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Messages - Tirlititi

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126
I don't know.
Do you want to share your .hws so I can check it?

127
No, I don't know where these textures are stored in the PSX binary files. I don't work on it anymore since a long time, sorry :/

128
You missed a couple of things but nothing terrible will happen if you continue forward.

129
Yes, the order matters. It should be that instead:
Code: [Select]
FolderNames = "AlternateFantasy", "MoguriFiles", "MoguriSoundtrack", "MoguriVideo"

130
Hum...
It is not a good thing to open a modded game with HW. Depending on whether you have the Moguri/Memoria mod, you should work like this:

== Without Moguri mod or Memoria Engine mod ==
1) Make a copy of the game's (non-modded) folder. This copy (let's call it "FF9 - Copy") will always be used by Hades Workshop. "FF9 - Copy" is the moddable copy while "FF9" is the playable copy.
2) Thus, when using Hades Workshop, always select the file "FF9_Launcher.exe" in "FF9 - Copy".
3) When saving a mod, save it both as a .hws file and as a "Steam Mod" with options "Unity Archives" + "Compiled DLL". The .hws saves are very fast and relatively light in size, so don't restrain from saving often and possibly saving a new file each time if you want to be very cautious.
4) For installing and playing your mod, move the files from "FF9 - Copy/HadesWorkshopMod" (or whatever path you picked) into the related folder of "FF9".
5) When going back to modding, keep opening the non-modded version "FF9 - Copy" and then use "Open Mod" and select your .hws file.

HW *should* be able to open modded games as well but since there are so many things that can happen (like what seems to happen to you), I don't guarantee it to work. Besides, there are other problems if you work that way (the program can't "remember" what has been modded and what has not been changed, from a session to another). The progression bar only shows up during the loading of the game's datas, not the modifications contained in .hws (those are very fast to import as well), so if the program crashes during this progression bar, you can be sure that you open modded game files and the modifications are somehow problematic.

Crashing during the loading of enemies, it can pretty much only relate to the archives p0data2.bin or p0data7.bin (and to a lesser extent, resources.assets). I would urge you to use .hws files instead of modding on top of modded games everytime, but what you can do if you don't have any .hws and don't want to do everything again, it's replacing the problematic archive with the non-modded game's archive (test first p0data2.bin and then p0data7.bin if it still crashes in HW), then open every panel that you have ever modded, then go to "Tools -> Mod Manager" and check all the parts that you ever modded (it is better to tick more than necessary rather than fewer). Then "File -> Save Mod" will generate a .hws containing all the data sections that you have ticked.

You say that the problematic change was a script change "InitObject( 1, 130 )", in which case the problematic file is the p0data7.bin containing all the scripts. But that seems rather suspicious to me and I expect the problematic file to be p0data2.bin instead, containing the non-script datas of enemies. You'll loose your changes in one of these data types in the process.

Then switch to the workflow I described above, or better yet...

== With the Moguri mod or Memoria Engine mod ==
1) No need for making a copy of the game here. In HW, always open the Memoria-modded game (Moguri includes Memoria).
2) Upon opening it, HW should prompt about using the vanilla "Assembly-CSharp.bak" or something like that; this is because Memoria makes a backup of a non-modded DLL and HW can use that backup. If it really finds no usable backup, you'll have to get one yourself by desinstalling Memoria, then copy the "x64/FF9_Data/Managed/Assembly-CSharp.dll" to a safe place, then re-install Memoria, then put the copied DLL next to HadesWorkshop.exe with the name "Assembly-CSharp_Vanilla.dll". Most of the time, though, this step works just fine without you needing to do anything.
3) Do whatever modification you want, and always save them both as a .hws ("File -> Save Mod") and as a Memoria mod ("File -> Save Steam Mod" with the options "Raw assets" + "Spreadsheets (Memoria)").
4) Enabling/disabling your mod is done by adding/removing your mod folder's name in the file "Memoria.ini" (sections "[Mod]", field "FolderNames", having something like the following: FolderNames = "HadesWorkshopMod", "MoguriFiles").
5) When you want to continue modding with HW, still open the same Memoria-modded FF9_Launcher.exe and then "File -> Open Mod" and select your .hws.

I don't accept donations. Here is why:
Quote from: Tirlititi
No, I don't have a patreon and I don't plan on receiving donations for my work in modding. In my opinion, everyone should earn a revenue high enough to live a decent life and possibly work toward their passions. I see donations somehow as a wooden leg trying to compensate for the lack of institutional will toward the rewarding of passion works and securing a decent life for everyone.
Since I am not in need myself and can afford to not use that wooden leg, I prefer not to and hope for a more satisfying framework.

131
Hello p1w1x.
No, sorry. I didn't make a spanish PSX version of the mod. Even the italian, it seems to have huge dialog bugs.

The PSX version (v3.2) of the mod can be played either in english or in french. Only the PC version (v5.2) can be played in any official language properly (english, japanese, french, german, spanish and italian).

132
Thanks for the bug report. For Half MP, I thought it was fixed. For the others, I need to search what's wrong.

133
Not really. Ark can bypass the damage limit because it deals damage twice, and Doom can bypass the damage limit when applied on some bosses, but that's pretty much all.
In term of coding possibilities, I guess that could be done at least in Alternate Fantasy without bugs. I'm not sure if/how/when I'll let this happen though.

134
Usually, I say "everything can be done without grinding except maybe for Ozma and Necron". Although both can be beaten at lvl 1 (but that's a real and really difficult challenge).

He doesn't cast Water/Wind elemental spells, so the Ribbon is not that interesting. I would say they can be replaced with Rosetta rings with benefits (or even Madain/Coral Rings). Having ATB on wait mode and keeping the ATB frozen whenever you can is important as well. If you have Eiko, Carbuncle and Reflect-Null can be effective early battle (before he absorbs all the elements) and Dispel is usually more effective than Reflect if you time it right. If you have Vivi instead, Return Magic + Magic Elemental Null can be effective if he has some survivability (so he must have enough stones to equip important status protections on top of those). Other than that, his stages are 30 000 HP, which means that you would aim for dealing massive damage quickly with 4/5 attacks (in one or two turns ideally) so you end the stage and then take some time to heal and get control over his turns, then repeat. The only way to reduce Meteor's damage is to have Shell, either Auto-Shell or Quina's Mighty Guard, but you can decide on trusting Auto-Life instead when you get unlucky enough to get attacked by it. He will use Neutron Ring as a counter-attack after Grand Cross, so better spend a turn fully healing the status ailments. You must have a grasp on his turn orders: he has 4 ATBs, 2 of which are casting damaging spells, 1 is healing/protecing him and the last one is the fastest and always apply the same pattern: Blue Shockwave, Blue Shockwave, Grand Cross. Also, if Blue Shockwave is a problem for you, you can work towards evading it (it can be evaded with Magic Evasion, and Shell also decreases its hit rate).

135
Yes, Necron is a hell of a boss.
He has 30 000 HP that are refreshed everytime he absorbs an orb, which makes 120 000 HP in total. He also gets even less forgiving after absorbing these orbs. The struggle to keep on living while damaging him is intended (that doesn't mean it's fair ^^" but I wanted the player to be forced to save some turns to heal what he's inflicting to you). If it wasn't the final boss, I would consider him to be unfairly hard but since that's a final boss, I consider he's worth the challenge. I can understand he can be extremely irritating though.

136
"I don't actually know how to put the ability into the game"
=> Oh, I get it now. You don't need to transpose the content of "AbilityFeatures.txt" anywhere. The game (Memoria Engine mod) will read that text file and use these codes automatically. The only things are: if you edited the main "AbilityFeatures.txt", some of the abilities may be overwritten by Alternate Fantasy's own "AbilityFeatures.txt" (but only those that AF uses and it doesn't use SA 63, and only if you have AF of course), and also the behaviour in case of an incorrect code may vary from (IIRC, it can "ignore the ability", "crash the game" or "prevent abilities to deal damage").

Hades Workshop can't handle the "AbilityFeatures.txt". You edit the features with a notepad and/or edit the ability stone costs and descriptions with HW.

In "Play as Kuja", Kuja shows up twice in scenes where he appears normally, just like you said with Freya. I didn't do any field script modification as it was more of a possibility exhibition rather than a complete mod. It is not possible to restrict "DictionaryPatch.txt" to parts of the game and I don't think it should. For a proper 3D model replacement, I think that you should only deal with field scripts like you did with Freya (it was the tough way but also the proper way). DictionaryPatch can be used for battle models or hacky purpose. I mean, if you care enough about "having 2 freyas on the screen", then you should care about "I walked with Freya to Alexandria's boat deck early disc 3, but then Freya was already there and it's Zidane that arrives instead", so half a measure such as a DictionaryPatch restriction would not be satisfying IMO. If you want things to be handled in a credible way, you need field scripts.

About animations, that's a sensible point...
I made a custom animation format (based on JSON); you can only work with these animations using a notepad (so without preview or convenient 3D editing tools) or by exporting the existing ones with Hades Workshop.
I would have gladly use an existing and compatible 3D animation format but alas I couldn't find any that would be similar to Unity animations and open-source. If you know of any animation format that would be nice, please tell me. I'm not a pro with Blender but I couldn't find anything like that (if I recall correctly, even the FBX that can be imported in Blender lose their animations when doing so).

137
@FomaX:
1) There are 3 types of variable, "local" variables are local to an entry (they are shared between eg. "Blank_Init" and "Blank_Loop" but not between "Blank_Init" and "Marcus_Init"), "global" variables are local to a script (so all the functions of the same field or world map or battle share them), and "general" variables are shared by everything and are also saved in save files.
2) Somehow yes. The overall system is quite complicated but it's mainly coded in EventEngine.cs.
3) The problem is that doing so will change the format of save files, thus provoking compatibility issues. If I try to do that, I'll search for a way to have save compatibility backward and forward (= you can use non-Memoria saves after installing Memoria + you can use Memoria saves after deinstalling Memoria).
4) Since "General_LoadedGame" is a general variable, it can be set to 1 in another script or be 1 in the player's save. For this variable in particular, I think it is set everytime the player has a chance to save, like "set General_LoadedGame = 1 ... Menu( Save ) ... set General_LoadedGame = 0".

@ChikoLad: That's a tough one. Your code looks fine except that setting the target's HP to 1 will not prevent the damage to apply and thus still kill the character. You can either add a code "[ code = HPDamage ] 0 [ /code ]" or replace the setting of HP by a change of the damage "[ code = HPDamage ] TargetHP - 1 [ /code ]".
This system wouldn't prevent a "Death" spell or a tick from poison / venom (as they are not damaging through an ability cast). You could add a way to prevent "Death" but the poison / venom tick seems impossible to prevent this way... (although the Regen effect would make it hard to die from poison).

More importantly, I don't see any way to extend any of the two effects to all allies. You can't currently check if an ally has a SA equipped. I'll try to add that kind of features at some point.

138
1) Is it what you're looking for? I'm not sure I understand: https://github.com/dnSpy/dnSpy/releases/
2) Yes. You can simply change the destination field of one of the ending fields to the entrance of Memoria for instance (or you can change the destination in Necron's AI as well).
In Necron's "Main_Init" function:
Code: [Select]
RunBattleCode( 37, 2901 )Or at the end of the function "Vivi_Loop" of the field "Ending/AT":
Code: [Select]
Field( 2901 )You may also put the variable "General_ScenarioCounter" back to some early value, like "11100" (the line "set General_ScenarioCounter = 11100" should bring you back to the situation of the start of the disc 4, so you'll fight the bosses again).

139
Are you using the UI Battle Scaling mod? I've been told they don't work well together now.
Also, simply moving a folder in the game's directory should not break anything and you can revert the Memoria.ini back to normal pretty easily without re-installing anything. So I suspect you moved the content of the AlternateFantasy folder and not the folder itself. You mustn't replace any existing file when moving the folder. That's the whole point of the [Mod] section of Memoria.ini.

140
FF9 Tools / Re: Stiltzkin's Bag a FFIX Randomizer Tool
« on: 2021-08-27 22:53:06 »
Nice work :)
It's been 5 days that I'm wondering... Are you Mîкє? Because I have been contacted by him a few days ago and he told me about a Randomizer tool that he was planning to do. However, it's not your Steam account and moreover the features he's planning to do are a bit different than yours / your plans.

But then, I was thinking that "2 people working on a new FF9 randomizer at the same time" was too improbable, so the suspense is bugging me a lot ^^"

141
Script files are in a binary format handmade for FF9 (and surely a format that has been developped over the years, improving along with games... I'd bet that at least FFVII to FFX use similar script files). You can't find the readable scripts with lines like "Function Main_Init" or "Wait( 10 )" in the archives because Hades Workshop is doing all the binary <-> script conversion.

IIRC, script files have the extension ".eb.bytes" in p0data7.bin, and p0data7.bin contains pretty much only binary scripts.

I'm not sure why you want to deal with these files without Hades Workshop but that's going to be complicated.

142
General Discussion / Re: The Epic Final Fantasy IV Medley
« on: 2021-08-26 14:53:12 »
Nice.
I see you keep having this huge work on video editing, with 3D scenes prepared just for the atmosphere.
(The music's great too but I prefer FFV's soundtrack personnally :P )

143
Garnet learns her starting summon abilities in the function "Region7_Range" of the field "Prima Vista/Engine Roo". She learns them again right before the Steiner/Brutos and the Bomb/Steiner fights and finally she learns them again right before entering the world map for the 1st time. All these are script codes (in field scripts), not CIL code. Just search for the lines "LearnAbility" if you want to spot them.

What "LearnAbility" does is that it sets the current AP of Garnet's summon abilities to their AP requirement, so if you start a game in vanilla, reach the "LearnAbility" point, then mod the game to have AP requirement higher and resume the game, the abilities will indeed not be learnt anymore because it will lack the difference in AP. It will be learnt again if you reach another "LearnAbility" point.

In any case, that's not a problem for anyone who would start a new game with the mod.

Prizes for the monsters in Treno and Auction House are to be modified in the related field scripts, like every treasure. For Treno's Griffin reward, for instance, it is found in the function "Main_12":
Code: [Select]
WindowSyncEx( 2, 0, 128, 357 ) // "Old Woman “Wow, I can’t believe it...  Here’s your prize.”"
if ( 0 ) {
// ...
// Code for receiving gil, but unused since the reward is not gil
} else {
if ( ( ( GetItemCount(557) < 99 ) && 0 ) || ( 1 && ( GetCardAmount < 100 ) ) ) {
if ( VARL_GenBool_7347 == 0 ) {
RunSoundCode3( 53248, 108, 0, -128, 125 )
set VARL_GenBool_7347 = 1
SetTextVariable( 0, 557 ) // Tonberry
if ( 0 ) {
AddItem( 557, 1 ) // Code for receiving an item, unused
WindowSync( 7, 0, 56 )
} else {
if ( 1 ) {
AddItem( 557, 1 ) // Tonberry
WindowSync( 7, 0, 57 ) // "  Received [Tonberry] Card!  "
} else {
// Another unused code
}
}
}
} else {
SetTextVariable( 0, 557 ) // Tonberry
if ( 0 ) {
WindowSync( 7, 0, 60 ) // "  Cannot carry another [Tonberry].  "
} else {
WindowSync( 7, 0, 61 ) // "  Cannot hold more Cards.  "
}
}
}
You need to change that "557" into something else everywhere it appears there.

For the Auction House prizes, things are different than usual but I wrote a simplified version of the script that can be found here.

As for Auto-Protect, you nailed it right.
The keywords are scattered a bit in the documentation ("Protect" is quite straightforward, but it is better to search for the exact keyword for the spelling of things like "AutoLife").

144
Seems like nothing's wrong with that, but you may have modified an incorrect "Alexandria/Mini-Theater" field (there are several ones depending on the point of the game you're at). You may also have wrongly written "HadesWorkshopMod" in the .ini. Lastly, you must beware that fields are language-dependant so make sure to edit the field's script in "English (US)" and play the game in the same language.

You can test something by writing these lines at the end of the "Main_Init" function, right before the "return" line:
Code: [Select]
set VAR_GlobUInt8_0 = Ragtime_QuizzSuccess >> 3
set VAR_GlobUInt8_0++
set Ragtime_QuizzSuccess = ( ( Ragtime_QuizzSuccess & 7 ) | ( VAR_GlobUInt8_0 << 3 ) )
SetTextVariable( 2, VAR_GlobUInt8_0 )
WindowSync( 6, 0, 68 )
This will display a message box in-game in addition to increasing the variable. You will see how many success you're at after the increase. If you don't see it, that means the script has not been modified for any of the reasons above.

(The message is an unrelated debugging message but it contains a numerical information: "Slot=[N]", and N will be the number of quizz successes.)

145
In any field script, add these lines somewhere that is ran once (start of "Main_Init" function for instance):

Code: [Select]
set VAR_GlobUInt8_0 = Ragtime_QuizzSuccess >> 3
set VAR_GlobUInt8_0++
set Ragtime_QuizzSuccess = ( ( Ragtime_QuizzSuccess & 7 ) | ( VAR_GlobUInt8_0 << 3 ) )

Then parse the script, generate and install the mod, go in-game to the field that was modified, leave it and save (or save inside that field without leaving it), close the game, uninstall the mod and that should be it.

This will increase the number of questions you answered correctly without touching the list of questions you answered (right or wrong). If you enter the field more than once, you'll get more correct answers, potentially getting more correct answers than the total number of questions encountered (I guess it would display a score higher than 100% and still consider it as a 100%).

I am not sure if you can edit the save file using the Memoria Save Editor for that because it's a general variable involved, so better do it with HW.

146
About Ragtime's rights and wrongs, the answers are stored in the AI script, in the form of a bit flag:
Code: [Select]
Function False_CounterEx
    // ...
    if ( 27789 & ( 1 << VAR_GlobUInt8_31 ) ) {
        set VAR_GlobUInt8_32 = 4 // Correct answer
    } else {
        set VAR_GlobUInt8_32 = 6 // Wrong answer
    }
"27789" is a bit flag, that is, its meaning appears when writing that number in base 2:

27789 [base 10]
110110010001101 [base 2]

Thus the 1st, 3rd, 4th, 8th questions... (read the number in base 2 from right to left) must be answered False to be correctly answered. There's a symmetric code in "Function True_CounterEx".

About custom supporting abilities, they can be modified in the Steam version but not with Hades Workshop (to be exact, it is very tedious and limited with Hades Workshop), because they are way too intertwined with the rest of the game's code. The modification of supporting ability effects is a feature of the Memoria Engine modifier, which is also installed automatically if you have the Moguri mod. Open the file "FINAL FANTASY IX\StreamingAssets\Data\Characters\Abilities\AbilityFeatures.txt". Read the documentation, the examples and the way vanilla abilities are coded there to know how to modify things.

147
No nicolo.sesta, sorry. I don't look at the PSX version anymore and don't know where other MIPS codes are.

148
FF9 Tools / Re: [PC] Save editor - Memoria (0.6.3.1)
« on: 2021-06-04 21:37:05 »
C:\Users\[Name]\AppData\LocalLow\SquareEnix\FINAL FANTASY IX\Steam\EncryptedSavedData

It is hidden quite well.

149
I just tested and it worked for me, except that there is a problem with the image. Maybe you did a mistake in the folder names, or maybe you didn't add the mod's name properly in Memoria.ini?

Anyway, Caledor, in-game, the chocographs are all white because there is no alpha channel in your .png and parts that should be transparent are white instead. I am pretty sure that the problem is the same when importing the texture through AssetBundleExtractor.

150
7th Heaven / Re: Escape Midgar Bike Minigame Crash
« on: 2021-05-14 13:47:28 »
Same problem here. Disabling that texture works fine, thanks.
Here is my setting, in case that's a compatibility issue somehow:
Spoiler: show
Code: [Select]
7th Heaven Version: 2.2.3.522

# Battle Models - Qhimm Catalog
ID: e4786c44-997e-4a29-b522-a4922aa4d457
Version: 3.0
Is Active: True
"=======Main======="  (Battle Models)                 = ""                           (0)       
"Aerith"              (Main Characters - Aerith)      = "2 - ninostyle"              (2)       
"Barret"              (Main Characters - Barret)      = "4 - ninostyle [version 1]"  (4)       
"Cait Sith"           (Main Characters - Cait Sith)   = "2 - ninostyle"              (2)       
"Cid"                 (Main Characters - Cid)         = "3 - ninostyle"              (3)       
"Cloud"               (Main Characters - Cloud)       = "3 - ninostyle"              (3)       
"Red XIII"            (Main Characters - Red XIII)    = "4 - ninostyle"              (4)       
"Sephiroth"           (Main Characters - Sephiroth)   = "4 - ninostyle"              (4)       
"Tifa"                (Main Characters - Tifa)        = "4 - ninostyle"              (4)       
"Vincent"             (Main Characters - Vincent)     = "3 - ninostyle"              (3)       
"Yuffie"              (Main Characters - Yuffie)      = "2 - ninostyle"              (2)       
"Aero Combatant"      (Enemies - Aero Combatant)      = "1 - ninostyle"              (1)       
"Air Buster"          (Enemies - Air Buster)          = "1 - ninostyle"              (1)       
"Chocobo"             (Enemies - Chocobo)             = "1 - ninostyle"              (1)       
"Diamond Weapon"      (Enemies - Diamond)             = "1 - Grimmy"                 (1)       
"Elena"               (Enemies - Elena)               = "1 - ninostyle"              (1)       
"Frogs"               (Enemies - Frogs)               = "1 - Style 1"                (1)       
"Grunt"               (Enemies - Grunt)               = "1 - ninostyle"              (1)       
"Guard Hound"         (Enemies - Guard Hound)         = "1 - ninostyle"              (1)       
"Guard Scorpion"      (Enemies - Guard Scorpion)      = "1 - Team Avalanche"         (1)       
"Hundred Gunner"      (Enemies - Hundred Gunner)      = "1 - ninostyle"              (1)       
"Jenova"              (Enemies - Jenova)              = "1 - WolfMan"                (1)       
"Joker"               (Enemies - Joker)               = "1 - Grimmy"                 (1)       
"Life Form"           (Enemies - Life Form)           = "1 - cmh175"                 (1)       
"Mighty Grunt"        (Enemies - Mighty Grunt)        = "1 - ninostyle"              (1)       
"Motorball"           (Enemies - Motorball)           = "1 - Bloodshot"              (1)       
"Reno"                (Enemies - Reno)                = "1 - ninostyle"              (1)       
"Ruby Weapon"         (Enemies - Ruby)                = "0 - No Change"              (0)       
"Rude"                (Enemies - Rude)                = "1 - ninostyle"              (1)       
"Shinra Soldiers"     (Enemies - Shinra Soldiers)     = "1 - Kaldarasha"             (1)       
"Sweeper"             (Enemies - Sweeper)             = "2 - Team Avalanche"         (2)       
"Aerith"              (Weapons - Aerith)              = "3 - Mike + slayersnext"     (3)       
"Cait Sith"           (Weapons - Cait Sith)           = "1 - omega res novae"        (1)       
"Cloud"               (Weapons - Cloud)               = "1 - Millenia"               (1)       
"Red XIII"            (Weapons - Red XIII)            = "1 - philman"                (1)       
"Sephiroth"           (Weapons - Sephiroth)           = "1 - Mike"                   (1)       
"Yuffie"              (Weapons - Yuffie)              = "1 - Mike"                   (1)       
# Battle Textures - Qhimm Catalog
ID: b9315620-c927-4fcb-9c05-185783a8967e
Version: 3.0
Is Active: True
"Battle Textures"  (Battle Textures)   = "3 - [Retexture] Felix Leonhart + Magochocobo"  (3)       
# Cloud Dynamic Weapons
ID: 63b5b1c5-4e71-4bfb-b318-d2eae78dbefa
Version: 1.702
Is Active: False
"Sword Model"      (Sword)     = "Original"  (0)       
"Dynamic Weapons"  (Dynamic)   = "No"        (0)       
"HQ weapons"       (HQW)       = "No"        (0)       
# Field Models - Qhimm Catalog
ID: 25cf73b9-873e-47a7-92c4-7a581d4707c9
Version: 3.0
Is Active: True
"===Resize Project==="   (Field Models)                       = ""                           (0)       
"Resize Project"         (Resize Project)                     = False                        (0)       
"===Dynamic Weapons==="  (Dynamic Weapons)                    = ""                           (0)       
"Cloud"                  (Dynamic Weapons - Cloud)            = "5 - ninostyle"              (5)       
"Buster Sword"           (Dynamic Weapons - Buster Sword)     = "5 - ninostyle - Left Hand"  (5)       
"Mythril Saber"          (Dynamic Weapons - Mythril Saber)    = "2 - ninostyle"              (2)       
"Hardedge"               (Dynamic Weapons - Hardedge)         = "3 - ninostyle - Left Hand"  (3)       
"Butterfly Edge"         (Dynamic Weapons - Butterfly Edge)   = "3 - ninostyle - Left Hand"  (3)       
"Enhance Sword"          (Dynamic Weapons - Enhance Sword)    = "2 - ninostyle"              (2)       
"Organics"               (Dynamic Weapons - Organics)         = "3 - ninostyle - Left Hand"  (3)       
"Crystal Sword"          (Dynamic Weapons - Crystal Sword)    = "2 - ninostyle"              (2)       
"Force Stealer"          (Dynamic Weapons - Force Stealer)    = "2 - ninostyle"              (2)       
"Rune Blade"             (Dynamic Weapons - Rune Blade)       = "2 - ninostyle"              (2)       
"Murasame"               (Dynamic Weapons - Murasame)         = "3 - ninostyle - Left Hand"  (3)       
"Nailbat"                (Dynamic Weapons - Nailbat)          = "2 - ninostyle"              (2)       
"Yoshiyuki"              (Dynamic Weapons - Yoshiyuki)        = "3 - ninostyle - Left Hand"  (3)       
"Apocalypse"             (Dynamic Weapons - Apocalypse)       = "2 - ninostyle"              (2)       
"Heaven's Cloud"         (Dynamic Weapons - Heaven's Cloud)   = "2 - ninostyle"              (2)       
"Ragnarok"               (Dynamic Weapons - Ragnarok)         = "2 - ninostyle"              (2)       
"Ultima Weapon"          (Dynamic Weapons - Ultima Weapon)    = "3 - ninostyle"              (3)       
"Huge Materia"           (Objects - Huge Materia)             = "1 - Grimmy"                 (1)       
"Materia"                (Objects - Materia)                  = "2 - Team Avalanche"         (2)       
"Potions"                (Objects - Potions)                  = "1 - Costa07"                (1)       
"Save Point"             (Objects - Save Point)               = "2 - Team Avalanche"         (2)       
"Aerith"                 (Main - Aerith)                      = "4 - ninostyle"              (4)       
"Barret"                 (Main - Barret)                      = "8 - ninostyle"              (8)       
"Cait Sith"              (Main - Cait Sith)                   = "2 - ninostyle"              (2)       
"Cid"                    (Main - Cid)                         = "3 - ninostyle"              (3)       
"Cloud"                  (Main - Cloud)                       = "0 - No Change"              (0)       
"Red XIII"               (Main - Red XIII)                    = "4 - ninostyle"              (4)       
"Sephiroth"              (Main - Sephiroth)                   = "2 - ninostyle"              (2)       
"Tifa"                   (Main - Tifa)                        = "5 - ninostyle"              (5)       
"Vincent"                (Main - Vincent)                     = "3 - ninostyle"              (3)       
"Yuffie"                 (Main - Yuffie)                      = "2 - ninostyle"              (2)       
"Biggs"                  (Support - Biggs)                    = "3 - ninostyle"              (3)       
"Bugenhagen"             (Support - Bugenhagen)               = "2 - Kaldarasha - Sitting"   (2)       
"Jessie"                 (Support - Jessie)                   = "3 - ninostyle"              (3)       
"Wedge"                  (Support - Wedge)                    = "3 - PRP"                    (3)       
"Air Buster"             (Enemy - Air Buster)                 = "1 - ninostyle"              (1)       
"Elena"                  (Enemy - Elena)                      = "2 - ninostyle"              (2)       
"Reno"                   (Enemy - Reno)                       = "2 - ninostyle"              (2)       
"Rude"                   (Enemy - Rude)                       = "2 - ninostyle"              (2)       
"Shinra Soldiers"        (Enemy - Shinra Soldiers)            = "1 - ninostyle"              (1)       
"Non-Player Characters"  (NPC)                                = "2 - PRP"                    (2)       
# Field Textures - Qhimm Catalog
ID: ff3eb6c3-5f61-43e0-afd2-2f32685cc6eb
Version: 3.0
Is Active: True
"Field Textures"  (Field Textures)   = "2 - [4x Upscale] SYW V4 - satsuki"  (2)       
# New Threat 2.0
ID: efc4bc61-7f80-4635-b583-f52c5c9d239f
Version: 2.099
Is Active: True
"Choose"  (gameplay)   = True    (1)       
# Gameplay - Qhimm Catalog
ID: ace21ed7-9e32-4782-b397-1ce937bf3507
Version: 3.0
Is Active: True
"======Difficulty======"  (Gameplay)               = ""               (0)       
"Difficulty"              (Difficulty)             = "0 - No Change"  (0)       
"Always Run"              (Always Run)             = True             (1)       
"Clock Fix"               (Clock Fix)              = False            (0)       
"Disable Mouse"           (Disable Mouse)          = False            (0)       
"Hand Indicator"          (Hand Indicator)         = "0 - Default"    (0)       
"Increase Sense Limit"    (Increase Sense Limit)   = True             (1)       
"Invincible"              (Invincible)             = False            (0)       
"Lock Inventory"          (Lock Inventory)         = False            (0)       
"Lucky Cait Sith"         (Lucky Cait Sith)        = False            (0)       
"Lucky Tifa"              (Lucky Tifa)             = False            (0)       
"No Random Battles"       (No Random Battles)      = False            (0)       
"Save/PHS Anywhere"       (Save/PHS Anywhere)      = False            (0)       
"Skip Cutscenes"          (Skip Cutscenes)         = False            (0)       
"Sync Barret Opening"     (Sync Barret Opening)    = False            (0)       
# Minigames - Qhimm Catalog
ID: fae201ee-9fa5-4163-ab56-2b478111449d
Version: 3.0
Is Active: True
"====Chocobo Race===="    (Chocobo Race)                 = ""                       (0)       
"Base Models"             (Chocobo Race - Base Models)   = "2 - PRP"                (2)       
"Cid"                     (Chocobo Race - Cid)           = "2 - ninostyle"          (2)       
"Cloud"                   (Chocobo Race - Cloud)         = "2 - ninostyle"          (2)       
"Tifa"                    (Chocobo Race - Tifa)          = "2 - ninostyle"          (2)       
"Textures"                (Chocobo Race - Textures)      = "1 - Grimmy"             (1)       
"=======Coaster======="   (Coaster)                      = ""                       (0)       
"Textures"                (Coaster - Textures)           = "1 - Grimmy"             (1)       
"======Fort Condor====="  (Fort Condor)                  = ""                       (0)       
"Models"                  (Fort Condor - Models)         = "1 - Strayoff"           (1)       
"Textures"                (Fort Condor - Textures)       = "1 - Strayoff + Grimmy"  (1)       
"===Motorbike Chase===="  (Motorbike Chase)              = ""                       (0)       
"Models"                  (Motorbike Chase - Models)     = "4 - ninostyle"          (4)       
"Music"                   (Motorbike Chase - Music)      = "0 - No Change"          (0)       
"Textures"                (Motorbike Chase - Textures)   = "0 - No Change"          (0)       
"=====Snowboard======"    (Snowboard)                    = ""                       (0)       
"Textures"                (Snowboard - Textures)         = "1 - Grimmy"             (1)       
"====Wonder Square===="   (Wonder Square)                = ""                       (0)       
"Tweaks"                  (Wonder Square - Tweaks)       = True                     (1)       
# [Tsunamods] Phoenix Tail Avatars II
ID: c4f0d768-a8b9-4d82-a5af-3beda51e0ffa
Version: 2.0
Is Active: True
"======Aspect Ratio======"  (Aspect)    = ""      (0)       
"======Avatars======"       (Avatars)   = ""      (103)     
# World Models - Qhimm Catalog
ID: 3365b425-2391-4cc2-ba02-fef3437eba71
Version: 3.0
Is Active: True
"=======Main======="  (World Models)              = ""               (0)       
"Cid"                 (Main Characters - Cid)     = "3 - ninostyle"  (3)       
"Cloud"               (Main Characters - Cloud)   = "6 - ninostyle"  (6)       
"Tifa"                (Main Characters - Tifa)    = "5 - ninostyle"  (5)       
"Diamond"             (Enemies - Diamond)         = "2 - PRP"        (2)       
"Emerald"             (Enemies - Emerald)         = "1 - PRP"        (1)       
"Ruby"                (Enemies - Ruby)            = "1 - PRP"        (1)       
"Ultima"              (Enemies - Ultima)          = "1 - PRP"        (1)       
"Buggy"               (Vehicles - Buggy)          = "3 - ninostyle"  (3)       
"Chocobo"             (Vehicles - Chocobo)        = "2 - ninostyle"  (2)       
"Highwind"            (Vehicles - Highwind)       = "2 - ninostyle"  (2)       
"Submarine"           (Vehicles - Submarine)      = "3 - ninostyle"  (3)       
"Tiny Bronco"         (Vehicles - Tiny Bronco)    = "2 - PRP"        (2)       
# World Textures - Qhimm Catalog
ID: 00583ff5-d5b8-4efa-9678-8e319574839e
Version: 3.0
Is Active: True
"World Textures"  (World Textures)   = "3 - [Retexture] FeliX Leonhart + Grimmy"  (3)       

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