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Messages - scorpiova

21
Event Editing / Re: First attempt at event editing.
April 06, 2017, 05:54:32 pm
Ok so I now have this...

But wondering about these questions: How do I trigger for Ramza's attack party to spawn? And have the battle start?

I am assuming the battle would be another event - but I'm not understanding right now how to get there, and how do I insert this into the storyline of the game as I am not interest in replacing current in-game missions.


Offset(x00004000)

UnitAnim(x01,x00,x02,x00,x00)
UnitAnim(x80,x00,x02,x00,x00)
UnitAnim(x81,x00,x16,x00,x00)
UnitAnim(x82,x00,x02,x00,x00)
UnitAnim(x83,x00,x02,x00,x00)
UnitAnim(x84,x00,x02,x00,x00)
UnitAnim(x85,x00,x02,x00,x00)

{63}(rC9)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00001)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00128)
{4D}(r78)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00128)

DisplayMessage(x10,x11,x0001,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0002,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0003,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0004,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0005,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0006,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0007,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x12,x0008,x80,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

Wait(01000)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START

//Message x01
{font:08}{Ramza}{br}
{font:00}
This place has the stench{br}
{br}
of evil!{br}
What darkness is this?{end}

//Message x02
{font:08}Nightstar{br}
{font:00}
Welcome boy... {br}
{br}
I am the darkness...{br}
Queen Nightstar.{end}

//Message x03
{font:08}{Ramza}{br}
{font:00}
What is this place?{br}
{br}
Who is that woman?{br}
Is that Ovelia!?!{end}

//Message x04
{font:08}Nightstar{br}
{font:00}
Ovelia? My Ovelia...{br}
{br}
Is the true Ovelia...{br}
Yours is a fake.{end}

//Message x05
{font:08}{Ramza}{br}
{font:00}
Impossible!{end}

//Message x06
{font:08}Nightstar{br}
{font:00}
No... not impossible.{br}
{br}
Her royal blood and pure soul{br}
will grant me eternal power.{end}

//Message x07
{font:08}{Ramza}{br}
{font:00}
We will stop you!{end}

//Message x08
{font:08}Nightstar{br}
{font:00}
You are welcome to try...{br}
{br}
boy child...{end}
22
Event Editing / Re: First attempt at event editing.
April 05, 2017, 10:16:36 pm
Quote from: nyzer on April 05, 2017, 09:57:52 pm
Do not use Unit 02 for Nightstar. Those single digit unit numbers are reserved for party members, and trying to use them will often screw your event up. You want to use the 80s & 90s, typically, with 80s being for enemies.

Well, the dialogue's functional, but it'll be a boring event to look at. No one's doing anything. You literally just have Ramza and Nightstar staring at each other, unmoving. Well, not quite unmoving. The only person you've set to stand still there is Ramza - everyone else will be using the walk animation while staying in place. You probably want Ramza walking in, spotting Nightstar from behind, moving closer, having Nightstar turn to face him after he talks, having some minions spawn or walk in, etc. etc.

Also, the first dialogue has Ramza's sentence cut off and spread across two pages. You don't want that. Whenever possible, you want each sentence to start and end on the same page. You've got three lines per page, with the very first line of any dialogue being used for the unit's name.

You also don't have any of the commands for closing the event in the usual transition-to-battle setup - the Conditions for Winning or Ready! overlays.

Granted, when you're learning you just want to take baby steps. And, like I said, the event looks functional, aside from Nightstar being Unit 02.

Two pieces of advice, though: first, if you're going to event edit, you'll want to download the newest Config, copy it into the EVSP folder, and get used to its changes as soon as possible. There are several commands only available in it that will come in handy - specifically, I had a lot of trouble trying to force units to enter water during events because they will not do it for a WalkTo. EVSP before Raven's recent update doesn't properly match up with the changed/new commands, but the wiki should be perfect, so use that as your reference.

Second, learn how to edit directly to a savestate. Without that, doing things like precise SpriteMoves or action-oriented events will be abysmally tedious. You probably won't be needing it for simple talking events, but if you really want to sink your teeth into this stuff and make action events like this one, it's a godsend.


Thanks for the reply, and yes I am taking baby steps. I have multiple projects on the go (outside of my FFT mod) so the extent to what I will be doing with these events will be limited.

I would like to add some flavor to the event once I get a full grasp on making it work.

I was able to make the tutorial test from the walkthrough work so taking my time.

With this event I would like it to include Ramza's party, and minions for Nightstar, as well as a female guest unit who is petrified. So going to add those additional units next. I'm just not how to do that yet.

Ideally this event will lead then to the battle with Nightstar and her minions, then transition to a new dialogue between Ramza and the female guest unit who will join. So any advice on getting there is appreciated.

I am assuming this is really 3 events, like with Obronne monastery (inside church, outside battle, and ovelia's capture) ? Similar event setup?
23
Event Editing / First attempt at event editing.
April 05, 2017, 09:40:30 pm
Hey guys,

I am trying my hand at event making... so I have started some work on it. I might be totally off. Right now I am working on building the dialogue in the pre-battle scene.

Am I doing this right? If not what am I missing? I feel like I am supposed to put something in between each dialogue point...

Offset(x00004000)

UnitAnim(x01,x00,x02,x00,x00)

{63}(rC9)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00001)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00128)
{4D}(r78)
Camera(+00560,-00048,+00560,+00302,+03584,+00000,+04096,+00128)

DisplayMessage(x10,x11,x0001,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0002,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0003,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0004,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0005,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0006,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0007,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0008,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

Wait(01000)
EventEnd()

//INSTRUCTION SECTION END -  TEXT START

//Message x01
{font:08}{Ramza}{br}
{font:00}
This place has the stench{br}
{br}
of evil!{br}
What darkness is this?{end}

//Message x02
{font:08}Nightstar{br}
{font:00}
Welcome boy... {br}
{br}
I am the darkness...{br}
Queen Nightstar.{end}

//Message x03
{font:08}{Ramza}{br}
{font:00}
What is this place?{br}
{br}
Who is that woman?{br}
Is that Ovelia!?!{end}

//Message x04
{font:08}Nightstar{br}
{font:00}
Ovelia? My Ovelia...{br}
{br}
Is the true Ovelia...{br}
Yours is a fake.{end}

//Message x05
{font:08}{Ramza}{br}
{font:00}
Impossible!{end}

//Message x06
{font:08}Nightstar{br}
{font:00}
No... not impossible.{br}
{br}
Her royal blood and pure soul{br}
will grant me eternal power.{end}

//Message x07
{font:08}{Ramza}{br}
{font:00}
We will stop you!{end}

//Message x08
{font:08}Nightstar{br}
{font:00}
You are welcome to try...{br}
{br}
boy child...{end}
24
Event Editing / Re: Event Give Away!
April 05, 2017, 09:30:11 am
Quote from: CONMAN on April 04, 2017, 11:33:54 pm
Elric is correct.  In fact, he has an excellent tutorial on how to do these things yourself.  Really, it's not terribly difficult to make a reasonable event, but it does take a fair amount of patience.  BTW, I think everyone would love if you tried your hand at spriting, if you have some artistic talent.


Yeah for sure - I figured it was a long shot at getting some events done up. I have been reviewing the tutorial, so it will take some time to learn how to set up the commands to make the events work. The tutorial is great so far.

In terms of spriting I am a little hesitant - I can only imagine how easily it would be to get hooked on making sprites. I know the class mods that I have done for Darkest Dungeon have been quite addictive to make. So just debating how far into modding FFT I want to go. Right now there is an extensive variety of character sprites on this site that are quite awesome.

And no worries at all Jumza, I just wasn't sure if you were still doing events at this point. Thanks for the tutorials :)
25
Event Editing / Re: Event Give Away!
April 04, 2017, 08:25:36 pm
Not sure if you're still doing this or not. If you are, I have 2 events that I would like to do up. But I think I would need a lot of time (or a really thorough tutorial) to understand the different commands and codes to make an event work.

If you are still willing to help out, I would really appreciate it (said the random guy asking for help lol).

Anyhow, if you are interested, the two ideas I have are: (these would occur during the main storyline of FFT, to go with my sprite/class/skillset overhaul patch). I would also write up the dialogue for these scenes if your interested in helping out.

Event 1:

Before the end of chapter 3, after Yuguo Woods unlocks, a new map appears with a new event or the event could occur on an existing map.

-The scene could be a ruins of some sort, or any type of interior that could work like a church or cave.
-Ramza would enter, and inside is a female unit (Going to use the Demagogue skin), who is petrified in the center of the area.
-A demon of some sort, any type of enemy would do, is talking to the status, saying how she is the "True Princess", and that her power will theirs to consume.
-Ramza attacks the demon, his team versus the demons team (again any assortment of monster that seems appropriate could work).
-When the battle is won the petrified woman is freed, and a conversation happens between her and Ramza. She explains that her true name was Ovelia and that she was abducted at a very young age from the monastery where she lived, because her life was in danger. She was raised by a sect of Samurai who have protected and trained her. At some point she was petrified by an unknown enemy and the samurai were either killed or left.
-Ramza is shocked that she is the "True Ovelia" and that the Ovelia he knows is a fake princess.
-She swears Ramza to secrecy, and offers to join him to stop the evil of the Lucavi. But her true identity, despite her resemblance to Ovelia, must remain a secret. She wants nothing to do with royalty. Her Princess class would be different from Ovelia's in that she is capable of using Samurai swords and some samurai abilities, along with some princess skills (mbarrier).
-She goes by the name Caitlan, as she gave up "Ovelia" long ago.
-She joins up.


Event 2: This event could occur anytime in chapter 4.

-This event is a different character. In this scenario, a mysterious woman is said to be fighting monsters and demons in the mountains not far from where fort Zeakden was. When the player lands on the map a battle appears.
-A battle appears in which a woman (Tietra as per the sprite on this site), is battling against a group of monsters.
-Ramza is shocked that she is alive and hardly believes its real. He helps her defeat the enemies.
-Tietra's class will be "Valkyrie", a spear user with some jump skills, along with an assortment of White Magic skills.
-After the battle is complete, Ramza and Teitra discuss her survival.
-She explains - the spirit of the Valkyrie saved her soul. That the Valkyrie took pity on her lost innocence and possessed her body. Bringing her to life and imbuing her with the power of the Valkyrie to fight darkness.
-She also explains that she does not want to see or confront Delita - does not want to tell him that she is alive. She fears that he is corrupted with evil in his quest for power - and that if she talks to him the power of the Valkyrie might want to destroy him.
-Ramza offers for her join him in the fight against corruption and evil, to which she agrees.


If yuo or anyone else is interested in writing these scenes, feel free to let me know. If not, thanks for considering it.

I can trade art work for your efforts, as I am an artist/illustrator. :)


26
Quote from: RavenOfRazgriz on April 04, 2017, 02:33:15 pm
When you want to remove a guest from the player's party:

1. Uncheck "Join After Event" for that unit in FFTPatcher.  This will stop them joining the player's party.
2. Adjust ENTDs for any battles or cutscenes where that unit is normally present as a Guest so the game knows to spawn a new unit and not load one from your Formation.  This will prevent bugs.
3. Adjust variables on the World Map to prevent bugs with unlocking areas.  Luckily for you, the only Guest (and not joined, ie Mustadio) character that has World Map checks I can recall is Beowulf and maybe Reis, so you're fine on this front if replacing Ovelia and Alma.
4. Use Glain's UWEntries.xml to redirect the Formation entries of Ovelia's and Alma's job slots to the slots of the new characters you wish to make use of.  You can find this worksheet either on its own or as part of the Workbooks compilation in my signature.


Awesome thank you for this. I'm pretty sure in both of these ladies cases there is very little I need to do. I also have already usied the UWEntries form for replacing other sprites so I am familiar with what to do.

Now its time to move on to Event planning :)
27
Help! / Ovelia and Alma formation screen sprites.
April 04, 2017, 10:31:31 am
So, after getting everything setup I am now going to try my hand at events.

But before I dive into that - I have one lingering question about formation sprites and portraits.

If I am able to setup 2 additional events in game the way I want, I am going to need to find a way to add a few additional formation sprites.

I know that Ovelia and Alma having formation sprites is ultimately unnecessary - they only travel with the party for a short time, and never join any battles as guests during that time (with the exception of the 1 story battle for each, which is before they "join as guests").

So while I can use their formation sprites/portraits in wildface/unit bins for new characters - can I make it that they are invisible in the formation screen while traveling with the party? I would rather have them be invisible than to have graphical glitches or to appear as Ramza.

I know Alma is checked as "join after event" after her story battle in Lesalia. Is it as simple as unchecking that in the patcher? Or will I shag up story events if I uncheck that?

Thanks!
28
Help! / Altering existing dialogue.
April 02, 2017, 11:50:18 am
Hey guys,

Now that I have setup my custom classes and skillsets as well as all of the sprites and patches that I wanted. I have setup my game very closely to what I wanted. I have played through to chapter 4 and can see that everything works the way I planned. The only downside was the loss of Auto-potion, but with all the other changes that is not a bad thing and actually makes things more balanced not to have it. So I'm happy.

The only ting really left now that I would like to add - is a few scatter dialogue line alterations to make the new characters feel like they are more attached to the game. I don't need this, it will just be a perk depending on the time it would take to do it.

For example I added Terra to the Araguay Woods story battle in chapter 2, and changed Boco into a Wolf. Is it possible for me to change the dialogue that appears in that battle, not add dialogue, simply change what appears? If so, where should I get started?
29
Help! / Re: I broke Auto-Potion - oops...
March 29, 2017, 07:07:59 pm
So after further testing - it looks like either removing/normalizing the Chemist skill set or removing the potion/hi-potion/x-potion from the Chemist skillset breaks auto-potion.

Good to know when testing further skillset lineups.

Unless there is something else that I missed along the way.
30
Help! / Re: I broke Auto-Potion - oops...
March 29, 2017, 09:45:17 am
Quote from: Xifanie on March 29, 2017, 09:39:06 am
Not really... you don't need to have the abilities learned, but Auto-Potion DOES use those abilities when firing based on which potions you have available.

If you have Potions (0xF0), it will use the Potion ability (0x170),
else if you have Hi-Potions (0xF1), it will use the Hi-Potion ability (0x171),
else if you have X-Potions (0xF2), it will use the X-Potion ability (0x172).


Thanks for the reply.

So in that case - I am confused as to how I broke it. I kept potions in game (just not as skills to learn just to buy from stores). Yet for some reason auto-potion isn't  firing at all. After noticing it last night - I did some extensive testing and not once did auto-potion fire. That's why I was confused why it was not working as I did not initially think units needed to know "potion" "hi-potion" etc, in order to use it. My original assumption was as you explained.

Can you think of anything that might have caused interference with auto-potion firing? I made chemist a regular job to add my own skillset - but I never touched auto-potion itself.

The Woes of Modding :) Just when you think everything is working right - something new pops up to be an irritant lol.
31
Help! / I broke Auto-Potion - oops...
March 29, 2017, 09:34:06 am
Hey guys, in my ventures to create custom classes - I seem to have broken auto-potion. I am guessing that in my changes I did to chemist (removing the potions and items from their skill set) must have halted auto-potion from working. I had thought that units did not need to learn specific potion skills in order for auto-potion to trigger (as long as they are in your inventory). But I'm thinking I am wrong - and that units need to know the potion skills for auto-potion to trigger.

Is there any way to trigger auto-potion without the potion skills?
32
Quote from: Emmy on March 26, 2017, 11:57:19 am
You can give any skills you want to it, and they become normal skills just like any other set. 

Also if you want to normalize Archer, you need both Xifanie's Skillset Behavior hack and this one.  Otherwise characters will cancel their own spells if they move.

  <Patch name="Silly hardcoding removal, related to skillset 08">
    <Description>If you use skillset 08 (charge) for anything other than charge, you want to use this hack.  This eliminates the hardcoding that causes characters to cancel their own spells by moving.</Description>
    <Location file="BATTLE_BIN" offset="1191a0">
FFFF0234
    </Location>
  </Patch>


Hmm - this might be all over my head. I tried applying the patches for Skillset Behavior, The Silly Hardcoding, and Math skill Slowdown. I am testing out several skills on the chemist job - but unfortunately every character (squire and chemist) can't attack now. Instead when I select attack it just bounces back to the attack menu, all I can do is move and end my turn.

So I'm not sure how I shagged it up LOL.

EDIT: I think I figured it out. I had copied one of the codes wrong. Thanks for the help everyone!
33
Quote from: Emmy on March 26, 2017, 11:57:19 am
You can give any skills you want to it, and they become normal skills just like any other set. 

Also if you want to normalize Archer, you need both Xifanie's Skillset Behavior hack and this one.  Otherwise characters will cancel their own spells if they move.

  <Patch name="Silly hardcoding removal, related to skillset 08">
    <Description>If you use skillset 08 (charge) for anything other than charge, you want to use this hack.  This eliminates the hardcoding that causes characters to cancel their own spells by moving.</Description>
    <Location file="BATTLE_BIN" offset="1191a0">
FFFF0234
    </Location>
  </Patch>



Cool thank you. Ultimately this is what I've bee n trying to achieve. To put my own custom classes in the game by replacing existing class. Exciting.
34
Quote from: Xifanie on March 26, 2017, 08:42:30 am
To normalize the Calculator job, you need to:



Very interesting - so if I apply your skillset behavior hack to the Calculator or the Archer or one of the others that have a specific set of skills - once normalized - can I then add other skills/spells to them to use and learn? Can I give the Calculator a skillset a variety of spells and then they would be able to cast spells just like the black or white mage? Or does it become an empty skillset like with the mime, not able to learn skills?
35
Help! / Calculator class - what should I do with it?
March 26, 2017, 02:02:59 am
Hey guys,

Sorry for asking so many questions here lately. But I am really nose deep in this now and I am enjoying it lol.

I am trying to figure out what to do with the Calculator class. I am altering the majority of the classes - but I am not quite understanding how to change the calculator into something interesting.

Can I make the calculator act like a normal job? Or will it always act like the calculator? I have tried setting the action menu to nothing but that did not seem to work. Adding new skills to the class just made the skill set grey out in combat. Is there any way to make it into a different kind of class?

Would simply changing the skills in that skill set into something different make the the class act more normally? Not sure if that makes sense or not.

Or if not, what have people done with it to make it unique/interesting?
36
This looks great - a lot of which I have been trying to figure out. Do you allow people to use it as a base to build upon?
37
Help! / Re: Chemist Item skillset - Adding Ball
March 25, 2017, 08:06:50 pm
Quote from: Emmy on March 25, 2017, 07:32:22 pm
There is a lot of hardcoding surrounding Item and Throw.  You can't simply just put "ball" in the chemist set without changing any of its properties.  However, since I still have balls/shuriken which are no use in my mod due to changing throw's skillset, making this work interests me enough to maybe look into it.  I'm in the middle of writing another hack though, so it'll have to wait a bit.


Yeah the restrictions on some of these skillsets are frustrating - but it is what it is. I tried tweaking a bunch of things today.

1. Tried altering ball itself but found no way to make it show up on the "item list" which seems to ultimately where it needs to be to get picked up by the item skillset.

2. I was doing an overhaul of items - as I find most of them are simply just a waste of space - so tried turning Antidote into Fire Ball. I could link Antidote to Fire Ball - and make Fire Ball show up in the skill list in battle - I could select it and the range would pop up but when I select an enemy the turn would just end with no attack or throw occurring. I am assuming this is because i could not select an attack formula for it in the patcher, so without that it does not seem possible.

Felt like I got close to figuring it out - but just could not get there with it.
38
Help! / Chemist Item skillset - Adding Ball
March 25, 2017, 01:20:31 pm
Hey guys - trying to figure out an issue.

I have added Ball to the learnable skills for my new Chemist class. I added Balls to every store in the game and Ball shows up on the Chemist skill list to be learned for 70 JP. Once I learn the skill and buy several of the elemental balls, and go into battle unfortunately Ball does not show up as a usable skill in the item skillset in combat.

1. So I can set the skill to the item skillset
2. I can learn it from the item skillset in game.
3. I have purchased each of the elemental balls from the store.

But... I cannot seem to use it in battle (for example I learned Potion, Phoenix Down, and Ball on my level 2 chemist - yet in combat only Potion and Phoenix Down are showing up).

Does anyone know what I am missing to make it show up for the Chemist to use? Is there some sort of flag I need to check in fftpatcher to make it useable by the chemist item skillset?
39
Help! / Re: Strange Errors - ASM patches flawed?
March 24, 2017, 05:50:45 pm
Quote from: Jumza on March 24, 2017, 01:21:11 pm
It sounds like you might have started out with a corrupted ISO file. If you want to check to see if these hacks are actually the issue you should get a new ISO file, test it out vanilla to make sure it's fine, then add each hack one by one and test every time to make sure everything is fine.

Unless one of these hacks overwrites another and that causes issues, but it doesn't sound like any of these should be having an effect like that.


Thanks for the reply - but I think I found the issue. I have been using my EPSXe emuslator without any issues. But I just loaded up the file in PSX and it worked fine. The issue is in ePSXe. Somehow I have corrupted the emulator itself.
40
Help! / Strange Errors - ASM patches flawed?
March 24, 2017, 08:11:23 am
Hey guys,

Having a frustrating moment - I am assuming some of the ASM patches don't work and cause major issues in game.

With the PSX version I started a new project - applying what I know works and does not work so far. Now today after adding the text patch for class names, I also added 4 ASM patches. I have not done anything to any other aspect of the game nor have I done anything in FFTpatcher with this file.

But - when I start a new game to test out the prologue - some characters are half in the wall, some are floating in the air - every unit is not where they are supposed to be on the screen. It looks like a complete mess.

The four patches I used were:

1. Soldier Re-name.
2. Mime as normal job.
3. UWentires - Formation sprite re-assignment (I gave Weigraf, Isilude, Rofel a formation sprite/portrait).
4. Ramza as a guest.

I don't understand how any of these affected the positioning of units in battle and in story events. So I am really lost at the moment and feel a bit jinxed since this issue seems like it should not be happening at all.

The Ramza as guest patch is the only "new" thing I am using that I have not used before. So I am guessing that patch has altered and messed up how units are shown in events and in maps.

So I am assuming I should avoid most of these patches. Are there any other patches out there that definitely should be avoided?