Hiya, thanks for this mod. Really enjoying it. I've hit an error where the Sarcophagus and Sanctuary pack is just a duped Destiny of the Duelist and can't get to the cards. Any advice?
Hey, thanks for mentioning that! I thought I had fixed that. I think it's safe to assume you're on the newest version though, so I'll have a look and see if I can post an update. And I reeaaally didn't wanna have to come back to this mod lmao. Thanks though.
Thanks for coming back to me! I'll try and give as much detail as I can.
Sarcophagus and Sanctuary seems to be a clone of Destiny of the Duelist, when I open a pack from Sarcophagus and Sanctuary it's just the cards from Destiny of the Duelist and the track of how many cards I have in Sarcophagus and Sanctuary is out of 132. When I eventually unlocked Destiny of the Duelist the cards gained tally is duplicated that of what I had for Sarcophagus and Sanctuary. Would give a screenshot but it's not having it.
After some duels, I have one question, are the decks of the anime duelist lore friendly? for example, does Yugi have the same cards as in the anime? Thanks in advance. I like the idea of the mod but its also cool to play against Kaiba's blue eyes dragon deck.
With this mod, I made a bunch of decks and just tried to find the most appropriate character to use that deck, but in inspector's cut 2 I instead tried to make decent decks that each character would use. Edit: that probably sounds confusing. Hmm.... IC1: Made lots of decks and slapped character portraits onto them IC2: Made a campaign based on the anime, giving each character suitable enough decks
Hello good people who live in the posts on my mod page, I'm currently uploading the first banlist for the multiplayer of my new mod, and the duel monsters campaign has already been uploaded! The GX and 5D's campaigns will be uploaded some time later this year (probably closer to winter unfortunately) but you'll be able to play the full multiplayer right away! Sorry for the hold-up and enjoy the mod :)
Update: inspector's cut 2 is finally "finished" (not including some possible future card additions, story scenes and overall balancing). I'll be focusing on inspector's cut 2 from now on, so don't expect any more updates on this mod (expect fixing possible bugs if they come up). But also please check out inspector's cut 2, it's completely different from this mod but with the same overall intentions of a "balanced" game and I would love to hear any feedback about that as I continue to improve it.
giant rex? 2017 card is an odd request, but... d.d. survivor is a must-have. that's a big oversight on my part, I'll add d.d. survivor and... maybe a limited to 1 giant rex for the next update? I'll have to find a couple other things to work on to make the update worth it otherwise though.
Y'know, you can trivialize the entirety of Soul Legacy with a battle pack deck. Do you think disabling that mode would be a good idea for your mod?
Someone else might appreciate Giant Rex when trying to make a macro cosmos/dimensional fissure skill drain deck. I did not know Giant Rex was new/post 5ds.
giant rex isn't a *bad* suggestion mind you. It's not insanely powerful on its own but it might be a bit ahead of its time as a stronger d.d. survivor, so I think I'll limit it to 1. I expect people to just not play the battle packs, but I'm not sure I can disable the mode. If nothing else, I should be able to set the battle pack price super high (the high-ish existing price still might actually make people think they're supposed to buy it or the cards inside were changed, which isn't possible afaik). Thanks for bringing that up. I'm still having some fun with elden ring but I made a number of pack changes today, d.d. survivor as well as a few other cards will be included in an update I'll release soonish.
update: I *sorta* fixed some missing sprites and otherwise just need to edit the banlist, but I also want to test opening packs before uploading because of an error that popped up earlier. gimme uhhh 24 hours hopefully. :)
Hey, thanks a ton, that means a lot :) The multiplayer bit of the mod is pretty much done (and keep in mind I was pretty much exclusively doing the multiplayer stuff first), single player is... maybe... only about 1/3rd done the duel monsters campaign? The DM campaign has always been more difficult for me to "balance", but with the changes I've made it's been a lot more engaging for me and I think I'm going to spend a bit more time polishing this one.
So anyway, you're probably looking at like... late May or early June I HOPE, but know that it helps to hear someone's interested in it lol.
Also if you read this, any chance you could tell me if packs 21 and 22 are actually identical? Do they have different card counts? I thought maybe I actually created that problem while working on the new mod and the last release was actually fine.
I played through the entire story a few days ago and I do not remember there being a duplicate pack. I can check again once im back off vacation. And cool I am looking forward to it. Its a lot of fun. And with if maybe I can use the multiplayer content to get my friend to play as well. Although then I wont be able to use my speed boost haha.
I can confirm speed boost (cheat engine) works on multiplayer, you'll just be waiting awkward amounts of time for your opponent's moves. I can't remember if I tested it with both players running it but I imagine that would result in good speed on both ends
update: while I've taken some time to get a bit of the framework for the GX and 5D's campaigns going, the whole thing is taking a good bit longer than I anticipated. As a result, I'll be releasing the mod in "phases" (one campaign at a time) and that way a few people can playtest it at the same time. It's going to be much more based on the original campaign (aka the anime) and altogether be a bigger campaign on top of each duel having 2 unique decks instead of introducing 1 new deck each time. (although as it'll be a lot of say, yami yugi for example, you'll see a few decks that are *pretty much* the same as one you may have just played, but luckily the focus of the mod is making your own deck and only worrying about the opponent's deck, but at least this gives more "replayability" when it comes to reverse duels)
The campaign work of duel monsters "on paper" is about 50% done, but I think I'm through the harder part of it now especially creatively and with any luck it should be out within about 2 weeks. I'll make a new mod page for it but I'll make a post about it here too when it's up. :)
Multiplayer part of the "new mod" is done, but I'm not currently planning on releasing it until a good bit of testing gets done. Will probably slowly start working on the campaign bit now which will be for the most part totally new and will probably have more duels in between packs.
Hello. Good morning.. Ive installed the banlist 1 and the konami is different from the usual but the boxes when choosing singleplayer/multiplayer/settings are all blank.. How can I fix this please?
Question: Is there any way I can keep my uncensored art I got from the other mod while playing this one, or is there something that is fundamentally borked about how this game does modding? I ask because I love the concept of this mod, but the censorship is an absolute dealbreaker for me. It was disappointing when I found out as a kid that they replaced the thematic Egyptian Ankh of Monster Reborn with a weird Spencer's Gifts quarts pendant, it was annoying when I saw how cool and sleek the real version of Barrel Dragon looked, and it was down-right criminal when they censored my Harpie Lady bazoopers after the fact.
First of all, for clarity I just uploaded an image (should currently be the very last image on the mod page) that shows all the cards I kept the censorship for, so you can decide for yourself if it's worth the trouble of doing this.
With that being said, there is a way, but you'll need to open up the mod and change things yourself. It's been a while since I made my censorship changes, but I believe the quickest way to achieve what the uncensored mod does (with the exceptions of the listed cards at the bottom of that mod page) would be to use the python tool mentioned in that description to open up my mod and simply delete everything in the "2020.full.illust_a.jpg.zib" folder (mind the a in the name, you'll only be deleting 26 images) and then use the tool to repack the mod. It should come out as "test.dat/ test.toc", take those files to the main game folder and rename them to "YGO_2020.dat/ YGO.2020.toc"
So basically, the "2020.full.illust_j.jpg.zib" folder contains all the uncensored cards, but the game should load "2020.full.illust_a.jpg.zib" first to overwrite those images with the censored cards. If that folder is empty, it won't have anything to overwrite the jp "uncensored" images with.
Final note, I assume you'll be downloading all 3 versions of the mod down the line, which hypothetically means you'd be making these changes 3 times. :)
If you go through with it let me know how it goes, good luck!
hi people, I've been slowwwwwly working on an update that'll completely change how the early game works and make lots of old cards relevant for a lot longer, while (maybe?) cutting out a lot of cards that were just bloating the card pool (do you have any idea how many normal monster warriors there are?!), and to do that I'll be changing the stats and in some odd cases even the type, attribute or level of hundreds of monsters. Since this might not appeal to some people, I'm going to keep the latest version of this mod available for download, but I don't think this "version" of the mod will receive any more updates going forward.
Hopefully these changes should make the early game a lot more enjoyable (and provide many more viable deck builds). I'll be releasing the multiplayer variant of the mod first, since this will also require a major overhaul of the current campaign and challenge duels to account for all the changes cards will be receiving. I'm thinking LESS Mako Tsunami duels this time?
That being said, just for the multiplayer it might take me a couple of months to get this update sorted out. See you then! (If you want)
68 comments
Sarcophagus and Sanctuary seems to be a clone of Destiny of the Duelist, when I open a pack from Sarcophagus and Sanctuary it's just the cards from Destiny of the Duelist and the track of how many cards I have in Sarcophagus and Sanctuary is out of 132. When I eventually unlocked Destiny of the Duelist the cards gained tally is duplicated that of what I had for Sarcophagus and Sanctuary. Would give a screenshot but it's not having it.
Edit: that probably sounds confusing. Hmm....
IC1: Made lots of decks and slapped character portraits onto them
IC2: Made a campaign based on the anime, giving each character suitable enough decks
The GX and 5D's campaigns will be uploaded some time later this year (probably closer to winter unfortunately) but you'll be able to play the full multiplayer right away! Sorry for the hold-up and enjoy the mod :)
Someone else might appreciate Giant Rex when trying to make a macro cosmos/dimensional fissure skill drain deck. I did not know Giant Rex was new/post 5ds.
I expect people to just not play the battle packs, but I'm not sure I can disable the mode. If nothing else, I should be able to set the battle pack price super high (the high-ish existing price still might actually make people think they're supposed to buy it or the cards inside were changed, which isn't possible afaik). Thanks for bringing that up.
I'm still having some fun with elden ring but I made a number of pack changes today, d.d. survivor as well as a few other cards will be included in an update I'll release soonish.
So anyway, you're probably looking at like... late May or early June I HOPE, but know that it helps to hear someone's interested in it lol.
Also if you read this, any chance you could tell me if packs 21 and 22 are actually identical? Do they have different card counts? I thought maybe I actually created that problem while working on the new mod and the last release was actually fine.
The campaign work of duel monsters "on paper" is about 50% done, but I think I'm through the harder part of it now especially creatively and with any luck it should be out within about 2 weeks. I'll make a new mod page for it but I'll make a post about it here too when it's up. :)
With that being said, there is a way, but you'll need to open up the mod and change things yourself. It's been a while since I made my censorship changes, but I believe the quickest way to achieve what the uncensored mod does (with the exceptions of the listed cards at the bottom of that mod page) would be to use the python tool mentioned in that description to open up my mod and simply delete everything in the "2020.full.illust_a.jpg.zib" folder (mind the a in the name, you'll only be deleting 26 images) and then use the tool to repack the mod. It should come out as "test.dat/ test.toc", take those files to the main game folder and rename them to "YGO_2020.dat/ YGO.2020.toc"
So basically, the "2020.full.illust_j.jpg.zib" folder contains all the uncensored cards, but the game should load "2020.full.illust_a.jpg.zib" first to overwrite those images with the censored cards. If that folder is empty, it won't have anything to overwrite the jp "uncensored" images with.
Final note, I assume you'll be downloading all 3 versions of the mod down the line, which hypothetically means you'd be making these changes 3 times. :)
If you go through with it let me know how it goes, good luck!
Hopefully these changes should make the early game a lot more enjoyable (and provide many more viable deck builds). I'll be releasing the multiplayer variant of the mod first, since this will also require a major overhaul of the current campaign and challenge duels to account for all the changes cards will be receiving. I'm thinking LESS Mako Tsunami duels this time?
That being said, just for the multiplayer it might take me a couple of months to get this update sorted out. See you then! (If you want)