[PSX/PC] General editor - Hades Workshop (0.50b)

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LocalVariableSettings should have no impact at all on the Steam modded files. It's only used for displaying the local variables properly (in AI scripts only for v1).
If resources.assets is the huge file, then it is most likely some corrupted texts. Verify the names and helps of the different things and the dialogs (in HW, after you import your mod). You may find a fuzzy one.
 
Does that also explain the huge .hws file too? I don't create steam mods without first save the .hws, and if the .hws is a huge file like now, resources.assets will be too.
I just tried a backup .hws on all original non-modded files of the game, and yet it did the same thing.

could you test my mod .hws file and see if anything's wrong with it?
 
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okay, so I took so some benadryl, and took things slowly, using the modification manager through each save. and came to a conclusion, it was something in the world map section...
the section "common data", I had edited the world map/Places texts, probably had too long of a text, resulting in a oversized .hws and resources.assets.

I had this problem a long time ago, forgot how I fixed it, now I see how. I never touched, World Map/Places texts, cause it always corrupts something!

Thanks as always, Tirlititi!
 
Tirlititi can u make a video tut of how to use the steam script system like ones u found for magic stones? i dont know how to edit them lol.

also is there any way to change in battle menus to be ALOT smaller? like 50% to 75% smaller?

also i noticed in the steam version when i modded the shops no changes were applied in the game even tho files say they were changed.

also for psx side of the tool if u rename a monsters spell it crashes the tool instantly
 
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last question to finalize another game,

Tirlititi,
I still have this weird bug when adding random encounters to an area that never had it. (ex. Quan's Dwelling)
After the battle ends, the player will become frozen and so will any background animations. Even if I add/had EnableMove() function, it still freezes/locks in place
How do you fix this? There have to be more commands to add than just SetRandomBattleFrequency()

And, how do I prevent the title intro area text from displaying the first time you access a new field, like Quan's dwelling?
 
Ah, maybe you need to add a function "Main_Reinit" to the script for those fields. That's a function that runs at that point (when the game returns to the field after a battle).

Check out the script of a field in which there are random battles (or even non-random battles), they usually have this function ; I won't test now, but I guess you can simply copy the script from it and paste it into a Reinit function that you add in your modified field (right-click -> Add function -> choose function ID to be 10).

Also, maybe you'd need a "Zidane_Reinit" as well ; IIRC ( :p ) there is one most of the time in order to setup the footstep sounds again after a battle.
 
I'm testing this right now...
And is it possible to change which enemies is encounters in the world map?


side note:
found a bug,
It seems if I put a battle from field to another, the battle music will not play, instead it "acts" like if the "Don't stop music" flag is checked (which it isn't)
example:

the Mandragoras are only found on the world map, right; so if I put them on a field (like Iifa Tree) the battle music will not play, and the "don't stop music" flag is oddly applied.
Then, of course, after winning the battle, the music will go dead silent until the player enters another field background that calls to play the IIfa Tree's bgm again.
A weird bug, yes.
 
I tested it, and it looks like I do need the Zidane_reinit; footsteps did not play.

while the control over the player was regained, other glitches happened:
see video after battle:


And of course the battle music not playing bug, which is a no go. Need that battle bgm playing!

EDIT: looked through some fields, don't see a "Zidane_renit" function. Just Zidane_11 and such...
 
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is this tool support that characters;
İ-Ö-Ü-Ç-Ğ-Ş-ı-ş-ç-ö-ü-ğ.

Same ı wrote it. and anyone tell me how to use this. Please just basic information detailed miex my mind.
 
Tirlititi  is there any way to enable use of stones/abilities on off chars on psx side of the tool? if u have the patch for it?
 
UPDATE: I found the how to add Zidane_renit function, but have yet to see any other field that have Zidane_reinit naturally.
What goes in this function...?
I tested around, I added random battles to the entrance of Daguerreo (which already came with a Main_reinit) function but no Zidane_renit function, and the footstep sounds (and background image) was perfectly working after the battle.

I'm guessing the other fields that have random battles don't exactly use the term "Zidane_reinit" but is one of those...Zidane_17, Zidane_11 functions?

And the battle audio only playing for enemies set in there native fields,
Do the fields backgrounds have ID's like enemies have ID's? Cause maybe I have to mod the BtlEncountBgmMetaData.txt.txt for this bug to be fixed...
 
I solved the battle music not play bug!
My details, served as a tutorial:

for battle music not playing:

if you add an enemy to a field where the enemy isn't originally located.
You have to edit the BtlEncounterBGMMetadata.txt
find the field your adding this enemy too's ID number,
and add that enemy's original
    "107": "125"

to the field slot.

Example:
I have Hilgigars as random encounter in Memoria Ruin,
to make the battle music play, do this:

Find an enemy that is oringially from the Memoria/Ruin field, get their ID number. Find this ID number in BtlEncounterBGMMetadata.txt
now you see the ID number of the field: Memoria/Ruin.
(Its 2909)

And you see underneath "2909" Two enemy id numbers:
Iron Man(929) and Chimera(955). This is correct, because originally these are the only two enemies fightable in the Memoria/Ruin field.

So now, we just simply add Hilgigars enemy ID to this section:

Original:

  "2909": {
    "929": "0",
    "955": "0",

to:

  "2909": {
    "929": "0",
    "955": "0",
    "107": "125"

"107" is Hiligars's ID number and 125 is the BGM audio ID number. (In my case, its "Protecting my Devotion" song changed to: "The Eidolons Shackled" from FFIV.

The World map is the same thing:
it has ID's to certain locations on the WOrld Map (ex. Bentini Heights/Donna Plains etc.)

How I find field ID numbers that don't already have enemies, I count up the list from a field that does.

video result:

 
@resinate: I thought I had a patch for that, but I can't find it anymore...

@ddclem: yep, fields have ID, like pretty much everything.
You can also get the ID from the Script Editor: write a line "Field( 0 )" anywhere in a script and you'll have the list of fields displayed on the right. Selecting a field there will write the appropriate ID instead of the "0".

For the "Zidane_Reinit", yes it sometimes doesn't exist and there's a "Zidane_11" or whatever instead. But then that function "Zidane_11" is called from the "Main_Reinit" (there's a line "RunScriptAsync( 0, 250, 11 )" ). Using directly a function Reinit, there's no need to call it from "Main_Reinit".
 
thanks for the info! More convenient! Fixed a problem error I had in Eidolon's Cave before.

and progress update;
will there be a proper model importer in HW? I don't think saving the new model i want imported back as a .fbx is working... then again, there are lot of export options for .fbx...
 
the Zidane_reinit, do you know exactly what I can copy and paste into this field, I'm not getting anywhere with getting the footsteps sound back.
 
It usually looks like this:
Code: [Select]
Code:
Function Zidane_Reinit    RunSoundCode( 4616, 914 )    RunSoundCode( 4616, 923 )    RunModelCode( 16, 25, 4, 914 )    RunModelCode( 17, 25, 4, 923 )    RunModelCode( 18, 25, 4, 1 )    RunSoundCode( 4616, 914 )    RunSoundCode( 4616, 923 )    RunModelCode( 16, 25, 13, 914 )    RunModelCode( 17, 25, 13, 923 )    RunModelCode( 18, 25, 13, 1 )    RunSoundCode( 4616, 914 )    RunSoundCode( 4616, 923 )    RunModelCode( 16, 38, 0, 914 )    RunModelCode( 17, 38, 0, 923 )    RunModelCode( 18, 38, 0, 1 )    RunSoundCode( 4616, 914 )    RunSoundCode( 4616, 923 )    RunModelCode( 16, 38, 8, 914 )    RunModelCode( 17, 38, 8, 923 )    RunModelCode( 18, 38, 8, 1 )    return
However, the sound IDs change from field to field (as the footstep sound changes). Check out the "Zidane_Init" function to get those.

There will be a model importer eventually. You won't be able to re-import the currently exported models though.
But I said that already.
 
Excellent! I was on the right track! Now that you mention the sound ID, that's why it still isn't playing! makes sense.

Okay,
For the finale, what is the script command to the end with game? Ending the game with the "The End" sprite, and skipping the final two FMVs?
Ex.: the game to ends after the final boss.
Oh and also, how do I make the "Quan's Dwelling" title not show when you first enter it?

Thank god the model importer, tho!
 
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Progress on this program is fantastic! Amazing work here Tirlititi!
1 step closer to possibly having an exportable FF9 world map (with UV's), really looking forward to this.
 
Hi,

Thanks for this great tool - great to see twenty years after release that FFIX is getting the attention it deserves.

I've been trying to install the fixed stats mod by Vir with Hades Workshop on the Steam version of the game (https://www.ff7catalog.com/threads/11465/)

Unfortunately I'm getting a crash when the game loads up and I'm wondering if you'd be able to help me with it.

When I download the Steam version of the fixed stats mod there's four separate files ("FF9 Fixed Stats D1 - D4"). This is what I do:

1. Load up the FFIX launcher (located in the folder where x86 and x64 is) in HW
2. Click on Open Mod
3. Load in each of the four files after one another, unticking each time (I've checked the item browser and the stats seem to be changed properly)
4. Click on Save Steam mod and save the files in the hades workshop mod folder
5. The two files created as a result of this process are a resource file and a C sharp file.
6. I drag and drop the files from the Hades workshop mod folder so that they replace the existing files

However, when I boot the game, I get the White FFIX Title and then absolutely nothing afterwards  :-\

Verifying the integrity of the game cache gets it working again so it'd definitely something I'm doing wrong with HW that's causing the issues.

Thanks for any insight you can provide.
 
Hmm - I read a few more forum posts and I did it without moving over the C-sharp file.

It seems to have worked!

But will I run in to problems further down the line if I don't include it?

Edit: Hmmm - I did the cheat to give me level 99 and my stats only reached vanilla levels without equipment. Does the Lvl 99 cheat on the steam version bypass the MAG/STR/SPD/SPR bonus you get each level? Also were the resources files produced supposed to be the exact same size, down to the byte?
 
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