Thanks for sharing this! I talked to him multiple times after getting to Jahara but he still didn't have the new line. I took a guess and entered Giza Plains, then returned, and then he had the new line. Worked like a charm!
Wonderfull mod... too bad it doesn't help me for my intended use. I want to have a sandstorm in Westersand wich need to have rain in Giza. But as your mod reset each time you get out of the zone, I can't have my sandstorm ^^ Still : very nice work.
I installed this and I got a runtime error. I installed the runtime package and reinstalled the mod... but now Weather Eye won't even tell me his name (he's still labelled "Adventurer") and there's no option to wait with him for the weather to change... Any suggestions on how I can fix this? (Yeah, I know, it mentions this problem on the Description page... didn't see that until after. Oops...)
Some flags are being written to the save area which are later checked in quests. I'm not really sure which ones are these, but I guess it could lead to some out of order events and such. I didn't have time to test it, so I went with the safe route.
Giza Plains are special, because there are two completely separate maps for each area. Changing between rains and dry requires changing some globals just before a jump or using chocobo, changing two models on the fly, changing jump groups and jump coordinates, etc.
Changing weather conditions (eg. Sandstorms, rain/ storm) in other areas is much easier.
i see , then depending on what we want from the rain or the desert in the giza plain we could also chose a different solution, for example we can make sure that those hunting monsters that come up in the rain can also come up during the dry period , and the same goes for the other monsters that usually appear during the dry or during the rain
Making mobs spawn 100 percent of the time is actually very easy task. Changing the conditions to something else usually requires some work, but I mean minutes rather than hours ;)
i see, but it will be worthy to dedicate those hours anyway , after all i still have to spend some hours for what i will do with the damn rare monsters and the bosses: all the bosses in the swamp of nabudis including the imperial army, all the hunting monsters in the necrol of nabudis, all the are monsters in the phon coast , all the spirits and the elementars in the western desert of dalmasca , and they will just respawn constantly like normal monsters, just like the Brainpan in the pharos at ridorana that respawn without have to exist the area :D, and i will share the files here so i will spare the fatigue to everyone
Forgive me if this is a stupid question, but can these mods of yours (specifically this mod, the Trials mod, and the Red Choco mod) be added AFTER a game is in progress? I'm pretty sure the Trials mod is okay, but not sure about the others.
Also, while I'm pestering you, is this compatible with FF Struggles and Freedom? Eternal believes there are no conflicts, but I figure its best to ask BOTH mod authors.
Yes. Both mods (this and trials) can be installed while the game is already in progress.
And yes. Both mods (this and trials) are compatible with SFF, but you should install them over SFF to avoid crashes (install SFF first and then my mods - it's a matter of different ways to patch filesizetable_us.fst - supplied prepatched files vs patcher that changes only necessary entries).
As for the chocobo mod (and possibly the trial mod - but only for stage 1 and stage 100) - if you install it over SFF, enemy stats changed by eternal's mod will be kept, but treasure chest modifications (if any) will be lost. The mod will work, though. I'm not sure whether eternal has made any edits to treasure chests in these two locations.
Thanks for that info. A follow up question is then how does DrakLab order load orders? Does it just load down the list (so those are the bottom have priority) or do the numbers correspond to priority directly?
I ask Eternal about the conflict again. SFF does not affect the drop for the Red Chocobo, nor changes the treasures in floors 1 or 100.
22 comments
I want to have a sandstorm in Westersand wich need to have rain in Giza.
But as your mod reset each time you get out of the zone, I can't have my sandstorm ^^
Still : very nice work.
"Mod archive with support for Vortex mod manager."
I think you are too lazy to not look at the Files Tab of the mod pages.
Changing weather conditions (eg. Sandstorms, rain/ storm) in other areas is much easier.
Also, while I'm pestering you, is this compatible with FF Struggles and Freedom? Eternal believes there are no conflicts, but I figure its best to ask BOTH mod authors.
And yes. Both mods (this and trials) are compatible with SFF, but you should install them over SFF to avoid crashes (install SFF first and then my mods - it's a matter of different ways to patch filesizetable_us.fst - supplied prepatched files vs patcher that changes only necessary entries).
As for the chocobo mod (and possibly the trial mod - but only for stage 1 and stage 100) - if you install it over SFF, enemy stats changed by eternal's mod will be kept, but treasure chest modifications (if any) will be lost. The mod will work, though. I'm not sure whether eternal has made any edits to treasure chests in these two locations.
I ask Eternal about the conflict again. SFF does not affect the drop for the Red Chocobo, nor changes the treasures in floors 1 or 100.