Final Fantasy IX: David Bowie Edition Version 2.0, now with Moguri support

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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.
 
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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.
Hi, I'm glad you've enjoyed the mod!

I can set you up with a HWS file that you can load in Hades Workshop (the FF9 editor) which should show all of the relevant changes, including traces of weird ideas that I wasn't able to implement. Once I get back to the computer I use for modding I'll get the file for you.

edit: I think this is the newest version of the mod: https://www.dropbox.com/scl/fi/eznq6zv8pseoldr1yoljp/DBE2.hws?dl=0&rlkey=40pdslknzepf9rbjdpma7umfo

From memory, in order to look at the contents you need to start up Hades Workshop, click File, Open and select the main FF9 executable in the FF9 directory. After that, click File, Open Mod and then select the HWS file from the drop box link. It'll probably take some time to load up but it should have all of the relevant changes.

Note that the HP values on some late game bosses won't be correct, since I used some of Memoria's functionality to change them. I think everything else should be accurate though.
 
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ok what the fudge has happened to the grand dragons?, i'm just before the lifa tree at the end of the game lv 40. They are invincible lol kicking my ass even with thunder protection every time. So much for a few levels before memoria lol. Along with the massive hp boost its bloody quick
 
Honestly they're just very nasty boys. In the vanilla game they are, on paper at least, probably the strongest regular monster in the game that isn't a Yan. In the very least that's the vibe they give. But then with the whole Lv5 Death situation, not to mention how easy it can be to dodge their stronger attacks, they turn into pushovers. I wanted to buff them up quite a bit to turn them into something of an optional super fight, they're beatable but very over tuned by design. I figured that since there's no longer any Dragon Crest to power up, I could stand to make them far more dangerous.

At this point I can't actually remember how exactly I changed them (I think they have Atomic Ray?) but I do remember that they're manageable with the right equipment.

Also minor spoilers,
Hades is much harder than in the original so be prepared for a tough fight.
 
oh i agree in the base game there a joke, its a really good change , completely caught me by surprise. i will not give in i will beat it!!  ;D
 
Hi! Tried the mod and I'm enjoying it, I've just completed Mount Gulug. I have a couple of questions though:

- The "none" spell is present in the equipment for several characters (Dagger, Vivi) even if I made a new install of the game and I'm using the last version both of Memoria and of the mod. Is this normal? May it depend on the fact that I installed the game in a folder I had it installed before?

- In the beginning of the game (Evil Forest) I could not heal the blind status with Eye Drops, I had to use Echo Screens instead

- In the battle with Meltigemini, when it gives you the "virus", characters cannot be neither healed not revived (with magic or phoenix down), is this intentional? It makes the battle kind of unfair

Thx!
 
Hi! Tried the mod and I'm enjoying it, I've just completed Mount Gulug. I have a couple of questions though:

- The "none" spell is present in the equipment for several characters (Dagger, Vivi) even if I made a new install of the game and I'm using the last version both of Memoria and of the mod. Is this normal? May it depend on the fact that I installed the game in a folder I had it installed before?

- In the beginning of the game (Evil Forest) I could not heal the blind status with Eye Drops, I had to use Echo Screens instead

- In the battle with Meltigemini, when it gives you the "virus", characters cannot be neither healed not revived (with magic or phoenix down), is this intentional? It makes the battle kind of unfair

Thx!
Based on the first two points, I think something isn't working quite right with the text on the mod. Are you playing the game in US English? If so, are you running any other mods concurrently? Basically Echo Screens and Eye Drops were combined into a single item and in theory there should be text changes to reflect that.

As for Meltigemini, the whole virus thing has been replaced by it inflicting Zombie, so it'll require Holy Water (or Annoytment if the text isn't working) or Zidane's Heroes skill (sixth in his skill list) to cure it.

Also the game must be a wild experience if the text isn't properly displaying, things must seem really arbitrary at times.
 
Based on the first two points, I think something isn't working quite right with the text on the mod. Are you playing the game in US English? If so, are you running any other mods concurrently? Basically Echo Screens and Eye Drops were combined into a single item and in theory there should be text changes to reflect that.

As for Meltigemini, the whole virus thing has been replaced by it inflicting Zombie, so it'll require Holy Water (or Annoytment if the text isn't working) or Zidane's Heroes skill (sixth in his skill list) to cure it.

Also the game must be a wild experience if the text isn't properly displaying, things must seem really arbitrary at times.
Thanks! Yes, I'm Italian but I'm playing the game in English, UK English though. I'm running Beatrix Mod, Tweaked Portraits and Moguri Mod, in this order from top to bottom and all of them under DB Mod (which is on top of the list).
 
Definitely worth switching over to US English then. Not thinking most of those mods should conflict, maybe Beatrix but I haven't really tried combining it, I'll give that a go tomorrow.

Edit: almost certainly the language settings, can't seem to cause the same problems with the mods installed in that order.
 
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Switching to US English corrected the problem, now I have "Holy Water" and "Purify Drops" instead of annoyntment and eye drops. Wish I knew this before battling Meltigemini  ;D Also the "None" spells have disappeared, I'm guessing everything was caused by UK-US.

A curiosity: I'm at Memoria and I could only find a "Level Up" ability equipment for Steiner, other characters have no "Level Up" equipment. Has it been removed in the mod or do I simply have to look around better?  8-)
 
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A curiosity: I'm at Memoria and I could only find a "Level Up" ability equipment for Steiner, other characters have no "Level Up" equipment. Has it been removed in the mod or do I simply have to look around better?  8-)
Both Level Up and Ability Up are pushed to later abilities for the majority of the cast. Specifically for Level Up, the only piece of light armor to grant it is the Golden Skullcap which can be made through Synthesis in the Black Mage village in disc 4. The idea was to limit the availability so that folks don't feel inclined to have it on for the entire game as soon as they get it (same with Ability Up) while still keeping it on hand if someone were to want to swap out Zidane in Memoria and still want everyone to catch up. Meanwhile Steiner and Freya both have a lot of downtime for the first half of the game, so I gave it to them earlier so they could catch up faster.

Honestly though, in retrospect I don't like that it's only on the Skullcap, it's probably TOO limiting and I think I went too far. If I ever do another update I'll probably distribute the skill to something a bit earlier than the very end of the game. It's not as bad with Ability Up since AP costs were slashed for every skill already, but does present more of a limitation with Level Up.
 
Honestly though, in retrospect I don't like that it's only on the Skullcap, it's probably TOO limiting and I think I went too far. If I ever do another update I'll probably distribute the skill to something a bit earlier than the very end of the game. It's not as bad with Ability Up since AP costs were slashed for every skill already, but does present more of a limitation with Level Up.
Yes, I concur it's a bit late in the game and limiting for the player. It's a shame I found out about the language issue this late, having played most of the game with wrong text on items and spell, but I enjoyed it. Hope you will update the mod, I look forward to play the game again with it someday!
 
quick question, is dagger's inability to learn half-mp intentional? her mana costs are oppressively large and cuts her effectiveness by a lot for both grinding and in boss fights. she also can't learn absorb mp...
 
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That's by design, I wanted to really play up more of a jack of all trades/master of none for her in the mod to try and better fit her into a red mage archetype. She's meant more to rely on Osmose (she should still be able to learn that) or otherwise either ethers, or having Amarant or Freya juice up her MP with one of their skills. It's meant to be her main overall weakness (that and a slower Curaga learn rate if you don't play Chocobo Hot and Cold) since her kit is extremely potent for damage, debuffing and healing.
 
Hi!

Im going to try this mod.
Want to know if the stat growth is fixed or does gear change the stat growth?
Can or should i use "perfect stats" mod?

Thanks :D
 
Stat growth works the same was as it does in vanilla, only thing I did in that respect is change the stat ups on certain items.

As for whether the mods will work together, I honestly don't know. DBE has only ever tested to be compatible with Moguri, anything that changes the gameplay probably won't play nice with it.

Also while I'm on the subject, folks, please don't run DBE and Alternate Fantasy at the same time. I once saw someone do that on youtube and the mods really aren't intended to be used concurrently, it just won't work. Got to do one or the other.
 
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