Popular Post Waynolt 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/ You can also find this modpack's files versioned on GitHub: https://github.com/Waynolt/SWM-modular-modpack FAQ "Why is there no longer the mod XXX?" > It's a password in the base game now. "I can't find it in the passwords" > Look better; I've decided to not port a couple of mods, but 90% of the missing ones are in the base game now. Installation Download link: (v87 - updated 28/10/2024) https://github.com/Waynolt/SWM-modular-modpack/releases/latest/download/SWM_modular_modpack_E19.zip 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]\patch\" (At the end you should have a "[Pokemon Reborn]\patch\Mods" folder with a bunch of files inside.) This video from Lostelle explains it, showing each step required (it's a bit outdated - for example the location changed - but it's still good): https://www.youtube.com/watch?v=6hc3Mo432C0 If playing on a Mac with Wineskin, then, as @Tacos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 (I have absolutely no idea whether this still applies though) 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 - AutoDex": this mod automatically updates your Pokedex by marking all species and forms in an evolutionary line as seen and captured whenever you catch a new Pokemon. The evolutionary line of event Pokemon will be updated after the next battle. Notifications for added entries can be enabled by editing the "SWM - AutoDex.rb" file and setting the global variable "$swm_autoDex_showNotification" at the start to true. • "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. Use the password "noevcap" to disable EVs being lowered to make room for new gains when reaching the 510 overall limit. • "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 : https://www.rebornevo.com/forums/topic/24930-swm-modular-modpack-e19/?do=findComment&comment=808102 Alternative graphics by @Xander : https://www.rebornevo.com/forums/topic/24930-swm-modular-modpack-e19/?do=findComment&comment=835844 Alternative graphics by @SimplyEmy : https://www.rebornevo.com/forums/topic/24930-swm-modular-modpack-e19/?do=findComment&comment=971656 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 - 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 - NoTMXAnimations" hides the TM animations for using Cut, Strength, etc, out of battle. • "SWM - PredictRelationshipValues" makes the move Psychic usable out of combat, and using it lets you know each npc's relationship value. • "SWM - ReusablePremierBalls": Premier Balls in the vanilla game are kind of boring - they're just normal balls, which makes them just a small discount for buying balls in bulk. With this mod they become reusable - using them on a wild mon won't actually decrease their number in your bag. They also act like a decentralized unit: their catch rate is a lot lower than their normal catch rate, but scales linearly with how many you have, with no cap. (Their catch rate with the mod becomes the same as the vanilla one when you have 50 of them in your bag) • "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 - SnappyMenus" makes menu transitions instantaneous. • "SWM - TypeBattleAnnouncer" causes the announcer to say the species and typing of opponent mons about to enter the field instead of their names. • "SWM - TypeBattleIcons" shows each pokemon's type in battle. -------------------------------------------------- Compatibility with other mods Known incompatible mods: Spoiler • None yet 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 E19 version of the Sandbox Mode is fully compatible. • The E19 version of the Additional Options mod is fully compatible. • Pyrolusitium Z is compatible, but you have to follow its install instructions. Probably compatible, or at least they used to be: Spoiler • The E19 version of the Plates of Arceus mod would be fully compatible. If there's any I forgot about, sorry; simply ask about them. -------------------------------------------------- Changelog Spoiler v87 • Bugfix for EvOverflow when using vitamins. v86 • Bugfix for EvOverflow when using berries. v85 • Added AutoDex. v84 • Improved ItemRadar's detection frequency. v83 • Bugfix SharedPC: better check for the pokedex existing before trying to update it. v82 • It appears that the Psychic TM is indeed a thing. v81 • Bugfix SharedPC: check that the pokedex exists before trying to update it. v80 • Bugfix ReusablePremierBalls: deflected balls are not to be lost. • Bugfix TypeBattleIcons: fixed a typo. v79 • Dropped RestToWait (obsolete). • Updated everything else to 19.5. v78 • Added ReusablePremierBalls. v77 • Added SnappyMenus. v76 • Added TypeBattleAnnouncer. v75 • Bugfix for the itemfinder mod. v74 • Relaceshionship? v73 • Aevian Misdreavus is a thing. v72 • EvOverflow only lowers EVs if the mon is holding a power item. v71 • Updated a variable name in MiningForRich to ensure compatibility with the Additional Options mod. v70 • Shared PC will no longer nuke your Shared Box if you save a new game without ever accessing the PC. v69 • Added RestToWait. • Better starter room check for ChooseStarter. v68 • Updated for E19. v67 • Added LocalSavegames. 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 18 • Download: https://drive.google.com/open?id=1iuvk4uLSRV4VEMF0Gp5wdv9d5MmlZ-ez 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 24 11 34 Quote Link to comment Share on other sites More sharing options...
BluePaw 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 comment Share on other sites More sharing options...
seki108 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 comment Share on other sites More sharing options...
Waynolt 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 comment Share on other sites More sharing options...
BluePaw 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 comment Share on other sites More sharing options...
Waynolt 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 comment Share on other sites More sharing options...
0ddman 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 comment Share on other sites More sharing options...
Waynolt 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 comment Share on other sites More sharing options...
arieltonc Posted February 4, 2017 Share Posted February 4, 2017 Pretty nice, but how did you manage to do this? Quote Link to comment Share on other sites More sharing options...
Waynolt 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 comment Share on other sites More sharing options...
arieltonc 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 comment Share on other sites More sharing options...
Waynolt 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 comment Share on other sites More sharing options...
arieltonc 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 comment Share on other sites More sharing options...
Waynolt 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 comment Share on other sites More sharing options...
Aironfaar 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 comment Share on other sites More sharing options...
Waynolt 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 comment Share on other sites More sharing options...
PMDrax 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 comment Share on other sites More sharing options...
Waynolt 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 comment Share on other sites More sharing options...
PMDrax Posted February 9, 2017 Share Posted February 9, 2017 Alright , thank you :). Quote Link to comment Share on other sites More sharing options...
HUEnd 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 comment Share on other sites More sharing options...
Waynolt 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?)... 1 Quote Link to comment Share on other sites More sharing options...
HUEnd 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 comment Share on other sites More sharing options...
Waynolt 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 comment Share on other sites More sharing options...
Stauf96 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 comment Share on other sites More sharing options...
Candy 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 comment Share on other sites More sharing options...
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