ROM Hack Suggestion Final Fantasy XII Vaan’s reskin mod

cucholix

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I wonder if it could be possible apply this mod in FFXII Vaan’s skin

41-1523716231-1822695975.png


https://www.nexusmods.com/finalfantasy12/mods/41

I have the cartridge game but not sure how obtain the game contents to patch this file, any help would be highly appreciated :)
 
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masagrator

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Texture needs to be the same size as Switch texture, they don't need to be swizzled. And 10.5GB archive needs to be repacked and put to layeredfs. It depends on you if it's worth it.
 

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There are two if you have patch installed (main 10,5 GB vs patch 2 MB). They are hardcoded in executable, so you can't add another one.
But adding files to second archive may not work.

FF XII works by using ID numbers to take files (for some of them, if not for all) and if you will add file to patch vbf, then they will be probably ignored (it will depend on engine if files from patch vbf are hardcoded to executable - I didn't check). I don't know if dds.phyre files are working with this.
For example with repacking patch archive you can't apply translation mod. I've already tested and files were ignored. Only by repacking files from original vbf translation was working.
ffgriever added experimental function for packing archive, but it can mess with files that are already in patch because of IDs (there are two of them).

tl;dr
It's a big chance that repacking FFXII_TZA_PATCH.vbf do nothing. Repacking FFXII_TZA.vbf is probably only solution before SaltyNX will be released.
 
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Nym5

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Woah, is this texture pack only for Vaan?
I would love play as an Ashe that is in fact dressed as a Black Mage :O
 

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There are two if you have patch installed (main 10,5 GB vs patch 2 MB). They are hardcoded in executable, so you can't add another one.
But adding files to second archive may not work.

FF XII works by using ID numbers to take files (for some of them, if not for all) and if you will add file to patch vbf, then they will be probably ignored (it will depend on engine if files from patch vbf are hardcoded to executable - I didn't check). I don't know if dds.phyre files are working with this.
For example with repacking patch archive you can't apply translation mod. I've already tested and files were ignored. Only by repacking files from original vbf translation was working.
ffgriever added experimental function for packing archive, but it can mess with files that are already in patch because of IDs (there are two of them).

tl;dr
It's a big chance that repacking FFXII_TZA_PATCH.vbf do nothing. Repacking FFXII_TZA.vbf is probably only solution before SaltyNX will be released.
Have you successfully injected anything into the VBF file? When I use VBF Browser to open the file it says it's unable to open the file.
 

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cucholix

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Thank you, I did end up finding that same day and imported a texture mod for Fran. Worked without edits. Tried another mod for Penelo but that one tints the whole character's body blue, so still working on that one.
So you were able to mod Fran textures?
 

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What's the benefit of packing an archive as opposed to just repacking it?
That you can share this mod without legality being questioned (since by repacking you will upload file also with unmodified assets which is a no-no on mod sites).

And since this is an old thread - I have managed to repack PATCH file to put whole Polish translation, I don't remember now why it didn't work before.
 
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Stellar

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That you can share this mod without legality being questioned (since by repacking you will upload file also with unmodified assets which is a no-no on mod sites).
But I thought the game could only see the big file and the patch file, are you saying if we pack a new vbf with a completely original name that the game loads it anyway?
 

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But I thought the game could only see the big file and the patch file, are you saying if we pack a new vbf with a completely original name that the game loads it anyway?
Fixed message, I put it wrongly.
Post automatically merged:

And you cannot load new VBFs with current code since names are hardcoded, but it shouldn't be hard to write mod loader last time I looked at code. I remember only that I tried to do it purely in ASM few years ago, but I was a noob back then and couldn't figure this out.
 

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