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Messages - Agentlovac

1
OMG Derp... I brain farted, I forgot this its an excel sheet for a moment, the tabs... below.
2
FFTA/FFTA2 Hacking / Re: FFTA2 Equipment editor
October 15, 2015, 09:25:24 am
Quote from: bcrobert on October 14, 2015, 09:31:25 pm
Add the new values to the job list that's already in there. The first line that's already in the list should be just a number that tells it how many entries are on the list. So if you add 10 entries and the list is already at 76 you would just change that line to 86.

Updating the list should just be as simple as adding the extra lines and correcting the number in the first line. Just make sure that every entry is formatted properly. I remember I used another list that had one "O" instead of "0" for some reason and it took me forever to find that error. XD

Could've sworn I added the list of gria/seeq jobs to the original download but maybe I forgot that first line or something. I haven't actually used the editor myself since it was originally made for other people. :P


Ok thank you, I did add 16 entries but to the fourth line of the .nmm, but you mean the first line in the Jobs.txt, god I feel stupid I never saw that, THANK YOU SO VERY MUCH. xD
3
Dam you work fast, great idea, seems a little too much off theme for me wit lasers and space age tech xD, but awesome job nevertheless. How exactly do you give lasers to Moogles animation wise? xD

What I mean is how do you replace animations in general? Like giving the camouflage animation to a skill I created for another job, since I can't give camouflage to another job apparently.

To be more specific I want to change Steal Items to Camouflage but the animation is all wrong and I know that Moogles do have the "arms up" animation that the Seeq does when using camouflage, and I'm also assuming the aura animation while doing it is a separate animation right?
4
Nice, well if you need any help don't hesitate to ask, I'll try my best to help you with your mod as well, us modders need to work together.  ;)
5
UPDATE:I have updated and added a Gold Finger table Eternal so kindly gave me yesterday for ease of navigation, this is just to have it here in case anyone is interested in taking a look.
For the noobs like me, Gold Finger is a Hex editor mainly for ROMS and it uses ".tbl" files that replace the hex digits inside a ROM with actual letters.

Also here is what I've done today:

-Continued October 13, 2015, 10:56:22 AM


Esuna:
-Added Water Element.
-Changed Mana cost from 8 to 12.
-Changed Range to 5 & height difference to 3.

Raise:
-Changed Mana cost from 8 to 12.
-Changed Range to 4 & height difference to 2.

Arise:
-Changed Mana cost from 20 to 24.
-Changed Range to 4 & height difference to 2.

Reraise:
-Changed Mana cost from 20 to 24.
-Changed Range to 4 & height difference to 2.

Refresh:
-Added Water Element.
-Changed Mana cost from 14 to 16.
-Changed Range to 4 & height difference to 2.

=======================================================================================================================
A-Black Mage:

Fire:
-Added Confuse Effect with a 0.25x Normal Chance.
-Changed Damage from 20 to 30.
-Changed Mana cost from 8 to 10.(The reason for this lower mana cost is because of the beginning tutorial, the part in which the mage has to use fire and it can't cost more than 10 otherwise its not possible to proceed, also its like his basic attack)
-Changed Range to 5 & height difference to 3.

Fira:
-Added Confuse Effect with a 0.5x Normal Chance.
-Changed Damage from 40 to 60.
-Changed Range to 6 & height difference to 3.

Firaga:
-Added Confuse Effect with a 1x Normal Chance.
-Changed Damage from 40 to 50.
-Changed Range to 6 & height difference to 4.

Thunder:
-Added Blind Effect with a 0.25x Normal Chance.
-Changed Targeting Radius to 1 tile.(its a precision tool mostly to finish off enemies)
-Changed Damage from 20 to 15.
-Changed Range to 6 & height difference to 4.

Thundara:
-Added Blind Effect with a 0.5x Normal Chance.
-Changed Targeting Radius to 1 tile.(its a precision tool mostly to finish off enemies)
-Changed Damage from 40 to 30.
-Changed Range to 7 & height difference to 5.

Thundaga
-Added Blind Effect with a 1x Normal Chance.
-Changed Targeting Radius to Hit All Enemies.
-Changed Damage from 60 to 40.

Blizzard:
-Added Slow Effect with a 0.25x Normal Chance.
-Changed Damage from 20 to 60.
-Changed Range to 3 & height difference to 1.

Blizzara:
-Added Slow Effect with a 0.5x Normal Chance.
-Changed Damage from 40 to 120.
-Changed Range to 4 & height difference to 2.

Blizzaga:
-Added Slow Effect with a 1x Normal Chance.
-Changed Damage from 60 to 160.
-Changed Range to 5 & height difference to 3.
=======================================================================================================================

On top of setting up Gold Finger, and making sure everything works(testing). I will continue today to change each job one by one and test them individually, when I finish the first module I will upload Spells & Potions HERE on this same post at the very top.

EDIT: I'm going to Scrap the Thief and make a new Job Class with him I think a Necro Styled Mage or some sort of Speed Mage, or a Rogue with Bows and Knives on top of Camouflage and Evasiveness, Speed & Accuracy Buffs based on kills or something along those lines. Then what would be the point of a Ninja? uuugh ok ok... well the Archer and the Thief are two parts of a single Job... The Ninja, so I don't know if anyone can give me some ideas I would really appreciate it. xD

RE-EDIT: I made the Rogue:
http://imgur.com/a/9d5K3
Its just an idea for now, most of the abilities need work, I need some help if anyone is willing to help me with how to change animations, I have been able to do everything so far, except that, and I can't find any information regarding this...

All I need is to assign the "Dagger Toss" animation to "Skewer" and the "Camouflage" one to  "Subterfuge" on top of assigning "Backstab", "Venomblade" & "Execute" Dagger animations instead of the regular "Steal" Swipe.
6
Quote from: chocolatemoose on October 13, 2015, 12:51:25 pm
Apologies, I could have been clearer with my nod to doublecast-like: I wasn't referring to doublecasting, I was referring to OP abilities that usually don't become available until late game and cost a lot to master. Ultimas fall into this category as well.

Just a different way of structuring abilities.

Well, which abilities did you have in mind?
I could come up with a very op ability like a "Thundaga" with an insane range or "Hit all Units" and has a chance to "Blind" at the same time, and maybe apply it to a Custom job like Eternal did.

like this:


Thunder:
-Added Blind Effect with a 0.25x Normal Chance.
-Changed Targeting Radius to 1 tile.(its a precision tool mostly to finish off enemies)
-Changed Damage from 20 to 15.
-Changed Range to 6 & height difference to 4.

Thundara:
-Added Blind Effect with a 0.5x Normal Chance.
-Changed Targeting Radius to 1 tile.(its a precision tool mostly to finish off enemies)
-Changed Damage from 40 to 30.
-Changed Range to 7 & height difference to 5.

Thundaga
-Added Blind Effect with a 1x Normal Chance.
-Changed Targeting Radius to Hit All Enemies.
-Changed Damage from 60 to 40.

This is actually part of my log for the mod I'm making.

Oh and Eternal, I thought this might help you browse in Gold Finger smoother, I know it helped me.  :?
7
Thank you a bunch for this, you have no idea. Also, was wondering if its possible to give Black Mages Dragoon Abilities like Thunder Breath, Fire Breath and Ice Breath?
Will the animation make the game crash or is there a way to assign the animation?
8
Today I started seriously modding FFTA2 but doing it a piece at a time, so I familiarized myself with Lennart's Tools and Nightmare 1 the last couple of days, experimenting and testing whats possible and whats not possible yet.

So moving on to the main subject, I have created a Log I've been keeping since this morning of all the changes I have made to the game for the past 4 hours, and I would like to know what you guys think about it, how I could improve it and any feedback.
I've tested most of my changes, and even though they're not many I choose to take one by one and test each change in combat at multiple levels and parts of the game. I know this might not be the best way to test it but its the one I came up with and its worked so far for me. 

So here is the Log:

Patch Notes v1.0α (While Listening to The Last of Us: Soundtrack on Spotify)
FFTA2:SP
Module #1: Final Fantasy Tactics Advanced 2: Spells & Potions

=============================================================================================

Items that do not appear on this list are the items I did not change anything, otherwise I decide to give an explanation why I didn't change them, I could have also missed some things so please tell me if I did. :) Thanks!

=============================================================================================
Potion:
-Changed Health Recovery from 30 to 50.
-Removed Undead Damage.
-Added Range of 3 & Height Difference of 2.

Hi-Potion:
-Removed Undead Damage.
-Added Range of 3 & Height Difference of 2.

X-Potion:
-Changed Health Recovery from 200 to 150.
-Removed Undead Damage.
-Added Range of 3 & Height Difference of 2.

Ether:
-Changed MP Recovery from 30 to 50.
-Added Range of 3 & Height Difference of 2.

Elixir:
-Added Range of 3 & Height Difference of 2.

Phoenix Down:
-Removed All Undead KO Abilities.
-Reduced Damage from 80 to 0.
-Added Range of 3 & Height Difference of 2.

Echo Grass:
-Added Range of 3 & Height Difference of 2.

Maiden's Kiss:
-Nothing(Range is the same due to the character being charmed and not able to drink potion by himself thus you having to get close and force feeding him the potion.)

Gold Needle:
-Nothing(Range is the same due to the character being petrified and not able to use a Needle by himself thus you having to get close and using it on him yourself.)

Holy Water:(The Bane of the Undead, Replacement for Potions and Phoenix Down)
-Changed Damage from 20 to 100 to Undead.
-Added MP Damage equal to 0.25 of 100 to Undead.
-Added a Chance to Immobilize the next turn to Undead.
-Added Holy Element.
-Added Range of 3 & Height Difference of 2.

Anidote:
-Added Range of 3 & Height Difference of 2.

Eyedrops:
-Nothing(Range is the same due to the character being blind and not being able to catch the vial and breaking, its either that or lowering Chances all around which makes no sense to me.)

Bandage:
-Added Range of 3 & Height Difference of 2.

Remedy:
-Added Range of 3 & Height Difference of 2.

Hankerchief:
-Added Range of 3 & Height Difference of 2.

=============================================================================================
A-Mirror Items(Ranger):

Mirror Potion:
-Added a Mana Cost of 12.(So its not spammed)
-Changed Damage from 30 to 25 to Non-Undead.(Due to Item Lore)
-Removed all Undead Healing Abilities.
-Added Range of 4 & Height Difference of 3.

Mirror Hi-Potion:
-Added Mana Cost of 14.(So its not spammed)
-Changed Damage from 100 to 50 to Non-Undead.(Due to Item Lore)
-Removed all Undead Healing Abilities.
-Added Range of 4 & Height Difference of 3.

Mirror X-Potion:
-Added Mana Cost of 18.(So its not spammed)
-Changed Damage from 200 to 100 to Non-Undead.(Due to Item Lore)
-Removed all Undead Healing Abilities.
-Added Range of 4 & Height Difference of 3.

Mirror Ether:
-Added Mana Cost of 12.(So its not spammed)
-Changed MP Damage from 30 to 25.(Due to Item Lore)
-Added Range of 4 & Height Difference of 3.

Mirror Elixir:
-Added Mana Cost of 18.(So its not spammed)
-Changed HP/MP Damage to take %50 of HP/MP.
-Added Range of 4 & Height Difference of 3.

Mirror Down:
-Added Mana Cost of 18.(So its not spammed)
-Changed KO to Doom to Non-Undead.
-Added Range of 4 & Height Difference of 3.

Mirror Echo:
-Added Mana Cost of 12.(So its not spammed)
-Added Range of 4 & Height Difference of 3.

Mirror Kiss:
-Added Mana Cost of 12.(So its not spammed)
-Added Range of 4 & Height Difference of 3.

Mirror Needle:
-Added Mana Cost of 12.(So its not spammed)

Mirror Water:
-Added Mana Cost of 12.(So its not spammed)
-Changed Fixed Damage from 20 to 50.(Due to Item Lore)
-Added Undead MP Recovery 0.25 the Fixed Damage.
-Added Dark Element.
-Added Range of 4 & Height Difference of 3.

Mirror Antidote:
-Added Range of 4 & Height Difference of 3.

Mirror Drops:
-Added Mana Cost of 12.(So its not spammed)

Mirror Bandage:
-Added Mana Cost of 12.(So its not spammed)

Mirror Remedy:
-Added Mana Cost of 14.(So its not spammed)
-Changed all Debuffs to Random Debuffs.
-Added Range of 4 & Height Difference of 3.

Mirror Kerchief:
-Added Mana Cost of 12.(So its not spammed)
-Added Range of 4 & Height Difference of 3.(Throw that Oily Towel!!!)

Mirror Rust:
-Added Mana Cost of 12.(So its not spammed)
-Added Height Difference of 3.

Mirror Crystal:
-Added Mana Cost of 18.(So its not spammed)

Mirror Grimoire:
-Added Mana Cost of 18.(So its not spammed)

Mirror Matter:
-Added Mana Cost of 18.(So its not spammed)

=============================================================================================
A-Soldier:

First Aid:(This is a good one)
-Raised the Mana Cost to 10.
-Changed Health Recovery from 6 to 10 plus 0.25 the Target's Max HP With 0.5 Hit Chance.(This way its actually useful but not broken)
-Added MP Recovery of 0.25 of the Target's Damage With 0.5 Hit Chance.
-Added a 0.25 Chance to gain a Random Buff.(For Fun xD)
-Added Range of 2 & Height Difference of 1.

Rend Power:
-Added Fixed Damage of 20.
-Added Mana Cost of 12.(So its not spammed)
-Added Range of 2 & Height Difference of 1.

Rend Magick:
-Added Fixed Damage of 20.
-Added Mana Cost of 12.(So its not spammed)
-Added Range of 2 & Height Difference of 1.

Rend MP:
-Added Fixed Damage of 20.
-Added Mana Cost of 12.(So its not spammed)
-Added Range of 2 & Height Difference of 1.

Rend Speed:
-Added Fixed Damage of 20.
-Added Mana Cost of 12.(So its not spammed)
-Added Range of 2 & Height Difference of 1.

Mug Gil:
-Added Mana Cost of 12.(So its not spammed)
-Added Fixed Damage of 25.
-Gil Stolen is twice as much now.(now worth it imo)
-Chance to cause Berserk on enemy.(Hey if My gil is stolen I would get pissed, I gave it 0.5 Chance to happen... Maybe he didn't notice until after the battle?)

Provoke:
-Added Mana Cost of 12.(So its not spammed)
-Added Range of 2 & Height Difference of 1, With an Black Magic Sized AOE.
-Chance to Cause Confuse.

=============================================================================================

I will eventually learn how to change Job Names, Job Descriptions and Abilities, I know I can't simply add anything I want to the ROM just replace what already exists, but eventually I will learn all of this and pass it on here make a little guide too if I ever finish this.
I'm still a noob after all but I love this freaking game and I will learn if it kills me.

I'll be updating this log almost daily and I could also attach a UPS Patch along with each change so you guys can test it, if nobody is interested I'll keep posting them anyways for myself and for future Modders. Thaaanks! :)
9
Quote from: chocolatemoose on October 12, 2015, 02:03:01 pm
A couple more thoughts:

- Have you thoughts about adding HP/MP boosts to equipment (e.g. HP +100, MP +20%)?
- Is it possible to add more doublecast-like abilities? By this I don't mean doublecasting magic, I'm thinking about pretty OP skills that you can't unlock until fairly late in the game that also take a ton of AP to master
- Can you give equipment negative stat modifiers? (e.g. +10ATK, -10DEF) That shouldn't run afoul of the one additional property per equipment rule


-You can't add HP and MP with the tools that are available right now:
You can however modify weapons to add stats but not decrease them, but I bet eventually we will find a way to modify HP and MP much like the AR codes do and apply it to Equipment, unless I missed something and there is an equipment that raises HP or MP?

-I don't know about Double Cast that much but from what I can tell if it works like "Magick Frenzy" then it should be possible to add an ability to the pool of abilities it can use. Like this:
Quote from: BadgerLordZeus on October 09, 2014, 02:11:45 pm
Forgive me for necroposting again, but I was playing around with the A-ability editor and I found out the use for one of the 'unknown' check boxes on the second page. Its related to whether or not an ability can be used with Magick Frenzy. You can see the box highlighted below.


I know you meant "like doublecast" but this is the closest I can get to answering that question. xD

-That last one is the one that would make me so happy if someone could find out how to do it.  :(
10
Quote from: Rfh on September 30, 2015, 11:38:47 am
FFTA2 Speed system is very similar to FFT, the difference is the CT cap in FFT is 100 and the CT cap in FFTA2 is 1000.
If in FFT haste is a bit breaking status, (it multiplies speed by *1,5) in FFTA2 it multiplies speed by *2! It is exaggerated, and also Slow, that divides speed at 50%. It means that while the rest of the units attacks two times, the slow unit only attack once. Slow and Haste need to be modified, but I don't know how. And the same with the speed down, that has the same effect that Slow, but for always...

Actually wouldn't it be better to simply lower the accuracy on all Haste/Slow related abilities? I mean as a temporary solution.
This would ensure that you think twice before casting a slow of haste spell, thus making you waste a turn if you miss.
11
Hey I'm new here, probably stating the obvious, but, I was wondering, I too use the Job editor and Ability editor Lennart made, so how exactly do you change ability names and descriptions? I know its not from inside the tool; I've been learning hex editing for a couple days now and I've been wondering cause I could help you in any way you need with this project.

Have also been trying to edit equipment with the equipment editor aka the Nightmare 1 Module and I've had no luck adding the 16 missing jobs to the jobs.txt because of the different offsets between Race specific jobs for the Gria and the Seeq, or maybe I'm wrong?

I too look forward to FFTA2GG, but I also want to learn how to edit stuff myself, I really really really really love this game and ever since I first played it back in 2008 I have fallen in love with it, so I know I can just use the tools and such to edit the game but I want to learn the hardcore stuff too. I have plenty of time on my hands as of late, so I can spend days at a time fixing, editing, testing, etc. and adding new ideas to your mod as well as being able to maybe one day make something awesome like this one.

What I want to do is a version of FFTA2 in which weapons, armors, shields, etc. are the most important stat modifier. What I mean by this is having the right equipment means everything when fighting enemies, also lowering all base stats by quite a bit maybe even 30% so that you spend more time tinkering with equipment and change what items the Bazaar and the Auctions can give you. Shields have actual Defense stats instead of "Evasiveness", Heavy Armors have Negative effects such as speed loss when wearing heavy armor also based on what its made from and the description of what its made from. For example:



"Maximillian Made from Low Arcana, Dipraeu Bronze & Wyrm Carapace:

44 DEF so (5% of 44 = 2.2) so (44 / 2.2 = 20) "-20 Speed Stat" + Materials "Metals, Scales & Gemstones"

Dipraeu Bronze: An alloy enchanted with special regenerative magicks. Small scratches in its surface mend of their own accord.

-This could mean "Regen" or something along those lines.

Wyrm Caparace: Together with scales, this thick carapace provides great protection for a dragon. It retains its strength even after several blows.

-This could mean Fire Resistance or Immunity, again an idea.

Low Arcana: This gemstone contains the soul of a monster. Its shape and hue are truly unique.

-I have no ideas on this one but we could work something out or just base the major stats on one or two of the materials, like the one that composes most of the item.


Stuff like that and such. Same thing for weapons Greatswords, have "great" attack but they lower your accuracy and speed, little changes like that to equipment make a big difference in how you play and what you use. Its just an early idea but its something I've been thinking.

Also give every ability in the game a minimum Mana cost of 12(except for fire, thunder & blizzard) to simulate a sort of Stamina cost and a recovery time if 12 or more is used. If 12 is used which I think is the best, you wait one turn but afterwards you regain 10 meaning you had 20-12=8 then regenerate 10 more to have 18 and so on.

What this means is you get to use abilities for a bit until you have no mana/stamina left and have to recover while giving melee based abilities more damage, stat bonuses, debuffs, etc. so that using an ability is chosen over a melee attack always, again this is to make you think of what to use when to use them. Since FFTA2 Regenerates Mana from 0 unlike FFTA its the only way I see of doing this, Unless you change the Base Mana regen to something like 5 and give yourself max Mana when starting the fight like in FFTA.

Have Racial bonuses and weaknesses sorted by the description at the intro video after you let the main menu screen play its music, on top of height, size, and where they each live or maybe something along those lines. For example http://finalfantasy.wikia.com/wiki/Bangaa and add into account that they're cold blooded and have scaly skin to give them more base defense, but a weakness to ice maybe. Humes would be evened out in all stats and neutral against every element except Dark, etc.   

Also change the three basic elements Fire, Lightning & Ice and how they work, Giving them different Ranges and AOEs like this:


Fire: Has the most balanced arsenal, decent range, decent damage, and a magic sized AOE, With the exception of Firaga which has a Summon Sized AOE.

Thunder: Has the most range, the least damage and is the most accurate for those single target attacks single tile only, with the exception of Thundaga which has an Hit all enemy Units range.

Blizzard: Has the least range, the greatest damage because its both magical and psychical, and it has summon like AOE.


This would greatly increase the tactical decision making and difficulty while keeping semi broken abilities limited by their cost. I realize the game might be a little slower to some but since this is a tactical game I would not expect it to be fast to begin with, so to remedy this I suggest increasing the minimum "Move" by 1 maybe 2 before doing all of the actual equipment editing, to have all base stats sorted out and balanced.

Well that's my two cents, thanks for reading this if you did I really appreciate what you're doing here, it takes love and dedication for such a wonderful game to spend the time to make it even better.


12
Help! / FFTA2 Help! Action Replay Codes and Errors
October 11, 2015, 10:24:08 am
     So, years ago when Action Replay DSi came out, I decided to use a character conversion code to get a certain character, honestly I forgot who it was, and after messing with some of the code I accidentally converted Al-Cid into some random character with the wrong sprite or character data, but funny thing is after I left the Unit menu and back to look at the sprite the game froze to black in the loading screen and it never let me use my unit menu ever again... :(
So I could Join fights and still play the game, but without using Al-Cid or the Unit menu along with dispatching him or doing anything that would show his sprite down in the tiny world. Funny thing is that I could still see his sprite when choosing characters in battle or dispatching in the dispatch menu until I hit A to select him. This was years ago so sorry if my memory is a bit fuzzy.

I then, now I mean years later opened up my NDS and opened up my newest copy of FFTA2 from the two I have this one is my most precious one as I have 149 hours on it, the other 3 saves have a fraction of that, but regardless of this fact I still wanted to fix my save file from the evil Action Replay code bug thinghy that corrupted my Al-Cid, lol I think thats how I came up with my name and why hes a memorable character at all, cause we all know FFTA2 characters kind of suck.

Ok then so to the point, I decided to use another AR code to maybe edit his unit pre entering the unit menu and deleting him or editing his information. I then tried using the Unit codes and altering them to change all his information but I can't seem to be able to change sprite information, or name or anything at all.
13
FFTA/FFTA2 Hacking / Re: FFTA2 Equipment editor
October 11, 2015, 09:54:16 am
Dam it, I used my phone to edit the post... And I accidentally posted this... Please delete this, idk how... :(
14
FFTA/FFTA2 Hacking / Re: FFTA2 Equipment editor
October 10, 2015, 09:59:40 am
Quote from: BadgerLordZeus on September 30, 2014, 11:21:36 am
Forgive me for necroposting, but I was using this equipment editor and while I was editing equipment learned abilities I saw that many jobs were missing from the editor, all of the seeq/gria jobs, a few moogle jobs, and the special jobs as well. Which means when you edit, lets say for example the Tournesol, when you open up your game you'll find that Soldier learns Dragonheart from from it rather than Lanista. So I just made a quick fix that allows you to safely edit all of the equipment in the game as well as give equipment abilities to any of the jobs including the special jobs(Dancer, Sky Pirate, Bard, Agent, and Heritor). Just swap out the "jobs.txt" file in the "equipment" folder with the one I have attached.

EDIT. The updated jobs file is now included with the main equipment editor download.


Edit: TL:DR the 16 jobs are still missing from the download so I used Lennart's tool to find offsets and hex digits for missing jobs but cant get it to work in Nightmare editing the "equipment editor.nmm".

   Hi, I am new to the forums and kind of new to the whole modding ROMs thing, I have been working with Lennart's tools for a week now and just yesterday I found this Equipment Editor, but it still lacks the code for the Gria and Seeq Jobs so it ends here "0x2a juggler" I would like to know where I could find these values to add them myself just in case its too much trouble. Just point me in the right direction and I can work it out myself :), also sorry for bringing this up after a year I know it must be annoying lol. Off topic here but I think you guys are great for what you're doing.

Edit: Well... I later realized I could just use Lennart's tool to copy a line of code from Lennart's tool into a hex editor and search for the offset myself for each of the Races:

Sadly even after this I still can't seem to get the nightmare module to show up the Seeq and Gria Jobs properly, and I think its because of the differences in the offsets between the races, or maybe I just suck and those aren't even the correct addresses, and I should check to see if that Uknown Hex also matches the offset for the already existing jobs *facepalm*. :(
I believe these are the two missing addresses:
SEEQ=0x53D77D0, GRIA=0x53D78E0

I did read the nightmareformat.txt that comes with it and it did help explain how to add a new table to nightmare but I can't seem to add this:
These are the 16... hehe lol 16, anyways these are the missing Jobs from the Jobs.txt using Lennart's Tool(it matches the data from the Jobs.txt... In sequence, except for the Hunter Job and the jump between the special Jobs)
0X2B TINKER
0X2C CHOCOBO KNIGHT
0X2D FLINTLOCK
0X2E BERSERKER
0X2F RANGER
0X30 LANISTA
0X31 VIKING
0X0C HUNTER
0X32 RAPTOR
0X33 RAVAGER
0X34 GEOMANCER
0X59 SKY PIRATE
0X5A DANCER
0X5B BARD
0X5C HERITOR
0X5E AGENT
0X5D NIGHTSHADE

I can't get this to show up in Nightmare module 1 without it breaking the whole thing or making a separate ".nmm" file just for those races, which would defeat the purpose entirely and most likely not work either, yes I made sure I didn't download the wrong one, or maybe I did xD, downloaded the one on this thread, maybe that's the wrong one.

So I apologize if this seems excessive but I really really really really really really want to learn how to mod ROMS and I have time to spare for now, so if anyone needs any help modding I will gladly learn and try my best, I already modded my game with Lennart's tools  and used Nightmare until I realized what it did to some Jobs, used it to rebalance the game in a way that items are the most important tool to aid you in a battle instead of stat growth, but I also need to learn to do Hexadecimal editing to have more control and maybe add to future mods, today I read about Hexadecimal calculations and how they work to be able to read Hex code in the first place so now I know that letters = numbers  :cool: and that 16 is everywhere... so again thank you for reading this if you did and I would appreciate any advice in regards to the ROM modding. I did my best here for what its worth, been here all day working on this, literally been sitting here on my ass since 9:00am AST, so now I wait for anyone... anyone at all... -Agentlovac
p.s. yeeeess... I realize I'm just trying to get attention with all my bold lettering oh and before I forget sorry for necroposting, but I can't find anything anymore on this game except here...  :oops: