Dragon Quest XI S: Definitive Edition
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  1. lasagna213
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    Do you think you could make a version of main that doesnt alter the existing costumes requirements? While unlocking all the vanilla costumes automatically is convienent, it makes it incompatible with your All Appearance Options mod and prematurely gives the costume accolades.
    1. mike9k1
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      I'll make note of this, but these days i'm mostly working on other things. 
    2. FirestarterPRG
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      I second this, I also would like to have an option for the default (and All Appearances) costumes to remain unlockable. Keeps it somewhat more natural.
    3. mike9k1
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      You know... I almost like the idea of making the NPC's unlockable too... 

      If i'm making an unlockables version anyhow.
    4. FirestarterPRG
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      Hmm, as daunting as it sounds to make, it would be interesting if it were possible to make the NPC outfits unlockable after finishing their relevant quests, or collecting similar outfits. Such as unlocking King Irwin's outfits for either doing his quest or by earning the Daddy's Boy outfit.

      If you decide against making the NPC outfits unlockable, would it be possible or easier to exclude the base page 1-2 outfits from this collection? That way, the regular and extra costumes are unlocked through the base game and your "Add All Appearance Options" mods, respectively
    5. mike9k1
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      The mods rely on the same datatable no matter what, so they do conflict (it's handled in a way whereby it's intended for this mod to override AAO, since this mod was always intended to be AAO + everything else).

      But if I were to make an unlockables version, any of the outfits that overlap with that mod would match the requirements of AAO's unlockables version.

      I think the NPC's being unlockable for certain things, makes this much more tantalizing as it could greatly expand upon that and incentivize quite a lot more within the game. (This obscure, mostly useless item to forge? Guess what, it unlocks an NPC you can use now!)
    6. FirestarterPRG
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      Just to clarify, just in case there's any conflicts and to cover all bases, would the DLC outfits remain unlockable via the special rewards menu, as in the base game? Including Erik's Switch-exclusive Wolf Wear, which several other mods have re-enabled access to, particularly the "Wolf Wear and Healer Plus Supplicant" mod by Demonlinizer5, which includes the supplicant accessories.

      I've also just encountered the bug where Rush of Blood doesn't register Jade's bunny outfit as being equipped and (successfully) went through the whole 3D-2D-3D solution detailed in the AAO posts section, and I wonder if making the outfits unlockable here would end up fixing that bug entirely.

      And lastly, a minor thing, the Restless Knight doesn't have the armored footstep sounds that Hero's and Irwin's versions do. Not sure if that has anything to do with the NPC itself, or the outfit, but I figured it was worth pointing out. It seems like a nifty alternative to the other Drasilian outfits, so I found the lack of clanky footsteps somewhat jarring.
  2. nepnepushiyo
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    Is skeleton swapping difficult even with cheat engines?
  3. Malik177
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    is the adult veronica skin in this mod? I checked and I can't find it
    1. mike9k1
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      Yes- offhand idk what the exact coordinate ID is, but I believe Adult Veronica should be included. It will likely be at the very beginning or the very end of the list.
    2. Malik177
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      hey mike is it possible you can add the default character outfits on to this? Like for example I want jade to have the model of serena wearing the saint dress outfit, or hendrick having the model of sylvando in his default outfit, and mc to have the pink bikini outfit model applied to him. (I want to play as jade in that outfit lol) This link gies more detail to what i mean. Costume Swap Cheat Table at Dragon Quest XI Nexus - Mods and community (nexusmods.com)
    3. mike9k1
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      Thanks for reaching out on Discord. Since you've been patient and were very polite about asking, I went ahead and added all the main character alt outfits into the end of the table (you'll have to scroll to the last pages for them). 

      This is the new version, v0.0.4.

      This was something I had planned on adding in short order, but since then i've been inundated with other projects. It was about time it had been done.
  4. BattlerNine
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    Are there some NPC swaps that need to be unlocked? I'm using the nondev version and there's some options missing on the Hero character compared to the Cheat Engine version. And in the dev version there's not as many pages as the image shows.
    1. Lue333
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      I only have 247 pages of then on the equipment screen. What bothers me, but also has me burst in laughter are the failed mesh on the faces during the HD cutscnes, such as when Sylvando is trying to make out what the lonalulu sailers are saying, before the tentacular fight.
    2. mike9k1
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      I believe one of the mod images (the one showing like 594 pages or so) is from an earlier version of this mod, which listed a number of coordinate ID's that were essentially 'blank' or unused (they just showed up as an invisible model). Those extra unnecessary entries were cleaned up in more recent versions so that you didn't have to scroll through all those entries. 

      @BattlerNine: Can you be more specific about what options you think are missing? As stated on the description, there are no custom / "mix-and-match" options as offered by Costume Swap (the older Cheat Engine version), but overall this is the simpler, better version to use.
  5. Nuckchoris
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    First of all, Mike9k1, you're a modding beast.

    Second, is there a way in which I can somehow do an edit so that one of the portraits actually replaces the base pc so that other portraits (like actual armor) can be added to the new chars.

    In other words, can I replace the luminary base appearance (such as npc UN01164) and be able to actually change her equipment portrait like with the drasilian skin or it's impossible? I do know there might be meshes or textures conflict, but I simply want to know if it's possible.

    I've gone through all the portraits available in the dev mod version and, honestly, there is not really any female options that isn't : villager, princess, barely dressed fighter. I like female characters to be a little more pragmatically dressed, even if it's just appearances.
    1. mike9k1
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      Not really, at least in the scope of this mod.

      Since these armors are all essentially their own model. What you're wanting would require a model edit- to add armor to a female character. At that point, it could replace an existing mesh or coordinate ID. (Maybe something like the Pinkish Princess mod, which would replace all of the Hero's models with a female version)

      At least, I assume this is what you mean by "portraits", and not something like the UI art or the like, which is also very much possible. I believe the Female Luminary mod includes some UI art replacements, for example.
  6. carfelre92
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    Hey man, first of all thanks for gread mod. I'm truly enjoying it!
    One question thou, when I choose Erdwin as the outfit it shows weird teeth modeling coming out from the mouth during the cut-scenes. It's totally fine during battle or moving around the world. Is there a solution for this, or did I miss out an important step?
    Thanks in advance :)
    1. mike9k1
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      No steps. That will just happen with cutscenes due to how animations work.

      And, to be even more detailed, some cutscenes will work fine and others will do this. For lack of a better word, this depends on whether "general" vs "cutscene-specific" animations are used, sometimes also called "relative" or "absolute" animations. 

      If you go wayyyy back to the old (OG) NPC Costume Swap and read the hundreds of posts there and since- this has been known for a long time.
  7. RuneStar13
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    Wanted to say that this is a fantastic mod!
    1. mike9k1
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      Really appreciate it RuneStar13, I hope you enjoy!
    2. mike9k1
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      Something I noticed while playing with the mod is that despite a small height difference between the hero and erik, the banged hairstyles for female characters work with eirk but don't with the hero. Also, I noticed that the hair and clothes physics for the end models work with everyone besides the hero. Why is that?

      (Hope you don't mind that I moved your question, I prefer to keep threads together like this)

      The short answer: every main character has a slightly different skeleton with differing heights (as you've noticed), but also different base meshes, etc. These affect how certain outfit features (hair, clothing, etc) behave.

      The long answer: I've probably gone into more detail on this before either in posts here or the older, more advanced mod (Costume Swap) that this one deprecated. Probably also numerous times in the DQ Modding Community Discord (linked in my profile) as well. At this point, I don't think I could add anything that hasn't already been said before lol.
    3. RuneStar13
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      ok. thanks for answering!
  8. RuneStar13
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    Something I noticed while playing with the mod is that despite a small height difference between the hero and erik, the banged hairstyles for female characters work with eirk but don't with the hero. Also, I noticed that the hair and clothes physics for the end models work with everyone besides the hero. Why is that?
  9. First: Love the mods! This is just amazing work.

    Second: I'm having an issue with costume names now after switching versions.
    I started off with the main v.0.0.2, and all the additional costumes for NPCs had their specific names attached. Once I removed 0.0.2 and installed 0.0.3, all additional NPC costumes are named "<end>". While I enjoyed browsing through every NPC character model, I preferred going back to the 0.0.2 version. However, after replacing the mod versions, all NPC costumes of the 0.0.2 version are now named "<end>" instead of their character specific name (King Irwin, Gemma, etc.)

    How can I restore the names of the character NPC costumes?
    1. mike9k1
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      Question: have you downloaded any other mods in the time between downloading v0.0.2 (9/15/22) and v0.0.3 (9/18/22) ?

      My first guess is that maybe another mod you've installed may have caused this. Since the names are pulled from certain localization files (I think it's DT_TextPackCommon in this case) and sometimes those files are shared between mods. One mod will end up overriding the other if they both rely on the same modified file.

      I know there are at least a couple mods that use the same localization file as this one. (And, in the vast majority of cases, it is possible to make these mods work together in some fashion, sometimes by simply changing the load order -- if need be I can walk you through that)

      -------------------------------------------

      If everything's correct (nothing overrides this mod), with v0.0.3 the unnamed NPCs should always have a coordinate ID listed
    2. Thanks for the swift response! And yes, I have installed several mods in-between main 0.0.2 and dev 0.0.3, about 27 to be exact! 
      The only one that I can guess that might stand out is the "All Appearance Options" mod, since that sounds along the same lines.

      But I wasn't aware we had the option of changing the mod load order! Might I take you up on your offer and learn how to do that?

      (EDIT)
      I found my way to the DQ Modding Discord, where I've learned that I can change the Mod Load Order by alphabetizing their file names. Now, whereas "pakchunk1-WindowsNoEditor_P_NPCAppearanceSwap_0.0.2.pak" loads earlier in the list of mods before the Project_Rebuild mods, I take it that it still should precede certain mods that utilize the "Project_Rebuild_ZZ_" filename format. Is that correct?

      (EDIT #2): I FOUND THE PROBLEM! "Project_Rebuild_ZZ_KX_Z_Alternate_Photomode_Animations_v1.0.2.pak"
      I just deleted that, and it's back to normal!

      (EDIT #3): Sorry for all the edits! Just wanted to let you know that Serena's costume for "The Seer" is using Morcant's model. Not sure if that was intentional or not since there was already a Morcant costume for Serena. I do recall there being a model for the female Seer in the v.0.0.3, though. Just thought it was worth a mention.
    3. mike9k1
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      Nice! Glad you were able to figure it out. That Discord is a pretty solid resource and most of us are (fairly) quick about responding on there.

      I'm willing to bet that mod uses the same table in order to add names for the new animations. So, for example, without that (say, the load order was changed such that this mod was loaded after), you might see something like '<end>' when trying to select any of the new animations when entering photomode.

      Since both these mods use entirely new rows on the DataTable, there is a way to make both work together, though it would require editing one of the mods' DataTables to add the new rows from the other. That's a little more involved, however, since it requires some additional tools (you can find the 'Mod Customization Tools' here on Nexus if you're particularly wanting this).

      In any event, it sounds like you're pretty happy going without the new photomode animations for now.

      (EDIT #3): Sorry for all the edits! Just wanted to let you know that Serena's costume for "The Seer" is using Morcant's model. Not sure if that was intentional or not since there was already a Morcant costume for Serena. I do recall there being a model for the female Seer in the v.0.0.3, though. Just thought it was worth a mention.

      Ah, i'm willing to bet this was an oversight, we probably ended up with both since I had some folks helping me find and add the names for the named NPCs in the list (since there's like...thousands lol)
  10. zoahx
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    Really awesome mod, I really love it and exactly what I needed to get into this game more. I was wondering tho, would it be possible to adjust this to make sure the parties weapons actually show on the models when running on the world map? they seem to disappear when they are equiped. I also do think this is better than the Table mod btw, much more convenient and conventional mod