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All Discussions > Final Fantasy IX > Topic Details
Alternate Fantasy problem: Ozma broken.
As title. I've been playing this mod and each time I manage to beat Ozma, the game just locks on a black screen as soon as the battle results screen is dismissed. Can anyone help?

Edit: Steam version not psx
Last edited by SenMithrarin85; 17 Aug, 2017 @ 9:27am
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Showing 1-13 of 13 comments
Tirlititi 18 Aug, 2017 @ 2:32am 
Never had this problem before. Are you sure that you're playing in the "English (US)" language? That might be the problem. Otherwise the mod is most likely not installed properly.

EDIT: For record, the bug has been fixed with the International version. It indeed was the mod's fault in the end.
Last edited by Tirlititi; 27 Aug, 2018 @ 11:17am
SenMithrarin85 18 Aug, 2017 @ 8:22am 
Originally posted by Tirlititi:
Never had this problem before. Are you sure that you're playing in the "English (US)" language? That might be the problem. Otherwise the mod is most likely not installed properly.

Yeah, English US. As I said; once the fight ends and I clear the battle results screen, the game just stays on a black screen instead of going back to the Air Garden.

I followed your instructions: I opened the HWS, imported everything (all boxes ticked) and then chose "save steam mod". I then pasted the files into the FF9 directory.

I tried 3 times (I used the 9999 damage booster the thired time to speed the fight up). And it happened each time regardless. I also only used your mod the 3rd time (I removed the backgrounds to avoid any posible conflcts) and still it persists. Have any changes been made to the chocobo air garden field that might be causing the hang? Thanks in advance.

Edit: I did use the Gil booster after I found out about the cotton robe trick being removed (had virtually no money and didn't want to start again) could this be the cause?
Last edited by SenMithrarin85; 18 Aug, 2017 @ 8:41am
SenMithrarin85 18 Aug, 2017 @ 8:30am 
On another note, I tried to add in the missing enemy death sounds. I followed your instructions by opening the resource.assets file and exporting the "soundeffectmetadata.txt" replacing it with yours and then reimported it. Only the resources file in the x86 path was changed though, not the x64. Does this only work with 32bit OSs? Or do you just have to copy the modded resource file into the x64 path too?

One more thing; how did you find out what item to use on your devil's snack and regenerate ability? The formula for angel snack says that it uses the number set in the power box to choose the item. How did you find out what these numbers are?
SenMithrarin85 18 Aug, 2017 @ 10:26am 
Originally posted by Gwendalin:
In the new version of HW it does only edit the files in x86 folder, I noticed that myself. I don't know why but, you can copy over the resources.assets files over to x64 folder no problem.

For the devil's snack, there's 2 ways I noticed. You place the item's ID number in <Power> field.
1.Open a script (either in enemy or field) and type a value, look to the left of the window on the "Common" tab and you'll see the related item.
Or use the function:

AddItem( 0, 0 )

First argument is the Item's ID, second argument is the amount to add.
Select the item from the drop down menu and it'll show its ID. Put that in the <Power> field of Angel's Snack.

About the "Ozma" problem, after leaving the results screen, attempting to return to the field, does Chocobo Air Garden music plays, or is all music stopped? Try to narrow it down for any init errors.

Everything stops. No music, sound or anything its like the game has failed to transition between the battle and the field again.

Also I read your comments on the AF thread about changing the choco hot and cold scripts. How would you go about doing it? I know about changing 15 to something higher, but there's a line of code that needs to be added so that Mene still tells you that theres nothing left to dig. Where do you add that exactly?
Last edited by SenMithrarin85; 18 Aug, 2017 @ 10:34am
SenMithrarin85 18 Aug, 2017 @ 11:04am 
Ozma is also the version thats fought if the "friendly creatures" quest is finished too if that helps.
SenMithrarin85 18 Aug, 2017 @ 3:11pm 
Originally posted by Gwendalin:
About Ozma, in these types of situations, I'd have to look at the scripts usually to narrow down the root cause of the problem. (I've had this error more than once with EMR)

Usually, when this happens (at least with me).
I'd check the main init field of Ozma, some flags, and the Air Garden script, which I'm sure it should still have the Main_Reinit. (It does).

This problem just sounds odd, I dunno know how that would even happen.
It hasn't happened with "Ozma" in EMR. And I modified both scripts. (Friendly and non-friendly)

I've checked the scripts and have found nothing that could lead to the error you are receiving.
Unless the Alternate Fantasy you're playing has an altered Chocobo Air Garden script
different than how it's supposed to be:


Moogle_Male_40
if ( FriendlyMonster_Complete == 0 ) {
Battle( 1, 211 )
} else {
Battle( 1, 57 )
}
set VARL_GenBool_1081 = 1
set VAR_GlobInt8_78 = 1
break
default:
set VAR_GlobInt8_78 = 1
break
}
}
return


I'm not sure.

That above is the part of script that begins battle with Ozma and what happens after the battle.
Hmm... maybe I RunScript is not run?

In the script of Alternate Fantasy, you have Moogle_Male_38 right below the function Moogle_Male_40

In the function Moogle_Male_38 you have the functions to be run after the battle with Ozma.
Mene's texts:

"Y-You're very strong, kupo!"

And so on.
Maybe a missing RunScript function after Ozma's battle?
<Just checked vanilla script>
But I doubt it, the two scripts (vanilla/AF) are exactly the same.
Again, I'm not sure, the error you're getting is definitely odd and guaranteed did not happen during Trilititi's tests.

Hot & Cold:

I don't remember any lines needed to be added for Mene to decide when there's nothing left to dig. That's handled differently, if it was once removed, a horde of problems would've occurred.

If this was referring to the chocograph pieces edit, that is harder to mod, as these are obtained according with scenario counter, current point in the game, so that they won't be obtained too early. As you know, all 6 pieces equals the chocograph: Mist Ocean which is Choco's sky ability.

This is why I left it alone.

Last time I got this ability early, problems only arise.
The system basically is worked as:
"When all other found items fail, a chocograph piece is received."

That's the common items received in mini game, I believe. (Potions/Annoyments, dead peppers, etc.)

These are the two things I referred to in the thread.
Not sure where the "add lines" came from.

Then I have no idea why Ozma is freezing lol. Very weird.

So there's no way to increase the chance of digging up a chocograph? Its so boring in the vanilla game and the AF mod makes the timer speed up along with the speed booster now.

Edit: is it possible to change the effect of a support ability? Such as creating one that nullifies berserk for example?
Last edited by SenMithrarin85; 18 Aug, 2017 @ 3:13pm
SenMithrarin85 18 Aug, 2017 @ 5:14pm 
Originally posted by Gwendalin:
There's always a reason for a bug. Always.
This is exactly why I thoroughly test EMR thousands of times and even my own game, knowing everything works the way it's supposed to and I'm satisfied with it.
Beta-testing is the most important part I must do.

I know how it feels having to chuck through the time to get those chocographs, and how time consuming it was on PS1, much of us adults just don't have the time for now.

That's why EMR has the increased timer suitable for the Alternate Fantasy reason sped-up timers.
But it wasn't an easy edit, had problems in the lagoon/choco's ability Reef. When this area is half time half price. But I finally got it too work, thankfully.

Support Ability:
Yes it possible see this post for details:

https://steamhost.cn/steamcommunity_com/groups/ff-modding/discussions/13/350533172684330089/?ctp=3#c2119355556487352609

BUT it is not easy to edit though.
I tried editing it for an Auto-Protect support ability, and it only ended in vain.
But if you do get it to work, I wish you best of luck and do share how it was done properly. I would be curious.

Hopefully a Memoria-HW would indeed eliminate the CIL code and be easier to edit these.

So its not possible to increase the chance % of obtaining a chocograph? I thought you simply changed the 15 in the barrel functions to something higher? Will this not work?

If not, is it possible to change the speed booster macro to function the way it used to? It says "timerui:update" which causes the timer to speed up to. Is it possible to edit the macro?
SenMithrarin85 19 Aug, 2017 @ 10:47am 
Much appreciated, Gwendalin! One last thing; how do you edit what items appear in treasure spots and chests?
SenMithrarin85 19 Aug, 2017 @ 2:26pm 
0_0
SenMithrarin85 19 Aug, 2017 @ 7:36pm 
Originally posted by Gwendalin:
I guess it didn't sink in.
Oh well.

Complex stuff lol. Anyways do you know how to edit the ragtimer question text? There's a typo in the last question. It should say "hitting the blue cross now allows defeating me" but says "deafeating" instead. I'd just like to correct the spelling.
SenMithrarin85 23 Aug, 2017 @ 1:22pm 
I have another question lol. I tried adding a Blu magic ability to one of Quina's weapons and set its AP value to 35. When I equip Quina with the weapon, the ability is available, but there is not AP value on it. The meter is just blank. What am I doing wrong? Thanks!
SenMithrarin85 23 Aug, 2017 @ 3:22pm 
Originally posted by Gwendalin:
No.
This:
https://steamhost.cn/steamcommunity_com/app/377840/discussions/0/2132869574273922356/?ctp=3#c2183537632757304226

is not needed. Already told you what's up, yet it continues to derail.
I'm not dealing with that. I don't have time for it.

And gonna have the audacity to claim disrespect. Really? Really.
Bye with that.

Now, you got a question, ask Tirlititi.

So you're the person behind that mod? If so, then why's it posted by someone else? Are you using different accounts?

Anyway, thats irrelevant: I advise you not to make any of your mods publically availble if you aren't willing to accept someone else's opinion and/or feedback.

Thank you for your help in the past, but if you feel that way, then fine.
Serafie1999AD 1 Sep, 2017 @ 3:10am 
Make sure you aren't using multiple mods at the same time. You can try verifying the integrity of your game files via Steam, and then reinstall the Alternate Fantasy mod, or if that fails too, uninstall and reinstall the game, and then try reinstalling AF.

Originally posted by SenMithrarin85:
So you're the person behind that mod? If so, then why's it posted by someone else? Are you using different accounts?

He's using multiple accounts because some of them have been banned in Steam's FFIX forums for offensive behavior.
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