Found a bug pretty early on when morphing fogger encountered an unexpected error and crashed the game.
I randomly encountered Carry Armor's arms which tried to lift one of my characters, causing a softlock in the battle.
I was hoping the arms would be OK; I ran a test where they seemed to operate properly. Maybe one of the arms is safe and the other isn't, I think they link to each other through animation data. If they aren't safe then I'll need to shuffle them out.
If it helps I think there were two right arms, and the 'center' enemy was a Motorball-type enemy (don't know which one if there are multiple). I wound up just slowing the battle speed enough so I could run away from them
Ran into a battle softlock when Tifa uses the Fury Brand limit break. Was running a clean install of FF7 on Steam.
Battle stays focused on this angle and seems to continue indefinitely, with music and party member idle animations continuing as normal. I waited several minutes to see if it would end itself.
https://i.imgur.com/FSilCbn.jpg
Encountered a bug really early on, used Haste and it played the `Escape` spell animation and then broke the battle. Can select one additional attack and then the battle is softlocked. seed info here https://i.imgur.com/qY1qIfy.png
Also would be nice if the randomiser remembered previous settings and potentially a spoiler log generated for things like this? would make some bug reporting easier.
hey sega chief
some streamer on twitch said the hellagunner boss fight on this randomizer softlocks the game when the second hellagunner tries to comes down but it does not so it softlocks fight, i think it has to do with the different backgrounds, thats how it is with the motorball fight as well
changing backgrounds wont have any affect on any fight except for Safer Sephiroth i believe. The problem was with one of the boss fight filters but the update from yesterday should fix it so if you are on twitch make sure the streamers are using the 0.2.0 patch
Godo V0.2.0
Doggy casting barrier on Rufus causes some kind of summon effect that softlocks. Might be sephi's supernova summon.
https://gfycat.com/cluelessharmfulharborporpoise
Hey SegaChief! Nice one, thanks for the response!
Couple of notes from yesterdays run on 0.2.1!
Had a softlock on the Sector 7 tower before it got blown up by Reno - What was weird is that it was a normal enemy, in the right area ( http://prntscr.com/qrckkw ) So it really threw me as to what might have softlocked going up the stairs on the tower? Looks like the enemy just dissapeared after stealing from it and it locked? ( https://clips.twitch.tv/ToughDifferentSheepTBTacoLeft )
Had a softlock on the Egg encounter again just after costa del sol on the world map too - Original Enemy: Grangalan ( https://clips.twitch.tv/BrainyAntediluvianFlyThisIsSparta )
Finally a new softlock which was abit weird - The icicles in Gaea cliffs - This was a weird one, as I could get past it, but only if I killed ALL enemies in 1 hit - If i couldn't kill the front row at the same time as the icicle, it softlocked - Example ( twitch.tv/eswoogi/clip/RelievedEnjoyableLocustCoolStoryBro )
However, if I managed to kill them all at the same time, ( https://www.twitch.tv/eswoogi/clip/ClumsyMoldyFiddleheadsSuperVinlin ) the fight progressed as normal, but if I kill ONLY the icicle, it softlocked.
Hope these examples help some! Will do another run today and let you know if I find anything else!
Cheers SegaChief! Legend!
Soft lock near costa del sol.
https://clips.twitch.tv/PowerfulOriginalTapirPeanutButterJellyTime
The magic pot seems to try to run away immedietly and then the battle soft locks;
Queued attacks will not go through and unable to run from the battle.
Also had a soft lock on the bridge between costa del sol and the golden saucer.
https://clips.twitch.tv/UgliestExuberantCurryWow
I had seen both asset swaps in different battles and I'm pretty sure the battles went just fine.
I don't know if its something about combining the two enemies together.
Those are the only two issues I've had on the new version.
You are doing great!
hey sega chief
when people use the different battle background option on your ff7 randomizer program, hellagunner and motorball bosses are invisable
Thanks so much for doing this Sega, I always thought an FF7 randomizer would be awesome! I've mostly just been watching it on Twitch so far and I had a question and a comment:
1. What is the attack where an enemy seems to throw an Ultima Weapon at you? Is that supposed to be a projectile attack with a different model?
2. I noticed that the Kalm flashback battle with Sephiroth/Cloud vs the dragon is also randomized. Unfortunately that means both Sephiroth and Cloud might only be able to do like 50 damage a round so you just have to wait for them to slowly whittle the dragon down. Its a bit frustrating and also throws an RNG wrench into speedruns so I just wanted to mention that.
In any case thanks so much for making this!! Cheers.
Just got a soft lock applying Berserk Status to the Machine Gun enemy in the second reactor. Cant remember the exact enemy name.
Hey SegaChief! Loving the randomizer; it's fun seeing the weird stuff that can happen with it, haha.
A small thing I wanted to mention though: I just got to the Gold Saucer, and even though I have random initial equipment + materia on, Cait Sith's equipment seems to be unchanged. I'm guessing it has to do with young Cloud using his character slot, but I don't suppose there's any way that could be fixed?
Hello.
Is there any way to share source code or add an external langage file ?
I know the tool already works with non us files, but i'd like to translate it in french.
So i you can add a langage selection it'll be great
Thanks for this great tool !
Their stuff is in the .exe. I have their offsets, but I decided not to throw .exe editing into the mix for the time being while the rando is still finding its feet.Fair enough; there's definitely a lot of randomization options to work through already, haha. Keep up the good work!
Hey SegaChief!
First quick question - Does manipulate materia not work in the Rando, due to model swaps? I can't seem to manip anything so far?
Found a couple of minor softlocks yesterday too, first one was heligunner (Pretty sure your already aware of this one:)
www.twitch.tv/eswoogi/clip/SpotlessGrossTortoiseDansGame - Can up as Dyne and just locked
And second one was Motorball, which was weird, as I haven't had a softlock on him since 0.2.0:
www.twitch.tv/eswoogi/clip/HonorableWildCheetahLeeroyJenkins
Thanks for all the work on this dude, can't wait for the later releases with Flevel and model swaps!!
Legend <3
Hey, just ran into an issue with the randomizer. Two enemies that looked like Diamond Weapon showed up in the battle arena (the mandatory battle arena visit before Temple of the Ancients, if that matters), and the game softlocked upon killing them and trying to move on to the next battle. I'm guessing it's because there was no death animation, but I'm not sure? Seed number is 418191.
Hello.
I'm trying to use your tool to only disable escape but it don't seems to works, some battle are randomized and i can escape from most of them.
I'm using stock french scene.bin
Thanks
Hi Sega, just wanted to ask if item randomization is in the next patch or if its only the model swaps. Cheers!
Having an issue with the Aps fight and thought you might want to know about it.
Here's a video of the lock:
https://youtu.be/ZWBA2djsaOk
Seed: 164047937
I also used your flevel tool.
Really enjoying your work; posting not out of frustration or complaint but in hopes that it can help.
If it's listed somewhere and I missed it I'm sorry but what do the various Preset options change?
Thank you so much for this, it really ggot me back to my childhood. :) I had alot of fun so far with it, got a bug where barret didnt get any lvls so had to do some interesting farming to get past dyson at 170 hp / 10 mp Barret had alot of dmg so with sadness, back row and full limit and w item it was possible. :D Im just randomizing starting gear/stats/stronger enemies and max ap. I cant use elixir for some reason, had a similira bug last seed when i couldnt use ether. Thank you again for making this, and Im a swede so excuse my grammar. I Have a bug with sneak attack when combining it with slash all materia to.. I will check the forums though, just joined.
Best regards
/Vargh
sneak and slash all did work for about 2 hours of gameplay though, then it stopped. So maybe that it did work was the bug? ;)
Sorry almost spamming.
The ether and elixir bug. Seems to be something wrong with the combat flag aas you said, You can use them using throw materia however that will result in the game crashing.
/Vargh
Playing around with this and New Threat Arrange mode, at least the beginning seems to work fine.
Except, I can't use Ethers outside of combat, and a Potion inside combat might be tied into Cait Sith's Transform limit break? It displays a text with the limit pink background that reads: Transform fails! (I did not randomize any item data. Only starting stats and limit breaks.) and the Disable Escape function doesn't work, at least in the first reactor. But that rule can be enforced manually.
Just realized Vincent is missing from the character stats randomization panel
I'll try another seed now.
- Ok, switching the seed fixed the potion issue but now I can't use Ethers inside combat, they work in battles though.
-- So the Ethers are randomized into another item I think, it plays a party wide smoke effect but does absolutely nothing, it would seem. Antidotes and Echo Drops seem to work as intended. Again, I did not randomize items.
--- The Ethers work after all, but it plays that smoke effect and doesn't display restored MP numbers, also not usable out of combat.
It seems the randomizer over-rides New Threats disabled stat growth, I'll have to randomize the growth then and see if the characters turn out overpowered when rank ups are introduced.
Hi I am noticing some wierd stuff when trying to use the tool. I wanted to confirm I wasn't going crazy so I saved right before midgar zolom toward end of game to run some tests
The defaults for zolam are lv 26, hp:4000 and mp: 348
I tried using godo0.4.2 to only modify enemy hp by +25% (which should make zolam 5000HP)
for some reason when I load the new files its only 4254, and regenerating with same config keeps giving me different values, but not a a static 25% higher in HP.
Am I doing something wrong? Can someone please help me.
First Reactor I set up as an exemption to a lot of the reassignment because it was common for people to load in and get into Game Overs before the first Save Point as solo Cloud (and even with Barret there) + the limited healing options can be a bad situation with randomisation. I guess that means the no escape doesn't get set either though for First Reactor, I'll need to look at that.
Vincent and Cait Sith aren't on the Initialisation options because their data is held in the .EXE; Young Cloud and Seph's starting stats, equipment, etc. are handled in the kernel instead. Their other data is set in the kernel at least.
Understandable, I had to try out quite a few seeds to make it past guard scorpion, anything short of 200 HP gets oneshot by Tail Laser, and his single target attacks hit close to 300.
Come to think of it, with NT the bosses don't seem to be made easier at the beginning, just randomized with 25% modifier (I've watched some people play vanilla randomized and they keep oneshotting most everything in Midgar) but at least some of the random enemies seem quite a bit easier than usual, i was one shotting some of them with 30~ damage attacks.
Whoops I didn't even realize Cait Sith is missing from randomization too, haha. Well, at least I've got those randomized rank-ups for them. So is there any hope to randomize them in the future?
I am currently in the process of trying out your Randomiser, which I greatly enjoy. Thank you very much for having made this mod, Sega Chief.
Here is a list of a few things I noticed so far that I felt might not be intentional/that might be glitchy:
1) Limit Breaks: If you randomise Limit Breaks, characters can get the same Limit Break (say 'Dynamite') throughout their whole Limit Break repertoire. Even more so, they can get the same Limit Break multiple times throughout the same Limit Level tier. For instance, Cloud can have Dynamite as his 1-1 and as his 1-2 Limit Break. Would it not be a better idea to not assign the same Limit Break multiple times per character/per Limit Level tier?
2) If you want to randomise Starting Equipment, there is no way to only randomise Weapons and Armor without randomising Accessories at the same time. Whenever you do check "Randomise Weapons and/or Armor", every character automatically starts the game with a random piece of Accessory, even if you did not check the "Randomise Accessories" box.
3) I am not quite sure I understand the "%-Modifiers" that come with various options. For instance, for randomising spells, the default values for Accuracy %, MP Cost and Balance are each 25. Are the "%-Modifiers" applied to the vanilla values of each spell? For instance, if I set MP Cost to 25, does that mean, that each spell will cost between 0% and 25% of what they cost in the unmodded game? So, Life2, which normally costs 100 MP, can cost between 0MP and 25MP? Like this, there would be no way to make spells cost more MP/have a higher accurcacy/have a higher base power than in vanilla agme, right?
1) I think currently it just assigns randomly without checking what was assigned before. What I can do is add each assigned Limit to an array so it doesn't get assigned more than once.
2) I'll adjust the logic.
3) The %-modifier takes the base value and adjusts it up or down; so an MP cost of 100 would be assigned to a range of 75-125. Some of the other modifiers aren't %-based but behave the same way; the modifier is the range for the value.
As far as balancing and assignment goes, it's very rough currently. When I get some time I'll probably need to rethink how it gets done.
3) Oh, I see. That makes more sense.
As for 1), that would probably be a nice offer as I would like to have non-repeating Limit Breaks for each character. Obiously, my current work-around is checking via WallMarket and reassigning things myself but that spoils the randomisation for me.
is this thing safe to use
Hey Sega Chief,
For some reason I can't get the randomized flevel.lgp to work at all as my game won't load with it. I've done other mods for FF7 in the past so I even uninstalled and reinstalled from steam in case something else was messing with it and it's still not working. On start up I get an error box that says, "An unknown exception has occured." and the game won't continue. I'm running Windows 10. Any thoughts on what could be causing this? Thanks in advance.
Make sure that the randomiser is completing the process; there should be a green gauge that appears on the bottom and then a pop-up box saying 'done' or 'complete' when it's finished; it's a lot slower than the scene/kernel randomiser. The processed file should be around 120mb in size.
One more thing I noticed it during my latest full-game playthrough of the Randomiser (I am currently up to just before the Temple of the Ancients):
No single enemy has dropped any item yet (no enemy seems to hold an item to steal either) even though checking via ProudClod tells me both the Steal and Drop Rates should be at 63/63, which is also what I chose in the Randomiser settings (Max Drop/Steal).
EDIT1: One more thing I noticed: The Balance Auto Tuning Option "Stronger Enemies" seems broken. Every enemy appears to have slightly less than 50% of their HP in vanilla when I set it to 50% stronger enemies.
So I'm loving this randomizer but I've noticed that I get absolutely zero enemy drops or steals if I modify any enemy data at all. Have you/has anyone encountered this?
EDIT: Okay, the person above me literally just said the same thing so I feel silly.
Does the flevel randomizer work for PSX as well?
Some more things I noticed (I am using the latest version of Godo v0.4.4):
-giving all enemies a speed of 10 gives them too few turns (I assume this comes from the Enemy swarm but it's a bit too pronounced if you ask me)
-I am not entirely sure how HP for enemies is calculated using the Stronger Enemies option but HP seems still a bit unbalanced (some early enemies suddenly have 10,000HP wheres some bosses don't see their HP increased much, if not even decreased (Jenova-Life has 1032 HP)
-still no drops/steals when using the max drops/steal option, even though checking via PrCloud says 63/63
-using the enemy and boss swarm option checked for 6 still does not spawn some bosses in quantities higher than 1 (Demons Gate, for instance)
-I use the field randomizer as well and some Materia, when picked up, says I get one thing in the text window but I still actually get the default Materia (for instance Steal in the Sewers and Kujata in the Sleeping Forest)
-the elevator screen in the beginning of the game (on the way to Guard Scorpion and back, as well as used again before Air Buster) gave me softlocks for every field models/animations other than the standard ones
Found an application crash: Godo 0.4.4, no flevel-randomizer, no other mods should be present. Enemy model is Lab-coat-green-skin hojo (Hojo fight first phase). Randomization option is the "Moderate" preset, nothing else. Seed is 201359140. No visible animation plays before the crash, but I assume it's when they try to take an action. Windows popup message is "An unknown exception has occured", I don't know further detail. If I kill them off quick enough I can get through a fight without a crash.
Also, I got a few questions about the program:
1) Do detailed randomization configurations combine with quick-settings. So, can I tick the quick-setting "Enemy attacks" and then also configure some of the detailed options from the top-bar? What if I tick "Enemy Attacks" quick option and ALSO set some detailed settings in the topbar, how do they combine?
2) When randomizing elements on attacks, weapons or armor, the presence of the "invisible" elements (physical & hidden) makes it quite difficult to determine what resistances are on your characters actually, since you don't know enemies' attack elements, or your own (Physical elements are not listed in menu), and so you can't test which types your equipment makes you resistant against. Are there any plans to alleviate this problem? Options I can think of from the top of my head: Somehow list elements in generated tooltips (probably rather tricky), an options to determine how elements are randomized: Fully random, physical <-> physical and visible <-> visible, but no mixing inbetween, no physical elements in random pool at all. There are probably other options
3) It seems to me that most enemy attacks are not affected by back-row damage reduction. Can you give any estimation of the odds that back row actually protects against a random enemy attack? I'm aware that it needs to use physical damage calculation and be flagged as short range, but I might miss something and I don't know which of those flags are touched by the randomizer & under which settings.
Heyo, me again, with 2 more reports for Godo 0.4.4, no flevel randomizer, no other mods present:
I found both a crash and a softlock in the same seed. The settings are rather complex individual settings which I don't remember 100%, but I wrote down these notes about it: "Animations for everything are random, Model swaps, Player's arsenal same functionality (items & equip unchanged), character stats random except level & exp curve, limits random, enemy attacks random, mild status (no damage formula), enemies are random except names, enemy rewards random, rng table normal". Some of those are most likely not relevant to the reported errors, but I included it all for completeness' sake. The seed is 291709046.
Report #1: Crash on "Sword Dance" in Shinra Bld. 65f. I've never seen them do an attack successfully, it always crashes when any of them take an action. killing them all in a first strike ends the fight normally.
Report #2: Softlock on Boss: Sample: H0512. Attack: "Shady Breath". Attack plays animation and applies effect (poison chance to all characters) normally, then ATB stays locked in 'wait' if ATB is set to wait. Regardless of ATB setting, no further actions can be taken since the Shady Breath animation seems to never end fully. Camera is positioned behind the group, when you try to target any attack by having a character ready, the camera switches to the default side-view while the target cursor is out, and switches back if targeting is completed/cancelled. The fight cannot be continued in any way I've seen.
Would it be possible to create a setting where:
-The characters all start the game at level 1 and basic equipment, start out normally, but..
-Drops are randomized (Loot tables however can be modified to prevent excessive power creep too early based on the field data or something like that)
-Enemies are randomized (With options such as lightly vs heavily where bosses can show up early and stuff)
-Items/materia on the field are randomized (except for those necessary to progress)
-Stores are randomized
-Characters cant start with beyond level 1 limit breaks (but still randomized)
Basically I am trying to kind of make this more of a rogue-like style run, where everyone starts normally but can wind up with wildly different builds. A lot of the time I start a run at level 30 with like, a Rune Blade and Bahamut Zero or something with a level 4 limit break, and it just makes things way too easy.
What settings could accomplish this?
Is there a way to achieve this?
Hey Sega,
this mod looks awesome and I want to stream it. I'm wondering if I can do an item and materia only randomizer with it. Basically I want the game to remain the same, but with chest rewards and field materia randomized. Is that an option?
Best,
Cat :D
First and foremost, thank you to everyone who is working on the randomizer! You're breathing new life into a game that already had tremendous replay value. Your efforts are greatly appreciated!!
I've been trying various options with this randomizer. Love the flevel editor so far, adding some notes here about my experience with it:
-In my seed, potions on the overworld were replaced with the Organics sword - I think this item probably has a unique identifier, because if I pick up any other potions with an Oragnics in my inventory, they revert to potions.
-For some reason, mixing flevel randomization doesn't seem to work with armor randomization. I attempted to randomize number of slots, materia growth, defense, and magic defense of armors, but they all contain their vanilla values when used with the flevel randomizer. I used a similar randomization pattern with weapons, and found that those ARE correctly randomized, whether given as initial equipment, or found later in the seed via chest/stealing/shop. I haven't tried accessories, since it sounds like I'd have a tough time testing their functionality.
-I'd love to see shops randomized! Could this happen with the flevel randomizer?
Development on the randomisers are currently inactive at the moment; they need to be started over I think with a different approach.
Crazy/stupid question: is it possible to randomize the battle music with this mod? XD
Hi there,
I just setup this mod for my run and I have encoutered something quite odd.
First, my Cloud holds a HP<-> MP materia on his sword wich I cannot (yet) change. The materia is on a invisible slot so i cannot change the materia either. It results of him having 18 Hp until i can equip him another weapon (I guess, in fact I don't know if those materias are linked to Cloud or to the sword). But that's ok.
I am in the Wall Market, questing to get him dressed properly. I have all of the best items for this, so he should be the one that Don Corneo chooses. But that's not the case. Instead, Corneo chooses Aerith. This leads to Cloud having non-avoidable encounters with Corneo's minions. But as he has only 18 HP I always get one-shooted by the minions that attacks faster than I can.
I had to setup another Seed of variable and to load my save to get it right. My theory is that the variable that the mod make "random" also apply to this statistic (the one that determines wich character Corneo chooses). If it is the case, this can lead to a very soft-lock of the game as the player may not be able to continue playing.
It can be interresting to look at this.
My seed for the game that soft-locks is : 199556406 or 200123859 (I don't remember wich one it is, Cloud might have 18 HP and be in permenant Fury/Berserkr)
Hey all,
I have recently discovered that this randomizer exists and I'm looking to explore it's features and functionality. I am however a little confused on what is happening with the randomizer as the "quick randomization" options don't really describe what is being changed?
If I where to click on "Weapon Data" what is being changed/shuffled? Is it purely the weapons and their locations or is it going further and shuffling the abilities/stats/slots as well? Is there a way to control just how much is being changed?
Kind regards and thanks in advance!
Hi, I also found this randomizer recently. So far I have encountered random enemies that freeze the game, and got soft locked after 7 hours when Sephiroth kept healing the "red dragon" randomized enemy. I'm starting to feel like I'm never going to be able to complete a seed because of all the errors. Is this normal?
Hi,
I finished a run with only randomized items and materia locations,Stronger enemies (40% stronger) random starting gear and it worked really good. But there where some problems:
-Some Items crashed the game or caused a game over in battle (Hi-Potion and Mega Elixir).
-Sometimes I got a Mataria but it did not end up in my invetory. For example Huge Materia.
-Some Materia seem to not got Randomized. Like Knights of the Rounds (or I was unlucky).
-Shops do not have randomized Items and Materia.
-I got like 5 Alexander an 7 Enemy Skills Materia but that is not an real issue.
It is really fun to play the game again with settings like this.
What got me puzzled is that one of the greatest games of all time do not have the same support like an Ocarina of Time Randomizer.
I hope we can get some updates in the future like randomized shops.
You guys did a really a great job and thank you for making the game fresh again.