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.
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
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.
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.
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
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
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.
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.Moguri launcher looks the same, with no changes to add the install mods option.
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.
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.