Please note that this mod only works when starting a new game from the main menu, or when loading a save file of a playthrough that was started with this mod. This mod does not work and has no effect when loading a save file of a playthrough that was started without this mod.
I recommend using Vortex mod manager to get this mod running easily, so install it if you don't have it yet. As soon as you add your FF12 game to Vortex, it should prompt to install some mods for FF12 that are necessary for installing other mods. Please install the prompted mods. It should end up installing FF12 External File Loader mod. If it doesn't, please go to that mod page and install it first. After making sure FF12 External File Loader mod is enabled, you can then go ahead and install my mod in Vortex.
This mod modifies the game's base activated licenses data to activate all licenses, for all jobs, for all characters. The jobs you pick have absolutely no effect. Every character can use every piece of gear, spells, etc. regardless of jobs chosen, as long as you obtain the actual gear and spells.
The game only reads the base activated licenses data at one specific time: when starting a new game from the main menu. Whenever you load a save file, it always reads your activated licenses data from your save file and ignores the game's base data. This is the reason this mod will not work with a save file of a playthough that was not started with this mod.
Once you save a new game that was started from the main menu with this mod active, that particular save file will keep all the licenses activated for all the jobs and characters, even if you remove this mod. Progressing and saving further with that save file will continue to keep all the licenses activated, you will not lose them.
There's no need to remove the mod, unless if you want to start a new game with the normal default activated licenses instead. This also means you could have one regular save file with the game's default licenses activated for a legit playthrough while having another save file with all the licenses activated for a cheating playthrough. You can then load, play and save further progress with whichever playthrough you want and it does not matter if this mod is installed or not.
5 comments
Please read the following instructions and troubleshooting if you are having any problems, thank you!
I have updated this mod to properly support Vortex mod manager. There are no other changes.
First, I suggest complimenting this mod with my Giza Plains Epic Chests mod.
Please note that this mod only works when starting a new game from the main menu, or when loading a save file of a playthrough that was started with this mod. This mod does not work and has no effect when loading a save file of a playthrough that was started without this mod.
I recommend using Vortex mod manager to get this mod running easily, so install it if you don't have it yet. As soon as you add your FF12 game to Vortex, it should prompt to install some mods for FF12 that are necessary for installing other mods. Please install the prompted mods. It should end up installing FF12 External File Loader mod. If it doesn't, please go to that mod page and install it first. After making sure FF12 External File Loader mod is enabled, you can then go ahead and install my mod in Vortex.
This mod modifies the game's base activated licenses data to activate all licenses, for all jobs, for all characters. The jobs you pick have absolutely no effect. Every character can use every piece of gear, spells, etc. regardless of jobs chosen, as long as you obtain the actual gear and spells.
The game only reads the base activated licenses data at one specific time: when starting a new game from the main menu. Whenever you load a save file, it always reads your activated licenses data from your save file and ignores the game's base data. This is the reason this mod will not work with a save file of a playthough that was not started with this mod.
Once you save a new game that was started from the main menu with this mod active, that particular save file will keep all the licenses activated for all the jobs and characters, even if you remove this mod. Progressing and saving further with that save file will continue to keep all the licenses activated, you will not lose them.
There's no need to remove the mod, unless if you want to start a new game with the normal default activated licenses instead. This also means you could have one regular save file with the game's default licenses activated for a legit playthrough while having another save file with all the licenses activated for a cheating playthrough. You can then load, play and save further progress with whichever playthrough you want and it does not matter if this mod is installed or not.
When i use draklab it says something like overwrite