Version 1.9.0 was just released which includes tons of new features, QOL changes and bug fixes. Some of these will make working with the toolkit a lot easier. I recommend that you to look into the changelog to understand the scope of this update and all its changes.
You can check out the wiki, for a detailed overview of all features, how exactly each editor can be used, resources that will help you while working, and more.
I also highly recommend checking out The Insurgent's Workshop which was specifically created as an alternative and helper to the toolkit.
If you run into any issues, feel free leave a comment with as much information as possible and I will take a look at it.
Last but not least, a huge thank you to everyone providing feedback, testing or endorsing my mods :)
Final Fantasy XII has long been my favorite game in the series and it does me good to see this mod existing. I was considering just another NG- run, but now I think I will have a little... fun. Still a NG- run, but I think I should push myself a bit harder this time.
Hey, you can only swap the entire model of a character, not specific parts of it. If you want to do that, you can try the asset converter by Roelin. If you want to swap the entire model, you can do so with battlepack editor -> party members (section 16).
You are welcome. And yeah, it would great if there were more character model mods. I would have probably given it a shot, but I don't have much experience with model editing, so I rather stick with what I can do :D Hopefully there will be more in the future.
Hey it's ya boy again haha. How exactly can I let my party members to learn/use enemy only skills using this Toolkit? (e.g aquaga) Tried editing it in via the Battlepack Editor (section 12) but alas it did not work. Apologies for continuously pestering you with these noobish questions.
You first need to make the action available for party members. You can do that by modifying the action properties in battlepack section 14. You need to give it a category and required content for it to show up in the battle menu. Then you need to set "no license" to 0 so that it requires one and add the action to a license in battlepack section 12. Once you have the license, the action will show up in your battle menu. Keep in mind that required contents are unique. Using one more than once comes with a lot of issues, check the wiki for those. Instead of modifying an existing foe action, you can also replace a reserved one. You basically copy all data from one action to the other, making it an exact duplicate and then changing the things I mentioned. This has the benefit that the changes you do to it have no effect on foes which can sometimes be important. Once you made the action available, you unlock it by acquiring its required content, be it in a shop, treasure, a reward, etc. You can also acquire it by observing foes in battle with mods like the insurgent's learnable foecraft. Also keep in mind that some foe actions simply do not work well when used by party members because their formula permits it. If you want to change that, you can change the used formula or modify it with the insurgent's forge.
I've been hopping through the wikis for this toolkit, the forge, and the workshop. While I've found section 13 of the battlepack editor to enable elemental properties and base stat additions like strength and magick, I'm having a bit of trouble finding out where to edit things like the weapon's actual Attack bonus, combo rate, and CT.
I'm looking to edit the stats on the Treaty Blade more thoroughly. I hope I didn't somehow miss it in an obvious place on the table.
The wikis only contain so much information. Most of the time just things that explain how to use the tools / scripts, but not every single detail about what they contain, as I simply do not have the time for that. The toolkit is huge, it would take me months to document every field and feature.
The weapon attack power, combo rate, charge time, are all in battlepack section 13. As for attributes, if you are gonna modifying a lot of them, I recommend mapping each equipment to one attribute with the workshop. Otherwise modifying one attribute may affect more than one equipment. I created a script to automate this and shared it in the modding discord. So you can also just grab that. I will include it in the toolkit's next release.
iam sorry but can u maybe give me an explanation on how to enable summons from the start of the game? i opened your file with the cheat engine but then i really dont know what to do i searched everywhere on the wiki but cant find any help with adding summons
Use the inventory editor to make Espers available. You simple search for the name, confirm it, set count to 1 and add them. Then you can acquire them on the license board.
Not really, no. You can use it to achieve that, but it's no point and click adventure. It requires some actual time and effort to do all the edits to be able to play as any character in the game.
Hi there! I hope it is okay to ask another question. All of your earlier suggestions worked just fine - thank you so much!
Yesterday, i was trying to add (permanent or temporary) augments to my party. I tried different functions, such as 2xAP, +500HP and thievery.
For this, i used the "Save State Editor", chose "Vaan" as character, checked the boxes (i also tried to check "start" and "end" in the editor), and i tried using it ingame with and without visiting a save crystal when i made changes. The augments did not seem to apply. I really tried to figure it out without having to ask again, but i am a little stuck it seems. Again, i am certain it's my mistake, but i cannot find out what i am doing wrong. :O
Hey, feel free to ask as many questions as you need, as long as you cannot figure it out yourself with a little bit of tinkering or checking the wiki.
You almost never want to tick any of the checkboxes. That freezes the value (mentioned in the important notes section of wiki). If you want to enable an augment, you set its value to 1. If you want to disable it, you set it to 0. The "start" and "end" fields in the save game editor are also only there for information (hence the color). There is nothing to edit about them.
Permanent augments are applied to a party member by default with bp s16, license nodes or equipment. Temporary augments can be applied with actions. If you enable an augment for a party member with the save game editor, you will lose it again when their stats are refreshed (e.g. save crystal, after getting hit, and more). So I suggest you give them an augment with any of the ways mentioned above.
Also, if you need guidance on how to do something specific you couldn't do by yourself, you can also join the modding discord (linked on the mod page) and ask for help there. It might be easier, but you are also free to keep asking here, whatever you prefer.
Thank you so much! I will try this as soon as i can. I am so grateful, it's really incredible that you're taking your time to give comprehensive and patient replies like this. To me, you're making the whole game worth re-playing again. =) Thanks!
Hi there! So i have to export the changes from the battlepack editor to make them work? Because it seems that nothing happens when i try to change the stats directly ingame. I tried to go by "battlepack editor" - "Party members - Vaan" - "Stats" and changed his stats a little just to test it, but nothing happened. So exporting it to a mod is a must, right? I also tried it in the "Savegame editor" section, but the "Battle Info" says "ineffectual", and the path "party members" - "Vaan" - "stats" also seems to do nothing at all.
Sorry, i really tried to see through the wiki, but i cannot find the solution there. :( I would be very glad for some help. I simply would like to adjust some stats to make the party members a little more even.
The toolkit and cheat engine are the latest releases, so it's a user error. X_x
Hey. The battle info group in the save game editor which is marked as ineffectual is only useful for debugging purposes. You are not supposed to modify it. You have to apply the changes to the other one, but even if, I would not recommend modifying the stats in the save game as they can be reset when they are recalculated (save crystal, level up, ...). They are calculated based a lot of factors like battlepack section 16, equipment, augments, licenses, and more. There are only a few exceptions to this like the stats which start with "default ...". If you modify the default stats in the save game editor, they will instantly apply and also be there when you reload the save after reopening the game. If you modify the stats in the battlepack editor, you have to export the section and install it as a mod for the changes to be present the next time you start the game. To test your changes, touch a save crystal to refresh your stats (or use the script in the party member editor). Only then the values will be updated, as there are only checked when needed like with all data. If you want to make a party member stronger (by default, not tied to equipment, licenses, ...), then modify their stats in the battlepack, and then refresh them. If you want to ensure their stats matches their level, you can also recalculate them with the party member editor.
Thank you so much for your prompt help! I don't have time to test it immediately, but i am pretty sure i can get what i need with your help. What's the best way to support you for your hard work? I would like to show some gratitude!
Hey, I assume you used the option to add all items at once to your inventory. In such a case, you will also add some reserve items which do nothing. To remove them again, use the option to remove a single item, select the item by searching for it in the drop down list, and then remove it.
No. The saves between the PS2, PS4 and PC version are not that different, but the last 2 are encrypted. The latter can be bypassed if needed, but not the former as that would get me in trouble. I could technically add a script that allows to load unencrypted PS2, PS4 and PC saves, but even then you would need to decrypt them yourself and I doubt many know how to do that. Even if they knew, a feature like this is not really on my high priority list of things to add tbh.
There is a paid program for PC that can decrypt/encrypt PS4 saves. It has built in cheat codes for many games and let's you add own custom codes too. I tried to search for more codes to FFXII but there does not seem to be any working ones so that's why i started to wonder could it be possible to convert saves or cheat codes from PC to PS4.
Edit: I can see why this might not interest you but if you ever decide to add the script and need decrypted FFXII PS4 save files then i can send them to you if it helps.
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You can check out the wiki, for a detailed overview of all features, how exactly each editor can be used, resources that will help you while working, and more.
I also highly recommend checking out The Insurgent's Workshop which was specifically created as an alternative and helper to the toolkit.
If you run into any issues, feel free leave a comment with as much information as possible and I will take a look at it.
Last but not least, a huge thank you to everyone providing feedback, testing or endorsing my mods :)
Cheers to you from this old man.
I wanted to use Basch's Dark Suit head model with other mods that edits Basch's clothings.
I'm looking to edit the stats on the Treaty Blade more thoroughly. I hope I didn't somehow miss it in an obvious place on the table.
The weapon attack power, combo rate, charge time, are all in battlepack section 13. As for attributes, if you are gonna modifying a lot of them, I recommend mapping each equipment to one attribute with the workshop. Otherwise modifying one attribute may affect more than one equipment. I created a script to automate this and shared it in the modding discord. So you can also just grab that. I will include it in the toolkit's next release.
Yesterday, i was trying to add (permanent or temporary) augments to my party. I tried different functions, such as 2xAP, +500HP and thievery.
For this, i used the "Save State Editor", chose "Vaan" as character, checked the boxes (i also tried to check "start" and "end" in the editor), and i tried using it ingame with and without visiting a save crystal when i made changes. The augments did not seem to apply. I really tried to figure it out without having to ask again, but i am a little stuck it seems. Again, i am certain it's my mistake, but i cannot find out what i am doing wrong. :O
You almost never want to tick any of the checkboxes. That freezes the value (mentioned in the important notes section of wiki). If you want to enable an augment, you set its value to 1. If you want to disable it, you set it to 0. The "start" and "end" fields in the save game editor are also only there for information (hence the color). There is nothing to edit about them.
Permanent augments are applied to a party member by default with bp s16, license nodes or equipment. Temporary augments can be applied with actions. If you enable an augment for a party member with the save game editor, you will lose it again when their stats are refreshed (e.g. save crystal, after getting hit, and more). So I suggest you give them an augment with any of the ways mentioned above.
Also, if you need guidance on how to do something specific you couldn't do by yourself, you can also join the modding discord (linked on the mod page) and ask for help there. It might be easier, but you are also free to keep asking here, whatever you prefer.
Sorry, i really tried to see through the wiki, but i cannot find the solution there. :( I would be very glad for some help. I simply would like to adjust some stats to make the party members a little more even.
The toolkit and cheat engine are the latest releases, so it's a user error. X_x
or how does CE know what item i mean
There is a paid program for PC that can decrypt/encrypt PS4 saves. It has built in cheat codes for many games and let's you add own custom codes too. I tried to search for more codes to FFXII but there does not seem to be any working ones so that's why i started to wonder could it be possible to convert saves or cheat codes from PC to PS4.
Edit:
I can see why this might not interest you but if you ever decide to add the script and need decrypted FFXII PS4 save files then i can send them to you if it helps.