[FF9 PC] Moguri Mod update 8.2 (LIVE ON OFFICIAL SITE)

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D O W N L O A D

THE UPDATE HAS NOW GONE LIVE OFFICIALLY


NEW 2020-05-23 - MOGURI 8 BETA V5 changelog -> Make a shortcut of the file to your drive then go into your drive, find the shortcut there and click "make a copy"
(outdated) 2020-05-11 - MOGURI 8 BETA V4 changelog
(outdated) 2020-05-04 - MOGURI 8 BETA V3 changelog
(outdated) 2020-04-28 - MOGURI 8 BETA V2 changelog
(outdated) 2020-04-23 - MOGURI 8 BETA V1



I N S T A L L _ G U I D E

[size=10pt]IF YOU DON'T HAVE MOGURI INSTALLED
1) Extract and replace the files in the .zip to SteamLibrary\steamapps\common\FINAL FANTASY IX\

IF YOU HAVE MOGURI INSTALLED (not required!)
1) If you installed it before 2020-04-2, uninstall and re-install Moguri again (SquareEnix pushed a Steam update that temporarily broke the game and Moguri)
2) Extract the content of StreamingAssets in \Program Files (x86)\Moguri Mod\StreamingAssets\
3) Extract \x64\FF9_Data\resources.assets & \x64\FF9_Data\sharedassets2.assets to SteamLibrary\steamapps\common\FINAL FANTASY IX\x64\FF9_Data\
   but DON'T replace Assembly-CSharp.dll

To check you have the right version, here's how the first frame should look
X6tHnEA.jpg



1) In steam, right click the game, go to "properties...", go to the LOCAL FILES tab, click VERIFY INTEGRITY OF GAME FILES. This will re-download the original files, but your saves are still intact.


p0data2.bin - Battle backgrounds
p0data3.bin - Worldmap textures
p0data4.bin - NPC, monsters and background items
p0data11.bin to p0data19.bin - Main backgrounds
resources.assets & sharedassets2.assets - UI stuff (maps, title screen...)
Assembly-CSharp.dll - The patched file that allows for the augmented resolution of backgrounds. (The one here and the one in moguri are different)

Note: If you have uninstalled Moguri and/or Memoria and you have names like ZidaneZidane, ViviVivi, you can salvage your save with this tool: https://www.ff7catalog.com/threads/7672/
Note: Alternate Fantasy is not currently supported.
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F E A T U R E S

  • Backgrounds
  • Fixed : almost all visual glitches
  • Redrawing of all layer edges (all 11000+)
  • Cleaner / sharper graphics (all 6000+)
  • Better & cleaner lighting (all 1400+)
  • Countless manual image doctoring
  • Manually redrawn some parts (some partially based on portfolio images by Wesley Cann & Behrooz Roozbeh)
  • Background animations better integrated
  • Several bugs from the Steam & PSX versions fixed
  • Recreated all places names with original fonts (for English and French, rest to follow)
  • Seamless scrolling skies & backgrounds, removed 'staircase' edges
  • Recreated baked in textures NPCs
  • Background objects
  • HD background 3D objects
  • HD NPC (with exceptions)
  • Worldmap
  • HD worldmap textures (upscaled and manually redone, mostly seamless and faithful)
  • Subtly moving seas
  • HD worlmap items (ships...) textures
  • Battles
  • HD monsters (with exceptions)
  • HD battlefields with redrawn edges (exceptions for animated textures)
  • Seamless skies (not 100% on point)
  • Fixed missing monster death sounds (credit: Tirlititi)
  • UI
  • Recreated faithful HD maps
  • Recreated Start menu and game over screens
  • Character portraits edges



OLD POST

2020-04-23 - Finally, here's a beta file of the backgrounds!
For those who chose to install it, please screenshot any problem or potential improvement, as major or minor it is.

If you can't post in this thread, you can contact me on reddit


Other parts of the mod available to download:
[size=14pt]NPC & Monsters HD V2 DOWNLOAD
Battle Backgrounds HD V1 DOWNLOAD
Worldmap HD V2 DOWNLOAD
UI Stuff V1 DOWNLOAD
Maybe save the original files beforehand

-------------------------------------------------------------

Hi everyone,

I'm making a thread to track my progress with my reworking of Moguri since June 2019

◈ Finishing touches, corrections & testing ◈
chat_loader.gif

◈ Backgrounds masks (redrawing by hand) ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 678/678

◈ Blended/light layers upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 1479/1479

◈ Re-drawing of transparency for fight scenes textures ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 186/186

◈ Monster texture upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 124/124

◈ NPC texture upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 150/150

◈ Item on field texure upscaling ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 101/101

◈ Worldmap re-texture ◈
https://www.ff7catalog.com/threads/13434/
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100%

◈ Place names upscaling (when introduced to a new place) ◈
⬛⬛⬛⬛⬛⬛⬛⬛⬛⬛ | 100% | 44/44


◈ (background) Videos improvement ◈
(⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ | 0/18) -> might try this in a next update

◈ Extra ◈
-Backgrounds were improved with various ESRGAN models
-Numerous visual corrections
-Upstairs of Dali's Windmill debugged / recreated
-Removed seams in scrolling sky/smoke/sand textures.
-re-created a lot of sky textures for fight scenes, making them seamless and beautiful: 64
-regenerated the battle textures to remove white outlines
-corrected a bug with animated textures in battle scenes
-Multiple other bugs ironed out

◈ Ideas for later ◈
-drawing shadows for some chests/items
-look if I can improve fluidity of the videos with AI video interpolation: https://github.com/sniklaus/pytorch-sepconv (can't make it work yet)
-upscale contextual FMVs?
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SCREENSHOTS

Click to enlarge
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Last edited:
Z
Noticed that some fmvs are out of sync. (Might be my fault as I put the fmv to 30fps in the ini)
Also the continue button on the title screen just loads your latest autosave, not your actual last hard save.
Loving this mod so far! Great work and keep it up!
 
S
Also I'm afraid to say that your field fixes are missing, Snouz: I checked both Desert Palace (the doors) and Crystal World.
Can also confirm the layering fix you did in the crystal world that was from the original PSX version is not in the official moguri 8 release.

Also FMV's are ending too early for all of them.  Most apparent in the credits and the "THE END" screen locks the image from the credits.  Can be viewed here:

https://imgur.com/U9rpwOq

Also can definitely confirm that the Necron final battle music is messed up when you select the alternate soundtrack with Moguri 8 as it worked fine with the original soundtrack when I was using your V5 beta.  Not exactly a concern for this thread, but just so it's known I suppose.

Has anyone else noticed the new improved FMVs all being cut a little short?
 
O
i was wondering why there doesnt seem to be any interest in the ff7 mods today...

official moguri release, you say?

now i've lost interest as well

TIME TO PLAY SOME FF9 BABYYYYYYYYYYYYYY
 
R
Hi! Thanks for the amazing update! Moguri Mod is awesome! Congratulations to the developers and collaborators of this project!

Now a question... I tried to use a translation for the game with Moguri Mod, but it didn't work. Is there any way to use translation with Moguri?
 
E
I'm sorry if this is off topic but what is the best way to launch the game, any way to bypass the launcher?

Also, launcher seems to launch twice, adding a parameter from steam?

And big congrats on the official release, great stuff!
 
S
Did you install Memoria before using Moguri? If so, your Memoria.ini file was not overwritten, and this setting stayed the same.
EDIT: Oh you mean in BETA 5? ah yes forgot about that. Fortunately, the final version is out and installs it correctly.
I installed ff9 (clean install)> then memoria, and on top of moguri v5.
since memoria was newer, I did not overwrite .dll

I also launched both options, and the new memoria, and the one that was with moguri, your version worked correctly, but the new memoria, with a texture problem, until I added TileSize = 64 to ini
 
A
you guys changed the font???

font from moguri7 is better... can u guys give option to choose?
 
K
It's a shame SE is so lazy these days they couldn't change the Battle UI from the phone port. This mod is BEAUTIFUL and IX is my favorite FF in the series, yet I still can't play because of the stupid Battle UI. I just can't do it. It's hideous and I can't see shit. But I wanted to say thanks to everyone involved with this Mod. Maybe one day someone can fix that stupid Battle UI!
 
T
Great work on this mod, been really enjoying it.

I found an error in Mount Gulug - the rope under the well is invisible.

https://i.imgur.com/5HZHO8f.jpg

This is the only graphical bug I've run into so far though. Thanks again for your work.
 
C
Hello! Thank you so much for your work.
I have a problem with 8.0.1
During installation, disabled the orchestra soundtrack option. As a result, there is no music in the game. Reinstalled with the option, the music appeared. But psx music does not work. In Moguri 7 everything worked.
And one more question, what does the (battle field enhancements) option change?
 
R
Hi! Thanks for the amazing update! Moguri Mod is awesome! Congratulations to the developers and collaborators of this project!

Now a question... I tried to use a translation for the game with Moguri Mod, but it didn't work. Is there any way to use translation with Moguri?
Hi! Does anyone know about this?
Thanks!
 
S
Hi! Does anyone know about this?
Thanks!
Translation should include a file called p0data7, you need to replace that file in the \Program Files\Moguri Mod\StreamingAssets folder, and not the game folder.

During installation, disabled the orchestra soundtrack option. As a result, there is no music in the game. Reinstalled with the option, the music appeared. But psx music does not work. In Moguri 7 everything worked.
And one more question, what does the (battle field enhancements) option change?
Is MusicVolume = 100 in Memoria.ini?
Battlefields enhancements upscales battle textures in the background.
 
C
Is MusicVolume = 100 in Memoria.ini?
I don't have this option in Memoria.ini


[Font]
Enabled=1
Names="Arial", "Times Bold"
Size=24


[Hacks]
BattleSpeed = 2
AllCharactersAvailable=0 ; 0 - Disabled, 1 - Enabled, 2 - Only main characters (Quina, Eiko, Amarant), 3 - Only minor characters (Cinna, Marcus, Blank). Be careful: https://github.com/Albeoris/Memoria/issues/3
FrogCatchingIncrement=1 ; Number of frogs per catch
Enabled=0
HippaulRacingViviSpeed=33 ; Vivi's speed in the hippaul racing
RopeJumpingIncrement=1 ; Number of points per jump

[Battle]
EncounterInterval=960
AutoPotionOverhealLimit=-1 ; Maximum oveheal in percents, -1 to disable a new behaviour
Enabled=0
GarnetConcentrate=0 ; 0  - Default, 1 - Disable "Garnet can't concerntrate"
NoAutoTrance=0
SelectBestTarget=1 ; 0 - Original, 1 - Estimate the best target via IEstimateBattleScript
Speed=0 ; 0 - Default, 1 - Fast, 2 - Turn-based
[Icons]
HideCursor=0
HideCards=0
HideExclamation=0
Enabled=0
HideQuestion=0
HideBeach=0
[Cheats]
SpeedFactor=5
LvMax=0
Attack9999=0
BattleAssistance=0
Enabled=1
MasterSkill=0
GilMax=0
NoRandomEncounter=0
Rotation=1
Perspective=1
SpeedMode=1
[Export]
Languages="US", "UK", "JP", "ES", "FR", "GR", "IT"
Text=1
Path=%StreamingAssets%
Battle=0
Field=0
Audio=0
Graphics=1
Enabled=0
[Graphics]
UseGarnetFont=1
MovieFPS=15
BattleSwirlFrames=25
BattleFPS=15
WidescreenSupport=1
Enabled=1
GarnetHair=0 ; 0 - Default, 1 - Long, 2 - Short
SkipIntros=0 ; 0 - Don't skip, 1 - Skip logos, 2 - Skip logos and movie, 3 - Don't reset at the title
[TetraMaster]
DiscardMaxSum=480 ; Maximum sum of attack power, phisical and magical defence for auto discard (numbers on the card * 16)
DiscardFlexibleCards=1 ; Enable to auto discard Flexible cards (?X??)
Enabled=1
DiscardAssaultCards=0 ; Enable to auto discard Assault cards (?A??)
DiscardAutoButton=1 ; Will add "Auto" button to the discard card dialog
DiscardExclusions=56, 75, 76, 77, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 98, 99, 100 ; Disable auto discard for these cards
DiscardKeepSameArrow=0 ; Minimum number of cards with the arrows in the deck for auto discard
DiscardKeepSameType=1 ; Minimum number of cards with the same type in the deck for auto discard
DiscardMaxAttack=224 ; Maximum attack power for auto discard (number on the card * 16)
DiscardMaxMDef=255 ; Maximum magical defence for auto discard (number on the card * 16)
DiscardMaxPDef=255 ; Maximum phisical defence for auto discard (number on the card * 16)
DiscardMinDeckSize=10 ; Minimum number of cards in the deck for auto discard
ReduceRandom=1
[Import]
Audio=1
Graphics=1
Enabled=0
Field=0
Path=%StreamingAssets%
Text=1
[System]
StreamingAssets=E:\Games\Final Fantasy IX (RUS)\StreamingAssets\
Enabled=1
[Font]
Size=24
Enabled=1
Names="Arial", "Times Bold"
[Debug]
SigningEventObjects=0
Enabled=0
[AnalogControl]
MinimumSpeed=5
Enabled=1
StickThreshold=10 ; 0...100
[Fixes]
Enabled=1
KeepRestTimeInBattle=1
 
R
Are the battle animations too fast or is it just me? If so, how do I configure them in standard mode?
Obs.: I am not using accelerated mode. Normal mode is already very fast.

Thanks, this update is amazing!
 
I
Hey, snouz. The Install page on your site lists the following requirements:

Official Steam release of the game
11Go on C:/ (for extraction) + 11Go on install disk
Note: you can install on top of a previous version
If you have a problem with permissions, launch with administrator rights
What is 11Go, exactly? This isn't mentioned anywhere (or, if it is, I completely missed it).
 
T
Are the battle animations too fast or is it just me? If so, how do I configure them in standard mode?
Obs.: I am not using accelerated mode. Normal mode is already very fast.

Thanks, this update is amazing!
Yes, the framerate for battles is adjustable. They have it set to 24 by default I believe--I changed it to 20 so it's a multiple of my monitor's refresh rate and it slows it down just a tick but looks way smoother than the standard 15fps (?) I think the vanilla game runs the battles at.
 
X
Are the battle animations too fast or is it just me? If so, how do I configure them in standard mode?
Obs.: I am not using accelerated mode. Normal mode is already very fast.

Thanks, this update is amazing!
Open Memoria.ini in the game directory

[Graphics]
BattleFPS = 15 original fps
BattleSwirlFrames = 115 original fps curtains
 
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