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MJB

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88 comments

  1. Zereil96
    Zereil96
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    I'm not sure if this has been mentioned before, but forewarning: this does not work with Nova Chrysalia.

    There's two scenarios:
    1) You inject the new weapon -> Start the game with NC -> The weapon won't be there
    2) You inject the new weapon -> Start the game normally (e.g. Steam) -> You can pick up the weapon -> You save & close -> On restart with NC, the weapon will be reverted to the Dummy's base stats & skills (100,100, Damage Limit Break).

    Quick questions: are there any plans to make a NC version?

    I don't want to bother you, actually, you've done lots for this game already, just curious!
    1. GreenThumb2
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      Running the mod creates a .txt file for your custom weapon.  If you run (double click) on the ffxiiiwdbload.bat file in the Gameplay Tweaks directory (which is where your custom weapon mod should also be), it will as for a filename.  Enter the filename for the custom weapon (including the .txt extension - FFXIII_ModWeaponFang.txt for example) and it should load it for Nova.
  2. wingedarrr0w
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    I have been wanting for a while to mod the current weapon stats (particularly adding synthesis groups to character's ultimate weapons). It looks like this is the framework for it.

    Do you have any ideas/hints for me to do this. e.g. is there a way to get the item code lists that would let me identify and mod the items?
    1. GreenThumb2
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      Working on getting some of that information available.  Hopefully sometime today.
    2. GreenThumb2
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      Some information is now available here (Synthesized abilities) and here.  Synthesis group is the u6Genre value.
    3. wingedarrr0w
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      Awesome, appreciate it mate, will explore it when I have some time.
  3. shagger
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    Fist off, loving the mod. So far everything is working flawlessly and I'm finding the weapons whare I expected to find them. I'm on a new playthrough and thus far I have only made it as far as the Sunleth Waterscape, so I obviously haven't found all of them, but so far all is well.

    My question is whether or not it is safe to go back into the .bat application to change a weapons appearance after you have already picked it up and enhanced it. I'm assuming if one makes any alterations using the.bat application, the weapon will return to the chest you assigned to it, but if there a way to make simple changes like the appearance without having to start over?
    1. GreenThumb2
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      It's a mixed bag.  Once you pick a weapon up, some of the parameters are stored locally in your save, like the weapon level.  Others it will get from the game database.  I believe the model it uses is not stored, so if you change it by running the .bat file again, you will immediately see the change in the weapon you have in your inventory.

      Also, you can not reacquire it from a chest you've already opened.  The game will not let you open an already opened chest.
    2. shagger
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      Thank you for your help. Sorry for the lateness of my response, but for some reason I didn't get a notification about this.
  4. CrystalShield
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    I'm not really math person, thus it took me some time to figure out reasonable values based on the formula, but then again this mod is not really intended for people who don't know what are they doing when modifying the game, is it?

    What I would like to point out though, is that some treasure sphere locations are not actually good choice.

    E.g. option 6 for 1st treasure sphere in Archylte Steppe contain Millerite, and while it can be purchased for only 3k gil in Motherlode, thus not much is lost when replaced with custom weapon, there several spheres in Archylte Steppe with even less valuable content like organic components.

    There should be six spheres to choose from in Gran Pulse, so that players can get all custom weapons there, rather than placing the last weapon in Orphan's Cradle in case players didn't modify the game till Chapter 11.

    I can't edit FFXIII_ModWeapon%Name%.txt because the text file is generated only after I confirm to use the values for that weapon, which immediately install the mod, without chance to change the treasure sphere that will contain the weapon.

    OK... more I tamper with various mods, more I learn about overall FFXIII modding. Apparently, the way to change which treasure sphere will contain the weapon is to open the FFXIII_ModWeapon%Name%.txt separately by Gameplay Tweaks FFXIIIwdbLoad.bat, once you made the changes.

    Which bring me to next topic and that is Gameplay Tweaks capabilities to edit stats for any item in-game not just dummy weapons.
    It's been confirmed, that once you have the dummy weapon in the inventory of your save file, you can run this mod anytime again to re-customize it's stats, thus I assume that save file contain data only for the actual item possession and it's experience, not the stats, and based on what MJB said here, unless you break something by exceeding acceptable values, there shouldn't be any issue.

    Thus, you can take the text file generated by this mod, remove those lines with stats you don't want to replace, and change the number of the weapon to that of which you would like to modify, like for example:
    db\resident\item_weapon.wdb
    wea_hop_007,2,l,awp_c000_000
    wea_hop_007,6,l,$awp_c000_000h
    
    to add Attack: ATB Charge passive ability to Ninurta.

    Also correct me on this one if anyone would actually read this before I get to test it myself, but simulating Dummy Weapon tier progress by increasing it's rank and max level, should make the game treat the changes as if they were made by regular upgrade by applying catalyst in-game.
  5. donnienexusmods
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    I cant make this work.
    Lightning, Polumpolum. I add the weapon, and it doesn't show up in the sphere with the phoenix down.
    I tried uninstalling and recreating, but nothing.
    I tried with other characters, nothing.
    the mod seems to run and work when i use it, but it doesn't do anything in the game
  6. rapiermother
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    Would it be possible to simply have the weapons added to one of the shops? Say, R&D Development for example? Nobody would have to restart a quest to get them, they wouldn't be limited, and they'd work like all other weapons that way
  7. Chikara666
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    Is there a way to change which treasure spheres i can put the dummy weapons on? From my understanding its only 1 per chapter. thanks. Works great btw.
    1. GreenThumb2
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      From a game perspective, it could go in any of the treasure spheres. I just went through and picked some at various points in the game to allow existing save files to still use the mod. During this process I found spheres defined in the game that were never used, others that were optional rewards for a mini-game so they weren't always available. I also didn't want to replace an accessory or weapon that might be beneficial to either gameplay or to achieving the treasure hunter trophy.

      But back to your original question, "Is there a way to change which treasure sphere...", and the answer is "Yes", but you will have to do a few things manually that I put in the .bat file. All my mods that utilize the "Gameplay Tweaks" code, create an intermediary .txt file with the changes to be made to the game files. This is intentional as it allows people to make additional changes to the original mod and customize it using any text editor (like notepad or wordpad). If you look at the text file created by the custom weapon mod (Lightning's file is FFXIII_ModWeaponLightning.txt) you'll see at the 2nd to last line, something like:
      tre_hang_001,0,l,wea_lig_000
      tre_hang_001 is the name of the treasure sphere where the weapon is to go (this one is the first one in Hanging Edge in chapter one). This name can be changed to any treasure sphere you want, although you will need to do a little research on how to identify the specific one. I do have a mod on Nexusmods where I've put some documentation on what I've found including the treasure sphere file as well as an Excel spreadsheet that you can use to view the .wdb files, but it will take some time.

      I was going to go into how to then get it into the game, but it was hard to explain clearly. What I think I will do is develop a small batch file that will do it for you, just querying as to the .txt filename to use. That way you only need to edit the text file, then execute the .bat file. Also, once I get this done, if you have a specific treasure sphere you want to use, I can probably provide the name to you.
    2. ChrisDaniels
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      i allready love the mod!
      can you provide me with the exel file?
      also i was wondering if there is a way to add Accessorys with a certin attribute?
    3. GreenThumb2
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      Sorry, but the excel file is no longer available.  As for the Accessories, yes, it should be possible to change one so it has a specific attribute (not sure about making a completely new one)
  8. raytray
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    Some info after some testing: re-specing your weapon after getting it from the chest and equipping it works. Some caveats are, for safety, I always uninstalled the weapon first after running the Bat for the re-spec and I always placed the weapon in the same chest I picked it up from (Light 0, Van 1, Sazh 2, Hope 3, Fang 4, Snow 5 was my location order). I haven't run into any issues at all. Fun mod, good work. I'll update if I run into anything related to this mod. Cheers!
  9. StGemma
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    If I have already collected all the treasure spheres, then I cannot use this mod, huh? :0 Any way around this, without starting a new game?
    1. GreenThumb2
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      Not at the moment, although it is possible to make the weapon a drop from a Cieth stone mission.  Probably a 1st drop so it doesn't repeat.
    2. StGemma
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      Oh, cool! Which C'ieth stone will drop it, or is this something you would have to implement? Thank you. :)
    3. GreenThumb2
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      I'd have to make some changes.
    4. Tatsumi20
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      Use a CE Table to give yourself the Dummy weapon if you missed/collected the shperes. for example Lighting Dummy wpn id is wea_lig_000 same for every other character 000 is their dummy weapon, figuered this out while experimenting with Enemies of Cocoon by giving myself some weapon with abilities on the early on.
  10. MagicalDuckye
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    Having a problem with this mod detecting the "Gameplay Tweaks" mod it requires to be used. I did two weapons in the first two chest available and nether had a dummied weapon in them, yet I know the "Gameplay Tweaks" is working as I've been getting a lot more drops then I ever would.  Whenever I run the "Mod_CustomWeapon" it says that,

    "The 'Gameplay Tweaks' mod is required for Custom Weapons.  Please download and install
    in this directory.  If you already have the 'Gameplay' mod, then move these file into
    that directory."

    And yet I have both sets of folders in the same main folder, I've tried moving it to the same drive as my main game files, as I thought that might be causing some issues but that didn't help. Any idea as to why it isn't working? If I've screwed something up, I'd liked some pointers, thanks.