Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - volvania

Pages: [1] 2 3
1
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2018-01-22 13:19:43 »
you mean you will make a stand alone tool to change monsters AI or make some upgrades to ifrit ? either way i am looking forward to it finally the long wait is over and we can make ff8 great again  :cry: ;D

2
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2018-01-15 14:56:32 »
Omg is this real or i am dreaming for over a 10 years i am searching for this data, thank you so very much maki you can't imagine my happiness

3
I have alot of ideas and we can change everything in the game so far story dialog quests items abilites cards , and i want to make my perfect ffviii mod but there is one thing stopping the mod to be fun and that is the stupid Ai . We can change that in .dat files but so far two people know or rather understand the code (not fully) if only there is explnation or a tool to change the dump ai we could make the perfect ffviii mod

4
Maki Im sorry i need more explanation i have changed the encounter in id 512 which is region 10 i assume its not balamb plains but just to make sure also i changed the encounter number in region 0 which is balamb yet i always see the same vanilla encounters ? what am i doing wrong,
 
first i open wmset and unpack then modify then i repack then replace the wmset in ffviii using deling editor but nothing change it seems

5
maki , i have a question does changing the encounter number change the monster formations ? so in region 0 balamb we have this 512 something i change them all to 540 to see a difference but nothing seems to change how does it work and what does these numbers actually do


 

6
time to donate for the love of modding thank u maki keep going please :wink:

7
WMSET : not enough WMSET section! can't build file...
thats the message appear when i compile is that a normal error or i did something wrong maki?

8
you can use hex editor and use scene.out  the coordinate is there  and all the other variable u can edit it takes time without an editor but it get the job done http://wiki.qhimm.com/view/FF8/BattleStructure

9
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-10-13 11:02:05 »
indeed it makes farming crafting and level+junction game to make your characters strong by doing a special monsters encounter instead of random vanilla worldmap monsters we would like to do something like the island closest to heaven and hell concept

10
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-10-07 22:45:40 »
omfg im kappa ty girl next door   :-D

11
General Discussion / Re: FF8 VIII Gf Ability removal
« on: 2016-10-07 12:27:18 »
it is in the init out something file u can use the quezactol tool to adjust the ability from the start of the game

12
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-10-07 07:38:47 »
i cant seem to find compile function in dieling or is it done with other tool? :|

13
thank you soo much i will have a look at wmsetus.obj although i know i wont get anywhere thank you again maki i really apreciate it

14
FF8 Tools / Re: [FF8PC/PSX] Field editor - Deling (0.9b)
« on: 2016-10-06 12:32:01 »
Is it me or dieling doesn't save my changes guys, when i change the script like Girl Next Door did in the disabling magic code or fiddling with the codes and try to save my changes doesn't seem to be saved can anyone explain to me what am i doing wrong  :-(

15
maki ty very much man any info for the rarity of encounter the one in dieling is for total encounter rate not for specific battles  it will be nice if someone can add any more info about this  :oops:

16
Scripting and Reverse Engineering / FF8 field battle data
« on: 2016-10-06 08:46:53 »
I would like to request some info if anyone could help me with this it will be also useful for many of the people out there trying to make their balancing mod of the game i thank you guys in advance,


   My question is how does the game determine rare encounters in the world map like the t rexaur in the balamb forest ?
   And could you change the battle music for specific battles like edea boss battle and where is these info stored i have been searching without any success so far


 Again thank you in advance guys honestly.

18
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2016-06-20 17:45:20 »
Jwp can you give me a link to your AI editor even if it is a beta version i want to test it even with the bugs please, this is literally what i was waiting for this whole years  tears in my eyes cant discripe my heapiness :)(

19
add me in steam and message me i will give u my teamspeak info we can chat while i give u totorials


http://steamcommunity.com/id/volvania/



volvania

20
i had write about it its not hard to do if u use hex editor like translhexation and first extract menu.fi using ff archive commander . search the tool in this forum and use translhex arrange the byte so they look like something similer and change the numbers u will find potions and items in the shop i figured them by myself after looking at londonray mod in insanedificulty forum he literally changed everything in the game he even made new magics like ultima2 and meteor 2 read what he did i give you the link, and i know jwp and alexfilth can do it easly its not a big bytes to change also in menu.fi u can change the material needed to craft the weapons , its a good thing if u want to make farming materials for the legendary lion heart more worth it and tweak the game as i know u can get lion heart at disc one which is game broken.  here is the link http://www.insanedifficulty.com/board/index.php?/topic/2922-final-fantasy-viii-requiem-v121/

21
IM SOO hyped is there an eta so i can check in when its done , my work will be complete finally :DDDDDD i love you guys and i admire your intellegence and work i really do omg!!

22
i will make this post in my fav waiting impatiently every second  :-D :D

23
i dont really understand what i just read but i think you could increase the damage cap and also change music lets say for example make seifer battle music same as edea battle music that would be epic we already know how to change damage and levels and abilities of enemy and gfs and magic damage and affect on enemies and junction ,we only need to change the stupid easy enemy ai (just to add more twist and strategy in battle -seymour and two guado guards- seifer and two elite guards taking damage from seifer and healing him would be nice we know that biggs heal wedge in the communication tower but the condition is hard to met its easly done if we know how to read enemy ai, lastly if you guys can put all this info into a working program like ifrit or mystre save editor and make modifing easier . all the power to you one day we can make the perfect ff8 remake just like ff7 .   :lol:

24
Gameplay / Re: [FF8PC-Steam] Magic Strengthen
« on: 2016-04-03 01:20:43 »
this is the only thing i am waiting for logging to qhimm for the past few years searching everyday for someone might post explanation about the ai man all my work is stopped just because of this i have downloaded everything for ff8 but i wont play unless i change the ai it self changing everything except the ai doesn't feel like a new experience to me to be honest .



im looking forward for the release man

25
Gameplay / Re: [FF8PC-Steam] Magic Strengthen
« on: 2016-03-06 16:14:47 »
abilities from the Gf can be altered easily in kernel.bin look in the forum and you will see some guidance i can help you but not in the mood atm unless you really want to, plus weapon ingredients can be altered to make farming abit harder and worth it also the weapons stats everything can be altered to make the game great but sadly the only problem is the stupid AI soo easy it hurts....and soo generic  some guys here tried to figure how to change the ai in c0m.dat files but not much info is shared the only person shared his finding is randomNPC and he is offline for years now

Pages: [1] 2 3