So after giving it some time in hopes of this or SFF receiving an update, I can confirm this mod does not work as intended. The job boards all seem to be what they are, but abilities seem to retain their original function rather than the altered one. Take Gil Toss being changed to Angel Song for example. In game it's still called Gil Toss. The description states that for 12 MP it casts regen on all party members. However, in game, it can't be assigned to an ally gambit. It can't target allies, and when used on a foe still functions exactly like gil toss. A lot of the new magicks, eg tsunami, tornado, meteor ect, are all missing entirely. As are things like Panacea, Sanguine Sword and the like. While say Sanguine Sword's description matches Achilies, the same effect Achilies is supposed to have, happens. The ability is not called Sanguine Sword, it's called Achilies, and when used it doesn't use Sanguine Sword's effects. And before you say, it might be another mod installed, this is not the case, since I only have the 4 required mods installed. This is a 100% fresh install of FFXII, Vortex, and all required mods.
So I wanted to let everyone know that with the 1.9.2 version of SFF that came out on 08/09/2024 Tactics reborn does not work with it. However, due to recent updates with the file loader and LUA loader, I can not get the 1.9.1 version of SFF working. If anyone has any information that could prove useful or insightful into why Tactics Reborn isn't working, it would be much appreciated.
When you open the magic menu, if a character has Dark, it cannot be manually used, since the "arcane" from magics is gone and on "dark magic" theres no "Dark" on it, only blizard, fire, etc.
Removing the SFF mod it works, the dark magic shows up on the "black magic" action menu.
I just have 1 observation, the technics should not cost mana, they are technics, not spells, its like stealing, running, first aid, etc, thinks any "human" can do, whitout MP, just my op tho.
I am having an issue with this mod for some reason all characters start as White Mage and you cannot change their job to another job.
If I uninstall this mod I am able to change them but as a standalone with SFF it is having issues and is insanely bugged. Could I perhaps get some guidance on what is causing this to occuir?
How about SFF Buddy which gaves to the Bestiary a way for us to chek Steal Poach and all of that, is that compatible? did you change any enemy drop rate?
I'm guessing the only real incopatibility would be the description of skills, but I'm not sure
Does anyone have a changelog of whats been swapped around? I've been dying to find Magic Break, Meteor, Tsunami and a bunch of other spells but they dont exist in SFF
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When you open the magic menu, if a character has Dark, it cannot be manually used, since the "arcane" from magics is gone and on "dark magic" theres no "Dark" on it, only blizard, fire, etc.
Removing the SFF mod it works, the dark magic shows up on the "black magic" action menu.
I teste with both SSF 1.9.1 and 1.9.2.
Edit: Fixed it, had to reinstall both this mod and the struggle for freedom
I just have 1 observation, the technics should not cost mana, they are technics, not spells, its like stealing, running, first aid, etc, thinks any "human" can do, whitout MP, just my op tho.
If I uninstall this mod I am able to change them but as a standalone with SFF it is having issues and is insanely bugged.
Could I perhaps get some guidance on what is causing this to occuir?
I'm guessing the only real incopatibility would be the description of skills, but I'm not sure
*https://www.nexusmods.com/finalfantasy12/mods/203*
This is the mod in case, you want to check.
EDIT: I've been using both Mods and so far there hasn't been any kind of problem while using both. Will report mor eon this late.