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DavidRM99

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  1. DavidRM99
    DavidRM99
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    Note: Before asking about possible conflicts, check out the Installation & Mod Conflicts section from the description!

    Note #2: If you'd like to report any issue, make sure there are no other mods installed but mine for confirmation purposes! Also, in case of a crash, please paste the crash message in your comment :)

    Note #3: Any and all kind of questions about the mod are welcome. Although, I expect you'll have at least checked the decription for that!
  2. QikazuchiMeans7
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    It seems that the hit boxes for Radial Spin don't always work. I removed every other mod besides the ones you said were compatible, and while the animation plays, the hitboxes don't work consistently. It works on Second Form K, but none of the other ones.
    1. DavidRM99
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      Been having some reports about this, though I never experienced this myself. Need as much info as you can think of: are you using all or only some AEO paks? Are your ReMind combo abilities on or off? Which Second Forms are exactly causing problems? (These Mickey combos are only supposed to appear in Second Form D and W)
    2. QikazuchiMeans7
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      - I am using the all in one pak
      - Remind combos are on
      - D and W are where issues are coming up
    3. QikazuchiMeans7
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      EDIT: Turns out I got W and X mixed up. Second Form D and X are the ones acting funny. Sorry for the delay in getting back to you.
    4. DavidRM99
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      No worries. Can you try out the separate paks version instead and confirm whether the issue persists?
    5. QikazuchiMeans7
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      So, here's what I found:
      - Second Forms D and W have multiple attacks that do not hit, despite the animations showing. Reprisals, combo finishers, and the Finisher itself work fine.
      - Using the separate paks caused an even odder issue, where none of the new animations for the second forms play, only using the vanilla animations(Second Form X keeps its elemental dodges, weirdly enough). Second form D is the only exception and works as expected for the mod.

      All these tests were done with only the modloader and Battle LVL 99 as the only other mods in the folder
    6. PrinceQue
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      Was a solution ever found for this?
  3. BlahBlah00
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    Hi I have a possible request, if the adds exclusive keyblades gets an update adding all 6 keyblades to the game is it possible you can update kh2 forms for it?
  4. SoulReaperAxel
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    delete all the files ending in  _0_P in the pak folder or move them to another location. this will hopefully solve the fatal error for y'all, it did for me
    sticky this post pls. and spread the word for ppl who don't know why some of there mods aren't working
    1. DavidRM99
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      Uh, I thought this was fairly common knowledge for Steam users.

      Should've seen it coming though. I'll add it to the mod description.
  5. insoulxiii
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    Summus summus summus
  6. roxas2099
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    I have Fenrir showing up but for some reason Star Seeker and Kingdom Key W won't, its still Phantom Green. :( please help.
    1. DavidRM99
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      Clear your mod list of all unrelated mods and report back
  7. M0rning6Star
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    Is this mod compatible with the Coliseum? The base mod shouldn't conflict I don't think, but the Coliseum requires a party overhaul mod and a phantom Aqua boss mod, which could possibly? I'm not too sure. 
    1. DavidRM99
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      It's definitely the Party Rehaul. Coliseum will work absolutely fine without it, it's just that your allies won't be as powerful.
  8. DarkEmpoleon
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    Hey, so I have a question, on previous versions of the separate paks there was a pak for the text change(new spell names, finisher names and etc) but with the new UI overall to menus and transformations, does the UI changes pak include the text changes? If so then would downloading the separate mod for the UI changes make it so it doesn't include the text changes or would it not include UI exclusive to this aka Second Form W and Buster Form? I am asking this because personally I am not a big fan of the different names for the spells(don't mind the new finisher names), so I don't want to ask too much of you but would it be possible to add an optional file for the UI changes without the different spell names? Congrats on the amazing mod, I was eagerly awaiting for what you were cooking with this, can believe how many amazing mods are getting released/update recently like Another Road(many roads actually), Project Equinox, Project XIV, Better Days and this mod.
    1. DavidRM99
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      Thanks! Glad I could live up to expectations

      Indeed, both new UI and text come within the UIChanges pak!

      I can't remember off the top of my head, but usually I try to separate paks unless the files are so intertwined/interdependent that they make it not possible. Let me know and I can get confirmation on whether that's the case.
    2. DarkEmpoleon
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      Sorry for the late reply, I tested out the other alternatives but as expected I couldn't get the UI to work for everything without the spell names attached to it, so if it isn't a problem could you perhaps add an optional alternative file with all the UI changes to the mod except the spell names?
  9. BerukaVII
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    Anyone know why the new Keyblade unequip themselves after I turn the game off? 
    1. DavidRM99
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      Sort of a feature. It's the absolute closest TalesFreak has gotten to truly making these 2 Keyblades available for us (I, for one, thank his efforts!)
  10. Hi DavidRM99. I am having a confusing issue here. I tried the Buster form & did everything right & had fun with it. Now, the problem I am having is with the animation mod. For some reason, the animation mod works, but for some strange reason, none of Soras Re: Mind abilities don't work even with them equipped. I read the instructions & tried to follow them all, but some stuff seem to be hard for me to understand, especially the screenshot that shows the AEO files, which is super confusing.

    You said that if you're using the separate version, after extracting the zip, you'll end up with a zzzAnimationEnhancementOverhaul folder, which is the one you need to put inside ~mods (not just its contents, the whole folder)

    I am not sure if you want the yellow folder with the content placed in the mods folder or the contents themselves. Either way, I did as instructed, and for some reason, something is off, & I don't have a lot of mods either.

    I think what is throwing me off is the way they have to be in the folder or how it should be typed in the mod program, which I do right, but something I am doing is causing the ReMind abilities to not come out while everything else works fine.

    Anyway, I hope you could understand what I was saying. thanks.



    1. DavidRM99
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      I suspect this is only a feature of the mod, let me know if I'm right.

      Since some time ago, I made it so that ReMind abilities turn off outside of battle (similarly to what happens in KH2). It's called Dynamic Combos in the description.
    2. Ooooooh, that's right. That makes sense. I didn't think about that. KH2 abilities didn't come out unless he was in battle or if an object was near. I tried to see if going near a target in a world would bring them out, which it didn't. I assume it doesn't work that way in the mod itself for KH3 but in the vanilla version with the DLC modifiers, it works outside of battle.

      I will give it another go & see if that is correct & comeback if that was the case.

      Thanks.

    3. Okay, you are 100% correct. I went into battle & soon as I pressed X, Sora quick slash went off. Thank you for elaborating on what was going on because I seriously thought I did something wrong lol
  11. TheJamaicaneseNerd
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    Hey David, not sure what's up but for some reason the Circle/B Shortcut doesn't work when I use the 3.0 version of the mod. It might be due to something on my end but I was just letting you know in case that's a common issue
    1. DavidRM99
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      First time I hear of this. Stranger things have happened, but beware of conflicts.