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Charon

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  1. Hey, would it be possible for the Sidequest Doc to actually say what the story cutoffs for all the missable quests are? None of them have any indication for how long you actually have to start them or how to know if you've progressed far enough to miss them.
  2. So, I have a sidequests question. Obviously there are several missable sidequests, but one set I'm pretty sure I missed the boat entirely on in my current playthrough is the entire set of Garret quests starting with the candy store, the set that ends with you gaining access to the Celia Fight Club and subsequently Axew. My main question is, considering I've already beaten Aaron and gone back to the Archives with Garret, I'm pretty sure I can no longer do those right? And what's the cutoff for starting them, or any of the missable quests, that's one thing that doesn't get mentioned anywhere in the Sidequests Guide. Secondary Question, if I have missed this entire set of quests, since I have Debug enabled is there something I can do, a Switch I can flip or a Variable I can change to get this chain started and/or give me access to the Fight Club?
  3. Time to revive this old-ass thread, since it's relevant to my questions! So, with the E6 update a while ago and all the code changes that came with it, a lot of the mods that once worked fine with Desolation no longer work, throwing up errors. Right now the one I'm concerned about is the LearnEggMoves mod from the SWM pack. Is there any way to get it working, and if not are there any equivalent mods (or Script edits) that let you do something similar (ie learning Egg Moves at the Move Relearner?).
  4. I am very much looking forward to this! And I have to find a way to make myself push through a Renegade route sometime, since I find it hard to be enough of a dickhead to everyone to get on it...
  5. Hm, weird. I'm assuming you used Debug mode to compile all the data after making your changes? The changes won't actually take effect until you do. I do know that PBS sometimes comes with older files that aren't used in the current version. I guess check that the PBS and Script (.rb files) names line up to make sure you're editing the right PBS file. And if you really need to, you can make a backup of the actual .rb Script files (because never alter the original without an unaltered backup) and alter the originals directly (you should be able to open them in a plain text program). You'd still have to compile data using Debug mode, but as long as it all went through succesfully it should definitely work.
  6. You can't just pick abilities from a list, you need to change a Pokemon's available abilities directly in the Script that contains Pokemon data (stats/abilities/movelists/etc.). Once you've changed them to what you want and compiled the data using Debug, you can select the ability in question normally via Ability Capsule or Party Debug.
  7. Making the change and saving should be all you need, so I don't know why it wouldn't be activating. I'm assuming you're changing the Script file in the actual program container? Any Script files elsewhere will not have any effect when changed AFAIK. As said above, if the file's been changed correctly, and is still named correctly in the appropriate place, the Debug option should be available in the Pause menu and the Pokemon Party menu once you start the game. If you just want a couple Pokemon, you can either trigger a Test Wild Battle with them and battle/catch them or their pre-evo's normally, or add them directly to your party (but the latter won't net you a Pokedex entry).
  8. Ahhhg, this makes me want to play the Renegade route and see what kind of fun there is, but my metaphorical heart couldn't handle being enough of an evil dickhead to everyone to get on that route! I don't know what to do!
  9. In the Main.rb script file, insert $DEBUG = true between the top two sections and save. The lines in question should look like this: return Scene_Intro.new(['intro1'], splash) end end $DEBUG = true def mainFunction #:nodoc: if $DEBUG Just remember to not be stupid. Don't go screwing around with things like Switches and Variables unless you're 100% sure you know what you're changing or warping around to random maps, keep a relevant number of backup saves in case anything gets corrupted, and if you want to change any of the Script files be sure to keep backups of the original version before you made any changes, just in case you screw up something you can't figure out how to fix and need to revert the changes. And if you want to preserve any challenge whatsoever don't go around giving yourself whatever Pokemon/TMs/items whatever (too far) before you would otherwise have access to them.
  10. I was not a part of the Beta, I only started playing once 6.0.2 publically dropped. Here's my save. I do have debug active, but I haven't touched anything like variables or switches and mainly just use it to hack Pokemon I own, compile data, and access the PC anywhere. There shouldn't be any reason to, but try to avoid looking at the movelists for Starmies and Lucario's, I have a couple custom moves on them that will cause errors if they're not in the files when they're viewed. Game.rxdata
  11. Minor bug with "The Specialists" sidequest? I’ve found all the EV trainers, got their Power+ items, and received the final reward from the questline. But it still has the "Find HP specialist" and "Find Special Defense specialist" goal as orange and the overall quest marked as incomplete in the Pokegear. This isn’t a massive deal, but it is very annoying, is there anything I can do in-game, or just a Variable I can change/Switch I can toggle, to mark it as complete? I'm pretty sure this happened because I found and recruited the two Specialists in question before getting the quest-tracking Pokegear upgrade and having the quest officially added to the list for tracking.
  12. I'm pretty sure it was always determined when generated because that's when IVs were generated, and those don't change on a single mon without hacking. I was only curious because it's no longer tied to IVs and didn't know how to change it, and it's the only way to get certain type coverage on my Greninja right now.
  13. Debug mode. Changing a mons IVs no longer seems to have an effect on the displayed Hidden Power type or the type displayed in battle when I tested it, and there's no specific option I could see for changing Hidden Power types anywhere (outside of maybe generating an entirely new mon, which I haven't tested). I want to say this decoupling was a recent thing in the mainline games before the move was removed entirely, but I can't actually find any proof of that. EDIT: Looking through things, using Party Debug on a mon to teach a move directly, it seems every single Hidden Power type is treated as a different move, so that's one way I guess. But it also feels like that's treading too close to outright cheating for my taste...
  14. Since it no longer appears to be tied to IVs, is there currently a way to change a mons Hidden Power type?
  15. Hm, I'll probably just stick to editing montext and movetext directly while keeping backups then, keeps things simple, if time-consuming on the front-end. Still not sure what's up with the the form 2 missing graphic Pokedex error only popping up for some but not others when I didn't do anything differently between them, but it's not gamebreaking and doesn't crash if I'm not stupid so I can deal with it.
  16. Does uh, does anyone know how to change outfits? Not exactly a fan of the one Reeve shoved me in and I can't figure out where to go to change it back...
  17. What I put in the Mods folder is just literal copies of the montext.rb and movetext.rb files, with the names changed and contents altered, and I wasn't sure if they weren't doing anything because I was doing something wrong or they just didn't go there. If I alter/replace the ones in the Scripts folder then I have no issues as long as I don't make any coding errors (aside from a "form 2 missing graphic" error when I hover over an altered Pokemon in the dex, but that only affects some of them for reasons I'm not sure of and only freezes the game if I select the entry). I was just pretty sure it was possible to add additional forms and stuff through the Mods folder since I thought I remembered seeing that before. If I'm getting things mixed up and that's not actually possible then oh well, I'll just have to keep doing things the more direct way.
  18. I haven't encountered the move in-game yet, but in the movetext.rb file the move "Dragon Energy" is literally just a copy-paste of the move "Waterspout", complete with Water-typing, and just slightly-altered wording in the description. They are basically the same move with different types in the actual games, but I'm pretty sure that's not right.
  19. How do I get mods concerning alterations to Pokemon and Moves to work? On Deso at least, if I alter the montext.rb and movetext.rb directly I have no issues, I compile the data and it all works fine. But if I put identical data with an identical filename in a Data=>Mods folder, then compiling data doesn't seem to register they exist. While I know how to alter code to some level, I'm a novice when it comes to Mods specifically, so I don't know if this is an issue with what I'm naming things, some scripts that need to be altered, or even if it's something Desolation-specific or if I'd face this issue with anything based on Pokemon Essentials. Help?
  20. Sure, AFAIK this one should be from before I opened Episode 6 (I still have the latest version of Episode 5 on my computer, I tend to download fresh copies with each major update). If it's corrupted I can get an earlier copy later in the day that should work. Ep5 Game.rxdata
  21. Okay, moving my game to the Applications folder has gotten it to start now, but as someone else encountered, when I press Enter at the title screen I'm getting a long error as seen below, followed by a black screen with no music once I click 'OK'. Here's also the actual text from the errorlog.txt file (in spoilers because it's really long): EDIT: It seems to be related to the saves, since removing them all from the game folder lets it launch without issue, and I can start and save a new game just fine as well, but having a save from Ep5 in the folder, even saved in the right place, just causes these errors.
  22. I'm calling this a major bug since it's preventing me from even getting to the title screen. Fresh Mac version download, haven't done anything but unzip and try to start it. Whenever I launch it I just get an "Unable to open 'Data/Scripts.rxdata' " error, then it closes when I click OK. Scripts.rxdata is at least in the Data folder, so I'm not sure why it can't open it.
  23. I cannot get this game to open. I'm playing on a Mac, and from everything I've read Wine should work without issue, but it just starts the app then immediately closes it no matter whether I use Winebottler, Wine Staging, or just plain Wine. When I opened it in RPGMaker XP it said it was an old version of RPGMaker and couldn't be loaded, and once I replaced the Game.rxproj file with an XP one it said "Failed to load actor data". I think this basically means I'm screwed unless I can get a fresh version of the Actors.rxdata? I don't know how to fix this.
  24. Ok, is there any reason this wouldn't run on a Mac via Wine? I downloaded the latest version (ostensibly 1.65, but the folder says 1.5 once I unzip it), I've been trying to play it but no matter what I do it just won't start. EDIT: Even trying to playtest it through RPGMaker XP just throws up a "failed to create process" error.
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