to give that a shot. Just have to do the following:

1. Install the latest version of Moguri, the download link is as follows: https://www.moddb.com/downloads/mirror/216757/127/bfacb6ef7e75fa89cd9b57b3d09a2a23

2. Download and run the latest version of the Memoria patcher from this page: https://github.com/Albeoris/Memoria/releases. Note that when you run the patcher, Windows may pop up a dialog saying the file is unsafe; this appears to be a false positive and is probably not unexpected given how the patcher works.

3. Launch FF9. You should now see a different looking screen from what you would normally get with Moguri, what you'll want to click is the "Install Mods" button in the upper right-hand corner. From there, click the Browse Catalog tab and you should see the mod listed. Not everything listed is current available for direct download through the manager, but from what I can tell that will change soon.

4. Install David Bowie Edition and go back to the Installed Mods tab. From here you may need to alter the load order; so long as David Bowie Edition is listed above the Moguri files it should work just fine.

Hey is this still the way to get this working with moguri? I tried to follow these steps exactly and I didn't get a mod load order when opening FF9 (it didn't even look different) and it broke the game when I tried to run it.
I had to get moguri from the moguri website though which I'm assuming is the problem by being updated to make this incompatible?

I've never used moguri or anything like this before so sorry if this is a dumb problem to have. I've been trying to get this working for hours searching all over.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 25, 2022: 1.16)
Post by: Clem Fandango on 2022-06-26 04:41:36
Hey is this still the way to get this working with moguri? I tried to follow these steps exactly and I didn't get a mod load order when opening FF9 (it didn't even look different) and it broke the game when I tried to run it.
I had to get moguri from the moguri website though which I'm assuming is the problem by being updated to make this incompatible?

I've never used moguri or anything like this before so sorry if this is a dumb problem to have. I've been trying to get this working for hours searching all over.

I just ran through the steps I listed just to make sure I didn't mess something up and it still seems to work for me. Just to clarify, what do you mean when you say it didn't look different after you opened FF9? Do you mean that the launcher for FF9 looked the same as it always did, no extra options just purely vanilla? If that's the case that probably means that Moguri or Memoria hasn't been installed correctly.

Also this isn't related to your question and is more of a general announcement: for the last couple of month and a half I have been working on a pretty significant update, specifically going over all of the battles in the game to make them more challenging. The early game in particular isn't really in a state that I like in 1.16 and my hope is that it'll change pretty drastically. The mod isn't turning into a hard mode mod or anything like that, but I don't think I went far enough when I originally made most of the changes to battles.

I have no idea on when it will release, I'm hoping on some point within the next few months, I just need a solid block of time where I can sit down and really mess around with it.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 25, 2022: 1.16)
Post by: Necro on 2022-06-26 14:46:51
I just ran through the steps I listed just to make sure I didn't mess something up and it still seems to work for me. Just to clarify, what do you mean when you say it didn't look different after you opened FF9? Do you mean that the launcher for FF9 looked the same as it always did, no extra options just purely vanilla? If that's the case that probably means that Moguri or Memoria hasn't been installed correctly.

Also this isn't related to your question and is more of a general announcement: for the last couple of month and a half I have been working on a pretty significant update, specifically going over all of the battles in the game to make them more challenging. The early game in particular isn't really in a state that I like in 1.16 and my hope is that it'll change pretty drastically. The mod isn't turning into a hard mode mod or anything like that, but I don't think I went far enough when I originally made most of the changes to battles.

I have no idea on when it will release, I'm hoping on some point within the next few months, I just need a solid block of time where I can sit down and really mess around with it.
Moguri launcher looks the same, with no changes to add the install mods option.
When I followed the instructions as well as I could, and then manually changing the priority stuff myself in the txt file, it broke the game.
https://cdn.discordapp.com/attachments/346108668170993665/989755950812508230/unknown.png

And as an aside, I gave up trying to get this mod working and tested to see if Alternate Fantasy would work, and it worked fine on the first try.
I could only get DBE working if I did a manual installation without moguri mod which I'm not really interested in doing because I like the look of moguri so much lol.
I'd like to play DBE more than I'm interested in AF, but as it stands I just don't know why I'm not able to and after I spent almost an entire day trying to get it working, I don't know if I have the motivation to keep trying to troubleshoot it when I don't even know where to begin fixing it.
Title: Re: Final Fantasy IX: David Bowie Edition - A gameplay mod (April 25, 2022: 1.16)
Post by: Tirlititi on 2022-06-26 16:49:11
Make sure to have the option "[Graphics] Enabled = 1, TileSize = 64" in your file Memoria.ini (it is "32" without Moguri and "64" with it). The bug you show on your screenshot is 100% related to that.
Title: Re: Final Fantasy IX: David Bowie Edition Version 2.0, now with Moguri support
Post by: Clem Fandango on 2022-09-14 00:40:04
After a lot of testing, 2.0 is now released. This is the most substantial update to the mod since release, I have gone through nearly every battle in the game, fixing bugs and making things overall more challenging than before. Beyond the combat, there have been a great number of more minor changes and tweaks that range from squashing bugs to replacing abilities entirely from 1.6.

The mod now requires Memoria and the version for standard FF9 will no longer be updated. That said, installing through Memoria is arguably simpler than how the mod used to be installed and more importantly, Moguri is now fully supported.

Below are the steps for installing the mod, which I have shamelessly copied and pasted from the new OP:

Standard Installation

1. Download and run the latest version of the Memoria patcher from this page: https://github.com/Albeoris/Memoria/releases. Note that when you run the patcher, Windows may pop up a dialog saying the file is unsafe; this appears to be a false positive and is probably not unexpected given how the patcher works. If you've got an older version of Memoria, make sure to update to the newest version.

2. Launch FF9. You should now see a different looking screen from what you would normally see, what you'll want to click is the "Install Mods" button in the upper right-hand corner. From there, click the Browse Catalog tab and you should see the mod listed.

3. Select David Bowie Edition in the mod manager and install it. Should be good to go from there.

4. Note that this should not be used with existing save games, unless updating from a previous version.

Additionally, you can download mod data at the following link: https://www.dropbox.com/s/k5o64e3g8iyah63/FF9%20DBE%20v1.16%20Memoria.zip?dl=0

It says 1.6, but it is 2.0. I'd recommend installing the mod through Memoria instead.

Moguri Installation

This is largely the same as the standard install, but you've got an additional step before doing starting the process. First install the newest version of Moguri from here: https://www.moddb.com/downloads/mirror/216757/127/bfacb6ef7e75fa89cd9b57b3d09a2a23

Once you finish installing Moguri, proceed with the steps seen in the Standard Installation section. At the end you can enable whichever Moguri components you'd like to use in the Mod Manager. I don't think load order should matter, keeping David Bowie Edition loading before Moguri will work fine.

Updating

To update the mod, simply uninstall it in the Memoria Mod Manager's Installed Mods tab, then redownload it in the Browse Catalog tab. Also make sure to be running the latest version of Memoria, as DBE makes use of features from the most recent release.

As always, please let me know if anything seems broken.
Title: Re: Final Fantasy IX: David Bowie Edition Version 2.0, now with Moguri support
Post by: themindcastle on 2023-06-23 06:33:58
Hi!!

I'm very new to modding of any sort -- but I really enjoyed this mod and the changes it made. But I'm wondering if there's a way to go through the mod files and view the bestiary and monster stats? I've found some .mes files with the monsters' names and abilities, but nothing with their HP, MP, etc. Also nothing for which items are dropped or which blue magic is learned from which monsters.
Title: Re: Final Fantasy IX: David Bowie Edition Version 2.0, now with Moguri support
Post by: Clem Fandango on 2023-06-30 02:33:58
Hi!!

I'm very new to modding of any sort -- but I really enjoyed this mod and the changes it made. But I'm wondering if there's a way to go through the mod files and view the bestiary and monster stats? I've found some .mes files with the monsters' names and abilities, but nothing with their HP, MP, etc. Also nothing for which items are dropped or which blue magic is learned from which monsters.

Hi, I'm glad you've enjoyed the mod!

I can set you up with a HWS file that you can load in Hades Workshop (the FF9 editor) which should show all of the relevant changes, including traces of weird ideas that I wasn't able to implement. Once I get back to the computer I use for modding I'll get the file for you.

edit: I think this is the newest version of the mod: https://www.dropbox.com/scl/fi/eznq6zv8pseoldr1yoljp/DBE2.hws?dl=0&rlkey=40pdslknzepf9rbjdpma7umfo

From memory, in order to look at the contents you need to start up Hades Workshop, click File, Open and select the main FF9 executable in the FF9 directory. After that, click File, Open Mod and then select the HWS file from the drop box link. It'll probably take some time to load up but it should have all of the relevant changes.

Note that the HP values on some late game bosses won't be correct, since I used some of Memoria's functionality to change them. I think everything else should be accurate though.