FINAL FANTASY XII THE ZODIAC AGE

FINAL FANTASY XII THE ZODIAC AGE

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Vaan 2 Feb, 2018 @ 10:41am
[MODDING DISCUSSION]
https://discord.gg/kHkEgZE Discord for discussion

Nexus https://www.nexusmods.com/finalfantasy12

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VBF Browser:
https://www.nexusmods.com/finalfantasy12/mods/3
With this you can browse the VBF and inject/extract single files/folders.

Here is an easy to use tool to FULLY unpack/repack the game file: https://cdn.discordapp.com/attachments/252064925193601024/410483949794754581/VBFUnpackGUI.zip
Mostly only for people who want to mess around with the files.

-------------------------------

The license board files correspond as follow:

  • board_1.bin White Mage
  • board_2.bin Uhlan
  • board_3.bin Machinist
  • board_4.bin Red Battlemage
  • board_5.bin Knight
  • board_6.bin Monk
  • board_7.bin Time Battlemage
  • board_8.bin Foebreaker
  • board_8.bin Archer
  • board_10.bin Black Mage
  • board_11.bin Bushi
  • board_12.bin Shikari

ejh1990 License Board Pack

https://steamhost.cn/steamcommunity_com/app/595520/discussions/0/1700541698690214622/?ctp=12#c1700541698705821949
Last edited by Vaan; 3 Apr, 2018 @ 1:20pm
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Showing 76-90 of 577 comments
Wakka66 4 Feb, 2018 @ 8:37pm 
I'd really love it if there was a mod to reclass, it'd allow for a lot more experimentation, like I wanted Vaan to be a Bushi/Monk, but I'm not really a fan of his character (I haven't beaten this game and I'm not sure if he gets better.) so I'm making Balthier my Bushi/Monk. Plus I want to try some interesting combos without having to start over from the beginning maybe try out Bushi/BlkMge, BlkMge/WhtMge, or RedMge/Shikari.
ejh1990 4 Feb, 2018 @ 10:32pm 
Originally posted by Vaan:
Originally posted by Tohru Adachi:
One you Unpack it do you have to Repack it back?
Yup, which is the great inconvenience right now
I might look into making a way to inject files on the fly, but can't promise anything

As an (admiteddly not as efficient) alternative, would something like this be worth considering?

Originally posted by ejh1990:
If there's anyone that could throw together a front-end GUI for said decompiler with handling of mods using JSON/YAML

As was mentioned in the thread about the classic board:

https://steamhost.cn/steamcommunity_com/app/595520/discussions/0/1700541698686123119/?ctp=15#c1700541698698988284

Basically a mod manager attached to the decompiler rather than an injector. Has the drawbacks of manually unpacking/repacking, but at least people could then pick and choose mods in a more user-friendly manner. :)

late edit: So I kinda did a thing. ;)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1292258951

edit 2: and boom!:

<link removed, outdated... see edit 4>

I've made a significant dent in the byte values there. There seems to be some missing licences e.g. a fair few of the techniks and the gambit slot (the blank hole in the middle of the screenshot above is a demo of a blank space). I will have another look over the *.bin files to see how this is handled. My initial guess? Some entries have {val}02 (off) and {val}03 (on) to allow for some double up.

edit 3: I was wrong before about one thing (though I am sort of correct now!)... I don't think there is a default on/off state; instead, the {byte}00 and {byte}01 refers to sets. That would explain the missing licences! :P

Going to update the byte value tables to reflect the second set {val}01 now. The above is the first set, {val}00.

edit 4: .... aaand, here's the definitive list of every single licence (inlcuding the ones I previously missed). All 361 of them.

https://pastebin.com/SxP9tPKQ

Massive thanks to Vaan who was also going through licences (the more painful way) last night; their work means the unknown Esper licences are now known. And I also want to thank them for expressing doubt about the purpose of the second byte (where I had initially assumed default on/off values) as without this I may not have thought to try using 01 as the second byte value to find the missing licences.

There's still currently no easy way to throw together a nice custom board, but at least all of the values are known now. :)
Last edited by ejh1990; 5 Feb, 2018 @ 4:02am
Fingergun112 5 Feb, 2018 @ 7:25am 
Originally posted by ejh1990:
Originally posted by Vaan:
Yup, which is the great inconvenience right now
I might look into making a way to inject files on the fly, but can't promise anything

As an (admiteddly not as efficient) alternative, would something like this be worth considering?

Originally posted by ejh1990:
If there's anyone that could throw together a front-end GUI for said decompiler with handling of mods using JSON/YAML

As was mentioned in the thread about the classic board:

https://steamhost.cn/steamcommunity_com/app/595520/discussions/0/1700541698686123119/?ctp=15#c1700541698698988284

Basically a mod manager attached to the decompiler rather than an injector. Has the drawbacks of manually unpacking/repacking, but at least people could then pick and choose mods in a more user-friendly manner. :)

late edit: So I kinda did a thing. ;)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1292258951

edit 2: and boom!:

<link removed, outdated... see edit 4>

I've made a significant dent in the byte values there. There seems to be some missing licences e.g. a fair few of the techniks and the gambit slot (the blank hole in the middle of the screenshot above is a demo of a blank space). I will have another look over the *.bin files to see how this is handled. My initial guess? Some entries have {val}02 (off) and {val}03 (on) to allow for some double up.

edit 3: I was wrong before about one thing (though I am sort of correct now!)... I don't think there is a default on/off state; instead, the {byte}00 and {byte}01 refers to sets. That would explain the missing licences! :P

Going to update the byte value tables to reflect the second set {val}01 now. The above is the first set, {val}00.

edit 4: .... aaand, here's the definitive list of every single licence (inlcuding the ones I previously missed). All 361 of them.

https://pastebin.com/SxP9tPKQ

Massive thanks to Vaan who was also going through licences (the more painful way) last night; their work means the unknown Esper licences are now known. And I also want to thank them for expressing doubt about the purpose of the second byte (where I had initially assumed default on/off values) as without this I may not have thought to try using 01 as the second byte value to find the missing licences.

There's still currently no easy way to throw together a nice custom board, but at least all of the values are known now. :)

So will their be a possibility of a mod menu to switch between different boards before starting up the game? We will need one for the Original, IZJS and the ZA to choose from. And a fourth option to choose custom board(s). In the future we'll need rebalancing for the entire game (with either the original and IZJS) if we want to play it like the earlier versions. Also can their be a possibility of removing the Zodiac wheel screen if we play with the original board? Probably also need the tutorial for the License board from the original also.
Last edited by Fingergun112; 5 Feb, 2018 @ 7:27am
󠀡󠀡 5 Feb, 2018 @ 7:26am 


Originally posted by ejh1990:
Originally posted by Vaan:
Yup, which is the great inconvenience right now
I might look into making a way to inject files on the fly, but can't promise anything

As an (admiteddly not as efficient) alternative, would something like this be worth considering?

Originally posted by ejh1990:
If there's anyone that could throw together a front-end GUI for said decompiler with handling of mods using JSON/YAML

As was mentioned in the thread about the classic board:

https://steamhost.cn/steamcommunity_com/app/595520/discussions/0/1700541698686123119/?ctp=15#c1700541698698988284

Basically a mod manager attached to the decompiler rather than an injector. Has the drawbacks of manually unpacking/repacking, but at least people could then pick and choose mods in a more user-friendly manner. :)

late edit: So I kinda did a thing. ;)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1292258951

edit 2: and boom!:

<link removed, outdated... see edit 4>

I've made a significant dent in the byte values there. There seems to be some missing licences e.g. a fair few of the techniks and the gambit slot (the blank hole in the middle of the screenshot above is a demo of a blank space). I will have another look over the *.bin files to see how this is handled. My initial guess? Some entries have {val}02 (off) and {val}03 (on) to allow for some double up.

edit 3: I was wrong before about one thing (though I am sort of correct now!)... I don't think there is a default on/off state; instead, the {byte}00 and {byte}01 refers to sets. That would explain the missing licences! :P

Going to update the byte value tables to reflect the second set {val}01 now. The above is the first set, {val}00.

edit 4: .... aaand, here's the definitive list of every single licence (inlcuding the ones I previously missed). All 361 of them.

https://pastebin.com/SxP9tPKQ

Massive thanks to Vaan who was also going through licences (the more painful way) last night; their work means the unknown Esper licences are now known. And I also want to thank them for expressing doubt about the purpose of the second byte (where I had initially assumed default on/off values) as without this I may not have thought to try using 01 as the second byte value to find the missing licences.

There's still currently no easy way to throw together a nice custom board, but at least all of the values are known now. :)
Man Shout out to you and Vaan for all yall Hard Work Man Seriously Good Job!
ejh1990 5 Feb, 2018 @ 7:32am 
Originally posted by Strict112:
So will their be a possibility of a mod menu to switch between different boards before starting up the game? We will need one for the Original, IZJS and the ZA to choose from. And a forth option to choose custom board(s). In the future we'll need rebalancing for the entire game (with either the original and IZJS) if we want to play it like the earlier versions. Also can their be a possibility of removing the Zodiac wheel if we play with the original board?

An in-game menu? Likely not. That's beyond my skillset, anyways. :')

Although if someone wants to take on a mod-manager projects (utilising something like and vbf-unpacker and vbf-packer as a backend on top of JSON/YAML/whatever for mod management) that'd be a great step forward. Again, I wouldn't know how to go about that (I am a tinkerer first and foremost, never had any experience programming).

It will be very easy to adapt the boards to effectively give that option, though. IZJS boards? Just a case of replacing the bytes 68 01 with FF FF from each board's *.bin file to remove the second job node. (Although HP lores may have been nerfed, so they will need substituting as appropriate). Even the classic board is mostly there and would just require a few tweaks to get the new equipment on there.
Last edited by ejh1990; 5 Feb, 2018 @ 7:33am
Fingergun112 5 Feb, 2018 @ 7:40am 
Originally posted by ejh1990:
Originally posted by Strict112:
So will their be a possibility of a mod menu to switch between different boards before starting up the game? We will need one for the Original, IZJS and the ZA to choose from. And a forth option to choose custom board(s). In the future we'll need rebalancing for the entire game (with either the original and IZJS) if we want to play it like the earlier versions. Also can their be a possibility of removing the Zodiac wheel if we play with the original board?

An in-game menu? Likely not. That's beyond my skillset, anyways. :')

Although if someone wants to take on a mod-manager projects (utilising something like and vbf-unpacker and vbf-packer as a backend on top of JSON/YAML/whatever for mod management) that'd be a great step forward. Again, I wouldn't know how to go about that (I am a tinkerer first and foremost, never had any experience programming).

It will be very easy to adapt the boards to effectively give that option, though. IZJS boards? Just a case of replacing the bytes 68 01 with FF FF from each board's *.bin file to remove the second job node. (Although HP lores may have been nerfed, so they will need substituting as appropriate). Even the classic board is mostly there and would just require a few tweaks to get the new equipment on there.

You probably should hook up with a programmer after all that you figured out so far, hate to see your progress in figuring this out go to waste!
Last edited by Fingergun112; 5 Feb, 2018 @ 7:40am
ejh1990 5 Feb, 2018 @ 7:45am 
Originally posted by Strict112:
You probably should hook up with a programmer after all that you figured out so far, hate to see your progress in figuring this out go to waste!

Perhaps. The call is open, anyway. :P

And if needs be, I can just throw together a DIY tutorial. Though a mod manager would be nice so that if other discover viable ways to mod the game it can be done in a more user-friendly manner. :)
󠀡󠀡 5 Feb, 2018 @ 7:50am 
Originally posted by ejh1990:
Originally posted by Strict112:
You probably should hook up with a programmer after all that you figured out so far, hate to see your progress in figuring this out go to waste!

Perhaps. The call is open, anyway. :P

And if needs be, I can just throw together a DIY tutorial. Though a mod manager would be nice so that if other discover viable ways to mod the game it can be done in a more user-friendly manner. :)
Do You think the Person who made the Orginal Save Editor for Final Fantasy 12 and Izjs is able to be contacted? He or She Might Help but i don't even know if they are still alive its been years but that Save Editor Layout Could Work.
FlamePurge 5 Feb, 2018 @ 7:52am 
I have a suggestion for the Classic License Board mod.

It looks like the classic board lacks the new licenses for Zodiac-exclusive equipment. If people are able to modify the License Board, maybe it would be a good idea to place the new licenses into the board? It could be an option for a mod installer.

1. A choice between IZJS-style "single jobs only," which disables the Second Board license.
2. Classic Board with added licenses.
3. Vanilla Classic Board.

Just food for thought!
Last edited by FlamePurge; 5 Feb, 2018 @ 7:58am
ejh1990 5 Feb, 2018 @ 7:54am 
Originally posted by Tohru Adachi:
Originally posted by ejh1990:

Perhaps. The call is open, anyway. :P

And if needs be, I can just throw together a DIY tutorial. Though a mod manager would be nice so that if other discover viable ways to mod the game it can be done in a more user-friendly manner. :)
Do You think the Person who made the Orginal Save Editor for Final Fantasy 12 and Izjs is able to be contacted? He or She Might Help but i don't even know if they are still alive its been years but that Save Editor Layout Could Work.

I don't know to whom you are referring.

Also, it's not a save editor that's needed... It's an automagic file management thingy with conflict detection that's required.

Originally posted by TiresomeTeddybear:
I have a suggestion for the Classic License Board mod.

It looks like the classic board lacks the new licenses for Zodiac-exclusive equipment. If people are able to modify the License Board, maybe it would be a good idea to place the new licenses into the board? It could be an option for a mod installer.

1. A choice between IZJS-style "single jobs only," which disables the Second Board license.
2. Classic Board with added licenses.
3. Vanilla Classic Board.

Just food for thought!

As mentioned in one of my previous posts, easy enough done. :)

We now have all of the byte values, so it's just a case of replacing them with FF FF to remove nodes (like second job), or replacing FF FF with the appropriate byte values to add nodes. And the board *.bin files are very logical -- 8 bytes of header, then the rest is pairs of bytes defining each node in order, from left to right and top to bottom.
Last edited by ejh1990; 5 Feb, 2018 @ 7:57am
󠀡󠀡 5 Feb, 2018 @ 7:56am 
Originally posted by ejh1990:
Originally posted by Tohru Adachi:
Do You think the Person who made the Orginal Save Editor for Final Fantasy 12 and Izjs is able to be contacted? He or She Might Help but i don't even know if they are still alive its been years but that Save Editor Layout Could Work.

I don't know to whom you are referring.

Also, it's not a save editor that's needed... It's an automagic file management thingy with conflict detection that's required.
lol Thingy well i will make a Post on here and see if if any body can help with that.
FlamePurge 5 Feb, 2018 @ 8:00am 
Originally posted by ejh1990:
As mentioned in one of my previous posts, easy enough done. :)

We now have all of the byte values, so it's just a case of replacing them with FF FF to remove nodes (like second job), or replacing FF FF with the appropriate byte values to add nodes. And the board *.bin files are very logical -- 8 bytes of header, then the rest is pairs of bytes defining each node in order, from left to right and top to bottom.
That's awesome! I hope it soon comes to fruition. There's a Final Fantasy Modding Steam group in case anyone wants to centralized discussion there.

https://steamhost.cn/steamcommunity_com/groups/ff-modding

Edit - Whoops, looks like you were a few steps ahead of me. I see ya there!

While I'm here, I have a suggestion for what to do with the invisible weapons. You could make them look and sound like the weakest versions of their kind, as sort of a tongue-in-cheek joke!

So Great Trango would look/sound like the Broadsword, Seitengrat would look/sound like the Shortbow, and Gendarme would look/sound like the Leather Shield. (Eugh, on second thought, the Leather Shield looks terrible. Maybe make an exception here, and Gendarme could look/sound like the Buckler.)
Last edited by FlamePurge; 5 Feb, 2018 @ 8:01am
󠀡󠀡 5 Feb, 2018 @ 8:00am 
Originally posted by ejh1990:
Originally posted by Tohru Adachi:
Do You think the Person who made the Orginal Save Editor for Final Fantasy 12 and Izjs is able to be contacted? He or She Might Help but i don't even know if they are still alive its been years but that Save Editor Layout Could Work.

I don't know to whom you are referring.

Also, it's not a save editor that's needed... It's an automagic file management thingy with conflict detection that's required.

Originally posted by TiresomeTeddybear:
I have a suggestion for the Classic License Board mod.

It looks like the classic board lacks the new licenses for Zodiac-exclusive equipment. If people are able to modify the License Board, maybe it would be a good idea to place the new licenses into the board? It could be an option for a mod installer.

1. A choice between IZJS-style "single jobs only," which disables the Second Board license.
2. Classic Board with added licenses.
3. Vanilla Classic Board.

Just food for thought!

As mentioned in one of my previous posts, easy enough done. :)

We now have all of the byte values, so it's just a case of replacing them with FF FF to remove nodes (like second job), or replacing FF FF with the appropriate byte values to add nodes. And the board *.bin files are very logical -- 8 bytes of header, then the rest is pairs of bytes defining each node in order, from left to right and top to bottom.
I made a Post so i Hope it Helps. Do you think you can get a Moderator to Pin A Mod Manager Request so people can see it Faster?
Rhyagelle 5 Feb, 2018 @ 8:36am 
So basically it is possible to mod back the original board, we just need to make some HEX changes to the files?
ejh1990 5 Feb, 2018 @ 8:40am 
Originally posted by Rhyagelle:
So basically it is possible to mod back the original board, we just need to make some HEX changes to the files?

After unpacking the *.vbf file, yes. (And repacking after you're done). Well, the classic-classic board doesn't even need that: it's just a case of deleting board_1.bin to board_12.bin and then making 12 copies of licence_board.bin (named using the files just deleted). The problem with the classic-classic board is it's missing some TZA-exclusive licences... So that would require a hex editor to add them in at the moment, yes.
Last edited by ejh1990; 5 Feb, 2018 @ 8:41am
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Date Posted: 2 Feb, 2018 @ 10:41am
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