FINAL FANTASY IX

FINAL FANTASY IX

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Odjn Ryu Jun 8, 2020 @ 9:28am
Mod or Tool that lets you warp / teleport to sealed-off locations?
This is gonna be a long shot, but I went through Terra/Bran Bal/Pandemonium not realizing that I had one last Mognet letter to deliver to a moogle in Mount Gulug. I feel very dumb for missing it but now I'm in the "Disc 4" section before the Iifa Tree and I've already done a ton of sidequests, so I don't know if I have it in me to revert to my save before the Shimmering Isle to get to that moogle and redo all my progress.

Is there a mod or tool that lets you warp to locations that get sealed off in the end-game? I know some RPGs have secret debug menus that let you warp/teleport like that, but not sure if FFIX is one of them. :X
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Tirlititi Jun 8, 2020 @ 10:47am 
I don't think that the Memoria save editor[forums.qhimm.com] can do that. It couldn't do that a few versions ago at least. It would have been the easiest way to do it though.

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:
if ( IsButtonDown( 32768 ) ) { Field( 2300 ) } else { Field( 3100 ) }
With that, you'll get to Mognet Central by default but you'll get to Esto Gaza if you hold the button Square during the fading 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.
Odjn Ryu Jun 8, 2020 @ 9:55pm 
Thanks for all of this! But I seem to have an issue opening FF9_Launcher.exe -- when I do so, Hades Workshop completely stops responding and I have to force close it. Is it because Moguri Mod is installed? Is it incompatible?
Tirlititi Jun 8, 2020 @ 10:58pm 
Indeed, that's not possible to open a fully Moguri-modded game with HW.
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.
Odjn Ryu Jun 10, 2020 @ 12:29am 
Thanks for this additional info. I managed to open up Hades Workshop and follow your steps (specifically, changing Field 3100 aka Mognet Central to a Mt Gulug spot) but it hasn't worked for me. I pasted over p0data7.bin (after making a backup), renamed the Assembly-CSharp.dll and Assembly-CSharp.dll.bak files where appropriate, launched the game, loaded my save, and when I go into Mognet Central, I still go into Mognet Central. Strange, given that I've very much changed the field code in the Function Code1_Loop section of Environment > World Map > World Map: Invincible.

Edit: Should probably add that when saving the Steam Mod file, I leave it on "Compiled DLL" and "Unity Archives".
Last edited by Odjn Ryu; Jun 10, 2020 @ 1:02am
Tirlititi Jun 10, 2020 @ 3:51am 
That's because I'm dumb.
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.
NBOX21 Jun 10, 2020 @ 12:41pm 
Also, sadly FF9 does not have a debug room like FF7 and 8 do. Even if it did, however, you couldn't just teleport to those locations in the game as their data isn't contained on disc 4. Much like FF8, warping to any area that's not on the disc would softlock the game in a black screen, at least on PS1 anyway.
Odjn Ryu Jun 10, 2020 @ 9:38pm 
Amazing, it worked! Replacing the file in the Moguri Mod install folder did the trick, I was able to warp to Esto Gaza from Mognet Central, go into Mt. Gulug and find Mogtaka to deliver the letter.

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.
Tirlititi Jun 11, 2020 @ 4:22am 
Thank you for confirming that it worked :)
Also, NBOX21 is right, but that problem indeed only applies to the PS1 version, not the reedition.
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Date Posted: Jun 8, 2020 @ 9:28am
Posts: 8