Users browsing this thread: 1 Guest(s)
C. V. Reynolds Bug-Fix Compilation and Script Fix

#11
Posts: 8
Threads: 1
Thanks Received: 3
Thanks Given: 0
Joined: Jan 2019
Reputation: 0
Status
Catnip
Thank you so much for this patch pack, its quite a godsend.
Quote  

#12
Posts: 67
Threads: 10
Thanks Received: 23
Thanks Given: 29
Joined: Dec 2018
Reputation: 0
Status
Moog
(11-04-2018, 08:01 PM)CVReynolds Wrote: Morph Mayhem (Leet Sketcher)

Heads up, if you're using this patch compilation... this particular patch caused a problem for me you might want to watch out for.

If you set Morph status via a spell (such as a spell in the Magitek menu), the automated Revert triggered by an empty morph supply will crash your game.
You can avoid this glitch in your mods by applying Leetsketcher's corresponding antipatch immediately as the second patch, after applying C.V.'s compilation.  It's in the Morph Mayhem zip if you find it online (I found it at RHDN).
  Find
Quote  

#13
Posts: 3,647
Threads: 266
Thanks Received: 692
Thanks Given: 285
Joined: Oct 2011
Reputation: 60
Status
Faith
(03-23-2019, 03:14 PM)C-Dude Wrote: If you set Morph status via a spell (such as a spell in the Magitek menu), the automated Revert triggered by an empty morph supply will crash your game.

That's good to know. However it's not really a problem if you leave morph use like the vanilla way.. Maybe you could leave a message on LeetSketcher website about this.
  Find
Quote  

#14
Posts: 6
Threads: 2
Thanks Received: 0
Thanks Given: 2
Joined: Oct 2014
Reputation: 0
Status
None
Hi. I recently brought to madsiur's attention that there's an original-game bug where, if you enter the Espers menu, cancel to the main Skill list, then enter a character skill menu that has a shorter name than Espers, the other characters get appended to the end of the short name. It works the same with magic costs, SwdTech, Blitz, Rage, and Dance. (My screenshots show this off perfectly.)

However, mads thankfully made a patch that fixes this perfectly and works with the Bug-fix Compilation.

https://www.ff6hacking.com/forums/thread-3863.html

Cheers!
  Find
Quote  

#15
Posts: 1
Threads: 0
Thanks Received: 0
Thanks Given: 1
Joined: Aug 2019
Reputation: 0
Status
None
I just want to say that I've been looking all over for a complete FFVI patch and this is just what I needed. Thank you.

Aside from this, how well does it mesh with something like Rodimus Primal's Woolsey Uncensored patch? He patches/adds a few things that this doesn't.
  Find
Quote  

#16
Posts: 2,218
Threads: 90
Thanks Received: 257
Thanks Given: 258
Joined: Aug 2009
Reputation: 40
Status
Nattak\'d
According to a patch conflict checker tool, there are quite a few conflicts that would undoubtedly break the game at some point or another. Checking the basic patches from both, there are 39 conflicts throughout the ROM. You'd probably have to revert them all to either one hack or the other and then hope for the best. It'd definitely help to know what exactly each conflict/address is, but it'd be pretty tedious detective work trying to hunt down each individual patch used and/or whatever work has been done, in order to safely change it or remove it.

Can see the patch_conflict.txt here if you'd like:
https://www.mediafire.com/file/h4stx5die...t.txt/file

I tried playing with both patches applied, and while it surprisingly made it through the first battle, it restarted the game on I think the 3rd battle in Narsh beginning, so some work would indeed be needed.


We are born, live, die and then do the same thing over again.
Quote  



Forum Jump:

Users browsing this thread: 1 Guest(s)


Theme by Madsiur2017Custom Graphics by JamesWhite