Version 1.1.3 was just released which fixes an issue where if a runtime error occurred when accessing a helper (e.g. augments), the source file referenced in the error message wasn't correct. Here is the changelog which goes into the whole scope of this update.
If you run into any issues, check out the FAQ and known issues section on the mod page. If you still got questions afterwards, 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 :)
1- Are there any mod that exists, using/depend on this mod. So it will add extra stat nodes that i don't need to configure the xonfig files. 2- if i add more stat lores, will it be balanced? 3- can i have both stat lores in single licence node? Isn't it kinda cheating?
1. If you open the "requirements" tab on the mod page, you can see which mods this mod requires and also which mods require this mod. Currently, there is no mod that requires this one. I know of one that is planned to release at the end of this year which will, so if you want to wait for that, you can.
2. That is up to you, as balance is subjective.
3. If you mean multiple stat lores in a single license node, then yes you can. I don't see how that would have anything to do with cheating. If you get 1 evade and 1 strength with a license node, I wouldn't consider it to be extremely strong. But if you get 20 evade and 20 strength, of course it is going to make the game extremely easier. This is a gameplay mod that is designed to change things. Whether those changes make the game more difficult or easier depends on your changes and perception of a balanced game.
There are only 128 augment slots in the game. You cannot exceed that limit. What you can do is modify existing ones, be it adding new effects to them or removing them. This is also mentioned in the wiki where you can also find a spreadsheet with all existing augments, including the 2 unused ones. And yes, you can give any augment to any equipment, license, etc. with tools like the insurgent's toolkit.
Thanks, I'm thinking of modifying all item lore (potion, ether, remedy and p down) into 3 stages of "Alchemist" or something like that. Would one or two extra Swiftness / Shield Block license on top of the original 3 possible? Would the effect stacks properly? I think this seems like License Board issue and not Stats Lore, anyway thanks for the mod, i love all your insurgent mod
Hey, glad you are enjoying the mods. So this mod only allows you to add stats to augments or remove them. That doesn't include reduced charged time, block chance, and other stuff not mentioned on the mod page. If you want to modify how much charge time a swiftness lore gives or how much shield block a shield block lore gives, you can do so with the insurgent's toolkit -> battlepack editor -> section 58 -> parameter. However, you cannot add an entirely new swiftness augment to the game cause the game only checks those exact 3 in a specific function. For that you would have to write a script in assembly to make the function check an additional augment. Nevertheless, you will be able to do modify a few more augments in the upcoming formula mod which allows to modify a formula to the tiniest detail and therefore also augments that are used in them. This includes shield block, but not swiftness as the former is checked in a formula and the latter before a formula is even executed.
I have a question. If I have a mod that changes the names of the augments for example the Tactics Reborn mod (https://www.nexusmods.com/finalfantasy12/mods/282) Do I have to change the names of the augments accordingly? and does the changes reflect in the description of the augments for example I change HP 1 from 60 to 120 does it still say I get 60 but in reality I get 120 or does it say 120?
This mod only modifies an augment's effects, not its name or description. If you or another mod you use changes the name or description of an augment (e.g. thievery), it will still be known as "thievery" by this mod. If you do not want to confuse yourself when configuring an augment, you can use its identifier instead.
Thank you for the speedy reply. Another question: If I for example change the Swiftness augment like this {augments.swiftness1, types.speed, 10} does it completely replace the 12% cast time reduction or does it just add to it and if I wanted to add multiple augments to one like for HP lore 1 I want to add 1 strength would it need to look like this {augments.hpLore1, types.hp, 30, types.strength, 1} or something else?
Sorry for asking questions I am just making sure so I don't flub this up :)
This is briefly answered on the notes section of the configuration page from the wiki. If that isn't clear enough: This mod only allows you do add or remove stat related modifications to or from an augment. The configuration file is a list of all augments with their (stat related) effects. If you remove an augment, it loses its (stat related) effect, same in reserve. The only exception to this are effects that are not supported by this mod. Effects such as elemental shift, cast time, mp on hit, etc. are all applied elsewhere and have nothing to do with stats which is why this mod doesn't support modifying them. So there is no fear in losing any of those when modifying an augment. All you do is expand on them if they were not already in the configuration file in which case you can actually remove a (stat related) effect.
Well if it's working, not sure what you need help with ;D Jokes aside, as far as I see it, the lores itself look correct. However, I would need to see the entire config file to be able to help you fully. Please create a paste of the config file and hook.log in pastebin and send me only the link to both.
I meant the hook.log file in the game/x64 directory, it's also mentioned in the FAQ. Usually taking a quick look at it reveals most errors that a user could have with Lua mods like these. Nevertheless, turns out it was a mod issue. I have uploaded a hotfix that resolves it. Thanks a lot for reporting it.
The hook.log tells you why. The config couldn't be loaded because of a syntax error. In the lores with the augments swiftness2 and swiftness1 you have an extra comma before listing the lore type. Because of errors like this, its always best to enable the External File Loader console, so you can immediately know once you made an error. How is all explained in the wiki.
Xaevin, everything works except Ribbon which I assume is number 57 Status Immunity: User becomes immune to various Status Effects {57, 12}. The additional stats I input does not work or maybe I am doing something wrong.
Ribbon does not use the status effect immunity augment. It uses an attribute which gives various status effect immunities instead. You can check this via the insurgent's toolkit -> battlepack editor -> equipment -> ribbon -> remains -> augment, which in this case is "none".
You can work around it by giving ribbon an existing or even unused augment and then give that augment stats. However, this only makes sense if you are trying to give it stats that weren't available as an attribute.
I am not a pro with your mods but I have them all :P To my understanding, The toolkit's battlepack editor isn't permanent and loses the edits once the modified equipment is removed or replaced.
Yes, how is mentioned in the mod wiki -> configuration -> notes section. The workshop wiki also has a spreadsheet linked that lists which game file include which texts. All necessary information is as always in the wiki, but there is no specific step by step guide, so you will just have to try it out and learn by doing. If you got any more questions regarding texts, please ask them in the modding discord instead as there are not related to this mod.
I mean there aren't many steps really. You just remove the hp node and then add an evade node with the same augment id. I assume you checked out the configuration page on the wiki that is linked on the mod page?
Do I go in the config.lua file, and then under the {--Evade (Parry) Lores I'll add "{74, 5},"? Resulting on the HP Lore 1 giving me Evade +5 (instead of HP +30)?
Yes, but the "instead" part only applies if you also delete the hp lore entry in the hp stats section. If you don't, hp lore 1 will still give hp.
Btw, you can check all of this very easily yourself. All you need to do is use a save where no party member has a job or anything equipped, touch a save crystal and then check your stats.
How about combining multiple arguments into one? Lets say I want the argument Focus (ID 10) to give me {speed, 5}, {evade, 5}. Will I write "{10, 5}," under {--Speed Lores and "{10, 5}," under {--Evade (Parry) Lores inside the config.lua file?
If you are asking if you can replicate that effect, then yes. You can give any any helm, armor or accessory any kind of augment that can have any kind of stats boosts.
Can you break this down a little? For the shades of Black mod it came easy to me as we were working within the same category (spells), even if they werent all Black magicks. Im trying to see how to apply the non-stat lores, or modify equipment
So theres a list of lores, like HP being {74, 30}. When I try to change this to, say, Elemental shift (easy to test as I can cast spells on myself) When trying both {52, 0} and just {52}, the HP node still remains as a +30 on the license board. I cast elem spells on myself and they arent absorbed
What would I input to edit the pre-existing nodes in the file, and is there a way to see what augments I have in-game? The same goes for applying an augment to a piece of armor. Where should I be editing the lua file, should I create a new category and give it a specific sub-header? As it stands I have not touched any of the vitality etc. lores, Ill stick to modifying the existing Battle/HP lores before I feel more comfortable in editing this tool
If you want to replicate the gauntlet accessory effect, you check what it does (x shield block), and then add an entry to the related section in the configuration file. Before you do that, you have to know to which augment you want to give those stats. Either use an existing one the gauntlet already has, or an unused one which you will give the gauntlet once you are done.
You should also never write something like "{74}" instead of "{74, 0}" as then you are ignoring the required amount of parameters the mod expects you to provide. The config is a list of all stat augments you want to exist in the game. So if you want to completely remove the effect of a hp, strength or magick lore, you simply remove its entry from the list. This only goes for stat lores though, all other augments like elemental shift, stability, etc. are either hardcoded or defined in a formula. You cannot remove the effects of these augments or transfer them to another augment, that's not the point of this mod. What you can do is expand these augments by also giving stats like hp, mp, etc. on top of their already existing effect.
I have updated the wiki with this and new information on how to modify the description of an augment in the license board and equipment menu, check which augments a party member currently has, and apply an augment to an equipment or license node. So check that out and if you still got questions, feel free to ask.
42 comments
If you run into any issues, check out the FAQ and known issues section on the mod page. If you still got questions afterwards, 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 :)
1- Are there any mod that exists, using/depend on this mod. So it will add extra stat nodes that i don't need to configure the xonfig files.
2- if i add more stat lores, will it be balanced?
3- can i have both stat lores in single licence node? Isn't it kinda cheating?
Thanks
2. That is up to you, as balance is subjective.
3. If you mean multiple stat lores in a single license node, then yes you can. I don't see how that would have anything to do with cheating. If you get 1 evade and 1 strength with a license node, I wouldn't consider it to be extremely strong. But if you get 20 evade and 20 strength, of course it is going to make the game extremely easier. This is a gameplay mod that is designed to change things. Whether those changes make the game more difficult or easier depends on your changes and perception of a balanced game.
I wish that someone make a mod with more (different rather then HP/str/mag) or combined stat lore nodes for 12 licenses.
Would make the character development more fun while adding more depth.
I'm not an advanced player ao i don't think i can make a balanced boards with this.
I think i will wait and see,
Sorry for asking questions I am just making sure so I don't flub this up :)
{augments.hpLore1, types.vitality, 1},
{augments.hpLore2, types.vitality, 1},
{augments.hpLore3, types.vitality, 1},
{augments.hpLore4, types.vitality, 1},
{augments.hpLore5, types.vitality, 1},
{augments.hpLore6, types.vitality, 1},
{augments.hpLore7, types.vitality, 1},
{augments.hpLore8, types.vitality, 2}
}
return lores
end
return config
A little help please.
Sorry I don't know what's a Hook Log but pastebin is here: Pastebin
Pastebin
Hook
Do I go in the config.lua file, and then under the {--Evade (Parry) Lores I'll add "{74, 5},"? Resulting on the HP Lore 1 giving me Evade +5 (instead of HP +30)?
Btw, you can check all of this very easily yourself. All you need to do is use a save where no party member has a job or anything equipped, touch a save crystal and then check your stats.
How about combining multiple arguments into one? Lets say I want the argument Focus (ID 10) to give me {speed, 5}, {evade, 5}. Will I write "{10, 5}," under {--Speed Lores and "{10, 5}," under {--Evade (Parry) Lores inside the config.lua file?
So theres a list of lores, like HP being {74, 30}. When I try to change this to, say, Elemental shift (easy to test as I can cast spells on myself)
When trying both {52, 0} and just {52}, the HP node still remains as a +30 on the license board. I cast elem spells on myself and they arent absorbed
What would I input to edit the pre-existing nodes in the file, and is there a way to see what augments I have in-game? The same goes for applying an augment to a piece of armor. Where should I be editing the lua file, should I create a new category and give it a specific sub-header? As it stands I have not touched any of the vitality etc. lores, Ill stick to modifying the existing Battle/HP lores before I feel more comfortable in editing this tool
You should also never write something like "{74}" instead of "{74, 0}" as then you are ignoring the required amount of parameters the mod expects you to provide. The config is a list of all stat augments you want to exist in the game. So if you want to completely remove the effect of a hp, strength or magick lore, you simply remove its entry from the list. This only goes for stat lores though, all other augments like elemental shift, stability, etc. are either hardcoded or defined in a formula. You cannot remove the effects of these augments or transfer them to another augment, that's not the point of this mod. What you can do is expand these augments by also giving stats like hp, mp, etc. on top of their already existing effect.
I have updated the wiki with this and new information on how to modify the description of an augment in the license board and equipment menu, check which augments a party member currently has, and apply an augment to an equipment or license node. So check that out and if you still got questions, feel free to ask.