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Messages - chocolatemoose

Quote from: Dagoth Ur on June 07, 2024, 03:52:04 amHey, I'm having a major issue on the main character. Despite learning several soldier jobs, he's unable to switch to either archer or paladin.

This mod has different job unlock requirements from vanilla. Archer also required 1x Thief, Paladin also requires 1x White Mage. Check the first post for details.
Thank you! I was using a different delta patcher program. xdeltaUI patched it successfully. I haven't fully tested the patched game but it loaded just fine.
Excited to play this, but is the patch working properly? When I try to apply it using the Delta patcher I get the following errors. Didn't have this issue with the previous patch.Screenshot 2024-04-07 130929.png
FFTA/FFTA2 Hacking / Re: FFTA2 overhaul mod (v0.21)
December 23, 2022, 12:28:37 pm
Quote from: Jomojo on December 21, 2022, 05:54:14 pmHey is there a list of the stat growths for this mod anywhere?

Do you have Lennart's job editor? If so, you can open the file to review the stat growths.
FFTA/FFTA2 Hacking / Re: FFTA2 overhaul mod (v0.21)
November 17, 2022, 11:06:31 am
Thanks for trying out the mod!

My difficulty with the Alchemist was around the Mirror Items skill set. If there were more race ability slots I could add regular skills, but I tried to repurpose the Mirror Item subskills into regular ones and couldn't get it working. The other bugged Bangaa class is the Cannoneer. However, I have a feeling that even if you could use the class the abilities would still be bugged :P I wish I could fix these bugs, but they're really beyond me. Everything I know about FFTA2 modding is contained in this thread.

With regard to your point about feeling stuck with early Nu Mous, I hope that they're slightly less stuck than vanilla if only because the vanilla Beastmaster is useless for 99% of the game and the Geomancer class at least gives you some damage options. However, when taken in conjunction with running out of space for the Alchemist, I wonder if a better option is simply to kill a class (i.e. give it no abilities) and make the remaining classes more useful. Another option is to just change the class unlock requirements. I didn't give this too much thought, but it doesn't sound unreasonable to lower the Time Mage requirements from 5 Black Mage abilities to 3 or something similar.

I played through most of the game on the mod (think I got to ~250 missions or so) and money stayed tight the whole way through. Not sure if that's your cup of tea, but it's what I was going for to add another constraint to stomping the game.

As a balance note, I should switch the mod Green Mage job (earth/wind/water magic) to the Viera and the Mistwalker job to the Gria. Problem is that by the time you unlock the Green Mage on the Gria 2/3 of the skills are already powercrept.
To clarify, is the Ripping Gust ability broken in my mod too? Did you test the other elements as well?
I don't have Lennart's editor available at the moment, but if I recall correctly, 1) I removed Natural Selection in my mod and set the Scholar abilities to just work in general, without Natural Selection layered on top of them, and 2) Is Natural Selection one of the options under the Special Routine dropdown (top-right)? It's set to 00|None in your screenshots; that might be why it isn't doing anything. Have you used the ability editor to check how Natural Selection is configured in vanilla? That could point you in the correct direction.
FFTA/FFTA2 Hacking / Re: FFTA2 overhaul mod (v0.21)
March 08, 2022, 01:17:13 am
Quote from: yo9975kevin on March 02, 2022, 03:37:58 pmI remembered playing this mod an year ago and signed up in this forum just now because I want to say thank you for the effort being put in this mod. I really like this mod, can even say it's my favourite one. Haven't heard of any news for an year but still hoping for it. Be sure to let us know if you're back one day!

Thank you! There's a lot that I tried to do and fell short of, both in capabilities and things that are just totally not working (I can't play through the final boss quest without my emulator crashing), but I think it's a good start.

I decided to play the game all the way through to get a sense for balance, but got bored after completing most of the quests and never bothered to level my entire party to 99 to see how the balance played out with an evenly-leveled party at high levels. I've documented about a dozen defects that I think I can fix, or should at least investigate, but never got around to doing so.

If you have any feedback, don't hesitate to to post it.
FFTA/FFTA2 Hacking / Re: FFTA2 overhaul mod (v0.21)
November 06, 2020, 11:38:36 am
Quote from: witchofdread on November 05, 2020, 05:52:11 pmlikely a nooby question but how do i install this?

Have a copy of the vanilla rom (you'll have to find that yourself, they can't be posted here), download the patch and use a program to apply the patch. Not at my pc at the moment but I think the program is tsukuyomi. You should be able to find it on rhdn.
FFTA/FFTA2 Hacking / Re: FFTA2 overhaul mod (v0.21)
September 14, 2020, 11:12:13 pm
Updated to 0.21.

Tried to fix some issues with the Warlock's Prime not being removed when they use their abilities.

Also a couple height difference fixes to the Moogle Knight's abilities.

Removed the Seer's Kirin to try and free up a race hex for Zam!
FFTA/FFTA2 Hacking / Re: FFTA2 overhaul mod (v0.20)
August 27, 2020, 10:20:04 pm
Updated to 0.20 - for some reason Illua's Dimensional Rift crashed the game on my DraStic emulator (I didn't touch the ability). I replaced the animation with Stardust, which seems to have fixed the problem.
FFTA/FFTA2 Hacking / Re: FFTA2 overhaul mod (v0.19)
August 25, 2020, 10:31:40 pm
Despite successfully testing the animation change for Stormbringer EX on DeSmuME on PC, it still froze on DraStic on Android.

Updated to 0.19 with a new animation (Apocalypse), which I've seen work successfully on a different job.

Hope this one does the trick - if not I'll try something new.
FFTA/FFTA2 Hacking / Re: FFTA2 overhaul mod (v0.18)
August 25, 2020, 12:05:57 am
Updated to 0.18.

Changed the animation for Stormbringer EX and Devil's Due (previously Grand Cross) because it was freezing the game.

Also couldn't get Stormbringer EX to work as previously intended (deal 2x damage and deal all allies 10% of max HP damage), so changed it to deal 3x damage and reduce the user's HP to 1.
FFTA/FFTA2 Hacking / Re: FFTA2 overhaul mod (v0.17)
August 22, 2020, 04:12:54 pm
Updated to 0.17. Fixed the Lifethread Blade softlock problem, per @SoloCross's feedback, by changing the animation to Shadow Shade Tome.
FFTA/FFTA2 Hacking / Re: FFTA2 overhaul mod (v0.16)
August 21, 2020, 11:21:53 pm
Quote from: SoloCross on August 21, 2020, 08:18:27 pmFor future reference, only humes and viera have the animations that let them dual wield (and use certain parivir skills, namely Hoarfrost/Skyfury/Shimmering/Lifethread Blade)

Thanks for this. I moved Hoarfrost/Skyfury/Shimmering blade to the Viera, so those are safe, but I moved Lifethread Blade to the Seeq. If it fails, I'll replace the animation.
How did you change the auction house rewards?
FFTA/FFTA2 Hacking / Re: FFTA2 overhaul mod (v0.16)
August 21, 2020, 04:30:55 pm
Update: v0.16 is out.


  • Lowered the Price of the Brilliant Therobo to 5K (down from I forget but it was at least 5x as expensive) because you have to purchase it to progress the story
  • Changed the animation on Evasive Maneuvers (Buccaneer) from Inner Calm to Advice since the former was soft-locking the game
  • Removed Dual Wield from Buccaneers since it was soft-locking the game (I guess Seeq can't dual wield after all)
  • Added Unscarred and Dragonheart to Buccaneers
  • Added Blood Price to Dark Knights, removed Dragonheart
FFTA/FFTA2 Hacking / Re: FFTA2 overhaul mod (v0.15)
August 19, 2020, 11:22:50 pm
Thanks to Zeke's help, v0.15 is live - the Templar's unlock requirements are now 2 White Monk abilities (changed from 2 Bishop).

@Zeke_Aileron I looked through the hex code for the Bishop's abilities and, while they're at different offsets from vanilla, they have the correct AP hexes, so I think there's something different going on here.
@Zeke_Aileron the only hex editing I've done is for skill animations and the MP changes you called out toward the beginning of this thread.

How did you fix your problem?

One thing I noticed is that the starting and ending hexes for the skill sets are different. For example, in vanilla intercession's first/last are E9/F0, but in my mod they're A2/A9. Not sure if this makes a difference.

Barring a fix (I don't think the Bishop and Cannoneer are crucial to enjoying a playthrough), do you know how to change A-Ability requirements? I'd like to give access to the Templar, which is locked behind the Bishop but doesn't appear to have the same *Mastered* problem.
Quote from: Dual-Wielding Ninja on August 18, 2020, 05:43:50 pmDon't know if you've noticed this, but you should probably change your thread's name to match the current mod version.

It totally slipped my mind, thanks for the reminder. I updated the thread name and I'll keep this in mind when editing the OP to post new patches.