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April 24, 2024, 07:10:26 pm

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - LeetMiniWheat

1
The below steps are the only way I've been able to get LionEditor to work (tested on PSP-2000 and PSP-Go), it's a huge pain in the butt process but now am curious if such alternative ways are possible since PPSSPP cannot load .prx plugins and AFAIK using FFTSaveHook.prx is the only way. There's been discussions on PPSSPP forums about supporting .prx plugin loading and I've seen a few dead projects trying to port the decrypt/encrypt save thing to PC (which should be possible but is an odd squaresoft and/or sony format IIRC). Not sure if anyone actually finished one not requiring a PSP - especially due to popularity of Android/iOS save modding now.

  • Ensure FFTSaveHook.prx is enabled on your CFW modded PSP (if not, connect to computer and click top right icon in LionEditor and point it to your PSP. If PSP-Go ensure ONLY on ef0:\ not memory stick. If not working; check seplugins\GAME.txt is correct and all files exist only on ef0 (System Storage) - seplugins\FFTSaveHook.prx, wotl iso in ISO folder, and FFT saves in PSP\SAVEDATA - I never got it to work on memstick and duplicates cause confusion and other issues but not tried too hard)
  • Copy ULUS10297FFT0000 or ULES00850FFT0000 folder to PSP\SAVEDATA\ on PSP
  • Delete any existing "lioneditor.bin" files created with FFTSaveHook
  • Launch game on PSP, load a save, then quit game - this creates a lioneditor.bin file if none exist in folder. If not working, refer to step 1 and step 3
  • Connect PSP again, open US or open EU save in LionEditor and select root folder of PSP (or select ~\Documents\PPSSPP\ if you copy entire folder containing the decrypted "lioneditor.bin"
  • Make your changes in LionEditor, then save. If you edited save copied to PPSSPP folder, then copy entire folder back to PSP otherwise skip to next.
  • Load game on PSP, load save (it should be reading from lioneditor.bin here) then save game (here it should save to normal file and re-encrypt as usual).
  • Quit game, delete lioneditor.bin to avoid confusion. Now your saves should be modified and can be copied back to PC/PPSSPP. Rinse and repeat for further modifications.

One important thing to note is the prx plugin doesn't seem to overwrite files so you need to delete lioneditor.bin each time you edit save and re-encrypt by loading/saving game, I recommend "CMFileManager PSP" for quick filesystem access otherwise you need to plug PSP into PC just to delete stupid file if you forgot something before creating decrypted save. Sometimes I wish there was a a LionEditor homebrew app for PSP CFW like the iOS one, since this is long and tedious but not worth anyone's time due to dead platform and PSX being preferred modding version (though most large mods don't work in POPS when converted to a ps1classics style eboot.pbp - only mods that work as intended on real original PS1 hardware, but this is off topic; not related to LionEditor).

Other notes:
-Stat editing doesn't seem to work properly, as well as changing level doesn't change stats properly.
-Rearranging formation is prone to enormous bugs, however you CAN often bring back a dead/crystalized character back with checkbox if slot wasn't filled/overwritten (this might be just copying char from another save slot, which seems OK if its a direct copy NOT over another character who filled that slot already)
-If you're looking to add a special char it's best to edit a ENTD in FFTPatcher and have them officially "Join after event", otherwise it's not always correct and/or they get added to weird spots in formation and/or ability quotes don't work and other weird stuff.
-LionEditor is buggy/quirky but does seemingly work OK for a lot of stuff like changing equipment, changing zodiac sign (like making Ramza Serpentarius sign), adding 20 kills required for DK, adding items to inventory (including multiplayer-only and poach-only items), changing gill, changing time played (99.9hr max time on saves gets annoying), and a few other things like adding JP and skills (though best to add JP and learn skills in-game manually) but beware it can break your saves, glue your cat to the rug and possibly burn your house down.
-For equipment I recommend adding desired equipment to inventory rather than directly editing the character's equipped items due to possible stat miscalculations but I've not checked this, since the game _usually_ recalculates properly upon loading an equip-edited character.
-Another annoying thing to note about skills is you can't learn or de-learn any skill slots that aren't in vanilla-wotl if you're playing a mod (technically this should be possible with minor code modification but LionEditor is hardcoded with vanilla skills/skill slots for each job, I wish it had 16 ability checkboxes and 6 R/S/M checkboxes for every job since they go by slot number anyways). I only noticed how annoying this is when playing Emergence and everyone was throwing stones (Stone is ability slot 15 on almost every job in Emergence), reminded me of snowball fight in FFTA

ALWAYS BACKUP YOUR SAVES!!!! It's very easy to break things (winrar preset with date appended to archive name comes in handy).
2
Completed Mods / Re: FFT: WotL "Vanilla Bean" Patch
April 28, 2021, 09:45:05 am
Sorry for necro but... I wanted to test this (borrow some ideas, etc) but always get corrupt/unbootable ISO. Still able to open in FFTPatcher though.

Quote from: Stories8106 on April 12, 2017, 08:45:28 pmMake sure you use a clean EUR ISO, you know, the one that everyone uses for Eternal's Slowdown PPF.
Checksum/hash would help if anyone knows what this is (IMO all hackmods should post hash/checksum if known to not work on clean rips). Newer modders often are not familiar with old/deprecated/discouraged slowdown fix methods or the now hard-to-find ISOs used for them
It's unclear if this patch was intended for a post-patched ISO or a prepared/decrypted pre-patch ISO or some other rip because it doesn't work on any of the rips I have.

Most of the checksum threads I could find were for PSX, or replies in long threads, and I even went through Eternal's old thread with many of the old WIP patches but none seemed to work or could not find/create matching ISO.

Am I doing something wrong or is the patch corrupt (server/forum changes etc?)

These are a couple EUR rips I had on hand which don't work:
Clean ISO?:
  File: Final Fantasy Tactics - The War of the Lions [ULES00850_1.00].iso
  CRC-32: 0f7ae43c
    MD5: 4b97913c0423b879a9321febaeb4892a
  SHA-1: 5104e61a886c1fb62fae98fa3bf96e1b0c545dc6
SHA-256: bd040d417cd34810f648e0e10642fc3b52f3ec4b7ca269ea2f7e5e5a4b911704

Patched ISO? (Unknown, maybe newer slowdown fix):
File: Final Fantasy Tactics - The War of the Lions [ULES00850_1.00] (2).iso
  CRC-32: 3c5e4ba6
     MD5: 4b8813be82798c000e5bc110ff56c85a
   SHA-1: 705348778a66669bbfb121ce638e93c21ce309f5
 SHA-256: 8e08647a3607134aaf513144bfc7392014d00e8ccc78d62b802c63118491ca44

Anyways regarding this patch (which I think was originally named "Vanilla Improvement");
From what I could tell in FFTPatcher, it seems very similar to some of the changes now incorporated in Emergence, KO, and I think some in Valeria (or vice versa, not sure which ones came first) - which is why I wanted to test it out for historical purposes, as many now share the same concepts.


I like the idea of replacing Knight's Rend/Break skills since it's a huge annoyance for cheesy players that would soft reset PSX version. which PSP/WoTL doesn't have and take awile to restart game. They're also duplicates of the Crush skills (with less range. minus the missing Crush Shield, which Emergence created and another patch put on axes - which _could_ work with dualwield nerfed 1h axes but OP with endgame weapons and doesn't fit knight job either).
Rend/Break Magic(k), Speed, Power, Mind are also shorter range duplicates of Magicksap/Magic Ruin, Speedsap/Speed Ruin, Powersap/Power Ruin, and Mindsap/Mind Ruin (which some patches added to Divine Knight/(Temple Knight?) job, and some to Mechanist/Engineer), though the AI is limited on "affect stats" knowledge (i.e. calculating/remembering entire battlefield stats with prediction logic not possible, and some other quirks).
The Aim/Charge skillset mostly works on others if Action Menu for the replaced set is changed to "Aim", though doesn't appear to be recognized by the AI if using Dmg_(WP^2) weapons like guns (and maybe some others) - but works on manual control and does indeed boost gun damage.
In my limited testing doing similar swap: swords, crossbows, bows work and are utilized by AI (and maybe some others)  but various AI flagging didn't seem to get the AI to recognize others.

My original idea was to put Aim on Mustadio/Balthier, which would probably be OK since those are player-only and wouldn't need to rely on broken AI but is kind of a waste of the skillset.
But... Aim/Charge doesn't quite feel right on Knights since they can't block/evade or use reactions while charging - which only makes sense if they were a heavy hitter doublehand class, like using endgame weapons changed to Forced 2H like KO and a few others have done on such items.
Emergence had completely swapped Knight job into Archer (presumably due to skillset quirks and the hardcoding on original set - which I think has a native "Save CT" and knows not to move or they don't get a turn if still charging).
Probably not needed if only using "01 Dmg_[Weapon] PE" weapons, since the quirks are not too severe with lack of ASMs but likely has other issues as secondary skillset on another jobs. Speaking of Emergence, they seemed to over-buff archers and make Knights glass cannons (maybe originally statted for charging archers, plus the stat growth to DK(Magus); Archers DO need extra defense/HP if unable to evade/react but not with all CT0 abilities unless trying to artificially increase difficulty in an annoying way.
Sword skills on Knights wouldn't fit either (Stasis swords everywhere? Yeah.... no.). Maybe something like the Guardian job, or some sort of hybrid paladin-ish class, able to inflict defends, Immobilize, and limited healing/protecting. ("Shield Wall"? except Wall is broken without ASMs, but otherwise would work if shorter CT).

Anyhow, I'm just trying to get this patch to run mostly to get some ideas from. Too much stuff gets lost on older posts already...
3
Quote from: Windows X on March 06, 2021, 10:35:13 pm
Quote from: LeetMiniWheat on March 06, 2021, 03:31:23 pmThanks for the fun and refreshing mod. Enjoying it so far, despite a few annoyances.

Personally I hadn't done a playthrough in many years, but became addicted after play-testing in PPSSPP prior to intended use by an elder who was a huge fan of the original FFT and WoTL (Currently set up on a TV with docked PSP-Go and bluetooth paired PS3 controller, which he's enjoying from bed).

-Innate abilities each job has is interesting as it encourage players to use more of a variety
-Refreshing balance of many broken/OP things, though I haven't played enough yet to accurately judge.

Annoyances:
- Too much Rend(Helm/Armor/Shield/Weapon), which seems more common in this mod. IMO this was flawed and simply not fun. Adds frustration and encourages save scumming (or safeguard on everyone). I assume the developers original intention was some sort of physical method of debilitating, but overlooked any sort of equipment durability system. Without a durability system, they should have been temporarily rendered broken or replaced with alternative ways of nullifying equipment and/or sundering armor(s). This is especially frustrating on unique and non-replaceable items.
- Thieves... similarly as frustrating as Rend(Helm/Armor/Shield/Weapon). Stolen items should have been programmed to be additional "rewards" after defeating said enemies, though I can imagine the complexity it might add.
- JP Boost: Waste of space in 3rd ability slot if JP costs are lowered. I always disliked the irrisistable urge to always have Gained JP Up there. Similarly this is a waste of a slot if everyone needs Safeguard. (Some mods remove this ability in favor of lowered costing skills)

These are the most immediate annoyances I've noticed thus far, but I have no easy suggestions to remedy them without a rehaul of many abilities.
I'm not familiar with the modding tools, but I'd probably temporarily put safeguard as an innate ability on more jobs (if space permits) or somehow make unique items unbreakable/non-stealable and remove JP Boost (or make it innate ability on jobs like Mime/O.K. for JP spillover. EDIT: maybe "squire" jobs too)

I agree that rend/steal equipment can be annoying at times but you can also use it to take advantage of situation better yourself too. Normally I'll nuke thief and knight first or use Monk with evasion cloak to bait them.

As for JP Boost, it's more like a habit of player who wants to min/max. I considered adding this into innate ability of all jobs but there're a few issues I'd like to address below.

1. Some special characters or jobs like Reis who has all 4 abilities by default can't have that on her main job. Some jobs I modified like Mime/Onion Knight won't have free slot too.

2. It makes job progression too fast. In Valeria I modified job requirements to unlock endgame jobs at more natural pace. You can get Samurai/Ninja jobs unlocked around the time you can get their items and JP Boost will make it unlocked way sooner and allow player to cheese with endgame abilities too early.

I also decreased JP cost of many abilities so even without JP Boost, you can still gain those abilities on time. I only use JP Boost until I can get core abilities I need. After that I'll focus on making units performing better.

Agreed on Rend/Steal being a viable tactic for players and enemies alike. I also noticed shops seem to eventually sell the rare items I save-hacked in with LionEditor.

I also see your point on leaving JP Boost as an optional choice by players - personally I had done the same thing, as it's useful on newly recruited characters so they can catch up in JP.


I always loved the Valeria job system, though am also a fan of some brilliant ideas in Emergence as well - so these are all a matter of personal taste. The intended person I set this up for is old and stuck in old habits and easily breaks the balance - which is no fault of Valeria - thus I fiddled around a bit with FFTPatcher and probably butchered your beautiful mod (lol) - but was excellent starting point for FFTPatcher learning curves.

I'll list some of the changes I made which are all personal preference and most likely could burn my house down or glue my cat to the rug, as well as break game balance in many areas. One thing I'd like to experiment with is changing some spell formulas to scale better late-game and not be overpowered early-game if learned too soon. Arguably higher level magic should have been learned or "obtained", due to SE using spell levels as a broken way of balancing magic (or only available later after chapter/story progression) like weapons/gear. I love the single-target modifications to many spells as well as the speed increases in Valera though, as it was always tedious to look up turn order (whereas modern tactical RPG's display it on main UI/HUD)


butchering/experimentational changes I made to Valeria 2.3 (for personal use):

- JP Boost -> Reequip on all jobs, made it innate ability on primary "squire" jobs for characters obtained later in game (Not sure if this works with JP spillover).

- Thief changed to more rogue-like job (Still experimenting to make the class feel more unique or like an assassin). Balthier save-hacked in early so player can still "steal" via plunder, but could maybe modify ENTD for new games.
    - Skill set: Steal Gill, Rush, Eye Gouge, Poison Strike, Steal Exp, Rend Magick, Doom Fist
    - Innate: Poach, Concentration, Dual Wield(since they are a lesser form of Ninja, two daggers not too bad.
    - Equips: Added flails for experimentation (not enough jobs use these)

- Knight: changed to more of a front line tank or paladin of sorts (unsure where I'm going with this, maybe precursor to DK but you get knight early...)
    - Abilities: Aim +1 (+3), Aim +2 (+4), Intimidate, Cyclone, Rend MP, Rend Action, Rend Vision, Rend Magick, Cure, Purification, Stall
    - Equips: Added Polearm and Pole, since many go to waste after surpassing their native subpar jobs

Few other minor changes while I was in editor (personal preferences of course)
- Archer:
    - slight modification for innate dual wield if player decides to use knives (since archer also similar line of job as thief)

- White Mage (slight modification to feel more like D&D cleric):
    - Equips: +Flail, +Shield

- Black Mage:
    - Equips: +Knife (most FF game allow BM to use daggers), +Bow (because only archer use bow and some bows give magic, not game breaking since BM have low PA. some FF allow bow on BM)

- Time Mage (FFXII had time mage as heavy armor crossbow class with optional sword usage. still experimenting with possible heavy armor):
   - Equips: +Sword, +Crossbow

- Dragoon - always felt like a week stepping-stone job, not even the AI can use it properly. (Made a few changes somewhat inspired by Uhlan class from FFXII, which are almost DarkKnight-ish, but doesn't quite fit lore of Holy Dragoon(s) etc):
   - Equips: +Sword (Many polearms suck until late game, and Kain from FFIV can use swords. seems natural w/o Equip Sword ), +Fell Sword (possible precursor to DK)
   - Skills: Unchanged, but possibly considering holy dragoon style with slight support utility since jump sucks (and fell sword removed).

- Agrias: Added some base skills that felt more "Holy Knight", though kind of redundant with Orlandeau having most of these. Luminous Robe suits her style too
   - Skills: +Dispel, +Dispelna, +Raise, +Holy

- Cloud: Soldier was always mediocre for a job you get so late in the game, though I save-hacked him in.
    - In the spirit of FF7 movies/games I added Hor/Ver Jump+8 and innate Ignore Elevation/Height (FFVII: Advent Children demonstrates his almost supernatural mobility, though needs more thought like possible built-in parry and stat modifications. Limit should follow target though, and possibly some cost system to simulate the limit break system. He's still really out-of-place in FFT though, presumably added for fans since FF7 and FFT were in development simultaneously, with FFT released 6 months after FF7

- Ramza: -brawler, +dual-wield (chap 2/3), -brawler +dual-wield (chap 4) (and many more equips, because at that point you likely have tons of gear going to waste and he's almost an onion-knight anyways). With this setup he has both dual-wield and doublehand like O.K. has, albeit slightly quirky when equipping some items (not sure what use Brawler is at that point, unless it does something more than increase unarmed attack)

Other than this, I think I threw around some more polearm, pole, flail, and knife use on some jobs since many go to waste later in game. Maybe a book and harp here and there. Still experimenting.

Sorry if I sound like I'm criticizing your work or if I butchered it with my crude and haphazardly untested modifications, which I can now appreciate the enormous amount of work you must have put in to this. The base Valeria 2.3 is still an excellent improvement since last I played (1.3.1).
4
Thanks for the fun and refreshing mod. Enjoying it so far, despite a few annoyances.

Personally I hadn't done a playthrough in many years, but became addicted after play-testing in PPSSPP prior to intended use by an elder who was a huge fan of the original FFT and WoTL (Currently set up on a TV with docked PSP-Go and bluetooth paired PS3 controller, which he's enjoying from bed).

-Innate abilities each job has is interesting as it encourage players to use more of a variety
-Refreshing balance of many broken/OP things, though I haven't played enough yet to accurately judge.

Annoyances:
- Too much Rend(Helm/Armor/Shield/Weapon), which seems more common in this mod. IMO this was flawed and simply not fun. Adds frustration and encourages save scumming (or safeguard on everyone). I assume the developers original intention was some sort of physical method of debilitating, but overlooked any sort of equipment durability system. Without a durability system, they should have been temporarily rendered broken or replaced with alternative ways of nullifying equipment and/or sundering armor(s). This is especially frustrating on unique and non-replaceable items.
- Thieves... similarly as frustrating as Rend(Helm/Armor/Shield/Weapon). Stolen items should have been programmed to be additional "rewards" after defeating said enemies, though I can imagine the complexity it might add.
- JP Boost: Waste of space in 3rd ability slot if JP costs are lowered. I always disliked the irrisistable urge to always have Gained JP Up there. Similarly this is a waste of a slot if everyone needs Safeguard. (Some mods remove this ability in favor of lowered costing skills)

These are the most immediate annoyances I've noticed thus far, but I have no easy suggestions to remedy them without a rehaul of many abilities.
I'm not familiar with the modding tools, but I'd probably temporarily put safeguard as an innate ability on more jobs (if space permits) or somehow make unique items unbreakable/non-stealable and remove JP Boost (or make it innate ability on jobs like Mime/O.K. for JP spillover. EDIT: maybe "squire" jobs too)