Popular Post Waynolt 175 Posted January 31, 2017 Popular Post Share Posted January 31, 2017 PLEASE MAKE A POST IN THIS THREAD IF YOU HAVE ISSUES WITH ANY OF THESE MODS. I check on discord about once a year, more or less; hence, your best chance to get help from me is to come here, in the forum. (In case you're wondering, SWM stands for "Select Weather Mod": this was its name before it became a modpack, and when it came the time to rename it... I actually didn't ) (Btw I'm not crazy nor that original... it's somewhat of a citation, as this is literally how Trumpkin got his nickname) This modpack is for Pokemon Reborn; if you're looking for a Rejuvenation-compatible version, you can find it here: http://www.rebornevo.com/forum/index.php?/topic/33807-rejuvenation-modular-modpack-v11-patch-3/ Also, some of the components in the modpack have additional settings that can be managed with this:http://www.rebornevo.com/forum/index.php?/topic/40480-aironfaars-mod-box-e181updated-2018-08-23/ You can also find this modpack's files versioned on GitHub: https://github.com/Waynolt/SWM-modular-modpack Installation Download link: (v66 - updated 20/06/2020) https://drive.google.com/open?id=19fajG-Cdt3q2nLipkvcI8UvN6-X3vxRX The link above will allow you to download a .zip archive. Inside of that archive you will find a "Readme.pdf" explanatory file and a "Mods" folder. To install, just drop the folder "Mods" into the folder "[Pokemon Reborn]\Data\" (At the end you should have a "[Pokemon Reborn]\Data\Mods" folder with a bunch of files inside.) This video from Lostelle explains it, showing each step required: https://www.youtube.com/watch?v=6hc3Mo432C0 If playing on a Mac with Wineskin, then, as @Tacos suggests in this thread, do all the modding in a Reborn folder outside of the wrapper and then make a new wrapper with that folder Every component is stand-alone, and can be used on its own; please refer to the "brief summary" below for more info on each one. -------------------------------------------------- Brief summary of each mod component (Please remember to check and delete the components you do not want when you are installing this mod pack!) Spoiler • "SWM - AAA": this component is a trap, and its purpose is to crash the game. It only exists to force people to read this section. (Please read below anyway... many of these mods change the gameplay, and you should at least know about what you have installed.) • "SWM - BagSortByType" adds a "sort by type" option when sorting the bag; alphabetical sorting is still available. (Thanks to @DreamblitzX for the help!) • "SWM - ChooseStarter": while you are in the starter selection room, you can select your starter (as if you wanted to give it an item) and use the "Change starter" option to randomize or choose its species. • "SWM - EvOverflow": if your mon's EV in any stat would go over 252, without breaking the 510 overall limit, then you are offered the choice to improve its IV, at the cost of resetting that EV. If instead you use friendship berries at 0 EV you are offered the choice to reduce the IV. • "SWM - ExpShareFullTeam": if you have at least 1 ExpShare in your bag and noone in the team is holding one, then everybody in the team will share the battle exp (total exp gained is unchanged: instead of 1 mon getting 60 exp from the battle, you will have 6 mons getting 10 exp each); only the mons who actually fought get Evs. If you do not have an ExpShare in your bag (i.e. you haven't found it yet, or you gave it to one of the mons in the PC) or if one of the mons in your team is holding it, then it will behave as it does in the unmodded game. • "SWM - FindInPC" lets you use the box options to find items, eggs, or mons in the PC. (Leave the search field empty to find anything.) • "SWM - InfiniteBackups" prevents the game from deleting the oldest backup saves. • "SWM - ItemRadar" changes the ItemFinder so that, when activated, it stays on and marks hidden items on the game map. (Alternative graphics by @Player_Null_Name : http://www.rebornevo.com/forum/index.php?/topic/24930-swm-modular-modpack-e18/&do=findComment&comment=808102 Alternative graphics by @Xander : https://www.rebornevo.com/forum/index.php?/topic/24930-swm-modular-modpack-e18/&do=findComment&comment=835844 To use them, download the .png image attached to the linked post and use it to replace the mod's default "SWM - ItemRadar.png" file) • "SWM - ItemsBan" forbids item usage in battle. • "SWM - LearnEggMoves" lets the move relearner teach any egg move. • "SWM - MiningForRich": while mining the wall won't collapse, but mining further costs cumulatively more and more money (spent on materials to build a tunnel, of course ). • "SWM - Mouse" simply enables the mouse in-game. (Eh, I've always wanted to use "simply" to describe something this big ) (Thanks to @DreamblitzX for the help!) • "SWM - MultiSelectPC" lets you move a group of mons in the PC: hold [CTRL] when choosing "Move" to mark (or unmark) the mons you want to move, then select an empty space to move them all or clear the selection. (Alternative graphics by @Player_Null_Name : http://www.rebornevo.com/forum/index.php?/topic/24930-swm-modular-modpack-e18/&do=findComment&comment=813369 To use them, download the .png image attached to the linked post and use it to replace the mod's default "SWM - MultiSelectPC.png" file) • "SWM – NoHpAnimation" hides the HP gauge animations during battle. • "SWM - NoTMXAnimations" hides the TM animations for using Cut, Strength, etc, out of battle. • "SWM - NoTMXNeeded" makes it no longer necessary to teach TM moves (Cut, Strength, Fly, etc) to your mons; just having the badge and the machine is enough to use them out of combat. • "SWM - PickupQoL" alters the ability PickUp: items picked up are put directly in your bag, and you are sent a message stating who picked what up. • "SWM - PredictRelationshipValues" makes the move Psychic usable out of combat, and using it lets you know each npc's relationship value. • "SWM - SetWeather" adds new options in the Pokegear. "Select Weather" allows you to directly choose the weather for today in the area you are in. "Reroll weather week" resets the internal weather calendar of the game; useful if you got it stuck by messing with the system date. • "SWM - SharedPC" makes the last box in the PC shared amongst savegames: mons you put in it will be there if you start a new game or load a different savegame. • "SWM - ShowStatBoosts" shows each pokemon's stat stages in battle. (Alternative graphics by @Player_Null_Name : http://www.rebornevo.com/forum/index.php?/topic/24930-swm-modular-modpack-e18/&do=findComment&comment=805921To use them, download the .png image attached to the linked post and use it to replace the mod's default "SWM - ShowStatBoosts.png" file) • "SWM - TypeBattleIcons" shows each pokemon's type in battle. • "SWM - UnrealClock" shows the current in-game time. • "SWM - UnrealTime" changes the game time from real time to simulated time, so that if you only play in the evening you can still get to see morning events too. (Please note: using it with SetWeather allows you to change the time, but it also resets the calendar - which in turn affects things like the lottery) • "SWM - WildEncounterRates": if the party leader is holding a Smoke Ball or has the ability Run Away and there are mons in the area that you haven't caught yet, then you're guaranteed to encounter one of those. -------------------------------------------------- Compatibility with other mods Last version of SWM (v59) to be compatible with mods based on Reborn Episode 18.1:https://drive.google.com/open?id=1iuvk4uLSRV4VEMF0Gp5wdv9d5MmlZ-ez Known incompatible mods: Spoiler • None yet. • The Follower Pokemon mod used to require a compatibility patch in E17, but in E18 it may no longer be the case. • The Sandbox Mode mod used to require a compatibility patch too in E17, but in E18 it is fully compatible. • Redux at the moment is both compatible and incompatible: SWM mods will run in Redux, but some of them will cause either Redux or themselves (or both) to bug out. • Memeborn and Memeforms should be compatible, but with big mods it's hard to say for sure without extensive testing (sadly I'm not enough of a masochist to install a difficulty increaser on an already difficult game). • PR Mod Menu is not compatible. • Cool Funky Mode is probably not compatible. Already compatible, no patch needed: Spoiler • Any mod that doesn't add files to the Mods folder. • Any mod that doesn't change the Scripts.rxdata file. • The E18 version of the Sandbox Mode is fully compatible. • Aironfaar's Mod Box should be fully compatible (some of those mods were even specifically designed to work with SWM). • Redux at the moment is both compatible and incompatible: SWM mods will run in Redux, but some of them will cause either Redux or themselves (or both) to bug out. • Memeborn and Memeforms should be compatible, but with big mods it's hard to say for sure without extensive testing (sadly I'm not enough of a masochist to install a difficulty increaser on an already difficult game). • Pyrolusitium Z is compatible, but you have to follow its install instructions. • Alternate Form Pack is fully compatible. • The Sage of Reborn is fully compatible. If there's any I forgot about, sorry; simply ask about them. -------------------------------------------------- Changelog Spoiler v66 • EvOverflow has been edited to be compatible with Redux. v65 • UnrealTime no longer blocks the Lottery minigame (there are easier ways to cheat, after all). v64 • SWM has been updated to 18.4. • UnrealTime has been split into two components. v63 • SharedPC should now be compatible with the Mac version of the game. v62 • Fixed a bug in BagSortByType. v61 • SharedPC notifies if the game is not updated to Episode 18.2. v60 • SharedPC is updated to Episode 18.2. v59 • SharedPC should now be able to detect corrupted SharedPC.rxdata files and prevent them from being loaded. v58 • ChooseStarter can now be used to get any Drapion form, modded or not. v57 • Pickup chance can now be changed using another mod. v56 • Added a check to ItemRadar to prevent an error. v55 • Added an option for NoTMXNeeded. v54 • Added NoHpAnimation. v53 • Mouse can now select/deselect the button for Z moves/mega evolution/ultra burst. v52 • Added WildEncounterRates. v51 • UnrealTime's timescale customization is now handled by another mod. v50 • Changed the order of the TMXs in NoTMXNeeded. v49 • SetWeather now tries to prevent a crash by resetting the weather calendar before changing it. v48 • Added EvOverflow. • ExpShareFullTeam now tries to show the Exp gained only once per defeated foe. v47 • UnrealTime's timescale can now be customized. v46 • Added FindInPC. • Added MultiSelectPC. v45 • Added PredictRelationshipValues. • The moves in NoTMXNeeded are now sorted alphabetically. v44 • ChooseStarter now also checks for the number of badges. v43 • Removed an unexpected break from NoTmxNeeded. • Improved bitmaps' creation in ShowStatBoosts. v42 • LearnEggMoves now lists incense-bred moves too. v41 • ChooseStarter and NoTMXNeeded are no longer fused together. • ChooseStarter now accepts partial names when looking for the chosen species. • NoTMXNeeded's menu entries are now grouped together in a submenu. v40 • Added ShowStatBoosts. v39 • Mouse should no longer indirectly overwrite the speed-up key. v38 • Added a version check to every component of this modpack. v37 • Updated the modpack to E18. • Added AAA. • Added BagSortByType. • Added Mouse. • Removed EggPicking (a derivative of it is included in the unmodded E18). v36 • NoTMXNeeded is now compatible with another mod's option. • Added MiningForRich. v35 • EggPicking got polished up a bit. v34 • Code improvement for ItemRadar. v33 • PickupQoL now also affects Honey Gather. v32 • Added InfiniteBackups, and changed SharedPC to accomodate its edits. • Removed Insurgence (redundant, since another mod offers the same functionality). v31 • Added Insurgence. v30 • v29 was a lie. v29 • ExpShareFullTeam now accepts another mod's option. v28 • UnrealTime now includes an on-screen clock. v27 • Fixed interaction between EggPicking and the Follower Pokemon mod. v26 • Fixed a crash with ExpShareFullTeam when fighting double battles while having an incomplete party. v25 • Fixed a typo in EggPicking. • ItemsBan accidentally banned pokeballs too. v24 • Slight code improvement for SharedPC, EggPicking, and ExpShareFullTeam. • Added module ItemsBan v23 • Started changelog. -------------------------------------------------- For previous Reborn episodes: Spoiler Episode 17 • Download: https://drive.google.com/file/d/1pemW487Qt9kMKQnxS4rhdjamnw0pjhAN/view?usp=sharing • Compatibility patches: (install the mod, then SWM, then the patch) > Personthing's Follower mod: https://drive.google.com/open?id=1gov02z03QCcFKw42xhklxpO5vQNIm6Yw > DerxwnaKapsyla's Sandbox mod: https://drive.google.com/open?id=1jTyAkNqMHjuaU6qDMoB893z12ZNZmJK4 Episode 16 • Download: https://drive.google.com/open?id=0B4XiRtkwr4blLXdlX29BU3ZZQ0E 12 5 31 Quote Link to post Share on other sites
BluePaw 0 Posted February 1, 2017 Share Posted February 1, 2017 Thank you so much! I just downloaded it and it seems to work fine, though I only tested it for a few minutes. I've been dreading reverting to Ep. 15 just to change the weather since I've been stuck on heavy rain for more than a month (Can't use Fire types). For anyone wondering how, the download comes with a 'Scripts' file. Put it in place of the Scripts file in the Pokemon Reborn Data folder, though keep the old one just in case. Also I'm not sure what you mean by the other things. Quote It includes the option to get any starter [...] I'll pass on getting multiple starters, assuming that's what you mean; Having a Snivy, Torchic, and a Froakie at the start of the game seems a bit OP to me. Quote [...] and to use TMXs out of battle by just having the TM and the badge, without actually teaching that move to any pokemon. Do you mean using, say, Strength outside of battle even if my Pokemon doesn't know it? That would be a real time saver. Thanks again! Quote Link to post Share on other sites
seki108 1226 Posted February 1, 2017 Share Posted February 1, 2017 12 minutes ago, BluePaw said: Thank you so much! I just downloaded it and it seems to work fine, though I only tested it for a few minutes. I've been dreading reverting to Ep. 15 just to change the weather since I've been stuck on heavy rain for more than a month (Can't use Fire types). For anyone wondering how, the download comes with a 'Scripts' file. Put it in place of the Scripts file in the Pokemon Reborn Data folder, though keep the old one just in case. Also I'm not sure what you mean by the other things. I'll pass on getting multiple starters, assuming that's what you mean; Having a Snivy, Torchic, and a Froakie at the start of the game seems a bit OP to me. Do you mean using, say, Strength outside of battle even if my Pokemon doesn't know it? That would be a real time saver. Thanks again! Those two extra features are other mods he worked on, but didn't remove the code for. Unless I'm remembering wrong, the starter part involves choosing any normal (non-legendary/mythical) Reborn-available Pokemon, but I haven't actually used that mod before (since it only works in the starter room). That's exactly what the TMX mod does, from what I remember, and is the base mod for it all. Quote Link to post Share on other sites
Waynolt 175 Posted February 1, 2017 Author Share Posted February 1, 2017 1 hour ago, seki108 said: Those two extra features are other mods he worked on, but didn't remove the code for. Unless I'm remembering wrong, the starter part involves choosing any normal (non-legendary/mythical) Reborn-available Pokemon, but I haven't actually used that mod before (since it only works in the starter room). That's exactly what the TMX mod does, from what I remember, and is the base mod for it all. Correct Quote Link to post Share on other sites
BluePaw 0 Posted February 1, 2017 Share Posted February 1, 2017 Ah I see. That adds an interesting element to the game, being able to pick any non-legend Pokemon as your starter. I'll have to try it out sometime! Quote Link to post Share on other sites
Waynolt 175 Posted February 1, 2017 Author Share Posted February 1, 2017 (edited) 39 minutes ago, BluePaw said: Ah I see. That adds an interesting element to the game, being able to pick any non-legend Pokemon as your starter. I'll have to try it out sometime! It gives two options, from which you can choose one (or none, if you prefer the normal starters): >you can have a random starter, which is picked amongst those that the game recognizes as available and unevolved (I didn't write any list, the mod uses script functions that were already in the game to pick a random pokemon) -or- >you can manually select a starter using its pokedex ID; if you choose one that you would not normally be allowed to get in the game (detected using the previously mentioned script function), you'll get a warning. The warning though will not stop the process: if you really want to go through and play with Arceus as a starter imho that's your business, but you won't be allowed to bring it online. Edited February 1, 2017 by Waynolt Quote Link to post Share on other sites
0ddman 5 Posted February 3, 2017 Share Posted February 3, 2017 May I ask how does the Weather mod works. I downloaded it, but I kept the old script data in case I mess something up. I don't know exactly what to do cause I want to use the mod. 1 Quote Link to post Share on other sites
Waynolt 175 Posted February 3, 2017 Author Share Posted February 3, 2017 (edited) 4 hours ago, 0ddman said: May I ask how does the Weather mod works. I downloaded it, but I kept the old script data in case I mess something up. I don't know exactly what to do cause I want to use the mod. Just use the "select weather" option in the added Pokegear app. If instead you're asking what it does: It allows the game to randomize and record the planned weathers for the week like it would normally, then when the game tries to read the plan it goes "you know what, it actually says it should be X weather here", where X is your choice. In more technical terms: it lets the game define the weather array, but then overwrites its element that the game is trying to access (with a few simple lines put between the "read" and "use" portions of the original script). When 5 days have passed and the weather week is rerolled, that changed variable is discarded and overwritten by the "normal" script. Edited February 3, 2017 by Waynolt Quote Link to post Share on other sites
arieltonc 0 Posted February 4, 2017 Share Posted February 4, 2017 Pretty nice, but how did you manage to do this? Quote Link to post Share on other sites
Waynolt 175 Posted February 4, 2017 Author Share Posted February 4, 2017 (edited) 47 minutes ago, arieltonc said: Pretty nice, but how did you manage to do this? As already written, the game plans the weathers for the week in advance, once at the start of every week. This plan is an array (a list), with each element in it composed by two numbers: an ID for the weather type and a number indicating its strength. This mod simply changes the planned weather for today in the area you're in. Edited February 4, 2017 by Waynolt 1 Quote Link to post Share on other sites
arieltonc 0 Posted February 4, 2017 Share Posted February 4, 2017 1 minute ago, Waynolt said: As already written, the game plans the weathers for the week in advance, once at the start of every week. This mod simply changes the planned weather for today in the area you're in. I mean the programming part. Just edit with RPG MAKER, or something else? Quote Link to post Share on other sites
Waynolt 175 Posted February 4, 2017 Author Share Posted February 4, 2017 Just now, arieltonc said: I mean the programming part. Just edit with RPG MAKER, or something else? Oh. Well, I used an rxdata script editor called "Gemini". 1 Quote Link to post Share on other sites
arieltonc 0 Posted February 4, 2017 Share Posted February 4, 2017 Just now, Waynolt said: Oh. Well, I used an rxdata script editor called "Gemini". Thanks. It can be used to do others mods right? Quote Link to post Share on other sites
Waynolt 175 Posted February 4, 2017 Author Share Posted February 4, 2017 2 minutes ago, arieltonc said: Thanks. It can be used to do others mods right? Sure; well, script mods only, I guess, but yeah. 1 Quote Link to post Share on other sites
Aironfaar 62 Posted February 8, 2017 Share Posted February 8, 2017 (edited) Thank you. Thankyouthankyouthankyou! Since I'm on my very first playthrough, I didn't want to go on until E17 due to the weather being broken in my save. Your mod allows me to go on playing right now. I appreciate it so much, I'd even throw money at you for it, heh. Again, thanks! Edited February 8, 2017 by Aironfaar Quote Link to post Share on other sites
Waynolt 175 Posted February 8, 2017 Author Share Posted February 8, 2017 1 hour ago, Aironfaar said: I appreciate it so much, I'd even throw money at you for it, heh. Again, thanks! Throw it at Ame Quote Link to post Share on other sites
PMDrax 5 Posted February 9, 2017 Share Posted February 9, 2017 So applying this mod won't damage my sav file in future episodes? Just want to get that damn eevee lol. Quote Link to post Share on other sites
Waynolt 175 Posted February 9, 2017 Author Share Posted February 9, 2017 (edited) 5 hours ago, PMDrax said: So applying this mod won't damage my sav file in future episodes? Just want to get that damn eevee lol. If E17 will keep the "re-plan every weather each week", it won't do any damage. Else, the worst that could happen is that you'd have to advance the calendar 1 week before updating (advancing the calendar will reroll the planned weathers and overwrite the change this mod allowed you to make to the planned weathers). Edited February 9, 2017 by Waynolt Quote Link to post Share on other sites
PMDrax 5 Posted February 9, 2017 Share Posted February 9, 2017 Alright , thank you :). Quote Link to post Share on other sites
HUEnd 129 Posted February 9, 2017 Share Posted February 9, 2017 Does that affect Relationship Points somehow? I'm just checking because I just don't want to do another run for those xD Quote Link to post Share on other sites
Waynolt 175 Posted February 10, 2017 Author Share Posted February 10, 2017 8 hours ago, HUEnd said: Does that affect Relationship Points somehow? I'm just checking because I just don't want to do another run for those xD I don't think so (how could it?)... Quote Link to post Share on other sites
HUEnd 129 Posted February 10, 2017 Share Posted February 10, 2017 16 minutes ago, Waynolt said: I don't think so (how could it?)... I felt the exactly same way while I was writing it It's an excellent mod for a fast run and for who can't wait for a whole week to have a different weather, great job! Quote Link to post Share on other sites
Waynolt 175 Posted February 13, 2017 Author Share Posted February 13, 2017 (edited) 1 hour ago, GS BALL said: Does using this mod, carry any risk for corrupting or breaking something, game-related? I am again at a point that i should collect everything before progressing, so i need to get certain weather, in order to catch some pokemon... There always is a risk in pretty much everything in life. There is no reason for this to break anything though (that's as far as I know of course: this mod just changes the planned weather for today in the area you are in - and the game plans the week's weathers at the start of every week, so this change always gets overwritten in a week at most unless you messed with the calendar in the wrong way), and I did recently finish a full playthrough without encountering problems with a modded starter and using the weather selection. Edited February 13, 2017 by Waynolt Quote Link to post Share on other sites
Stauf96 3 Posted February 14, 2017 Share Posted February 14, 2017 (edited) So I downloaded the mod, and moved the files. The mod works in the sense that the weather visibly changes, however, the tree that block access to the eevee tunnel remains. I've tried changing the weather to both forms of windy, entered and exited the house in the forest several times, entered and the exited the actual forest several times, and yet the tree remains. Am I missing something? Edit: LOL it also needs to be night. My bad. Edited February 14, 2017 by Stauf96 1 Quote Link to post Share on other sites
Candy 1725 Posted March 10, 2017 Share Posted March 10, 2017 Can I ask how to use the mods? Do I just leave them in the Reborn folder, or do I have to do something with the Game.ini file? I'm on mac, and am not super tech savy for these things :/ Quote Link to post Share on other sites
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