if you are just wanting all the map tiles, and not caring about the redrawn roads or the terrain blending etc... just use https://www.easyzoom.com/imageaccess/62bd11af994347ddbd7dd2fbf255b76a
Great job sir!!! This manual installation version works for me,
I don't know why the Flagrum version not working(in latest Flagrum 1.5.12) (it shows successfully installed in the Flagrum, but in fact not working in the game, the map didn't change)
however, all the other mods are working using Flagrum.
Using Flagrum provides many benefits, but it modifies game files at runtime and is only compatible with the latest Steam version of FFXV. It likely won't function correctly if the game's executable (.exe) has been altered, whether by the Avatara Patch mod from Nexus, Special K, a pirated copy, the Debug version of the game, or any other .DLL patch or injectable tool. However, with a clean installation from Steam, Flagrum should work for most, if not all, Flagrum mods. If you need assistance, feel free to join the Discord.
I personally won't post many manual EARC replacement mods, except for those experiencing issues with Flagrum for some users.
Manual install mods from Nexus replace entire archives (like a zip folder of files) rather than individual files themselves, which limits the number of mods that can be created. They are also more tedious to make and can easily break existing mods that replace archives across the game. Even unrelated mods could unintentionally overwrite parts of a different mod targeting the same archive, causing conflicts or issues.
Total Instructions: 88 Total Archives: 35 New Archives: 1 Modified Archives: 34 New Files: 19 Modified Files: 43 New References: 26
For example, the mod menu involves 35 archives containing thousands of files, but I only modify 62 of them. This makes it highly likely that multiple mods could break if they are installed before the Mod Menu, or that the Mod Menu will break if those are installed after.
Using Flagrum offers numerous benefits for both mod creators and users. It manages all files efficiently, makes restoring original files simple as Flagrum wont overwrite any original game files, handles conflicts with other mods, and converts and packs assets automatically. Additionally, it streamlines the process of building, converting assets, and testing mods, making it a far more efficient and reliable tool.
Do you think it would be possible to replaces the games main font with a higher resolution one? It always looked very low res to me, especially on a 4K display.
Well, i've reverse-engineered how the font system works, and can extract the font sprites and repack them. I have not been able to change the resolution of the sprite sheets however, but even if i did, upscaling the text was looking awful. Hit me up in Exineris Discord (the discord for FFXV modding with flagrum) and i can send you the sprite sheets to work with
Rinual, you are doing A LOT for the FFXV modding community. Mods are what keeps most games alive for years. It would be cool if you could bring more of your mods to Nexus :D
Aw thanks. Nexus doesnt support Flagrum’s .fmod file format that supports double clicking a file to have the safe, corruption free install of the mod, and one day we, we may integrate curseforge API into flagrum directly.
Packing nexus style mods works fine for a few smaller mods using the direct file replacement without flagrum, but modding on a larger scale becomes very inefficient and complicated quick, as the game packs files into these larger archives called earcs, and the entire archive has to be uploaded as a mod. Like this mod still has every dungeon map bundled with it, even though i never touched those files, adding to the size.
Beyond that, even if two mods dont target the same file, if it targets the same archive, it will still overwrite the entire previous mod with the unneeded files packed in the other mod, so way fewer mods could exist, and breaking larger mods gets easier and easier, both destroying the mods and the game files really quickly. I could explain more, but for big mods, its just not practical to make mods in this way, efficient to store mods this way, easy to remove mods already installed this way, or troubleshoot issues with people using mods this way.
Thanks for this comment, I had never heard of Flagrum. So many new mods to look through, makes me glad I didn't turn off my Nexus RSS feed for this game because I wouldn't have seen this.
15 comments
I don't know why the Flagrum version not working(in latest Flagrum 1.5.12)
(it shows successfully installed in the Flagrum, but in fact not working in the game, the map didn't change)
however, all the other mods are working using Flagrum.
I would love to figure it out!!
I personally won't post many manual EARC replacement mods, except for those experiencing issues with Flagrum for some users.
Manual install mods from Nexus replace entire archives (like a zip folder of files) rather than individual files themselves, which limits the number of mods that can be created. They are also more tedious to make and can easily break existing mods that replace archives across the game. Even unrelated mods could unintentionally overwrite parts of a different mod targeting the same archive, causing conflicts or issues.
Using Flagrum offers numerous benefits for both mod creators and users. It manages all files efficiently, makes restoring original files simple as Flagrum wont overwrite any original game files, handles conflicts with other mods, and converts and packs assets automatically. Additionally, it streamlines the process of building, converting assets, and testing mods, making it a far more efficient and reliable tool.
Packing nexus style mods works fine for a few smaller mods using the direct file replacement without flagrum, but modding on a larger scale becomes very inefficient and complicated quick, as the game packs files into these larger archives called earcs, and the entire archive has to be uploaded as a mod. Like this mod still has every dungeon map bundled with it, even though i never touched those files, adding to the size.
Beyond that, even if two mods dont target the same file, if it targets the same archive, it will still overwrite the entire previous mod with the unneeded files packed in the other mod, so way fewer mods could exist, and breaking larger mods gets easier and easier, both destroying the mods and the game files really quickly. I could explain more, but for big mods, its just not practical to make mods in this way, efficient to store mods this way, easy to remove mods already installed this way, or troubleshoot issues with people using mods this way.