I don't know what i'm doing wrong, but in my game the chests appear and reappear normally. The mod should have been installed with no problems, i see the "proud mode" screen when starting the game and the enemies are definitely of this mod. But i'm reading that only the one-time chests should be in the game and it's not what i'm seeing.
SOME repeatable chests still appear in a few areas. AFAIK this is because the area editing tool doesn't quite work for those areas so the treasures can't be edited. Maybe this will be fixed in a future version. But it's really only 3, 4 areas or so in the entire game.
And of course if you use some OTHER mod that changes chest appearance %s they'll override this mod. The chests aren't actually REMOVED - they just have 0% chance to appear, so if another mod or a tool like CheatEngine makes them not 0 then they'll show up.
I've upgraded the mod to 1.0.3 and allows me to activate a remixed boards (12 new jobs) but I find the old TZA jobs, which should be the right outcome?
Enjoying the mod a lot so far, I just have a question, are MANY enemies supposed to be physically immune? I mean: golems, turtles, jellies, dracolichs and a fuckton of other enemies take 0 damage, makes sense, but did it need to be ZERO damage? couldn't you just give them like 85-90% resistance on most or something? I get those enemies aren't prone to suffer from cuts, piercing and blunt damage, but golems are made of a physical material, eh? A material that WOULD eventually break if you hit it enough times or with enough force, same goes for jelies, wouldn't their material eventually dissipate, fly everywhere because of impact and so on? And don't even get me started on undead enemies like dracoliches, they're bone, bones break.
Loving the mod so far, just finished a SFF playthrough and saw the proud mod, wanted to try it out. My question is, is there a purpose to removing items from being used on enemies, i.e potions? Tried to use a potion on an enemy and it wouldn't let me target an enemy.
File says there was a recent update, but playing it, there's things like e.g. the Character Portraits on the Zodiac Wheel that are supposedly fixed in the new SFF but are not fixed here.
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And of course if you use some OTHER mod that changes chest appearance %s they'll override this mod. The chests aren't actually REMOVED - they just have 0% chance to appear, so if another mod or a tool like CheatEngine makes them not 0 then they'll show up.
*EDIT: Nevermind I've found it
I mean: golems, turtles, jellies, dracolichs and a fuckton of other enemies take 0 damage, makes sense, but did it need to be ZERO damage? couldn't you just give them like 85-90% resistance on most or something? I get those enemies aren't prone to suffer from cuts, piercing and blunt damage, but golems are made of a physical material, eh? A material that WOULD eventually break if you hit it enough times or with enough force, same goes for jelies, wouldn't their material eventually dissipate, fly everywhere because of impact and so on? And don't even get me started on undead enemies like dracoliches, they're bone, bones break.
File says there was a recent update, but playing it, there's things like e.g. the Character Portraits on the Zodiac Wheel that are supposedly fixed in the new SFF but are not fixed here.
Changelog doesn't really reflect any changes.