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Messages - gjoerulv

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... i love everything except for the fact that W-item almost completely renders most magic usless, because you can use 2 items per turn, that can either heal for 100+, revive a character, or use grenades dealing way more than magic, without the limitation of low mp.

Yeah, the lower tier materias such as restore, fire, etc. are completely useless. I choose to view this mod as a "find-your-own-challenge" of sorts (example: no items, initial weapons only, ...), as there are -in many/most cases- at least one way to render any fight trivial.

FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11)
« on: 2018-09-10 07:44:31 »
Afaik, there haven't been any updates on the ai editor in a while. I'm not sure if the creator is working on it still.

Im have an issue setting up Monomod. I run the patch under the original option and it patches. But the kernel that it gives me causes the exe to freeze on launch. I did a fresh install of ff7 and set up 7th heaven again from scratch to make sure that I hadnt messed it up somehow but even on a clean starting file the kernel does not work. Any Ideas?

Sounds scary. What language you patch? Can you confirm that if you, for instance, replace the patched kernel with original kernel the game works? If not can you email me the patched kernel?

The application (patch) also changes the .exe, but only if a certain byte order is found.

Edit: The files used for this mod are not used by 7H because they are very recent.

I think Trifa would have been a better name then Dolby.  ;D

Haha, ye, I didn't notice the names. Hilarious xD. As expected of sega.

  :-D Nice screenshots!

The kernel should be compatible with normal scene, but I'll take a quick check.

EDIT: Yup, they are compatible as far as I can tell. Tried first without the patch (copy paste original scene and moded kernel), and after with the patch (patch on original files). The byte-order is identical in both cases. I'm always worried on new releases 'cause I somehow always screw something up lol, but please let me know if something is wrong. I'll do another check now just for fun :P.

Ok, after a million years there is finally an update. Unless there are serious bugs this will most likely be the final update. (kernel2.bin contains more text but got noticeably smaller for some reason; kinda worried. :P )

A new mod is in this time. Nothing much really. It's called the FF7 MonoMod. Yes I know, name sucks but who cares.
Party starts at level 1. Base stats never exceeds 1. HP and MP starts very low (10 :O) and maxes out at level 30 (or was it 31). Max HP base is 270, max MP is 90.
The game starts you off with most accessories, materias and armors too.

Again, nothing much, and it's not intended to be a hard mod. So if you have nothing better to do, what are you waiting for?
Keep in mind that you should patch on original files. If my patch application was used to make backups it should be enough to restore all oldest backups before patching.

In case you still wondering: The anim, is the animation performed by the battle model of the specific enemy your editing.  To have the enemy use another magic/attack you have to mess with the AI as gnd stated. I'll take a look in that thread as well. 😎

FF9 Tools / Re: [FF9] Save editor - Memoria (
« on: 2018-04-18 06:47:35 »
Yes, all non-editable fields do not work for the steam version. Perhaps I can get some work done this weekend.

If we are going to talk about languages that can cause ptsd, I may as well throw PHP into the mix

ASP classic... Generally any language that are too dynamic is annoying imo. You accidentally made a variable that was supposed to be an integer into a string? And spend half an hour figuring out whats wrong?  Yeah, silly mistakes like that makes code that needs to be compiled superior. But I must admit I like javascript, probably because I'm so used to it.

Most important is that you can work efficiently.

Is Qhimm reachable? Maybe I'm too dramatic here, but maybe it's time discussing moving the forum? No disrespect towards the creators, of course, but perhaps having a server open to several selected admins would be preferable?

So I was grinding for diamond weapon, and seeing how hard the fight looked i decided to see if i could handle any materia caves... I tried the desert materia cave for hp<->mp and the boss was incredibly impossible to beat at that point in the game for me, but then i realized when i tried to run no message came up, but i could never run away. I then flew to rocket town, bought exit materia, tried it in the battle, and it worked. I got the mega-all and hp<->mp materia, without even needing to fight the boss. Is this a glich?

Yes, it is not intentional, aka bug, but I left it in just for the lols after I found out. But the boss should be beatable. All the materia cave bosses are beatable before Diamond. They require some planning and strategy is all, but there are ways of defeating them very early if you find the right strat.

This mod is close to the original FF7 when it comes to drops and steals. Any enemy editor should work fine as drop/steal documentation. For example Hojo v 1.1 or Proud Clod. However, this wont work if you use 7heaven as the editors reads file from disc while 7H is memoru injection.
All the "big secrets" are on New bosses.

Completely unrelated / Re: Wow, is this place still here!
« on: 2018-03-27 15:40:38 »
Ye,  I remember you. Even got a higher post-count than me lol.

It sounds like you haven't done anything that could screw up Clouds limits when starting a new game (by "starting a new save" I assume you mean new game?).

Only ways I can think of atm that can make this happen are:

1) You patched the game with the application (the one you download from 1st post in this thread), and loaded a savefile instead of starting a new game.
2) You started a new game, then patched kernel.bin before achieving any new limit levels with Cloud.

In any case, if you use Black Chocobo set Cloud's kills to about 1080. That should make you close to 3rd level. Or just simply give yourself the limits.

Another sign that Cloud has too few kills as you start a New Game is that he does very littly damage with his Buster Sword (assuming you patched kernel.bin, but if that is the case non od this should have happened on New Game).

But don't feel bad about using Black Chocobo at this point, as something apparently went wrong.  8)

So then i guess i should just mod in the limits, sense i'm over half the way to limit level 3, but haven't gotten level 2

Not sure what you mean here. You should have enough kills for level 3 but haven't got level 2 yet?
Since another person on Youtube reported the same thing (ish) I got a bit worried. What I did now was applying the patch to a vanilla steam install and the limits progress normally. In other words, I can't reproduce that bug (if it is a bug).

How did you patch the game? Was it with my patch application or another way? Did you patch the game and started from a save game? If you start from a save game Cloud's limit progression will be screwed. :P

Hi, i've been playing the mod and i checked on black chocobo and cloud currently has 270 kills, yet is stuck with his level one limit breaks. Have you changed the amount of kills it takes for cloud to get a limit level up, or have i broken cloud?

If you start a new game with this mod, Cloud should have 760 kills from the start.

The buster sword has it's power increased the more kills Cloud has (same as death penalty). In order to get the damage to a decent level in the beginning I increased the kill count. But you achieve limits normally.

It's not intentional pr se. more due to lazyness. To be honest I cant recall exactly what I was thinking. But those should be the only ones.

It depends if on what version you use.
In the original PC version that would work, but on the new steam version the saves are located in:
C:\Users\<user>\Documents\Square Enix\FINAL FANTASY VII Steam\user_<id>

But having backup of the entire ff7 folder is nice if you quickly want to switch between mods and are unsure how (and don't use any mod managers).

It's just one huuuge file. Since I would love to mod this game I'll probably take a look at some point.

...Still, there another 2 more mobs that you didn't plan ahead for battle square.  Cheetah and Griever.  Them two can knock you out the fight =/

The cheetah type enemy only does that as a counter. It should be easy enough to 1hit KO, so avoid hitting it unless it's for the kill.
The other enemy, iirc, uses it randomly early in the fight. Hmmm, I cant remember that one being in the battle square to be honest :P.

If I'm not mistaken, the endgame should be somewhat tougher. Still I think it's fair to say the experience is pretty much the same.

That enemy kinda sucks, it's actually mistake that it is in the battle square.
Avoid having max HP as it will shamelessly 1 hit you at random. To make it worse, if your HP is not full, it will randomly fully heal you. Best option is to use the ? ? ? ? mark ability to swiftly deal 2000 damage (or was it 4000, can't remeber). Then you kill it in 1 hit.

And the battle square is probably the worst part of this mod. I didn't plan ahead when adjusting the enemies. That wouldn't be a problem if it wasn't' for the fact that all the stats for the enemies are boosted further in the battle square. Iirc all enemies gets HP doubled; STR and magic +50%.

...I'd tried again to double check before I report but I haven't come across this again (Weapon broke and the same monster again) for last hours or so.

Oh and I use this mod, The Reunion, for this "Beacause" and this mod of yours.  Nothing else.

Just to confirm: it happened only once? I'll take a look at the AI of those monsters. The "Beacause" mod shouldn't interfere with this at all.

Gameplay Modding / Re: Idea for FF7 mod - low stats lvl1
« on: 2017-12-03 08:20:42 »
It's not a hard mod pr se. (although it will be hard), more of a mod that makes you play around with all game mechanics pretty much from the get-go.

About regen, one simple solution would be to remove it. But there will be similar "problems", for example w-item is massively OP throughout the game. I'm not planning on doing something advanced, and not sure if it's worth release if there are too many similar mods around.

I've played until junon so far with only minor roadblocks. The elevator battle got pretty interesting on 21hp max due to multi hitting, non-elemental attacks.

EDIT: Actually, regen's heal potential is scaled to max HP, so that won't be a problem.

Gameplay Modding / Re: Idea for FF7 mod - low stats lvl1
« on: 2017-12-02 15:59:39 »
Ok, since there already is a lvl1 mod, it'll be option 2. That is, stats are static at 1; HP and MP grows very slowly. MP will cap at 40 on lvl 32 while HP caps at 240(ish) at lvl 52. Level goes by normally.

It'll probably be hardest in the beginning though, but I found it fun to try different strategies on early bosses. Surviving the end of midgard on 21 HP was interesting.

Gameplay Modding / Re: Idea for FF7 mod - low stats lvl1
« on: 2017-12-01 02:25:34 »
Yay, thanks, found it and it works! It was at the same locations as you listed. But it's a bit disappointing that it's in the .exe. it would be nice to only use the kernel and scene.

About the level 1 thing, all I did was set exp to 0 on all enemies (super easy with hojo 1.1). That, set the level mod byte to 0 and all starting levels to 1 should do the trick no?

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