In my opinion, many of the 999 nodes are extremely strong, like breaking the limit, so they make sense to value so much. The way this mod was set set up makes it too easy for the player to be OP. Not only that, many of the exploration nodes are worth it without the need of this mod (Like AP for camping or the car).
Not only this system was not made to be maxed out, it was also made to last for 100+ hours, so reducing all these values can make the player too strong too fast with not much effort.
Anyway, anyone that enjoys it can just use the mod, right? And those who don't think its a good idea wont use it... That's the idea :) If one wants to unlock stuff with ease, without feeling like they are cheating (like reducing all costs to 0), with some progression still happening, then yeah, this mod is a really good one.
I'm in the end game, I've beaten the main story, all the side quest I can find, and all the hunts. I think I've earned the right to unlock the last few nodes to play around with in the post game dungeons before I uninstall the game.
Hey iwtexplode, Thanks for taking the time out to make this! By chance do you or anyone else reading this know whether would it'd be possible to utilize this mod with an existing save file?
I don't seem to be able to figure out how to manually install mods for FFXV and it doesn't seem to have support in NMM so can anyone help me get this mod installed or guide me on where to find it out? I have been googling for hours now.
The instructions are on the description page here, as well as in the readme file included with the mod. As long as you know where FFXV is installed on you PC, it’s just a matter of going to that folder and replacing the original file with the modded file
Hello there, i would edit your mod to my own taste (as the opposite of your proposition, i would change some node order to make the character change a reward for a "nearly full skill tree"). For this i extracted "autobuild.exml" from your mod but i dont know how to edit it, the ffxv xmbtool you provided in a last year post dont seems to work to convert it as xml (or may be i didnt understand the process to do it).
I didn't use that tool for this: I did it by hex editing the 'ability_tree.win32.bins' file. I can share my notes on the file structure. They're messy, incomplete, and probably some assumptions are wrong, but there's some useful info in there, such as a list of the hex offsets for all abilities in the grid. You can find it here:
https://pastebin.com/tPk1b8eS
It's been a while since I made this so it's not fresh in my mind. But let me know if you have questions.
I didn’t end up needing that tool for this mod. But I did speak with Xeeynamo about it, and he never did an official “release version” that works with FFXV: just the Platinum Demo and such. Though he basically finished it. With his help I slightly modified and compiled the version on his github. You can download it here:
Xmb2 is the exml file format that’s in the final game, so use that one. I included batch files that should automatically process any exml’s put in the same folder as the exe. Unfortunately the tool doesn’t work on all the xmb2’s, some will give errors, not sure why. Someone would have to do some research and edit his source code for it to work 100%.
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Not only that, many of the exploration nodes are worth it without the need of this mod (Like AP for camping or the car).
Not only this system was not made to be maxed out, it was also made to last for 100+ hours, so reducing all these values can make the player too strong too fast with not much effort.
Anyway, anyone that enjoys it can just use the mod, right? And those who don't think its a good idea wont use it... That's the idea :)
If one wants to unlock stuff with ease, without feeling like they are cheating (like reducing all costs to 0), with some progression still happening, then yeah, this mod is a really good one.
So I would be wasting points on stuff I don't need/want anyway, the developer placement made more sense.
Thanks for taking the time out to make this!
By chance do you or anyone else reading this know whether would it'd be possible to utilize this mod with an existing save file?
For this i extracted "autobuild.exml" from your mod but i dont know how to edit it, the ffxv xmbtool you provided in a last year post dont seems to work to convert it as xml (or may be i didnt understand the process to do it).
I didn't use that tool for this: I did it by hex editing the 'ability_tree.win32.bins' file. I can share my notes on the file structure. They're messy, incomplete, and probably some assumptions are wrong, but there's some useful info in there, such as a list of the hex offsets for all abilities in the grid. You can find it here:
https://pastebin.com/tPk1b8eS
It's been a while since I made this so it's not fresh in my mind. But let me know if you have questions.
Thank you very much for the good work.
http://www.mediafire.com/file/elg47p2w02ingwh/FFXV_xmbtool.zip/file
Xmb2 is the exml file format that’s in the final game, so use that one. I included batch files that should automatically process any exml’s put in the same folder as the exe. Unfortunately the tool doesn’t work on all the xmb2’s, some will give errors, not sure why. Someone would have to do some research and edit his source code for it to work 100%.