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Messages - Tirlititi

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101
HW is quite sensible to mods, even those it generates itself. Other than that, there should be no problem. It used to scan correctly the japanese, US, UK, french, italian, german and spanish PSX images; I don't have copies of them anymore to thoroughly check but it still scans correctly at least the US version.

When it scans a game successfully, it generates a "Final Fantasy IX (Disc 1).hwf" file next to your PSX image that contains the results of the scan so you don't need to do that anymore next time.

So I guess you are trying to open a modded version of a PSX image. If you know which mod it is and you can remove it (eg. it's a .ppf with an "undo" feature), do that then open it with HW. In many cases, HW will then generate a .hwf that you can use even after re-applying the mod (close HW, re-apply the mod but keep the .hwf next to the game and with the same name, then re-open the PSX image with HW).
If you don't know what mod your game has, you'll have to get another version of the PSX image first, one that is not modded or only very slightly modded. If you're using the US version, I can share .hwf files as well; hopefully they'll work.

102
Hum... By default, these dialogs are not translated in all the languages. The balloon mini-game was translated in french but not in english for example and the ATE in Cleyra was not translated in any language if I recall correctly. In these situations of a missing translation (but with good remnants of the deleted scene in the script), the lines are often replaced by "debug" as a placeholder or empty text. In other situations, the line was completly removed, resulting in a shift in the text IDs depending on the language (that is why there is not always the same number of texts depending on the language).

So you don't have these lines properly translated, either because you unlocked those scenes yourself in the scripts (in which case, congrats!) or because you imported only a part of a mod unlocking them (typically you unticked the "Texts" box when loading the .hws) or because the script-related modifications are properly installed but somehow the text-related modifications are not (the scripts are stored in a sub-folder of "StreamingAssets" while the texts are stored in a subfolder of "FF9_Data").

103
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

104
It is possible to change it with HW indeed although it is not very simple because it requires script editing.

In the panel "Environment -> Fields", you need to find the field in which a new character joins (for Quina, it's the marsh's pond for example; for Freya it's the Lindblum's pub because that's where you name her).
Then "Edit Script" and find the lines initializing the character's datas. For Freya, they look like that for instance:
Code: [Select]
SetCharacterData( 4, 0, 4, 6, 4 )
Wait( 5 )
Menu( 1, 4 )
Wait( 10 )
set VAR_GenUInt8_6 |= 16
The point is to empty the party reserve right before the "SetCharacterData" call, because levels will be initialized by averaging the current party's levels (not only taking Zidane's level into account). And then you need to put the reserve back to what it should be. For instance, still about Freya:
Code: [Select]
SetPartyReserve( 0 )
SetCharacterData( 4, 0, 4, 6, 4 )
SetPartyReserve( Setting_PartyReserve )
Wait( 5 )
Menu( 1, 4 )
Wait( 10 )
set VAR_GenUInt8_6 |= 16
Then parse the function and validate everything.

The characters' datas are initialized in these functions:
Freya: Function Main_Loop of Lindblum/The Doom Pub (571)
Quina: Function Main_Loop (near the end) of Marsh/Pond (657)
Eiko: Function Main_Loop of Mountain Path/Trail (1550)
Amarant: Function Zidane_Loop (in case 113) of Mdn. Sari/Entrance (1600)

105
The best is to use the Memoria Engine modifier that fixes that bug. There is no reason to edit the game's source code directly instead of installing Memoria.

106
That problem has nothing to do with Alternate Fantasy as far as I know. I'm not even sure it relates to FF9 specifically. That looks like Steam is not happy the way you start the game. I'm pretty sure it doesn't happen if you start the game from Steam's library.

107
Try changing the monitor / resolution / window mode / audio sampling settings and then try running again.

108
I think 3 mistakes is the good number: it means you really need to know all the treasures of the game (and some of them are really well hidden; you can easily play ~10 times without realizing there was a treasure). The mistakes are allowed only because it would be very frustrating to discover at the end that you'd have forgotten about that 1 elixir card that you were sure to have picked but apparently not.

I can see why you missed the Power Belt, as the ATE choice in Treno is decisive, easy to fail and not easy to recover if you don't save often. However, it's part of the challenge. If you really know all the treasures (or plan to do so), then consider it your 1/3 mistake.

Otherwise, you can always hack Excalibur II into your inventory at the end of the game, using Memoria.

109
No sorry, I've never tried doing something like that on the PSX version.
To be honest, I'm not even sure it can work to actually play Freya's casting animation for a non-Dragon effect, that "Freya's casting animation", on the PSX version... The usage I suggest is actually an extrapolation of that sequence code's effect from the source code of the Steam version to its behaviour in the PSX version. It might be that Freya's casting animations are actually packed inside all the Dragon effects, next to the effect models and textures, and that they can't be used by any mean in a non-Dragon effect in the PSX version.

110
The Memoria Engine mod fixes that on PC.
You can't fix it properly without Memoria: the only solution without Memoria would be to use "Play Freya's casting anim" in the spell sequence of "Inferno" but then it would bug if anything other than Freya uses Inferno and even then I'm not sure that you can get a flawless casting animation for Freya.

111
I have no idea, sorry.
Maybe your downloads are corrupted? It's strange that neither Moguri nor Alternate Fantasy work for you...

112
Try updating Memoria. The log file doesn't catch the problem.

113
Yes.
Human-type enemies are also non-edible but that doesn't apply to Tantarian.

114
How Save The Queen doesn't teach you anything? That is not normal.
Check that "BeatrixMod" is installed properly. In particular, you should have a file "BeatrixMod\StreamingAssets\Data\Items\Items.csv" that makes sure Beatrix can learn everything...

When playing the mod normally from the start, Beatrix should have learnt a couple of abilities but that doesn't apply when you install the mod midway. The equipments should allow to catch up these anyways.

115
That's unfortunatly not possible using HW. That is too deeply encoded in the battle system.
On the PC version, modding the BattleHUD can be done to do something like that but it's not a feature that Memoria allows (yet).
BattleHUD

Another possibility (that works on PSX) is to have "Double Blue Magic" replace either Double White or Double Black. You'll loose one of them but as long as a command takes the natural slot of one of these, it's considered as a double command.

116
There should be equipments that teach her all her abilities. Maybe you don't have them yet.

117
Hello g_west,
The .hws for the PSX (US) version can be found in my dropbox mod folder. I have no idea what bug you encounter when opening the modded ISO directly; I never really assumed HW to work on those so I never tracked these bugs.

118
I made her trance jump deal more damage indeed. It no longer uses the same damage wide range as Quina's attack (which was the formula used in vanilla).

119
Hi Telverin.
It is possible to rename the spell and change its visual effect into an already existing visual effect. The most straightforward way is to directly edit the modded files in AF's folder:
- for the visual, it's "AlternateFantasy/StreamingAssets/Data/Battle/Actions.csv",
- for the spell's name, it's "AlternateFantasy/FF9_Data/embeddedasset/text/us/ability/aa_name.mes" (replace "us" by another language if you don't play in US english).
These files can both be modified using a text editor. The CSV is a spreadsheet so it may also be edited with a good spreadsheet editor, but you must beware of keeping the exact same CSV format, which some spreadsheet editors can't do.

Another way to do that is to use the tool Hades Workshop. It takes longer to load but it gives a more comprehensible interface, so you don't have to figure out what number you need to input in spreadsheets. For that:
1) Download the tool Hades Workshop.
2) In that tool, "File -> Open -> FF9_Launcher.exe" (in your game's directory), then "File -> Open Mod -> AlternateFantasy_v5.2.hws" (that file is provided in the download link, inside the "Source v5.2" folder), let every available option checked and proceed, then wait for the datas to load (it will take some time).
3) In the "Party -> Spells" panel, search for Free Energy. There should be 2 of them, the first is the non-trance and the second one is the trance version. Change the "Name" and "Animation" of these.
4) "File -> Save Steam Mod -> Raw assets + Spreadsheet" will generate a mod folder comparable to the "AlternateFantasy" mod folder.
5) Merge the folder you generated into the folder "AlternateFantasy":
--- the new files from your folder should replace the files from "AlternateFantasy"
--- but there are also files that are present in "AlternateFantasy" and not in your new folder and it is important for them to be in the result of the merging.
6) That should be good. In case you rename the folder that is the result of the merging (instead of keeping "AlternateFantasy"), you must register that new name in the Memoria.ini in place of "AlternateFantasy".

120
The two lines in Memoria.ini outside of AlternateFantasy, they should use the default formulae instead of the AF modded one.
- In AlternateFantasy/Memoria.ini: StatusTickFormula = OprCnt * 150
- In Memoria.ini: StatusTickFormula = OprCnt * 4 * (IsNegativeStatus ? (60 - TargetSpirit) : TargetSpirit)

You can either keep the default formulae or delete them from Memoria.ini, it should make no difference.
However, if you don't have the default formulae in Memoria.ini, then that may be a sign there's a problem with that file, because there's no reason for these formulae to have changed if you didn't change them yourself.

121
No. Unless I'm forgetting things, you only need to edit the file "AlternateFantasy/Memoria.ini": remove the two lines starting with "StatusDurationFormula" and "StatusTickFormula".

122
Hello Dalkil.
You're missing Long Reach and Half MP for Steiner. Both can be learned on the Protect Ring only (for Steiner).
The Protect Ring is a very common reward for end-game sidequests in vanilla but it is much less common in AF. From the top of my head, it's not a reward of the Mognet sidequest, the Ragtime Mouse or the Chocobo mountain crack. It can still be obtained with Hot&Cold points, the Nero sidequest or synthesizing it with Hades (it doesn't worth it though).

Happy new year :)

123
I have no idea about this "dgx". It doesn't ring a bell.

For the rest: the easiest way to do what you did without loosing any non-HWS modifications is to indeed export the Steam mod with "Raw Assets + Spreadsheets" options but then you need to merge the resulting folder with the non-modified AF folder. That way, you'll update the files generated by HWS and still keep the extraneous files that were generated by other means.

In particular, the "AlternateFantasy\StreamingAssets\Data\Characters\Abilities\AbilityFeatures.txt" that modifies the effects of supporting abilities (and was generated with a text editor) will be kept.

124
It used to work correctly. I don't know why it doesn't work anymore. Maybe I changed something when moving to a format that is both compatible with the PSX and the PC versions of the game, maybe it's something else... I'll have to check.
On the same vibe, changing the script of "Opening-for-FMV" tends to create bugs, so that's also something to avoid with the current version.

125
Ok...
The world map "Places" and "Battle Spots" sub-panels bug.
Don't change anything in them. I need to fix that...

Thanks for warning, elberuss. I didn't think I would need to update this tool anymore. That adds to my todo-list.

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