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

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That problem has nothing to do with Alternate Fantasy as far as I know. I'm not even sure it relates to FF9 specifically. That looks like Steam is not happy the way you start the game. I'm pretty sure it doesn't happen if you start the game from Steam's library.
 
ok i finally had time to play this game

the problem seems to be disappeared without making anything

thanks for the time
 
Made a few last changes and I think I'm finally satisfied with everything in game and am really enjoying it.

I'm just curious if there is a way to have the new characters you receive in your part starting with Freya all the way to Amaranth at Lv1 as opposed to whatever level Zidane is at. My reason for wanting to do that is for controlling stat growth and increasing difficulty a bit trying to get the characters to catch up to everyone else.

I figure I can always recruit them and wipe out their Exp and reset their Level with Memoria editor. But it's just something that popped in my mind that made me wonder if it was possible to change from HW.
 
It is possible to change it with HW indeed although it is not very simple because it requires script editing.

In the panel "Environment -> Fields", you need to find the field in which a new character joins (for Quina, it's the marsh's pond for example; for Freya it's the Lindblum's pub because that's where you name her).
Then "Edit Script" and find the lines initializing the character's datas. For Freya, they look like that for instance:
Code: [Select]
Code:
SetCharacterData( 4, 0, 4, 6, 4 )Wait( 5 )Menu( 1, 4 )Wait( 10 )set VAR_GenUInt8_6 |= 16
The point is to empty the party reserve right before the "SetCharacterData" call, because levels will be initialized by averaging the current party's levels (not only taking Zidane's level into account). And then you need to put the reserve back to what it should be. For instance, still about Freya:
Code: [Select]
Code:
SetPartyReserve( 0 )SetCharacterData( 4, 0, 4, 6, 4 )SetPartyReserve( Setting_PartyReserve )Wait( 5 )Menu( 1, 4 )Wait( 10 )set VAR_GenUInt8_6 |= 16
Then parse the function and validate everything.

The characters' datas are initialized in these functions:
Freya: Function Main_Loop of Lindblum/The Doom Pub (571)
Quina: Function Main_Loop (near the end) of Marsh/Pond (657)
Eiko: Function Main_Loop of Mountain Path/Trail (1550)
Amarant: Function Zidane_Loop (in case 113) of Mdn. Sari/Entrance (1600)
 
omg this is perfect! thank you! I think I can definitely do this. Thanks for giving me all the locations for each character too!

ugh you're the best! :D
 
how do you install this mod ? , are there instructions i missed ? didn't see any on the main page
 
Everything is written down in the "Readme.txt" file.

The installation depends on whether you're using the Steam version or the PSX version. Basically, you install the PSX version by applying a PPF patch to the original game files using the tool PPF-O-MATIC and you install the Steam version, you must first install the Moguri or Memoria Engine mod, then install Alternate Fantasy by moving the right files at the right place and registering it in "Memoria.ini".

On Steam Memoria's last release allows you to download and install this mod (and a few others) all through the launcher.
 
Hi!

First I've really loved the mod, thanks a lot for your continued work on it!

I'm at the end of the game now and I'm pretty sure I've collected every piece of treasure there is in the game but... where do I get Excalibur II now? All the documentation says is it's possible and after googling everywhere that's all I can find.

Are you supposed to get it from Gilgamesh? Because Gilgamesh disappeared out of Daguerreo long ago when I went to get my S-rank medal at the end of Disc 3. I even beat Deathguise but haven't seen it anywhere.
 
Hello ViviQuen.
You are indeed supposed to get it from Gilgamesh. If you got the S-rank in disc 3, that means you didn't have the mod properly installed. Most likely, you are playing the PC version of the mod and have the Moguri mod installed and didn't let AlternateFantasy have priority over MoguriFiles (and didn't notice the mod was malfunctionning until now).
In Memoria.ini, you need to have "AlternateFantasy" written BEFORE "MoguriFiles" in the list of mod folders, to ensure compatibility.

Sorry for the delayed answer. Since you were new on the forum I didn't get notified your message.
 
In this situation, Garnet is blinded:
- single-targeting Vivi or Zidane is unreliable (either one can be aimed at in the end) because they are both on Garnet's right side,
- single-targeting oneself is reliable,
- single-targeting Quina is reliable because s/he is the only one on Garnet's left side,
- single-targeting any enemy is unreliable (any enemy can be aimed at in the end),
- multi-targeting is reliable.
I don't understand what you mean by this. Why is Quina reliable because they are on Garnet's left?
 
"Blind" makes it so the targets can be mixed up, but only if they are on line with each other. If Garnet tries to use a spell or an item on Quina, she targets someone on her left and there's only Quina there. If she tries to target Vivi, she knows he's on her right so turns toward her right, but Blind can make her miss Vivi and hit Zidane instead because he's also in that direction.

It's hard to explain with words as it's mostly a visual thing.
Also, it's a system that makes the party's order matter more than before.
 
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Does this mod drastically change the hit chance?

I didn't progress very far yet, currently reaching burmecia, but I feel like I miss a TON of my attacks on random enemies like mus.
 
Many enemies indeed have a higher evasion, especially flying enemies.
It is not difficult to go through the mod without ever thinking of how to counter-measure the lower hit rate of physical attacks (Free Energy, Accuracy+ or even Float) because missing attacks doesn't lead to a critical situation very often. But I personally prefer to play with that parameter in mind. Even in the base game, that's not a factor to ignore so lightly.

Enemies with a higher evasion are mainly the flying ones, but also a couple of enemies that look agile, like Mus.
 
I see where you are coming from, but it kind of feels off with the rest of the mod imo.

For example, I just got to the outer continent after crossing the fossil roo, inside there you encounter Feather Circles, at this point, I can one shot them with a basic attack from zidane or quina (unless quina's attack roll is ridiculously low), which makes them feel like they are simply not worth the hassle of being killed with magic or any other kind of setup, they are not particularly dangerous either, I think their hardest hitting attack is demi, and it hits for less than 300. But several times I had to attack a single Feather circle for over two entire turns (I mean all 4 characters) just to get a hit in, it left me with a feeling of time wasted, rather than it making it an interesting enemy, the same happened with other enemies early on, where I couldn't do much other than spend turns missing.

I'm not trying to shit on the mod though, I really like it, and I'm enjoying it a lot, it is just the higher accuracy enemies that feel a bit off for me.
 
When editing the spells or summons a character has, I've read you said it shows in combat. But does it show in the menu out of combat too? Say I change one of Garnet's summons to be one only Eiko has. Does it show Garnet has that summon if I press Triangle and look at her summons or only in combat?
 
You can edit spells or summons a character has, both in combat and in menus. The only thing is to be aware that the 2 lists are not the same and thus you need to edit both lists.

In the panel "Party -> Commands", you modify the list of spells/summons contained in each command and thus those that are available in battles.
In the panel "Party -> Stats", you modify the list of spells/summons that each character can learn and thus those that are shown in menus.

For example, Steiner's magic swords are not taught by pieces of equipments: they are not in Steiner's "Stats" list and they don't appear in the menu. But since they are in Steiner's "Mgc Swd" command, they appear in the battle's menu.
 
Thank you very much! So as to what you said, if I were to replace one of Garnets spells with Holy for example, how would she learn it ingame exactly? Does it just ungrey the ability and she can then gain the AP for it or how does that work?

Was wondering how that would work from starting a new file. Like if she has Holy in her list unlike normal, then how exactly does she go about being able to learn it ingame?
 
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Anyone that has completed this, is it still recommended you watch your EXP / LV Gain in favor of stat boosts in the end game? Apologize if this has been answered before I did search but nothing came up.
 
@Telverin: It depends on whether you replace that spell only in the list in "Party -> Commands" or if you replace that spell in both places.
If you replace it only in her command, she'll be able to use it right from the bat.

@Robgatti: It's not "recommended". Unless you want to go for a perfect game, there's barely any point in restraining your level progression.
 
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