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Messages - gjoerulv

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1
Gameplay Mods / 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.

2
Gameplay Mods / 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.

3
Gameplay Mods / 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?

4
Gameplay Mods / Idea for FF7 mod - low stats lvl1
« on: 2017-11-30 04:35:26 »
Ok, basically 2 ideas of low lvl mod:

1) Static. Level and stats set to 1. HP to 100 and MP to 10.**
2) Dynamic stats that increase very slowly. You'd level normally, but start at lvl 1, all stats at 1, HP at 10, MP at 5.***

You start with 1 of every armor, accessory and materia.
Excluded are armors you'd normally buy as the game progress. That is, iron bangle - crystal bangle (and a few others), as they would be rendered useless, and would net you some extra gil in the beginning.
Master materia excluded.
Enemy skill materia starts with all but damage skills learned. All independent materias with stat boosts will be buffed.

Problems:
**   with 1): If levels are static, when you recruit certain characters they will get a higher level by normal means. Cait Sith and Vincent's stats will be higher than anyone else.
*** with 2): Same as 1, but you could edit the stat curves of each character to flatten out at a certain point to make everyone equal.

I'd personally prefer option 1. But as I'm a bit rusty at moding, and I want every character to basically have the same low stats. I can't recall if you can manipulate how the stats are adjusted once you recruit a character. Is it decided by field script? Looking at key places where you'd suspect the values to be adjusted, I can't find anything. One could just make a note that you'd want to avoid using Vincent and Cait Sith lol (same thing with exploiting W-item).

Are there similar mods out there?

5
Tools / Re: [FF9] Save editor - Memoria (0.6.3.1)
« on: 2017-11-30 00:19:36 »
It's been a while since I looked up any workaround, but they require a lot of extra work, software and/or hardware:

I copied an answer from one of my emails, it's not for vita but it may give you some clues:

Quote
Hello,

Unfortunately there is no easy way of converting into .PSV format. The way the header is generated is not known (unless you're a sony developer).

The maker of Black Chocobo wrote a guide on how to do it here:

http://sourceforge.net/p/blackchocobo/wiki/FAQ/#psp-and-ps3-saves

This requires some stuff you might not have, but you don't need black chocobo. Thus step 1 in the "The HomeBrew Enabled Ps2" Method will be different.

Step 1 in Memoria: Open the file and right click the block you want to convert. See Block Info and note Product code and Game ID. Now right click the same block and select Export -> Single Save Format. Filetype to export must be RAW Save. Name it as Region Code + Product Code + Game ID (US Region Code is "BA"). If product code is "SLUS-01251" and ID is "00000-00" then export the block as "BASLUS-0125100000-00" (without quotes of course).

The CFW PSP Method:

I may be wrong, but all you seemingly need to do is to change the extension from .mcr to .VM1 then do the rest of the stuff.

Good luck!

6
This mod is awsome.

Is this mod compatible with the psx version ?? Maybe using CDMage in order to replace Kernel.bin and Scene.bin or this can cause crashes in the game ??

Not without some work, no. The problem is the new enemies with new battle models. As far as I know the models are not compatible. I suspect if you, for instance, only use the kernel and scene (saw your PM), whenever the game encounters a new battle model, it will crash.

It seems that the ultimate weapons for the various characters have been modified somewhat? I'm using this mod alongside ro5, conformer has like 14 damage, and vincents death penalty is at 42 damage despite him having around 5000 kills?

And what's the deal with heals missing more and more often?

Something is wrong if that damage is consistently low. Was it against an enemy with high defense? What is ro5? I'm guessing it's the re-translate mod. if you use the installer then install the re-translation first, then use my patch after. Else things may get messed up. Also, if you apply the patches, then load a save that was used without the mods, things will be a bit messy.

Healing spells has a 120% hit rate. If your magic evasion is high, they will eventually miss. If equipped with a mystile, don't rely on healing magic.

As far as aita goes any encounter that has a HIGH RNG component of an unblockable i-win button is just bad, sorry joe. This fight is trashy and annoying  >:( >:(  >:(  >:(  >:(

Yes, well, I admit there is a bit too much rng things i this mod. If you get frustrated about that just wait lol, some fight are much harder. In hindsight I would have done things differently. That particular attack has a < 16% chance of happening. When I fight him he maybe use it once a fight, if at all. He has never spammed it against me. But I've seen vids on youtube where he spams it over and over again. That is unlucky; the rngods aren't kind. If that happens try getting in an encounter, do 1 attack, escape, save, then do the fight again. It'll hopefully scramble the rng in your favor.

People really don't like getting their characters expulsed from battle. Apparently it's a grave sin haha! I understand, and agree from a game-design perspective. To my defense: It's called "hardcore" for a reason. It's not an attempt to "fix" the difficulty, as I've heard several people explain it as.

7
Is this mod balanced around the idea that people are going to use the w-item dublication glitch or does that make any difference anyway?

No, you should be able to beat the game without, but I don't consider it cheating if you replace grinding items by exploiting the glitch. If you can grind items in an efficient way, just use w-item to save time.
The only boss that assumes you have maxed everything is the super-cheap mega boss of this mod. See screencap in 1st post.

I can't even get your patcher to find my steam install version of the game that has been treated with 7nth heaven. It also can't locate my raw, clean steam install.

See answer above. Select the original (1997/8) option.

Why you want to run this patch with 7H? It's already included in 7H.

8
Tools / Re: [FF9] Save editor - Memoria (0.6.3.1)
« on: 2017-11-16 16:15:02 »
How did you do that? Did you copy character and item data? Or do you know how to hex-edit progress in-game? If so I would like to know :)

9
Tools / Re: [FF9] Save editor - Memoria (0.6.3.1)
« on: 2017-10-27 11:30:53 »

Do you think a save editor could do this ?
:

What is editable depends on the data that is stored in the save-file. Afaik this wouldn't be possible with Memoria, but I could be wrong (should probably check some time lol). There would typically be a section in the character data that tells the game what skin to use. But, as I said, I don't think FF9 does it this way. Each character has a fixed position within the file, and when the data loads it doesn't check what skin to use for each character. However, Eiko and Blank (also, Marcus + Amarant and Quina + Cinna) shares the same data (kinda) so there could be a byte in her character data, which decides what model to use. Or it's decided by a flag elsewhere.

I swear, someday I'll get more work done with this editor :P. I know It's been long since last update.

10
Tools / Re: [FF9] Save editor - Memoria (0.6.3.1)
« on: 2017-10-27 00:16:27 »
You should be careful adding Beatrix to your party. There are times that may screw with your entire game (for example unable to progress in Kuja's palace), but as long you know what you're doing it's fine.

Did you try enabling some magic stones on her with Memoria? And it didn't work in-game? I suspect the game adjust certain values regardless of what's in the savefile. I know this is true for stats when changing equipment and levelling up. The game will calculate stats accordingly. A simple save editor like Memoria can't control that, you'd need some sort of trainer (or mod).

11
Tools / Re: [FF9] Save editor - Memoria (0.6.3.1)
« on: 2017-10-12 18:56:49 »
Greetings.
First of all, I want to thank you for the editor.
I have a doubt. I edit the save (core stats), I put it in the psp with cwcheat and I start to play. But when I level up, core stats return to their original state. Is there any way to make those changes permanent? I repeat that I just want to slightly increase core stats.
Thank you.

I think (I may be wrong) what you want to do is to make you characters lvl 99 and max experience points (maybe lvl 99 is enough). Every time your characters level the stats will adjust accordingly based on certain variables, most importantly what level the character achieves. The save editor can't override this as it's determined by the game code, not the save data. My initial vision with this editor was to include a trainer, that could freeze certain values in memory etc. As of know this is not possible with Memoria.

An alternative would be to make a mod that completely removes levels (each enemy gives 0 exp), and customize a savegame with Memoria as a starting point.

Edit: I can't spell, whatever

12
Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2017-10-10 09:37:59 »
I sent you a PM, but I think the problem is that you extract from a battle.fs that does not have battle.fi and battle.fl in the same folder. Same thing when you pack/create a new battle.fs: Both battle.fi and battle.fl must be in that folder you create battle.fs in UNLESS you extracted all the files.

EDIT:
I updated first post in this thread to hopefully clarify things. Please read if you're confused; I try to explain as best I can, but I suck at explaining lol :P

13
Tools / Re: [FF9] Save editor - Memoria (0.6.3.1)
« on: 2017-08-22 08:41:26 »
Has anyone had this same experience, and a fix?

This can't be "fixed" unless you alter the gamecode to not adjust stats when equipping. Every time you equip something different, the game adjusts attack, (m)defense and (m)evasion. However, your core stats like strength etc, will remain in tact.

14
Episode 6... smh, what the actual fern...

It have to be the worst written episode yet. Teleportation confirmed.

16
Even though I don't agree with everything, you're right. The quality has dropped significantly.

From the top of my head these are the root reasons of an inevitable downfall of series such as GoT:
1) Adapting a piece of fiction that is not yet completed.
2) Adjusting said piece to mainstream audience.
3) Increasing polarity => more attention from shareholders/etc. => Even more dumbed down content to please mainstream due to influence from more parties.

Also, I'm kinda pulling this one out my ass; haven't done any research, but I think they have a tighter budget now for GoT. Why else only seven episodes for this season?

I like fast-paced shows, but GoT is currently way too fast-paced for my liking. Ep5 is worst one yet.

All this being said, GoT is still one of the best shows out there imo. Damn shame it couldn't keep the quality up.

17
Completely unrelated / Re: Archengeia the Lorerunner
« on: 2017-07-29 20:54:20 »
Sorry for necroing.
Just wanted to say he is doing a FF marathon on twitch these days.
https://www.twitch.tv/thelorerunner

18
The steal/morph is 90%+(ish) the same as original game. Sadly I have no list. If you used my patcher you could use ProudClod as a bestiary.

19
...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.

20
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.

21
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.

22
Scripting and Reverse Engineering / Re: Flevel Stuff
« on: 2017-05-18 00:14:01 »
I assume those are bit operators

& = AND
! = NOT
^ = XOR

It's better to look at it in binary
20 = 1 0100
4 = 100

Wiki on operators:
https://en.wikipedia.org/wiki/Bitwise_operation

EDIT:
I also assume the IF statement resolves to TRUE as long as the output is not zero. Unless there is some condition. For example (IF variable1 & variable2 = 4) { something happens here if true }.
In this case if variable1 = 20 and variable2 = 4 the statement would be true because 20 AND 4 = 4.



23
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.

24
Tools / Re: [FF9] Save editor - Memoria (0.6.3.1)
« on: 2017-05-08 09:34:53 »
im dumb and very new to pc and save editing i played ff9 many times and beat it lots. now i just want to have fun and be op plz help i cant figure out how to use this tool.

Help -> Contents

You open a file by going File -> Open...


If you use steam your savefile is here (I assume windows 10):
C:\Users\<your username>\AppData\LocalLow\SquareEnix\FINAL FANTASY IX\Steam\EncryptedSavedData
select the 'SavedData_ww.dat' file. Next select slot and file (you must remember, but could always check in the game if you forgot).
When successfully opened right file, double click the row and start editing. When done remember to save.

25
Any anime with MASSIVE fanservice. The more tentacles the better.

EDIT (serious):
Berserk 2016... Smh... Forget the awkward 3D animation; the real problem is the screenplay and pacing. Seriously wth? And why drop several arcs?? I'm guessing it's due to budget and they can only do so much with it. Still... Smh...

Even the comic has changed tone drastically. I wish I could go back in time and convince Miura not do as much comic relief (or in the case of Bersek: "comic relief" as it's most of the time not funny, but awkward). I have no problem with normal Puck and Isidro. But chestnut Puck and "comic relief" Isidro can go die.

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