A downloadable mod

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You have entered the domain of the Cheshire one, be prepared to be greeted with mods for both the first and the second Fear & Hunger games. Enjoy!

Disclaimer: If you are a modder and want to add any of my mods as an extension of your own project, you are allowed to do so. Just don't claim the mod/s as your own and be sure to make a post here letting me know, that's all!

Mod Loader
Description: Loads scripts into the game without needing to use RPG Maker itself. This should make life easier for non-modders to have access to modded content.
Mod Scope: F&H 1 and F&H 2
Filename: TY_ModLoader.js
Suggested by: Myself

2 Inventory Columns
Description: Gives room for more content to be shown inside the inventory.
Mod Scope: F&H 2
Filename: TY_YEP_ItemCore.js
Suggested by: Nemesis#0240

99 Enlightenment Books
Description: Gives you 99 Enlightenment Books every time you enter a map.
Mod Scope: F&H 1 and F&H 2
Filename: TY_FnHFreeSaves.js
Suggested by: christopoulos#7244 / Inductive Kick#0513

Detailed Equipment Stats
Description: Gives the Equipment Scene a small rework, you can now have access to both basic stats and accurate and less confusing elemental resistances applied by equipments.
NOTE: This plugin also removes the "Defense" and "M.Defense" stats as they serve no purpose other than being placeholders for actual elemental resistance values.
Mod Scope: F&H 2
Filename: TY_DetailedEquip.js
Suggested by: Nemesis#0240

More Silver Coins
Description: Gives you the ability to carry 9999 silver coins or more.
NOTE:  If you wish, you can also configure the mod file in order to gain Infinite Coins.
TY.Mods.GiveInfiniteCoins = true; TY.Mods.GiveInfiniteCoins = false;
Mod Scope: F&H 1 and F&H 2
Filename: TY_FnHMoreCoins.js
Suggested by: Myself

Force Action Fix
Description: An attempt at fixing "removeCurrentAction" and "scope" of null errors in combat scenarios.
This is a bug fix ported from RPG Maker MZ's latest version which addresses this issue.
NOTE:  This is an experimental mod, it may or not actually fix the problem.
Mod Scope: F&H 1 and F&H 2
Filename: TY_FnHForceActionFix.js
Suggested by: Myself

99 Lucky Coins
Description: Gives you 99 Lucky Coins every time you enter a map.
Mod Scope: F&H 1 and F&H 2
Filename: TY_FnHFreeLuckyCoins.js
Suggested by: YoungMikey

99 Soul Stones
Description: Gives you 99 Soul Stones every time you enter a map.
Mod Scope: F&H 1 and F&H 2
Filename: TY_FnHFreeSoulStones.js
Suggested by: Mipywomp

99 Scrolls and Quills
Description: Gives you 99 Empty Scrolls and Quills every time you enter a map.
Mod Scope: F&H 1
Filename: TY_FnHFreeScrolls.js
Suggested by: Latiro Mazzaire

Invincibility
Description: Makes your characters unable to lose health, mind and hunger + immune to debuffs such as Arm Cut, Leg Cut, Blindness, etc.
Additionally this mod disables Coin Flip Attacks from all enemies, this can be enabled/disabled in the Mod's Parameters if desired, by default this is turned ON.
Mod Scope: F&H 1 and F&H 2
Filename: TY_FnHInvincible.js
Suggested by: Caomeipomme

Show All Recipes
Description: Show all item recipes available in the game without needing books and such.
Mod Scope: F&H 1 and F&H 2
Filename: TY_FnHShowRecipes.js
Suggested by: Ilyselia

Gain All Skills
Description: Gain all skills which are normally available in the game without needing soul stones, killing anyone and such.
Skills are also instantly given to any characters which join the party.
Mod Scope: F&H 1 and F&H 2
Filename: TY_FnHFreeSkills.js
Suggested by: AestroGaming

Infinite Dash Stamina
Description: Makes your character unable to run out of stamina when dashing via shift. This only applies to termina!
Mod Scope: F&H 2
Filename: TY_FnHInfiniteStamina.js
Suggested by: ReinhardOverpowered

Remove Fog and Visibility Overlays
Description: Removes overlays that are drawn on the screen, which otherwise reduce the player's overall vision.
Mod Scope: F&H 2
Filename: TY_FnHRemoveOverlays.js
Suggested by: Thehope080699

Please read the contents of the TY_ModLoader.js file, which can be opened with notepad.

P.S - For more awesome mods check out the following:
F&H Reign of New Gods
F&H: Termina Premonition Mod
F&H: MattieFM's Mods

Updated 18 days ago
StatusReleased
CategoryGame mod
Rating
Rated 5.0 out of 5 stars
(9 total ratings)
AuthorToby Yasha
TagsRPG Maker

Download

Download NowName your own price

Click download now to get access to the following files:

TY_ModLoader.js 2 kB
TY_YEP_ItemCore.js 317 bytes
TY_FnHFreeSaves.js 741 bytes
TY_DetailedEquip.js 11 kB
TY_FnHMoreCoins.js 1 kB
TY_FnHForceActionFix.js 969 bytes
TY_FnHFreeLuckyCoins.js 489 bytes
TY_FnHFreeSoulStones.js 484 bytes
TY_FnHFreeScrolls.js 319 bytes
TY_FnHInvincible.js 9 kB
TY_FnHShowRecipes.js 950 bytes
TY_FnHFreeSkills.js 12 kB
TY_FnHInfiniteStamina.js 2 kB
TY_FnHRemoveOverlays.js 1 kB

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(+1)

I tried Remove Overlays mod. It works as intended in overworld, but when I try to sleep it shows this:

(+1)

I haven't tested this, but if you want to try this fix you can open up the mod file and replace the section where it says "Spriteset_Map.prototype.disableFogOverlay" from line 28 to line 33 with this:

Spriteset_Map.prototype.disableFogOverlay = function() {

if (this.canDisableFogOverlay()) {

if (this.layerGraphics[1]) {

this.layerGraphics[1].visible = false;

}

if (this.layerGraphics[2]) {

this.layerGraphics[2].visible = false;

}

}

}

(+1)

It worked, thank you.

(2 edits)

Alternatively you can wait until tomorrow when i wake up and post an update fix.

The choice is yours.

(+1)

Currently trying to to enable the plugin but all I'm getting is this. I'm following the instructions given but I think I did something wrong?

I believe this only happens if you are trying to launch the game via the "Index.html" file.
Please only use "Game.exe" to launch the game!

Thank you!

(1 edit) (+1)

I FIXED TY_FnHFreeSkills.js BY MYSELF

Well, in your normal plugin, when you select the character the function of addActor call the function created by the plugin that verify and set the const LeaderID to the party ID. But there is a problem with it.

In character Select menu, when you select a character FIRST the character of your selection is added to your party, and AFTER that Levi (in game Party Start Character and actor 1) is removed from your party.


BUT, if we check this after the Levi being removed from our party, the const LeaderID will receive the Correct Actor. I think I'm going to be the new plugin developer of this page in this rhythm.

    // Call refresh on a newly joined $gameParty member

    const Game_Party_AddActor = Game_Party.prototype.addActor;

    Game_Party.prototype.addActor = function(actorId) {

        Game_Party_AddActor.call(this, actorId);

        this.refreshMembers();

    };

    // Reinhard Tristan Eugen Heydrich's Fix.

    const Game_Party_removeActor = Game_Party.prototype.removeActor;

    Game_Party.prototype.removeActor = function(actorId) {

        Game_Party_removeActor.call(this, actorId);

        this.refreshMembers();

        this.ensureVariables();

    };

Nice job on this one

(+1)

I managed to fix the Hexen problem in the Infinite Stamina Plugin by myself.


The '$gameVariables.setValue(2714, 0);' need to be inside 'Game_Map.prototype.update'.

(2 edits) (+1)

    if (allowInfiniteStamina) { // if "true" then don't run out of stamina

        // Reset stamina counter back to 0

        Game_Map.prototype.update = function (sceneActive) {

            Game_Map.prototype.update = function (sceneActive) {

                this.refreshIfNeeded();

                if (sceneActive) {

                    this.updateInterpreter();

                }

                this.updateScroll();

                this.updateEvents();

                this.updateVehicles();

                this.updateParallax();

                if (this._useUltraMode7) {

                    this.updateUltraMode7();

                }

                $gameVariables.setValue(2714, 0); //HERE

            };

        };

    }

Thank you for looking into this and posting a fix for the problem!

After looking at the code i think i messed up some lines of code, specifically:

TY_Game_Map_Update.call(this, arguments);  This needs to be this instead -> TY_Game_Map_Update.call(this, ...arguments); 

TY_Game_Map_SetupEvents.call(this, arguments); This needs to be this instead -> TY_Game_Map_SetupEvents.call(this, ...arguments);

There's no need to paste the whole original "Game_Map.prototype.update" contents since that's what this line of code is meant to do "TY_Game_Map_Update.call(this, ...arguments);"

(+1)

I tested your changes, these '...' fixed the problem.

(+1)

There a bug in Infinite Stamina mod when the player enter the Hexen.

https://drive.google.com/file/d/1ZawcyOqsj1WPnXbdBHZl_0XQBMVcb0e5/view?usp=shari...

The character still having the hexen graphic has been an issue reported for the non-modded game as well.

But does this happen every time you exit the hexen or after you interact with a certain skill?

How fast you exit might affect things? But that's just a guess, 

the issue needs more looking into.

Thanks for the report!

(1 edit)

Well, this bug always occurs when I have installed the Infinite Stamina, and in saves that I've started with Infinite Stamina Plugin.

I've used Enlightenment Book to save my game in Hexen of School. I used a cheat plugin to see the switches and variables, and I discover that the Switch Hexen_GFX doesn't is disabled when exit the Hexen.

In Hexen Map, the event EV001 responsible for enabling Hexen_GFX is the same that removes the player from Hexen. Is a Map Common Event that occurs parallel while the player is in the Hexen Map, checking if the Button [Cancel] is being pressed, and if is pressed, several plugins command to apparently remove layers 'LAYER REMOVE 31 1', then the event Erase some pictures, and after wait 15 frames, disable HEXEN_GFX, and enabling the Switch Coming_Back_From_Hexen and disabling again the Hexen_GFX.

See the prints that i got using RPG Maker Editor with the game files.

https://drive.google.com/drive/folders/1j9wiT-yTGwMUfA26TVJ6P2OJDZmeyUjm?usp=sha...

(+2)

Its amazing how good mods you make, can you make a mod which helps a bit about lag? The first game specially has a lot of lag when you are in big places and its laggy. Great job making these mods they are the best!

You can just Uptade NW.JS

(+1)

Not sure there's much i can do here honestly since it's a matter of how the game was programmed by orange.Also thanks, glad you enjoyed the mods!

(3 edits) (+1)

Thanks Bro. I was modifying your code to use it personally for infinite stamina, but now I don't need to anymore.


My Brain: If (Stamina) > 0 return stress;

i am going insane! have been trying to get this to work for over an hour and nothing! decided to create this itch.io account in case you could help me. does the mod not work if you have your game decrypted?? does your game not work if you slightly mod the game? (i changed a line of dialogue)


Man, i use his mod daily in termina, and i uptaded by myself the NW.JS of the game and decrypted the games files (And also i mod my own game too).

What you may be doing wrong is not modifying system.js so that the game understands that the game is not encrypted,

(1 edit)

Very weird, i had other people report the mods not working while everything looking ok.

The only solution i found is giving them my mod files.

Can you contact me on discord?

tobyyasha

EDIT: Forgot to mention, but playing with your game decrypted shouldn't matter since that's the way i play my version as well.

If all you've done is slightly changed the dialogue that should also have no effect on the mods.

(+2)

Free Skills plugin need a bug fix for Termina, Spice-Forge, always give skills to Levi (Actor 1).  I would send a print of the code of Termina in the Common Event of Spice-Forge, but I just can't. But if you want to look, it's the Common Event 505.

(+1)

Sure, i'll give it a look.

How does Spice Forge usually work? I haven't got the chance to try it out.

Is it only limited to the main character usually? That's what i assumed when i worked on the mod.

It might be different now that multiple characters can have access to it, guess i'll have to look more into this.

(2 edits) (+2)

Well, the variables Learns_{skill} have the ActorId of the character who learned that Skill.

The Common Event 505 Spice_SkillSET if the variables forge_{skill} have 1, 2, or 3. 1 for First Attack, 2 for Double Attack, 3 for Greater Attack, then the Common Event Gives the Actor stored in the Learns_{skill} the upgraded ability.

An possible cause of the problem is that the game have a true starting character, that is Levi. Once you press 'New Game' in the menu, inside the codes of the game you already have Levi as Party's Leader, and since the LeaderID of your plugin is a constant, the Plugins always consider Levi as the Leader.

I'm having an error trying to send prints, so I will send the prints though my Google Drive.

https://drive.google.com/drive/folders/1d-CFeWBoH1sInYSu-REvpcPrxzdDC2ta?usp=sha...

Sorry for the music in the video, i like dark souls music.

Edit 2: I tested and now i have certain, the proplem is that the game have a initial party, and levi is in that initial party, so he end being considered the Party Leader. Watch the video in 'cause'

(+1)

Is there a way to remove fog? because it is a bit overwhelming

It should be possible. I'll look into making a mod for this, thank you for your suggestion.

Just in case, are you only talking about termina?

(+1)

Yes, On Termina is where i have the problem because i used to love exploring with Olivia but sometimes is too much fog and now i dont even learn Undergrowth Awareness :P

(+1)

The mod is now available, for further configurations please check the mod file.

(+1)

Also, a good idea is an  infinite stamina plugin for Termina.

Thank you for your suggestion, i will have to do some testing to following days, along with your invincibility mod report.

After which everything should be good to go.

(3 edits) (+1)

Fix Invencibility dying from Eye Of Rher In F&H Termina. These are alredy the right switches and variables to set always 0/false to fix the proplem.

Switches:

247 EYE_OF_RHER,


Variables: 

2197 EYE_OF_RHER_ACTIVE, 2198 EYE_OF_RHER, 2199 eye_of_rher_variable

Hello, forgive my ignorance, I have never used scripts or anything like that in my life. I followed some steps but it gives me an error.

You entered the wrong file names, you added "YEP" on a lot of these mods which should have been the case only for "TY_YEP_ItemCore".

The correct name for a mod is based on their .js file, so if you want to ensure that a mod is gonna work you can just copy-paste the file's name inside the TY_ModLoader file(without the .js at the end of course).

One of the mods has a typo in it, specifically this one:
"TY_YEP_FnHInvInvincible" there's an extra "Inv" in there.

I also don't know which of the F&H games you are trying to play, but keep in mind that some of the mods won't work depending on the F&H game you are trying to play. For example:

- "2 Inventory Columns" | "TY_YEP_ItemCore" only works for F&H 2.

- "Detailed Equipment" | "TY_DetailedEquip" only works for F&H 2.

- "Free Scrolls" | "TY_FnHFreeScrolls" only works for F&H 1.

In order to know if your mod will work with the F&H game you are playing you can also check this itch page as it has all the mods listed with a "mod scope" section which tells you exactly that.


Here's the correct list if playing F&H 1:

'TY_FnHMoreCoins',
'TY_FnHFreeSaves',
'TY_FnHFreeSoulStones',
'TY_FnHFreeScrolls',
'TY_FnHShowRecipes',
'TY_FnHFreeLuckyCoins',
'TY_FnHInvincible',
'TY_FnHForceActionFix',
'TY_FnHFreeSkills',

Here's the correct list if playing F&H 2:

'TY_YEP_ItemCore',
'TY_DetailedEquip',
'TY_FnHMoreCoins',
'TY_FnHFreeSaves',
'TY_FnHFreeSoulStones',
'TY_FnHShowRecipes',
'TY_FnHFreeLuckyCoins',
'TY_FnHInvincible',
'TY_FnHForceActionFix',
'TY_FnHFreeSkills',

(+1)

now I got this problem 

(+1)

Im following your steps with the H&F 1 and 2, the image of the error of data/actors is from f&h 1 and of the 2 I have this error (I have followed your steps and added the necessary mods as you indicated and I have removed those that are not compatible with both games)

Are you launching the game via the index.html or the game.exe?

(+1)

index.html

So I followed the directions in the Mod loader file but the mods don't seem to be working. I just put the names of the mods in the Ty.mod_list thing and started the game. Do I need to load them as well? If so, how can I load them?

If you've done everything correctly that should've been it, the mods will load automatically as soon as you start the game.

But if you say they aren't working could you show me the following:
- index.html
- TY_ModLoader.js
- The mods folder with the mods you downloaded.

Some tips:
- Make sure you named the mods folder in lowercase (not "Mods", "MODS", etc).
- Make sure you have the correct mod names pasted into the TY_ModLoader.js
- Make sure the mods you are trying to use are compatible with the F&H game you are playing.

Thanks for the quick response. 

I've made sure that the mods folder is in lowercase, the mod names are correct in the Modloader.js and they are compatible with FH2.


(+1)

Hey, sorry. Turns out I'm a dumbass. The name on the ModLoader.js file is different from the one in the index.html file. I fixed it and everything works perfectly now.

No need to apologize, glad you got it fixed.
Let me know if you encounter any other issues.

(+1)

hey, i see a screenshot of a fear and hunger 1 with a termina type inventory, but i can't seem to see the downloadd, am i stoopid?

(-1)

That screenshot was mostly intended to showcase the 99 Enlightenment Books.

Because unfortunately at this point in time it's not easily possible to have the termina inventory layout in F&H 1 since it requires a different way of loading that is not possible via my mod loader currently.

To give a bit more context, it is intended to be loaded as an RPG Maker plugin via the engine, but that goes against the intent of my mod loader.
Hope this was a clear enough explanation and i'll see if i can do anything about it in a future update.

Cheers!

i know my way adding plugins, i just don't know wich plugin it is if i want to get it from termina, also, it should be programed to be compatible i infere, by making every item be identified as "book" or "food", and also maybe disabling the "upclose image" option. I would looove to have the js and the json files to it, because i dont really know how to program inside js plugins -.- you can just not respond if you dont to be bothered, thanks for your time

In that case i could help you out a bit.
The plugin you are looking for is YEP_ItemCore.
As for the labeling of items, weapons and armors that's gonna be a bit trickier.
There's 2 ways to go about this:

1. Edit all the items, weapons and armors inside rpg maker with the appropriate menu category in the "note" section in bottom right.
You can see how it's done in termina if you look at the items.

2. Painfully editing the json files from the data folder by hand, this is not recommended since it's pretty messy to work with.

Whichever way you decide to go about this it's a matter of replacing the Items, Weapons and Armors JSON files from the data folder of the game, just make sure to have a copy of the originals left around.

And if you decide to replace the JSON files or write them by hand don't have the project open in rpg maker, otherwise there's a risk of data corruption.

(4 edits) (+1)

I can do it in F&H 1 successfully . If I'm going to do it in F&H 2  Can I copy the mods folder in F&H 1 and use it in F&H2?

Sure, but be sure that the mods you'll be loading into F&H 2 are compatible with it, otherwise you'll get an error.
Mod compatibilities with the F&H games are listed on the page as "Mod Scope" under each mod.
Let me know if you encounter any problem!

(+1)

Thanks guys.

Can I ask one more question about the Silver Coins mod? Do I have to enter any additional codes to get 9999?

Open TY_FnHMoreCoins.js in notepad and then replace "false" with "true" where it says TY.Mods.GiveInfiniteCoins
It should look like this after: TY.Mods.GiveInfiniteCoins = true;

I did all the steps that the tutorial told me to, but the mods don't work! Can you help me please?

(+2)

Sure, could you show me the mod loader file open in notepad, the index.html and the mods folder with the mods you have downloaded?

Here's the mods I put in "mods" folder in the www folder

Here's the TY_ModLoader file in notepad

here is the index.html file in Notepad++

(+1)

I'm not sure what's going on, i just did a quick play test with the same mods and everything seemed to work fine with no errors.
I also checked your screenshots for anything common like spelling mistakes or having an uppercase character be lowercase and vice versa, everything looks fine there too.
I kinda hate to have to say this, but could you test the mods one by one to see which one is the culprit?
And just to be sure i didn't miss anything, there was no error on the screen when you say that the mods don't work, correct?
Hopefully we can solve this one way or another!

(2 edits)

Yes, no errors or something like that. The game worked perfectly, the only thing out of the normal was... well the mods didn't work!
Anyways. The only error I received was the error when I open the index.html file. The "Failed to load: img/SumRndmDde/menu/menu.png."

Oh and just to be sure, I don't have any mod expect the "Always win coin tosses" and "Alternate Marcoh walk" Mod from the Nexus.

(1 edit)

Alright I tried the "Invincible" mod and It didn't work, I tried "DetailedEquip" mod and the defense was still there. I also tried the "More Coins" mod and put "=true" and it didn't give me the coins.

So it's probabily the same thing with the other mods.

Deleted 94 days ago
(1 edit)

i think i solved. Had similar issue.

Instead of creating mods folder, put everything in plugins (backup first). Then add the script to Index with "plugin" instead of mods. I used same script you find opening the free book of enlighment mod with notepad.  

Basically for some reason problem was the mods folder

Let me know if it works. 

(+2)

Sorry If I reply so late but I already resolved with Toby, the problem was probabily from the TY_Modloader or the .htlm file

Hey mate, are you still there? I really don't know what to do! :,(

I have tried again today to solve your issue based on what i know so far, but the mods work fine on my end.

What i've done was downloading all the mods you've downloaded on itch.io to ensure the same setup and mod versions, there doesn't seem to be anything wrong there
(TIP: Personally i copied the mod filenames from mods folder to ensure that there's no spelling mistakes).

Next was the "Always win coin tosses", no issues here even when i replicated the exact setup mentioned on the page.

The only thing that didn't work for me was having the "Alternate Marcoh Walk". possibly because in my case all my files are decrypted and not encrypted, which prevents me from playing as Marcoh as i get a "Loading" screen on my end that won't go away unless i replace the files with the old files.

There are not many things that i can suggested or ask from you, but let's try and see if we can possibly get somewhere.

1. The "Always Win Coin Tosses" mod has you editing the "plugins.js" and putting the mod in "js/plugins".
There could be something wrong in how you modified the "plugins.js" file or the mod could be missing from "js/plugins"?

2. Regarding the "Alternate Marcoh Walk" i'm assuming none of your files are ".png", at least not in "img/characters", but then again you wouldn't be able to play if encountered this issue.

3. Have you ever used any other mods that had you edit the game, other than the 2 mentioned ones?

4. Have you tried loading the "Always Win Coin Tosses" mod with my mod loader, does it still work(kinda hard to tell since coin flips are random).

5. I personally test my mods on a new save file, not sure why this would be a problem, but you could give it a try...?

6. I could give you my TY_ModLoader and index.html in case that somehow works via discord, add me as tobyyasha

7. Probably the last thing i wanted to suggested, you can try reinstalling the game to ensure a clean setup.
(The choice is yours whether you want to purse this choice or not, make sure to keep a backup of your save files, this includes the config.rpgsave and anything else that's in the "save" folder).

(+1)

I tried loading "Always Win Coin Tosses" with your mod loader, so i deleted the .js file in plugins and put it in the "mods" folder, of course I edited the "TY_ModLoader.js" file too, after that I made a new game and fight August at the start to see if I would win the coin toss,
as expected I failed the coin toss.

So I'm starting to think that the problem originates from making the "TY_ModLoader.js" file work BUT HEY THAT'S JUST A THEO- anyways...

When I wrote days ago, the only mod I had installed was the two I mentioned, Right now I have "RPG Maker MV Cheat Menu Plugin" and I don't think this is an issue

So probabily tomorrow I'll try reinstall the game and do everything again, and hope that It would work. If not, I'll add you on discord.

(+1)

errI got this im using premonition and some mattiefm mods enabled

then got this error after first one

This could be due to an incompatibility with MattieFM's Mod Manager and/or the Premonition mod.
I have a couple solutions in mind, there's no guarantee they may work but it's best to give them a try.
1. In my mod loader(TY_ModLoader.js) make it so this line:
var TY = {};
Looks like this instead:
var TY = TY || {};
2. The second solution would be to use MattieFM's Mod Manager to load the mod/s.
If neither of those work then we can try identifying the problem, does this error appear only when trying to load TY_DetailedEquip?

As for the second error, i can't tell you for certain but it could be related to the Premonition mod failing to load an image because it is missing or something else happened there.

Let me know if you encounter anything new or need further help, i'll see what i can do.

(+1)

I was able to get showrecipes to work I copied @Quiet Little Feet with ty1 and remove your modloader, then enable mods in mattie's mod loader. idk if DetailedEquip works because idk what it does to original and lucky coin doesn't work so fixed

Good to know you got it working more or less, as for the lucky coins i think mattie has like a cheat menu you could could try?
Seems a bit strange that it doesn't work but alas hopefully you get that covered with mattie's cheat menu.
And you said don't know what the Detailed Equip mod changes? What it does is hide some of the useless stats (Defense, M.Defense) and let's you see the %resistances of a character when you press left / right on the equipment scene.

Deleted 106 days ago
(-1)

aight so it says when i download the mod loader my pc says it can harm my device. no way choom

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This is the first time anyone's mentioned this being an issue, all that the files do is help you modify the game so that you can play it different than intended and/or include QoL changes.
Whether or not you decide to download the mods it is up to you.

how to toggel the mods?

I'm assuming you mean in-game, although unfortunately that is not currently possible with the way the modding system i made is set up.
I will look into making this possible later on.

But if you mean how to make the mods function just follow the instruction from the TY_ModLoader.js
Let me know if you need any help regarding that!

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hey, so when i try to download the mods it says plugin manager undefined or something

Could you show me:
- the index.html opened in notepad
- the files inside the mods folder(make sure the folder is named properly btw).
- the TY_ModLoader.js file opened in notepad and scroll to where i can see the "TY.MOD_LIST" part of the file.

Hopefully i can get you fixed right away!

is it possible to like make every skill available from the start of the game

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Would this be for only the player or any party member?
And just to confirm, i'll assume you only want skills which you can normally get in-game(basically no enemy skills).
Otherwise sure i could look into making a mod for this tomorrow!

(2 edits) (+1)

for only the player(would be funny if it's possible for all party member), and yeah the one that I can normally get in game, I just can't stop myself being overly attached to a fictional character and kill them 😭I just want their Skills not their souls...

Hey! Sorry for the delay, this ended up taking a little longer than i expected.
Download the TY_FnHFreeSkills.js file and you should be good to go.
Enjoy!

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thanks! I can finally do a little silly

Deleted 149 days ago
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yeah hey, the mod for some reason only give F&H1 skills when I'm playing F&H2 idk what's happening

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There's a lot of skills in termina so not all of them will show up in the skills menu or in battle at once, you have to navigate the menu using the up/down arrow keys or W/S if you are using those.
The F&H 1 Skills are higher in the skill list given that's how they were organized in the game by Orange.
I hope this solved your issue!

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Hey there. Finally delved into the world of FH mods and been using your great mods!

Wanted to ask tho: For the Invincibility mod, how does one re-enable Coin Toss attacks by enemies? In description it's written that I can enable it in Mod Parameters, but upon opening the .js file in WordPad, I am a little lost as to what should I actually do? I tried to find on/off or enable/disable entries but no dice. Legit have no idea what to do there lol

Thanks in advance! And sorry if this is a dumb question

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Oh..i think i may have removed that since i didn't think anyone was actually going to use it.
I'll make a patch tomorrow which will include it in the .js file until i can  support mod configurations in-game.
Sorry for the inconvenience!

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Sounds good! And no problem, I am happy to wait for the new version :) Or has it already been updated? I am a little unfamiliar with how itch.io is supposed to show updates lol

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Thank you for your patience!
The invincibility mod has been updated to re-include the coin flip deaths as an user option.
Simply open it up in notepad or any similar program and edit the "allowCoinFlipDeaths" value to either true or false.
Enjoy!

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No, thank you for still providing support and responding to everyone :)

I have a question tho: Say, if I kept Invincibility turned on, and enemy Coin Toss attacks as well... would that pretty much just lead to my character surviving all the instakill/special attacks? Do I understand that right?

Or would it just bypass the Invincibility and give me an instant game over either way?

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The way i made it work now is that if you set "allowCoinFlipDeaths" to true, then the mod will check if an enemy is doing a special attack and re-enable the function which allow you to take damage and also the function which applies buffs/debuffs to you(otherwise you would truly be invincible).
After the enemy is done with its special attack you'll be back to being invincible(if you manage to survive a special attack like the prison guard one for example, but the few i've seen do end up killing you).

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Great Mods! But I encountered something weird. I'm guessing it's the invincible mod are causing these issues: In Termina, using heroin made me unable to open the menu. A party member ghoul that was attacked in battle and reached 0 HP was stuck in an attack loop until the enemy was defeated. Same goes with the blood golem.

Also got other questions:

-Are your mods compatible with the Premonition mod?

-Where are the stored variable for the souls of the contestants? I want to be able to learn skills without needing to kill the others (which defeats the point of the festival and stuff, I know), but I couldn't find where the game stores them. Is it located in the System.json file?

1. Does the heroin bug happen every single time you try opening the menu after using the heroin?

2. Regarding Ghouls/Blood Golems, i'll have to look into that further to confirm the cause.

3. I don't know what to tell you regarding the Premonition mod, i don't personally play with other people's mods.
But if it doesn't mess with Javascript then maybe it works?
Best i can tell you is to give it a try yourself.

4. Regarding the contestant souls, i wouldn't directly try to mess with the game's JSONs as they can be updated by the game constantly and if you aren't careful you may end up corrupting the game.
The safest option would be to make a mod to enable the souls, like so:

Copy the code below in a txt file, give it a name example: TY_FnHHexenSouls
and save it as a ".js" or in more clearer detail, change the file's extension from ".txt" to ".js"

Afterwards you can just load this like any other of my mods.

(function() {

//==========================================================

// VERSION 1.0.0 -- by Toby Yasha

//==========================================================

// [Note] When in-game switches refresh then gain contestant souls

//==========================================================

// Mod Parameters -- 

//==========================================================

// SWITCH IDs

const SOUL_SWITCHES = [

493, // Botanist Soul    - Olivia

494, // Ex-Soldier Soul  - Levi

495, // Occultist Soul   - Marina

496, // Doctor Soul      - Daan

497, // Mechanic Soul    - Abella

498, // Journalist Soul  - Karin

499, // Fighter Soul     - Marcoh

500, // Yellow Mage Soul - Osaa

734, // Apprentice Soul  - Samarie

735, // Hunter Soul      - August

736, // Chef Soul        - Henryk

737, // Mobster Soul     - Caligura

738, // Salaryman Soul   - Tanaka

739, // Lieutenant Soul  - Pav

];

//==========================================================

// Mod Configurations -- 

//==========================================================

function refreshGameSwitches() {

for (const switchId of SOUL_SWITCHES) {

if (!$gameSwitches.value(switchId)) {

$gameSwitches.setValue(switchId, true);

}

}

}

//==========================================================

// Game Configurations -- Game_Switches

//==========================================================

const Game_Switches_OnChange = Game_Switches.prototype.onChange;

Game_Switches.prototype.onChange = function() { 

refreshGameSwitches();

Game_Switches_OnChange.call(this);

}

})();

1: Seems like it.

2: Turns out not just blood golems and ghouls. Looks like it happens to any party members that reach 0 HP. I had a Black Kalev repeatedly loop rampage on the final boss. I had my player character repeatedly loop an item use (had above 0 hp, tried using brown vial, enemy dropped my HP to 0, my player character was looping brown vial).

Oh, right. in the invincible mod, I commented out the lines for BP damage, cuz the reason I was using the mod in the first place was because I didn't like the dismembered arm/leg debuff mechanic. (but I still wanted some sense of a challenge). 

How do I tweak the mod to allow being afflicted by some debuffs, instead of just outright being immune to most or all debuffs?

2. So that means characters can still reach 0 HP even with the invincible mod ON? that sounds strange...
So to confirm, this basically happens in combat from getting hit?
As for your last question, you can comment out the number values inside the "const stateImmunities" in order to disable some of the immunities.
Generally speaking anything you want should be inside "Mod Parameters" section, there you can add/remove stuff to the invincibility mod as you see fit.

(3 edits)

1: Okay so I disabled the invincible mod and yeah, it was preventing the short cutscene of the character shooting up heroin. Did some testing and the code that blocks the debuffs was the debuff immunity code itself. 

2: As for the weird looping thing, I think I realized what I did wrong:  I added "//" to the code that turned HP damage taken to 0, as I still wanted to put healing items to use. HOWEVER, because I also didn't add "//" to the death status effect, my hypothesis is that whenever a character performs an action at 0 HP with the death immune line enabled, they're gonna keep looping that action. A certified script kiddie moment.

...Also I JUST realized that me doing all of that was rendered somewhat pointless, because the entire time I was playing, the items I was using were never consumed unless it was ammo being fired or currency being spent. Granted, I didn't know the "no skill usage" code also affected item use, but I played through an entire game without batting an eye at the flaw of my logic. Then again, resources are rather limited and I was doing everything I could on Day 1 morning...

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Just wanted to leave this information here in case anyone in the future needs it: I was trying to get the Detailed Equipment and ItemCore mods to work with Mattie's mod loader.

I installed Mattie's mod loader and then only added the .js files of ItemCore and Detailed Equipment into the mods folder inside the www folder. I kept getting an error about "TY" already being defined however, and I fixed this by editing the DetailedEquip.js and replacing all occurrences of "TY" with "TY1". This fixed the issue and now I have no errors and these two mods appear in my mods list in game. Hope that helps somoene!

Thank you for the bug report!

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do you know if i can use these mods w mattie's and if so would i have to make a different mod folder for these to work or just put them in the same one that mattie's are in?

I believe you should be able to use my mods with mattie's, quoting this from mattie's github:
"The Mod Loader will attempt to load mods without a .json file by creating a json file with default values for them. This allows compatibility with Cheshire's mods and things of the sort."
As for your second question yes, since you can use mattie's mod loader to load them.
Hope this helped you solve your issue!

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it did thank you!

it doesn't work for me u.u is there any video tutorial? I tried everything but the mods don't work. I dont even know if i have to toggle them on

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Unfortunately i didn't make a video tutorial for installing the mods, but there is a tutorial inside the TY_ModLoader.js file(which can be opened with notepad and other similar programs).
Assuming you followed the steps mentioned in the TY_ModLoader.js file could you send me screenshots of the following:
- TY_ModLoader.js(opened in notepad)
- index.html(opened in notepad)
- What mods you have inside the "mods" folder
This way i can directly help you to get things working.
Forgot to mention, but once you add the mods you want to play with inside the TY_ModLoader.js file they will be automatically added into the game.

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mods inside www

index notepad


modloader notepad

So from looking at your screenshots i have pinpointed 2 issues:

- You named the "Free Saves" mod wrong in the mod loader by not capitalizing 1 letter in the name.
It should be "TY_FreeSaves", not "TY_Freesaves", this is an issue i'm looking into fixing for a future mod loader update.

- You included the "Free Scrolls" mod which is intended for Fear & Hunger 1 only, not termina.

As far as i am aware that should get your problem fixed if i didn't miss anything.
Let me know if you need further help with your issue or if you encounter a different one!

I've made the changes but the mods still does´t work :c

also, i don't what this mean 

And also thank you so much for responding and helping me


Ok, sorry for the delay.
I was sure that was going to work since everything else looked fine.
Just for the sake of it, can you send me another screenshot with your TY_ModLoader file open in notepad after the changes?
As for the "isModAdded", "loadGameMods" in the same file those are of no concern.

so I have the mod loader and 99 lucky coins in, but I don't see them as toggleable options in the mod menu

Once you add a mod in the mod loader it will always be on until you remove it.
Or did you mean the ability to toggle ON/OFF mods inside the game?

(2 edits) (+1)

the ability to toggle. The other issue is also just that when I loaded my save, I still only have a few lucky coins instead of 99 despite putting the modloader and lucky coins in Fear & Hunger 2 Termina > www > mods


EDIT: nevermind I found it.... sorry! Also I noticed that enabling it won't let me resume my vanilla save, is there a way around that or am I better off just having a new save with this on?

(1 edit)

You could start a new run or you could try using my mods along with MattieFM's Mod Loader in order to manage mod saves separately https://mattiefm.itch.io/fear-and-hunger-mod-loader.
I will say that i haven't personally used MattieFM's Mod Loader so i can't really guide you past this point.
Do let me know if there's anything else you need help with though!

//TW: sexual assault

I've noticed that, even with the invincibility mod, my character got raped by a Night Lurch in overworld and received an anal bleeding status (I was playing as D'arce at that time).

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Thank you for reporting this issue!

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Since there have not been any recent bugs reported i have uploaded the fix.
Enjoy!

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hey i was trying to open up the modloader in notepad but nothing shows up in the mods file or in notepad, and windows automatically assumes its a javascript file, any solution for this?
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So i did a quick google to see what this error was all about.
You would get this error by trying to open the javascript file directly which would result in the Windows Script Host trying to run it.
Of course this isn't how the mods are meant to run, you can right click the file, open with -> notepad, or open notepad directly and search for the file to open that way.
Let me know if you need further assistance with your problem!

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sorry for the disturbance i literally forgot i could just open notepad on the side 😭😭😭
ive added some mods (both fitted for termina and the first game i believe,) and ive wanted to ask since the saves and the invincibility doesnt take any affect if its supposed to happen? ive went for a quick test run in termina and my character would take damage and her hunger would fall as soon as i would get off the train and i just wanted to know if it was intended to happen,, images below if i did anything wrong


EDIT: the mods work perfectly fine on the original game, im just having trouble with termina ^^'

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Hey! Sorry for the delay, the invincibility mod has been updated, can you try using the new version to see if you encounter any problems?

(1 edit)

hey thanks for the update!!! ive put the invincibility and updated both files but it appears my elightenment books and invincibility dont work on termina still? im not sure if its an issue with how i put it in but im not sure if its a problem on your behalf either,,

EDIT: the invincibility mod and the elightenment books still work perfectly fine on og game (invincibility mod updated aswell)

Hmm, i'm not sure what's going on.
I also did a test with the exact mods you have installed, but they ended up working.
I would assume that nothing really change in your termina setup from the last time you've shown the screenshots so that i don't have to ask for them again.
But does this mean the soulstone mod works on termina or you didn't mention it?
There's also the index.html which could be a culprit if the mods don't work, maybe you can send me a screenshot of that?
Or hmm, maybe i could compare the screenshots from your Fear & Hunger 1 mod setup with the termina mod setup...
I apologize for not having found a solution yet..

Hello, i would love to buy the game on Steam but it seems to be region locked in germany :( Is there a way to send the money here on itch.io in exchange for a key?

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Hey, um, sorry to say this but what i'm offering is mods for the Fear & Hunger games, not the games themselves.
You would have to get in contact with the creator, (Orange / Happy Paintings) to get that sorted out.
You can either leave a message on the itch page of one of the Fear & Hunger games or try to reach him via discord.
Do know that Orange is currently not available from what i've heard on twitter so it might take a while, hope this helped solve your issue!
https://mirohaver.itch.io/fear-hunger
https://mirohaver.itch.io/fear-hunger-termina

https://discord.gg/hkugMGkm7p

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Oh alright i'm sorry about the inconvenience but i really do appreciate the thorough reply, i'll be sure to check out your work once the whole steam situation has been resolved. This confusion could have probably been avoided if i had taken a second to read before commenting so please excuse my thoughtlessness :)

The game's on Itch, too.

Hi, I really appreciate your work, but I'm having a lot of problems. I'm really only trying to get the Invincibility mod to work, but the few times I can get it to work, once I get to Throtur and the Dark Priests, both of them refuse to die? I've tried a bunch of combinations of your mods, Reign of the New Gods and Mattie's mod loader too (which may be an error on my part) but I just can't get it to work. Do you have any advice? I'm not very code-saavy so I hope I'm just missing something obvious. Oh, I'm trying to play the original Fear & Hunger, for reference. On steam, on pc, if that helps. Thank you.

(1 edit)

Oh hey, sorry for the late reply i've been a bit busy.
I will look into this today and see what i can find.
But just in case, can you send some screenshots of your setup:
- the mods folder.
- the TY_ModLoader.js file opened in notepad.
EDIT: I went on Mattie's Mod Loader itch page and someone reported a similar issue regarding unkillable enemies but was apparently fix.
I can't confirm this myself but it would help to know if i should pursue this further or if it has already been solved.
And again, sorry for late response, hope to hear from you soon!

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No need to apologize! I'm so glad to hear from you and sorry you've been busy, hope you have some time to relax. I swear I tried for two days, back and forth between all these itchio mods, so I appreciate any help.
So I did a fresh install to keep things simple (tho I would like to use others if I can). But here's my mods folder and the ModLoader note--I wasn't sure if the modloader should be included on the modloader note? But I did try that just in case, it just still did 'failed to load invincible' the same as it already had.  

I downloaded the invincibility mod from itch to make sure i was playing the same version, but it seems to be working fine(so long as i didn't miss anything but from a brief test against a dark priest everything seemed fine).
Just make sure you have the correct name for the mod otherwise it won't work.
You are missing an "H" from the mod's name inside the Mod Loader file, the correct name would be: TY_FnHInvincible
The Mod Loader loads mods based on their file names so this is why it's important to name them correctly. 
As far as i'm aware that should be everything but let me know if there's anything else you need help with.
Have a great day!

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Ha! I feel a bit silly for the spelling error, but it's working great now! Got my first ending! I did want to mention I ran into another unkillable enemy, an Elite Guard in lvl 7 catacombs? It's not game breaking like the others, but he will stay crawling around which is a bit annoying, just for your information. Oh and I added the enlightenment books mod as well. I'll let you know if I find any other stuff!

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Oh shoot and I forgot, but I thought I'd mention the yellow mages. The mod doesn't affect the spell they cast from long range, so it still hacks off limbs and can kill you. I guess that's probably a separate system, but I thought you might like to know.

(1 edit) (+1)

Hi, I hope you can help me I did as shown but it gives me an error, any idea on what I did wrong?


You are using 2 mods which are intended for termina only.
TY_YEP_ItemCore - 2 Inventory Columns 
TY_DetailedEquip - Detailed Equipment Stats
Otherwise i don't see any other problem going on here. You should be fine if you remove those 2 mods.
In case you aren't sure what game version a mod is compatible it you can check out the "Mod Scope" label which is listed for every mod on this page.
Hope this helped you solve your issue!

After I wrote the question I became awere of that and corrected it but now the game works but the mods don't show up, they are suposed to show when you load the game right?

What do you mean by "not showing"?
Are they not working?

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Sorry my bad, they work I just misunderstud how they would work,

I am a  bit confused about how do  you use the mods/install them I never  used java  script so I'm a bit confused I'm trying to do it  for  termina  help  when you can pls and  thanks

I posted some screenshots in a reply to WonderingGhoul if you scroll a few posts down, make sure to press "view rest" to see the screenshots.
Let me know if you got it working and need any more help!

Hello there! how do I check if the mod works for me? I have downloaded the files and created a file named mod whilst also editing the index file to include the mod loader, I have downloaded the 99 soul stones mod but I dont get should stones, can you give me a walkthrough?

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Down below in a reply to WonderingGhoul i posted some screenshots which might help.
If that doesn't work you can try getting another 99 item mod like the free saves so that i know whether or not there's something wrong with the 99 soul stones mod.
Or you can give me some screenshots of your mod setup like the
index.html,
mods folder,
TY_ModLoader file

I have a question: where can I find the item codes for items? I want to use the same formula for the 99 soulstones but replace soul stones with chalk (chalk is so hard to find)

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Luckily it's pretty simple, to access the item data follow this folder path in the game's files.
www -> data -> Item.json
Open Item.json in notepad or a similar program of your choice.
Search for the word "chalk" in either the item's description or name.
Afterwards keep track of the line in which the the "chalk" word is referenced to get the "id" in this case it's 207.
If you are planning on repurposing a mod i already made in order to get the chalks just make sure to change the number value where the '.contains("TERMINA")' part is mentioned or the $dataItems[insertNumberHere] part in case you want to do that there.
Hope this helps you!

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Thanks I appreciate the help! Also your mod makes this game much more fun if you want to mess around without being constantly stressed about dying.

Ok im pretty sure im going to sound annoying because i dont write all my questions/comments at once but, is there any way to increase affiliations with gods via mods?

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It's fine, it's also more readable when questions are separated in case i have to give you a detailed explanation.
I will assume this is mainly for termina given the chalk question, so i'll tell you about that.
Affinities in Fear & Hunger 2: Termina are stored within variables starting from id 261 to 266(so long as i didn't miss anything).
261 - God of Fear & Hunger
262 - Alll-mer
263 - Rher
264 - Sylvian
265 - Vinushka
266 - Gro-goroth
so you need to include the following if you want to alter their values.
$gameVariables.setValue(variableId, value);
Example:
$gameVariables.setValue(261, 100); // Increase affinity with the God of Fear & Hunger by 100 points.

To include it in the game and apply the effect you can put the line/s inside your custom mod or create a new one with a similar structure to the soul stone one if you want to keep things more organized.
Example:

Scene_Map.prototype.onMapLoaded = function() {
TY_Scene_Map_OnMapLoaded.call(this);
const id = soulStoneId();
$gameParty.gainItem($dataItems[id], 99);
$gameVariables.setValue(261, 100); // your code line/s go here
};

Deleted 251 days ago

It would seem like you are missing an image in the folder path show on the screen.
Are you trying to install a mod someone else has made? maybe you can inform them about this issue.
Otherwise is this your own mod? I haven't seen a "mods" tab in the title screen for the first Fear & Hunger game before.

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Oh, right. Thank you. I think it have been override by some of my friend who tinkering with this before me

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Thank you! I can finally fix it

Glad i could help you!

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Hello ! I want to start by saying thank you for making these mods making the game actually fun for me and others. But I have ran into a problem, the free saves seems to work fine in the first fear and hunger. But if I try and save in termina using the same mod, the save file isn’t selectable from start screen of the game. Anyone got any possible fixes for this?, just wanna be able to play from where I left off lol

Thank you aswell for finding the mods useful.
This does like a strange occurance, i haven't seen anyone else mention this so far.
It may be related to the folder location of the game, not allowing saves but in case it's located similarly to the first game then that's not it.
In some weird cases it could also be Operating system related but i can't say i have much experience there.
By "isn’t selectable" do you mean the save is there but is greyed out or something?
Does the save file exist in your "save" folder inside the game folder?
Either way i will take a quick look tomorrow over the mod and see if there's anything strange going on there.

I didn't find anything off on my side, maybe you can help me with some screenshots?

Hello, i was wondering if it was possible to see if there is a guide to modding on Fear & Hunger? idk if i am being dumb but i do not understand. :)

You mean you want a guide to know how to install my mods or a guide to Fear & Hunger modding in general?
If you meant the first there is a brief guide in the TY_ModLoader file and i also have some images if that helps.
Otherwise if you meant a guide to Fear & Hunger modding in general then that's a bit more complicated, mostly because it either involves programming knowledge to modify the RPG Maker MV's code that  Fear & Hunger was made on or the other alternative which is by modifying the game directly in RPG Maker MV and distributing the modified files as a mod.
But i wouldn't say there's an official guide for either of them, still, you may get some help in the Fear & Hunger if you are trying to modify the game in RPG Maker MV, because i'm doing it the programming way.
To end this off i'll post the images mentioned above:


I followed these instructions, (and the instructions in the JS file) but I still can't see equipment stats, as this is the only mod I added. Are there any suggestions you could offer?

For which one of the Fear & Hunger games are you trying to use the mod? The equipment stats mod was made for Fear & Hunger 2: Termina.
If that's not it then can you provide some screenshots of your setup, including:
- The folder with the mods, make sure the mod's filenames  and the name of the folder are correct.
- The contents of the TY_ModLoader file, maybe you didn't setup the mod correctly.
- Lastly, the index.html file which is responsible for loading the mods inside the TY_ModLoader file.

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