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Thanks in advance
Does the modded executable work from within steam without any extra launch options, or do you need to load it directly from the executable in file explorer/windows?
I've never modded FF IX before, and a randomizer was exactly what i wanted, so this is awesome either way!
Once the modded files replace the default game files, there is no difference between launching the game from explorer or from Steam.
When using the Moguri mod, it is better to generate spreadsheets rather than an Assembly-CSharp.dll, since the DLL will not hold many features of the Moguri mod.
In short:
- Without Moguri or Memoria mods, the idea is to generate a DLL and Unity archives and to directly replace the files.
- With Moguri or Memoria mods, the idea is to generate CSV spreadsheets and raw assets and to keep them in a mod folder that you then register in the Memoria.ini file. Unfortunatly, the paths that the assets should use for Memoria/Moguri are not exactly the ones currently created by HW when saving Steam files (you need to displace "HadesWorkshopMod/p0dataX/assets/...." into "HadesWorkshopMod/StreamingAssets/assets/..." for instance; "HadesWorkshopMod" is the name that should be registered in the Memoria.ini file in that example).
In short, for the CSV files generated by HW, put them in a folder like this:
I may update HW and/or give proper explanation of how these things work now. I think the system that we have with HW and Memoria is very nice currently and able to handle the compatibility of several mods, but there is no documentation on how to use it and it's completly normal for people to be lost.
The .bak are backup files automatically generated when installing the Moguri mod. They have no purpose other than letting you put them back if the mod doesn't work and if you don't want to download the vanilla files from Steam again.
I just downloaded HW for the randomizer, but when I try to save steam mod (step 5) I get an error popup.
When selecting the mod folder: 'Unable to create the file'.
When trying to overrwite in the game folder directly: 'You can't overwrite the currently opened steam files'.
Any idea what might be the problem here? It's a fresh install of FF9, so no other mod involved.
It's surely because the program doesn't have the right to create folders/files there.
You may either right-click on HW -> "Run as administrator" or choose another folder, such as your desktop folder, to generate files when saving your mod.
Sorry for the late answer.
EDIT: I was wrong, the problem is not that.
The problem and a hacky solution for it are described here.
Better late than never, haha. Either way, both running as admin and choosing a new folder on desktop still give the 'unable to create the file' error. It makes some files though, so I'm guessing it just fails to make some? After trying to save the mod it creates:
1. StreamingAssets > p0data2.bin and p0data7.bin
2. x64 > FF9_Data > Managed (which is empty)
A very hacky solution would be to open HadesWorkshop.exe with a hexadecimal editor (there are plenty on the internet), search for the occurrences "Assembly-CSharp.dll" and replace the ".dll" by something else (of the same length) like ".hwl". Then the protection preventing HW from creating a DLL shouldn't bother you anymore and you'll have to rename (the extension of) the Assembly-CSharp file after its creation.
So, after tinkering around a for a while I managed to get the randomizer to work! I followed these steps, but also removed the block that windows put on HW for being from a different computer in the property settings. Still got the same error. Eventually attempted to create the files by selecting raw assets instead of the default option unity archives and it worked. Not sure how much of this was all necessary, but I'm happy I finally got it to work!
Thank you Tirlititi, for allowing me to experience one of my favourite games in a new way.
Going Raw Assets creates everything except the modded dll. Is it necessary?