Kain Stryder

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Posts posted by Kain Stryder


  1. The download for this translation can be found here - https://www.mediafire.com/file/x35979gu5q75te4/FF5r_English.rar/file

     

    Current mod version: 1.4 (English 1.0) - 6/16/22

    Final Fantasy Vr

     FFVr changes (that I'm aware of):

    - Stealing allows you to get all items ala FFIX
    - Altered enemy encounters, some new, some unchanged. Difficulty varies, but its harder emphasized late game
    - A bunch of new monster-in-a-box boss encounters
    - Mime job replaced with 'Paladin', which has attack as default command, and equip table includes swords (still no innate ribbon access though)
    - Plenty of new weapons, armor, and accessories
    - New music

    This is a Japanese kaizou (very hard) mod for FFV that adds not only extreme difficulty, but tons of new content, music, etc. It's a rather large FFV mod and to my knowledge the most new content. I'm not exactly sure all that it adds outside of the above listed, as unlike FFVI T-Edition I didn't helm this project and only helped translate it, nor did I play it past an hour or so. It's been finished for a while, but Serity just didn't really post it anywhere, so I took initiative with her permission to post it here. The instructions to patch and play are in the readme file, and there's no documentation except a Steal guide. The patch is 100% English and as far as I know, no plans to update/add more in the future. Good luck, and have fun! Feel free to post/discuss this here or pop into the Discord via the CHAT button at the top of the page and find us in the FF6 T-Edition channel.

    ff5r.png


  2. Ok, 2.9.7 is up. Tsushiy figured out the problems, and it expanded past Kefka and the Ifrit/Shiva battles. Instead of reverting the issue, he fixed it, as reverting is only if he can't 100% solve it. He warns the game may still break. I speedran to the WoR and everything looked ok. Mato's and the lua both had some issues; I fixed all of the lua problems, and only half fixed Mato's. I wrote a more detailed report in his download and bug readme. For now the mod should be stable, but if not, 2.9.4 is still available.

    Also new to both downloads, thanks to Laurel's sprite work and due to Gens's coding, we now offer alternative default menu sprites. They've also been given to Tsushiy if he decides to use them (he thought they were really well made). You can preview them in the download, but here's how they look:

     

    portraitcompare.png


  3. A new update is up. Tsushiy popped back again after almost 1.5 years and put out a new version (2.9.5 and 2.9.6).

    UPDATE: So 2.9.6 is completely busted for the time being. Mato's, the lua, and JP all hard crash when beating Ifrit and Shiva. I've reported it to Tsushiy, in the meanwhile, play 2.9.4 (still included in the download), I'll try and see if 2.9.5 is stable, as I feel whatever he did with a script in 2.9.6 did this. I'll report back when I have more information.

    Note: Current bug found where the battle with Kefka at Narshe is busted. You can still win, but his script is broken. Reported to Tsushiy, hopefully it can be fixed.

    Here's what's new in the attached picture.

    A change to the lua version was made due to Tsushiy's code editing, for some odd reason any ring and ribbon icon for relics is breaking the inventory badly. I spent 3 hours and came up with a jury rigged fix that simply changes the icons to necklaces and helmets. Sorry for the confusion, but unless I find another method, this'll have to do for now. The game wasn't playable otherwise. Oddly, it didn't affect Mato's translation, so that's good.

    I've for safety gone ahead and left v2.9.4 available until we can make sure 2.9.6 is stable and working. I did however remove my Locke and Kefka sprite edits, as Tsushiy has gone ahead and added them officially to the mod! (Kefka isn't mine, but was made off of NAOKI's work, I just punched it into the game.) I expect some minor fixes to happen, so keep a look out for any updates.

    One major piece of advice: if you're transferring your save file over to 2.9.6, sell any Experience Eggs to an NPC or you'll have a bad time.

    296.png


  4. Did a small bug fix that if you're currently playing you need to update for. If you haven't yet entered Kefka's Tower and fought a specific boss, then you're ok. However, if you did and didn't get a very unique drop, update your patch and then do the following (heavy spoilers below):

    Spoiler

    1. Search the lua for this line: function enterCarbuncleCatoblepasFight()

    2. Below it, write in this line: if 1 then memory.writeword(0x7E11E0,691) return end

    3. Save the file.

    4. Load the lua and enter any battle on the world map, defeat the enemy that appears.

    5. You'll get your missing relic upon winning.

    6. Remove the line you put into the lua and save the file.

    I had goofed when fixing up the names and the relic in question in hex is right next to Soul of Thamasa. Since the limit is 8 characters, I had written SoulTham. (and didn't catch my error) the key here being the . which is 99 in hex and not valid for the relic graphic icon. I wasn't thinking and didn't catch it (the display for the graphics in hex is a . also but the code for the icon needed is 0C). The next relic after it is what's in the spoiler above, so its icon was not displayed properly and when auto sorted would just disappear from your inventory. Sorry for the mess up.


  5. Pushed a small update to both patches for the lua translation.

    - Item and Rage names in the EX patch were accidentally reverted to an older version prior to me fixing an issue months ago and I just caught it upon fixing another error. While doing this I cleaned up alot of what I could in our EX version's item/Rage list and everything now matches the names from the base patch/mod (names in EX were VERY old).

    - Berserker Ring's icon was that of a bracelet, this has been fixed to be a ring now.

    - Changed Attack to Fight, Dblcst to XMagic, GilTos to G.Toss, and SnowSt to Storm to clean up/fix the names even more.

    - Merit Award's text on the equip menu originally said "Heavy" and now says AnyEqp. Gauntlet said TwoHnd and now says 2-Hand.

    - The Silence spell not showing if it misses now correctly does (again this was fixed but reverted when I had to fix the patch months ago).


  6. Added a couple of small changes:

    - The custom stats patch wasn't using the stats I had assigned, it now does. If you were using my patch, reapply it to fix it (redownload the main file in the first post here). The loadme.lua also has had its ips name that it creates for your custom stats changed (this was possibly the error, as it was naming the file the file name for my patch).

    - The 4 player multitap had an error in the readme for setup, should've said the 5 player multitap not 8 option on snes9x. Also, we confirmed it will work on Mato's, but currently the text option is a garbled mess. It should read "Players 1 2 3 4" but the numbers when highlighted change (just select the number in order of 1 2 3 4 of how many players you want). Just the presentation is off until we can fix it.

    - A line in the lua that we had added as a note but never put in. Spoiler:

    Spoiler

    unknown.pngunknown.png

    Good old Greg's line here in the base Japanese version is just Siegfried's SNES text. Unsure if Tsushiy missed it as an oversight or what, but it made no sense since no one is pretending to be Gilgamesh. Instead, I had him give a hint to his new quest without you having to check the new event html for it.

     

     


  7. Pushed a small update.

    - Setzer's chocobo riding sprite has been fixed. It was displaying his vanilla model by mistake. I corrected this while editing the next thing:

    - Fixed/tweaked my custom Locke sprite a bit and updated the preview pics for him and the Kefka one in the optional patches folder.

    kefka_preview.png

    locke_preview.png


  8. Spoiler

    Goner isn't bugged, that's how its designed. You can jump to avoid or back row+defend against it. Your levels don't matter or have any impact on being dispelled. You can flat kill him before he even does Goner. There's a few methods to the fight. You're also on 2.9.4, the file was listed as 2.9.3 because .4 until I changed it was 2 small text errors Tsushiy fixed that had no impact on the English side. All good otherwise.

     


  9. Merry Christmas, everyone!

    I threw up an update to our lua and translation, and did a handful of cleaning up some of the item names and such. One of the new lua features is the following picture (and we also applied it to Mato's patch's lua). The lua itself and setup can now be found in the main download of the first post of this thread or just click here to grab it. Enjoy!

     

    unknown.png


  10. I've updated the main post of the thread at the top with a link to a separate thread here detailing Mato's translation. Per his request, we now handle/maintain his work for it, more information can be found in the thread found here:

    http://ngplus.net/index.php?/forums/topic/1249-matos-translation-patch-and-compatibility-with-our-patches/

    We've also included a lua for his patch, just with our quality of life changes IF you are playing on emulator only. This won't work on console, handhelds, or phone.

    I've also updated the main download on the first post of our translation to now include a Bestiary for Mato's work (prior it wouldn't work, we now offer the info for our translation and his). You can find it in the html folder, just open the index file in any browser and check the sidebar for "Lua Version Bestiary" and "Mato Version Bestiary".


  11. A new small, but fun update is up:

    - Thanks to a streamer asking me if it was possible to edit the costume stats themselves, I was reminded about wanting to release the method to edit costume stats, so you could create your own builds as balanced or OP as you'd like, without relying on Tsushiy's base stats or my custom patch. The Optional Patches folder has a new read me and lua file in it, so read the read me and follow the step-by-step instructions to get started (don't worry, it's VERY simple and I walk you through the process).

    Have fun everyone, and be sure to show off your builds!

    Note: This will work on Mato's translation, but you won't be able to see your stats in the Dressing Room, so write down what you have set them as for reference if you need. Follow the read me file instructions and if not using our work, just patch the ips to Mato's rom and enjoy.

     

    Edit: I accidentally had written to load an "open me" lua, there's no such file in the read me. I had meant to write "load me". Files have been updated again, sorry for any confusion.


  12. This is a mod for Final Fantasy IV on the SNES, created by Tsushiy, the man behind Final Fantasy VI T-Edition. Unlike FFVI, FFIV here is NOT as filled with new content and other extensive fixes, changes, etc.

     

    Click here for the download of the patch and the html files etc.

    9/19/23 - Translation version 0.9

    Most of the game is now in English, save for the dialogue. Bits and pieces are translated, however, all menus, equipment, monster names/abilities, area names, descriptions, etc etc etc, basically anything not dialogue, is now in English. The exceptions are the party swap dialogue from the elder is translated to help you understand how to perform it, and any yes/no dialogue prompt, as well as all battle dialogue is fully translated. Check the read me in the download for more information.

     

    The key features are:

    - Overhauled graphics: GBA and FFRK sprites, field/battle graphics are used, with the menu pictures being from the PSP version.

    - Rebalanced: Enemy scripts have all been touched up and the overall game is harder, but not significantly so (though the Four Fiend battle in the Giant of Babil is absolutely harsh, fair warning). This is not a kaizo mod. Some characters are rebalanced to make others shine more (such as Rydia losing tier 3 elemental attacks and Meteo so that Palom is more of an option).

    - Viewable ATB bar now, as well as showcasing the charge time for actions.

    - New abilities: Some items/equipment/magic have been removed with new things in their place. Cid for example now has his "Upgrade" ability from the DS version. Most equipment has been reworked and the "Gloves" slot is now an accessory/relic slot. The infamous W Meteo (Twin Meteor) can now be used by Palom/Porom with a special accessory.

    - New enemies/content: A handful of new enemies and some new events have been added, mostly for end game on the Moon. A handful of lesser content had to be removed to make these things possible, but you won't notice them being gone, ultimately (probably the biggest is the developer's room fights being axed).

    - Party Changing: Like the GBA version, near the end game you can now swap Yang, Cid, Edward, Palom, and Porom back into the party. New weapons are available for them all, too.

    - Namingway has been repurposed to be a shop that sells Alarms, Emergency Exits, and Gysahl Whistles. Find him in towns etc to stock up!

    - New ultimate weapons are available at end game from new fights, as well as rare drops from various normal battles deep into the Moon's last dungeon.

    I'm not 100% wanting to release this as of yet, but wanted to get it started since I translated and began this project a year ago and had no real place to put it (I also had stopped/got distracted). So for now, I threw it up here on the FF6 T-Edition side of the forums just to get something down and awareness out for the mod. As far as it stands also, Tsushiy is done with this mod as he was very limited in what he wished he could do and ultimately got disheartened (he was looking into doing a disc 2 or even 3 similar to FF6 T-Edition EX but ended up losing motivation and just finalizing what he had. FF4 is much more limited in what can be done for it compared to FF6 to my understanding). For that reason, that's why I started getting this translated as it's complete.

    If you're going into this expecting FF6's quality, you're going to be disappointed. This is a much lesser mod and more so a visual mod with some rebalancing, some GBA/DS features, and some light new content. It's a nice experience but being truthful, in my opinion there's other mods for FF4 that offer more. That's not to put his work down, but to give you a fair understanding of what to expect and not falsely advertise.

    I had briefly streamed/played the mod a few years ago, so below is a video of the first several hours and what to expect (though it says Alpha Version, the current version is virtually the same):

     


  13. 1. Not a bug, just how the code works when enemies phase change or dialogue happens.

    2. Intentional, changes.html mentions the Cursed Shield will bypass immune status now.

    3. Some bosses will flat resist no matter what. It is possible to force via Death Roulette/Joker Doom but I'm not going to explain the strategy.

    4. Only Phantom Train in WoB can be killed this way anymore. Every other undead boss (some exceptions) after has been fixed. Tsushiy fixed this but it broke somehow, and he decided not to fix it since it was only the Phantom Train being affected.


  14. I've made a new topic/post here with the release of Mato's patch. I'll be pushing a new update within an hour of this post to our download with a quick update and clearing out of some clutter/obsolete optional patches and the removal of v7 (no longer needed). Lua script and our version will still be offered, don't worry. V7 was meant for console/phone use but there is no point to it with Mato's patch now.


  15. CLICK HERE TO DOWNLOAD THE LATEST UPDATE FOR MATO'S TRANSLATION, READ BELOW FOR NOTES ETC
     

    Note: Mato's is currently stuck on v3.0.1 (with patchwork to push it to 3.0.4 minus some fixes/changes) due to massive code conflicts. I apologize for this as it's a nightmare to handle. We're working on it as we can.

     

    SAVE FILES FROM 2.9.4 AND .7 WILL NOT TRANSFER OVER FOR 3.0; YOU MUST START FRESH!

    Please read the readme file for v3.0.0+ and the current bugs readme before playing!

    No version change - 3/17/23

    Added a new optional patch to fix up/make the costume menu sprites look better for 3.0+, but it can be used on 2.9.4 and 2.9.7 as well if using the Laurel_portraits patch (can use one or the other or both, Laurel's just changes the default costumes, as does what Tsushiy did for 3.0). This patch uses the style of what Laurel/Tsushiy did. Thanks to Gens for his hard work on adding these in!

    Version 3.0.5 - 12/8/22

    Minor update; a bug fix for the Hi-Potion animation error in 3.0.4 has been addressed.

    Version 3.0.4 - 12/4/22

    A handful of bugs and some additions have been fixed. Please read over the readme file in the download above. Though it says 3.0.4 it's mostly a 3.0.1 with up to .4's patchwork, though missing some things due to code conflict. Everything's documented in the readme and bug readme files. I've left the older 3.0.1 ips files available in the event something from 3.0.4 horribly breaks the game and we need to revert it, but from some testing, everything looks good for the moment.

    No change except to EX r1 - 11/25/22

    A small bug has been fixed in EX that caused the game to crash when changing costumes.

    Version 3.0.1 r3 - 11/16/22

    Added a new bug report and solution to the bug readme file. Please read over it and the other issues if you're new to this mod. Fixed the help text for Edgar's achievement as it had been changed for 3.0 and I forgot. A couple other minor text fixes were corrected too.

    Version 3.0.1 r2 - 10/1/22

    Fixed a bug from 3.0.1 that is solved in 3.0.2 that freezes on the party setup for the final battle selection.

    Version 3.0.1 r1 - 9/26/22

    Fixed a bug that made the game black screen upon entering Terra's room in Zozo. Please repatch your file if you downloaded 3.0.1 prior, but if you're new to playing, ignore this.

    Version 3.0.1 - 9/24/22

    A rather large update and some changes have come to T-Edition after a good while from Tsushiy. Sadly it's been a headache to get alot of this working, but I think we've got it set for the moment. A couple of notes though for this translation/Mato's work:

    1. Currently, Mato's coding clashes and hits a wall with 3.0.2 and it's unplayable. Tsushiy added 5 additional status menu screens and trying to enter said menu makes Mato's game crash. I can't fix this personally, and someone else will have to. I'll post updates as I can, but for now, Mato's is stuck on 3.0.1 (I will post the update notes for .2 below at least). Moving forward I should be able to bug fix/patch stuff on for 3.0.3 if I'm careful, but the new status screen won't be available.

    2. I've left 2.9.4 and 2.9.7 available for a couple of reasons. If 3.0+ is unstable, please use 2.9.4 or .7 here instead. The other main reason for having these here is from 3.0 onward, the costume system for +stats has been removed and "Tabs" have replaced stat gains. Costumes still exist, but they're cosmetic only. I left these older versions for those that wished to experience the mod with them, especially the ability to custom edit the stats via the lua file included with the html file download for the lua translation (link found above).

    Help files/guides from our lua translation for 3.0+ can be found here: https://www.mediafire.com/file/ss7ec4pc0uuyu7z/FF6+T-Edition+English+3.0.rar/file

    Update Notes:

    Spoiler

    22/07/22 Ver.3.0.0

    Changed it so Gogo and Umaro are able to learn magic.
    Costumes have had their stat changes removed for the 「Dressing Room」.
    「Gold Hairpin」 has been changed from a headpiece to an accessory.
    Default portraits have been changed for each character.
    ※Thank you to the author Laurel, patch creator Gens, and Kain Stryder for this.
    Adjusted the status and actions of some enemies.
    Adjusted the numerical value and performance of some equipment, as well as who may equip it.
    Added 2x damage to magic creatures for some of the Dark Swords.
    ※There's a few exceptions.
    Set dragon attribute to some enemies.
    Some weapons now deal 2x damage against dragon enemies.
    With the above, weapons now show 「Magic Bane」 and 「Dragon」 for the 2x damage effect.
    Changed it so bonus damage to flying types is now 2x.
    Changed the font color of some menu text.
    Added and combined status recovery items.
    Tab items to increase stats have been added.
    ※GrayShadows's process was used for this.
    Fixed a bug where null, absorb, 50% resist, and weaknesses were not updated properly when changing some enemy parties.
    Fixed a bug where Terra in Trance state would not run and characters in a frozen state would run in the opposite direction when escaping from
    an enemy.
    Added a Ghost NPC to the Phantom Train that sells items.
    Partially changed and implemented the patches 「Status Display Addition Patch C」, 「Eidolon List Drawing Modification」, and 「Main Menu
    Modification」 by Mr. 288 in the FF6T Other Chat Thread 3 on the forums.
    ※Thank you to Mr. 288 for this.
    Fixed a bug where 「Number 024」 would use "System Error" more than once.
    The 「Ninja」 enemy may now be ran from (excludes the forced encounter in the Sealed Cave).
    The 「Don」 enemy may now be ran from (excludes the South Figaro Cave quest).
    The achievement 「King's Responsibility」 now requires a perfect score at the dinner banquet.
    Fixed a bug with the 「Gauntlet」 accessory.
    ※Corrected by Mr. 724 in the FF6T Bug Report Thread - 2 on the forums.
    Phoenix Cave's battle background now has a fire effect.
    「Experience Egg」 has been readded again.
    Some NPC dialogue in the Beginner's Hall has been changed.
    The spell 「Holy」 has had its graphic changed.


    22/07/28 Ver.3.0.1     

    Fixed a bug that caused some enemies to have unexpected drops/steals.
    Fixed a bug where you could fight 「Carbuncle」 and 「Catoblepas」 during unintentional times.
    Fixed an issue where when Strago changed clothes in the Dressing Room, the data of the mastered Eidolons was rewritten.
    Fixed a bug where the damage of 「Ultima Weapon」 became extremely low when the strength value was 128 or more.


    22/09/17 Ver.3.0.2 (Currently not available for Mato's, but if you encounter bugs in 3.0.1, note the fixes here, but the below finale bug HAS been fixed for Mato's)

    Fixed a bug that occurred when changing clothes in the Dressing Room.
    Adjusted the resistance and behavior of some enemies.
    Fixed a bug where the display collapses when moving to the save screen with the magic acquisition status displayed by pressing the X button on
    the menu screen.
    ※Mr. 288 from the FF6T Other Chat Thread - 3 on the forums corrected it.
    Fixed a bug that freezes on the party order selection screen before the last battle.
    ※Mr. 288 from the FF6T Other Chat Thread - 3 on the forums corrected it.
    Added the patch by Mr. 288 from the FF6T Other Chat Thread - 3 on the forums 「Status Menu Modification」.
    ※Thank you again to the author, Mr. 288.

     

    You can update your file by following the steps below:

    For safety, back up your .srm file (the in-game's save data) somewhere before doing the following:

    - Download the files again (up above link)
    - Patch the .ips file ff6t-english-ax (or whatever number it may be) to a clean (unpatched) Japanese 1.0 file (do NOT patch to an already patched version, it MUST be clean!)
    - Name the new file whatever your old .sfc or .smc file use to be and replace it with the new one (example: if your rom was called ff6tedition.sfc, name the new file this exact name and replace it)
    - Load the game from a hard save (a normal in-game save, not a save state) and you're good to go

    If you are patching any additional files from my work's download (file link down below) or the MSU-1 (also below), you can patch those files on after, the order doesn't matter for those.

     

    WARNING FOR HARDWARE/SD2SNES USERS: If you're using the MSU-1 there is an issue with saving your data. It has a very easy fix/solution, but please read here, as this is not something on our end, but SD2SNES's: https://github.com/mrehkopf/sd2snes/issues/80

     

    Please note current updates/revisions to Mato's patch will now be maintained here, as Mato has handed it to us to handle. Any questions, troubleshooting, etc, please contact us on Discord via the CHAT button at the top of the site here.

     

    As of 11/15/21, Mato released his patch for T-Edition, allowing the mod to finally be played on console/phone/handhold devices, as well as emulators without lua scripting. With this, our old v7 patch is obsolete and has been removed from the main thread's download, and the v9 has been pushed to 1.0/finalized for the time being on our end. I've also removed older patches again obsolete now and compacted our work to make it easier to load and play with a bit less confusion (I'm sorry in advance, we strive to make the setup as easy and painless as possible, especially since our work and the lua are two separate projects). Due to our version not being really playable on console/phone/handhold devices, Mato's is the method to go to now, so please use his if doing so. If playing emulator however, you can use his or ours based on your preferences (such as quality of life additions/changes via lua, etc). Our html files in the download are also available as guides but be warned some stuff is named differently in Mato's patch, so you may have some trouble locating something, but for the most part, stuff is the same or close to the same.

    Our download is found here, which includes DETAILED guides (translated from Tsushiy's help files) on the mod in the html folder and various other optional quality of life features! Check it out!

     

    Additional note: We now offer our lua quality of life changes for Mato's patch. It's included with a read me in Mato's download IF you are playing on emulator (SNES9x-rr) only. Ignore it if you are doing handheld, phone, or console.

     

    Currently, Mato's patch (as does our patch if using it) requires a music fix that we offer. Read Mato's readme for instructions on fixing the music somewhat (again, still not a 100% fix method).

    You have two choices if not using SNES9x:

     

    MSU-1 - Will 100% fix the music and give it the quality Tsushiy (the mod author) intended.

    or

    Music Fix Patch - Will solve most of the errors similar to the SNES9x echo buffer fix we/Mato mention in the read me, just this can be used for anything if not using MSU-1 or SNES9x (this is not a 100% fix, so use MSU-1 if able for the best results).

     

    As far as if you can use our patches for his work (found in our download in the Optional Patches folder), the answer is yes, but read below (some don't work). Currently, the following will work with Mato's patch:

    - MSU-1

    - My Alternative/Do-It-Yourself Custom Costume Stats

    - 4-Way Multitap

    - Music Fix (ONLY use this if MSU-1 is not an option, such as handheld, phone, or anything that doesn't support MSU-1, or if your emulator doesn't support the separate echo buffer from ram option)

     

    The following will not work on Mato's patch currently:

    - Longer spell names/reworked menu in battle patch (Looking into making this work for Mato's)

     

    We will continue to offer our work and quality of life for the mod, but are thrilled Mato's patch gets this playable on console/phone/handheld, as we know a lot of people were wanting this option and we were having difficulty in offering it. More so, a wider audience can now play/enjoy this mod and nothing makes us happier. Enjoy!


  16. Cool discovery, but nothing to fix or care about since the fight ends so quickly/easily as he's a pushover/weak. It's a vanilla bug, as the same thing would happen in the Imperial Camp with Kefka if someone had Mimic. Won't fix it or care enough to as it affects so little. Just don't use Mimic I guess.


  17. I never said any of this, nor is his outfit based on a mechanic, it's that of a Returner soldier. The translation Tsushiy has for the costume is just it's a model of before he became a pilot based off a Returner soldier's sprite, which unless it's from some Ultimania book or dev interview I'm not familiar with, is not true/his fanfiction. Could it be a more mechanic look? Sure, but I never said it was a joke. Please also stop making new topics unless it's something concrete, not random comments. Post that in the translation thread.


  18. Not a bug. You're also what, lv 50+ at Lethe River? That's probably causing issues and why it requires the plot to grant MP (or just level up). Nothing we can fix and never seen this in a normal run. I've personally had Fire/Protect/Reflect on the Veldt with the magic menu open during the 3 scenarios, so definitely not a bug/just how he coded it.