Author Topic: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)  (Read 357968 times)

faospark

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #600 on: 2020-08-19 01:52:37 »
it existed too in the previous version of memoria.. but its hard to replicate. i encountered it twice. it has something to do with pushing the built in game boosters when using a controller in battle.

nota

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #601 on: 2020-08-19 03:02:38 »
First off - I'm so very impressed how quickly you guys turned around a fix. Well done.

Quote
I don't seem to doing any damage when entering a fight.

I'm having a similar issue. I previously had a fresh install + 8.0.1 + Scaled Battle UI

After the new update, I still have Scaled Battle UI files. I've read the home page and know it's not currently compatible; but not entirely sure how to uninstall them. I have all cheats from the Launcher disabled. The only non-zero [Cheats] in my .ini are SpeedFactor, Perspective, and Rotation. No [Hacks] are enabled. The only cheat I've (knowingly) used on this save/install is the speed enhancement.

I did notice the window says I'm in Chocobo's Dream World, even though I'm on the main map "Vube Desert". This persists through during and after a battle. This makes some sense, as my last save was immediately after getting the Reef ability. I have the same issue in a different save, though, where the window name is what I'd expect. Hope this is helpful. Happy to uninstall what I can; though I'm not sure if I'd lose my save files.

Nickthewolf

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #602 on: 2020-08-19 04:42:06 »
in my game the battle effects are way off to the right side for every attack, is this a know bug?

j.cogitation

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #603 on: 2020-08-19 08:01:57 »
I've passed all the updated files to ZePilot, he's packaging the update (8.2), we're discussing file structure. It shouldn't be too long now!

Awesome. Thanks!

snouz

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Re: [FF9 PC] Moguri Mod update 8.0 (LIVE ON OFFICIAL SITE)
« Reply #604 on: 2020-08-19 10:44:16 »
« Last Edit: 2020-08-19 12:10:07 by snouz »

takver

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #605 on: 2020-08-19 13:03:54 »
I know this is probably the hundredth time I've said this lol, but Snouz, thanks for all of the incredible work you've tirelessly dedicating to making this the best possible version of the game there is, and then some.

I really hope someone in the industry pays attention and that this pays off for you somewhere down the line. It would be well deserved!

Xenogears

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #606 on: 2020-08-19 20:34:17 »
A set of bugfixes by Tirlititi (reflect sound...)

Probably the game sees that there is sound, so it does not reproduce the sound of magic, instead of the sound of reflection, but there is no sound of reflection itself, or it is not heard at all. 44100Hrz

Rade

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #607 on: 2020-08-20 02:13:15 »
So now I'm kinda confused...

I deleted what I thought was the scaled battle UI mod and then replaced the files with the new hotfix as instructed and was presented with a slightly different new launcher which had an option for the scaled UI. However, the game wasn't booting up properly so I decided to do a clean install. Uninstalled the game and deleted the game directory and Moguri folder.

I then reinstalled everything as I had before after downloading the new version of Moguri which is meant to have the new hotfix built in. But when I launched the game I was still getting the old launcher before the hotfix. So I tried replacing the files again with the hotfix except this time nothing has changed and it's still the old launcher.

BadRapSample

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #608 on: 2020-08-20 04:32:09 »
Hello...
Don't know if this tiny issue is worth fixing but I'm putting it out there (I've also submitted it as a "bug"): The sword slash sfx on Marcus/Blank/Baku/Steiner(enemy)'s attacks in all the ports are still incorrect (compare to PS1).

e2zippo

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #609 on: 2020-08-20 14:42:26 »
Hey! I can't seem to get Reshade to work with Moguri 8.2, any ideas?


Rippa

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #610 on: 2020-08-21 00:57:12 »
Hi!

The game still close at the beginning of the last cinematic. How do I fix this?

faospark

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #611 on: 2020-08-21 03:12:31 »
Hey! I can't seem to get Reshade to work with Moguri 8.2, any ideas?


I use it all the time.
see here https://prnt.sc/u37q5o


Install reshade at the x86 or x64 folder depending your system architecture. choose opengl instead of vulkan or 3d3.

faospark

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #612 on: 2020-08-21 03:16:24 »
Hi!

The game still close at the beginning of the last cinematic. How do I fix this?


use the hotfix  assmebly-csharp released by ze_plot.
https://drive.google.com/file/d/1C0RLPwpWVtIKce84fhORiVRXg5esCK2B/view
then delete Mbg 116 from the moguri files folder under /StreamingAssets/ma/

e2zippo

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #613 on: 2020-08-21 11:19:06 »
I use it all the time.
see here https://prnt.sc/u37q5o


Install reshade at the x86 or x64 folder depending your system architecture. choose opengl instead of vulkan or 3d3.

I had picked the wrong .exe,  x86 instead of x64. But I'm using D3D9, and now it's working, thanks!

herrschiller

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #614 on: 2020-08-22 10:25:24 »
I've installed the new version and I'm curios about some of the cheat options that are turned on as default. Like "Speed Mode" and "No Random Battles" what exactly do they? Does "No Random Battles' mean that I wont have random encounters while traveling the world? Wouldnt that ruin the game since I wont really level up anymore? Or will I now see the enemies before the encounter starts?

Rippa

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #615 on: 2020-08-22 11:27:29 »
use the hotfix  assmebly-csharp released by ze_plot.
https://drive.google.com/file/d/1C0RLPwpWVtIKce84fhORiVRXg5esCK2B/view
then delete Mbg 116 from the moguri files folder under /StreamingAssets/ma/
Still not working. I placed the files in the directory folder (Steam\steamapps\common\FINAL FANTASY IX) and I deleted the file Mbg 116. Did I do something wrong?

snouz

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #616 on: 2020-08-22 13:26:00 »
Still not working. I placed the files in the directory folder (Steam\steamapps\common\FINAL FANTASY IX) and I deleted the file Mbg 116. Did I do something wrong?
Is your windows 32 or 64bit?
Do what's the output of memoria.log after the crash?

I've installed the new version and I'm curios about some of the cheat options that are turned on as default. Like "Speed Mode" and "No Random Battles" what exactly do they? Does "No Random Battles' mean that I wont have random encounters while traveling the world? Wouldnt that ruin the game since I wont really level up anymore? Or will I now see the enemies before the encounter starts?
I've written a guide for the launcher on the support page of the website. https://sites.google.com/view/moguri-mod/support

orichalcon

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #617 on: 2020-08-22 18:14:01 »
8.2 is actually the first time i've used a moguri launcher and had everything working... nicely done

stoked for the scaled battle ui and world map, i had neither last time i played through

also that "dagger can't concerntrate" typo in memoria.ini persisted for like 5 years, lmao,  thanks albeoris for fixing that!


I've installed the new version and I'm curios about some of the cheat options that are turned on as default. Like "Speed Mode" and "No Random Battles" what exactly do they? Does "No Random Battles' mean that I wont have random encounters while traveling the world? Wouldnt that ruin the game since I wont really level up anymore? Or will I now see the enemies before the encounter starts?

both of those cheats have toggle keys, so you can turn them on when you want them, or keep them off and never turn them on at all
« Last Edit: 2020-08-22 18:56:28 by -Ori »

Rippa

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #618 on: 2020-08-22 19:28:01 »
Is your windows 32 or 64bit?
Do what's the output of memoria.log after the crash?
I've written a guide for the launcher on the support page of the website. https://sites.google.com/view/moguri-mod/support
Win64bit

22.08.2020 04:14:01 |M| [SteamSdkWrapper] Initialized: True
22.08.2020 04:14:01 |M| Loading configuration Memoria.ini
22.08.2020 04:14:02 |M| [FontInterceptor] Dynamic font initialization.
22.08.2020 04:14:02 |M| [FontInterceptor] Pass through {Configuration.Font.Enabled = 0}.
22.08.2020 04:14:02 |M| [FontInterceptor] Loading font [Original: TBUDGoStd-Bold (UnityEngine.Font)]
22.08.2020 04:14:02 |M| [GameLoopManager] RaiseStartEvent
22.08.2020 04:14:02 |M| InitializeItemText
22.08.2020 04:14:02 |M| InitializeImportantItemText
22.08.2020 04:14:02 |M| InitializeAbilityText
22.08.2020 04:14:02 |M| InitializeCommandText
22.08.2020 04:14:02 |M| InitializeBattleText
22.08.2020 04:14:02 |M| InitializeLocationText
22.08.2020 04:14:03 |M| InitializeEtcText
22.08.2020 04:14:03 |M| InitializeEtcText
22.08.2020 04:14:03 |M| [ResourceExporter] Pass through {Configuration.Export.Enabled = 0}.
22.08.2020 04:14:03 |M| [ResourceImporter] Pass through {Configuration.Import.Enabled = 0}.
22.08.2020 04:14:03 |M| InitializeItemText
22.08.2020 04:14:03 |M| InitializeImportantItemText
22.08.2020 04:14:03 |M| InitializeAbilityText
22.08.2020 04:14:03 |M| InitializeCommandText
22.08.2020 04:14:03 |M| InitializeBattleText
22.08.2020 04:14:03 |M| InitializeLocationText
22.08.2020 04:14:03 |M| InitializeEtcText
22.08.2020 04:14:03 |M| InitializeEtcText
22.08.2020 04:14:03 |M| [AudioResourceExporter] Pass through {Configuration.Export.Audio = 0}.
22.08.2020 04:14:13 |M| [SteamSdkWrapper] Request stats: True
22.08.2020 04:14:14 |M| [AssetManager] Asset not found: FieldMaps/FBG_N45_CYSW_MAPX29_CW_MBG_1/spt.tcb

kupomoogle

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #619 on: 2020-08-22 20:18:08 »
hi, I installed 8.2.1.2 recently, after having previously installed 8.0.1, I didn't play it with 8.0.1 but before starting my full playthrough I updated to the latest.

Everything worked great until I got to the evil forest when the ship is crashed. Suddenly my DS4 is not working, Dpad does nothing and buttons not responding.

I fixed that by turning DS4 Windows on, but then some buttons still don't work, Cross on the ds4 seems to be confirm and decline (I had changed the button to confirm in the in-game settings which worked fine until this point).

The steam overlay won't work anymore either.

I've restarted my computer, tried using a xbox pad, tried uninstall and reinstalling the mod multiple times but nothing is fixing this now. If I uninstall the mod completely my controller works fine on just the game - no mod.

No idea whats happening it was perfect for like two sessions.

Thanks for your work, any ideas on what could've happened?

Zaeri

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #620 on: 2020-08-22 22:49:29 »
Does anyone know any workaround for the d-pad/shoulders not working on a DS4?

So far, from scattered internet references I've tried:

1. Disabling every potential overlay (Steam, GeForce, Discord, etc) -- Result: No effect
2. Disabling Analog Support in the .ini file -- Result: Depends (see below), but typically no effect
3. Unplugging controller and plugging it in after the game has started -- Result: Game never detects controller unless it was plugged in before launch (so the controller doesn't work at all)
4. Enable DS4 support in Steam/use "forced on" in the per-game settings -- Result: If (and only if) I disable analog support in the .ini, this enables d-pad provided I rebind the d-pad to stick directions via steam controller configuration BUT the game double reads inputs from other buttons. If analog support is enabled this has no effect except the face buttons are scrambled to incorrect locations (e.g. X becomes Square, Circle becomes X etc). Technically the face button scramble happens if analog support is disabled too, but the double button read means it will read one version of the button immediately followed by the incorrect version.

Interestingly, even if I disable analog support in the .ini, the analog stick still works fine and absolutely nothing changes about the controller behavior.

E: It seems like the buttons are still slightly scrambled with steam controller stuff off. It swaps Square and Circle (X and B), enabling Steam support on will scramble them further. Interestingly, enabling vibration in the in-game config will also scramble the buttons to the steam support variant as opposed to the regular scramble for... some reason?

E: Further testing -- without Moguri installed I get the "walk left" issue, and the buttons are scrambled as if I had steam controller support on. Weirdly, the shoulder buttons don't work with vanilla, but the D-pad partially works. Left/Right are registered as up/down, and up/down seem functionless.
« Last Edit: 2020-08-22 23:12:52 by Zaeri »

orichalcon

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #621 on: 2020-08-23 00:48:46 »
Does anyone know any workaround for the d-pad/shoulders not working on a DS4?

So far, from scattered internet references I've tried:

1. Disabling every potential overlay (Steam, GeForce, Discord, etc) -- Result: No effect
2. Disabling Analog Support in the .ini file -- Result: Depends (see below), but typically no effect
3. Unplugging controller and plugging it in after the game has started -- Result: Game never detects controller unless it was plugged in before launch (so the controller doesn't work at all)
4. Enable DS4 support in Steam/use "forced on" in the per-game settings -- Result: If (and only if) I disable analog support in the .ini, this enables d-pad provided I rebind the d-pad to stick directions via steam controller configuration BUT the game double reads inputs from other buttons. If analog support is enabled this has no effect except the face buttons are scrambled to incorrect locations (e.g. X becomes Square, Circle becomes X etc). Technically the face button scramble happens if analog support is disabled too, but the double button read means it will read one version of the button immediately followed by the incorrect version.

Interestingly, even if I disable analog support in the .ini, the analog stick still works fine and absolutely nothing changes about the controller behavior.

E: It seems like the buttons are still slightly scrambled with steam controller stuff off. It swaps Square and Circle (X and B), enabling Steam support on will scramble them further. Interestingly, enabling vibration in the in-game config will also scramble the buttons to the steam support variant as opposed to the regular scramble for... some reason?

E: Further testing -- without Moguri installed I get the "walk left" issue, and the buttons are scrambled as if I had steam controller support on. Weirdly, the shoulder buttons don't work with vanilla, but the D-pad partially works. Left/Right are registered as up/down, and up/down seem functionless.

http://forums.qhimm.com/index.php?topic=19225.msg279563#msg279563


give that a try for the dpad, if it works (and it should) you can set the shoulder buttons to the keyboard equivalent yourself pretty easily

Rade

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #622 on: 2020-08-23 01:06:50 »
Can anyone tell me the default battle swirl fps from the original game? Is it what the default is set to in the Moguri Mod launcher?

Xenogears

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #623 on: 2020-08-23 11:29:38 »
Can anyone tell me the default battle swirl fps from the original game? Is it what the default is set to in the Moguri Mod launcher?
[Graphics]
Enabled = 1
BattleFPS =15
MovieFPS = 15
BattleSwirlFrames =115
WidescreenSupport =1
SkipIntros =3
GarnetHair =0 ; 0 - Default, 1 - Long, 2 - Short
TileSize=64
UseGarnetFont= 0

ValentDs

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Re: [FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)
« Reply #624 on: 2020-08-23 11:46:18 »
23.08.2020 01:29:02 |M| [SteamSdkWrapper] Initialized: True
23.08.2020 01:29:03 |M| Loading configuration Memoria.ini
23.08.2020 01:29:03 |M| [FontInterceptor] Dynamic font initialization.
23.08.2020 01:29:03 |M| [FontInterceptor] Pass through {Configuration.Font.Enabled = 0}.
23.08.2020 01:29:03 |M| [FontInterceptor] Loading font [Original: TBUDGoStd-Bold (UnityEngine.Font)]
23.08.2020 01:29:04 |M| [UIRoot] Changing a clip region of the UI root.
23.08.2020 01:29:04 |M| [GameLoopManager] RaiseStartEvent
23.08.2020 01:29:04 |M| InitializeItemText
23.08.2020 01:29:04 |M| [ResourceExporter] Pass through {Configuration.Export.Enabled = 0}.
23.08.2020 01:29:04 |M| [ResourceImporter] Pass through {Configuration.Import.Enabled = 0}.

i deleted all ff9 files, verify the integrity for re-download all ffix files, installed the moguri mod. when the game starts, only final fantasi ix black screen and never progress, why?