Re: [PSX/PC] Alternate F...

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A little question: Do S.A. like Concentrate, Chemist and Power Up apply its bonus when its respective skills are used in Script 80 (Double Cast Special) ?
Another words: Do Script 80 respect the Scrip (and SA bonuses) of the 2 Skills it uses?
 
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Hi i really enjoyed this mod you really did a great job ,i played it 1y ago.I install it again for try the new update but i found some problem on my side. I deleted all old data and istall the moguri mod and the AF5.1 on clean, but i keep using my old save data because i only wanted to try the new bosses. So here is my problems:
1 there is something write about beatrix have is own trance now ,but i still dont see the bar for it (maybe the problem is my old save) there is a way to unlock the trance?
2 i have the rank s on treasure and im pretty sure to get 100% of them so how can i get the excalibur ii now? (maybe still my old save with old mod stucking me)
Your mod is really cool :) :) and i hope you give me some help, the beatrix recruiting is really cool and work flawless .
 
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A little question: Do S.A. like Concentrate, Chemist and Power Up apply its bonus when its respective skills are used in Script 80 (Double Cast Special) ?
Another words: Do Script 80 respect the Scrip (and SA bonuses) of the 2 Skills it uses?
About this question i already discovered... rsrs
Hello, Brother! How are you?
Is it possible to create a S.A. that change the Target Code of an specific Skill or Script?
Like to replicating the Amarant logic... When you havent this SA, some sikill (or group of skills) are single targeted... And when you equip the SA, they become multi-targeted (If its possoble, during Trance!)...
If its possible, please, leave a simple exemple!
Am ansious to know the see!
 
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For some reason the memoria file deletes "AlternateFantasy" from the line Folder Name
 
I always bring many strange questions for you, isent?
Here goes one more: I LOVE the Moonlight Slash animation...
Is it possible to edit it in a way that it dont break the target animation?
If its also possible to done in the "AbilityFeatures.txt" (as an SA that prevent the enemy to break), please explain me.
 
Is there a way to tell early game if the mod is working properly? I feel like I don't remember Vivi starting with +20% MP ability, but maybe that's bad memory.
 
Is there a way to tell early game if the mod is working properly? I feel like I don't remember Vivi starting with +20% MP ability, but maybe that's bad memory.
If Vivi's starting Rod has that, then it's working, if I recall correctly.
 
Hi Tirlititi, I'm having an issue with the Beatrix Only mod which I started to use first and got up to the point that Beatrix joins my party. But when the 2nd cutscene that she's officially in the party (wherein Ipsen's Castle and we find Amarant ahead of us in the 4 mirrors room) comes up she is replaced by Vivi constantly no matter how much I switch the party members around.

I also tried switching from Beatrix Only mod to Alternate Fantasy but still the issue persists and Beatrix doesn't appear in cutscenes particularly involving her as one of the 4 party members. 

Anything I can attach to help with the solution to this? Just a heads up I'm still noob to modding and coding so I dunno where to find the necessary game logs to find errors.
 
Hello there

I attempted to do some modding using Hades Workshop. I'm using the Steam version.
I followed all the steps to make a Non-Memoria Mod folder and a Memoria Mod folder and added the Memoria archives to the NMM files (not the DLLs).
I opened the EXE file of FF9 in the NMM folder and then loaded the source file (AlternateFantasy_v5.1.hws) in Hades Workshop and I've made several edits, namely:

- Given Blank, Marcus and Cinna spells and abilities.
- Changing some Enemy stats.
- Tweaking the amount of XP required to level.

Unfortunately, I cannot get the changes to the enemy stats to work, as I tested it on the first fight.
I gave him 100 Strength, but his attacks still hit the same values as before. I also increased his HP from 10200ish to 11400ish. Finally I added some effects to his attacks. I turned "Get Some!" into "Trouble Slash" to inflict the Trouble Status and "Gwhahaha!" into "Crippling Slash" to inflict the Slow Status.
While the names of the attacks did get changed properly, none of the other things seem to work when I test them in game. However, the spells added to Blank, Marcus and Cinna did work.

Maybe it has to do with the way I generated the output files?

You see, I can generate the files just fine when I use the "Spreadsheets" and "Raw assets" option. (although some generated folders were in the incorrect order, namely the "Data" folder wasn't inside the "StreamingAssets" folder.) However, when I attempt to generate the files through "Spreadsheets" and "Unity Archives", I get an error "Cannot generate this file".

I can send you the .hws of my edits, if you'd like?

Anyways, thank you for your great work.

Kind regards

Sacra
 
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So I seem to be having a problem with this mod.

Everything has been going perfectly but I can't seem to find beatrix for recruiting. I got to the point where you get Hilda Garde 3 and checked Alexandria Castle before and after ipsen's castle without any luck finding her to recruit.

Did I do something wrong?
 
Hey, I know Tiri isn't as active anymore, but I was wondering if there's a list anywhere of the changes that are NOT present in the PSX version? I'm guessing it's basically all the added bosses + Beatrix, but just wanted to double check.
 
So I seem to be having a problem with this mod.

Everything has been going perfectly but I can't seem to find beatrix for recruiting. I got to the point where you get Hilda Garde 3 and checked Alexandria Castle before and after ipsen's castle without any luck finding her to recruit.

Did I do something wrong?
Same here. Are the other flags during the story that need to be activated first?
 
Is there a way to add some new skills ?
I wanted to add the missing Frog Drop, Thievery and Dragon Crest to Alternate Fantasy (i tried using Hades Workshop) but it didn´t work.

I tried to edit the Free Energy from Zidane (no trance skill) in exchange to Inferno (for a all enemy attack) but didn´t work.

Can someone help me ?
 
And another  question ...

Hoy do you know if enemys are modded???

I remember the first boss Steiner causing death with a single attack but now he doesn`t do it... just a simple attack
But
I have mp+20% on Vivi first mace
 
EDIT
Nevermind, you took care of it on Steam Thanks again..
 
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Hi sorry to be that person but I heard your working on a ff8 Mod too...
 
Hi @tirlititi
and hi to everyone who can help me.

A year ago Tirlititi gave me the mod for PSX version in italian language.
So I started to play and the game works...until to Lindblum.
To be more clear:
- I apply the mod to an italian iso and i play with an emu: so the mod works but in Villlage of Dali, before the Walzer fight, the dialogues between the characters gone wrong: some of what Walzer suppose to says is refer to Garnet or Steiner but the game go ahead.
After Lindblum attract, in the elevator to see Cid, dialogues gone wrong again and when meet Cid the dialogues stucks and the game is blocked. I try to get trought this part with a normal iso and after reloading with the mod but the game is totally gone (after cid meet, with Zidane in one of the zone of the lindblum, the dialogues with the peolple are completely wrong or maybe some characters appears where don't supposed to be in the normal game and in the mod, i think)
So, i've tried another shoot: apply the mod to an US iso.
The game work but is still in english. I've not played it until Lindblum...

So, someone can help me throught this, to play the game in italian with the PSX version? Or should i play the mod only on pc version?
I wanted the psx italian version (if possible) to allow my father to play this game that we loved years ago.

Any help is welcome


@paky-outsider: Here is the italian version of the mod on PSX (v3.2).
Alternate Fantasy (italiano - PSX)
I didn't test. Tell me if there are bugs.

@fenrrir18: Not yet. Snouz is doing some more works, correcting a couple of bugs. Once he's done, I'll look at what needs to be done for a compatibility version.
 
My 2 cents as a fellow (Italian) ff9 modder.

Could this be related to the disalignment of some dialogues between languages?
I honestly dunno how much AF alters dialogue but maybe I could help in some way
 
Yes, that may be disalignment of dialogs...
Sorry but that's too long ago and I don't know what I did for creating this italian version. I just saw that the .hws is included in the download link though. If you can check it, Caledor, that would be awesome.

"maybe some characters appears where don't supposed to be in the normal game and in the mod" -> That, I find it dubious. I don't think it's possible to do that by mistake considering how difficult it is to do it willingly, on the PSX version.
 
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