Final Fantasy XII: The Zodiac Age
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  1. Xeavin
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    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 :)
  2. StormiestPlayer
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    Hi, I was trying to brute force reverse NG+ on my first playthrough by lowering prty members lvls down to 10 but they haven't been growing normally. It looks like they won't be able to scale until I get their exp count under the required for that level but I can't find a function to do that.

    I am currently just barely past freeing Basch at the time of writing, if that helps at all.
    1. Xeavin
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      Hey, manually setting a character to a specific level via the save game editor is not a good idea as that doesn't account for their current stats, exp, and more. You should use "party member editor -> reset level & stats" instead which was exactly created for this reason. You may even need to reset Guests and Espers if they are higher than level x. If they are below, it should be fine as they will be leveled up once they join or are summoned. If you messed with their stats at any point, you should still reset them to avoid any issues though. As an alternative, you can also reset your stats via Dalan if you are using The Insurgent's Manifesto.
  3. nicola1122
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    Hi, I am trying to use this toolkit to modify characters stats, but it doesn't work for me. I can't change base stats, xp or lp at all. Other features like adding characters to party are working. 
    p.s. I am using the latest steam version of the game
    1. Xeavin
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      Hey, you are probably editing the battle info with "ineffectual" in its description. You need to edit the other one that actually has an effect on the game. The former is a remnant from a game update and only useful from a technical perspective. If it still doesn't work, make sure to touch a save crystal afterwards to refresh your stats. If it still doesn't work, you are probably editing stats that are overwritten by the game every time a character's stats are refreshed. For example, the attack power is calculated by your weapon so there is no point in setting it manually. To edit those permanently, you need to edit the weapon itself via the battlepack editor and then create a mod out of it.
    2. nicola1122
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      Thank you for the explenation, I was making both mikstakes ^^" Working perfectly right now, thank you so much!
    3. Xeavin
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      No worries, have fun modding :)
  4. SquallLokhart
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    Hi there, i'm managing to change a lot of things thanks to your explanations and the wiki article, thanks for all your work
    As i was changing the attributes of equipments i noticed the attribute's section has 176 pre setted attributes (which we can always edit)
    but since we have 577 equipments in total, i fear that maybe i'll be needing more than 176 attributes
    If i were to add more attributes to count, and also edit their values, would the toolkit support it? Or it would mess things up?
    1. Xeavin
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      Hey. You cannot add entirely new attributes by just modifying the count field in the toolkit. That is only there to provide information which you can also know by its color (green). The toolkit can only modify already existing data. So if you want to add new attributes, you need to use the workshop. After your make your changes, you can install it as a mod and the toolkit will pick up the new attributes as expected. You can either continue using the toolkit to edit the attributes itself, or use the workshop, whatever you prefer.

      As an alternative, you can download a custom battlepack section 13 file made by Eochaid in the modding discord. That one has one attribute per equipment, all in proper order, which makes it easier to edit attributes.
  5. gittonsxv
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    I've been trying to work out how to increase the duration of buffs, but I can not figure out the info. 
    The guide I've been using is a few years old so I think it's just too out dated. 
    I'm using a mod, Foreign Lands, so maybe that's changing the data?

    I downloaded cheat engine, and the tool kit. 
    FF12 is running, cheat engine on, the table is loaded. 

    I go down to The Insurgent's Toolkit (steam)
    I check Battlepack Editor.
    15, status effects 

    But nothing here makes sense. 
    Count (in green)
    Identifier - Value: KO (in orange)
    Name - Value: KO
    And then various things that don't make sense. 
    Name, display order?, unused, flags etc all the way down. 
    I see Duration but it's got a value of 255. According to the guide, due to bytes that should be the limit and give around 4-5min of buff time.
    But none of my buffs are lasting that long at all, Decoy for example. So where and how do I increase buff timers?
    1. Xeavin
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      The toolkit is compatible with everything, it doesn't matter what kind of mods you are using. It also displays the data of a structure in the exact order its written in and includes any unused data if present. So while one field may be unimportant to you, it might be useful for someone else (e.g. debugging). So just change whatever you need for your goal and feel free to ignore the rest.

      The count, identifier and name fields are normal to every single editor in the toolkit. It's purpose is explained in the wiki. There is also a page on how to use the battlepack editor, so if you read that, you should understand how to navigate from one status effect to the other.

      I am not sure what guide you are using, but the wiki and its other resources are the only thing that you should need. Granted, it doesn't mention everything, but that's because I simply don't have time to write down how every little thing works in the toolkit. One of those things is the duration. A max value like 255 is sometimes used for edge cases. In this case it means that a status effect should be applied until removed (e.g. Blind). So the real max duration is 254.

      As for how its calculated, it depends on a couple of things. For example if the status effect is negative or positive (set under flags).
      If negative: 2 * duration - vitality * duration / 100.
      If positive: duration + vitality * duration / 100. In addition, multiply by 1.5 if the caster has the spellbound augment.

      If you want, you can calculate it yourself and compare it with the duration mentioned in the wiki here.
    2. gittonsxv
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      The Wiki is very useful and I am using that, yes. But the section on buff effects is extremely limited.
      It's basically 2 sentences with 0 explanation on what or how any of it works, thus my confusion on duration. 
      From your explanation I think I can figure out that setting the value to a lower amount like 240 will actually increase the duration. 

      The guide btw was mostly a guy explaining how to use the toolkit to increase buff timers. I just could not understand it either. 
      I shall try lowering the value, exporting as a mod, then fusing it with the mod, and testing buff length via decoy later day.
      I hope this works. 
    3. gittonsxv
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      Nope, no matter what I do I can not increase the duration of the buffs. 
      I am very confused on what I need to do and I would appreciate help, and some more detailed info if you can give it.
      The original comment I was following for info mentioned "each status effect" would be listened in the cheat engine.
      But I'm not seeing ANY status effect in that section, only 1 vague 'duration' thing and setting that to 240 does not increase buff length at all. 
      I don't get it. 
    4. Xeavin
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      I am not sure what else you are expecting me to explain. Status effects are configured under "battlepack editor -> status effects". Each status effect has an identifier. If you want to edit status effect x, you change the identifier to x to see its data and then edit it. It's literally that simple. As a test, you can change the duration of a status effect to 1 (e.g. Haste), cast it via an action and you will see that it barely lasts a few seconds. If you see no change, then you have most likely messed up somewhere while navigating cheat engine. It's impossible for me to know really. If you are still having issues, feel free to ask for help on the modding discord. Maybe someone there can guide you step by step. You could also just try things out by trial and error.
    5. gittonsxv
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      "If you want to edit status effect x, you change the identifier to x to see its data and then edit it."
      The wiki does not tell me that, the comment from the guy did not tell me that either.
      That would be my problem I think. Thanks for the hint on how this works.
    6. Xeavin
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      The "important notes" page on the wiki does mention that fields marked in orange "should be manually modified whenever you want to view, modify or export other data." I thought this would be enough to understand how you navigate every single editor in the toolkit. I mean at worst, you should find it out eventually by just trying things out. The identifier field even says "KO" once you activate the script. That alone implies that the data you see is that for the status effect "KO". Anyway, I will see if I can add a sentence here or there to make it even more clear.
  6. Fazy5
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    Hi,

    Great mod.

    But I have some issues here. On your wiki, while working on an item's attribute in the battle_pack editor>Equipment & Attributes, making changes, and after exporting you say on your wiki to create "ps2data\image\ff12\test_battle\us\binaryfile\battle_pack.bin.dir", create where?

    Also, I used vbf explorer to extract the whole ps2data from the vbf, but it has battle_pack.bin. how do I make it a directory where I can put in my exported section 13 file? Any help is greatly appreciated.
    1. Xeavin
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      Hey. You can create the "battlepack.bin.dir" directory anywhere you want, it does not matter. Only the directory structure (the whole path) needs to be correct for when you install the mod. Otherwise the game won't recognize what file you are trying to overwrite.

      Now the battlepack is a file with multiple sections. If you only change one little thing in one section, you should rather avoid overwriting the entire file and only replace the specific section instead. This is done by creating a folder named exactly like the file and adding the ".dir" extension after it. Once you do, you can put any section of said file into it and only replace that. This feature is provided by the External File Loader that we use to load mods without modifying the big .vbf.

      Btw, the toolkit doesn't require you to extract anything from the .vbf as it works with the data that is already loaded by the game. Only if you want to do additional things that the toolkit has no support for (e.g. edit game text), you actually need to extract game files and edit them with other tools (e.g. workshop).
    2. SquallLokhart
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      Hi mate, sorry if my question is kinda stupid, it's my first time modding
      so if i already have a battle_pack.bin properly saved in the correct folder, but i wanted to make only some slight changes to this file... instead of overwriting the full archive i should only alter, say, section 14 of the battle pack and then export it with the name "section_014.bin.dir" to the same folder where the battle pack file is?
    3. Xeavin
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      Hey. The ".dir" extension is used to overwrite specific sections of a file (e.g. battlepack). If you want to edit only some sections of the battlepack, you create a folder called "battle_pack.bin.dir" (same as filename + ".dir" extension). Afterwards you put any sections you want to overwrite in it. Those should be named without the ".dir" extension (e.g. section_061.bin). Now if that section also has some sections in it you want to overwrite, you can do the same thing again. So create a folder called "section_061.bin.dir" inside "battle_pack.bin.dir" and put any sections you want to overwrite in it (e.g. section_000.bin). It's like a folder structure.
    4. SquallLokhart
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      Hey, thanks for the reply, and also thanks for the amazing features your toolkit has, as well for your great patience replying to all of us here.
      I guess i understood what you said, let me just clear one thing out and also ask another 2  things

      1) so i should just export "section_xxx.bin" to the same folder structure of the battle_pack.bin.dir and the mod automatically recognizes it (if i have a mod active with this structure) or do i need to re-pack the whole thing and then re install it with vortex?

      2) The same applies to if i change a license board archive using zodiac planner? Like, i just edit the archive representing such board and replace it in the respective folder of the already active mod?

      3) I am studying the wiki, but i still haven't figured out how can i change the class of a magick spell, like making regen a time magick. Also, if i were to succeed on this, i yould also have to change the licenses via zodiac planner or do i have a means to do that with insurgent's toolkit?
    5. Xeavin
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      1. Vortex is just a mod manager that helps you install mods. You do not need it to use mods at all. You only need EFL for that. My suggestion when modding would be to create a custom folder in "{game}/mods" called "whatever", open the "x64/modules/config/ff12-file-loader.ini" and under "paths", add "something=mods\whatever" add the top. Afterwards you can put all your mod files in the "whatever" folder (with proper vbf structure in mind) and won't need to use Vortex every time you want to test something. Most mod files are instantly recognized by the game (you need to change location at worst). However, the battlepack is only loaded on game start, so if you export your changes with the toolkit, drag and drop it into your custom folder, you need to restart the game to check if your changes are still present. If not, you did something wrong during export, or when placing the files in the mod folder.

      2. It's best to not mess with another mod's files directly. Simply install your mod after it and solve any conflicts either via Vortex or by setting up custom mod folder like I mentioned above where your mod will overwrite its changes anyway as the priority in the "paths" section is top to bottom and the "mods\deploy" path where Vortex installs mods to is placed at the very bottom.

      3. The wiki doesn't contain every single information. Some stuff you need to figure out yourself by just checking it out. In this case, you can do that with "battlepack editor -> actions -> battle menu category. You can also change licenses with the toolkit just fine. If you want to change the board itself though, best to use Zodiac Planner. The workshop does support it, but I would only use it if you plan to do any mass editing as otherwise visual based editing is much more superior over text based one.
    6. SquallLokhart
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      thanks mate, it helped me a lot!
      only one problem tho, when i opened the options in section 14 actions > battle menu category
      it only allows me to categorize between "magick" or "technick" or else... it doesn't let me specify exactly which type of magick category, y' know? =(
    7. SquallLokhart
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      by tinkering with the tool a little more i think i discovered it:
      the type of magick along with other important specifications are under the "second flags" check and other important stuff are located in the correlated "first flags"
    8. Xeavin
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      Oh right, that was just the main category. Magicks have an additional category that's defined in 2.flags. There is a ton of things that you can modify with the toolkit which is why not everything is immediately visible. So it's a good idea to always look around a bit first.
  7. japsk8er3
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    Anyone know how to add abilities "auto protect, etc" to weapons or armor? Adding elemental effect was simple enough, but couldn't figure out abilities if it's even possible. 

    I would appreciate the help if anyone know the answer.  Thanks.
    1. Xeavin
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      Hey, it's anyone. Abilities are actions like white magick, attack, etc. What you are referring to are status effects. In case of a weapon, they can either be applied to a target on hit, or be permanently active for the character that wields it. Both of these options can be changed with the battlepack editor.

      If you want a weapon to apply a status effect to the target on hit, you add it under equipment -> remains -> weapon -> status effects. This will only have an effect if the weapon uses a formula that supports adding or removing status effects.

      If you want a weapon to add a permanent status effect to the character that equips it, you add it to the equipment's attribute under attributes -> status effects. To know what equipment uses what attribute and how to exactly change it, check the wiki. If you want to add an entirely new attribute instead of reusing an existing one, you will have to add it with the insurgent's workshop as the toolkit can only edit already existing game data.
    2. japsk8er3
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      Okay thanks for the quick response. I did notice that you could apply status effect via "hit", and I figured it had something to do with using the attributes section because it was the only location with status effect table, but I couldnt figure out how update the list. I noticed you replied to something similar to list awhile ago, so I'm gonna give it a shot later. Thanks again!
  8. romytickle
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    Hey Xeavin I'm really sorry to post this here but I'm not sure where else to look or ask. Is it possible to change a characters height with this? and if not, is there a way to do it? 
    1. Xeavin
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      Hey, you should be able to do that by editing a character's model with FFXII Asset Converter. For example, Vaan's model is in "gamedata\d3d11\artdata\chr\chara\c10\c1004\mws\c1004.dae.phyre". If you have any further questions, better to ask in the posts section of the above tool, or even the modding discord.
    2. romytickle
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      Oh okay! I had done that with the VBF Browser and converted it to fbx. I had scaled the mesh and armature down but once I had put the model in game only the mesh was edited and the armature was still the same which left me with odd results :( I haven’t tried the Asset Converter. Do you think that’s why the armature didn’t change or is that something I’m doing wrong in blender? Also I’m really sorry for dropping this all on you. I really appreciate your responses. :( ❤️
    3. Xeavin
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      The old character models (.cm) are still used in specific cases. Maybe this is one of them too. One case I know for sure is that they the animation files (.ca) reference them which is why using the animation file of one character for another can result in them looking very weird and even change their height. Noesis is able to view these files to some extent (rename to .ff12m and .ff12a), but there are no tools available to edit them really as no one ever reverse engineered the format.
  9. Zequinha
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    I want to add the Parry\Counter\Counter Plus\OG Gauntlet Augment to my characters, i should use the save game editor Battle Info (0x8004 Bytes) permanent augments category or something else? when i save these augments get removed.
    1. Xeavin
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      Permanent augments are applied to a party member by an equipment or by default via battlepack section 16. If you add them manually, for example via the save game editor, they will be refreshed in specific cases (e.g. touching a save crystal). So if you want to do those changes permanently, edit battlepack section 16 via the battlepack editor and make a mod out of it. If the augments you want to edit are not available there (only half of it is), then you could also create an equipment with said augment that requires no license instead, but then you always gotta were that equipment so it is not a perfect solution.
    2. Zequinha
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      Which unused Actions i can change without worries? i want to make some Earth\Wind\Water spells
      and how do i remove the HP critical requeriment for First Aid, i want to make it work like Salve from FFT, Blind, Silence, Poison removal.
      or how i make it so Revive don't KO the user, but it only gets the revived toon 1 HP
      and can i make the sun stone side quests to be available before doing the sewer stage? i changed the Bow & Bodkin bazaar recipe to require Holy Stone instead of Dark stone, but i need them available earlier.
    3. Xeavin
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      1. Which actions can be safely changed are listed in the wiki. The best approach is to replace existing spells (excl. unused ones) instead of trying to add new ones as those come with restrictions or issues (e.g. sort order).

      2. The HP critical requirement of first aid can only be removed by changing its formula. Formulas itself cannot be modified, but there will be a mod for that in the future. Same thing with revive.

      3. If you want to make a side quests available earlier than intended, then you need to edit the location script (.ebp section 1) with the VM Script De/Compiler (or the insurgent's workshop which requires the former). This is more on the advanced side of modding though so it may take you a while. In theory it is as simple as setting the story progress requirement to an earlier state, but finding out where the condition for it is etc. can take some work. You can use the save game editor and location spreadsheet in the wiki as references. Other than that, you are on your own.
  10. elliotaguiar
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    Greetings, I would like to install a mod that can allow me to change and customize spells and abilities. There was one wich i've used some time ago, Zodiac Age Abilities Editor, but it got deleted for some reason. Can The Insurgent's Toolkit be used as a abilties editor for custom gameplay? Or is there another mod for customization of abilities?
    Thanks~
    1. Xeavin
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      Hey, yes you can do all of that with the battlepack editor of the toolkit. As an alternative you can also use The Insurgent's Workshop.
    2. elliotaguiar
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      Oh! Awesome~ Thanks for the quick reply! Does this also changes vfx effects?
    3. Xeavin
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      You cannot edit the effect files (.efx) itself, but you can give a weapon, action, etc.  an entirely different effect that already exists in the game. It's all visible in the editor I mentioned above.
    4. elliotaguiar
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      Ah, I understand... is there no way to change efx files? As a example, make Toxify efx Aquaga or something like that.
      I've used to be able to do this with TZA Ability Editor but now it's gone x_x
      Is there any other way to customize efx?
      I wonder how SFF and other similar custom mods did those ability changes, without the old Zodiac Age Abilities Editor
      To clarify I just want to switch the animation ID, not actualy infer with the animations themselves.
    5. Xeavin
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      None of the old editors were ever able to modify an .efx file itself. All they did is make an action use the .efx of another one. This is not done by replacing the .efx entirely as that would remove the effect completely from the game. Instead, the link to it in the action, equipment, etc. is replaced and like I said, all of that can be done with the toolkit. Just have a look at it, it's really not hard to find and experiment with.
  11. NikoofDeath
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    Have you had any luck with unencrypting/decompressing the save files, or is cheat engine the only option you've had any success with?
    I'm trying to convert my PS4 save (which is unencrypted and uncompressed) to a PC save.
    1. Xeavin
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      I have looked at it once and it's possible, but not really worth the effort as there is not really a use for it other than your specific case. Now if the ps4 save is unencrypted and isn't different from a pc save once it's loaded, you can simply load up the game, load any save, view the save area in memory, and then copy paste your ps4 save into it. The toolkit has a built in save game editor with which you can see where to start. My guess is you find some data that correlates between both (e.g. gil) to know where to start replacing. Other than that, you are out of luck.