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Messages - Mcindus

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Well, I am using a laptop with a GTX1070 so I can't really remove that monitor even if I am extending to a 2nd screen so I hope that is not causing problems. I do have Full Screen and keep aspect ratio on in the FF8 launcher settings, however only with fullscreen disabled in the FF8 launcher, do I even reach near-fullscreen. I can get it to go fullscreen but with a border, which is reasonable. I played with the GeDoSaTo settings and tried different kinds of false/true for fullscreen and borderless fullscreen but I can't seem to get it working still. If Bordered fullscreen is the only kind of fullscreen compatible with the mods then it is a necessary evil and totally worth it, but I figured I'd ask the community here first, since I only recently read up on this stuff. But thanks for the info, If you have other things to try to potentially fix fullscreen then it would be appreciated, if not, I still greatly appreciate the help.

Edit: judging by videos I see on YouTube using these mods, I won't be surprised if bordered fullscreen is the only working way. It's likely out of most people's control anyway, considering the game is like 20 years old and released on Windows XP and I am now on Windows 10 with hardware that is way more advanced than required.

Edit 2: It seems the game goes into fullscreen fine without GeDoSaTo enabled/running. Hmm

Edit 3: So I figured, why not just avoid using GeDoSaTo all together if it isn't needed, so I installed ReShade and some of the mods no longer work. I assume its due to some dxgi or d3d9 dll being overwritten by ReShade. Is there a simple fix to get the mods working again or do I have to reinstall and edit config files all over again? Sorry for all the questions

Edit 4: Simply running the Lunatic Pandora installer for a few seconds for the d3d9.dll to extract and replacing it over the ReShade 3.0 generated d3d9.dll fixed the mods again.

1 - I know that I use two monitors, and the only way for me to get fullscreen with gedo is to only have it on my main monitor.  Also, I was able to force borderless fullscreen by having fullscreen disabled in the launcher, but borderless fullscreen forced in the gedo setup.  also, if you alt-tab while it's forced borderless, you'll get a crash.

2 - yep, gedo can be a bit of a pain, but it really improves the overall edge definition of the text and all characters, giving better than AA results.

3 - I don't always use it, but I do always have reshade enabled.

4 - ReShade will work -- especially the reshade mod config i provide, but you have to install the OpenGL version of the .dll's because it will overwrite the tonberry d3d9 file (which injects all textures) if you pick the dx version.  i suspect the opengl version merely works because the steam version is probably using some version of aali's driver on the backend

This happens when using two monitors I think?  But if you want to fix this, you can make sure you have 'fullscreen' selected in the normal game launcher, and then open your GeDoSaTo main config and force the fullscreen mode -- there are a few choices, so i'm sure a combination of these should fix your issue.  i think running things in fullscreen windowed might work?  what resolution are you trying to run the game in?  Have you selected your higher resolution in the FF8 launcher?

on KLITLIKA'S EPIC MOD i had a challenge back then, enemies and bosses attacked alot more faster, they had new spells and stuff and it made me think alot about what i should do about beating them

i just need a much more harder ff8 pc steam mod to play please

like callisto said, use colly's hardcore mod or use the requiem pc version mod.  those are ridiculously hard.

Bonsoir everyone,
For some controllers the icons don't match the actual buttons on the controller, even if you change the properties in steam.
So i updated the first post with a new tool to associate any icon to any button on your controller.  See here :
It is an additional hext instruction list that you put in the same folder as "FF8_Buttons_**.txt". You must not change the name of the file.

Wow, this is great!

Now everyone can use your mod unless they're using a HID interface mapper like xpadder - and then my mod is perfect for those occasions!

Quick question -- there's a 'bug' right now in your mod where if i hit anything other than a controller button, all of the buttons get replaced with the pointer hand with every push.  is there a way for this not to happen or to pull a different texture instead?

Also, for those of you using RaW, the mod became super easy to install!

1.  download the files you need from this mod
2.  put the .txt files into FINAL FANTASY VIII/RaW/GLOBAL/Hext/

no need for hextlaunch this way!  also, DLPB released RaW 'lite' which is just the hext injector without the hextlaunch cmd window -- this might be a better option to install your mod than actually using hextlaunch at all anymore!

Edit: The author of this mod released a fix for this. You can dl it here:


I found a bug. During the opening intro, there is a texture that appears off to the side. Here's a screenshot:

How can I fix this?

Whoa whoa whoa I don't think this file is good to use to fix the intro.  I would get rid of it if I were you, guys.  There are some issues with collisions for other languages, etc.

me the problem is always there and I tried everything -.-

I think you're the only one right now... message me in a pm or an email and we'll try to get this sorted out

I have had a similar problem in that I downloaded this mod a couple of weeks back after paying, then have ruined the install somehow and lost the original file.

Is there any chance of getting another link? I don't have access to private messaging on this forum and I regged this account with a temporary email. I ordered Sep 30th and the order number with e-junkie ends with 0120 if that helps?

Hey there!  OF course you can get your link!  Just email me with the email address you used to donate with and I can drop you a new link as soon as I get your info.  mcindusmods @ (no spaces)
I try to get people to contact me through those means or via Steam, mainly due to not wanting to clutter up the boards with the LP mods troubleshooting - but no worries!

I had already tried it did not change anything

I know for a fact that having hash1map will cause many collisions and be a huge problem (causing many of the same issues in the screenshots above -- especially because it contains all of the old hashcodes that have either been replaced or are the same as existing ones (which will cause problems))... also, you only get hash1map by having an outdated version of tonberry.  are you sure you've updated to tonberry 2.04?

me my files are placed in the right place and the problem is present
Can I see a screenshot of your /tonberry folder and your /tonberry/hashmaps folder, ff7maniac?


I installed the English SeedRebon 3.5 and then I deleted the hasmap file and installed the Italian hasmap with its textures. Until then, no problem, I installed the horizonpack and everything was still fine and then I installed the angelwing.

You have collisions.csv and hash2map.csv in the wrong location. they should NOT be in /tonberry/hashmap, and ONLY be in /tonberry/ -- this should fix your issues!

I must be doing something wrong...

I can't find any way to complete this step

"3. Open your Proper Language "FF8_GDSTConfig_" folder"

There is no FF8 folder in GeDoSaTo!

You have to download the config files from the main post!  Once you've installed GeDoSaTo, download my files, put them in C:/GeDoSaTo/config/ and you should be able to run the game.

This is my first post on the forum so first of all i wanted to say Hello to this great community!
I m writting in connection with "Lunatic Pandora Mods Pack" mod. I found at google:  and decided to buy this mod, especially because 25% of money goes to charity!
So I have purchased the mod and i recieved link to download the software. However, i got only 3 attemps to download the mod within 48h and, unfortunetley, i miss all attemps.

Please help :(
Mcindus is a very respected member of this forum. I am sure if you purchased it as you said he will be more than willing to get this sorted out.

Hey there!  I've emailed you and reinstated your link; and if you continue to have problems, I'll make sure I get the mod to you any way I can! :)

Thanks for the amazing vote of confidence, sl1982 - you're awesome :)

Hey silver, I want this question answered too.  If there's a way to move them around with some hexedit alterations, that would be ideal.  otherwise, there's a way to make it happen and still use the vanilla textures of the game but use tonberry to inject a different button order
let me know if you need this 'last resort'

Also, shunsq is awesome and uber busy.  Give him some time :)  He's our slothy genius.

Alright, so I'll add the following to the to-do list:

- Reduce the Haste speed multiplier from x2 to x1.5, also to be more in line with other entries in the series (like IX). I already feared that Auto-Haste might break the late-game to be honest.

- Reduce the Angel Wing damage multiplier to 3, or making it so that Rinoa's casts aren't limited to what she has in inventory.

- Removing Triple.. Not sure about it. Getting the spell is already more difficult than in vanilla (can't draw it from Cerberus or Odin). I guess I would prefer making it even harder to get, similarly to Aura, instead of removing it altogether.

- General adjustments to castle bosses, like giving Krysta some more HP. I think it's ok to let the final bosses have elemental weaknesses, as they have tons of HP. Auto-Haste and Meteor-spam is the bigger problem here I believe.

Trauma's Mega Pulse Cannon is rough and will likely lead to death, that's true, but that was intended and can be avoided by not killing both of the Dromas. The optimal strategy for this fight is: Killing off one Droma, outdamage Trauma's Auto-Heal until he begins draining HP from the remaining Droma (which means his HP is at 0), killing off the second Droma and then quickly give Trauma the rest before Mega Pulse Cannon gets off.

Anyway, congratulations and thank you for playing the mod until the end. Your feedback has been really helpful to make improvements for sure.

Is there any way to possibly nerf triple by only allowing it to be used once in battle, and then break?  This way you keep it for special healing or uber damage moments

Graphical Modding / Re: Carbuncle looks weird...
« on: 2018-10-07 01:54:58 »
But I do have Tonberry 2.04 installed...

What mods do you have installed?  Do you have the right hashmap for projecteden?  check the second post of the tonberry 2.04 thread and match your hashmaps against those.  also, make sure you don't have duplicate hashmaps.  i think this error might appear on carbuncle if you have lunar cry, but not project hellfire.  also, make sure that hash2map and collisions are in /tonberry and NOT in tonberry/hashmaps

I have a little problems with this mod, SquareSoft logo is cut and Exit font is disappear (Italian version)
PS: I installed the following mod for now: TonberryEnhanced2.04 + SeeDReborn v3.5 (and SeeDReborn v3.5_Italian), HorizonPack v3.0.

This sounds like an error with your hashmaps.  make sure you only have one seed reborn hashmap.  not both.  also, make sure you have hash2map.csv and collisions.csv in your main /tonberry folder, and not your /hashmaps folder

is there anyone that can fix this mod please

Zara, you need to realize that this modder put more work into that you ever will playing it.  Relax, he owes you nothing, and by asking for someone else other than the modder to finish this mod, you're being extremely rude to the creator.  learn some patience.

Ok, so....

This is from another post, but it's relevant:
There are some issues with texture count.
To exchange game models follow this tutorial:
See reply#72 by myself.

Shunsq - is there a way for me to import my own model as long as i use the same bones, etc. as the field file?  Instead of using the high poly model, what if we exported the low poly, I turned it into my own high poly model (using the same UV's, animations and bones so the texture problem doesn't exist) In theory, this would work, but I don't know about the poly count, etc...  Right now, i have a 13k poly squall that I made from the original battle model.  I need to rip the low poly .mch file and then modify it.

Graphical Modding / Re: Carbuncle looks weird...
« on: 2018-09-27 01:59:32 »
Ok, issue looks like you might have the old version of Tonberry.

Make sure you delete your /tonberry folder (backup your hashmaps folder, but get rid of hash2map and collisions along with everything else)

Then download 2.04 and put your hashmaps back in the folder.  This version of tonberry will come with NEW hash2map and collisions files -- no need to move anything around.

This should fix your project eden problem as well as your carbuncle issue.  i'm working on fixing the weird darkness that happens to the ground, but not sure 100 % how I'm going to go about doing that just yet.


I've been trying to do this for quite some time now... and i've been successful with Tonberry, which has a similar effect to this... I wonder... if you were to modify these tex files, would Tonberry then populate different hash codes? and if so, would these work better than the existing ones for my current magic mod? (hashcode collision issue like the blinking eyes)

I wish there was a way to tell the game that when it gets a textures with a color of 0,0,8 in the background, that it needs to convert that last 8 to alpha OR just to "0" black.  this is how the psx version works... so in theory, you could use cheatengine to look at what happens when a spell is cast on PSX vs. when it's cast on PC and see if you can find the RGB information in the HEX -- then we could use hexedit to make the proper modifications.

I have only had about 30m to look at this, but here is a starting point:

Code: [Select]
AF3DN.P+3DC78 | BYTE | HiSpeed
AF3DN.P+3DC79 | BYTE | Assist <- This is what you are interested in
AF3DN.P+3DC80 | BYTE | 9999

References (AF3DN.P):
Address  | Disassembly                 
569EC460 | cmp byte ptr ds:[56A1DC79],0
569EC857 | xor byte ptr ds:[56A1DC79],1 <- This toggles off/on
569ECA86 | cmp byte ptr ds:[56A1DC79],0

Unless someone gets to it before me, I will follow up when I get more time. To be clear, this does nothing. I still need to determine how it interacts with ATB, HP, and Limit Break.

Is there any way to turn the HiSpeed into a framelocked hi-speed?  For example, locking the game to 30fps?  right now it bounces back and forth between 15 (battles), 30 (overworld maps/fields), and 60 (menus)

General discussion / Re: Final Fantasy 8 in Unity?
« on: 2018-09-15 06:50:13 »
I've been having fun....

This last image shows outer shell in Green and interior in Blue.

General discussion / Re: Final Fantasy 8 in Unity?
« on: 2018-09-15 02:15:41 »
World of Final Fantasy has fully modelled Balamb hall (with some 'artistic' addons):

extremely good for reference purpouses and floor texture

Vista is also there:

Textured in UE4 if I didn't mess up some materials (the model has changed text [translated english to rubbish made-up language] and logo is different):

HOLY CARP.  Can you get these files to me???  I was working on remodeling Balamb Garden, and it looks like the pieces I was about to create are already here for the taking!
I'm putting placeholder assets in UE4 so that I can create the new Balamb continent - with Fire Cavern and all.  Will prob have to instance the fire cavern, but we'll see.  might just be able to create a nice curvy entrance so the world gets occluded when you're in the cavern.

will you have a french version 3.5?

Yes!  French, German, and Spanish!  There will also be some new title screen and 'skin' options!  I can only do so much (there's only one of me) but I'm working very hard!

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