2.4.4 is out and should solve the incompatibility issue :)
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The cause is in the QuestLog Info window (the one drawing the quest description and informations).
To add the two buttons for Tracking and Log I turned it in a "Horizontal Command Window"
It's a trick I did to save time on the button generation and to be able to use the built in navigation of RMMZ
While it works ok without MessageActions, this plugin add a fix to calculate the button text and it works flawlessly in a "normal" horizontal command window but in a "special" window like QuestLog it generates negative X values for the text
All I need to do is to assign a ProcessText function that recalls Window Base instead of Horizontal Commands Window and block the alignment fix of MessageActions only for the QuestLog Info window commands
My bad, I thought the issue was about quest titles as well, but if you mean the QuestLog Title then it should work properly as intended and is conflicting with something. Sorry to hear you'll have to go through a bunch of enable/disable but if you pinpoint the conflicting plugin maybe I can make a workaround patch!
Edit: It's also strange to have the text so pushed on the left as I placed a double padding check with the window size, maybe we can find the source of that problem as well
Hi there!
Thank you for the detailed report, and especially for testing the plugin in a separate project with only my plugins enabled. That is very useful for narrowing the issue down.
Regarding “Status: Ongoing”, this is a bug on my side. Empty text parameters are currently being treated as missing values and replaced with the default text. This is why deleting both “Status:” and “Ongoing” does not actually hide them. I will change the fallback handling so that intentionally empty values are preserved.
About the title size: the current “Title Font Size” setting only controls the main Quest Log scene title, rather than the title of each individual quest or logbook entry. I can see how the parameter name is misleading here. The individual entry title currently does not have its own font-size setting, so increasing that parameter would not affect it.
As for the centered title and description being clipped, the fact that they display correctly when only my plugins are enabled strongly suggests a compatibility interaction with another plugin. It does not necessarily need to be a VisuStella or Yanfly plugin: any plugin that changes window padding, font handling, text measurements, text wrapping, or RPG Maker’s drawing methods could potentially cause this.
Could you send me your complete plugin list, including the load order? Both the entry title and description use the same wrapping and alignment system, so identifying which plugin affects it should give us a good starting point. Disabling the other plugins in groups may also help isolate the specific one more quickly.
Thanks again for reporting these issues!
Why Chimera?
This is the first question, why Chimera Engine? It all started from a little project of mine, creating a quick game to let my creativity loose with WinterDream, not only plugins but a full game!
Still, what game? I love RPG, choices, narrative and consequences but how could I create such a game? Then an idea came to my mind, let's create a game in the fashion of Papers, Please or Alchemist Simulator! Simple and quick on the surface but deep and enteraining as you go! Being me, I couldn't do that just with the standard RPG Maker MZ, I wanted to do it on my own!
What is the purpouse of Chimera then?
RPG Maker is incredibly flexible and you can do almost everything with it but if your game relies on heavy "scene driven" gameplay with interactive elements, then it can become quite difficult to handle everything.
Chimera does that, it's a narrative and interactive framework that works above RPG Maker MZ and it can be used along or in substituion of it

First boot screen of Chimera Engine running inside RPG Maker MZ
What has been developed so far?
Chimera is at his very beginning but there are sign of life in it!
Several core foundations are already working:
- A dedicated scene boot flow.
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Early test of Chimera Engine’s custom text flow.
The text system is one of the first major components being tested.
The goal is not only to show text, but to make it flexible enough for different scene-based needs: dialogue boxes, overlays, interaction feedback, and eventually more advanced narrative flows.
This first test may look simple, but it is an important step: Chimera Engine is beginning to control the scene, display information, and prepare the player interaction layer.
What is next?
For now the biggest focuse is to have a bare-bone fully functional version of the Text Manager
The next development steps will focus on connecting the visual scene layer with gameplay logic:
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Chimera Engine is still young, but this first dev log marks the beginning of its public development journey.
I’ll use these logs to share progress, design thoughts, experiments, problems, and hopefully some interesting behind-the-scenes decisions.
If you enjoy scene-driven gameplay systems or RPG Maker tools that expand what the engine can do, feel free to follow the project and join the discussion.
Welcome to the development hub of Chimera Engine 👋
Chimera Engine is an experimental framework for RPG Maker MZ focused on:
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If you want it to be referenced all game long, no, it's not possible in this version but could be a nice upgrade to implement in the future
A workaround is to have skills locked and when you let the the player level up the stats you run a check by retrieving the stats values and adjusting the skills based on them
If the player is free to modify the stats anytime during the game then it's not possible at the moment
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🛠 Help – Using the Plugin
Need help making something work? Post here!
📌 Include:
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- What you already tried
- Screenshots or event setup (if relevant)
❗ This is NOT for bug reports → use the Bug Reports section instead.
📜 Rules & Guidelines
To keep this space helpful and friendly for everyone, please follow these simple rules:
🤝 Be respectful
Treat others with respect. No harassment, insults, or toxic behavior.
🧩 Stay on topic
Keep discussions related to this plugin. Off-topic posts may be removed.
🚫 No self-promotion
Please don’t advertise your own projects, services, or products here. (Sharing examples related to the plugin is fine 👍)
🐛 Use the right sections
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- Ideas → Feature Requests
- Questions → Help & Questions
This helps keep everything organized and useful for everyone.
🔁 No spam or duplicate posts
Avoid posting the same question multiple times.
⚖️ Moderation
I reserve the right to remove posts that don’t follow these guidelines to keep the community clean and helpful.
Thanks for being part of the WinterDream community ❤️
📌 Read First – Before Posting
Hey there! 👋 Before opening a new topic, please take a quick look here — you might find your answer instantly!
🔎 Common Questions
- Make sure you are using the latest version of the plugin
- Check compatibility with other plugins (especially Core-related ones)
- Verify plugin order in the Plugin Manager
🧩 Integration Tips
WinterDream plugins are designed to work together. If something doesn’t work as expected, double-check interactions with other non WD plugins by disabling them.
🐛 Found a Bug?
Please use the Bug Reports section and include:
- Plugin version
- Steps to reproduce (IMPORTANT!!)
- Screenshots (if possible)
💡 Feature Requests
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⚡ Need faster help?
Join the Discord community: 👉https://discord.gg/AZR38kGG4F
Thanks for using WinterDream plugins ❤️
It's quite apparent that you didn't follow this 3 steps as I downloaded Core and Quest from Itch right now, put them in a vanilla project and they work. So I repeat, download Core v1.3 as that error appears only with Core 1.2 and below.
I repeat: I downloaded them from Itch, now, I didn't use my own files, and they work!
I'm working on it, fixed the frames, thanks a lot!
As for the spaces, sadly the RMMZ header won't let me add " hours" or " and " but it trims the spaces, so you have to add them manually but it's doable. I don't use auto space because a dev might want to write it as 27h:30m
About the "Out of range value" are you talking about variables? Because there is already a "return 0" option as error handling, if it's about a switch, I didn't add an error handling as it's a true or false value, there isn't a default, but I could make the dev choose
The old save removal is a good suggestion and quite an easy one, I'll add it
And yeah, the pruning might be a little more trickier to implement but actually useful for saveData size
About the importing an imported data... mmhhh.. good question, this actually could be useful in a 3+ chapter game, now what is the answer? Simply clipping any older data (and leave up to the dev how to pass those informations) or enable a layers of old saves? I'll think about it!
Actually you can already create that system with the plugin without manually reading the stat, the custom classes do just that, they can link base MZ parameters like HP to relevant stats with custom formulas
But also you can manually read a stat or skill with the plugin command "retrieve stat/skill" (name could be a little different, I'm not at my PC rn)














