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

  • Thread starter Thread starter Tirlititi
  • Start date Start date
Status
Not open for further replies.
Another quick question: Does editing Magic Sword work now, or is that still broken? I remember you saying about something being hardcoded with that.
 
Oh very nice, I'll try to use that then, too. I want to enable Steiner to have a few options with the other spellcasters for his attacks.
 
Hi! I'm playing Alternate Fantasy right now and I'm having a blast, but I would like to know if there's a way to edit bosses stats and stuff like that with Hades Workshop. I'm asking bc when I try to mod/edit something with Hades it always leads me to the non-modded database and I prefer to edit the Alternative Fantasy database with the changes already made by Tirlititi.
 
I have a text problem, with v0.50b

I installed FF9 > Moguri Mod > Memoria > Hades Workshop v0.50b

I used the original Assembly-Csharp.dll from an unmodded version of FF9, named it Assembly-Csharp_Vanilla.dll and put it in the Hades Workshop Folder.
I made only a single change, the name of the spell Fire to FireA just to test.
I clicked Save Steam Mod, "Spreadsheets(Memoria)" and "Raw Assets", saved to HadesWorkshopMod folder right inside FINAL FANTASY IX.
I changed Memoria.ini

[Mod]
FolderNames="HadesWorkshopMod", "MoguriFiles", "MoguriSoundtrack", "MoguriVideo"

When I load the game, all the spells are showing as blank names. When cast, they still cast but all names are blank.

If I delete HadesWorkshopMod folder, the spell names go back to being Fire etc.
If I mod a non-Moguri non-Memoria (unmodded) FF9 with HWS v0.50b, it works perfectly fine, I see the spell FireA.

Any idea what could have gone wrong?
 
I think that's because you don't have the latest version of Memoria. Your installation sequence is the best but for some reason I think you didn't use the latest version (June 2023).
 
I think that's because you don't have the latest version of Memoria. Your installation sequence is the best but for some reason I think you didn't use the latest version (June 2023).
Thanks, it was exactly that. Happy Holidays to you Tirlititi.
 
I actually found a very interesting "Renaming" bug.

When I used HWS to change the names of Support abilities and Items in the Moguri-Memoria FF9, the next line of anything that I changed had the name show as "blank" (empty).

For example, I renamed Auto-Life(the support ability) to Auto-Revive instead (to distinguish with the Blue Magic Auto-Life). Auto-Revive showed up fine in game, but the next support ability after it is HP+10%. HP+10% showed as blank. So I then tested this and named HP+10% as Vitality+10%. Vitality+10% appeared just fine, but then HP+20% showed as blank. Which I then named to Vitality+20%, which made Distract show as blank. And so on.

Then I tried to rename Items as well. I renamed Octagon Rod to Octagon Staff. High Mage Staff's name disappeared and showed blank. I then renamed High Mage Staff to High Sage Staff, and Mace of Zeus showed up as blank.

This does not happen to Spells, only to Support and Items. The functionality is also not affected (if you equip a blank HP+10%, you still see your max HP change immediately).
 
Ah yes, I didn't remember when I fixed that bug. It's a bug of Memoria and it's fixed in that commit... which is not part of a release yet.

I can't work on FF9 modding for some time. I have a few other bugs to fix / features to add before releasing the next version, and DV's great work to review, but I'm not sure when that will be done.
 
Hi Tirlititi,

Maybe this is a stupid question, but I'd like to ask you if there are any issues when loading a project designed on a previous HW version (0.43 in my case) on the latest one. Just to make sure I don't have to edit anything when loading the project on the new version.

Thanks!
 
Hi Charlie_38.
There's no problem. Me and other people have done it without noticing any bug and there shouldn't be any. There would be issues if you tried to load a HWS that was created with HW v0.50b into the older version of HW v0.43, but the other way around is designed to work fine.
 
Thanks Tirlititi, I installed the latest version and I could load my project from the previous version.
By doing this I tought I could fix an issue I have when following Incinerator steps about adding a cutscene:

I. Getting Started

In field: Alexandria/Dock (Field ID: 2458), we need to firstly initiate some character that will pose as our scene starter (in this case, it will be Steiner):

1. In Hades Workshop, navigate to the Fields Tab and scroll down to Field Alexandria/Dock (Field ID: 2458)
1a. Select "Edit Entries"
1b. In the Entries Menu, scroll down and select "Steiner" and "Freya". *Because this field does not natively have Steiner or Freya initiated (par vanilla), we need to add them in manually)
1c. Select "Edit Script"
1d. In the Edit Script Window, under the "Functions" section, right-click and select "Add"
1e. In the Properties Menu, for "Entry" select "Steiner"
1f. For Entry Type, set the value "2". "2" means "object with model", standard for all 3D models initiated
1g. For "Function Type" set the value "0". "0" means "main function". Every 3d model has an _Init function, which is used to create the 3D model in scene
1h. Select "Parse", then "Ok".
In Edit Entries I already see Steiner in the list and I can't add or delete anything. Then, in Edit Script I try to add a function and in Entry I don't see Steiner but "Entry21" instead. The Entry Type is not available in order to set the value 2.
What am I doing wrong?

Thanks in advance.
Regards!

Carlos
 
Tirlititi, do you know where the frog timer respawn is located? I want to reduce the time for frog to respawn as 5 to 8 hours for them to respawn is kind of crazy.

I have look at the script and failed to find the respawn timer. I found the rest such as prizes and the number of frogs but i cant seems to get where the respawn timer is. I might have miss it or something. It might be something like Excaliber timer but i kind of failed to find it.
 
Last edited:
Hi Tirlititi,

Long time since I poked at HWS but I am playing again, and I am wondering if you know of anyone who has fixed the Eiko/Marcus stat bug? I would like to fix it, so Eiko's stats are more true to her without worrying about leveling Marcus. I am trying to look for the code, assuming it is in the main loop script of Conde Petie mountain path field when Eiko joins, but no luck so far recognising it. (PSX version) Any insight would be appreciated, thank you.
 
Last edited:
Hi.
No, that glitch is tied to the game's engine, not any field script. Unless I'm mistaken, it is fixed by Memoria for the PC version of the game (it may also be fixed by the PC version of the game already with some of the official updates).
You won't be able to fix that glitch for the PSX version of the game... except if you're willing to dig in the hexa-decimal file and decode MIPS assembly. That cannot be done with Hades Workshop anyway.
 
Oh, I see! Thank you for the reply. I won’t waste my time poking at it anymore then. Thanks so much. I might just kill Marcus off in that case.
 
Status
Not open for further replies.
Back
Top