Final Fantasy XII: The Zodiac Age
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notrustk

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notrustk

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12 comments

  1. zoahx
    zoahx
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    Hey dope mod! I was wondering would it be possible to make a mod where the gun models are flipped differently when they are on the backs of characters? they look so awkward with a lot of the guns facing forward, I feel they would look more natural facing sideways
    1. notrustk
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      Thanks!
      I definitely think a programer, like Xeavin, would be able to pull something like that off.

      But if you are interested in the novelty, I can learn to edit 3D models for this game and flip the model. (unfortunately with this method, guys would shoot sideways) unless by some miracle I find a weapon bone on the character model.
  2. Khronikos
    Khronikos
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    Nice job on these. Some of the textures in this game are just not very good. It makes a difference.
  3. moogy777
    moogy777
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    Durandal is partly invisible, i can see like 30% of the sword.
    Only bug ive seen so far at least
    1. notrustk
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      Thank you for the feedback Moogy777, it seems I accidentally cropped a texture a while back instead of resizing it. I pushed a fix along with an update earlier today, even though I was not as quick as I would like to be.
  4. DarkChaplain
    DarkChaplain
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    Thanks for all the retexture mods so far!

    I believe I came across a bug with this one. I wasn't able to leave Rabanastre after using the mod for hours out and about, after getting Basch into my party and equipping him. After some troubleshooting, it appears that equipping him with the "Iron Hammer" immediately crashes the game while out in the field. Loading a savegame in the field where he has it equipped crashes a second into the blackscreen before anything gets rendered.

    Might you be so kind as to look into this on your end?
    1. notrustk
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      Hello DarkChaplain, the mods have been fun to put together and share, I'm glad you like them.

      Thank you for specifing the individual item that causes the crash, that saves me a huge amount of time.

      I think the game is just loading the iron hammer's texture and I somehow managed to corrupt it. The textures files are very easy to corrupt forever and require a replacement file if they are saved in the wrong file format/ DDS format/ res size and just about if anything is wrong. I semi-auto-ed all of these textures, so God knows I might have broke something.

      I'll get a look at it when I get home tonight at 10 CDT, and try to push an update.

    2. DaedalusMachina007
      DaedalusMachina007
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      Thank you for the bug report! <3
      Saves the rest of us a lot of hassles trying to fix things. I actually had this mod installed but just started and didn't get to that point yet. Now I can replace with the fixed version without issues before Basch crashes the game ;)
  5. dialnforninja
    dialnforninja
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    How to install this? DrakLab won't load it, but the popup is not very helpful, simply saying there was an error loading the mod and to check the log, but the log is just a list of files with no actual information about what's wrong either. The same is true for the NPC and Monster versions, which I suppose is why there's a specific DrakLab compatible version for the party members.
    1. notrustk
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      "Extract the folder "ff12data" from the zip, rename the folder to "Weapons Re-Upscaled 1.2.0" and when you click "Add Mod" navigate to the folder you just renamed."

      The DrakLab Mod Loader is not that smart, it requires the mod to be in a folder that will be selected in DrakLab. This folder that is selected has to have the "gamedata" folder directly inside of it. Sorry, I have "gamedata" hidden inside of the folder "ff12data". I have the ff12data folder for vortex compatibility, but it still is compatible with everything.

      I figured it would be easiest to=

      1. open up the downloaded file with WinRAR or 7zip
      2. drag and drop "ff12data" onto the desktop (or anywhere you want)
      3. Rename "ff12data" to "Weapons Re-Upscaled 1.2.0" (or whatever you want)
      4. Open DrakLab
      5. Click "add mod"
      6. Navigate to the file you just renamed

      If you just click "extract here" there will most likely be an extra folder named the same thing as the zip file. Not to mention the ff12data folder will still be in the way.
      I hope that was easier to understand.
    2. dialnforninja
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      Much, thanks. I only just got started messing around the TZA, so even the very basics beyond "use this tool to install" are new to me :)
    3. DaedalusMachina007
      DaedalusMachina007
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      I would recommend joining Discord to get further assistance with technical issues. Should be a link to the FF12 Modding Discord server if you poke around the Steam forums.

      If you ever have issues with any of my mods or just want some generalized help on using Draklab or other modding tools, you can also join my Discord (which I linked on my mod page under articles).