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It’s summer time and you know what that calls for? A well deserved holiday… I’m british, I’m not calling it a vacation. In today’s development blog we’ll be highlighting updates to Redcliff and Keneph Resort, a project that I was initially working on before I took on the mantle. Let’s get into it shall we? Redcliff Makeover With all development cycles for games like Desolation, updates to older parts of the game will happen, and Redcliff was one that needed a bit of a makeover. TL;DR Ruby was like “yeah I’m gonna update Redcliff” and I said “bet”. Redcliff being one of the first towns in the game, we wanted to spruce it up a bit, especially since this is where the research lab is located. It’s a town located in the midst of cliffs… given its name, and right by Keneph Jungle, so we wanted to give off a woodland-esque vibe with a sense of tranquillity, here’s how Redcliff will be looking in EP7! The starter room just got a little fancier Once Ruby is set on updating something, there’s no changing her mind, she’s already been doing some makeovers for other areas which you would have seen across previous development blogs, nothing is safe from her pen. --------------------------------------------------------------------------------------------------------------------------- Outside of Redcliff, we have been working on several new areas of the game, such as Keneph Resort! For this next section, I’ll be passing over to twoslashes to talk through his thought process for tackling the map design for the area. Take a break at the Resort Greetings, Deso fans! I’m twoslashes, I joined the Deso team back in February as a spriter and mapper. My main project for the past few months has been the mapping of Keneph Resort, which I recently finished. Further on I'll be talking about my mapping process - how I go from nothing to a full map with a custom tileset, but first, let’s start with some screenshots! Yeah, I definitely went a bit overboard with some of these. Overall, I’m happy with how they turned out though! I’m especially glad to be done with all the indoor maps, I was really struggling to come up with more indoor layouts by the end. Anyway, for those of you that are interested, I’ll describe my mapping process. I’ll mostly be using the antique shop (Keneph Antiques) as an example, but most of what I have to share is applicable to any kind of map, even outdoor ones. Firstly - the design. I was provided with a lot of design details for the various areas of the resort, so the general idea was already there and I just had to fill in the gaps. For the most part, the details were not rigid, so I could change them if I didn’t like them or couldn’t make them work, but I stuck to them for the most part. In the case of Keneph Antiques, there wasn’t anything unexpected for an antique shop - wood floor, display cabinets, shelves, a counter for paying. Notably though, it was supposed to have “unique treasures”, and given the nature of the shop, it made sense for them to relate to the history of Ayrith. Those paintings on the walls may or may not be references to historical areas within the game. Generally, I wanted to give it a bright and approachable atmosphere, packed with stuff to buy. Despite being a new building, I wanted it to have a bit of wear so it could stand out a bit from the other resort buildings. From my observations, I find that antique shops in real life tend to be cluttered, but organized for the most part. Keneph Antiques, however, is a complete disaster when it comes to organization. This is due to sprite size limitations. I found it challenging to display both of these qualities, so I focused more on the clutter since that is more unique to antique shops. Regardless of whether the tiles are custom-made or not, a map should take into account both level design and visuals. These two aspects aren’t completely independent from each other - you can have a nice looking layout, just as you can use visuals to guide a player around the map, but I think that level design is more foundational. Granted, level design is not as relevant in a small indoor map like this, but it’s still good to do the layout first at least, even when spriting tiles from scratch. It’s quick to do, and is a much greater step towards understanding how the final map will feel than, say, spriting a nice floor tile. My first drafts usually look something like this: Not an actual progress screenshot of Keneph Antiques, but it probably looked something like this at one point. Extremely simple, as you can see. It only takes about 20 minutes of experimenting, and it gives a good idea of how the map will feel to run around in even without any proper tiles. Next I’ll add some mostly undetailed blocks for some of the larger items in the map, and determine the general color scheme: Compared to the final version, the colors are less polished, and obviously it’s lacking in detail, but it’s very recognizable at this stage. Now, all that’s left is adding all the additional assets and details, which is by far the most time-consuming part of the process. I’m not going to give a full guide on how I made all of the details, but I can give some insight into my workflow and some general advice. One workflow trick I use frequently is to screenshot the map from RMXP and open it up in my pixel art editor (I use Aseprite for anything tileset-related, but this should work with most programs). The screenshot will likely be at a higher resolution, so I scale it down such that the pixel sizes line up properly. Then you can create the asset directly on top of the map, which immediately gives you full context as to how it’ll look in game without having to add it to the tileset. If you do the layout first, then you can do this for all your assets, which will save a lot of time throughout the process. I almost always start with the silhouette when making assets. I can take a blob and throw it on top of the map and get a pretty good idea of how it’ll look when it’s actually detailed, which I find more difficult to do with an outline. I also prefer to work in grayscale and color the asset as one of the final steps, mostly because I find the process more straightforward when I can focus solely on one thing at a time. Colors can be swapped cleanly and easily in pixel art, so I don’t find any downside to this workflow. Anyway, the silhouette shouldn’t take long. It just needs to vaguely resemble the object’s shape. For large objects with more organic shapes (e.g. the Milotic statue in the reception, as well as the leaves around it), adjusting single pixels trying to make it look perfect is taking it too far for this stage, because it’s likely that further adjustments will be needed once more detail is present. Next, I’ll add shading and highlights, still in grayscale. With indoor maps, the light typically comes from straight above, but sometimes I like to put shadows on the side to show the form of the object better (ideally on the side closer to the wall, but for objects used repeatedly it doesn’t matter too much). With small objects, I don’t bother with any cast shadows, since they interfere too much with the form. For larger objects, I start pretty rough, then I refine the shape of the silhouette and the shadows at the same time. Some antique shop assets, still in grayscale Finally, it’s time to add color. Working in grayscale encourages having appropriate value contrast between the local color and the shadow color, so I try to keep the contrast consistent between the gray and colored versions. Keeping the grayscale version on the side to reference while adding color to a separate copy can help avoid reducing or overdoing the contrast. Colors are relative - the same color can look different based on context, so I also recommend placing your object on a screenshot of your map when adding color if you haven’t already, mostly to make sure it doesn’t look out of place. That said, I don’t stress too much about having perfect colors yet because they’re easily fixable later on. Now, that’s where my process ends when it comes to individual assets. However, once I have all assets made (or sometimes a bit earlier if I get bored), I’ll do a phase of color adjustment on the map as a whole. The easiest way I’ve found of doing this is to take a screenshot of the map, edit the screenshot to make it look better, then apply the same edits to the tileset. Lastly, I manually adjust any individual colors that look out of place. Well there you go, a summary of my entire mapping process. I apologize for not having many examples for the details part, unfortunately I didn’t take many process screenshots while in the middle of making assets. Despite that, hopefully some of you find this helpful, and I hope you’re looking forward to experiencing the resort in-game! --------------------------------------------------------------------------------------------------------------------------- A massive shoutout to twoslashes for all the work he’s put into what was essentially my baby when we started EP7 development. For those unaware, while Caz was meant to be working on main story, this was going to be my focus on the Episode as it was my idea to build something to bring new life to Amaria as we continue our journey across Ayrith and have an area for players utilise in their playthroughs, from move tutors to the new Fight Club. With Caz’ departure and myself taking over the project, I reviewed the scoop of what we need and decided to delegate this to other members of the team. Seeing how it has now come to life truly brings me so much joy, and I really can’t wait for you all to experience it for yourselves. In other news before I close out this blog, last month our friends over on the Rejuvenation team have finally dropped their V14 update not too long ago, I would imagine a lot of you might have already played or are in the midst of playing. If you haven’t yet then I highly recommend you checking it out! Jan and his team have put so much effort into it, truly pushing the limits of what was known for Fangames and has honestly given me a lot more inspiration for Deso. So go play this, it’s your homework. :) https://rejuvenationgame.com/download That’s all for now folks, til next time! Posty26 points
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Returning for the second time after years of absence, we're excited to present you the Rejuvenation Character Popularity Poll! We haven't held one of these since 2019 (after V12's release), so now that Act 2 has been wrapped up, it's time to run it back. Instructions on how to vote and the rules can be found here! :) Please note there'll be spoilers for BOTH ROUTES so check the page at your own risk!7 points
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Hi this is my official port of my pokemon reborn mod that grants Gardevoir a battlebond like ability and transform into celestial form (that i called) + enhancement on moonblast(effective against fire and steel type) To get the ability just give gardevoir blue moon ice cream. Original mod link: Celestial Gardevoir - Fairy/Psychic(use blue moon ice cream) Signature move - Moonblast -> Astral Hymn: super effective against fire and steel type. Harbringer Gardevoir - Ghost/Fairy(use choc ice cream) Signature move - Shadow Ball -> Omen Sphere: super effective against Dark, Fairy and Fighting type patch.zip thanks to: Katstifer(Discord) for the front sprite and Fervis. Kessoian Aggron(Glacial Form/Mega) Ice/Electic - Custom moveset, Abilities: Lightning Rod/Refrigerate HA:FILTER Mega Ability: Cryo Core - ??? Signature moves : Thunder Bolt -> ??? Ice Beam -> ??? Req : Give Aggron blue moon ice cream, same mega stone. Dependency: Celestial Gardevoir files. patch.zip Kessoian Chandelure(Luminous Form/Mega) Fire/Fairy - Custom Moveset, Abilities: Flash Fire/Levitate, HA:Soulwick(Gains ghost stab) Mega Ability : Sanctifying Light : ??? Signature Move : Dazzling Gleam -> Ultimate Gleam Req : Give Chandelure blue moon ice cream, same mega stone. Dependency: Celestial Gardevoir files. patch.zip I have also created a mod for Silvally (my favorite pokemon) Changes : more bst across stats + shift gear as a relearn-able move + more crest feature(dynamic resistance) nero_silvally.rb New Crest Effects - Johto Starters : no longer a held item it will just needed in the bag to take effect. nero_bagcrest.rb *To note you can mega multiple pokemon in Pokemon Rejuvenation All my custom mega ability evolution stone will be available on ordinary mart or shop for 150k(the no mega limit is also included on the mart evostone) nero_martevostone.rb New: Mega Froslass Eternal winter ability Eternal winter: permanent hail + snowcloack and boost for freeze chance(~~even if it doesn't have freeze it will~~) + Field interactions nero_froslass.rb New: Mega Delphox Ability : Arcane Mastery - Levitate +Serene Grace + Prankster(without it's weakness) 20% chance to lower sp.def. Signature Move: Mystical Fire lowering Attack+SpAtk + Field Interactions nero_delphox.rb New: Mega Chesnaught Ability: Bastion Shell - Filter + Stamina, Immune to critical hit above 50% hp. Signature move : Spiky Shield increasing def+spdef +1 + Field interactions nero_chesnaught.rb New: Mega Drampa Ability - Draconic Dominion - Turns the field to Dragon Den, immunity to dragon type if hit by a dragon type move raise +2 sp.atk Signature Move: Dragon Breath - Buffed to 90 base power sp.atk nero_drampa.rb New - Mega Barbanacle Ability : Divine Mockery - Retains Water stab, Scrappy + Hits dark and ghost type super effective if the move is a water type, increase damage 5 to 15% max per hit(6times to achieve the max) On 40% less hp gain +1atk and speed but losing health in the end of the turn Signature Move - Cross chop -> Mocking Mudra(water/rock/fighting) 40bp physical attack + Field interactions nero_barbanacle.rb New - Mega Malamar Ability - Inversion Dominion : Turns field to inverted, Retain Contrary, 10% to sleep chance when damaging the target Signature Move - Tipsy Turvy - same effect gains +1 priority and lowering pokemon highest stat by one stage nero_malamar.rb New - Mega Sceptile Ability - Verdant Blitz : physical attack move is calculated by sp attack stat, Special attack type move both factor spatk and speed stats, Immune to speed drops and +1 priority to grass and dragon type moves when full hp. Signature Move - Dragon Pulse -> Verdant Pulse both hits for Dragon and Grass OR it can hit twice with each seperate typing pulse(Dragon,Grass) (It should handle the immunities as well if dragon can't hit then grass, if grass can't hit then dragon) +Field interactions nero_sceptile.rb New - Mega Garchomp Ability - Sand Tyrant : Summons Dessert field and Sandstorm for 3 turns, all flying and levitating foes are grounded. Signature Move - Dragon Rush -> Apex Ambush : Ground type move 100 accuracy 110bp physical, raise speed +1 nero_garchomp.rb New - Mega Houndoom - Doom Bringer : Fire and Dark type damage is increased, Fire and Dark type burns the target, Burn status deal twice the damage, Pokemon that has burn cannot heal while mega hounddoom is in the field Signature Move - Inferno -> Doom Inferno 120bp 100acc deals 50% more if the target has burn status +Field interactions nero_houndoom.rb New - Mega Pidgeot Ability - Sky Sovereign : Summon a tailwind, Increase damage for flying type move, All flying type move never misses,speed is contributes on damage by 20%, All physical attack type move recieved is half, Immune to Hazards, raise +1 speed everytime it hits a damage type move. Signature Move : Hurricane -> Sovereign Tempest - 110x1.3 bp + Field interactions nero_pidgeot.rb New: Mega Banette Ability - Eternal Grudge : Ghost type move damage is increased, all contact move will curse the target, heal banette if the target is cursed(leftover heal) Immune to trapping moves. Ghost type moves gain +1 priority When banette faints a target, Curse the next pokemon, When banette itself faints, Curse the attacker Signature Move - Shadow Claw -> Grudge Claw 80bp if the target is cursed heal equal to the damage. + Field interactions nero_banette.rb New - Mega Lucario Z Ability - Aura Mastery : passively gain 30% evasion, every evasion stat raise will randomly raise another stat +1, When successfully evades an attack the damage increase max 20%, When successfully evades an attack the next move has +2 priority Signature Move - Double team - Creates a clone of himself now every hit is a multihit depending on how many clones lucario has(max 6) +Field interactions nero_lucario.rb New - Mega Absol Ability - Sacred Omen : Gain Fairy type, all fairy and dark type damage is increased, Immune to dark type if hit by one heal hp for 25%, Dark type debuffs the highest stat -1 Fairy type moves Heal for 50% damage Reveal the ability and held item of the opposing pokemon, If recieve healing the next move is critical damage. Signature Move - Play Rough -> Sacred Oath : if it's super effective deal critical + Field interactions nero_absol.rb New : Mega Ampharos Ability - Tempest Dragon : ??? Signature move - Thunder -> Tempest Thunder : ??? +Field interactions nero_ampharos.rb New - Mega Manectric Ability - Thunder Crown : ??? Signature Move : Thunderbolt -> Crown Bolt : ??? +Field Interactions nero_manectric.rb New - Mega Blastoise Ability - Siege Cannon: ??? Signature Moves : Water Pulse ->??? Aura Sphere -> ??? Hydro Pump -> ??? nero_blastoise.rb New - Mega Venasaur Ability - Bloom Sovereign : ??? Signature Move : Solar Beam -> ??? nero_venusaur.rb MORE COMING SOON Please also check out my other rejuvenation compatible mod:5 points
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In order to view the #emotional-support channel on our community discord, users will need to have the Trusted role on the server. In order to get the trusted role, users must be verified, have less than 3 active warning points, and must read the following:5 points
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Introducing Advanced Crests! This is my take on a modular format for adding custom crests to the game. For the modders out there, this should be fairly easy to adapt to further systems if desired. The download can be found here on my GitHub! I will not be re-explaining anything tech-y here. Feel free to submit PRs if something is Bad modders. New Crests! Partly for myself, and partly inspired by a friend running Where Love Lies, I've decided to make a bunch of crests based on it and whatever else we find interesting. At the moment I only have 4 fully planned out: Spidops Crest: Holder gains Fighting- and Dark-type STAB and resistances. Deals 30% bonus damage per Speed drop on the target, multiplicative. Scyther Crest: Holder's slicing moves are always critical hits. Donphan Crest: Holder deals 20% bonus damage and takes 12.5% reduced damage. Each time a move is used consecutively, apply these bonuses again, additive. Caps out at 300% bonus damage and 87.5% reduced damage. Snorlax Crest: Holder's Special Attack and Special Defense are swapped. Additionally, base Speed is equal to Snorlax's current percent HP, scaled from 30 to 160 (Base Speed -> Base Health). Xatu Crest: For each turn the holder is out, the holder gains a random Type resistance, indicated by color. Additionally increases stats by 15% per Totem Height I may or may not remember to update this post, but the GitHub should stay up to date lol4 points
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Great that so many people are having fun! Addressing some things mentioned above: - the excel doc is gonna be updated for missing stuff (i did some overhaul with the next upcoming patch so it's gonna be restructured a bit) - yes! the randomizer is working (for now). Most likely, it's gonna be released with the next patch. It might still need some testing, as i don't really have time to do a thorough testrun myself though (i did test it up to gym 4, excluding side stories). - aevian forms will be an option with 19.6 when the codebase of all rebornverse games have been unified -the additional custom abilities are currently not woroking because of a misshap on my side regarding one of the randomzer files (a bit of overwriting stuff) - this will be fixed with the next patch as well i probably plan to release the next patch quite early this time, estimating around next week!3 points
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[Mod] Nero Learn Menu – Advanced Move Relearner Integration Overview: This mod significantly upgrades the default Move Relearner system by making it more powerful, flexible, and user-friendly. It introduces a new “Learn Moves” option directly in the party screen and tracks a wide range of move types beyond just level-up moves. --- Features: New: Added menu for Includes relearnable moves from multiple sources: Level-up moves up to the current level. Starter / first moves. Egg moves (learned or compatible). 3 versions of learnpatch for Pokemon Reborn: [NEW] TM WITH ALLGEN MOD COMPATIBLE GEN1-9 TMS nero_learnpatch.rb [VANILLA REBORN] TM Moves will also show. nero_learnpatch.rb [TUTOR MOVES ONLY] nero_learnpatch.rb Rejuvenation Update: [POKEMON REJUVENATION COMPATIBLE] nero_learnpatch.rb If either is missing, nero_learnpatch.rb will crash the game with a clear error message, prompting you to install the missing file(s). --- Installation: 1. Drop nero_learnmenu.rb, nero_learnpatch.rb, and nero_util.rb into your Patch/Mods folder. Pokemon Reborn : THE EDIT STATS VERSION OF THE MENU FOR REBORN IS IN THE COMMENTS BELOW!! nero_learnmenu.rb nero_util.rb Pokemon Rejuvenation : Relearn only: nero_learnmenu.rb EDIT STATS Version : nero_learnmenu.rbnero_learnmenu.rbnero_learnmenu.rb nero_util.rb 2. Launch the game — no additional configuration required. --- Check out my other mods: nero_learnmenu.rb3 points
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Reuploaded Spork UPDATES: -new custom shinies: two different custom shiny Vanillite lines made by me two different custom shiny Ponyta lines; one made by Punkeev and one made by me two different custom shiny G-Ponyta lines made by me custom shiny Swanna that matches canon shiny Ducklett + a different custom Ducklett line made by me custom shiny Dratini, Dragonair, and Mega Dragonite made by me that match Rainlove's shiny Dragonite -added third skin tone to Team Portal Agents -added Trainers to Molten Mountain and Hemola Swamp, as well as a few more in various other areas -the Shiny Stealing Scoundrel police case is now called "Got Your Nosepass" and the thief stole a Nosepass instead of a shiny Aerodactyl -team changes: Ashley's Ponyta/Rapidash is now shiny (the pink one) Uma: Delphox -> shiny Rapidash (the brown one; nickname Teio) the dentist's G-Rapidash is now shiny (the light one) Sushi's G-Rapidash is now shiny (the dark one) Quinn's Swanna is now shiny (the fully custom one) -added various overworld Pokemon interactions: Rick Gastly at Wonky Woods Crolea's Gothitelle and Nova's Gothitelle talking to each other at Crolea's birthday party all four shiny Hippopotas at Sea Star University for a hippo campus added the shiny Smoochum to Isaac's Secret Base both shiny Vanilluxe are now with the regular Vanilluxe at Crystal Castle Hope, Couragi's sister, gives you the Swampertite at Marvelous Marsh Belinda and Belladonna's Roserade talking to each other at their house -several Trainer classes now have naming themes: Hikers are named after mountains, Beauties are named after artists, Swimmers have water-related names, Fishermen have fish and fishing-related names, Hex Maniacs are named after witches, Aroma Ladies are named after flowers, Lasses are named after Eeveelutions, Maids have cleaning-related names, and Youngsters have names similar to Joey -Beauties' Pokemon are now sent out in Love Balls + Poke Ball on Trainer sprites updated by Punkeev to Love Ball -updated Dragonite's Pokedex pun since the previous one was about if Dragonite has a Mega Stone, which it does now -added text to more objects in Crystal Castle FIXES: -added missing music that was meant to play when you enter Mulder's arena -the Umbreon Sign now blocks Maid Charity at Crystal Caverns and Trickster Flora at Opaque Valley -if the player interacts with Eva from the left or right at Party City, they're now warped to in front of her to prevent the player being on the same tile as her Toxtricity or Scolipede when they're sent out during the concert -Martial Artist Honoka and Martial Artist Hina now have the correct Trainer sprite -some of the audience in Mulder's arena no longer look like they're standing over the railings instead of sitting behind them I hope you enjoyed being Rick Rolled! The new Pokemon interactions have been in and out of my mind for a while, some for up to a few months, so I decided to finally add them all. On the topic of Pokemon, here's some info about the new shinies: Vanillite lines: It's very surprising they didn't have custom shinies already, since I'm an ice cream sand witch. I made a chocolate one and a strawberry one, so together with the vanilla line, we have neapolitan ice cream! Ponyta lines: The regular Ponyta are based on Teio and Haru from Umamusume, and the Galarian Ponyta are based on Celestia and Luna from My Little Pony! Punkeev was the one who chose Teio! Ducklett lines: I noticed when scrolling through the Battlers folder that while the canon shiny Ducklett has vivid pink and purple colors, this for some reason doesn't carry over to the canon shiny Swanna, which barely looks different to regular Swanna. So I made a Swanna to match the canon shiny Ducklett, and also made another shiny line resembling Black Swan from HSR! Mega Dragonite: a forum member named Rainlove posted a shiny Dragonite in Creative Works a long time ago with permission for anyone to use, and I used it for Spork. I hope I did Rainlove's style justice with making a shiny Mega Dragonite with the same colors! I also made Dratini and Dragonair while I was at it. For Pokemon in Spork where an evolution has a custom shiny but the pre-evolution doesn't, I already had plans to eventually give the prevos shinies too, so Dragonite gets to be the first! Adding and changing Trainers the past few reuploads due to the third skin tone project, the new naming themes, and just wanting to add some to areas that didn't have many (or any) before, I learned how underused some Trainer classes were. The biggest surprises were Youngsters, Lasses, and Scientists. After the second Gym, I seem to have mostly forgotten about Youngsters and Lasses. And while there was an okay amount of male Scientists, there were only three female Scientists in the game, one for each skin tone. I hope with all the new adjustments I've done recently, it doesn't feel like any of them are underrepresented. While the third skin tone project is now complete as far as human Trainer classes go, there are still some non-Trainer NPCs to give them, and a different idea I had for Sea Stars: special effects to make them look more different from humans, like Ceolis does. We could try negative space, or seeing if there are any other cool techniques that could work, even if we can't find the one used for Ceolis. Unlike with Ceolis where the technique is on his entire sprite, I'd like to keep the other Sea Stars' outfits as they are now, as Palletite worked hard on them, so the effects would just cover areas like their faces, arms, etc. I'm not 100% sure on how it will turn out or how long it'll take, but I look forward to trying!3 points
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Some new visitors here! Welcome! I’ll cut to it: I will be releasing updates to the Rejuvenation Walkthrough for V14 incrementally. I’m thinking of respecting the main server spoiler policy and not publishing until that window is up - this will allow me time to work, catch up with month 1 patches, and allow everyone to play the game. Of course if going no-walkthrough is an issue for you please wait until then. Cheers From bigJ himself3 points
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Don't report bugs to the devs if you are using mods. If you have issues with the mods use this thread to report it or contact us by Discord. The rars all come with the proper folder structure, just throw their contents into the game folder. This is a compilation of mods working for V14 ported from the one I made for 13.5. They are very modular and shouldn't break on small updates. Some didn't need changes, while others needed some small touching and some have been just made from zero due to how much the code of those parts changed or me having a better idea on how to do it. Some mods have been removed because they are superflous due to being alrady something dientical or similar in the base game. Some I may just considered that are not needed. Make requests for adding things and I may do it if I have time. You can have them all or chose the ones you want. Some of them have dependencies on three scripts that don't do anything unless you have the others. They have code that can be called from other scripts. This time I am adding some modular debug that activates the debug menu in particular places only. Far more recommended to use oly those you will use to prevent errors with the debug menu. People who contibuted to this pack besides myself (detailed credits ont he specific mod): @Jarred B Dank aka Matt. Made some of the mods of the pack. He has been the main person who collaborated with me in Discord to make the QoL Mod Compilation Pack for Rejuv 13.5 from which this verson was ported. @AsNKrysis aka AsN. Ported three of the mods available on the pack. He also has his own mod releases for 13.5, so please check them too. @Waynolt a lot of his modular pack were ported to v13.5 modpack, which was the previous version of this v14 modpack. @DemICE some of DemICE's mods have been ported or have been used as references when making new ones. @DQL Contributed mods for V14 modpack You have to drop the "patch" folder in the rar in your game's folder. Everything is already properly set there. Note for Andoid users: Delete path cache after installing mods, not doing so may cause some mods not appearing, so if a mod is failing, try doing this first. Mod List: Rejuv V14 QoL Mod Compilation Pack Changelog: Downloads (You need to be logged in): August 26th Update (14.0.20). Version 18: Rejuv V14 QoL Mod Compilation Pack Version 18.rar You can also check my ShowMoveEffectiveness Mod for V14. Old Downloads:2 points
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Is there a way to make it so when you have one follower and it dies, the next pokemon doesn't come out (or the next pokemon doesn't get put in the first slot in your pokemon order) ? Currently when it dies, the next one starts following and gets put in the front slot in your pokemon order. And when you go heal, the newest follower stays in the first slot instead of the fainted one going back to the first slot. So if I'm leveling a first slot pokemon, I always have to reorder it after every pokecenter heal.2 points
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https://docs.google.com/document/d/1QMk1M_4W-CoOn_69vWH5kljjyiX4j6AHauW_UlmS_6o/preview?pru=AAABn5pwCHM*A_qCcHCf3n3pNcbf_XRkIQ&tab=t.f95paryw1wly This is the google doc with all documented changes and additions2 points
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Nvm, The First picture is all of the field interaction messages aren't they1 point
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Figured it wouldn't matter cause it has a crest, which is what you were working with there. Appreciate you adding it!1 point
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New Johto Starter crest effect Uploaded 3 new mega abilities. Updated martevostone1 point
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You only need to go free Venam now Game.rxdata1 point
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Of course it is but again I have to work on it xD1 point
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Hello! Sorry for my inconsistent presence on the forums... A New Update 0.9.6 is out! a lot of stuff / feedback mentioned here and on Discord were implemented/bugs fixed! You can check out the Changelogs as always The Gimmighoul bug should be addressed as well! For the Rejuvenation question: At Some point i do plan to create a non-invasive mod for Rejuvenation that adds in the eeveelutions and maybe even custom megas and other forms!1 point
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Fixed the bug on drampa reported by @RandoTrainer Fixed the typo reported by @Constances1 point
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thank you for making these mods! been enjoying using the new mega froslass and trying out the silvally changes. is there anywhere that specifies the specifics on what is changed regarding silvally? i saw that it can change typing when being attacked but i'm not entirely sure what triggers the form changes1 point
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Reuploaded: -Ashley's Rapidash is now shiny (the pink one) -the dentist's G-Rapidash is now shiny (the light one) -Sushi's G-Rapidash is now shiny (the dark one) -Quinn's Swanna is now shiny (the fully custom one) -added third skin tone to Team Portal Agents1 point
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This is intended to be used with the Conditioner Mod I made last year: It works fine on its own though, so if you're just looking for the Overworld sprites only you're in the correct place. ____________________________________________________________________ Remember last year when I was in the kitchen slaving over a hot stove of hair products and clothing dye? Girlie's back and dinner is served* ( * The mod's not 100% done yet, closer to ~75% finished but still usable) This is (Intended) to be a complete overhaul of Reborn's Character Overworld Sprites, since I've already done the Battle Sprites previously. Finished: V2: - All of the Protagonist Sprites that aren't Tauros, Fishing, or Minecarts (I'm a busy lady and it's been half a year ;p) - Several more Women - Some Animations (egads!) - Redid Bennett (THANK GOD) - Still working on the rest. V1: - Two of Six Protagonists (technically 1.7 since Lucia needs her Fishing sprites still) being Alice and Lucia. - Various Women - Fireboy and Watergirl - Many More (But not all of them yet) Download: (Most Recent) [The Download reads as 'Unavailable' if you aren't logged in :> ] Dollhouse v2.zip (If version 19.5.21 breaks anything let me know and I can do a hotfix but I severely doubt it will break anything.) There's a thread in Reborn's 'Reborn-Mods' channel if you're interested in commenting/weighing in on the sprites Intended Progress Pipeline: V1: Initial Version, cleaning the Sprites for the characters I viewed as needing them the most (also Radomus) V2: Second Version, Finishing the Protagonists and Named Characters Did most of the Named Characters, still a few more and some inbetween sprites <-- YOU ARE HERE V3: Third Version, Rest of Named Cast, NPC Trainers and others. V4+???: whatever im missing ig i unno1 point
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Wow, you work quick! Thank you so much, this is incredible! I genuinely appreciate you taking the time to do that. I love these games, and mods like yours make them even more enjoyable to play through1 point
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It is possible but i have to work on it1 point
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Made an account just to confirm, the sprite I submitted through the form seems to automatically be formatted/named the wrong way (including extra information that would mess up how it's read ingame). It should be named 663s, yet it includes my username and such alongside the filename lol. Thank you for the work that's been put into this by the way, this mod makes the game that much more enjoyable to play through!1 point
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Sorry for the late response! The upload link is in the latest post.1 point
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UPDATE – 8/2/26 – v1.2.4 This update mainly focuses on Pokémon Rejuvenation V14 compatibility, smoother follower interactions, improved healing behavior, and general stability. Zip Link Pokémon Rejuvenation V14 Compatibility M44Followers is now compatible and working with Pokémon Rejuvenation V14. Follower graphics now load properly through V14’s patch folder structure. Generation 9 Pokémon are also supported, including alternate forms when the correctly named follower graphic is available. Installation Changes Make sure to delete any older versions of the follower script before installing this update. Having multiple versions installed at once can cause duplicate functions and “stack level too deep” errors. Follower Animation Improvements Follower interaction animations have been cleaned up and made smoother. Pokémon now face the player and react more naturally depending on where they are standing. The timing between the emote, movement, and dialogue has also been improved so interactions feel less stiff. Pokémon Center Healing Fix Followers should no longer briefly appear for a split second while your Pokémon are being healed. Followers now remain hidden throughout the full healing sequence and return normally afterward. Follower Recall Fix Returning a selected follower to its PokéBall should now only recalls that specific Pokémon. Previously, selecting certain followers could sometimes reduce the selected follower amount incorrectly. Pokémon Reborn Compatibility M44Followers is compatible and working with Pokémon Reborn. However, Pokémon Reborn does not have the same built-in emoticon animations used by Pokémon Rejuvenation. Without changing the emote values, unrelated animations may play when interacting with followers. Community Follower Graphics I have also made a public folder for community-made follower sprites. Feel free to submit missing forms, regional forms, Aevian forms, Mega and Gigantamax forms, custom shinies, or improvements to existing follower graphics. View and download community sprites: Folder Link Submit your own sprites: Submission Link Please include whatever name you want to be credited under. Only submit sprites you made yourself or have permission to share. Submitted sprites may be added to the public folder or included in a future update with credit to the original creator. Additional Improvements Improved follower sprite loading. Better follower visibility handling during healing, dialogue, cutscenes, and map transitions. General internal stability improvements and cleanup.1 point
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! Thank you so much for the response!! Yes, I believe the last version I played was V12 (The one before Where Love Lies, I think?). That's basically what I needed to know. Yeah, I was asking if the main storyline was finished because I heard lots of people talking about "endings" and discussions around that (luckily have avoided spoilers so far!), so I thought maybe the main storyline had concluded. Thanks again for your response!1 point
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I like a lot of the changes and buffs in this mod. Selfishly I might request for more Bibarel buffs (make its hp 80, along with its defenses). The most common second typing I've seen added added to Serperior is dragon followed up by fairy which I personally think fit much better for Serperior's design visually, if I could request something for serperior I would probably request more moves that would work with contrary, currently Serperior only really has Leaf storm to consistently take advantage of contrary leaving it boxed into one particular set if it wants to take advantage of that. It would be very fun (and very overpowered) if it got more moves and subsequently different sets to take advantage of contrary (i.e. dragon's ascent (this one has a lot of flavor with the dragon typing imo), clanging scales, draco meteor, psycho boost (if you want to keep psychic typing), fleur cannon (for fairy typing), armor cannon, spin out (I think this one fits serperior), ice hammer, headlong rush and cc, superpower, v-create (on the crazier side of things def a level 100 move).1 point
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Fixed, thank you, You need the actual Item Finder in your bag for the mod to work, you get it on Mirage Woods. No, both can be used together, they are compatible. Move to the right, egg moves have their own tab. PreEvo adds them to normal relearned, but note that if you don't have the FullUnlockedRelearner, the only moves that appear until certain progression as the ones you forgot. Stupid mistakes on my part, I will add these fixes and publish an update later.1 point
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The shiny is less the archetype and more Arceus itself, but yes, I'm happy the game's involving one of my favorite mons in the lore1 point
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Depending on what generation the engine was originally written for, the cause for this might not have been a strict mistake, just a lack of update. I think Reborn started with the Pokemon of gen 5, but with battle engine leftovers from gen 3, like replacing a fainted Pokemon mid-turn, that were patched out later. The condition for spread damage was actually checked separately for each target in, and only in, gen 4.1 point
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This really needs the story difficulty finished because both of the other difficulties just feel unfair no matter what. Everything else about this mod seems interesting to me other than the difficulty; the added pokemon, new typings, ect. There doesn't seem to be any documentation either currently to see if I missed something. Unsure if the mod still gets updated, I hope it will be.1 point
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Like quite a few, I change some of the shinies to colors I'd prefer. Reborn has excellent base shinies 9/10, but some people don't like certain colors, for example I hate pink, and some people may have favorites or just would prefer a change on playthrough number 245. So I figure I'd start a topic here where people could exchange their own custom shinies, since showing a few of mine on discord have a couple of people interested. I hope this is the right place for it, as it seems like it would be. The idea is for people who are open to their recolors being used by others will post them here, and we can just pick and choose what we like. I've included some of mine. A dianci-inspired shiny Carbink, blue Emboar and Pidgey lines, a few green recolors since there aren't that many, and a couple of gender based changes for more pop. Feel free to pick and choose, and use them as you please, they're available for anyone and should be usable on reborn and rejuv. VensCustomsV1.zip1 point
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Note: the green parts are new additions due to E19. Also E19 Spoilers! Recently i was doing the remaining Reborn sidequest, to prepare myself for E19. After making all the donations at the Grand Hall, i started talking with the NPC at the GH counter, until names the Orre-Reborn railnet project. As a soon as i saw it I immediately looked for informations about it, and then i remembered about that: The guy in the lost railcave was tryng to reach Orre. This means that east-Reborn borders with Orre. Soon after i decided to make this: a map of the Reborn-Orre borders. Then i started to make an Reborn-Orre map all with the same style of the Reborn's one(this one is still work in progress, probably forever) Other references to Reborn border with Orre being the one i showed are in the Postgame Then i said to myself: "Why not do a similiar thing with Pokemon Rejuvenation?" And so i made this: Aevium is several times stated to be close to Kalos, and in the new chapter there is an NPC who say that Aevium is close to Galar. Aevium-Reborn geographical relations For this one i will take in exam just Rejuv, considering that just this one as references to the other. Reborn-Rejuvenation timeline When is Pokemon Reborn set? A question i made my self from the first time i played Reborn is "where is Reborn in the Pokemon timeline?". From what i remember, in game we have just two "time reference" to the canons Pokemon games: Shelly. We know that she is Bugsy's little sister. Considering that Bugsy was probably 10 in HG/SS and that Shelly is 12 in Reborn, we can conclude that Reborn is set atleast 3 years after the HG/SS and D/P/Pt events and 6 after the FR/GL and R/S/E one. Type: Null sidequest. In the 7th street there are a group of scientists(probably are part of Team Meteor, because, if i'm not mistaken, we see Bennet leave the lab) working on the Type: Null project. This can only mean two things: 1) Someone leaked/sold Type: Null project informations to Team Meteor (8/15 years after Gen I events) 2) Team Meteor take informations of the Type: Null project after Gladion and the MC free them all, similiar to what Macro Cosmos did (11/15 years after the gen I events) I would exclude that Reborn is set 8/10 years after Gen I because Type: Null "evolution" is already called Silvally, and the name was given to him by Gladion. Now the field is restricted to 11/15. We also have this tumblr where a guy asks Ame where Reborn fits in canon timeline. And Ame replies so: She don't want to give us a more precise info, and this sucks, but she made the game and so she makes the rules. Anyway this still a really usefull information. As the anon said, XD takes place 2 years after HGSS/DPPt and consequently 5 years after Gen I/III. Doing some quick calculation we can say that Reborn is set around 13/15 years after Gen I/III. This also sorta confirm the fact that Shelly was already born during HGSS, confirming my previous affermation. I'll place Reborn 14 years after Gen I/III because it's the average between 13 and 15. 15 years after Gen I/III for 2 reasons: Being 15 a multiple of 5 is easyer to do the math. I will explain this in the part concerning Rejuv. Pokemon Rejuvenation If we take the Rejuv Type: Null sidequest as a reference, we can say that Rejuvenation is set 10/11 years after the SM/USUM events. I say this because we find the Type: Null ball under the Wispy Tower, and the Wispy Tower has been destroyed 10 years before the Rejuv events. We can also exclude the hypotesys of a leak antecedent to SM/USUM events, because Matthew explicitly says that the various Type: Null copies have been created after the SM/USUM events. In chapter 15 main story we have also a time reference to Reborn: So, second chaper 15, Rejuvenation takes place 7 years circa after the events of Reborn, which is set around 14 years after Gen I/III. So we can say that Rejuvenation takes place 21 years after the Gen I/III. In Reborn E19 is confirmed that Rejuv takes place 5 years after Reborn. Timeline If you note that i forgot/misunderstand/mistook something, please tell me in the comments. 20.000 years ago A meteorite containing Eternatus fell in Galar The first Claydoll was brought to life from a clay doll 10.000 years ago At some point, after the Iron Age, the Regis are sealed in various zone after years of human worshipping. 3.000 years ago (before Kalos war) The original Deity has been splitted in 3 parts by a meteorite. The one transported by the meteor end in a "far away region", the other two fell in Aevium. One of this two parts became the Archetype. (Rejuvenation) A meteorite hit Reborn. From that meteor Arceus came out. (maybe also Giratina) The Darkest Day happened in Galar. Between meteor event and the Kalos war Rejuvenation Reborn Giratina caused chaos in Reborn region(maybe also Orre) A warrior(probably a Solaris ancestor) defeated Giratina Mirage Tower is built This one is just a theory/headcanon i wanted to share. If you want you can skip this. 3.000 years ago Kalos war start Kalos war end thaks to the Ultimate Weapon built by AZ 2.500 years ago The Relic Castle is built. 2.000 years ago Hoenn is plagued by a meteor shower. During this meteor shower Groudon and Kyogre fought each other in their primal forms. Rayquaza calmed them. 2.000/1500 years ago The earliest known system for writing is developed and used at the Ruins of Alph, Tanoby Ruins, and Solaceon Ruins. Archaeologists are currently unsure whether the nearly identical Unown preceded or succeeded the writing system, but it is assumed they share some sort of connection. 1.000 years ago A thousand years after the events at Meteor Falls, a meteor struck Hoenn, creating Sootopolis City. Groudon and Kyogre reawakened to fight over the wellspring of primal energy which came from it. The people of Hoenn wished on Rayquaza to save them, and using the meteor, Rayquaza performed the world's first Mega Evolution and calmed the two. Sky Pillar was built in Rayquaza's honour, and the Draconid people promised to pass down the prophecy that in 1,000 years the meteor would return - causing the events of the Delta Episode. 800 years ago Xerneas released life energy throughout the Kalos region and fled to a forest, where it went to sleep in the form of a tree. Yveltal absorbed life energy throughout the Kalos region and fled to the mountains, where it went to sleep in the form of a cocoon. 100 years ago circa Aevium has been discovered. 45 years before Gen I Elgyem is seen for the first time when it appeared from far in the desert. 40 years before Gen I Lunatone is seen for the first time in a crater. 40 years before Gen I circa Elias (El) is born 30 years before Gen I circa Rejuvenation Solaris is born Reborn 26/25 years before Gen I Anastasia is born Sandra is born Narcissa is born Maria is born(?) 23 years before Gen I Keta is born 23 years before Gen I Rejuvenation 21 years before Gen I Kreiss is born El meets Solaris 20 years before Gen I An NPC describes Reborn City as a big and beautyfull city, similiar to Hyoshi City. Storm-9 20/15 years before Gen I Around this period Solaris's parents are killed by a thief. Around this period (after Solaris's parents death) Reborn's Legue is founded. The temple at the top of Charous Mountain is replaced by the Pokemon League. 14 years before Gen I N is born Around this period Monty Belrose became the dragon gym leader of Labradorra. Caroline, fire gym leader of Calcenon, try to beat him in a battle for about a month. At the end she beat him. The two end up together, and after a couple of years they get married. 10 years before Gen I circa Saphira is born. 5 years before Gen I WLL starts 3 years before Gen I Laura is born. Reborn: 2 years before Gen I Reborn postgame 1 years before Gen I Charlotte is born. Year 0 Emerald/ORAS and FRLG events Mewtwo has been created Year 1 Noel and Anna are born Reborn Year 2 Pokemon Colosseum events Year 3 HGSS events Platinum events (Are Sinnoh games canon in Reborn and Rejuv?) Shelly is born Saki, Amber and Veronica(Venam) are born. Reborn Year 4 Start the Decline of Reborn City Adrienn get lost in Citae Astrae Reborn Year 5 Pokemon XD events Belrose Mansion fire Year 6 BW events Reborn Solaris gave the Emerald key to El and the next morning he aquires the sight(?) Year 8 B2W2 and XY events Grand Dream City opening(?) Year 10 SM/USUM events Second part of WLL Wispy Tower and Gearen City fire Neo Team Xen foundation(?) Rejuvenation Year 12/13 Celine is attacked by Madame X Reborn Year 15 Reborn events. The main game probably takes place over 3 months. Start Reborn Postgame. It probably takes place in approxametely 1/2 weeks. Reborn Rejuvenation Some times after the postgame, Celine go to Reborn for take information about its league. Beetween Reborn and Rejuvenation Year 20 Rejuvenations events. They probably starts around February. After more than 2 month starts the Terajuma Arc (around May/early June), that lasts about a month(June/August). Start the GDC Arc and the Bladestar Arc. The latter end in the firsts of November. Rejuvenation alt timeline: Around this period Adrienn is called to Aevium for restore East Gearen City. He goes with Aya. Venam is missing from her position, so Aya temporally replaces her. Chapter 15 spoilers Year 22 Reborn Ending: Year 25 Reborn Ending: Thanks for reading and sorry if i made some grammar mistake. Remember, if you see some error, tell me!1 point
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Dang, I've been into Evillious Chronicles for a good while yet couldn't make that connection out between the two Allens. Props to you for noticing it first~1 point
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It kinda just hit me but is Allen a reference to the Evillious Chronicles? Blonde twin and servant to a tyranical queen and being the one to kill the ones displeasing his sister (in the beginning) sharing the same name as the Servant of Evil. Alice herself kinda makes me think of a mix between the one from Alice in Wonderland and Riliane. Riliane was also possessed by a demon, leading to her becoming evil. Alice became evil because of Vitus influence and was in fact possessed at one point like Angie was. Could be a coincidence but it'd be cool if that was the case. Although... I hope this Allen won't share the same fate as the one from the Evillious Chronicles. Considering the Renegade route I wouldn't be surprised if he died to protect Alice.1 point