Final Fantasy IX

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Created by

VVilmot

Uploaded by

MiCake

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About this mod

This randomizer was designed to alter the game in many different ways to give each playthrough a fresh feel. Includes many different features.

Requirements
Permissions and credits
Changelogs


VVs Randomizer (v4.0)



This randomizer was designed to alter the game in 
many different ways to give each playthrough a fresh feel. 

Make sure your game language is set to US to see the correct names and descriptions.
Requires Moguri or Memoria to work.


Features:



Randomized Active Abilities and Support Abilities. Stronger abilities (such as Auto-Haste) have been coded to appear on later equipment.

Characters will only learn abilities that will have a use.
Examples;
A character only has the chance to learn Boost if they can also learn a summon.
A character only has the chance to learn Eye 4 Eye if they can also learn Counter.

This randomizer has an option to include a few custom Support Abilities that I designed that hope to offer new play styles, with a few minor tweaks to others.



Spoiler:  
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All weapons have a chance to have Elemental Attacks and Added Status Effects (all characters will have the Add Status support ability).

Weapon descriptions will tell you what they have.



The status effect will have a different % colour, depending on its accuracy.

Spoiler:  
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There is a chance weapon damage type can be Random (think Quinas damage range) and HP Steal.

Weapon names will be selected from a name pool at random in a text document that can be edited.

Naming is prioritised by the following;
Special Weapon > HP Steal > Status (not weakest %) > Element > Neutral





Weapon textures are randomized per character.




There is an option to shuffle equipment locations (excluding weapons and consumables). This will affect loot on the ground, chests, steals, shops, etc.


All equipment will have their stats adjusted to where it is found in the game.



Equipment can have elemental attributes. Similarly to weapons, these can be read in the description.



Spoiler:  
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Starting equipment is also randomized.




Randomizes enemy attacks for all mandatory fights (bosses, forced encounters, etc).


The attacks have loose scaling attached to keep a difficulty curve throughout.

If you are stuck against an enemy with difficult attacks, there is an option to re-randomize only this, keeping the rest of the game the same. Run the mod and enter 'help'.




*** This option is buggy. Sometimes their physical attacks do no damage to your party. Boss animations can be janky. ***


Randomized status immunities. One-Hit KO ailments (petrify, etc) have less chance.



Randomizes the creatures Quina can eat. Search all over Gaia to learn his/her abilities.

Edible creatures can be identified by having a permanent positive status, such as Haste, Shell, Protect.

They will have buffed HP and MP and deal slightly increased damage. Status immunities are randomized and the amount of Gil dropped is increased.


Quina will start with Scan to help keep track of the foes remaining HP.

Beaches, Grassland and Forests will have different chances in the overworld- A creature in a forest might not be edible, but the same creature on a beach might be.



Seed numbers for the randomization will be saved in Current Seed.txt allowing others to play the same changes.

There are also optional challenge modes you can activate;
No AP - Cannot learn abilities. This makes equipment selection much more tactical in choosing the abilities you need.
Permanent Zombie Status - Cannot cure or revive during battle. This includes outside of battle if not cured with a Magic Tag. Choosing this option lets every character learn Guardian Mog (renamed Refreshed, which cures statuses at the end of combat, so you can gain EXP & AP).




Key Item names, help and descriptions are randomized.

Note: this has no impact whatsoever on the game, purely cosmetic- for fun





To install this mod, simply place the mod file inside your steam Final Fantasy IX folder (...steamapps\common\FINAL FANTASY IX) and have Memoria or Moguri installed. If you are using Memoria, the game will need to be opened up once before running this randomizer.

Run VVsRandomizer.exe and choose the options you want.

Make sure your game language is set to US to see the correct names and descriptions.

The mod can be used/re-randomized during a current playthrough. All you need to do is unequip support abilities (or else you won't be able to unequip any support abilities you no longer have). Equipment might look strange after (gloves on your head, etc), but you just need to change equipment or set it to off.



Run the mod again and type 'remove'.


To uninstall manually;

- Delete the 'RandomizerMod' folder inside your steam Final Fantasy IX folder.

- Inside the 'StreamingAssets' folder, return the 'p0data2.bak' file back to 'p0data2.bin'.
- If you are using Moguri, go to MoguriFiles\StreamingAssets\ and revert 'p0data2.bak' to 'p0data2.bin'



Error message: Could not find 'Memoria.ini'.
With Memoria installed, the ini file is created after opening the game up once.

Error message: The 'Memoria.ini' does not contain "FolderNames = ".
I've seen this once or twice during testing. It might be a conflict with having both Moguri and Memoria.



Names haven't changed.
Make sure you are using US language.

Game freezes/softlocks during battle with the enemy move randomizer.
During testing I found that there was one or two moves that would softlock the fight if it was used by a certain enemy. I fixed these cases, but there could be more I didn't discover. If this happens you can re-randomize enemy attacks with 'help'.

I tried to re-randomize enemy attacks, but they are the same.
Make sure you are using a new Seed number. The old Seed will give the same attacks as before.

I want to play the game without randomizing the Key Item names.
Delete the files located in ...steamapps\common\FINAL FANTASY IX\RandomizerMod\FF9_Data\EmbeddedAsset\Text\US\KeyItem.

Creature in Desert Palace is edible, but I didn't choose Quina to be in my party.
You can re-enter Desert Palace with your other team through one of the teleporters when they are reunited.



This started as a small personal project that kept evolving. Even though I had very little programming experience to begin with, my love for this game helped me persevere and learn. Over 7,000 lines of code later, I feel that it is complete. (v3 is now 20k+, v4 25k)

A huge thanks to Tirlititi for suggesting I integrate my mod with Memoria, making it extremely user friendly. Without his advice, users would need a DLL and Unity Asset editor.

A huge thanks to Kindofanerd and his community for play testing my mod and helping me find issues I didn't discover myself.


FEEDBACK
I have done extensive testing myself, but please report any bugs you may come across.

The reason the enemy attack randomizer is only for mandatory fights is because of how long it took me to find all of the move hex values. I may continue to add more enemies in the future.

Feel free to offer any suggestions for potential future updates, such as custom support abilities or challenges.

Note: The battle script language is quite limited, so some suggestions may not be possible under these limitations. For example; I tried to code an Auto-Phoenix support ability (with a % chance to trigger), but the auto-item script will only target self


Support Ability Changelog (CONTAINS SPOILERS)
Spoiler:  
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