I have all my games installed on another hard drive. I'll try to see if moving it to the C drive works
Edit: Nope, even on C it still says None >.<. I don't know what's happening. I'm not changing anything. I'm extracting the files into the root of the FF9 folder, and replacing the files. Nothing else.
Just a few things. I am at disc 3 got chocos mountain ability the forest hasnt displayed the no chocograph messgae but cant seem to find any more chocographs. I read about not evolv8ng to sea till after mt gulug does that mean not being able to find it via forest?
Also Daggers performance issue is still there occasional get the message command failed couldnt concerntrate. Still enjoying this mod thou
The way it's set up the Chocograph to grant the Sea ability can't be found at all until after the first airship is acquired, so once you get that you'll be able to find the Chocograph. I ran into the same issue with Mene not mentioning that you can't find any new Chocographs as well, never got around to fixing it though.
Weird about the Dagger thing though! I could have sworn I had that working, I'll see if I can't fix it up quick and upload a new version of the mod.
EDIT: I've uploaded a new version of the mod that should fix the issues with Dagger, I've updated the link in the mod's description so you can download it from regular location, simply copying the files over from the new version should fix it. Note that Dagger will probably still have command issues at least initially, since the game checks for that state at four points. Depending on exactly where you are it should clear itself up once you go to Esto Gaza, assuming you haven't gone there after the Desert Palace already.
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.
Finishing up Ipsen's castle should allow you to acquire the last two pieces. After you do that you can complete all of the Chocograph activities outright, outside of the shimmering island treasure of course.
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.
Tested it myself after reaching that part of the game:
I have a Mountain Chocobo, 4 Chocograph Pieces, 16 Chocograph, missing Green Plains, and Mene tells i can't find anymore.
EDIT: But it keeps telling me i can't find more after getting HG3, even though i actually can (and just did), so gotta fix it.
Good stuff, thanks. Sorry it's taken me so long to respond, work is a circus right now and I haven't had much time to think about the mod. My hope is that I'll have some time to look at it this weekend.
(Note that there was download up for a few hours pointing at a 1.02 version, if you got that and haven't installed the mod before, grab this and install it instead.)
This is a fairly small update, I've fixed the scripts for Chocobo Hot and Cold so that Mene should now properly prompt the player when there aren't currently any available Chocographs to dig up. Thanks to Caledor for the info on how to do that, worked like a charm.
Additionally I've completely redone the scripting for the Quale fight. If I'm being honest, he was totally an afterthought in the first release and I didn't really spend a whole lot of time on him (IE, I literally didn't touch his script at all and just kind of shrugged). He should be a lot tougher now, far more than vanilla, but not impossible or anything. Hades is probably still the hardest optional fight at present barring Ozma.
Going forward my plan is to change up some of the encounters, specifically in Memoria. One thing I've never liked about the area is that almost every fight is against one big tough enemy, which is fine but causes certain attacks and techniques to wind up far more useful than others, so I'd like to add encounters that feature a more diverse array of enemies. Not entirely sure what it's going to wind up looking like, but I've got some ideas that might wind up being fun.
Little heads up if you downloaded this version before July 22nd, after I uploaded the mod I almost instantly realized an oversight and corrected it, reuploading the mod once I was able to. So if you got 1.1 before that time, maybe grab it again. It's a pretty embarrassing oversight but won't break anything and might not be obvious.
You'll also be able to find a link in the OP.
It should be possible to continue playing from a previous save, but a few things will wind up looking kind of funny. I'd recommend starting from scratch if possible, but no big deal if you can't. You can also start the mod part way through a vanilla playthrough but it will be weird and probably unbalanced, I don't really recommend it.
NEW FEATURES
- Memoria has been completely revamped, with new monster formations. The encounter rate has also been raised slightly, closer to what it was in the PS1 version. This is partially due to self-indulgence since I made a bunch of new fights, but also because I found it was kind of weird to be able to pretty well just sprint through the final dungeon with like two random fights total. Every area with random battles will have at least one new monster formation. I won't lie, some of it is a wee bit janky, but it's all playable and I think the new fights are fun to figure out.
- Skills have been changed for some characters, with a few new skills and some others shuffled around. For instance, some Thief Swords have a variety of buffs for their status effects and you can use Soul Blade to buff party members.
- There are a variety of equipment and item changes, some minor, some major, some more for flavor.
- A bunch of bugs and oversights in previous versions have been fixed, for example it's now possible to actually target dispel tonics on enemies, something that has been bothering me for weeks now! Hopefully I have not produced too many more issues.
Quick update in case someone reads this before the OP: version 1.12 is out and it fixes the issues that the mod was having with the update for FF9 that came out in early August. I'm still in the process of testing it, but so far I'm confident that it should be working properly, aside from of course the standard jank that comes from this mod of course. The new version can be found at the following link:
There's not any real changes aside from the mod working with the new version of FF9. Shouldn't be anyway.
If anyone was waiting on this, apologies for the delay on it. The update came out immediately after I had finished a marathon of work on the mod and the whole situation of figuring out why it was broken wound up feeling more than a little discouraging. As far as I can tell it was some minor tweaks in the World Map settings (not the scripting, thnak god) that I had made ages ago that were screwing everything up. I've omitted those changes and it shouldn't really make any serious differences to the full product.
If anything isn't working as advertised or otherwise falls apart entirely (like with producible crashes) please let me know!
This mod looks pretty interesting and I'm glad it's been updated to work with the new Steam release. Does it by any chance work with Moguri? I saw half a year ago someone had problems that he thought might be related to it, but I don't know if that was made certain
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.
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.
The latest version of HW tries to make it a bit more clear about Memoria's current requirements (in "Additional informations" when you save a Steam mod).
Basically, you must generate spreadsheets and raw assets, put the folder containing them in the directory of the game and then register that mod folder in Memoria.ini.
Moguri requires the modification of Assembly-CSharp.dll through Memoria and it would require it even if it didn't rely on Memoria, so it couldn't be easily compatible with any gameplay mod if there wasn't this system of registering mods in Memoria.ini.
That's interesting. I've been mulling over looking into what exactly I need to do to make the mod compatible with Memoria since I started working on this, but it's not really ever been a big priority. I've got a few balance and testing passes I want to do on the mod to get everything right where I want it, but I think that'll probably be the next big step afterward.
1.13 has been released. It's not a massive update, but includes some minor fixes and changes to monsters, mostly miscellaneous stuff in the early game. Most notable is that Lani can actually hit with Gravira now, somehow I managed to do what Square had done with Steiner's Thunder Slash, which is kind of funny. Some text that I hadn't properly restored when fixing the mod for FF9's August update has also been brought back.
Other updates will follow, I'm in the process of going through the game and cleaning up bugs and such that I missed, as well as making alterations to battles that either don't feel all that good or fun. No doubt that like 15 minutes after making this post I will realize something that should have probably been included in 1.14.
Notably I'm going to start making strides towards getting the mod compatible with Moguri, since that really seems to be the way of the future and I think it's a mistake for me to neglect it up to now. I won't be releasing anything Moguri-compatible until I think I've got it working properly, so it'll probably be a while.
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