Author Topic: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)  (Read 497828 times)

PetrucciJohn

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1825 on: 2017-02-08 01:16:55 »
It's alright, I found it. You actually need to unpack the iro file through 7th Heaven, find your kernel files through that, then repack it, otherwise you're simply editing the vanilla kernel. Thanks though!

Celzic

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1826 on: 2017-03-11 21:39:08 »
gjoerulv.
Thank you.
Thank you so much for making this hardcore mod, breathing more life into this game. By far, I have enjoyed this hardcore mod more than the base game itself, what with its unpredictability and rampant difficulty that can hardly be cheese'd. Doing hours upon hours of grinding to try and beat the next/oncoming areas has been fantastic, boss fights have been frustrating but extremely fun.
I registered just to tell you all of this, lol.

I really appreciate your work, keep doing what you love ;)

gjoerulv

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1827 on: 2017-03-24 18:56:36 »
Thanks, appreciate it. Glad someone likes it.  ;D

soku

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1828 on: 2017-03-30 10:50:51 »
Hi folks,
first of all: great mod, gjoerulv, props for that.

I have some questions on materia. I am now at the end of the game (Disc 3), and I already picked up everything* from the Northern Cave. However, there are still some materia I didn't find yet:

Shield
Counter
W-Magic
Mega-All
+ The 4 Cave-Materia

I read somewhere that there are up to 2 materia per cave, so is Mega-All now at the same place as HP<>MP, Counter at Quadra-Magic's place, W-Magic at Mime's place and Shield at KotR's place?

gjoerulv

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1829 on: 2017-03-30 17:02:36 »
Yes they are in the caves. All can be obtained as early as you are "allowed" to enter.

EDIT: They are guarded by bosses in case you didn't know.

Tetra

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Re: gjoerulv's "Hardcore" mod
« Reply #1830 on: 2017-04-17 22:18:43 »
Hi gjoerulv, I'm currently playing your hardcore mod and I've to admit, it's great and makes fun to figure out strategies for those various bosses. Now, I have to quote an old post here regarding getting Chocobuckle:

Spoiler: show

You don't need L4 to get chocobuckle. Any chocobo will counter with chocobuckle if you deal enough damage without killing it. Remember to feed it mimett greens 1st.


So this is what I did:
Spoiler: show

I encountered a Chocobo at Chocobo Farm at level 13 in front row, Sense told me it has 130 HP, I used the Mimett Green, the most expensive one I get from Chocobo Farm and attacked it with Cloud's sword, it did 126 HP damage and it simply run away not casting Chocobuckle on Cloud. What's wrong here?

How can I get the skill now?

gjoerulv

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1831 on: 2017-04-18 17:38:31 »
From https://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/31903

Code: [Select]
If ((Chocobo's HP <= [Chocobo's Max HP / 32] + 1) AND (TempVar:ChocobuckleGreens == 1)) Then
{
     Choose Chocobo's Last Attacker (General)
     Use Chocobuckle on Target
}
I checked with the AI; the pseudocode above seems to be correct.
Its HP was 130 - 126 = 4.
The condition 4 <= 130 / 32 + 1  is true. If you used a Mimett before it should have triggered.

Tetra

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1832 on: 2017-04-18 18:48:15 »
From https://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/31903

Code: [Select]
If ((Chocobo's HP <= [Chocobo's Max HP / 32] + 1) AND (TempVar:ChocobuckleGreens == 1)) Then
{
     Choose Chocobo's Last Attacker (General)
     Use Chocobuckle on Target
}
I checked with the AI; the pseudocode above seems to be correct.
Its HP was 130 - 126 = 4.
The condition 4 <= 130 / 32 + 1  is true. If you used a Mimett before it should have triggered.
Thank you for investigating it, you are right. By mistake I was assuming to fight a Lvl 13 Chocobo, but instead I was fighting a Lvl 16 one with 160 HP. I found a Lvl 13 one, did my 126 HP damage and it used the skill, finally.

Thank you very much! :)
« Last Edit: 2017-06-12 18:23:30 by Tetra »

gjoerulv

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1833 on: 2017-04-18 19:36:16 »
Yes, there are different level chocobos there. The lvl 16 ones were generally considered the only way of getting that enemy skill by using l4 suicide, but you probably knew that.

Props for investigating the thread for info btw.

Tetra

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1834 on: 2017-04-23 09:48:05 »
Hurray, I managed to learn Beta from Midgardsormr (Midgar Zolom) early on. Without Fire Ring, but with weak stats and a portion of luck. Tried it around 10-20 times ...


https://www.youtube.com/watch?v=v8qChWmTcEU


Thanks for the great mod, it's super fun. :D
« Last Edit: 2017-04-24 22:20:00 by Tetra »

ManuBBXX

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1835 on: 2017-04-24 15:31:11 »
10 years for this super mod !
And still always so fun to play when you die so often with bosses  ;D ;D
« Last Edit: 2017-04-27 09:18:27 by ManuBBXX »

Tetra

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1836 on: 2017-05-14 19:50:29 »
Hey gjoerulv,

today I just continued playing your mod again, but I don't get further. When I enter Mount Nibelheim and going to encounter Kyuvilduns enemies, the game freezes and I have to crash it.

After the swirl the black screen persists, music is playing. APP.LOG:

Spoiler: show
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: ATI Technologies Inc. AMD Radeon (TM) R9 200 Series 4.5.13447 Compatibility Profile Context 16.300.2311.0
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 2560x1080, output resolution 1440x1080, internal resolution 2560x1080
[00000000] INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: C:\Program Files (x86)\SQUARE ENIX\Final Fantasy VII\data\movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
[00000016] set music volume trans: 127->0, step=60
[00000081] END OF CREDITS!!!
[00000081] Entering MAIN
[00000081] set music volume: 127
[00000081] Exiting MAIN
[00000081] START OF MENU SYSTEM!!!
[00000213] END OF MENU SYSTEM!!!
[00000213] Entering MAIN
[00000215] Exiting MAIN
[00000215] -=-=[START OF WORLD MAP!!!]=-=-
[00000215] stop_sound
[00000215] cross play music: 0
[00000215] set music volume trans: 127->0, step=4
[00000218] set music volume: 127
[00000220] stop_sound
[00000221] -=-=[END OF WORLD MAP!!!]=-=-
[00000221] Entering MAIN
[00000223] Exiting MAIN
[00000223] Field Start
[00000511] Field Quit
[00000511] Entering MAIN
[00000511] Exiting MAIN
[00000511] Entering FRAME_INITIALIZE SWIRL
[00000511] Exitting FRAME_INITIALIZE SWIRL
[00000514] Swirl sound_effect1
[00000514] stop_sound
[00000514] End of Swirl sound_effect1
[00000593] Entering FRAME_QUIT SWIRL
[00000593] Exitting FRAME_QUIT SWIRL
[00000593] Entering MAIN
[00000595] Exiting MAIN
[00000595] [BATTLE] Entering FRAME_INITIALIZE
[00000595] [BATTLE] Scene# 583
[00000595] [BATTLE] Exitting FRAME_INITIALIZE
[00000657] [BATTLE] Begin main battle loop
[00000980] [BATTLE] End of current battle
[00000980] [BATTLE] Begin end battle stuff
[00001047] stop_sound
[00001048] [BATTLE] Entering FRAME_QUIT
[00001048] [BATTLE] endof battle.
[00001048] [BATTLE] Exitting FRAME_QUIT
[00001048] Entering MAIN
[00001048] Exiting MAIN
[00001048] START OF MENU SYSTEM!!!
[00001232] END OF MENU SYSTEM!!!
[00001232] Entering MAIN
[00001234] Exiting MAIN
[00001234] Field Start
[00001234] cross play music: 0
[00001234] set music volume trans: 127->0, step=4
[00001237] set music volume: 127
[00001674] Field Quit
[00001674] Entering MAIN
[00001674] Exiting MAIN
[00001674] Entering FRAME_INITIALIZE SWIRL
[00001674] Exitting FRAME_INITIALIZE SWIRL
[00001677] Swirl sound_effect1
[00001677] stop_sound
[00001677] End of Swirl sound_effect1
[00001756] Entering FRAME_QUIT SWIRL
[00001756] Exitting FRAME_QUIT SWIRL
[00001756] Entering MAIN
[00001758] Exiting MAIN
[00001758] [BATTLE] Entering FRAME_INITIALIZE
[00001758] [BATTLE] Scene# 581
[00001758] [BATTLE] Exitting FRAME_INITIALIZE
[00001758] ERROR: unhandled exception


I use your mod in 7H, together with The Reunion. I minimized my 7H config to this:

Spoiler: show
Gameplay - Difficulty and Story
   ID: af709876-588e-4865-84e3-0ac0bd662fb2
   Version: 2.391
   gameplay = 10
Gameplay - Tweaks and Cheats
   ID: 3dbdfa3b-d97f-4cfc-9db8-223dbe0152bc
   Version: 2.2
   ar = 1
   cf = 1
   dm = 0
   isl = 1
   i = 0
   li = 0
   lcs = 0
   lt = 0
   nrb = 0
   spa = 0
   sc = 0
   sbo = 1
Media - Music and Sound
   ID: 2bdd4a94-4b06-46ca-af0a-37b9dfef25aa
   Version: 2.1
   music = 3
   sound = 2
The Reunion - Beacause and Menu Overhaul
   ID: 3ee8d570-ac8b-471e-ad3f-53de21248652
   Version: 2.1
   beacause = 1
   menu = 1
   break = 1
   hand = 1
   nbb = 0
   ncb = 0


If I disable the Gameplay Difficulty and Story mod, thus disabling your Hardcore mod, the game can load all encounters. I don't want to disable your mod for Nibelheim, since many things would cause unexpected results, like early limit levels.

What can I do?

gjoerulv

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1837 on: 2017-05-15 07:15:01 »
Hmmm, I've never used 7H; I have no idea how it works. If I'm not mistaken it's a mod manager. In that case there seems to be conflicts with other mods, or how the mods are handled.

In any case, there is a problem with scene 581 it seems. I'll take a look at that scene.

EDIT:
There are no problems with that scene as far as I can tell. It works fine in-game with only my mod applied at least. What is the story mod?
There is a new enemy model there that may be causing the conflict. Its ID is 0x01EA. That is the SW* entry in battle.lgp.
You may want to report this to 7H as well.
« Last Edit: 2017-05-15 07:47:00 by gjoerulv »

Tetra

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1838 on: 2017-05-15 17:15:33 »
Hmmm, I've never used 7H; I have no idea how it works. If I'm not mistaken it's a mod manager. In that case there seems to be conflicts with other mods, or how the mods are handled.

In any case, there is a problem with scene 581 it seems. I'll take a look at that scene.

EDIT:
There are no problems with that scene as far as I can tell. It works fine in-game with only my mod applied at least. What is the story mod?
There is a new enemy model there that may be causing the conflict. Its ID is 0x01EA. That is the SW* entry in battle.lgp.
You may want to report this to 7H as well.


Thank you for looking this up. I just reported it to: http://forums.qhimm.com/index.php?topic=17612.msg250291#msg250291


The Story mod is the IRO package that contains any story mods like your Hardcore mod or New Threat together with base mod combinations like The Reunion. Basically, this is where you select your mod in combination with The Reunion or not.


As of your self test, I was sure you would not find any issue if you test only your mod, since I believe it's a conflict between your mod and The Reunion. Indeed, it is better to report this to the creator of 7H, I just thought you were teaming up with the creators of The Reunion to make it compatible in the first place.

Tetra

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1839 on: 2017-05-16 16:58:22 »
Gjoerulv, I've encountered an issue with the Kyuvilduns enemy in Mt. Nibel.  When battle scene #581 (three Kyuvilduns) tries to load, FF7 crashes.  I have mods installed via 7th Heaven (including Hardcore mod), however I've tested multiple scenarios and narrowed it down to either The Reunion R03e or the Hardcore mod as the culprit.  Has anybody else reported this issue?  Thank you for the hard work!  Loving the changes in Hardcore mod!

EDIT:  It's an issue with The Reunion - Beacause + Hardcore mod together.  After testing with Hardcore mod and no Beacause, I was able to enter battle with scene #581.


Oh it seems we share the same issue, did you find any solution to this? EQ2Alyza gave me a hint on how we could fix the problem here: http://forums.qhimm.com/index.php?topic=17612.0

walkinghawking

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1840 on: 2017-05-22 02:38:27 »

Oh it seems we share the same issue, did you find any solution to this? EQ2Alyza gave me a hint on how we could fix the problem here: http://forums.qhimm.com/index.php?topic=17612.0

I never found a solution but it does look like the exact same error.  Looks like it is a known bug at least.  Any luck?

Tetra

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1841 on: 2017-05-22 22:39:23 »
I never found a solution but it does look like the exact same error.  Looks like it is a known bug at least.  Any luck?
It's the exact same issue for sure. Nah, luck won't help. I'm not very into it, so I bypassed the scene by using "No random encounters" and "Save/PHS everywhere". Got past the screen and saved, later I still encountered the same monsters on other scenes, so the issue has nothing to do with the monster, but rather with the exact scene 581.

I searched up all the threads with some customized Google Searches but found nothing that would help. Eventually, I just accept it for now and hope it will be fixed on the next 7H catalog update, so future player can enjoy all scenes without issues.

gjoerulv

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1842 on: 2017-05-23 01:08:06 »
Maybe I should do some research before I post this, but do you know how 7H works? If it simply replace files you can try open scene.bin with Proud Clod and see if there are any errors in the AI.

If it's a story mod the only thing I see they could do in that scene is to edit Kyuvildun's AI where it displays strings. ie "A Chocobo!", "Caught a Chocobo."
If they altered the length of those strings the AI may point to bad locations in the new enemy.
But that is just from the top of my head, I'll need to look into both 7H and the other mod.
« Last Edit: 2017-05-23 01:24:04 by gjoerulv »

Saijenode

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1843 on: 2017-05-23 19:01:25 »
How would you guys compare this mod to the New threat mod? Im probably going to use Hardcore mod cause it is compatible with Reunion. just curious though.

gjoerulv

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1844 on: 2017-05-24 02:16:18 »
New threat has lots of new stuff. My mod is a "simple" hard mod, closer to the original. I dunno how compatible it is with reunion: see posts above :P. I don't know if this is a 7H thing exclusively, that is, if you use these mods without 7H it may work. Haven't tested. Will as soon as I've got some spare time.

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1845 on: 2017-05-25 07:59:39 »
Maybe I should do some research before I post this, but do you know how 7H works? If it simply replace files you can try open scene.bin with Proud Clod and see if there are any errors in the AI.

It doesn't replace files. It uses memory injection on original game files, which are applied in real time as the game runs and accesses the files. When you exit the game, the memory injections are cleared and your original game files are still intact. If you were to use Proud Clod, you would need to use the unpack tool in 7H to unpack the IRO file that contains the scene.bin, modify the scene.bin, then repack the IRO file to use with 7H.

I don't know if this is a 7H thing exclusively, that is, if you use these mods without 7H it may work. Haven't tested. Will as soon as I've got some spare time.

You don't have to do any research or testing. Files used for the memory injection are not modified. They are taken straight from the download links found in the mod OPs. You would be wasting your spare time trying to check on issues that are almost always a simple user error with the 7H setup (e.g. load order or mod incompatibilities).

gjoerulv

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1846 on: 2017-05-25 12:28:48 »
...You would be wasting your spare time trying to check on issues that are almost always a simple user error with the 7H setup (e.g. load order or mod incompatibilities).

Haha too late xP.

I tested applying this mod and Reunion (without Weapon) and was unable to reproduce the error. Everything went smoothly in Mt. Nibel, and other areas I tested (didn't test everywhere).

For people who are only interested in the story mod and this mod, I suggest patching R05c (without Weapon checked) first, then use my patcher without kernel2.bin checked. The story mod will not be 100% this way. There will be 2 scenes in the game without retranslation: Sephiroth's first appearance in the truck, and the scene with Sephiroth and young Cloud in the Mt.Nibel reactor. +A few spells/items descriptions will be wrong.
If you don't care about item/spell/equipment name and descriptions being retranslated, you should use my patch WITH kernel2.bin checked. This way the names and descriptions will match the effect they have but not match how they are named in the field (for example when picking up a retranslated item from a treasure chest).

Edit: However if this is the only bug, then using 7H should be fine if you're willing to deal. It's a small part.
I'll eventually get around to check out 7H but it seems I need to re-install the game to a different location in order to use it.
« Last Edit: 2017-05-25 13:45:35 by gjoerulv »

Tetra

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1847 on: 2017-06-12 18:39:12 »
It doesn't replace files. It uses memory injection on original game files, which are applied in real time as the game runs and accesses the files. When you exit the game, the memory injections are cleared and your original game files are still intact. If you were to use Proud Clod, you would need to use the unpack tool in 7H to unpack the IRO file that contains the scene.bin, modify the scene.bin, then repack the IRO file to use with 7H.

You don't have to do any research or testing. Files used for the memory injection are not modified. They are taken straight from the download links found in the mod OPs. You would be wasting your spare time trying to check on issues that are almost always a simple user error with the 7H setup (e.g. load order or mod incompatibilities).

So in other words: 7H is a memory modder. You did not change any files, you did not make any new rules, you just inject the mods in the given order and only packed files will be overridden, not whole packages. So there must be an incompatibility between Hardcore mod and Reunion if you did not change any files at all.

I tested applying this mod and Reunion (without Weapon) and was unable to reproduce the error. Everything went smoothly in Mt. Nibel, and other areas I tested (didn't test everywhere).

For people who are only interested in the story mod and this mod, I suggest patching R05c [...]

7H does not use the latest files of the mods. The latest catalog is using R03c and maybe even an older version of your mod. Since Alyza is telling us those files in the IRO catalog are not changed for compatibility, I think the incompatibility is already fixed, because your test has succeed.


If you don't care about item/spell/equipment name and descriptions being retranslated, you should use my patch WITH kernel2.bin checked. This way the names and descriptions will match the effect they have but not match how they are named in the field (for example when picking up a retranslated item from a treasure chest).

And this, my friend, is the exact reason why mod injection is our seventh heaven (now I understand why you called it after Tifa's bar, Alyza). It would be a strong limitation to define any patched package for one mod only and patching by hand would be a real mess.

Sometimes I don't get people complaining this takes long on other platforms such as YouTube. I remember when I was getting into GTA San Andreas modding, it had its tools, but most things had to be done by hand.
« Last Edit: 2017-06-12 18:42:42 by Tetra »

Lopes

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1848 on: 2017-06-23 16:41:23 »
Hi there :)

I have played this mod long ago, along with some others from here. (separatedely)
I dont remember, is this mod completed for the entire game?

Lopes

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Re: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
« Reply #1849 on: 2017-06-23 17:35:52 »
I suppose it is, from what ive been reading :)

Does someone have a list of Steals and Morphs? Im kind of a completionist and i dont want to miss anything