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You can change location transitions using Hades Workshop[forums.qhimm.com]:
1) Open the game's FF9_Launcher.exe, then go to the panels "Environment -> World Maps" and "Environment -> Fields" and wait for it to load,
2) Select the "World Map: Invincible", then "Edit Script", then select the "Function Code1_Loop". That function controls the transition from World Map to other places. It's fairly easy to spot that: there's a list of "cases" with (at least) a "Field" code in each one of them. When you select a "Field" line, it shows on the right the name of the field (instead of just their IDs). You can for instance select the line "Field( 3100 )" that corresponds to "going to Mognet Central". Then:
3-a) either simply change the field destination to get to Mount Gulug,
3-b) or, if you don't want to have to unapply the changes in order to have access back to the Mognet Central, you can use a conditional field transition:
4) Parse, then "Ok", then "File -> Save Steam Mod", then replace the game's p0data7.bin archive by the one that Hades Workshop just generated (you can ignorer the "resources.assets" and the "Assembly-CSharp.dll" that were also generated: they are irrelevant to that kind of changes).
I think that there shouldn't be any problem when you leave Esto Gaza... I am not sure of where you'll end up though, either where you entered but most probably from next to Esto Gaza (hopefully you won't be stuck in the tree roots). Make sure to have the airship or the chocobo reachable from both places.
You can bypass the problem without uninstalling the Moguri mod (it's better not to) by swapping the files "Assembly-CSharp.dll" and "Assembly-CSharp.dll.bak" that are in the "x64/FF9_Data/Managed" subfolder of the game (by "swapping" them, I mean rename one with the name of the other and vice versa). Then you should have no problem opening the game with HW and generate the p0data7.bin file. Swap the DLLs back after you've closed HW.
Edit: Should probably add that when saving the Steam Mod file, I leave it on "Compiled DLL" and "Unity Archives".
With the Moguri mod, you need to place the p0data7 file not in the game's (sub)folder but in the Moguri's (sub)folder instead...
Moguri's folder is usually something like "C:/Program Files/Moguri Mod". There's a "StreamingAssets" subfolder there in which there's a copy of the p0dataX files.
Take that, missables!
Tirlititi, thanks so much for helping me out here. I'm really, really impressed with the capabilities of Hades Workshop. Makes me wish more RPGs had that sort of mod customization.
Also, NBOX21 is right, but that problem indeed only applies to the PS1 version, not the reedition.