#Need Help with BDSP Randomizer

1 messages · Page 1 of 1 (latest)

hybrid elm
#

Ok so I recently started using the BDSP randomizer tool again lately. The other day I made a test seed and the starters randomized without issue, but when I made a new seed with the same settings the starters are vanilla. Does anyone know how to fix this issue?

steep yew
#

You’re using it with vanilla BDSP, correct?

hybrid elm
#

Yes, that would be the one

steep yew
#

Cool. I haven’t used the randomizing features of it myself but I can see if @final fulcrum is able to provide some insight.

hybrid elm
#

Thanks! That'd be great!

#

I'm trying to set up a shiny hunting stream on the randomizer and I've tried everything I can think of.

final fulcrum
#

I'm out right now just typing so I see this when I get home

steep yew
#

Thanks Aldo! Appreciate ya!

hybrid elm
#

Thanks!

steep yew
#

For now it may be helpful to send some screenshots of the settings that you have in the randomizer.

hybrid elm
#

The only things I leave disabled are the level modifiers, the evolution randomizer, and the moveset randomizer, I randomizer everything else.

#

Also I lowkey forgot how to use the screenshot function on my PC, haven't used it in years

#

Figured it out

final fulcrum
#

what was the fix?

hybrid elm
#

Oh no I meant the screenshot thing

#

I tried disabling the 60 fps mod but nope, starters were still vanilla

final fulcrum
#

what's the output

hybrid elm
#

What do you mean by output?

#

Like what I play the game on? I use atmosphere

final fulcrum
#

did you test on an emulator or something?

#

atmosphere has a different output it should be atmosphere randomized

hybrid elm
#

?

#

I got an atmosphere output.

final fulcrum
#

is there an exefs_patches folder in there?

hybrid elm
#

Yep

#

I copied the starter folder that was in there, and it still didn't work

final fulcrum
#

I'm really confused how that isn't working

#

everything else is randomized right?

hybrid elm
#

It should be

#

Give me like 10 minutes to double check

#

Is it possible I disabled the randomizer by pressing "L" at some point by accident?

final fulcrum
#

randomizer shouldn't be able to be disabled

hybrid elm
#

I know you can disable mods on a Switch by holding down the L button when loading in, maybe I did something similar unintentionally?

#

Ok abilities are definitely randomized

#

Wild mons are also randomized properly

#

Ok so then the game just doesn't want to randomize starters for whatever reason

final fulcrum
#

just double checking the ips files are there right?

hybrid elm
#

They should be

#

Yep, there are 12 ips files, which sould be all 4 generations of starters in the game

final fulcrum
#

there are 12 because instead of specifying version is just generated for all versions (1.0, 1.1, 1.1.1, 1.2, 1.3) and both bd and sp

hybrid elm
#

Huh, neat

#

I'm on version 1.3 if that helps at all

#

I wish I could figure this out, maybe the tool itself is just broken?

final fulcrum
#

I've never seen an error on this

#

considering it randomized without issue the first time confuses me even more

hybrid elm
#

If you want I could dm you a zip copy of the output

final fulcrum
#

wouldn't really be helpful ips files are pretty unreadable

hybrid elm
#

Maybe I'm putting the files in the wrong place?

#

Or maybe I'm missing a step?

final fulcrum
hybrid elm
#

I'll give it a shot, mind if I ask what settings are used?

final fulcrum
#

literally just starter randomizer

#

so it should only replace the starters

#

shouldn't affect the other randomization you used

hybrid elm
#

Ok I'm gonna try it just with starter randomization first

#

Ok that worked

#

I have a dunsparce lol definitely not a turtwig.

#

I'm gonna check out the other 2 just to be sure

#

Ok so do you mind if I ask what version of the tool are you using?

final fulcrum
#

newest one

#

looks like same as you're using considering ui

hybrid elm
#

Mine says 3.10, clearly I'm using a worse version.

final fulcrum
#

that's just the python version

#

if you got it from gamebanana then yeah you're using an older version

#

but I think that should still have 1.3

hybrid elm
#

So for me the starters are always named something different than what they actually are. For example Turtwig would say something like "Kakuna" and give me a lucario. But the one you gave me said dunsparce and it gave me what it said

#

Maybe mine is bugged?

final fulcrum
#

no clue about that then I haven't worked on this in forever

hybrid elm
#

I'm gonna download the recent build and see if I can try from scratch.

final fulcrum
#

I know we had a "bug" where it would be the wrong description but never the wrong pokemon

hybrid elm
#

I know there are still a few bugs in the randomizer, the starter thing is one, which I have no idea what caused it, and the other is random evolutions just don't work at all.

final fulcrum
#

random evos is just because it's implemented pretty badly

#

it's hard to do random evos without exefs

#

it's left in but the implementation is kinda shite

hybrid elm
#

Understandable. I just downloaded the version you linked me too and made a new seed, give me a few minutes and I'll let you know how it goes

#

Also I'd like to ask what does "Keep Legendaries" do? Does it ensure they can be randomized or does it keep them vanilla?

final fulcrum
#

I think it just removes legendaries from encounter randomization

hybrid elm
#

So if I enable "Keep Legendaries" it will allow them to be randomized into the encounter table?

#

Ok the version you linked me to worked. I guess one of the files I had just corrupted.

#

Thanks for all the help! 🙂

#

I'll let you know if any other errors pop up

hybrid elm
#

Thanks 🙂

hybrid elm
# final fulcrum ye

Hey just a quick question, the random pokemon in the underground, do they change depending on the amount of badges you have? Because my underground looks pretty...uninteresting

final fulcrum
#

there are unlocks after gym badges

#

but most of the one's underground are set

#

you can rerandomize ground and replace if it's really bad

#

since it's an entirely seperate encounter table