STEAM GROUP
Final Fantasy - Modding FF-Modding
STEAM GROUP
Final Fantasy - Modding FF-Modding
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MJB 30 Jun, 2019 @ 5:10pm
FFXIII Crystarium Editing
I've uploaded an Excel workbook mod to NexusMods[www.nexusmods.com] that allows you to edit the nodes in the crystarium. If you have any issues or have questions let me know. I suspect it still has a bug or two.
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Showing 1-6 of 6 comments
MJB 2 Jul, 2019 @ 1:06pm 
So I was looking through the .wdb files and there seems to be a fairly good opportunity for modding. From what I can see parameters such as ATB recovery rate, multipliers for normal, rare and shroud drops (based on the star rating of the battle), various chain bonuses are available. Contents of treasure spheres as well as item bonuses (accessories & weapons) can be changed (anybody want to find a tier 3 weapon or a trap in a sphere? It should be possible). I haven't tried most of these yet, but I've identified what appear to the be the values within the .wdb files. I did try changing the ATB recovery rate, and in one case, it was like a permenant haste, while adjusting it significantly downward was similar to a permanent 2x slow - kind of fun and certainly more of a challenge. Looking at the weapons, I've identified not only what appears to be the cost as well as strength & magic bonuses, but the dismantle components (but not the quantities) and the upgrade route. There also may be an opportunity for some camera positioning and FOV changes. Anyway, this looks to be a fairly interesting time sink for a while.
Zyro.Yumagaru 2 Jul, 2019 @ 1:36pm 
Is there perhaps a way to modify skills like Frost Strike so a Commando could use them? It annoys me that my Ravengers like to run right into enemy attacks because of them when I want them to cast spells and back step.
MJB 2 Jul, 2019 @ 1:47pm 
From what I've tried out, you can change the crystarium to allow a character to get abilities like Frost Strike in commando, but they need to be in the Ravager role to use them. There is a whole .wdb for abilities that I've hardly even looked at, so it may be possible to move them into the Commando role, but I can't say for sure.
MJB 4 Jul, 2019 @ 9:39am 
Zyro.Yumagaru - I tried a few things and was able to move the "Strike" skills into the commando role. However there are some drawbacks. I moved Flame Strike into the commando role then attacked a Cactuar while Lightning was the party leader. Normally when I do this, she will alternate between fire and flame strike as a Ravager. With flame strike in the Commando role she consistently only use fire, which is what I expected as flame strike was no longer a ravager skill. I then repeated this with her in the Commando role. In this case, she only used Attack, rather than flame strike which would have been a better option (over 2x the damage). So for my limited testing, I don't think the AI knows how to handle the strike skills as commando skills. You can still use the strike skills if you manually select them as the party leader as they shows up just fine in the list and the animations are good, but don't expect your party members to use them or if you auto-battle.
Last edited by MJB; 4 Jul, 2019 @ 3:20pm
Zyro.Yumagaru 7 Jul, 2019 @ 7:05pm 
Interesting. At least it is a possibility. I would need far more knowledge in programming to edit the AI. But so long as I am controlling the Commando it will work.
In the very least you found a great way to make the game easier or harder depending on the edits we make. That is quite an accomplishment.
Last edited by Zyro.Yumagaru; 7 Jul, 2019 @ 7:10pm
MJB 9 Aug, 2019 @ 9:28am 
I did upload the mod that moves the strike abilities to the Commando role (to Nexusmods), although as mentioned above, the AI can't seem to use them. I've tried a few other methods to achieve the same thing without success. I was hoping to make them "distance" skills which would accomplish roughly the same thing although up to this point they always miss due to the distance.
There are a few other tweaks available in the package I uploaded, such as

Increasing the game difficulty by enabling monsters to attack faster
Giving you somewhere to spend your excess CP at the end of the game
Increasing the maximum level of tier 3 weapons to 125
Improving the drop rate when catalogs are equipped
and a couple minor crystarium adjustments.
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