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The kind of modding you want to do is very much possible, and is probably not very hard to do at all even if you don't have any modding expertise.
I've been there twice pretty much, it's usually pretty quiet so I think I'm just showing up at terrible times though.
However at the time I was going there to ask about something different than the editor I've been talking about. I was checking to see if there was any chance of a mod being made that stopped the Esper music from playing when you summon them but left the regular music in for whatever area you're in that you summon the Esper, and the reason I wanted this is because I was doing a Solo Ashe Summoner run and seeing as I was summoning Espers non stop that music was driving me nuts and actually made me put the run on hold (which it still is on hold to this day). Just muting the game permanently is a poor work around too, I was just wanting the Esper to be summoned while regular area music played as normal.
Apparently though at the time I asked this it either outright couldn't be done or it would take too much effort to do so I just stopped asking about it since there was basically no reason for anybody to put the effort into such a niche mod.
Anyway though, I might jump into the Discord later on/tomorrow to ask about the editor.
How does it work anyway? Do I just open up a file that has a nice, neat list of monsters and edit some number values or is it gonna take a bit more effort than that?
Oh and as for where I've been looking for the mods, I usually check Nexus every month or so to see if it's been uploaded there.
Well that's good to hear, maybe I'll be able to start a new playthrough sooner than I thought.
My only issue with the difficulty mods that currently exist is that they stray too far from the vanilla experience and change up more than what I'd prefer, like I'd really only be messing with the enemies personally while leaving weapon stats, licence boards and spells alone.
As I've pointed out in another thread, difficulty through mere stats tweaking is rarely satisfying. Stock releases are usually riddled with balance issues that run out of whack when stats are changed, or are outright under/overpowered when it comes to serious powergaming. The best difficulty mods I have played, on any game, have universally included more than just stat changes, and have often made fundamental changes to game systems in order to create more satisfying difficulty.
But that's just my own preference. I can recommend the Struggle For Freedom mod, but I understand if you prefer to customize your own setup. I'd probably be inclined to do the same, if I had the time.
There isn't a enemy editor released; in the meantime, looking for increased difficulty alone, with more to do on the side during your playthrough, you can keep tune of this mod.
You could likely do an alternative with Esper music once such audio tools is complete and released.
Time
Money
Quality
Pick Two. If you want something for free and high quality then it will take a long time to create. If you want something for free and done quicker then the quality will suffer.
There are more than enough tools now freely/publicly available (on Nexus Mods) for Zodiac Age. They allow the end-user to modify nearly everything in the game. The few remaining bits (mainly audio) are being worked on.
If so many people want the game to be moddable, I wonder why they don't make more of a fuss when Square-Enix doesn't bother releasing games in an open/moddable format or release any (English) documentation for the file formats or any info at all?
SE has quite (in)famously been very anti-modder for the longest time. Modders did their best to fix the absolute-garbage port of Chrono Trigger with SE doing a paltry minimal amount of work to remove most of the crap they put in (filters, etc). The FF15 modding tool releases were cancelled as well since they can't really monetize free player mods as easily.
Well he'd have the knowhow to do this at least.
I want to go through and individually buff monsters as I see fit because there's some things that absolutely annoy the ♥♥♥♥ out of me in the game. For example, you go to Golmore jungle and there's 2 types of Malboro. Regular Malboro and Great Malboro. Now 'technically' the Great Malboro does have higher stats, it has a whopping 2 strength higher and 60 extra health. As you probably know, such a miniscule stat change essentially does nothing, you cannot notice any difference between the two, the only real distinction between them is their looks and names. This happens throughout the entirety of the game and this is something I'd want to change. I'd be buffing enemies across the board basically because that's needed and I do enjoy a challenge but I wouldn't be doing it so that every encounter you get into is an ordeal. If you come across a few bats for example then yeah, you're still gonna mow them down with relative ease but if you come across something that actually looks like it should be somewhat challenging then yes I'd definitely want to have that be reflected rather than how it is now in vanilla. If we go back to the Golmore Jungle again, there's an enemy called Diresaur and to my knowledge it's the only one in the game, it's not a rare monster or anything, it's just a big tyrant enemy and the only one of its kind yet its a complete pushover, I hate ♥♥♥♥ like that.
Looking at its stats and movepool though, I can definitely agree with you on something, and that is that a simple stat upgrade probably wouldn't help this thing out to much because I imagine it'll either just be something that simply hits too hard or its a pushover anyway but with an inflated health pool and that's mostly because of its poor movepool (all it does is Ram and Sonic Fangs). This is the type of time that I may stray away from keeping everything overly vanilla by giving it another attack or something or even a status effect slapped on to its attacks because it's just too simple of an enemy to make challenging otherwise, especially since the area it shows up in is devoid of any other enemies I think, I can't remember for sure though.
In what way is it misleading? Looking from the outside it very much appeared to be dead or at least dying down. The only mods that have been put up on Nexus for the past month has been 2-3 character recolor packs. It's been confirmed that it certainly isn't dead now but it still looked like that at first.
Also I'm well aware that modders are our unsung heros, I'm not suggesting otherwise, I was asking if the modders for this game are still around working on things or if they've essentially moved on to another game which isn't exactly an uncommon thing to happen.
I personally have been solely holding out for an enemy editor tool which as of yet isn't available/finished (to my knowledge). An audio editor would be nice though assuming it could help fix the issue I mentioned earlier regarding Esper music. Unfortunately for me, both of those seem to be just about the only things that aren't yet completed.
Square has never gave a ♥♥♥♥ and I don't see them starting anytime soon even if there was significant backlash.
I wiill without a doubt dedicate a few playthroughs to some mods that are already available, there's quite a few that look interesting, but as I said I'm looking to have my first playthrough (at least on this version of the game anyway) be as vanilla as possible, just with some tweaks to enemies.
I honestly have no idea how far along the enemy editor is but hopefully it's steadily progressing. I'm eager to dedicate a bit of time towards fine tuning the game to my liking for my ideal playthrough.
As for the Esper music thing, again I dunno if it can be done, but I'd prefer not to change the music for something else, so to speak, instead I'd rather the background music just continued to play as per usual without any dedicated Esper music playing over it, if you know what I mean.
XII is one of my favotite games ever but i did not expect any modding scene when it was released for PC. Thankfully many modders did care about this gem.
I was almost certain it would get some dedicated modders once the game came to PC, FFXII might not have the largest audience of any FF game but the fans it does have are easily some of the most passionate from what I've seen. More often than not the people who like the game really ♥♥♥♥♥♥♥ love it.
I've spent way too much money on Humble Bundle and I do not regret a single purchase because not only does Humble take 20% less money than GoG/Steam but they also donate an additional % of purchases to charity by default. Humble Bundles let the user set what % they want to donate.
So as I said: The title is misleading since the Steam forums here are often one of the last places to be notified of new developments. Primary source is the modding Discord while secondary source is the Nexus modding section for TZA.
So the randomizer, FPS unlocker, and Zodiac era don't count? On top of the tools such as the battle pack editor, treasure editor and text editor?
Seriously, it'd boggling how anyone could call the scene 'dead'.
Alfo FWIW there are two Diresaurs. Just sayin.
Which is to be expected tbh, I was just checking to get a more definitive answer from the modding scene themselves.
This is a mainline Final Fantasy game ported to PC and with several editors ALREADY created! OP seems to merely be demanding that things move faster instead of recognizing that things will only move at the speed of free volunteer coders in their spare time. I'm starting to understand now why Raiden decided to stop responding to people and just focus on the coding stuff.
The modding scene for FF12 has made tremendous progress over the past several months. Be thankful for what is available to edit and be patient for what is coming up. You are NOT the only person eager to have an editable bestiary and/or shop system.
If you want to try your hand at hex-editing then the info can be provided to you in the modding discord and you can have at it. Or if you can do some coding then feel free to work on an editor if you are unable/unwilling to wait for it to be finished.
When eternal created their Struggle For Freedom TZA mod, much of the editing stuff was buggy/incomplete and they've had to have things done manually via hex-editing. Their awesome mod planning and documentation allowed them to more quickly complete the mod once the technical hurdles were cleared.
Things are better now with some new editors publicly released since then. The current editors in progress are NOT suitable for a public release and have not been fully completed/tested. I hope that the OP would appreciate that modders are trying to release stuff that works instead of buggy untested stuff that may not work at all.
Things that are available to edit right now are more than sufficient to be able to complete a mod like SFF. Just hex edit the enemies :P