Pokémon Compass - A Scarlet/Violet Overhaul

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What is Pokémon Compass?
Compass is an overhaul designed to be a vanilla-enhanced experience for Scarlet and Violet focusing on the following:
  • Smoother progression through the main stories
  • Generally increased difficulty in trainer battles and post-game battles
  • Revamped raids and raid rewards
  • Wider selection of Pokémon both in the wild and added to raids
Quality of Life features are included to smooth out some of what we consider to be design deficiencies, or just to make exploration a little bit nicer, giving better access to EV items, evolution items, recovery consumables, etc.

Overall, Compass 2.x is a major departure from the 1.x series as we're now able to modify Scarlet/Violet's Lua code to change or implement our own functions as necessary and have a significantly deeper understanding of how the scene files operate within the game as well.



Feature Documentation
Download
Complementary Compass Tools
Raid Primer
Information on making informed decisions for Pokémon, moves, items, matchup considerations, and quite a lot more based around Compass’ post-game 6★ and 7★ raids.

Raid Log
A log of the dev solo completions of the post-game 6★ and 7★ raids.
Contains strategies, potential counter-picks, moveset choices, and shows a wide variety of Pokémon are capable of completing these challenges.

Habitat Finder
Uses the spawn and habitat data from the current version of Compass to allow searching for where Pokémon can spawn.

Area Encounters List
Lists all of the available Pokemon in a given region.

Primary Features
  • A Trainer & Gym overhaul that manually reworks all 387 encounters and allies
  • Tougher Titan fights with new ally partner Pokémon
  • Tougher Team Star scenarios
  • Higher difficulty and max level repeatable post-game tournament and Team Star rematches
  • Removal of all version-exclusive Pokémon and raids, including the box legendaries, allowing all Pokémon to be obtained in-game
  • Higher levels for wild Pokémon
  • 35 new symbol encounters added into the world
  • New evolution methods and items used for no-trade and version-specific evolutions
  • All currently-available HOME Pokémon have been added into the game, including all the legendaries, mythicals, and alternate and regional forms
  • New evolution methods to gain regional variants have been included
  • A functional Pokédex with entries for the HOME, Regional, and newly-added Pokémon
  • Raid overhaul touching on every raid for increased difficulty, reward, or encounters
  • 217 new raids added for many HOME Pokémon, including high-challenge mythical and special legendary fights
  • Special “event” raids for acquisition of rare or transfer-only forms
  • Raid Ally Overhaul for better NPC support during Raids, replacing all existing 52 allies
  • Adding new Raid Ally tiers to make the allies more meaningful at all stages of the game, adding in 36 new trainers for late-game and post-game raids
  • Revamped raid levels and appearance rates for more consistent challenge and fewer low-ranked raids in the endgame
  • Wholly overhauled raid loot rewards with completely custom loot tables, with a particular focus on better team growth and training items
  • Reworked hidden item loot tables for every applicable zone in the game
  • Modified Poké Mart and Delibird Presents shops
  • Shiny Lock Removal
  • Support for English, French, German, and Spanish languages

Quality of Life Features
  • Synchro Machine usability usable everywhere.
  • Custom map and map labels for more-clear progression direction
  • A custom sandwich buff shop that sells a variety of buffs for each type
  • Unlocked TM list available to purchase from the start
  • Improved picnic for faster eggs
  • Slightly increased message speed to reduce some of the sluggishness of combat

And honestly, a whole lot more.
Check out the feature documentation for the full list of modifications.
We've changed a few things. Seriously, it's 60 pages long.[/SPOILER]

Latest Version
Version 2.0.4.3 - Indigo Disk Compatibility
Check out our Changelog for a full breakdown of this update.

2.x Update Major Highlights
Synchro Anywhere
Once unlocked, the Synchro Machine can be used anywhere that you can use Let's Go mode. Even outside the Terarium.

Revamped Raid Allies
Raid allies have been completely reworked from beginning to end.
  • Compass now includes five tiers of raid allies, up from three that vanilla originally had, resulting in 36 new raid allies added.
  • The level distribution of raid allies has been changed to account for the new tiers.
  • All 52 existing raid allies have had their partner Pokémon completely reworked, with updated stat progression, wholly new movesets, Abilities, Held Items, etc.
  • The general strength and capability of the raid allies has been increased slightly, by providing a bit more utility compared to before.
    You can find the complete breakdown of new Pokémon and their general strength (stats and levels, etc.) by going to the updated section of the documentation: Ally Raid Overhaul

Wild Vivillon Forms
Despite GameFreak's update to prevent this we've modified the game's Lua to allow for wild Vivillons of all forms to spawn once again.

No longer will we have to just look at the Fancy ones. (Or use to Pokémon Go to get alternate forms.)

35 new static encounters have been added to the world, with behavior files included so they are integrated into the world properly, sometimes with behavior more unique to the environment they were placed in or with the idea in mind when creating these encounters.
  • Most are new Tera encounters, but not all of them are — Some of them are particularly special for other reasons, such as being a rare form, or just otherwise “particularly rare”.
  • Many are slated for endgame and have high potential for IVs, and a high catch level. Others are also “strong” but meant more for progression, and can include some things like egg and TM moves.
  • You can find a few of these in places like towns as well. These roam around in specific areas in specific ways~

Titan Adjustments
We've decoupled the Titan's second fight form with the catchable Former Titan and no longer have to worry about the catchable one basically being a version of the second boss fight.
As such, the Titans have seen significant adjustments befitting their titles.

Arven has also gotten some adjustments in this regard. He now brings along three appropriately themed Pokémon to the fights.

Box Legendary Respawning
The Miraidon/Koraidon event fight now respawns once per day and can be recaptured.

Wandering Wild Pokémon
Wild Pokémon no longer disappear when you step into a town or in some Pokécenters.
  • Some Pokémon can spawn inside of the town, usually around trees or along the edges of the town.
  • You can also fight and catch them in town.
  • Some wild Pokémon may also chase you into town!

Misc. Lua Changes
Addressing certain aspects of the game's Lua code to correct weird placement bugs for double battles, bypassing the anti-Vivillon alternate form spawn code, and updating the nushi spawners to use new data.

Screenshots
7star_event_raid.png
6_star_raid.png
expanded_pokedex.png
expanded_pokedex_entries.png
home_openworld.png
ionodouble.png
tournament.png
map_progression_changes.png
delibird.png
pokemart.png

A Word on Difficulty
Compass isn't, strictly speaking, a difficulty overhaul.

While the changes to the trainers and other major fights will result in an increase in difficulty, this is not strictly for the purpose of creating “high difficulty”.
We avoid requiring cheese strats and constant, trudging, uphill-both-ways designs in favor of measured progression and pushback.

It does not give every trainer max stats and competitive teams from the beginning, for example; the prevailing design principle is the idea that the difficulty should increase as you progress through the game consistently, so that as you are provided with more opportunity for building a strong team, so too will the fights against you become tougher.

The intention is to create a smoother sense of progression from beginning to end and on through post-game with some amount of increased challenge throughout your journey.

Differences between SV+ and Compass
It's been asked repeatedly in a few places as to the differences between SV+ and Compass as they were released on the same day so I had Kas write up a brief overview.
TL;DR:
Compass is a complete overhaul designed to be a vanilla-enhanced experience focusing on a smoother progression curve through the main stories and post-game.

SV+ is a vanilla-like experience with features focusing on improved player experience (faster overworld movement, faster eggs, etc).

Both change trainers​

Compass manually reworks every trainer in the game, giving them new and/or more Pokémon, new movesets, IV and EV distribution, improved AI functions, and held items. And around 25% of the encounters in Compass are Doubles battles.

SV+ uses vanilla trainer teams, moves, AI, etc., and applies a flat 40% multiplier across the board to trainer levels.

Both change raids​

Compass overhauls nearly every raid in the game and adds 210+ new standard and event raids including mythicals, legendaries, alternate forms, and special post-game challenge raids. Also adds event raids which range from 4★ to 7★. Raid loot has been completely revamped.

SV+ adds all legendaries, mythicals, paradox Pokémon, and alternate forms to new 5★ raids. Raid loot includes additional Tera Shards along side the vanilla drops.

Both add HOME Pokémon into the wild​

Pokémon that can be found in Scarlet/Violet and HOME are obtainable via the inclusion of customized versions of Team Seri's Expanded Wild Pokemon mod, which brings in all of the HOME Pokémon into the game while also removing version exclusives and adding evolution methods to get regional versions and the like.

Compass takes this further by adding Pokédex entries, IDs, habitats, and Dex images, and including behaviors so every added Pokémon interacts with the player and the world and is fully integrated.

Both mods do allow every Pokémon to be obtained, including alternate and regional forms.

Overall​

Compass may suit you if you're wanting an overhauled and fresh experience that's more progression-oriented, with gradually ramping difficulty, and almost entirely all new raids.

SV+ may suit you if you're wanting a more vanilla-like experience with changes to the player experience, higher level trainers, and new additional raids.
 
Last edited by Aria_Seri,

AkiraKurusu

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when will the update be out for compass for the new dlc can play as they files not sincing
Post automatically merged:

when will the update be out for the new dlc as i can play now with old files loaded i added it to the switch
Give 'em time, dude - the DLC just came out, and the devs need time to update their files and apply any relevant changes to said DLC.
 

Aria_Seri

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when will the update be out for compass for the new dlc can play as they files not sincing
Post automatically merged:

when will the update be out for the new dlc as i can play now with old files loaded i added it to the switch
Sigh.

We're currently working on getting the mod up into a compatible state with ScVi version 2.0.1.

As for when?
Kas and I have been been working on it for about ~15 hours a day the last couple days now.

You seriously have no idea just how much has changed under the hood in terms of getting a mod of this scale up and running after a major patch, never mind a whole DLC update.

It'll be done when it's done -- we're not releasing something in a half-assed state.


That aside, this update is only for compatibility purposes so the game even loads with the mod.
Kas and I haven't even been able to play the DLC yet because we've been getting the update going.

That being said, after the compatibility update for ScVi 2.0.1 is done we're going to play the DLC through first before overhauling the DLC in the same manner as base Compass.
 

KingBearrrr

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Sigh.

We're currently working on getting the mod up into a compatible state with ScVi version 2.0.1.

As for when?
Kas and I have been been working on it for about ~15 hours a day the last couple days now.

You seriously have no idea just how much has changed under the hood in terms of getting a mod of this scale up and running after a major patch, never mind a whole DLC update.

It'll be done when it's done -- we're not releasing something in a half-assed state.


That aside, this update is only for compatibility purposes so the game even loads with the mod.
Kas and I haven't even been able to play the DLC yet because we've been getting the update going.

That being said, after the compatibility update for ScVi 2.0.1 is done we're going to play the DLC through first before overhauling the DLC in the same manner as base Compass.
its all good just want to say thank you for all the hard work you guys do for the mod and sending love and energy. i was just exited to try and i would rather wait till your done then play as your mod has change the game 100 times over. and for that i thank you and the team.
 

Aria_Seri

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Give 'em time, dude - the DLC just came out, and the devs need time to update their files and apply any relevant changes to said DLC.
its all good just want to say thank you for all the hard work you guys do for the mod and sending love and energy. i was just exited to try and i would rather wait till your done then play as your mod has change the game 100 times over. and for that i thank you and the team.

Compass has been updated for Scarlet/Violet 2.0.1

Keep in mind that this update for does not include our DLC overhaul and was only to get the mod compatible with the latest game update.

The DLC overhaul update is coming at a later date once we finish playing through it but until then Compass is, at least, playable with the latest patch.
 

Aria_Seri

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Bit of a small preview for some of the things we're working on for the 2.1.0.0 update:

Battle Style Choice: Singles or Doubles​


This is primarily for the post-game rematches and tournament. It also resolves a vanilla game bug that would otherwise cause crashing with double battles.

(Ever wonder why there was only a single set of double battles in the entire vanilla game?)

Gym Rulesets​


We're changing up the battle portion of the Victory Road's Gym Leaders in the next major update.

Each Gym's ruleset will additionally stipulate a limit to how many Pokémon you can bring with you for the battle against the Leader. You'll only ever be able to field as many Pokémon as the leader themselves use, so it'll be a more-fair fight.

As the player progresses into tougher Gyms, their rulesets will allow more Pokémon to be used in battle, so you will be able to have your 6v6 matches — later on, anyway.
 

AkiraKurusu

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Bit of a small preview for some of the things we're working on for the 2.1.0.0 update:

Battle Style Choice: Singles or Doubles​


This is primarily for the post-game rematches and tournament. It also resolves a vanilla game bug that would otherwise cause crashing with double battles.

(Ever wonder why there was only a single set of double battles in the entire vanilla game?)

Gym Rulesets​


We're changing up the battle portion of the Victory Road's Gym Leaders in the next major update.

Each Gym's ruleset will additionally stipulate a limit to how many Pokémon you can bring with you for the battle against the Leader. You'll only ever be able to field as many Pokémon as the leader themselves use, so it'll be a more-fair fight.

As the player progresses into tougher Gyms, their rulesets will allow more Pokémon to be used in battle, so you will be able to have your 6v6 matches — later on, anyway.

...Can we disable the Gym Rulesets if we'd rather go it vanilla?
 

Aria_Seri

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...Can we disable the Gym Rulesets if we'd rather go it vanilla?

With how GameFreak did the code for all of the fights and events -- considering how much of a pain in the ass it is to actually modify the code, we'd be here forever and never actually get anywhere if we added exceptions for each gym.

I'll bring it up with Kas since she's the one that handles the content design.

At the end of the day Kas' and my "target audience" is, well, each other and the vanilla gym fights are.. just not something we find very fun or interesting and, honestly, we can't please everyone -- we're not really aiming to.

Not to say we don't take feedback, but in general the core design of things is more centered around things we'd enjoy. If others also enjoy it, all the better.
 
Last edited by Aria_Seri,

AkiraKurusu

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With how GameFreak did the code for all of the fights and events -- considering how much of a pain in the ass it is to actually modify the code, we'd be here forever and never actually get anywhere if we added exceptions for each gym.

I'll bring it up with Kas since she's the one that handles the content design.

At the end of the day Kas' and my "target audience" is, well, each other and the vanilla gym fights are.. just not something we find very fun or interesting and, honestly, we can't please everyone -- we're not really aiming to.

Not to say we don't take feedback, but in general the core design of things is more centered around things we'd enjoy. If others also enjoy it, all the better.
So in other words, "no, too hard to implement".
Well...okay; at least you guys are straightforward and upfront about it. Thanks, Aria.
 

Aria_Seri

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So in other words, "no, too hard to implement".
Well...okay; at least you guys are straightforward and upfront about it. Thanks, Aria.
Nah, not "too hard".
It's more we simply are not going to add even more exceptions on top of current changes to the ScVi's jank code base to make it even more complicated to work on later.

It would also drastically increase our workload and we are a team of two people.

If this causes you to not want to play Compass, that's unfortunate, but there are options for other mods you can use -- or you can make your own, that's always an option too.
 
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LostHeaven

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Just wanted to say thank you for the fantastic mod and for the willingness to work on the DLCs. AFAIK no S/S romhacks include the DLCs, and given how rushed these games are, the DLCs end up being the best part of the content in my opinion.
 
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Aria_Seri

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It's late and apparently I can't get to sleep, so hoi~

Back with another Compass v2.1.0.0 feature previews. :>

Pokemon Compass - v2.1.0.0 Feature Preview: Ace Tournament Expanded


The repeatable post-game Ace Tournament is getting completely overhauled — and expanded on — in the next major Compass release. The player will now be able to select between Single or Double battles for the entire tournament, and every opponent will pull from two different teams, unique to each mode (with some trainers having more).

Functionally, this will take the current 12 battle options up to 56!


Nearby Shiny Notification Sound Test #3


This one is more of a WIP of a feature preview than usual -- Been fiddling with recoding some of the encounter handling to allow for a shiny noise when a shiny spawns nearby and a despawn noise if you run too far away.

We're also working on a brief message popup to alert the player of a shiny in case their audio is turned off.
 
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Aria_Seri

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Has this been updated to be compatible with the latest DlC?
Have you seen a post announcing that it has been updated?

The DLC has been out for one day now.
We're working on it. It'll get done when it's done and the more times I have to say this in various places means the slower the update arrives.

Calm down. Have some patience.
 

Herculeex

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If you update this for v3.0.0 I will make previously unheard types of sounds. In a good way. (this isn't a post asking if it's out lol. take ur time pls im jus over here cheering this project on)
 

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Hi there, My previous post just want to check if's somehow it's out ..
Just want to say appreciate your hard work for the community ! Please take your time to update, no rush.
 
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