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Final Fantasy Forums => Gameplay Mods => Gameplay Releases => Topic started by: gjoerulv on 2007-06-23 00:39:05

Title: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.6s)
Post by: gjoerulv on 2007-06-23 00:39:05
DOWNLOAD v1.0.6s (http://www.mediafire.com/download/tr61ir3b3w9vjia/Gjoerulv-1.0.6s.zip)
mirror:gjoerulv.com (http://www.gjoerulv.com/)

Youtube channel (http://www.youtube.com/user/gjoerulv)

For windows. Requires Microsoft .NET Framework 2.0. Your computer should have it, unless you never update (if the program runs, you have it). Info/Downloads .Net framework. (http://msdn.microsoft.com/en-us/vstudio/aa496123)
For Linux: The program should be more or less compatible with Wine, but I haven't tested.

Select the ff7 data folder and which files to patch. It's easy.
If it's your 1st time patching you should pick all files, unless you don't want new bosses, equipment tweaks etc. (see the "info" in the patch application). On updates after v1.01, there is no need to patch battle.lgp.
flevel.lgp was updated last in v1.0.5

Works with re-release (2012), steam release and original release (the 1998 release for the PC. The app says 1997 though). There is an option in the program where you can select what release you have. If you use Kranmer's new-to-old patch on the re-release, then select the "original (1997)" option.

STEAM USERS (before 1.0.6s only. As of 1.0.6s ignore this):
Select re-release (2012). Ten click "..." at the top right and select the FF7 data folder. By default this would be here: "C:\Program Files (x86)\Valve\Steam\SteamApps\common\FINAL FANTASY VII\data" or "C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY VII\data". You may want to have the FF7.exe checkbox unchecked as it may cause problems with steam. Finally click "PATCH!".
Video explanation (Sega Chief): https://www.youtube.com/watch?v=W4wu9QDhYY0 (https://www.youtube.com/watch?v=W4wu9QDhYY0)


Original (1998) release only:
To fix the MDEF bug in the game I would suggest using Aali's custom graphic driver (http://forums.qhimm.com/index.php?topic=8306.0).
OR
Mdef bug fix by NFITC1 and dziugo. Get it HERE! (http://www.mediafire.com/?omijzegnczt).
How to use it is explained HERE! (http://forums.qhimm.com/index.php?topic=5124.0)

Re-release and STEAM:
You must select the language you play with, or else the game won't be patched. Click "Detect" to find your right language.

new in 1.0.6s (27.06.2014)
*Added the "Adjust for STEAM" button. No files updated for actual gameplay. Forgot to fix the "1997" type-o.

Files updated in 1.0.6: scene.bin, kernel2.bin.
new in 1.0.6 (22.08.2012):

Files updated in 1.0.5: scene.bin, kernel.bin, flevel.lgp and ff7.exe.
New in 1.0.5 (19.10.2011):

What it does:
Basically boosts the game difficulty. This mod mainly strives to refresh the gameplay by sticking to the original settings, BUT it also tweaks some enemy AI, spell effect, equipments, etc, for different reasons. For instance, there are quite a few bugs in the AI and field scripts. Most of these have been fixed (all I know of). Also, many equipments, spells and enemy skills are useless, gets obsolete and/or are overpowered or cheap. Thus some equipments and attack effects are tweaked in an attempt to balance things out. With the above said, keep in mind I try to keep all things as close to the original as possible while refreshing the gameplay. I don't want a new FF7, I want a refreshed, more difficult FF7.

This mod also add some new enemies and bosses to the game. Basically at every summon materia there is a new boss.
For more information, click the "info." button in the patch application.

Stuck on a boss?
Sega Chief over @ Youtube have uploaded a neat boss play-through that includes this mod.
http://www.youtube.com/playlist?list=PLHycnnWEuVLzv55BKJ88g3h75qmuyU_gJ (http://www.youtube.com/playlist?list=PLHycnnWEuVLzv55BKJ88g3h75qmuyU_gJ)

Possible issues (for moders):
The patch will not overwrite files in battle.lgp. If you have added new battle models to battle.lgp, models with same names as mine will not be touched. This will make the game likely to crash when you encounter these models in-game. To avoid this, simply rename your models. My models starts with name sn**, and ends with ud**. Which means you can start at ue**.
This will only be a problems if new models were added to battle.lgp, not replaced.

Scene.bin, kernel.bin, kernel2.bin and several field files in flevel.lgp will be overwritten. To avoid inconsistencies with any translation project you may want to not patch kernel2.bin. The field files overwritten by this patch usually don't contain much dialogue (See the log file (after the patch is done) to see which files inside flevel.lgp that were overwritten). For more info.on the files: read the info. in the patch app (click info.). 

There is a new boss here if you haven't picked up that materia yet (Omega):
(http://gjoerulv.com/pics/omegai.jpg)
If you use Aali's custom graphic driver v0.7.3b or below, there will be a glitch on one of it's attacks that crashes the game. This glitch is NOT a problem with my mod, and will occur on 1 other enemy in the game (Emerald weapon) if you use Aali's cgd. The problem is fancy_transparency. Open ff7_opengl.cfg and turn fancy_transparency off. (at least v0.7.3b and below. If you use a newer version this glitch may not appear. All versions are here (http://forums.qhimm.com/index.php?topic=8306.0)).

Thanks to:
Qhimm forum members.
M4v3R: Scene Reader and Scene Edit.
Lord Ramza: Scenester
Squall: Hojo
Borde: Kimera
Synergy Blades: Meteor
dziugo: 9999 Limit Breaker (for testing purposes)
NFITC1: Wall Marked and Proud Clod
DLPB and luksy: For spotting file errors
Christian Maas: Hex-editor XVI32
And myself for awesome handsomeness!!
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-06-23 02:29:24
I wouldnt consider this hard.  Its more like normal difficulty.  I only tested a few fightas and they dont' appear hard.   They put up a fight but not hard at all.    And their appears to be some random encoutners taht are extremely hard and can only be defeated later in the game.   I have a problem with that cause the random super enimies appears quite often and extremely hard to run away from.

Nice try though.  I'm always looking for someone who can make a scene.bin file thats reasonibly very hard.

Keep up the good work but for the time being I guess I like my files better since its 1.5x to 3x harder then yours in disc 1.    And during mid disc 2 to disc 3 is so hard(I use alot of HP pluses to max HPs)  I have to run from alot of the fight if I dont have limits ready or I don't have much MPs for summons.  Yeah my mid disc 2 is probably supidly hard but its near the end and I should balance it out alittle more but I got lazy.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-06-23 03:30:08
Thank You for trying it ARMs. I'm honored. I may have something to add...

...I didn't say it was THE hardest version. I know you didn't suggest it but this wasn't supposed to be as hard as possibe. I edited it to MY likings. How i feel the game should be. And to add I did make it easy in the beginning with purpose. I don't like spending hours in the beginning to progress the story. It don't actually gets "hard" until sector 8 or Gea's Cliff or so +-. In other words when a normal/ first time gamer (or a gamer that don't go too deep) has the resources and level to deal with it. And I also kept in mind that there might be people who'd never tried anything harder before, thus giving the explanation I did (not just keeping the enter button down all the time lol). I know normal/first time gamers'll probably never try this so it might be vague... This being said I do expect only experienced FFVII gamers to try it.

I must admit though, that the bosses (and many enemies) are still way too wimpy. I intend to correct this, and many other things. Like adding status effects to attack, attacks effecting all etch. What I've edited 'til now is just what Scenester "allowed" me to edit.

Please give me more feedback. Appreciate it!!  :-D

EDIT:

Quote from: ARMs
And their appears to be some random encoutners taht are extremely hard and can only be defeated later in the game.   I have a problem with that cause the random super enemies appears quite often and extremely hard to run away from.

Yes I have added some "extremely" hard encounters early in the game. As I said I only expect "skilled" FF players to test this, and those players are sane enough to save often when they know it is harder. So I got the idea of adding 1 (or more) "unbeatable" enemy in each area. And those monster should be next to impossible to run away from. What is the point if not.  Later in the game you can beat 'em and claim the spoils. There are however ways of defeating them early, but that is supposed to be a secret for gamers to figure out. I believe this spice up the idea of random encounters witch FF1-10 are all about.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-06-23 04:25:04
Actually mines not as hard as you may think.  Making them 1.5 times stronger then what yours is doing still doesn't require much leveling if you got skill.   to make things hard you have to maek them deal enough damage to at least deal 20 percent damage to your characters health up to 75 percent of damage while they are in back row.   How ever if they get a back attack against you sometimes you it will get quite deadly.

When edition you should lay down markers of levels that you think is required when you enter that area.

Examaple is this:

By the time you exit midgar the players character level should be around 16.
Reach junion Level 19.
Jenova Birth level 21.
Dyne level 23
Gi Nattak level 30
Materia keeper Level 34 with HP Pluses Required
Rapps level 40
Demons Gate level 45 with HP pluses Required.

Thing about HP pluses is that If you don't enclude it into the equation it totally breaks the difficulty.

I actually use those levels cause by those points of the game reaching it would reiqure maybe 5 to 10 extra minutes of leveling (after you done searching the dugeons for Treasures) between each dungeions and trying to overlevel would take quite the large amount of time.   And if your skill you should think up strategys to beat the bosses at levels close to the mark.

I'm not telling you to use those level marks but something close to it where it woudlnt be easy to accidently overlevel by a large margin.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-06-23 05:06:34
U have good points there ARMs. I don't intend making it harder in the beginning. But I consider making it harder after rocket village. 'Cause that is the first time in the game the places you choose to go to are optional. My level chart isn't very different from yours. I think I'm 5-10 lvls below u against Demon Gate. And it is important to consider what is available at all times in the game like the HP plus materia as you stated. But I don't consider damage dealt by enemies the only factor to making it difficult.

I intend to add many status alignments using a hex editor. There are plenty of other factors that can improve battles. example, the enemies Speed and defense can play a major role.

This version is just half done. Maybe not even that. And I haven't even tested it properly. I just used the debug room to check that there wasn any bugs. And I always went with a lvl 99 Cloud, lvl 10 Barret and a lvl 50 Yuffie to check the damage differences with half good armor and weapons equipped.  Both dealt and taken. I haven't actually played it myself yet but I intend to. However i can't atm 'cause I'm visiting my parents and I didn't bring the game :P
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-06-23 08:15:55
Trust me on this I have done all this already that your talking about and well....   Adding status ailments are good an all but ribbon negates nearly everything.   And even if you have put stat ailments if the damage is not high enough it just doesn't matter cause most status ailments can be easily nulled.

Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-06-23 09:57:38
Of course! As i said: You have to consider what is available at all times in the game. In the beginning you don't have anything to prevent any status alignment. In the end you probably have everything there is, thus the monsters must be based on that. You could make things available early on (like Guard scorpion dropping a ribbon), and "calculate" the difficulties based on that, but imo it's better to just use the original pattern the game has. it would be too tedious to make a new system like that, and I don't have the time.

What i plan to do however is to make several items (Grenades, Mute mask etch) available more instead of potions all the time. Something I've done already is to add 'Ink' and 'Dream Powder' as a drop from Marines (one example I remember now. There was more but I kept my notes at home).

One thing I also want to do is to lower the strength of KOTR and change the effect of Ribbon. Lets say Ribbon prevents Poison/Silence/Blind or anything but all effects. That would be an effective way of increasing the difficulty. Still u can just use Added Effect+Hades. Though this also removes the uselessness of many items.

An additional thing I want to add is more MP based damge, so you generally have depend on more items for healing. Thus spending more money. This includes removing the laughable sell rate of the Master All materia. 

And may I add that when all characters have reached lvl 99 you should have a certain control over the game. The only thing left to do at this point is to beat the game, so IMO the hardest part must be the final showdown.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-06-23 11:20:49
Yeah I'm trying to find out where the data for selling materia is at.   I can't seem to lower the ammount for a mastered materia.  The game has it set at 70x the price at the Shops.   Thats rediculously high.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-06-24 10:33:07
Yeah I'm trying to find out where the data for selling materia is at.   I can't seem to lower the ammount for a mastered materia.  The game has it set at 70x the price at the Shops.   Thats rediculously high.

Yeah! Didn't find it either. It should be in the Kernel somewhere, but WHERE? Oh and btw ARMs you have a copy of your Scene. Would like to try it. Though I can't before I get home again (ca 2-3 weeks). But I could keep it on my HD 'til that.

I'm still waiting for a tip to get the final bosses (all of 'em) harder. All I did was raising their stats. I bet I'll find out something when i get home but doesn't hurt to get some experienced tip lol.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-06-24 11:51:36
well sorry but i'm not gonna distribute my scene files anymore.   If someone else here or somewhere has it and is willing to share it with you thats fine by me.   I done some more editing since then but its still close to what I had before.

If you want to see some sweet mods you should check out youtube.  Theirs some great stuff out there that's not listed as any patch here.
Title: gjoerulv's "Hardcore" mod
Post by: The Skillster on 2007-06-24 16:31:03
Lol, one tip to make the final bosses harder might be to add other enemies into the fight.
Not impossible but would take alot of patience with the Hex editor and looking at hex numbers for a loooong time.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-06-25 04:43:36
well sorry but i'm not gonna distribute my scene files anymore.   If someone else here or somewhere has it and is willing to share it with you thats fine by me.   I done some more editing since then but its still close to what I had before.

If you want to see some sweet mods you should check out youtube.  Theirs some great stuff out there that's not listed as any patch here.

NP ARMs. It doesn't really matter. I've tried plenty but nothing met my satisfaction. Thats (one of the reasons) why i decided to make my own.
Those on youtube are too much for my taste. At least those I've seen. But I saw someone who removed the animation for 'Super Nova' and replaced it with something else. I liked that. Not that I don'r like that move but it's way too long to see many times in a looong fight.

Lol, one tip to make the final bosses harder might be to add other enemies into the fight.
Not impossible but would take alot of patience with the Hex editor and looking at hex numbers for a loooong time.

Thanks for the tip Skill. Though I must say i don't like that idea. Perhaps with another boss but not them. lol It would be funny to add one or more Sephiroths though (the very last one) to the fight.
Title: gjoerulv's "Hardcore" mod
Post by: twipley on 2007-06-25 05:09:23
Thanks for the tip Skill. Though I must say i don't like that idea. Perhaps with another boss but not them. lol It would be funny to add one or more Sephiroths though (the very last one) to the fight.
Please don't add more Sephiroths to the final fight. That would be pretty immersion breaking, IMO.

Looking forward to the development of the mod. :D
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-06-25 06:28:49
Well i hope you can make a good scene then.   I woudln't mind a normal difficulty setting that i could breeze threw if it was done right, when i'm frustrated with my hard patch or someones hard patch thats actually good.   

I think its stupid to have a hard setting where in first reactor you had to spend time level till your level 18 and guard scorpion still kills you.  I've never seen this one but i did hear it from someone.  when he or she asked for the particular patch.   My first comment was do you actually enjoy something like that?.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-06-25 07:28:48
Please don't add more Sephiroths to the final fight. That would be pretty immersion breaking, IMO.

Looking forward to the development of the mod. :D

lol that suggestion wasn't serious twip. But it had been fun to test it. Imagine 3 Sephiroths under the real thing he, he. Like his goons or something. And yeah I look forward to edit more. But for now it's vacation and sun time. I'll get back to business in 2-3 weeks.

I think its stupid to have a hard setting where in first reactor you had to spend time level till your level 18 and guard scorpion still kills you.  I've never seen this one but i did hear it from someone.  when he or she asked for the particular patch.   My first comment was do you actually enjoy something like that?.

Well I wouldn't. Others maybe. It could be a challenge to only try the 1st reactor then quit. To do this for the entire game would be way too tedious.
Title: gjoerulv's "Hardcore" mod
Post by: The Skillster on 2007-06-25 09:36:09
Uh, yea adding more Sephiroths to 1 Sephiroth would be overkill.
With previous bosses it is easier, because there are other enemies in the same scene file, so it is easy to copy paste and enemy into the fight.
Bare in mind you need to work out how to position them - I didn't get that far..
Title: gjoerulv's "Hardcore" mod
Post by: twipley on 2007-06-25 15:35:18

lol that suggestion wasn't serious twip. But it had been fun to test it. Imagine 3 Sephiroths under the real thing he, he. Like his goons or something. And yeah I look forward to edit more. But for now it's vacation and sun time. I'll get back to business in 2-3 weeks.
haha, I'm noticing it, now. :D

I got two small questions for you, if you don't mind:

1) Did you use FFSceneEditor (the supposedly bug-free scene editor) for you work?

2) Have you any opinions to share about http://forums.qhimm.com/index.php?topic=6810.msg84903#msg84903 ?

See you later,
twipley
Title: gjoerulv's "Hardcore" mod
Post by: The Skillster on 2007-06-25 16:19:43
There are 2 main scene editors and neither are bug free.
One has the famous potion item bug, while the other has elemental properties incorrectly listed.
I did my main editing manually with a hex editor after I realised I had the elemental damage incorrect.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-06-26 19:13:37
I got two small questions for you, if you don't mind:

1) Did you use FFSceneEditor (the supposedly bug-free scene editor) for you work?

2) Have you any opinions to share about http://forums.qhimm.com/index.php?topic=6810.msg84903#msg84903 ?

See you later,
twipley

1: I used Scenester. The two of 'em are pretty similar. The main difference is that Scenester lets you see every scene file while SceneEditor shows every monster only. There are drawbacks with both imo. 'Cause if you want some monsters of similar type to be different from each other, you can't do that with SceneEditor (unless you've already edited 'em before). I believe it searches for all similar monsters within the files and displays 'em. SceneEditor is somewhat faster to work with though, if you don't care 'bout this. Scenester got more options than Sceneeditor.

2: Yeah I've urged for that as well. I've actually made some enemies harder based on speed instead of strength/magic. Lets say Speed x2-x3 and HP+STR x 1.5 only. You may not notice it. It depends on your playing style (playing in active you'll def notice). This can get leathal if you alter their attacks as well. This requiter a hex editor.

The general idea (not only with Speed) is to make each fight as "unique" as possible.

And I've already increased the HP a lot towards the end. I added minimum 5x HP in Northern Cavern pr monster.

I agree all bosses must be at least 10 times harder than what they originally were. not Palmer lol, and mabye Emerald and Ruby don't need to be 10 times harder, but harder indeed. The 1st time I played it, ca 10 years ago, I was honestly somewhat disappointed with the difficulty. I think the last time I played it seriously was 6 or 7 years ago. But recently I got a sudden urge to play it and the idea of making it harder consumed me at once he, he.
Title: gjoerulv's "Hardcore" mod
Post by: twipley on 2007-06-27 03:20:07
That's great!
I'm looking forward to playing this game again, too. :D
Title: gjoerulv's "Hardcore" mod
Post by: The Skillster on 2007-06-27 09:30:46
Which is the editor that lets you see the enemy formation? I remember there was a button to see the enemy "parties" for that scene file?
Thats the editor with the incorrect Elemental properties, while the other one had a bug in that every enemy you edit regardless of the item you can only steal/win a potion. Thats why in Elentor's patch all you would win was potions, made for a truly ridculous difficulty.
Title: gjoerulv's "Hardcore" mod
Post by: twipley on 2007-06-27 17:28:07
and what's the editor that produces "random encounters", like seemingly-undefeatable enemies in early game?
Title: gjoerulv's "Hardcore" mod
Post by: The Skillster on 2007-06-27 21:14:32
I think that was corruption, or something on the users part?
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-06-28 06:07:38
Hows this mod going along? is it complete... as in can i play the game start to finish on with harder difficulty?

Just a little something that might help.
From what i remember the starting character's speed for each character in the party is 255/3 = 85, with dexterity & agility haveing no recognisable impact of their speed. so imo each monsters speed should be also set to 85... the default monster speed is much lower, even most bosses only get to attack once for 2 of yours.
One other thing that always annoyed me is monsters with spell casting abilities need to have their mp + magic str multiplied by at least 10, as theres nothing sadder than seeing a creature cast demi only to take off 12hp.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-06-28 06:40:52
Which is the editor that lets you see the enemy formation? I remember there was a button to see the enemy "parties" for that scene file?
Thats the editor with the incorrect Elemental properties, while the other one had a bug in that every enemy you edit regardless of the item you can only steal/win a potion. Thats why in Elentor's patch all you would win was potions, made for a truly ridculous difficulty.

In Scenester you can view the formations. I didn't test it. SceneEditor is the one with the item bug (I believe :P). I don't think I've tried Elentor's patch, but I did DL a patch called "hard patch" or something from another topic a while ago. I belive that might be it, but I'm unable to try it now. Had been fun to test it.

Hows this mod going along? is it complete... as in can i play the game start to finish on with harder difficulty?

Just a little something that might help.
From what i remember the starting character's speed for each character in the party is 255/3 = 85, with dexterity & agility haveing no recognisable impact of their speed. so imo each monsters speed should be also set to 85... the default monster speed is much lower, even most bosses only get to attack once for 2 of yours.
One other thing that always annoyed me is monsters with spell casting abilities need to have their mp + magic str multiplied by at least 10, as theres nothing sadder than seeing a creature cast demi only to take off 12hp.

It isn't complete but every monster in the game is edited. You wil notice an increase in difficulty. Not that much in the beginning. At Gea's Cliff (or whatever it was called) and after I believe it would get pretty hard. I'm not entirely sure 'cause I haven't actually game tested it myself. I only tested it for bugs with a party with huge lvl gaps (Cloud lvl 99, Yuffie lvl50, Barret lvl 10).

And those monsters who's fast isn't just 2x in speed but +100 or so. I can't remember clearly.

The enemies magic power isn't decided on their Magic stat alone. It's lvl and the actual attack matters just as much. In each scene there are 28 bytes pr attack. One of those bytes is a power modifier for the attack. So increasing it to 0xFF would help a great deal lol. It is impossible to increase every monsters magic by 10x 'cause the cap is 255 (1 byte). A monster having 70 in magic would turn out to 700. It's better just to double it and increase the lvl. Same goes for strength. However increasing MP and HP by 10x is possible.

See 1st post. I'll make an "what to do" list. I'm going to Germany today, and after that I'll have a little more quality time with my family before I return home and continue with this mod.
Title: gjoerulv's "Hardcore" mod
Post by: The Skillster on 2007-06-28 09:41:24
Seems there maybe a reason to test drive this  :evil:
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-06-28 14:59:36
I just finished my first test run of the hardcore mod. First up and i would have to say that it certaintly lives up to the name... its more like a hardcore for cyborgs on crack mode.

This is my mini review of sections: No.1 Reactor(start) up to Sector7 Slums(second checkpoint in game)
- battle difficulty = Excellent but not perfect
- Creature speed should be lower because the player only has 2 party members in this part of the game.
- exp gained was much too low, it felt too much like a mmorpg level grind, it took me a 1hour and 30 minutes to complete just this section. However i probley wouldn't have cared about leveling if i could have just gained enough potions to go fight the boss already.
- potion drops should be set to 100% so the player can build up a collection of them easier... trying to collect 10 potions was the main reason this section took me so long
- Plume Bolt was a nice touch, a tactic i tried to use was to use the plume bolt just to gain another one, by doing so level up quicker, which didnt work because i couldnt get enough potions to keep me healthy. In the end having one came in real handy for escaping the reactor without dieing.
- grenades, considering this is the only part of the game where they can be usefull you probley should make them easier to get & from more enemies.
- assault gun: this can be bought in the very first store the player comes across, hence it should be removed from guard scorpion to give the player the choice of whether he wants to buy it or not... change the reward to something else, perhaps a tent or a couple of those bolt plumes would be handy.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-06-28 23:45:32
Nevermind.
Title: gjoerulv's "Hardcore" mod
Post by: twipley on 2007-07-02 04:32:13
I'm using Hay's reasonable mod, and so far it's working great. Just the difficulty I was looking for, and my personal recommendation for newcomers.
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-07-02 05:13:29
After the initial hard difficulty of the start of this one, it seems to get reasonable from after the section i was talking about.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-07-03 10:44:44
Thanks for the review Kashmir. you're statements seems very reasonable. I thought the 1st and 2nd reactor may have turned too hard and it can easily be fixed with more exp and higher drop rates.
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-07-03 13:43:15
Thanks for the review Kashmir. you're statements seems very reasonable. I thought the 1st and 2nd reactor may have turned too hard and it can easily be fixed with more exp and higher drop rates.

Another encounter you might want to change is hell-house. Trying to fight this thing with just cloud and aeries is dam hard. Currently it takes about 5 to 10 minutes to kill it, and if you have someone in the front row it can kill them in one go.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-07-03 16:31:23
Another encounter you might want to change is hell-house. Trying to fight this thing with just cloud and aeries is dam hard. Currently it takes about 5 to 10 minutes to kill it, and if you have someone in the front row it can kill them in one go.

Keep it coming. I'll jot it down. Is it total overkill or can you survive on full hp? I kinda wanted the Hell-house to be hard. I'll figure out some kind of reward for killing it this early.

One I think also may be too hard is Jenova Life. I'll wait for that.
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-07-03 17:15:49
Keep it coming. I'll jot it down. Is it total overkill or can you survive on full hp? I kinda wanted the Hell-house to be hard. I'll figure out some kind of reward for killing it this early.
You have to use cure almost every second round... even when you have 3 people later on its still a difficult encounter. I was expecting a bucket load of exp & gp for killing it, was so disappointed when i got virtually nothing. After the train graveyard you can cut off 1000hp of it by using a grav ball. I've lost against it twice, so yeah its definitely overkill.

I would've just run from it, but i use that particular area i gather gp to buy materia & items in the shops nearby.

A whole lot of gp might make it worth it... like 2000 perhaps? nobodys going to wanna sit there killing heaps of them.

One I think also may be too hard is Jenova Life. I'll wait for that.
Thats the encounter on the boat right? I'll look out for it, but i doubt it will be too hard... normally you have a fair amount of materia (elemental in particular) to play with by then, also its a boss, so its okay to loose against it a few times as long as its possible to beat.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-07-03 17:58:53
A whole lot of gp might make it worth it... like 2000 perhaps? nobodys going to wanna sit there killing heaps of them.

That sounds fair. A heap of gil would be worth it.

I had an odd idea though. If you win 500-1000 gil from it and a 3% chance of winning one of any source besides the luck and mind source. So it's a 12% chance of winning a source (just 1, never more). That would be ok 'cause the only time you encounter it it is this early in the game and after you acquire the sector 5 key. It would be pure luck to figure it out. And when you return you must kill between 5-10 of these to claim 1 source.

You could level up like crazy early just to get these, but that would make the game easy anyway and wouldn't be worth it imo.

Thats the encounter on the boat right? I'll look out for it, but i doubt it will be too hard... normally you have a fair amount of materia (elemental in particular) to play with by then, also its a boss, so its okay to loose against it a few times as long as its possible to beat.

I ment jenova birth. The one on the boat yes. And it doesn't have eny elemental attacks btw. Try sense on it the 1st time you fight it
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-07-25 05:57:48
Heya i only just noticed this had been updated :P

Could you explain why the following changes were made:
    * Flash commando is removed (could easily be brought back if you want this custom made lol).
    * Master Command works as Coin, and Coin command is removed from Throw materia (Could also be brought back).

    * MDef on equipment is fixed. Not by adding MDef but Spirit. : And how does this work in a bit more detail please.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-07-27 19:17:08
Heya i only just noticed this had been updated :P

Could you explain why the following changes were made:
    * Flash commando is removed (could easily be brought back if you want this custom made lol).
    * Master Command works as Coin, and Coin command is removed from Throw materia (Could also be brought back).

    * MDef on equipment is fixed. Not by adding MDef but Spirit. : And how does this work in a bit more detail please.

ok!

The reason for the 1st 2 points is simply cause I don't like those commands. However if you for any reason want my mod w these commands please let me know. I'll put up a alternative download.

Why don't I like 'em? imo Flash is kinda overkill and Coin gives you an easy win combined with Mime. And Master Command imo looks silly IMO. I know many people like this but I don't. Master Command gives you another Mime and Coin as well...

There is a MDef bug in the game (if you didn't know). No equipment gives you any MDef what so ever. Spirit = MDef. Thats why I added the same amount of Spirit bonus to defensive equipment as there should be MDef bonus.
For instance: Iron Bangle has a +2 MDef. But it doesn't add +2 MDef. It does, however, have a +2 Spirit bonus. The Spirit increases with 2 and thus the MDef does as well.
Title: gjoerulv's "Hardcore" mod
Post by: The Skillster on 2007-07-27 19:38:05
What is flash command again?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-07-27 20:14:09
Flash command is the command which kills all enemies in 1 go. If it works that is...

And BTW Master Command is now Flash! Not Coin as earlier. Kinda like an Ultimate Command lol.

Edit:

OK, I've tried something without success. Does anyone know how to alter the flash command so it appears as an own command and not just replace the attack command? Is it even possible? I guessed it had something to do with the 1st Kernel file 'cause there are 14 command materias and there seem to be 16x16 bytes there, where 2 are manifestly useless due to the 16 0xFF bytes.

Edit2:
Never mind. It's just 8 bytes actually. I recall 26 different commands (counting Summons, Magics, Enemy Skills and items as 1). So there are seemingly 6 or, more likely, 4 blocks with no use. Just gotta figure which one is the flash command. But honestly I don't think this can be achieved in this file.
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-07-28 06:00:52
There is a MDef bug in the game (if you didn't know). No equipment gives you any MDef what so ever. Spirit = MDef. Thats why I added the same amount of Spirit bonus to defensive equipment as there should be MDef bonus.
For instance: Iron Bangle has a +2 MDef. But it doesn't add +2 MDef. It does, however, have a +2 Spirit bonus. The Spirit increases with 2 and thus the MDef does as well.
Okay, sounds good.... i knew there was a bug with it, but i this is the first solution i've ever heard for it, well done :D

And i agree with the changes to materia, i never used coin and i always prefered to use 2x cut instead of flash.

Can i make a request for some changes to materia? currently the way in which materia effects stats is pitiful, for e.g.
Ice:
Strength -01
Magic +01
MaxHP -02
MaxMP +02

is it possible to change them so it becomes like this instead
Strength -10
Magic +10
MaxHP -20
MaxMP +20

The reason i would like everything multiplied by at least ten is because i like to equip different materia based upon the role ive assigned each character, for example.. barret is my tank, so his equipped with nothing but cover materia & put in the back row.. that way he takes all the melee damage in combat at half the value, and i only ever need to heal him. however the bonus to vitality is only +1 for each cover materia, at the moment his only got four... so +4 vitality, thats just lame... now +40 would be excellent.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-07-28 11:20:08
Well... The 9th section of Kernel.bin is the Materia "dump". It starts with 4x WORD which desides the amount of AP pr level. The next byte is the equiped effect. It's just one byte:

Code: [Select]
BYTE STR VIT MAG MDEF MAXHP MAXMP LUCK DEX
00
01 -02 -01 +02 +01 -05% +05%
02 -04 -02 +04 +02 -10% +10%
06 +01
07 +01
08 -01
0A +02
0B -01 +01 -02% +02%
0C +01 -02% +02%
0D +01 +01 -05% +05%
0E +02 +02 -10% +10%
0F +04 +04 -10% +15%
10 +08 +08 -10% +20%

13 possible options. The value 0x01 would give:
STR: -02
VIT: -01
MAG: +02
MDEF: +01
HP: -05%
MP: +05%

The Cover Materia uses 0x06:
VIT: +1

I belive the closest to your example would be from the standard low level materia; 0x0B. You could change that to any value listed above (e.g 0x10), but only those as far as I know. I don't know how to change the effect the different values represents.

And I'll be happy to do it for you. Just make a list (or something) of which materias you would like to change the equiped effect on, and which value you want on them (0x00 - 0x10 as you see in the list above). Then PM, Mail or post it and I'll make it. No prob  :-D.

And btw. The accesory Guard Ring has a +50 VIT in my mod. And the Tough Ring a +30 VIT SPR. Kinda to make the Guard Ring more usefull. There are more changed values on the rings as well, and mabye I should list 'em...
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-07-29 06:39:03
Not quite what i was looking for, by the sounds of it it inst possible so nevermind then.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-08-10 20:08:27
Sorry for the time I use on this one (if anyone cares :P). I'm currently done gametesting the 1st continent + boat. I have updated some enemies (see buttom 1st post). The game testing requires some time, but I'll try to be done next week. The complete mod will rock my balls!!
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-08-11 09:14:35
I never get around to playing it, because i hate the bit im up too... annoying slums bit, climb up to the tower, then run up a million stairs :(
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-08-13 18:34:35
You're after the sector 7 pillar blast? Well if you use the debug room you can skip whatever you want. But this may cause weird bugs in the game and if you're a serious player you wont use that. Anyways I got 1 week before I go back to college to complete this. Not that I won't be able to then. but I obviously will get my hands full with other stuff. Thus I kinda yearn to get this done before I start...

Uhhh, just noticed... In this mod you can't sell previously sellable stuff. Like bangles and sh*t. Will fix that.
Title: gjoerulv's "Hardcore" mod
Post by: Darkever on 2007-08-18 00:27:12
I didn't try the mod, but will do as soon as I have some free time.
Just a couple of suggestions (maybe you already tought about them):
- Don't raise enemy's HP too much. That is ok for bosses, but for random encounters it is a pain, because they would last forever.
- I agree with removing the flash command, but that is because it is usually useless. Slash-All does most of the time the same results and also works on enemies immune to death. I also suggest of removing Coin: that blinking Throw/Coin voice in the menu just makes me headaches. Also the fact that throwing coins deals damage is very very lame (critical lame).
- I suggest of leaving the original Master Command. If you got it, it means that (A) you mastered all other commands or (B) you killed Emerald. The concept is that when a player obtains the Master Materias is because his/her character are almost-unstoppable death machines.
- Sometimes just adding a nasty status effect to some attacks may transform an inoffensive enemy into a destruction machine, at least until the pary obtains 3xRibbon.
- I suggest to allow the enemies to drop just few Star Sources (using a global variable, like it is done with Pandora's Box), to avoid Source farming.
- Is there some way to change the enemy AI? I would be glad to modify it to make the opponents a bit more intelligent. That would greatly raise the difficulty without even changing the stats.

Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-08-18 21:04:56
I didn't try the mod, but will do as soon as I have some free time.
Just a couple of suggestions (maybe you already tought about them):
- Don't raise enemy's HP too much. That is ok for bosses, but for random encounters it is a pain, because they would last forever.
- I agree with removing the flash command, but that is because it is usually useless. Slash-All does most of the time the same results and also works on enemies immune to death. I also suggest of removing Coin: that blinking Throw/Coin voice in the menu just makes me headaches. Also the fact that throwing coins deals damage is very very lame (critical lame).
- I suggest of leaving the original Master Command. If you got it, it means that (A) you mastered all other commands or (B) you killed Emerald. The concept is that when a player obtains the Master Materias is because his/her character are almost-unstoppable death machines.
- Sometimes just adding a nasty status effect to some attacks may transform an inoffensive enemy into a destruction machine, at least until the pary obtains 3xRibbon.
- I suggest to allow the enemies to drop just few Star Sources (using a global variable, like it is done with Pandora's Box), to avoid Source farming.
- Is there some way to change the enemy AI? I would be glad to modify it to make the opponents a bit more intelligent. That would greatly raise the difficulty
without even changing the stats.

This mod is generally made to satisfy me lol. And I consider myself a hardcore FF7 player. I don't think there would be many requests for customisation, so I'll make customized mods if requested. There are random encounters somewhat early in the game (after mythril cave and so on) that are impossible at that time. IMO this spices up the idea of random encounters. Considering this is "hardcore" you should figure out which enemies are worth killing, 'cause some are "die-hard", others just annoying and not worth the spoils received. This goes in general just for the 1st half of the game. Just swallow your pride and flee. I know this might seem frustrating but at least it is "hardcore". Most of the enemies (except 1st reactor, bosses, and towards the end) have 2x or 3x hp.

Coin and Flash are removed. IMO overkill attacks in this mod (if you have lots of gil that is).

The reason I removed Master Command is that it adds another Mime and Coin. I don't know how to remove those alone from it. And I've never liked it. It really won't make much of a difference anyway in this mod. I've changed it to be 1 single command: Flash. Perhaps Flash seemed useless in the standard game, but, trust me, it ain't in this. Towards the end, when it's likely you'll be able to defeat emerald, the enemies will get an HP boost. In northern cave they have at least 5x HP. Some have more than 10x HP. Flash can kill some of these in 1 go. And the battles in general will be much easier and shorter. Trust me! Still if you want it custom made please let me know. I'll be happy to bring it back!  :-D

Enemies aren't just harder by adding STR, MAG and HP. I've also added status changes, speed etch. IMO there is a nice balance.

There are no Source drops beside the standard ones.

And I don't have the slightest clue how to change the AI. I know where it is located but it's too complex to figure out. It would require time I don't have.  :-D
Title: gjoerulv's "Hardcore" mod
Post by: Darkever on 2007-08-19 01:04:25
I like the idea of some "impossible" encounters at low levels (Sense may get some uses), but without "normal" encounter it would be incredibly hard to level up ^_^'

Can you tell me where are located the AIs for monsters? I read Terence's Enemy Mechanics FAQ, and most of the AI codes there seemed quite simple. It was probably a simplified pseudo-code, but the original code should be very similar... or not? As long as there is a way to make it human-readable (not hex or binary or whatever) I may look into it.
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-08-19 04:25:58
There are no Source drops beside the standard ones.
It would be good if you could make source drops available on the world map on disk 3, but i don't thinks its possible. Having to morph sources from monsters is too much of a pain for me to ever want to do.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-08-19 05:21:22
Everyone likes to play their own way but the way i view it if its hardcore there shoudln't be any unlimited sources to make all characters exact carbon copies.

if you get enough sources to boost characters speed to 255 the speed ups on bosses and enimies just dont' matter anymore.   those 50 points in defense matters alot in the end game.   2x dragon force on a 255 character reduces damage to 2 digits attacks while at 212 bosses can still deal 1000 to 3000 damage.   Max luck is jsut as crazy, Double the damage every turn and increases evasion.
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-08-19 07:51:46
Everyone likes to play their own way but the way i view it if its hardcore there shoudln't be any unlimited sources to make all characters exact carbon copies.
Thats why i said leave it till disk 3, on disk 3 you start off in the cave & most people just go straight down... that way you would have the choice for those who want to go searching the world for more source's, for those people not to have to waste so much time doing it. But i dont think its possible anyway, i dont think there is any disk 3 exclusive monsters to fight out on the world map.

edit:
I restarted the game from the start (because i deleted my save game by accident :( ). The balance is much better, and i noticed that there seemed to be alot more use of status effects which was excellent.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-08-20 08:50:02
Everyone likes to play their own way but the way i view it if its hardcore there shoudln't be any unlimited sources to make all characters exact carbon copies.
Thats why i said leave it till disk 3, on disk 3 you start off in the cave & most people just go straight down... that way you would have the choice for those who want to go searching the world for more source's, for those people not to have to waste so much time doing it. But i dont think its possible anyway, i dont think there is any disk 3 exclusive monsters to fight out on the world map.

It isn't possible to make the game read from different scenes only on disc 3. To make this wish come true you'd have to make that possible, which means alter the game engine (I believe  :-P). The only possible option here would be to add source drops to those monsters in the final cave. Does that sound appealing?

I restarted the game from the start (because i deleted my save game by accident :( ). The balance is much better, and i noticed that there seemed to be alot more use of status effects which was excellent.

Why thank you  :-D. v0.7.1 is just re-edited to the end of 1st continent+boat. currently I'm done editing 'til the end of the Pagoda tower. Oh look at the time. Gotta go  :-D :-D
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-08-20 10:41:26
Does that sound appealing?
Yeah. Try it... IMO i think its okay.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-08-20 17:58:14
I like the idea of some "impossible" encounters at low levels (Sense may get some uses), but without "normal" encounter it would be incredibly hard to level up ^_^'

There are places which are easy to level up without too much effort. :-P

Can you tell me where are located the AIs for monsters? I read Terence's Enemy Mechanics FAQ, and most of the AI codes there seemed quite simple. It was probably a simplified pseudo-code, but the original code should be very similar... or not? As long as there is a way to make it human-readable (not hex or binary or whatever) I may look into it.

The AI for each monsters are in the scene files separately I believe. My guess is after the attack section (which is --if I remember correctly-- 24x28 bytes). I dunno how long the AI is, 'cause I haven't even checked yet. :-P

If you, or anyone, could give me some info on it, it would be cool. But I don't think I would edit it too much if possible. Perhaps just some bosses.
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-08-21 07:04:59
The four slots armor adds +18 strength, that shouldn't do that. The player isn't informed that it happens, i only figured it out by accident... if you want it to add to strength, make it add to attack instead. or remove it completely as the four slots is for mage's not fighters.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-08-21 14:24:37
The four slots armor adds +18 strength, that shouldn't do that. The player isn't informed that it happens, i only figured it out by accident... if you want it to add to strength, make it add to attack instead. or remove it completely as the four slots is for mage's not fighters.

And fixed!!  :-D :-D :-D

Thanks for letting me know!!

Btw Str adds to Attack in case you didn't know.
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-08-21 14:49:39
Btw Str adds to Attack in case you didn't know.
Thats why i said if it was intentional then to add it to the attack instead, because that way the player would be able to see its effect before equipping the item.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-08-21 19:06:05
It's impossible to add attack to an armour. Not in the kernel at least. But the + to str was a mistake. Thank you for noticing!!  :-D And, as you may know, every armour adds to Spirit as it would to MDef. Thats because of the MDef bug in the game. In the normal version the shown MDef bonus on the equipment wouldn't add any MDef. But now it does. Not by adding MDef, but by adding Spirit. Which is the same as MDef. Think I mentioned this in the 1st post.

Again, any feedback is good feedback!!  :-D
Title: gjoerulv's "Hardcore" mod
Post by: Asdayasman13 on 2007-08-28 22:08:11
Sorry if this has been said already, but I am busy, and don't have the time to read the entire thread.

When using this, the saves cannot be edited with JENOVA.

I haven't tried any other save editors.

Sorry.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-08-29 11:08:12
Hmmmm... Jenova works for me... Are you sure it's this mod that causes it? Do you have the newest official patch, v1.02? What is the exact problem? You know the older version of Jenova had a stat problem...

Try creating a new game, save, and then try it. If it really is this mod that causes it then I don't know why. You could try mailing me your saves so i can check them on my computer...

On a sidenote. This HUUUUGE project is finally done (v1.0). I'm yet to test it through, but I don't expect any bugs. It's available for dl as we speak.
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-08-29 12:15:36
Sounds good, im currently at that fort with the huge bird on it.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-08-30 06:28:00
So i'm wondering if the normal enimies got their attack properties edited or is it just bosses now.   
Title: gjoerulv's "Hardcore" mod
Post by: Kashmir on 2007-08-30 08:21:53
So i'm wondering if the normal enimies got their attack properties edited or is it just bosses now.   
Everything is modified from what i have seen.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-08-30 08:37:57
So more normal enimies are causing confusions, blind, poison, beserk, petrify, blind parylize and so on?   I'm not talking the stats of enimes.   Cause thats the easy part.


Edit: Well i must say,   your hacks got some impressive stuff now that i got to mess with it alittle.   But the scene files are messed up in the ancient temple area and onward it seems.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-08-30 09:34:23
Damn really?! It was fine in the final cave. Sigh, bug hunting again I guess....
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-08-30 09:37:27
yeah but maybe its because i was doing it on the psx emulator.   Maybe it works fine for the PC version.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-08-30 11:53:13
No it was a bug! Thank you for finding out! But it fixed now! It's that damn pagoda tower that screw things up. I had to remove everything I edited in hex in Nibelheim, wutai mouintain + pagoda tower. It really wasn't that much, but it sure as hell annoys me. I've had plenty of problems with the pagoda.

So everyone who downloded the v1.0 download it again. The bug is fixed!
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-08-30 14:01:22
heh i hope your ready for yet another bug cause jenova life freezes the game.   and its not my game its dfeinately a bug in your editing.

Edit: and i'll add that uhhh wellll the underwater reactor area is messed up as well.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-08-30 14:44:50
lol seriously.... Guess I have my hands full then lol... Sigh...

The ancient forrest is also a mess...

EDIT:
heh i hope your ready for yet another bug cause jenova life freezes the game.   and its not my game its dfeinately a bug in your editing.

All the jenova fights works fine on my computer. I have the 1.02 patch +many other from this forum. I don't know if it's that which causes it or if it's the emulator or something else. You did mean the Jenova where Aeris dies right? Thats J Life.

But there are bugs in the UW reactor and the Ancient forrest. I've checked the whole game pretty much, and thats the only ones I can find.

oh... And there is a bug in the sunken Gelnika plane too.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-08-30 19:29:31
Hmm,  i guess it is the difference in pc and psx version then.   Cause when ever jenova attacks with her blue light the game woudl continue normally and then she attacks with blue light again the game just freezes.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-08-30 20:19:56
The bugs are fixed!!

@Arms: I believe I know whats cuausing it. I've added the "dual" status effect to that attck. It works fine on PC but I have no clue on PSX. I'll upload a scene 1 sec...

Try This:
http://www.speedyshare.com/278118849.html (http://www.speedyshare.com/278118849.html)
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-08-30 20:49:35
yep it seems that that was the problem.  There no need to make another scene i'm just testing it and searching for bugs and seeing what interesting things other modders can come up with.  Its a shame that the dual status doesn't work on the psx its a good effect.   

you cast regen while dual is in effect?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-08-30 20:56:34
Regen + Dual = Nothing happens!  :-D
Title: gjoerulv's "Hardcore" mod
Post by: Lag.Com on 2007-09-01 21:14:26
I started playing through with this mod when I reinstalled. Guard Scorpion was hilariously difficult, but with enough levelling (and items gathered) I got past. Airbuster was a piece of cake in comparison. I'm currently at the Shinra HQ, and nothing between Airbuster and now has been any challenge at all, except the Sahagin which I decided were utterly pointless to even attempt to fight. Hedgehog Pies confusing and poisoning Aeris was kind of funny, though.
Title: gjoerulv's "Hardcore" mod
Post by: twipley on 2007-09-03 16:30:28
This one for sure is looking nice. :)
But, how does it compare with Hay's Reasonable Mod (http://forums.qhimm.com/index.php?topic=4759.0) ?

I found Hay's Scorpion Guard to be just the great difficulty for me.
Though, it would be nice to compare both of these mods together.


P.S.:
More on the subject of Hardcore Modes:
http://forums.qhimm.com/index.php?topic=6810.0
Title: gjoerulv's "Hardcore" mod
Post by: UltimaYoshi on 2007-09-03 17:19:48
I´m gonna try this mod out. :lol:

But do enemies have different attacks?
Just wondering. :oops:
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-09-03 20:29:39
I´m gonna try this mod out. :lol:

But do enemies have different attacks?
Just wondering. :oops:

The attacks don't have a different pattern or AI, but ca 10% have a differnet effect. Like causing status effect, damages MP, unblockable etch.

This one for sure is looking nice. :)
But, how does it compare with Hay's Reasonable Mod (http://forums.qhimm.com/index.php?topic=4759.0) ?

I found Hay's Scorpion Guard to be just the great difficulty for me.
Though, it would be nice to compare both of these mods together.


P.S.:
More on the subject of Hardcore Modes:
http://forums.qhimm.com/index.php?topic=6810.0

Hays' are more reasonable to the "main stream" I believe. Mine is a bit "unique" if I may say so. Thats is my impression at least. I think mine is harder and can be somewhat frustrating. The 1st reactor is kinda hard, after that it really doesn't get hard 'till after temple of the ancient (The glacier +). But that doesn't mean it's not a challenge to try it. I found Jenova Birth HARD, but I may had too low level on her. The 1st reactor isn't really that hard if you find the right tactic for it.

You could say that Hays' is a plain 1.5x - 4x difficulty (I think), while mine is 1.5x - 10x difficulty... Or something like that.
Title: gjoerulv's "Hardcore" mod
Post by: UltimaYoshi on 2007-09-03 20:36:47
Okay, got it.

If you could give enemies more/different attacks, then this mod would be nearly perfect. :lol:
Title: gjoerulv's "Hardcore" mod
Post by: RED X on 2007-09-10 10:57:01
What program did you use to alter the kernel.bin file? Could you please upload the program so that I could try to use the them?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-09-10 11:59:59
There are topics 'bout one program. I made my own. I don't want to share yet but here is a link to another.

http://forums.qhimm.com/index.php?topic=6201.0 (http://forums.qhimm.com/index.php?topic=6201.0)

FF7 Gzip

It's a commandline program. Have the Kernel.bin in the same folder.

This command decompiles I believe:
an_example_folder\ff7dec.exe d kernel.bin

Edit away...

And this compiles the files back together:
an_example_folder\ff7dec.exe e kernel.bin
Title: gjoerulv's "Hardcore" mod
Post by: RED X on 2007-09-10 13:58:08
This command decompiles I believe:
an_example_folder\ff7dec.exe d kernel.bin


I'm sorry. I still dont understand. What did you mean with the red words above? Is it you mean that I should place kernel.bin in the same folder with ff7dec.exe and simply click the file ff7dec.exe?
Title: gjoerulv's "Hardcore" mod
Post by: twipley on 2007-09-10 21:19:35
Well since I happen to be reading this before the author,
here is what you got to know about command-line programs:

Press the Window key (near the bottom left of the keyboard, I believe) in combination with the "R" key.
Click and drag the executable over the window, or type in its location, then add the proper switch (parameter, argument, whatever you're calling it).

These type of software contrast with the GUI-type programs.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-09-10 21:57:13
Looks like I missunderstood the question lol. Sorry! This program doesn't allow you to edit any of the actual data in the files. But it's a handy tool to extract each section from the file, and compile 'em again. I saw one program that allowed you to actually alter it. look in this topic. It may help you to alter the kernel if you have it extracted.

http://forums.qhimm.com/index.php?topic=6986.0 (http://forums.qhimm.com/index.php?topic=6986.0)
Title: gjoerulv's "Hardcore" mod
Post by: UltimaYoshi on 2007-09-10 22:49:23
Okay, I have to say, that you made A good job here.
Enemies like Harpy are really strong now.

But there were also enemies, which were pathetic.
Like Rapps, we was beaten after one Meteorrain. oO

BTW: What are the stats for the dragons in Mt. Nibel?
I only do 30 damage to him, while his horn attack does 20000. oO
I couldn´t sense either.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-09-10 23:09:50
Yep there are pussies left. Mainly 'cause the scenes get screwed up if I alter the files too much in certain places. Like mt.Nibel and wutai seem very vulnerable. Schizo and Jenova Death are pretty lame too (I think), cause the game got messed up if I did too much to them. I know it's sad but I didn't find a nice way to counter it.

For the Dragon on Mt.Nibel... It was supposed too be a bit harder. It's claw attack were supposed to attack all. First I tried to make Flame Thrower do that but it wouldn't work (something with the attack's ID I believe). And no matter what I did in those scenes the game got messed, up so I gave up he, he.

The Dragon is very strong (lvl??? High). You need a pretty high lvl to beat it. And it drops a neat thing. There is a trick to beat it though...

I was able to beat Harpy at a pretty low lvl too. But not 'till after I got Adaman bangle from Adamtoise, which was pretty hard to steal.
Title: gjoerulv's "Hardcore" mod
Post by: UltimaYoshi on 2007-09-10 23:22:00
Hmm, Demi has no effect on the dragon.
And I think Frog Song hasn´t either. :|

I´ll try death and death sentence, when I go back to Mt. Nibel.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-09-25 16:46:11
Hmm, Demi has no effect on the dragon.
And I think Frog Song hasn´t either. :|

I´ll try death and death sentence, when I go back to Mt. Nibel.

SPOILER(it has something to do with it's level ;))

The item received is IMO somewhat worth it.

Anyone gotten to the final boss yet?
Title: gjoerulv's "Hardcore" mod
Post by: UltimaYoshi on 2007-09-25 22:24:25
Well, I didn´t get the the final boss yet.
But yeah, after Jenova Death it got WAY too easy. :|

I hope Emerald and Ruby are a challenge though.
Title: gjoerulv's "Hardcore" mod
Post by: terrabrake on 2007-10-09 21:34:19
hi all, i ve just finished to read this topic and I'd like to know other comments about this mod!

Anyone got to the end with it?

Is it really challenging now? or there's problems with it?

gjoerulv are you satisfied or you are trying to modify it again? i have to say that i agree with you about making ff7 very hardcore in the way you said  :-D

waiting for replies.......bye!
Title: gjoerulv's "Hardcore" mod
Post by: UltimaYoshi on 2007-10-10 13:49:29
Well, it is challenging.
But some bosses are still too easy (Rapps is my example again) and after Jenova Death, the game is WAY too easy.
All the bosses are easy to beat then.

Diamond Weapon was time-consuming and yet still easy.
Ultima Weapon was a joke, even easier than Diamond Weapon.
Only one round and he was already at Cosmo Canyon for the final round, where I beat him in no time.

And no, I didn´t use KotR or other cheap tatics.

Emerald Weapon however is frustrating.
Why? Look here (http://sonamyrevolution.sonicforce.org/forums/index.php?automodule=blog&blogid=11&showentry=14)
I didn´t fight Ruby Weapon so far, but after getting owned by Emerald, I can barely wait. -_-;
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-10-10 14:59:42
it would help if we can actually view what it is.  And what could make emmy so hard.  I imagine that multiple counter attacks would break him easily. or w-magic demi+HPabsorb, Demi+Quardra magic and mime should do the trick.

Edit:  I checked the data and Ultimate Weapons HP is at 1,000,000 and his final form is 5,000,000.  Emeralds HP is at 10,000,000.   And he inflicts statuses and what seems like a decent or small boosts to attacks powers. 

Emmy looks easily beatable with damage and HP limit break.  Just takes a very long time to kill since hes immune to gravity.

As far a Ruby goes this is even more of a timke killer.  I dont think the creator tested this fight.   He basically raisen rubies Defense to the point where your dealing less then 5 percent physical damage.  And on top of that he has 10,000,000 HP.  His magical defense isn't high but magics are wastes of time.  He can still be parylized but this fight is not hard, its extremely time consuming.
Title: gjoerulv's "Hardcore" mod
Post by: terrabrake on 2007-10-10 16:49:46
this mod could be the only reason to replay ff7, i jumped on my chair when i found out someone made it  :-D
But i think in this condition it isnt worth... i just dont like it....

You are saying that still sephirot is the same easy fight??

what a pity....really. isn't there any way to have a better mod? Or it can cause only more problems (crashes) in the game?
Title: gjoerulv's "Hardcore" mod
Post by: Ragna on 2007-10-10 17:32:54
If we could just edit to our will the battle scripting... then a TRUE HARDCORE MOD would appear U_U

But this one it's so good with the knowledge we actually have, don't you think so?
Title: gjoerulv's "Hardcore" mod
Post by: terrabrake on 2007-10-10 19:23:33
I didn't mean to diminish the quality of the mod...absolutely! And i think that there's been  a huge work to make it...
But as others said from JDeath to the end is easy to beat bosses, that it is the point I don't like.
I hope that this mod can become the Ultimate Hardcore Mod for ff7  :-D
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-10-11 09:14:17
lol There seems to be some complaints. Well I haven't played it through myself yet  :-P. Actually I'm almost done with the glacier. When I'm done with the whole thing I'll probably do something with it. THERE ARE NO BUGS. I think  :-P. I honestly believe I managed to clear this mod from bugs. There seems, however, that there is a problem with the dual (status effect) on Jenova Life and Hojo. The game might freeze in those battles 'cause of it. I managed to play through JLife in 3 tries though.

Quote from: ARMs
Edit:  I checked the data and Ultimate Weapons HP is at 1,000,000 and his final form is 5,000,000.  Emeralds HP is at 10,000,000.   And he inflicts statuses and what seems like a decent or small boosts to attacks powers.

I dunno if it's true but it's supposed to be 100 000 on the 1st form on Ultima weapon. The last one shall have 500 000. And both Ruby and Emerald should have
1 000 000 HP each. 10 000 000 HP is way overkill. If this is the case it's wrong and I'll change that pronto.

And regarding Sephiroth. The 1st fight is a wuss, but the last is kinda hard. At least he beat my lvl 99 pty (debug room and Jenova edited). With KOTR he should be easily defeated though.

And I repeat: This mod is really just to please myself  :-D (egoistic freak). And it's "Hardcore" not Hardcore. But I probably will alter it some more if it indeed is so easy as stated (not that I doubt).
Title: gjoerulv's "Hardcore" mod
Post by: Terid__K on 2007-10-11 09:25:45
If anything, the 2 remaining Weapons should be nerfed. I'm tired of having to level-up a bunch of materias just so I can beat them in a boring, repetitive and long fight.

Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-10-11 10:50:28
I just checked. And I was right! They have 1 mill not 10 mill. And Ultima have 500 000 so no worries. And for easy AP just use Jenova man. If you have no problem gaining AP why go the long way.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-10-11 19:20:00
oops very sorry.   i highlighted 3 of the zeros and it looked like there was still 4 zeros left to me somehow.

Anyways for the ultima weapon fight he still has small ammounts of HP.  He has 20,000 or less HP in the final battle even though you put it as 500,000
Title: gjoerulv's "Hardcore" mod
Post by: Claude on 2007-10-12 22:44:03
Very nice changes, i like it... :) It's just perfect for me, not too hard nor too easy, i'll report any bugs i may find. Thanks for this!  :-) And you said something about dual status effects causing the game to hang when fighting Jenova Life? Happened to me. :-\ Had to boot my computer, ah well, i'm gonna give it another go now.
Title: gjoerulv's "Hardcore" mod
Post by: UltimaYoshi on 2007-10-12 23:43:49
The computer crashes only come, because of this Anti-Regen.
Jenova-Life and Hojo can cause this.

However, you cannot get past Hojo, unless you get rid of it. :|
Title: gjoerulv's "Hardcore" mod
Post by: Claude on 2007-10-13 00:45:45
The computer crashes only come, because of this Anti-Regen.
Jenova-Life and Hojo can cause this.

However, you cannot get past Hojo, unless you get rid of it. :|

Anti-Regen? Please be more specific :p What's this anti-regen you're talking about?

 :oops:
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-10-13 01:26:06
dual status is in the game during one fight that had a seperate AI to help control it from freezing the game.   This fight is bottomswell.

however in this patch the 2 mention boosses has this effect and it interferes with other machanics of the system in some way and will cause a freeze at some point.   It appears that the PC version can handle it to a certain extent but in the PSX version the moment the effect is active the game will freeze for sure.

It basically has the same effect as regen but instead of gaining HP you loose HP as rapidly as regen.
Title: gjoerulv's "Hardcore" mod
Post by: Claude on 2007-10-13 02:08:28
Damn, while casting Esuna it freezed again. :(


<E> Yup, when i try to Esuna the anti-regen the game hangs. So there's nothing i can do about it except constant healing?
Title: gjoerulv's "Hardcore" mod
Post by: UltimaYoshi on 2007-10-13 02:43:00
Damn, while casting Esuna it freezed again. :(


<E> Yup, when i try to Esuna the anti-regen the game hangs. So there's nothing i can do about it except constant healing?
Only if you use the window patch, but this cause graphic issues.
Other than that, nope.
Seems that gjoerulv must get rid of this Dual status. :|
Title: gjoerulv's "Hardcore" mod
Post by: Claude on 2007-10-13 03:46:43
Damn, while casting Esuna it freezed again. :(


<E> Yup, when i try to Esuna the anti-regen the game hangs. So there's nothing i can do about it except constant healing?
Only if you use the window patch, but this cause graphic issues.
Other than that, nope.
Seems that gjoerulv must get rid of this Dual status. :|

I guess i'll go to level for a bit then, this one's hard. :(
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-10-13 09:02:53
This status occurs other places. But it's just those two fights which gives you crash issues. I personally had no problem with Jonva LIFE though, but I can understand Hojo may be way frustrating knowing it is 3 battles. I'll put up a mod where Hojo has no dual effect.

EDIT:

And here it is. Removed dual from JLife as well.

http://www.speedyshare.com/708608682.html (http://www.speedyshare.com/708608682.html)
Title: gjoerulv's "Hardcore" mod
Post by: Claude on 2007-10-13 15:21:22
This status occurs other places. But it's just those two fights which gives you crash issues. I personally had no problem with Jonva LIFE though, but I can understand Hojo may be way frustrating knowing it is 3 battles. I'll put up a mod where Hojo has no dual effect.

EDIT:

And here it is. Removed dual from JLife as well.

http://www.speedyshare.com/708608682.html (http://www.speedyshare.com/708608682.html)

I love you  :lol: Thanks, now i'm gonna beat her. ^^ -->
Title: gjoerulv's "Hardcore" mod
Post by: BlackInfinity on 2007-10-19 22:51:03
So are all the bugs worked out in this mod? I just finished FFVII editing the scenes myself but since I have No Idea how to edit the hex values so I want to try this out. I don't want to install it until its completely finished (bug free) however because I don't want to have to wait for weeks just to pass one buggy part. Will this work for all versions of the game? I have the Asian-Pacific edition of this game and I'm asking because some things that work for the US version of the game don't work for my version of the game. For example, I used Scene Edit to edit Safer Sephiroth's stats and when I fought him in the game his stats were still normal. Safer and Bizzaro are the only monsters that Scene Edit doesn't seem to work for with my edition of the game.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-10-19 22:53:27
That happens to all versions.
Title: gjoerulv's "Hardcore" mod
Post by: M4v3R on 2007-10-19 22:57:28
Sephiroth's stats are adjusted at the beginning of the battle by AI Script based on your party statistics, Scene Edit can't modify them.

Also (if You already don't know this) - you need to adjust look-up table in 3rd file from kernel.bin to prevent battles from messing up. There's a proggy that I wrote (http://forums.qhimm.com/index.php?topic=7127.0) that'll do it for You.
Title: gjoerulv's "Hardcore" mod
Post by: BlackInfinity on 2007-10-19 23:00:47
Thanks thats good to know. I'll use that program along with this mod.... I just hope it doesn't get too easy after Jenova Death.

After looking at the Scene.bin of this mod I can't wait to try it!

Lol @ Hell House's outrageous 255 defense.
Title: gjoerulv's "Hardcore" mod
Post by: Cid89 on 2007-10-20 13:21:37
hi, I'm a newbie :) (and my english isn't so good, I'm from Italy... I apologize for my errors  :-o)

this mod is absolutely great, I love it. I'm translating it in italian in order to let the ignorant italian people play FF7 with this mod..
But a betatester found an error: he says that he fought with Rufus in spite of the Midgar Zolom  :-o I've not tried to fight it yet

Is this fact happened also to other people, or only to our betatester?  :?

thank you!


(sigh, sob.... my english is so bad)
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-10-20 16:56:28
I suggest you guys add my final battle patch to this mod to get a proper final boss battle.
Title: gjoerulv's "Hardcore" mod
Post by: BlackInfinity on 2007-10-21 01:58:18
I added your final battle to this mod after watching the video, it seems great. Do you have some other scenes of regular monsters that you modified to make them into optional boss fights? I was wondering because the video of your final battle was under SaiNTDragon (or something like that) on youtube and he also uploaded videos of bosses that he created himself. For example I saw a video where Ultima Weapon fought as Omega Weapon from FFVIII. Are you (ARMs) and saiNT the same person? If so can you release some of these scenes for "optional boss" fights? (or am I smoking crack because you uploaded your final battle video under a different name?)

And Gjoerulv I'd like to congratulate you on the first reactor, it was hard. I had to use Jenova to give myself 2 more ethers and 5 more potions to beat it. Once you get access to restore materia, however the game gets MUCH easier.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-10-21 02:24:46
yeah I am the same guy.   But i'm not gonna release other bosses yet.  Safer Sephiroth and blizzaro are the most problematic bosses to mod so i decided to release it.  I'm playing threw the game to make improvements, so maybe in the future i'll release some or maybe others who can mod like me will release some of their work first.

Well safer sephiroth is suppose to be able to handle some cheap materia combos but I don't know if it was done correctly.   safer has about 777,777 HP as his weakest form.   He'll grow to either 1,000,000 or/to 1,400,000 HP and he'll also get stat boosts, but i'm not sure anymore cause it was one of my earlier works.   Originally i wanted to add more moves and more phases to him but the game wont allow me to add anymore attacks without eliminating some of his cenimatic stuff.  Miming KOTR probably will take him down as easily as the weapons.  In my game KOTR max power would only deal 35,000 to 60,000 damage and counter mime is not 100 percent.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-10-21 20:01:24
So are all the bugs worked out in this mod?

Nothing beside that dual-status-freeze thing if you read above. Not really a bug though.

Sephiroth's stats are adjusted at the beginning of the battle by AI Script based on your party statistics, Scene Edit can't modify them.

Also (if You already don't know this) - you need to adjust look-up table in 3rd file from kernel.bin to prevent battles from messing up. There's a proggy that I wrote (http://forums.qhimm.com/index.php?topic=7127.0) that'll do it for You.

Partly true. I edited every stat on him. Only his HP seem to change drastically.
Gonna check out that prog tomorrow. Looks neat!

this mod is absolutely great, I love it. I'm translating it in italian in order to let the ignorant italian people play FF7 with this mod..
But a betatester found an error: he says that he fought with Rufus in spite of the Midgar Zolom  :-o I've not tried to fight it yet

Is this fact happened also to other people, or only to our betatester?  :?

thank you!

This used to be a problem. It should not occur in this version though. I'll check tomorrow. Tired...

I'll probably release a v2 after newyears. Way to occupied these days.  :-P. I aim to make fun and reasonable mod.  :-D
Title: gjoerulv's "Hardcore" mod
Post by: M4v3R on 2007-10-21 20:34:14
Quote
Partly true. I edited every stat on him. Only his HP seem to change drastically.

Quote from: Terence Fergusson Battle Mechanics document
Safer*Sephiroth's stats change depending on various factors:
   +30,000 Max HP,  2 Att, 20 Def,  5 MAt, 16 MDf per character at L99
   +80,000 Max HP if you cast Knights of Round on Jenova*SYNTHESIS

Note again that Aeris does not count with regards to characters at L99.

Also, for each time you killed Bizarro*Sephiroth's Head, Safer*Sephiroth's
HP will be 100 lower than his Max HP, up to a maximum of 24,900 HP lower.

At maximum power, Safer*Sephiroth will have:
         400,000 Max HP, 246 Att, 260 Def, 140 MAt, 308 MDf

As You can see nearly all of his stats could be altered by the script - but stats other than HP are altered only if you have characters that are on Lvl 99.
Title: gjoerulv's "Hardcore" mod
Post by: BlackInfinity on 2007-10-23 02:38:44
What about the one-on-one battle between cloud and sephiroth? Did you (Gjoerulv or ARMs) mod that sephiroth's stats so that you will acutally have a fight with him or does he still die after one omnislash? I tried to edit his stats so you actually did have to fight with him, he hit me first and cloud counter attacked (just a regular counter attack, not omnislash) and he died. If you did edit his stats to turn him into a regular fight (if that is at all possible) can you use the item command? If I recall correctly, on the PSX version of the game you can use items but on the PC version you can't use items, because the item command is gone. (At least on my Asian-Pacific PC edition of the game you can't use items, I don't know if its that way for all the other PC versions of the game although I would assume so.)
Title: gjoerulv's "Hardcore" mod
Post by: paladin181 on 2007-10-23 02:54:13
What about the one-on-one battle between cloud and sephiroth? Did you (Gjoerulv or ARMs) mod that sephiroth's stats so that you will acutally have a fight with him or does he still die after one omnislash? I tried to edit his stats so you actually did have to fight with him, he hit me first and cloud counter attacked (just a regular counter attack, not omnislash) and he died. If you did edit his stats to turn him into a regular fight (if that is at all possible) can you use the item command? If I recall correctly, on the PSX version of the game you can use items but on the PC version you can't use items, because the item command is gone. (At least on my Asian-Pacific PC edition of the game you can't use items, I don't know if its that way for all the other PC versions of the game although I would assume so.)
I couldn't use Items on my PSX version. It had Limit and that was it, IIRC. Kinda disappointing.
Title: gjoerulv's "Hardcore" mod
Post by: BlackInfinity on 2007-10-23 06:12:46
EDIT: I check a few videos on youtube of the final fight and no one could use items. I guess I was wrong.


Gjoerulv, I believe I have found a bug with materia growth. (Unless of course, you did this on purpose but I don't see why that would be the case.) I was leveling up near Wutai (however you spell it) and fighting against those giant turtle monsters whose name I cannot spell. My revive materia had 1 out of 3 stars. Once I got enough AP to reach the 2nd level (2 out of 3 stars) I actually gained two levels and went from 1 star to 3. The same thing happened with HP Plus materia. I was at 3 out of 5 stars, and once I got enough AP to reach 4 stars I went straight from 3 stars to 5 mastering the materia. This bug is bittersweet however as it can make the game too easy.

I have a question for you Gjoerulv. Why did you remove Flash from Slash-All materia if you didn't take out "remove" from exit materia? Doesn't it do nearly the same thing? I've never used flash and all I know is that it has a chance of instantly killing all enemies. "Remove", removes the enemies from the battle still giving you EXP and AP so its not much different from flash besides it costing 100 mp and being a spell. You can easily learn this before Temple of the Ancients, making the rest of all the random encounters in the game easy for the most part assuming you have enough money to buy ethers. Oh wait, I forgot, some materia skips a level when it levels up which causes it to master instantly, meaning that I can sell my glitchy mastered materia for loads of cash to buy hundreds of ethers so I can just "remove" everything in my sight in between boss fights....    :-D

Here are some suggestions to make the game harder (if these things are possible, I know nothing about hex editing or how the FFVII engine works):

1) Take out Remove from exit materia (you might as well leave it in Master Magic Materia since you've most likely defeated one of the toughest monsters in the game to get it)

2) Change Odin's "Steel Bladed Sword" from instant death, to heavy damage (or piercing magic damage, but NOT BOTH) to regular enemies, while leaving "Gunge Lance" for bosses the same as it is now. That way you can't deal heavy (or piercing) damage to bosses (or things immune to death) but Odin is still effective in regular fights without being too cheap as causing instant death. Why would take out Odin's instant death? For the same reason you took flash off of Slash-All materia and made Master Command flash. If you put a really difficult enemy in every area and you could just OHKO them with Odin (or Remove) that would defeat the purpose no?
For example, I know you intended to make those giant turtles near Wutai hard (I can tell because they have alot of HP and physical attacks do next to nothing on him) but I just OHKO them with Odin or Remove and get a reward of 800 AP. I think the 800 AP is a good reward for killing something that is abnormally "difficult" but Odin and Remove just make it easy AP. Talk about making the game easy, I've mastered things near Wutai before I've completed the Temple of the Ancients using your mod that I normally would not master until after Cloud rejoins your party in disc two. (Such as Restore, Revivie, and HP Plus materia.)

3)Leave master command and slash-all the way it is.

4)Fix the materia glitch I described before to prevent easy money.

Don't get me wrong though, these were just suggestions and so far I LOVE your mod. From what I've played my favorite parts were the First Reactor and Mt Nibel. I've seen the game over screen a few times in those places lol.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-10-23 07:48:42
Sephiroth in the final battle will die in one hit no matter what you do.  there is a hidden ai script for that sephiroth that ends the battle no matter what.   Its not in the scene file.   so at this time no there is no way of making that battle in to a real one. 

Thats wierd about the materias though.   Remove and odin is much more balanced then flash though.   I think flash has better accuracy then odin (levistan or other level 3 magics with all or even some enimies skills are better at field clearing then Odin.  Hes not very reliable).  It misses accasionally but not very odten.   And your not suppose to get experiences for remove.    At least thats what i remember unless TC changed the effects of remove.   And if your gonna make an enimie that gives loads of exp and ap there should be no easy way to kill them but that just my opinion.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-10-23 17:35:15
@BlackInfinity:

You figured it out huh?  :-D. I knew there was a glitch with those materias.

I tried to fix it today but I don't think it helped. I'll give a dl when I have something good but for now, this is what I have to offer:

http://www.speedyshare.com/987753842.html (http://www.speedyshare.com/987753842.html)

It's a new kernel.bin. Odin was stronger in my version. He is weakened in this. To get Remove you'll need 600000 AP (if this works :P). And it cost 210 MP not 100.
Fixed the Added Cut and Steal as Well materia's APs. It was way to much before. now you need 150 000 not almost 400 000. There is a new thing 'bout KOTR too but you can figure that out yourself. The rest is like it was.

I, too, like ARMs, thought Remove didn't earn you any spoils. I was apparently wrong.  The stuff I've done this time might be overkill. I'll consider the things you suggested concerning Odin and Remove.

Oh, and Hero Drink doesn't work the same way in this kernel.
Title: gjoerulv's "Hardcore" mod
Post by: BlackInfinity on 2007-10-23 21:57:36
Cool a higher MP cost makes remove slightly less cheap, more AP makes the game harder as you won't be able to access it until much later, and without easily mastered materia you won't be able to afford enough tents and ethers to abuse it nearly as much.... works for me. So will replacing this new Kernel with the old one mess anything up, such as materia I've already mastered? (For Example, I mastered exit materia, do you know what will happen to it when I install the new kernel? I'll probably just trash it and equip a new exit materia instead.) Can I use this right away or do I need to start a new game in order to use this new kernel?

Oh and let me clarify, Remove WILL give you regular EXP and AP as if you killed all the enemies normally. Remove WILL NOT give you any gill or dropped items. This is why remove costs 100 MP and Escape (which gives you no items, no GIL, no EXP, and no AP) costs 16.

And when you say you weakened Odin, may I ask how so? Does his Gunge Lance do less MP damage, or does his Steel Bladed Sword no longer deal instant death, or both?

EDIT: I am currently at Gaea's Cliff. When I use your new kernel and walk outside (in the area where marlboros appear) and you enter a random battle the background is wrong. You see the background as if you were still inside the cliff as opposed to the background that is outside. This also means that the monsters you fight outside are the same monsters that you fight inside the cliff, and the monsters you are supposed to fight outside don't always appear. (sometimes the background and monsters are right but mostly its wrong) I've been looking for that marlboro for a while now and I keep running in to Stalivas and and those bats. I didn't think this was a big problem at first, but when I got the th room where you had to fight the giant Icicles to make them fall to the floor below, I fought a single bomb instead. I don't even recognize the background that I fought him in either.

I'll be using the old kernel until this is fixed because god knows what other scenes could be messed up. Until then I'll just opt not to use Exit materia.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-10-24 18:24:05
lol sorry I didn't keep in mind that I've modified the Scene more since last time. The Kernel you dl'ed doesn't cope with the old scene. Sorry. I could upload the new Scene, but before I do that check this out.

...
you need to adjust look-up table in 3rd file from kernel.bin to prevent battles from messing up. There's a proggy that I wrote (http://forums.qhimm.com/index.php?topic=7127.0) that'll do it for You.

This will easily fix your problem (follow the link in the quote and download the program :D).

Just use this program each time you change the Scene.bin to ensure the fights doesn't mess up.
Title: gjoerulv's "Hardcore" mod
Post by: BlackInfinity on 2007-10-30 01:14:39
Has anyone defeated Ruby Weapon using this mod yet? I keep dying of boredom before I get the chance to kill him.  :-D

Does Ruby have a weakness? I don't really feel like spending the next 2 hours W-Quadra Summoning Bahamut ZERO and casting Pandora's Box to kill him. I'm afraid to cast KotR on him because every monster I've thought to use it on gained a full recovery from it.... lol. Giving bosses godly stats and attacks that inflict status effects are a good way to make them more difficult, however this can easily be countered with the right defensive measures. (4x Dragon Force + Resist = God Like) This is why ARMs gave Sephiroth spells to destroy positive status effects as well as spells that inflict status effects that ignore resistance. Don't give Ruby such spells unless he has a weakness!!! lol.

So if anyone knows a fast way to kill Ruby using this mod please let me know. (KotR + W Summon =/= fast, assuming that even works on him) Until then I guess I'll read a book or something until he dies.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-10-30 02:58:43
So i'm wondering if you defeated safer sephiroth yet lol.  I need to know if hes beatable.
Title: gjoerulv's "Hardcore" mod
Post by: BlackInfinity on 2007-10-30 04:49:46
If your talking to me ARMs then no... I haven't even reached disc three yet, and I probably won't get there until Thursday of this week. (Yea from reading my last reply you might figure that I used Jenova to get all the enemy skills from within the North Cave.... once I go in I HATE going back out).  I'll let you know if I can manage to beat him but from what I've heard/seen about him, he seems extremely cheap. Just please tell me that there are no moves you can use against him that give him instant recovery, like a few of the bosses in this mod.

Seriously TC, either make it do 0 damage to them, or make it heal them for as much as it would have hurt them, but to make it an instant full heal is just stupid.
If you make fire fully heal bosses because you don't want them to use phoenix, then just make phoenix so weak it's almost useless. Why not? I already threw  KotR away for its uselessness. Don't punish the player for trying to use one of their resources 30 min into a tough boss fight by fully healing the boss because you don't want them to use a "cheap" tactic. But hey, don't change the mod for my sake, (I look forward to the release of your next project) I never used phoenix all that much anyway.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-10-30 04:57:07
Nah no such thing exists on my mods.  I don't like any enimy instantly killed by casting a simple fire spell or completely recovering bosses HP just for using an elemental spell.   Its tuff enough to drop their HP, and i dont like to eliminate players resources unless they are completely cheap and theres no going around it.   

since your using the TC's kernel file shadow flare and Beta might be weaker then my versions.   I intentionaly powered those two mvoes up since beta can only be obtained by beating the zolom whos super strong.   and shadow flares are in the end game with strong enimy and boss that uses it.
Title: gjoerulv's "Hardcore" mod
Post by: BlackInfinity on 2007-10-30 09:39:39
Cool, I'm glad I can actually use materias the way the game intended for them to be used without worrying about instantly healing sephiroth. Does sephy still cast pandora's box, (or was that the move you took out for Beta?) I'm not using dizugo's limit breaking patch anyway so Im sure beta will still hurt like **** .

Gjoerulv, how do you expect people to beat Ruby weapon?  :? One-Hundred Thirty. That is how many times a character with a magic stat of 255 has to cast shadow flare in order to kill Ruby. Two Hours. That is how long I spent casting shadow flares at ruby before I made a slight misjudgment and Ruby finally killed me. I spent so much time fighting Ruby HE actually ran out of MP.  Lets see, what other tactics are there for taking down Ruby? Well the most common would be to cast Knights of the Round 21 times, but with your mod it does zero damage to Ruby. Another common tactic would be to swallow a million Hero Drinks and beat him to death with mimed limit breaks but Hero Drinks act like shield in this mod. The other famous way to defeat Ruby is to abuse 7777 while counter miming a limit break that hits repeatedly. Getting 7777 HP is easy to do with Jenova and basic algebra skills, however, my game always freezes for some reason when I use the save where Jenova sets Yuffie's base HP to 7777. Honestly I believe I can beat ruby using Jenova and the 7777 tactic (it would still take a good hour), if my game wouldn't freeze. But then I wouldn't have the "bragging rights" of saying I beat a hardcore Ruby without cheating.
 
Making a boss hard is one thing, but making a boss with so much defense and HP and no decent way to damage it is just ridiculous. I honestly believe the developers of FFVII made Knights of the Round FOR Ruby weapon. (They even give it to you in the form of Master Summon Materia, before you even fight Ruby.) How else did they expect you do deal 800000 damage to a monster with near max defenses? How do you expect us to deal 1000000 damage to a monster with max defense without cheating? Please enlighten us. (Its too bad I couldn't just poision Ruby, use an elixer, and keep counter miming it while I take a nap....lol)
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-10-30 11:12:22
so casting shadow flare on ruby 130 times is the power of shadow flare at magic stat of 255 or the power of magic stat 255 plus hero drinks 2x power increase?   if you didn't use hero drink you should have to reduce the casterings down to 100 or 70 casting if you used the damage break.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-10-30 14:00:13
@BlackInfinity

Are you using the new kernel I uploaded or the old one? In the new one KOTR is useless against the strongest enemies, and that wasn't the point. in the old Kernel i don't see how he could do 0 damage. It's attack is unblockable and should do the same damage no matter what. However in the new one I made it useless, which I figured out was a mistake. I will release a new version soon enough so relax. I just have to play though the game to see what needs a fix. Perhaps it was a mistake to release before doing that :P.

Concerning Elements healing him, or even recover him, was intensional. One of the point in this mod is to figure out other strategies. Considering that Final Attack+Phoenix is kinda cheap. But as I see the fight is way too long. I will do something 'bout that. I just have my hands full these days.

Thanks for all the feedback! Appreciate it!
Title: gjoerulv's "Hardcore" mod
Post by: BlackInfinity on 2007-10-30 18:05:04
Hey I'm relaxed, just thought I'd let you know how things were from a gamers perspective.   :-)  And yea I was using the new kernel that changed exit materia so I wouldn't be tempted to use it. The new kernel is perfectly fine except for the KotR thing. There is no way to damage Ruby efficiently.

Shadow Flare does about 8000 damage to Ruby Weapon with a magic stat of 255. This is without hero drinks, as hero drinks in this kernel give you the same effect as the "Shield" spell, and do not raise attack damage or defense. I actually tried hero drinks in this fight and the damage was the same as before. Shadow Flare isn't the strongest move you can use on Ruby, Bahamut ZERO is but shadow flares animation is much faster so I use that instead. (Actually that is closer to 125 shadow flares but who is counting?)
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-10-31 18:37:33
Time for an update.

I finally managed to make the last bosses hard!  :-D :-D :-D
In this new semi release, there are still some AP glitches. At least on Revive materia. I think on Exit, HP+ and perhaps MP+ and other booster materias. I dunno whats causing this, so any enlightenment on this from anyone would be highly appreciated. Please look at the materia dump (1st page) to know what I initially did. The problem is that the materias level and master too early, making them kinda cheap.

Enough of that...

Additionally the enemies are sightly harder after (and some places before) Jenova Death. Not by much, but it should be noticeable. When I tested it for bugs nothing appeared, but I did I minor adjustments on Jenova Synth which I didn't test. But I don't see how a minor detail could have any effect. All the weapons are harder except Emerald who already is a b*tch. I didn't test Diamon and Ultima. If there are any bugs there please let me know.

Odin only use his lance attack now as well.

That should cover it I think (Hero drink works as it originally did I believe).

http://www.speedyshare.com/236370618.html (http://www.speedyshare.com/236370618.html)

EDIT:

I've edited some more now. Gonna put up for dl soon. I bearly reaced Jenova with my test party. And I wasn't even able to scratch her. Would appreciate if anyone gave me ant feedback on the final fights!
Title: gjoerulv's "Hardcore" mod
Post by: Claude on 2007-11-04 12:05:40
 Has someone beaten Diamond Weapon when it's attacking Midgar? It's too hard :( There's no way i can kill it before the countdown finishes, and when it does, it's instakill.  :?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-11-07 00:09:38
Perhaps a late reply, but try using the characters with least kills. The characters (except cloud) who has killed fewest enemies if there were any doubt.  :-D
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-11-07 01:09:46
Lol what an odd attack to use on people.  Did you even change the name of the attack to indicate something like that was gonna happen?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-11-07 19:58:33
Haven't changed any names, no. But diamond might be too hard... I have edited some more now as well, but I wanna be satisfied before putting it up. Anyone beaten Jenova in my mod?  :-D
Title: gjoerulv's "Hardcore" mod
Post by: UltimaYoshi on 2007-11-08 06:10:47
Diamond too hard? You gotta be kidding me.
He is time-consuming, but not hard at all.

Simply kill Dragons in Mt. Nibel to level up quickly (and get Megalixirs).
Once you reached high levels, he is cake.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-11-08 19:24:24
Yup you figured it out huh? Wasn't that hard. However the dragon is supposed to be harder. Harder dragon no easy leveling!  :-D I've actually made him much harder, but it isn't in the release yet.

Everything can be easy if you just level enough. But where is the fun in that? The only place int my mod where it may be hard if you mastered everything is the Weapons and the final battles.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-11-09 01:59:52
Heh well maybe you should have made it a requirement to be at high level by the time of Daimond weapon.   And you did leave the easy leveling method out there.   Even though you knew it.  since you hinted an easy way to kill the dragon.   

So how far are you on your play test.   And i don't get how you can make the final bosses hard.   Jenovas AI basically makes her crap no matter what effect you add to her attack since nearlly all effects can be nulled and if you make it inflict effects even if the player have immunities it can cause major problems.   Blizzaro's AI is crappy as well and safer, hes the most predictable boss.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-11-09 03:37:11
As I've stated earlier I kinda have my hands full these days. I do some tweaking when I find the time but that is generally minor stuff. I barely have time for any game testing. I'm currently being owned by Diamond lol, though haven't played for some days now.

What I meant by the final bosses being hard; I didn't mean mindblowing ridiculously hard, but something more than a pushover, and actually quite an enjoyable challenge (to me at least). I can make all enemies in the game almost impossible to beat if I wish. What I am trying to create, however, is an "enjoyable" challenging mod ("duh").

And concerning Jenova and the rest of the bunch, I haven't added more statuses or anything. This late in the game only the damage makes the real difference considering attack effects.

Also keep in mind that this mod was in the 1st place meant to satisfy me. That doesn't mean my needs won't change as I see people comment it. I appreciate feedback a lot!
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2007-11-09 05:19:58
Oh i didn't mean mindblowingly hard.  I mean hard in a fun way.   by this time though players casting dragon force on themselves makes them godly so thats why i ask how these pathetic bosses can be made a challenge if you got all kinds of mastered materia.

I thought maybe you had some way of making it very enjoyable and challenge with thes handy caps that came with the boss.   I would like to rewrite blizzaro and jenovas AI but they looks way too complicated and woudl take way too much time  to mess around with.
Title: gjoerulv's "Hardcore" mod
Post by: UltimaYoshi on 2007-11-11 20:09:48
Over all you did a great job here, gjo. ;)
If you can, try and make your own enemy scenes.

ARMs actually succeeded in making them, making enemies allys and even making Sephiroth playable (so that you can control him and not the AI).
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2007-11-23 06:33:56
OK question:

My Safer Seph has 255+ str and is on lvl 99. Why then does his wing attack, which has an attack power of 150, only cause ca 2000 damage on a lvl 99 character in front row, and with a 150 defence in total? Same with his Shadow Flare and Pandora's Box. Both deals only ca 4500 damage. His Magic is, of course, maxed.
The attacks has no elements... Ruby has SFlare and PBox too. His stats are pretty much the same, but he deals a lot more damage. Iron Man's Sword attack is almost the same as Safer's wing, but deals tons of more damage (32 000+ to a character in front row and no Barrier).

Is it the his level?? Does the script set the damage?? I doubt it, but it wouldn't suprise me. I know the script set his stats based on characters at lvl 99, but I don't see how this could effect the damage. Perhaps it's too much power lol.

On a sidenote I'll be releasing a new mod which contains new enemies as well. And it's harder too  :evil:. Somewhat more Exp and Ap gain, and the materia AP levels are set back to the original. Too many glitches. No one figured out why?
Title: gjoerulv's "Hardcore" mod
Post by: The Black-caped Man on 2007-12-24 16:44:39
I guess this is because with some characters on lvl 99 safer(original name: Seraph sephiroth) gets a status boost. He gets 30k hp, 2 str, 5 magic, 20 def, mdef 16 for every character on lvl 99. OK: when you set his status value STR to 255, he would get +16 if all your chars are on lvl 99 ending in 271 but since this value is not possible the value begins from 0 again so his value is set to 16(This also happened in my game).
Title: gjoerulv's "Hardcore" mod
Post by: Elentor on 2007-12-27 08:46:22
Wow, it's been a long way since I started the first hard-mode. Nice to see regardless of all bugs that arise in a mod-creation around people completed their own patches. Nice job.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-01-22 13:19:38
Are people still interested in this? If not I'll give it a break for now and continue when I feel for it. I've planned to make plenty of new enemies and bosses for the scene, but due to vacation, college and work I haven't been able to work on this since mid December. It's not like I don't want to finish this, but if no one really urge me to finish this I'll put it on the shelf and maybe continue in a month or two.

What say thee?
Title: gjoerulv's "Hardcore" mod
Post by: obesebear on 2008-01-22 17:47:14
I'm still interested.  But I know it can be hard to get work done with college, a job, and a life.  Whenever you have time to improve your hardcore mod is fine by me  :-)
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2008-01-22 19:40:50
I would like to see what you have done but we all understand how hard it is to complete a huge project.   And I think there are tons people who are interested in a well done difficulty mod that isn't half asssed finished.   So just take your time but we would like to be updated if your gonna put it aside or cancelled the project.   

If your canceling it and its nicely done you can post it and and let others add to it by making their own scenes and distributing it seperately with yoru files.
Its a huge project so getting help from others might be a good idea since your planning a release.  When they release their own scenes you can test it out and see if you like it and add it into your own game at home.   Think of it like the mugen character distribution.

From what you posted it seems like you have tons left to do.   I personally wouldn't even make a goal as huge as that.    I find it extremely difficulty to decide what enimies to change and how the change will be done.  I normally take days thinking about what to do and sometimes days to finally get my ass to do it.   And then it may even take days to complete that one enimy.
Title: gjoerulv's "Hardcore" mod
Post by: lparcshinoda on 2008-01-22 21:59:35
relax and take it easy dude, you're doin great  :mrgreen:
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-02-09 15:55:49
I'm gonna finish it dudes, just took a break due to... what I said. I did some tweaking yesterday after spending 8-10 hours programming in C# for a school assignment, so I kinda got in the mood for it. :-D

From what you posted it seems like you have tons left to do.   I personally wouldn't even make a goal as huge as that.    I find it extremely difficulty to decide what enimies to change and how the change will be done.  I normally take days thinking about what to do and sometimes days to finally get my ass to do it.   And then it may even take days to complete that one enimy.

It's not THAT big. I don't switch out enemies. I fill the gaps where there are room for more enemies. In some scenes there are 1 or 2 enemies (as you know). The only "bosses" I've added so far is those on YT. I'm only gonna edit the field to add new boss fights/monster-in-a-box.

Of course if you or anyone want to share files/ideas or help out it would be great.
Title: gjoerulv's "Hardcore" mod
Post by: Ragna on 2008-02-09 16:31:22
I'm waiting for a new release, gjoerulv. (I pronounce your nick G-Joe-Ralph, lol :-P)

Would you make a document or something about editing battle scenes, please? >_<U
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-03-02 11:25:56
I'm waiting for a new release, gjoerulv. (I pronounce your nick G-Joe-Ralph, lol :-P)

Would you make a document or something about editing battle scenes, please? >_<U

I'll try to make a guide when I'm done myself. I've never done it before but I'll try. Meanwhile get a load on this one lol.

(http://ourworld.cs.com/gjoerulv/Kyuvilduns.jpg)
Title: gjoerulv's "Hardcore" mod
Post by: obesebear on 2008-03-02 19:26:48
Awesome!  You should definitely make a Giant Cactuar as well.   Maybe he could be an optional boss in the Gold Saucer desert before Ruby appears?

Anyways, do you have an idea of when you'll be ready to release this?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-03-03 08:47:12
Already made a cactuar http://www.youtube.com/watch?v=Mhi0a16fREQ (http://www.youtube.com/watch?v=Mhi0a16fREQ).

Perhaps I'll make it a boss.

Regarding the time, I can soonest hope for a release after Easter. I'll probably get most of the work done in the break. As of now I only work on a few occasions when I have spare time.
Title: gjoerulv's "Hardcore" mod
Post by: killem2 on 2008-03-03 14:25:50
I personally just want the end game sephiroth to not die from 2-3 omni slashes and 1 knight of round :P
Title: gjoerulv's "Hardcore" mod
Post by: Chrysalis on 2008-03-25 01:31:40
all the download links are dead :(
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-03-25 13:58:51
I know. They will be put back on when v2 is done. I promise! Give me a few weeks. Sorry for the lateness.

EDIT: What do you guys think about these changes in v2?:

More enemies + bosses, harder, much more to steal and morph, materia AP somewhat back to normal, Big Guard doesn't cause haste +mp cost, Dragon Force and Hero Drink are changed (must come up with something. Any suggestions?). Harder to get limit breaks. No master magic/summon/command. Sephiroth is controllable.

More suggestions?
Title: gjoerulv's "Hardcore" mod
Post by: Destiny on 2008-03-25 14:54:48
How you put sephiroth controllable? you mean you can manipulate him? or just control him during cloud's past?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-03-25 17:02:46
I thought that was obvious. Control him in Cloud's past. He, he wouldn't it be kinda stupid if you could manip him in the final battle?
Title: gjoerulv's "Hardcore" mod
Post by: Destiny on 2008-03-25 19:38:48
Yeah maybe youre right :D so this can be done even whit other enemy am i right? Anyway this can be done from the exe right?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-03-25 23:35:01
It can be done by manipulating Sephiroth's AI in the Kernel.
Title: gjoerulv's "Hardcore" mod
Post by: Destiny on 2008-03-26 00:06:56
KERNEL.BIN or Kernel2.bin? I suppose the first one, am i right ah? ^^. But i when i  convert the kernel in the gzip i cant find nothing inside it, just the same kernel.bin O_o. I never tried this kind of program seems so strange O_o.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-03-27 00:06:45
Yeah kernel.bin (not 2). I use my own proggy to extract lgp files and other gzipped ones. I don't want to share that. But there should be some available here (http://wiki.qhimm.com/FF7/Technical/Customising#Patches).

EDIT: Actually there isn't. Do you have any progs for it? If not try searching for something like... eh... if I remember correctly "ff7 gzip" or "ff7 dec" (without the quotes of course)...
Title: gjoerulv's "Hardcore" mod
Post by: Destiny on 2008-03-27 09:00:35
No no i got this program, i used that to change "Ex-SOLDIER" name in kernel4 file.
Finding the correct offset in kernel3 is a little hard, but i will try it ^^.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-03-27 18:54:10
http://forums.qhimm.com/index.php?topic=5759.0 (http://forums.qhimm.com/index.php?topic=5759.0)
Here it is!  :-D
Title: gjoerulv's "Hardcore" mod
Post by: Destiny on 2008-03-27 19:28:28
Loool thx :D Lets see this kernel3 now :D
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-04-10 23:53:00
Anyone wanna betatest when I'm done?
Title: gjoerulv's "Hardcore" mod
Post by: Sefurosu on 2008-04-11 01:46:08
I hope that you are still going to release this. I've been looking forward to it for a while. I'll betatest if you want me to.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-04-24 21:46:22
Thank you Sefurosu! Anyone else wanna beta test?

And Here are some images. Are they too ugly? Well don't expect too much...


(http://img255.imageshack.us/img255/8343/Onidoxefant.th.jpg) (http://img255.imageshack.us/my.php?image=Onidoxefant.jpg)(http://img255.imageshack.us/img255/2217/NavyProp.th.jpg) (http://img255.imageshack.us/my.php?image=NavyProp.jpg)
(http://img255.imageshack.us/img255/9523/Conjurer.th.jpg) (http://img255.imageshack.us/my.php?image=Conjurer.jpg)(http://img255.imageshack.us/img255/5839/Morte.th.jpg) (http://img255.imageshack.us/my.php?image=Morte.jpg)(http://img255.imageshack.us/img255/346/izanaginf8.th.png) (http://img255.imageshack.us/my.php?image=izanaginf8.png)

Don't get fooled by the images. The enemies aren't in scale. They're edited in Kimera 0.84. Nothing advanced.

Concerning release date it's really hard to tell 'cause of my tight schedule these days. I got exams, other projects to finish, work + life.
Title: gjoerulv's "Hardcore" mod
Post by: Sefurosu on 2008-04-25 01:03:52
I'm not worried about when it comes out, so long as you don't give up. And btw those monsters look really good. I hope you have good luck about free time  8-).
Title: gjoerulv's "Hardcore" mod
Post by: Bodhisattva on 2008-04-26 16:20:19
I'd love to beta test this.
Title: gjoerulv's "Hardcore" mod
Post by: Destiny on 2008-04-26 22:55:12
Yo man i can betatest this too :) send me a pm if you want ;)
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-04-27 04:44:14
Thanks folks!  :-D I'll pm you when I'm done!
Title: gjoerulv's "Hardcore" mod
Post by: LJH on 2008-04-28 08:54:36
Can't wait! ^^
Title: gjoerulv's "Hardcore" mod
Post by: ADIDAS on 2008-05-10 09:28:38
can someone re-upload the hardcore mod ?
Title: gjoerulv's "Hardcore" mod
Post by: *:.Griever.:* on 2008-05-10 10:40:58
If you read his post, gjoerulv  said he is currently working on V2, and will release it when it's done...
Title: gjoerulv's "Hardcore" mod
Post by: ADIDAS on 2008-05-10 12:09:15
OK, I hope it get done soon , thanks  :-D
Title: gjoerulv's "Hardcore" mod
Post by: *:.Griever.:* on 2008-05-11 10:25:23
No probs :-)
Just read peoples posts in future so you are sure you have to make a post yourself. ;-)
Title: gjoerulv's "Hardcore" mod
Post by: LJH on 2008-05-11 14:50:53
Posts like his can still help remind someone that people haven't lost interest in the creation. ^^
Title: gjoerulv's "Hardcore" mod
Post by: Bodhisattva on 2008-05-25 04:42:37
Posts like his can still help remind someone that people haven't lost interest in the creation. ^^

Decidedly so.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-05-26 15:36:10
Good to see people still interested. The mod will be done this weekend or next week. I don't have time to work on it this now. I have exams coming up. I was hoping to be done with it last week, but something came up and I didn't get any time after all. The good news however is that the mod is nearly done. It won't take much time to finish it!  :-D
Title: gjoerulv's "Hardcore" mod
Post by: auxili160 on 2008-06-14 23:54:47
j/w what you're using to modify the scenes and the kernel.bin.
I haven't found a program that lets you edit enemy configurations, or that lets you add new enemies and even new encounters.

Also, how do you add new battles and such? I've seen people add a boss battle when you get the Titan materia, for example, but I haven't seen any way of doing this. I'm glad you'll be writing some sort of guide when you're done (hopefully when you're done v2) because I'd love to learn how to do this myself.
Great work, btw!
Title: gjoerulv's "Hardcore" mod
Post by: Destiny on 2008-06-15 09:40:57
To modify the kernel.bin you need an hexeditor and a brain  :-o but for the scene file you can use Hojo  :wink:
Title: gjoerulv's "Hardcore" mod
Post by: auxili160 on 2008-06-15 12:46:42
:P Lemme see if I can find my brain. Lol


Scenester and HOJO are working together nicely so far. HOJO is great for its better, imo, user interface and search function, and ability to update the kernel and use the archived scene.bin (no need to unpack it).
Scenester is great because of the formation editor. If only Hojo had a formation editor... :P

Edit: I've been looking for a guide on how to edit kernel.bin (or any bin) and I haven't found anything. Hojo and scenester work fantastic for editing scene.bin, but there's no way to edit kernel.bin without using a hex editor, which I can't figure out how to use and cannot find a guide for. But I'll keep looking. :)
If anyone knows where it is (since I've been told there are guides for these things), could you send me the link? Thanks a bunch!
Title: gjoerulv's "Hardcore" mod
Post by: auxili160 on 2008-06-17 06:35:34
gjoerulv, I'm wondering how you make odin only use his lance attack.

Anyways, let me comment on the mod so far even though I haven't been able to test it. I've added a lot of your kernel changed to my kernel.bin and I've tested some of them out.

Comments are in blue.

Quote
Attack dump:

    * KOTR does less damage and you do not want to mime it (you'll find out when you play). This is a good step to take because reducing the endgame into a KOTR mime-fest is no fun.
    * The status changing materias are more usefull.How so? Do they have a higher chance of landing on the enemy, or are they cheaper to cast? Do enemies have less resistances?
    * Shiva, Ifrit, Ramuh, Titan and Leviathan do more damage. Consume more MP. Nice. Just make sure they aren't alternate overpowered versions of Beta and Aqualung during Disc1. :P
    * Odin's Lance attack works as DeSpell and damages MP.
    * Hades damage MP and doesn't inflict Slow, Frog, Mini but darkness instead (+ all the other that weren't removed).
    * Chocobo/Mog and Thypoon are dealing Wind damage as well.
    * Phoenix consume more MP.
    * Fat Chocobo inflicts Confu.
    * White Wind and Angel Whisper do not cure Frog, Mini, Petrify and Slow. I personally think White Wind shouldn't heal any status ailments. It's an amazingly powerful spell. If you keep the status healing, then you should increase the MP cost.
    * Magic Breath damages MP. I'm assuming the power is toned down too, then. :P
    * The curative spells can miss. 120% hit rate, not the standard 255%. Does this apply to Angel Whisper and White Wind as well?
    * Comet2 attack 6 times. Is the damage weaker then to balance it out? That's pretty nasty. :P

Every attack that targets MP is weakened as well.
Other notes: As I mentioned, Beta and Aqualung need to be toned down and balanced for Disc 1. If Midgar Zolom is very tough, then Beta can stay as-is. However, Aqualung is faiily easy to get and should be balanced with this in mind for Disc1. Also, you could simply increase enemy magic defense to make these spells less effective, as magic overall is much too overpowered in disc1.
I've increased Cure1's MP to 10 instead of 5. It makes things really interesting. :) and it makes things less cheap since you can use Cure to heal inbetween battles easily for hardly any MP. I've also slightly increased Bolt1, Ice1, Fire1, and Quake1's mp by 2 as to balance things out during Disc1. Heck, maybe they should cost 8mp instead of 6. I don't remember ever needing to use an ether in disc1.
As I mentioned, White Wind shouldn't cure status effects. It has no problem healing 9999hp to everyone for little to no MP.
Regarding Big Guard, you've said that you've taken the haste effect off of it. This is good. However, this also means that Big Guard is now basically Wall since the barriers will drain at normal speed without haste. If you make Big Guard more expensive than Wall, then all is good. However, I was thinking maybe you can alter Big Guard to have, say, a physical barrier and haste, but no magic barrier (or the other way around). Just spitballing.
I'd change L5 Death to have different effects. Or you can make sure not many enemies have a level multiple of 5.

Also, I think it'd be nice for Cait Sith's GAME OVER to have a slightly less horrible effect. I was thinking DeSpelling and Stopping your party would be cool, rather than giving you a game over.
Quote
Materia dump:

    * All Materia needs plenty more AP to master (250 000 I think it was). Prevents easy Gil (somewhat). I'd make ALL take much more time to master. Hardly anyone needs 5x on a spell, and 250k is pretty low compared to Mime and some other materias..
    * Almost all materias need more or less AP to master. e.g Mime needs 1 000 000 instead of 1 00 000.This is good.
    * Flash command is removed (could easily be brought back if you want this custom made lol). Keep it out. :P
    * Master Command works as Flash. Do you mea you replaced master command with flash, or you replaced flash with master command?
    * Coin command is removed from Throw materia (Could also be brought back). Good call.
Other notes:
I like the steps you've taken to balance out Flash and Remove. Good stuff. Death is pretty cheap, and with more difficult enemies, Death will only be an easy way to kill them. However, instead of editing all of these "death" spells, why not just make most enemies immune to death?
I'd make HP+ materia take longer to level up. Instead of 10000 ap for the first level, it should be twice that (and so forth for other levels). Also, if you can, pump up the price for HP+ materia in the shops. 8000 is way too cheap and it's so easy to fill in empty slots with HP+ materia. It's way too easy to get to 9999hp early on. I'd say HP+ materia is worth 35k gil each. :P
I'd make Mug easier to attain. Maybe 20k AP instead of 40k AP. This is just personal preference, though.
I'd give Enemy Skill materia a magic stat bonus, like other magic materia. A simple harmless one like fire/bolt/ice has would do. You won't see it on the materia screen, but the stats will affect you.
I think a good idea would be to change the %s of materia such as counter attack, counter, magic counter, and cover. Change the ones that level like this - 20%,40%,60%,80%,100% - and make it like this 20%,40%,60%,75%,90%, instead, for example. That'd make things like magic counter and such much less dominating. It'd also shake things up a bit, as I never liked having one of my party members get hit 100% of the time by physical attacks, and countering 100% of the time. It felt really cheap and I think limiting it to 90% maximum would be better.


Quote
Equipment:

    * The elemental rings absorb elemental instead of nullifying damage.
    * Tetra elemental accessory nullifies the given elemental damage.
    * The fire, ice bolt armlets nullifies elemental damage.
    * Minerva Band's and Escort Guard's elemental properties are somewhat changed.
    * Adaman Bangle nullifies water damage.
    * Platinum Bangle's materia slots are linked.
    * Precious Watch has 3x materia growth, but just one slot.
    * Choco Bracelet has 8 unlinked slots instead of 4.
    * Star Pendant and Silver Glasses prevents Silence as well.
    * Headband also prevents Slow and Stop.
    * Ribbon prevents all status change (including good ones).
    * MDef on equipment is fixed. Not by adding MDef but Spirit.
Good idea with MDef. Just make sure you buff enemy magic attack a lot!
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-06-18 17:29:39
Nice stuff auxili160. I'll try to give you answers.

Status changing materias have a higher chance of landing, except death. But the enemies have much more immunities as well, especially against death. This being said, I don't want any spells in the game to be obsolete.

White win will cost 'round 100MP in the new one. Big Guard ca 150. Or perhaps it's better to make Big Guard target only 1 and keep the other original stuff.

Magic Breath deals ca 200 - 400 MP damage (depends on stats of course).

Both Aqualung and Beta are hard to get. They're not altered any in power, but in the new version I kinda had in mind to increase the MP cost.

Angel Whisper and White Wind have a 120% hit rate too.

That with Cait Sith sounds cool.

I experience a bug with the AP levels. I don't know why. But this doesn't occur on Mime (phew).

Master Command isn't Master Command, but Flash. And Flash was removed from Slash-All. I intend to keep it this way. I kinda wanted flash to not replace attack though, but don't know how.

I'll take your idea with the counter effect into consideration. I kinda like it.

You'll get less gill in this mod, and the enemies are much harder. In the end you should have more than 9999 HP to survive lol. In the beginning you'll kinda be stuck at using spells. In other words you'll prob get to use some Ethers before the end of disc 1. Prob before the end of the 2nd reactor. Mp cost on lower spells aren't touched, as buying enough potions might be a pain.

And on an embarrassing note: I haven't worked any on this on like forever. But I will finish it someday. The mod is almost done, don't worry.
Title: gjoerulv's "Hardcore" mod
Post by: auxili160 on 2008-06-18 18:58:33
That's great.
I think White wind and Big Guard cost a little too much though, but it's ok. :P
I think Enemy Skills should cost around 1.5x the amount of their normal spell equivalent (which is why I believe Beta and Aqualung need to be nerfed - they aren't too much worse than fire3 etc and they cost so much less). The default cost for the spells are stupid cause Enemy Skills overshadow normal spells for how easy they are to get, and how easy they are to equip (only takes 1 slot).
I've been working on balancing spells, but Enemy Skills especially. However, I want them to keep their usefulness. This is why I considered keeping Big Guard at around the same mana cost (maybe 70mp) and removing, say, the magic barrier from it.
This is because TIME materia is always useful for Slow and Stop, so forcing players to equip Time materia to haste their party isn't a big deal. They're gonna have Time equipped either way, and casting a haste-all after big barrier isn't a big hassle.
However, by removing Big Guard's magic barrier, you're forcing players to actually equip and level up the Barrier materia. I like this idea better.


I've edited my materia and I haven't had any bugs. What kind of bugs are you getting? If you want, you could send me your kernel.bin and I can finish the materia section.
Also, I'm still curious as to how you made Odin only use Gunge Lance. :P This is one edit I haven't figured out how to do. Also, changing Odin's death effect to something else bugs the game because enemies turn invisible after attacked by the sword attack (I'm guessing this is why you made Odin only use his lance attack :P ). I could simply leave his lance attack the same and make more enemies immune to death. It's not a big deal, and it's a shame to lose summon animations. :P

There are some things I can't do when editing spells and such, because I don't edit the kernel by using a hex editor (I use a different program). I can edit everything else, though. I can't change the effectiveness of certain spells, though, so it'd be great if you could send me your kernel.bin and maybe I can make some updates. If you like them, you can use it. If not, no biggie. :P



Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-06-18 19:33:39
I agree on most of the parts you wrote 'bout the E Skills. But keep in mind that enemy skills can't be linked to get another effect. That is a handicap for those spells.

The bug I get with the AP level is that they level wrongly. I know that The Revieve materia and the Exit materia level wrong, and that all the stat bonus materias level wrongly and even skip levels. There might be more but at least those. Every other materia level as I altered 'em in the kerenel, and ALL materias shows the right amount in the game. I use a hex editor. What proggy are yuo using?

To make Odin use the lance all the time just overwrite Odin's attack with the Lance in the kernel.
Title: gjoerulv's "Hardcore" mod
Post by: auxili160 on 2008-06-18 20:14:22
I'll check your materias and see if their AP per level is messed up. I'll post back later.

I'm using the editing suite: http://forums.qhimm.com/index.php?topic=6986.msg86503#msg86503

There are some bugs. For Attack.exe - the program that lets you edit magic spell properties - some spells get overwritten by others, but it's easily fixable by typing in the proper values for the spell. Nothing else gets replaced, such as attack animation or whatnot. It just copies and pastes the mp, element, status, and such of another spell (usually 2 or 3 spells up or down in the list).

This could either happen when compiling and decompiling the kernel.bin, but this would mean it's an error with ff7.dec, which I don't think it the problem. I've noticed that this bug occurs in attack.exe when I scroll through spells using letter keys on my keyboard. For example, when I started using the program, I'd press B over and over until I get to Big Guard. However, this seems to have caused the bug I mentioned. Now I just scroll through the spell list manually by either using the arrow keys or the mouse, and I don't think the bug has shown up again.

So, if you decide to try out the program (which I think you have, since you replied in the program's thread), keep that in mind.

EDIT: I found out why some of your materia levels incorrectly. You have level 2 set at 600,000 AP, but level 3/master is set at 200,000 AP. Therefore, it's reaching level 3 before level 2.
With revive, level 2 is set at 100,000 AP and level 3 is set at 20,000 AP.
Gil Plus level 2 is 150,000 and level 3 is 100,000.
The Luck, speed, and magic plus materias are fine, though. You sure they're leveling up incorrectly? It says here they're levelling like this: 100, 200, 300, 400, 500, and 15, 300, 450, 600. Nothing wrong going on there.



EDIT 2:
Regarding curative spells, how often do you find them missing? I haven't tested it out yet, but what is the difference ingame between 255% and 130?
Looking at your spells now. I'm wondering why you made bolt1, fire1, ice1, and quake1 STRONGER (even *Gasp* matra magic). They're very powerful early on as attacking everyone for 200hp for 4mp makes attacking them with your weapon silly. Did you make enemies much more resistant to magic or something?
Also, in regards to your early summons (shiva, ifrit, etc), you made them as strong as bahamut (60~ power) yet make them cost half as much mp. I'd make them cost 80mp rather than 60mp.
Still, though, I'm not sure how I feel about giving the players even more annihilating nukes like Aqualung and Beta. When you can wipe groups of enemies for even 80 mp, it's worth it. Just use magic hammer to get mp back and continue nuking. This is why I feel spells like Beta, Aqualung, and now your buffed early summons need to be tweaked in terms of damage. I like the idea of keeping the early summons useful near the end of the game (I'm assuming this is why you buffed them in the first place), but it makes the early parts of the game very easy.

Again, if you're buffing enemy magic defense enough to counter this, then never mind. :P

Also, regarding mdef on armor working buy adding spirit, do enemies do much more magic damage now?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-06-18 22:10:47
I just had a "slap-head-revelation" if it's true. I thought the different levels were separated and that the total amount of AP needed to master a materia was the sum of all those levels. Ain't it?

Well than this certainly explains it.

The reason I powered up many spells is that the enemies use 'em too. All spells that are loaded from kernel.bin ignores effects in scene.bin. And the reason I've made the early summonings that strong is 'cause they're pretty fast obsolete in the original mod. Bahamut ignores all defense, and will deal more damage than the most earliest. Enemies MDef is boosted yes.

EDIT: I pretty sure there is a problem with the booster materias too!
Title: gjoerulv's "Hardcore" mod
Post by: auxili160 on 2008-06-18 23:09:51
Why don't you just buff up enemy magic power instead of buffing up the spells? By making the spells stronger, you may be making the enemies more powerful, but you're also making the player much more powerful (and overpowered during disc1, where magic already decimates everything).
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-06-19 00:24:06
Frankly I don't care much 'bout the beginning. I've tried it with my mod and it's quite balanced. Some enemies could be harder. And the limit of power is 255. If I can't make the power higher I must make the attacks greater. Also, In the end, your physical skills (4xcut, slash-all, counters etc) will always be better than e.g Comet 2 or Ultima. I tried to balance it out more. That's all. I do not want to make the physical attacks weaker.
Title: gjoerulv's "Hardcore" mod
Post by: auxili160 on 2008-06-19 00:34:37
I didn't say anything about physical attacks. I simply meant that, since magic makes disc1 pretty boring, I don't see the point in making early magic spells even MORE powerful. I'm only talking about fire1, matra magic, and so forth. They're already very strong early on in the game, and by making them stronger, I'm not sure what you're trying to accomplish. I understand making higher leveled spells stronger, but I'm not clear on why you made early spells stronger as they serve their purpose all too well in vanilla ff7.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-06-19 14:12:28
As I said some enemies use fire ice matra magic etc. I could either switch out all those attacks, or simply disable them in all the AIs. Both would be a heavy load. A fire attack would pale in comparison with many other unique enemy attacks. And by the time you get fire2 etch, those attacks will be almost obsolete anyway, boost or not. And, as I wrote, in the beginning you will need these spells stronger to balance things out in my mod. If not the game will start too hard, imo, and then just get easier (though it will eventually get harder no matter what).

Of course my scene mod is in mind when I say this. Some enemies have heavy Def, or MDef or Both. Some got more resistances etc.
Title: gjoerulv's "Hardcore" mod
Post by: auxili160 on 2008-06-19 15:24:03
Sounds good.
Title: gjoerulv's "Hardcore" mod
Post by: The Pezman on 2008-06-25 20:29:31
Does this hardcore mod have anything to do with this (http://www.youtube.com/watch?v=ygWXQZiUQtQ) hardcore mod?  It seems unlikely, since the recording of the television and the audio indicate that it's the PSX version.  How would you get a hardcore mod into the PSX game?  Has anyone played this particular mod?  How do you get ahold of it?
Title: gjoerulv's "Hardcore" mod
Post by: auxili160 on 2008-06-25 22:15:46
You can mod the psx version as well as it uses the same files.

Gjoe has his own videos of experimental things in his mod. That hardcore mod is most likely not his. (There is more than one hardcore mod)
Title: gjoerulv's "Hardcore" mod
Post by: Sefurosu on 2008-06-26 03:06:56
I still cant wait until this is released. I've been waiting for something like this forever.
Title: gjoerulv's "Hardcore" mod
Post by: Marc on 2008-06-29 19:02:45
Does this hardcore mod have anything to do with this (http://www.youtube.com/watch?v=ygWXQZiUQtQ) hardcore mod?  It seems unlikely, since the recording of the television and the audio indicate that it's the PSX version.  How would you get a hardcore mod into the PSX game?  Has anyone played this particular mod?  How do you get ahold of it?

WTF ?

I've watched a few of his videos and that guy can do amazing things with this game.

He added new battles, made Sephiroth controllable in flashback sequences and edited bosses to hell - and not only scene files but actually created new monsters. 

Is SaintDragon666 a member of this board ?
Title: gjoerulv's "Hardcore" mod
Post by: Prince Lex on 2008-06-30 18:00:26
I'd like to know how to do some of that too to the PSX version. There are materia edits and everything.

How in the heck do you create extra battles? I so confused....

EDIT: He's added shinra MP's to the aid of sephiroth and Cloud during the flashback. The confusion deepens...
Title: gjoerulv's "Hardcore" mod
Post by: Marc on 2008-06-30 20:16:40
Modifying the psx version is for all intents and purposes impossible due to the fact that it doesn't read file like a pc might but as hardcoded into it each CD sector.  If you change a file on the PSX CD (thus changing its size) the sectors are going to be different and the game is going to crash.  That's what I've learned from the more technically minded people on these boards.
Title: gjoerulv's "Hardcore" mod
Post by: Prince Lex on 2008-06-30 22:44:45
I've also learned that, which is why I want to know how this guy did it, whoever he is...
Title: gjoerulv's "Hardcore" mod
Post by: Marc on 2008-07-01 13:24:29
That's the PC version.

He says so himself.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-07-20 18:44:37
Hey gjoerulv, sounds like you have really made something special. My main reason for the long post is, I want you to read it and think about what I have said compared to the changes you have made and haven't made in your mod. I am hoping my opinion and suggestions could help inspire you to make your awesome mod even better. Everything I say here is my opinion and suggestions for vanilla ff7, it's to give you things to think about, on whether or not your mod is different enough in certain respects. Obviously I respect all your decisions and I know your mod is mainly made for you and your enjoyment BUT I wanted to share my thoughts and hopefully help you to make your mod even better, I don't expect you to listen to everything I have to say, just think about it and compare what I have said about vanilla ff7 to how your mod is in it's current form.

I'd also like to hear what ARMS/SD666 has to say about my comments.

One huge thing that made ff7 much less enjoyable than it could have been was the incredible lack of difficulty in 90+ percent of the game. I know in your mod you have increased difficulty quite a bit (especially in version 2) so that's great!

Some problems in vanilla ff7 I think were:

-Many of the players attacks were overpowered, all magic attacks were overpowered for the majority of the game. Some level 3 limit breaks and most level 4 limit breaks were overpowered. KOTR is obviously just ridiculously overpowered. All death,death sentence, etc type attacks should be removed because they are cheap. The game was already too easy even without barrier, mbarrier, wall, big guard, haste, white wind, angel whisper, pretty much all summons and most offensive attack magic. So I hope things are more balanced in your mod.

- Most enemies were a joke even if you played a no materia game, just use attack and limit breaks and have some xpotions and your set. A few bosses and enemies that I think really needed a buff are, diamond weapon, Guard Scorpion, Aps,  reno/rude in gongaga, palmer,  reno and rude in the gelninka but they are glitched I think,  rude when your at rocket town, proud clod, jenova synthesis,  dark dragon in north crater, movers,  ALL wolf/dog type enemies, doorbull, king behemoth, grangalan,  pretty much ALL shinra soldiers including the ones with guns  with one exception 1rst class soldiers, manhole,   Thats all I can think of that were extremely underpowered... although I do almost every enemy in the game should be buffed.

- Magic pots and movers.  I think they should be removed or drastically changed. I hate how these monsters work. No challenge what soever, you just give the pots an elixer and the movers you just attack once and boom! Instant tons of xp and ap. I personally think you have have a tough challenge almost like a boss fight for such high rewards.


Some ideas I have to make ff7 better:

-Iron man.  What would you think about putting these guys somewhere else in the game as well? I love these guys, I think they should be buffed a bit and then added to another area of north crater that you can turn back from, because right now these guys are right before Jenova and you can't go back after fighting any of them... no fun in that.

-One big thing that I really have no idea about, if you, gjoerulv changed in your mod or if any other modders like saintdragon666 have done but would really like to see is bigger stat changes when you equip materia. Maybe  triple all the positive AND negative stat changes on materia like for example most basic green materia takes away some strength but adds some mdefense and magic, maybe increase those values and IF POSSIBLE change all materia that affects mdefense to make it change spirit instead, because as we all know magic defense does nothing.

- Is it possible to add items or chests on the ground? I think it would be neat to add lots of little secrets like how in ff5 or 6 i forget which maybe even both had elixers hidden in clocks. Maybe you could add a few items or weapons or whatever is various places in the game. For example there are a few unused completely useless spots where there is nothing to do like in bugenhagens home, you can climb up to the top and run around, even go hide behind the big metal dome thingy, you could add an item or two up there.

- Make armor have a bit more variety. Maybe change a few more armors to have more special things about them, rather than ONLY changing one thing like it has double ap growth, maybe make it so it has double ap growth but minus 10% hp,  or triple ap growth but minus 90% experience, etc. I think it would be a great idea to change many armors and accessories and weapons so that some of their positive affects might be higher but they also have a negative attribute to them, like the curse ring! I think it would be awesome if their was a little more end game equipment that was all about equal that way not every single character has the same armor or accessory. I think it would make the game much more interesting, all about choices and options, do I want to wear this sword that has plus 89 attack and minus 30 vitality? Or do I want to wear the sword with 60 attack and minus 10 to spirit?, or just a plain old sword with plus 55 to attack but no negative modifiers? You could also make more character class specific items, some are caster specific, some are warrior specific, some are for a jack of all trades character, I'm sure ya know what I mean. If you can't create new items then modify existing ones.

-In your version 2.0 could you make it so that some of the other patches out there are already installed into your mod? Like the ones that get rid of those blocky hands, give better resolution, smoother textures, better character models etc. That kinda thing. I'm sure the people who made those patches would let you if you asked.

- What would you think about weakening multi hit limit breaks like meteorain,omnislash,highwind etc.  They are so powerful that unless you have 4 times cut command materia your normal attack is so damn weak (compared to your limit break) that you might as well just not even bother attacking, just wait until your limit gauge is filled up and use a limit. 
 My problem is that for example omnislash does 15 hits of 9999 if your strength is high, thats about 150000,  thats like 15 freaken turns worth of normal attacks if you dont have double or quad cut. I think that no limit break should do more than 10 times the damage of the normal attack, its just too unbalanced.  I think that if your normal attack does 9999 then omnislash should only do about 100000 rather than the 150000 it does now. that way if you have quad cut and are doing 40000 dmg a turn with it then omnislash is about 2.5 times more powerful than that... which sounds about right in my opinion.  in vanilla ff7 it does around 4 times that much, rather than 2.5 like i suggested.  also meteorain could be nerfed slightly as well. now everything might be quite a bit different in your mod compared to vanilla, especially with that patch that lets you hit over 9999 but I wanted to give you something to think about.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-07-20 22:18:06
Hey gjoerulv, sounds like you have really made something special. My main reason for the long post is, I want you to read it and think about what I have said compared to the changes you have made and haven't made in your mod. I am hoping my opinion and suggestions could help inspire you to make your awesome mod even better. Everything I say here is my opinion and suggestions for vanilla ff7, it's to give you things to think about, on whether or not your mod is different enough in certain respects. Obviously I respect all your decisions and I know your mod is mainly made for you and your enjoyment BUT I wanted to share my thoughts and hopefully help you to make your mod even better, I don't expect you to listen to everything I have to say, just think about it and compare what I have said about vanilla ff7 to how your mod is in it's current form.

I'd also like to hear what ARMS/SD666 has to say about my comments.

One huge thing that made ff7 much less enjoyable than it could have been was the incredible lack of difficulty in 90+ percent of the game. I know in your mod you have increased difficulty quite a bit (especially in version 2) so that's great!


wow man! Thanks for the interest. I'll try to answer you as good as I can. Actually I started to work on this today after ca 2-3 months of no work. The mod is nearly done. By that I mean ca 90%. But those 10% remaining are quite a bit for 1 person.

Some problems in vanilla ff7 I think were:

-Many of the players attacks were overpowered, all magic attacks were overpowered for the majority of the game. Some level 3 limit breaks and most level 4 limit breaks were overpowered. KOTR is obviously just ridiculously overpowered. All death,death sentence, etc type attacks should be removed because they are cheap. The game was already too easy even without barrier, mbarrier, wall, big guard, haste, white wind, angel whisper, pretty much all summons and most offensive attack magic. So I hope things are more balanced in your mod.

Magic attacks becomes overpowered early in the game. Few people know that weapons actually increase the character's magic power quite a lot. The stronger the weapon the more power too. If we remove this, not only does it help on the power level, but we might make more unique weapons as well. In my mod I've also weakened KOTR. But KOTR may also make the enemies peerless. To use it against regular enemies is a gamble, but works normally on the WEAPONs (they're immune to peerless). Master summon, magic and command are replaced with other spells. I currently don't know what to replace master summon with, but magic and command are replaced by remove and flash. Remove is removed (lol) from the Exit materia and flash is also removed from Slash-all materia. Big guard targets only one and costs more MP. White wind costs more MP as well, and only removes poison and darkness. Angel whisper doesn't remove any status. All summons can only be used once pr battle and some are modified as well.

- Most enemies were a joke even if you played a no materia game, just use attack and limit breaks and have some xpotions and your set. A few bosses and enemies that I think really needed a buff are, diamond weapon, Guard Scorpion, Aps,  reno/rude in gongaga, palmer,  reno and rude in the gelninka but they are glitched I think,  rude when your at rocket town, proud clod, jenova synthesis,  dark dragon in north crater, movers,  ALL wolf/dog type enemies, doorbull, king behemoth, grangalan,  pretty much ALL shinra soldiers including the ones with guns  with one exception 1rst class soldiers, manhole,   Thats all I can think of that were extremely underpowered... although I do almost every enemy in the game should be buffed.

- Magic pots and movers.  I think they should be removed or drastically changed. I hate how these monsters work. No challenge what soever, you just give the pots an elixer and the movers you just attack once and boom! Instant tons of xp and ap. I personally think you have have a tough challenge almost like a boss fight for such high rewards.

Trust me. Toward the end all enemies are badass! And imo to fight many hard fights can get tedious. Specially if you're leveling. I've increased exp and ap a bit. But decreased gil somewhat.

Some ideas I have to make ff7 better:

-Iron man.  What would you think about putting these guys somewhere else in the game as well? I love these guys, I think they should be buffed a bit and then added to another area of north crater that you can turn back from, because right now these guys are right before Jenova and you can't go back after fighting any of them... no fun in that.

Haven't thought of that. I may find a place on the continent for him.

-One big thing that I really have no idea about, if you, gjoerulv changed in your mod or if any other modders like saintdragon666 have done but would really like to see is bigger stat changes when you equip materia. Maybe  triple all the positive AND negative stat changes on materia like for example most basic green materia takes away some strength but adds some mdefense and magic, maybe increase those values and IF POSSIBLE change all materia that affects mdefense to make it change spirit instead, because as we all know magic defense does nothing.

Sorry to disappoint you but the only thing I can do is to switch what kind of effect the materia makes in general. It's only decided by 1 byte in the kernel, and that byte gives all the effects. 13 different kinds I believe.

- Is it possible to add items or chests on the ground? I think it would be neat to add lots of little secrets like how in ff5 or 6 i forget which maybe even both had elixers hidden in clocks. Maybe you could add a few items or weapons or whatever is various places in the game. For example there are a few unused completely useless spots where there is nothing to do like in bugenhagens home, you can climb up to the top and run around, even go hide behind the big metal dome thingy, you could add an item or two up there.

It's possible, but I don't think I'll go int that at this release. I've thought about adding some save points though. One before Aps and one in the ancient forest.

- Make armor have a bit more variety. Maybe change a few more armors to have more special things about them, rather than ONLY changing one thing like it has double ap growth, maybe make it so it has double ap growth but minus 10% hp,  or triple ap growth but minus 90% experience, etc. I think it would be a great idea to change many armors and accessories and weapons so that some of their positive affects might be higher but they also have a negative attribute to them, like the curse ring! I think it would be awesome if their was a little more end game equipment that was all about equal that way not every single character has the same armor or accessory. I think it would make the game much more interesting, all about choices and options, do I want to wear this sword that has plus 89 attack and minus 30 vitality? Or do I want to wear the sword with 60 attack and minus 10 to spirit?, or just a plain old sword with plus 55 to attack but no negative modifiers? You could also make more character class specific items, some are caster specific, some are warrior specific, some are for a jack of all trades character, I'm sure ya know what I mean. If you can't create new items then modify existing ones.

This is possible. Well, I don't remember if it is possible to subtract stats, but plenty of things are possible.

-In your version 2.0 could you make it so that some of the other patches out there are already installed into your mod? Like the ones that get rid of those blocky hands, give better resolution, smoother textures, better character models etc. That kinda thing. I'm sure the people who made those patches would let you if you asked.

I can make patches that goes along with others. I might even make a patch that has multiple patches in one. If the creators don't mind. But 1st I'll release my patch, and perhaps others can upload patches that works with mine. The files I work with are: scene.bin, kernel.bin, battle lgp and field.lgp. Only patches that alters one or more of these files will get a problem with mine. Some patches only alters the ff7.exe, and my mod will have no problems with those.

- What would you think about weakening multi hit limit breaks like meteorain,omnislash,highwind etc.  They are so powerful that unless you have 4 times cut command materia your normal attack is so damn weak (compared to your limit break) that you might as well just not even bother attacking, just wait until your limit gauge is filled up and use a limit. 
 My problem is that for example omnislash does 15 hits of 9999 if your strength is high, thats about 150000,  thats like 15 freaken turns worth of normal attacks if you dont have double or quad cut. I think that no limit break should do more than 10 times the damage of the normal attack, its just too unbalanced.  I think that if your normal attack does 9999 then omnislash should only do about 100000 rather than the 150000 it does now. that way if you have quad cut and are doing 40000 dmg a turn with it then omnislash is about 2.5 times more powerful than that... which sounds about right in my opinion.  in vanilla ff7 it does around 4 times that much, rather than 2.5 like i suggested.  also meteorain could be nerfed slightly as well. now everything might be quite a bit different in your mod compared to vanilla, especially with that patch that lets you hit over 9999 but I wanted to give you something to think about.

Good thing you mentioned the 9999 limit breaker patch. Use it with mine for best result. In my mod you need to lose twice as much HP as normal. You'll feel lucky each time you get a lvl 4 limit. Some of 'em are weakened (like omnislash) but the early ones stay untouched.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-07-21 01:28:01
"wow man! Thanks for the interest. I'll try to answer you as good as I can. Actually I started to work on this today after ca 2-3 months of no work. The mod is nearly done. By that I mean ca 90%. But those 10% remaining are quite a bit for 1 person."

I was really curious about this because I will have way, way more free time than usual from july 25th to august 8th.  I guess version 2.0 won't be out in time for that.  Too bad for me I guess lol.





"Magic attacks becomes overpowered early in the game. Few people know that weapons actually increase the character's magic power quite a lot. The stronger the weapon the more power too. If we remove this, not only does it help on the power level, but we might make more unique weapons as well. In my mod I've also weakened KOTR. But KOTR may also make the enemies peerless. To use it against regular enemies is a gamble, but works normally on the WEAPONs (they're immune to peerless). Master summon, magic and command are replaced with other spells. I currently don't know what to replace master summon with, but magic and command are replaced by remove and flash. Remove is removed (lol) from the Exit materia and flash is also removed from Slash-all materia. Big guard targets only one and costs more MP. White wind costs more MP as well, and only removes poison and darkness. Angel whisper doesn't remove any status. All summons can only be used once pr battle and some are modified as well."

That is really weird, I knew items like wizard bangle make your magic stat higher but I didn't know weapons had any affect on magic damage. Can you tell me what you mean by "peerless"? I have never heard that term used when talking about final fantasy 7 or any video game for that matter. You made it so all summons can only be used once per battle!?! Thats an awesome idea, i'm glad you included that. About replacing master summon... only idea i can think of is, replace master summon with a enemy skill materia THAT COMES WITH a few of the best enemy skills on it. doesnt really have anything to do with summoning, but its all i could think of.





"Trust me. Toward the end all enemies are badass! And imo to fight many hard fights can get tedious. Specially if you're leveling. I've increased exp and ap a bit. But decreased gil somewhat."

That's great to hear, but I hope that when you say towards the end game you arent talking about only the last 20% of the game. one thing i hate about vanilla ff7 is how there is no difficulty at all really UNTIL you get to the snow fields , gaea cliffs and all that. But from what i've gathered in your mod its all a challenge even in the start of disc 1, just the challenge really picks up a lot more once you get to disc 2 and beyond.





"Haven't thought of that. I may find a place on the continent for him."

I think many people would love that, like most people when they play through ff7 they only face one or maybe two battles with iron man involved, its a great enemy in my opinion and should be placed somewhere in the game where you can fight him multiple times if ya want... also that crazy undead dragon that uses pandoras box i think would be great to place in another extra area too but thats just my opinion.





"Sorry to disappoint you but the only thing I can do is to switch what kind of effect the materia makes in general. It's only decided by 1 byte in the kernel, and that byte gives all the effects. 13 different kinds I believe."

I know absolutely nothing about modding so I just suggest things and have no idea if they will work, just voicing my thoughts thats all.





"It's possible, but I don't think I'll go int that at this release. I've thought about adding some save points though. One before Aps and one in the ancient forest."

I don't think adding little random items and stuff around the game is a big deal, just a little suggestion.  About the save points though, I was thinking maybe a good place to add one would be somewhere in the GI CAVE, maybe right before you start encountering stingers, or maybe right after. What do you think?





"This is possible. Well, I don't remember if it is possible to subtract stats, but plenty of things are possible."

That whole thing i typed about changing armor and weapons and having negative stats and all that... in my opinion thats definitely one of the biggest, best, most interesting things you could do to make your mod better, and to stand out among other mods.






"I can make patches that goes along with others. I might even make a patch that has multiple patches in one. If the creators don't mind. But 1st I'll release my patch, and perhaps others can upload patches that works with mine. The files I work with are: scene.bin, kernel.bin, battle lgp and field.lgp. Only patches that alters one or more of these files will get a problem with mine. Some patches only alters the ff7.exe, and my mod will have no problems with those."

I think it would be a good idea, it would really be refreshing and add a little spark to the game if the character models werent all ugly and blocky and no handed etc etc.






"Good thing you mentioned the 9999 limit breaker patch. Use it with mine for best result. In my mod you need to lose twice as much HP as normal. You'll feel lucky each time you get a lvl 4 limit. Some of 'em are weakened (like omnislash) but the early ones stay untouched."

Wow i never thought of that, thats a great idea making it so that charging limit breaks needs twice as much hp as normal. sounds good!





Question for you!  have you done anything about enemy speed compared to players speed? seems to me like players always get more turns than monsters. Sorry if this has been answered before.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-07-22 03:10:53
Yes I thought 'bout adding a save point in the gi cave too. And enemies speed is increased as well. I might get done within that time you mentioned, but I won't promise anything. It depends the time that's given to me he, he!
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-07-22 04:14:43
I'll be crossing my fingers.
Title: gjoerulv's "Hardcore" mod
Post by: Sefurosu on 2008-07-22 18:35:52
Gjoerulv, when you mentioned that your patch modifies the battle.lgp and the field.lgp do you mean that it is impossible to use the NPC reconstruction patch without doing so under very weird circumstances? and also, will apz freak's high res buster sword patch work? thanks, and hope you get it finished soon.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-07-22 19:51:17
It might work. My patch alters the field script only. And in battle lgp I add models. I haven't modified any of the original ones. I shall test it out and let you know whe I'm done!
Title: gjoerulv's "Hardcore" mod
Post by: Sefurosu on 2008-07-23 00:18:08
cool, i think i can get it to work and if it does, maybe i could get permission to release it as one patch like you said above.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-07-23 04:42:17
gjoerulv your mod would probably go well with saints high resolution patch and the phoenix rejuvenation patch.

Right now I'm playing with "Hay's reasonable mod" and it's not hard enough. (Currently have to lower stats with an editor to make it a challenge) I'd rather play yours instead.
Title: gjoerulv's "Hardcore" mod
Post by: terrabrake on 2008-08-23 10:04:51
How your PROJECT is going? Take all the time you need, but still i can't wait for the release  :-D however try to make everything all right  8-) great job!

Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-08-24 21:57:40
http://www.megaupload.com/?d=XJ0UZAZJ (http://www.megaupload.com/?d=XJ0UZAZJ)

Link to beta version!
Title: gjoerulv's "Hardcore" mod
Post by: ADIDAS on 2008-08-25 14:06:54
sweet , I'm downloading :D
Title: gjoerulv's "Hardcore" mod
Post by: Sefurosu on 2008-08-25 19:16:59
From what I've played so far it is [email protected]$$. You rule!
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-08-26 07:54:51
sorry for that quote lol.

I updated the kerenl.bin again. Nothing much just tried to balance out the ultimate weapons some more. Download it in the op post.
Title: gjoerulv's "Hardcore" mod
Post by: ADIDAS on 2008-08-26 15:51:17
Can I use this mod and NPC patch at once? I used NPC and Sephiroth patches . When I tried to install this mod , it said the version of the file is unknown . So I guess not .

I've just fight some monsters and got complete annihilated  :-D
Title: gjoerulv's "Hardcore" mod
Post by: Archu on 2008-08-27 10:18:37
Awesome work so far, Gjoerulv.  8-)
The new mobs, especially one (the "growing" bug) after the Materia Keeper, nearly prevented me going to Rocket Town. Got killed about 10 times now xD

Temple of the Ancients had me worried, but it seemed that the Red Dragon was harder then the Demon Gate itself.
I just barely made it before the final blow  :-o

Right now i'm at Jenova BIRTH, and it's a major pain now that she spams her Blue Light/Flames alot more, and that some of her attacks aren't elemental-based.  :x
Title: gjoerulv's "Hardcore" mod
Post by: terrabrake on 2008-08-28 18:41:30
Great!!! Downloading!  :-D
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-08-29 02:54:20
gjoerulv's you have made me so incredibly happy now that i can play this. ive been going crazy trying to keep myself busy waiting, creating maps for heroes 3 complete and such. lol its good that my last map was finished last night. cuz i wont be spending much time on it now that i can play your mod!!!!

woohoo
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2008-08-29 06:50:57
awsome man.  You finished the mod.   Now can someone make some vids of newly added stuff.  I dont have PC version but woudl liek to see what is added.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-09-03 03:22:50
Seems great so far. guard scorpion and air buster actually required multiple tries and some real strategy.

Thank you for putting a very new and refreshing spin on this game. I'm loving it so far,  I'm just about to climb up that wall to get to the shinra company headquarters or whatever its called.
Title: gjoerulv's "Hardcore" mod
Post by: Archu on 2008-09-03 17:58:57
I seem to encounter a bug when fighting Jenova DEATH.
Whenver she does Red Light, it confuses everyone.. but the screen continuously blinks red without stopping. 'N there's no way to continue the fight  =O

Could be just a coincidence. I'll try it with ribbons to prevent the confusion later.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-04 00:20:55
No I thint it's a bug. I don't think that animation is ment to target all. I'll check it out! Thanks for letting me know!
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-04 15:26:30
Ok the bug is fixed! Download in the 1st post.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-09-09 17:12:03
So i just got to cosmo canyon.  i havent had any real problems,  i had to level a bit to defeat the jenova on the boat  and i had to level a bit to beat that crazy monster guarding the titan materia

in my opinion bottomswell should be a little tougher as well as reno and rude when you find them in gongaga (some of the random encounters in gongaga are harder than they are)

when is the silver chocobo supposed to be killed?  there is no way in hell i could beat him when i first encountered him thats for sure.


question for ya,  does that trio of 1rst class soldiers ever come back in the game? the ones from the shinra tower? i thought they were interesting, i just wish i had a better chance of stealing, i couldnt get any of their items.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-09 22:04:47
ok thanks! It's still too easy huh? The trio returns yes! And to be honest I though that Chocobo would be easy. hmmm... must have miscalculated lol.

I dodn't think it's that hard in the gi cave either. And I may have forgotten to make the other fights with the Turks harder. Sadly I haven't much time these days to update (as always lol).

whoops, just checked. The chocobo wasn't supposed to have that much hp. And it wasn't supposed to immune to paralyze either. Feel free to fix it with Hojo. Thanks for the feedback. Keep it coming!
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-09-10 20:26:32
ok thanks! It's still too easy huh? The trio returns yes! And to be honest I though that Chocobo would be easy. hmmm... must have miscalculated lol.

I didn't think it's that hard in the gi cave either. And I may have forgotten to make the other fights with the Turks harder. Sadly I haven't much time these days to update (as always lol).

whoops, just checked. The chocobo wasn't supposed to have that much hp. And it wasn't supposed to immune to paralyze either. Feel free to fix it with Hojo. Thanks for the feedback. Keep it coming!

 

The gi cave, yea i thought it was a little too easy other than the gi nattak boss, he was good.     i just got the tiny bronco and i still cant defeat that big mecha robot soldier thing outside of cosmo canyon, he always uses megaton punch and i get game over before i can kill him,   i just thought i should bring that up because i have no idea when you wanted him to be beatable.       


one question,  are you able to change or edit the reward for looking at all the turtle paradise posters?  i was just wondering, cuz i think it would be a good idea to increase the reward a little.       maybe 2 of each source instead of one.  i dunno its probably not even possible to change it lol



im not trying to be pushy or anything but here is my opinion on some of the bosses so far,

- materia keeper in the nibel cave is too weak,   at least his trine anyways.

- palmer was a joke,  i killed him before he could even get any of my chars into critical condition.  i think that at the very least his HP should be buffed.  i dont think palmer should be too hard or anything but i shouldnt just be able to walk thru him either.

- im too scared to try the wutai quests yet,  without any materia i would be pretty weak, so i think im gonna wait a bit before i try it out. 

right now it seems like the boss that guards the titan materia is stronger/harder than the materia keeper and the gi nattak  and the lost number too.   im not sure if thats how you intended everything, i just thought i would mention it.

id like to hear others opinions of the bosses and other stuff i mentioned, i know theres some that have played as far or further than me in this mod



last thing i wanted to say,  im loving this game so much right now, i loved ff7 vanilla but now its the same thing but an actual challenge and its balanced, it makes me wonder how much more popular ff7 wouldve been if it had a normal mode and then a hard mode that was the same as your mod,  haha i wish.  gjoerulv you did an even better job than i had hoped, i love  how sometimes ill get gameover and have to try again with a different approach/strategy. its a whole different game compared to if you would of just simply buffed all the stats of everything.

i tried to keep this whole msg short so i wouldnt waste your time, lol im sorry i get carried away sometimes when im really into something.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-11 16:57:41
Relax dude. I like to get feedback! I'm kinda embarrassed 'cause I didn't get much time to test this mod myself.

The gi cave, yea i thought it was a little too easy other than the gi nattak boss, he was good.     i just got the tiny bronco and i still cant defeat that big mecha robot soldier thing outside of cosmo canyon, he always uses megaton punch and i get game over before i can kill him,   i just thought i should bring that up because i have no idea when you wanted him to be beatable.       

Well that Golem is supposed to a challenge in the game, that isn't beatable the 1st time around at least.

one question,  are you able to change or edit the reward for looking at all the turtle paradise posters?  i was just wondering, cuz i think it would be a good idea to increase the reward a little. maybe 2 of each source instead of one.  i dunno its probably not even possible to change it lol

Yes that is possible. It's just to repeat the code x times you want the sources.

- materia keeper in the nibel cave is too weak,   at least his trine anyways.

That's quite easy to fix. I'll just give it more magic power. Or anyone else can.

- palmer was a joke,  i killed him before he could even get any of my chars into critical condition.  i think that at the very least his HP should be buffed.  i dont think palmer should be too hard or anything but i shouldnt just be able to walk thru him either.

I just couldn't bring myself to make Palmer hard. Sorry lol.

- im too scared to try the wutai quests yet,  without any materia i would be pretty weak, so i think im gonna wait a bit before i try it out. 

Try it! Others have complained it was too easy there in the previous mod.

right now it seems like the boss that guards the titan materia is stronger/harder than the materia keeper and the gi nattak  and the lost number too.   im not sure if thats how you intended everything, i just thought i would mention it..

He should at least be beatable before you leave rocket town. That was the general idea. And Lost Number kinda sucks if you can't beat him the 1st time around. In my opinion at least. 'Cause then you must wait to get Vincent. You could make another way to get the key and save Lost Number for the Cosmo Memory though. But to be honest that sounds kinda stupid considering Hojo's note.

Have anyone beaten this mod yet. Is Sephiroth Beatable? I kinda wait for flaming stating it's impossible to beat him lol.
Title: gjoerulv's "Hardcore" mod
Post by: Archu on 2008-09-11 20:49:55
Titan Materia Boss?
I think i've missed something here. Because once i got the reactor, i simply took the Titan Materia and ran off.
I wasn't encountered by any specific Boss monster.   :|

..Which one is it? (Model, name)  :-o
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-09-13 01:18:47
Hi, I'm new.

Quote from: gjoerulv
Quote from: Tyler_Wu on 2008-09-10 21:26:32
- palmer was a joke,  i killed him before he could even get any of my chars into critical condition.  i think that at the very least his HP should be buffed.  i dont think palmer should be too hard or anything but i shouldnt just be able to walk thru him either.

I just couldn't bring myself to make Palmer hard. Sorry lol.

Could extra enemies be added to this fight? I have tried to add some by hex editing scene151, but the game crashes when the fight starts (either due to some horrendous and amateurish oversight by me or something about that scene that frowns upon extra enemies).

Since one can hardly imagine a man who has lard(!) in his tea being much of a fighter, this might be the best way to make the fight both challenging and believable. They could be the "security" he summons before the battle starts.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-09-13 01:54:49


And Lost Number kinda sucks if you can't beat him the 1st time around. In my opinion at least. 'Cause then you must wait to get Vincent. You could make another way to get the key and save Lost Number for the Cosmo Memory though. But to be honest that sounds kinda stupid considering Hojo's note.


i completely agree with you on lost number.   



about palmer,  yea i dont think he should be hard either,  he is a joke, and he should stay a joke lol.     i do kinda like the idea of adding a little bit of security (one or two soldiers to help palmer out)

new feedback

- i noticed that lord godo (the top of the pagoda in wutai) gives 5000 ap!!    i like that, BUT i found him to be a bit too easy if you come well prepared with  regen, mighty guard, biaga, and having the elemental-gravity combo in your armour hes not much of a challenge. 

- i loved the jenova battle right after aeris dies,  it was intense, i was all wide awake and on my toes the whole time, took me 4 tries to beat that boss.  it was a lot of fun.  i think that boss battle is perfect. its the most fun ive had out of all battles so far in this mod.  now i should mention i had the water ring but i wasnt using the aurora armlet OR the adaman bangle so that mightve made a difference in difficulty.

- kjata summon materia...   i cannot beat these 3 bosses,  im like level 50 now and have curaga, white wind, mighty guard, comet, etc etc.  and i still cant beat them.   i think i just havent figured out a good strategy yet,  i havent tried psn or demi or parlalyze confuse so maybe ill have to try those next time.

mecha soldier in cosmo canyon,   still cant kill him before he knocks everyone out, even with casting slow on him and haste on me.   i did steal a couple turbo ethers off him tho, is that the only real reason to fight him?


bug?   i just got hyper jump limit break for cid.   i tried it on those bosses that guard kjata summon materia.     it crashes the game everytime! lol
maybe it has something to do with hyper jump having a chance at causing the status death?

im going to the great glacier and all that tomorrow,  ill let you know what i think of all that.
Title: gjoerulv's "Hardcore" mod
Post by: ADIDAS on 2008-09-13 06:42:52
I've just beaten the Silver Chocobo  :-D , well I was lucky , it didn't use Death Blow  :-P
So everytime I get a summon materia , I need to fight a boss ?

Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-13 15:24:44
Hi, I'm new.
Quote from: gjoerulv
Quote from: Tyler_Wu on 2008-09-10 21:26:32
- palmer was a joke,  i killed him before he could even get any of my chars into critical condition.  i think that at the very least his HP should be buffed.  i dont think palmer should be too hard or anything but i shouldnt just be able to walk thru him either.

I just couldn't bring myself to make Palmer hard. Sorry lol.

Could extra enemies be added to this fight? I have tried to add some by hex editing scene151, but the game crashes when the fight starts (either due to some horrendous and amateurish oversight by me or something about that scene that frowns upon extra enemies).

Since one can hardly imagine a man who has lard(!) in his tea being much of a fighter, this might be the best way to make the fight both challenging and believable. They could be the "security" he summons before the battle starts.

No you see, The tiny bronco and the truck are also enemies in that battle, and it's only possible with three different enemies in 1 battle. You must alter Palmer's AI script if you wish to change this battle.

...

new feedback

- i noticed that lord godo (the top of the pagoda in wutai) gives 5000 ap!!    i like that, BUT i found him to be a bit too easy if you come well prepared with  regen, mighty guard, biaga, and having the elemental-gravity combo in your armour hes not much of a challenge. 

....

- kjata summon materia...   i cannot beat these 3 bosses,  im like level 50 now and have curaga, white wind, mighty guard, comet, etc etc.  and i still cant beat them.   i think i just havent figured out a good strategy yet,  i havent tried psn or demi or parlalyze confuse so maybe ill have to try those next time.

mecha soldier in cosmo canyon,   still cant kill him before he knocks everyone out, even with casting slow on him and haste on me.   i did steal a couple turbo ethers off him tho, is that the only real reason to fight him?


bug?   i just got hyper jump limit break for cid.   i tried it on those bosses that guard kjata summon materia.     it crashes the game everytime! lol
maybe it has something to do with hyper jump having a chance at causing the status death?

im going to the great glacier and all that tomorrow,  ill let you know what i think of all that.

Ok Godo too easy!

The Kujata Materia fight was supposed to be beatable in line With Jenova Life. Hmmm... Perhaps they need less HP. You should dispel 'em a lot. Have one ally do DeSpell+all if needed. And the Goons can be slowed. They were supposed to be weak to the opposite element though, but it seems I forgot that. Sorry.

Yeah the Hyper jump has always been buggy. Not just in my mod though. There might be a problems with the elements in the fight though. Or the fact that Levant is immune to everything before yuo kill those goons.

And that Golem is still too hard too. I like it!  :evil:
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-09-13 20:17:01
Quote from: gjoerulv
No you see, The tiny bronco and the truck are also enemies in that battle, and it's only possible with three different enemies in 1 battle. You must alter Palmer's AI script if you wish to change this battle.

I see... well, everything makes sense now.
Perhaps this fight can remain a bit of comic relief.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-09-14 20:43:39
i finally got to schizo and he wasnt really all that hard once i gave one person a ice ring, one a fire ring,  and all 3 of them a dragon armlet.  just need to make sure they have enough hp to survive the quake3 spell and thats all there is to worry about really.

the gold dragon that guards the neo bahamut materia was so hard that i had to level a bit.  went up 4 levels.  then i tried gold dragon 3 more times and managed to win. was pretty hard.


ive tried jenova death 4 times now,  ill try a couple more times.  two of my hp plus materia only need about 600 more ap to level up so maybe ill go do that then ill try jenova again.
Title: gjoerulv's "Hardcore" mod
Post by: Archu on 2008-09-15 13:37:48
Aight, fixed the new bosses. Forgot to replace the flevel file >>;

Anyhow, the Phoenix bosses were VERY tricky. It took me about half an hour at first before i figured out how i could prevent them from reviving.
But it's a very good idea nonetheless gjoerulv.  8-)

The train bosses were hard hitting, and quite hard. But i didn't get to the fight with the soldier trio because my time ran out. So maybe there's a way to give us a little more time instead? =0

Currently i'm at the underwater reactor. Just beaten Carry Armor, which wasn't really that difficult. He hits pretty hard, especially it's criticals, but he's rather slow.

Some random bug i encountered were the mobs at the Mideel Area. The insects with the sleep attack have an instant death attack, but you can't notice it because your damage only decreases with the amount of damage they do.. [Around 2000] Maybe fix that up some more. ; ]


Besides from that, i'm looking forward for the next challenges.  :wink:

EDIT: Oh. By the way.. Hojo's last form tends to crash my game after a certain amount of time.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-09-16 20:11:09
runaway train-  i tried this quest 6 times.  every single time i would  kill everything until i got to that trio of soldiers, they would completely slaughter me with ease every single time AND it didnt help that i only had 2 or 3 minutes left on the clock by the time i got to them. so eventually i just killed everything up to those trio of soldiers then i would let the time run out on purpose because there is no way i would be getting past the soldiers.


i was just about to come in here and say the phoenix bosses were way too easy  but then i saw archus post so maybe i was just lucky i guessÉ

i just kept casting stop-all  so all of the red birds were stopped the entire fight cuz i just kept recasting it.  then my other two characters would just spam  comet 2  and and freeze.  i think they should all be immune to to stop  or maybe just make it so stop has a smaller chance of succeeding.  because stop made this battle so easy i seriously could of just held the x button down   (im playing with a playstation controller hooked up to it)  the entire fight.

carry armor was also quite easy,  not one of my chars died once,   i think his lapis laser should be waaaaay stronger and then that would probably be good enough. maybe speed him up a tiny bit as well.

rude at rocket town- two turns and it was over,  just casted comet 2 twice and maybe one of the contain spells and that was it,  nuff said.  kinda pissed me off because i accidently killed him before i could steal the ziedrich. 

gelninka rude and reno-  is this battle meant to be done right before you go to midgar to fight hojo and the turks, proud clodÉ        because i just killed diamond weapon  and i cannot kill rude and reno, its freaken hard i actually gave up. and it would be even harder if i was using up turns trying to steal the tough ring and zeidrich from them!

diamond weapon-  i really liked this battle, i thought it was great,  he even gave me 35000 exp AND 35000 AP too.  if you plan on changing diamond weapon in any way i would suggest just making him a tiny bit faster.

Title: gjoerulv's "Hardcore" mod
Post by: Anno999999 on 2008-09-16 22:02:08
The Midgar Zolom needs to be vamped alot.

the first time i got there i beat him over and over again. he gives alot of xp and ap i kinda abused.

After getting beta i killed the silver chocobo

I have a nice strategy of beating him easily which relys on he only uses physical attacks, Is there any way u can add elemental damage to his attack? alot of it? because what i did was,

Barret - gattling gun ( intial equpit that gives alot of vit), carbon bangle  protect vest (the one that gives 50 to vit)
           Materia 5x cover

Cloud Silver armlet ( got form theo lock or venus) and a talisman ( 50 to spirit ) with the hardedge
       Materia restore and in the armour elemental + fire

Nanaki  equiptment not important
            Materia Bio and sence


Start battle having barret and cloud with full limits

have barret defend

Have cloud heal barret every turn

Nanaki uses bio and sence


every attack the zolom with back row and saddness with defend did 250 reg hit and 500 critical which always hit barret

every time poisen did 650 damage use sence.

At 4000 hp have nanaki attack twice

He stans up and kick  him out,

With ~1200+ hp have barret use a limit, wait for beta then cloud use his limit.

durring the longer animations he takes 1300 damage, barrets limit does the damge + 650, beta makes him take 1300 damage and then clouds limit + 650 more.

Beta did 721 do cloud, he lived and zolom died so did barret, save and fight him again after u heal and he gives like 2500 exp? and 150 ap

i abused this somewhat :-/ if u add elemental damage and more damage or like a hit all attack this plan wouldent work preventing abuse :-X
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-17 01:43:08
Nice one! It seems you did some leveling before you fought it. I mean, you need 12 000 AP to get Cover to level 3 and 40 000 to level 5. The limits could be easier to gain though.

I've never had Cover beyond level 2 when I got here. As I see it this plan could easily fail with a lvl 4 Cover. Imo too much leveling early makes the game boring, hardcore or not.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-09-17 11:24:57
im gonna have to take back what i said about reno and rude being extremely hard on the gelninka.

it took about 8 gameovers but eventually i found out that reno is easily taken out of the fight but just casting stop on him. after this is done the battle isnt too hard, just about right i think.

now as for the trio of turks in sector 8 midgar. i think they should be buffed considerably, i beat them my first try and they didnt even get any of my characters into critical condition. elenas fire attack does like 1200 dmg or something like that lol.

even easier was the proud clod. he seemed exactly the same as vanilla ff7 except maybe more hp?  i dunno but his knee bend and his beam cannon both do less than 2000 dmg.  this boss i could of just held the x button down the whole time and won with one person casting comet 2,one person casting ultima and another casting curaga.  just like that over and over.  of course i did slow him and did cast haste on all my chars but still.

after that i got to that trio of soldiers, locke and whoever, right before hojo.      they slaughter me in like 3 turns,  even if i leveled for an hour i would still get mangled by these guys.  i really think they need to be looked at,  along with these same 3 soldiers back when you fight them on the runaway train.   maybe they are weak to paralyze or sleep and i just havent noticed yet? i dunno, im sure you will tell me if im just being dumb.

so in summary please make this list of bosses harder or at least take a look at them to see if there is anything you might like to change.

- the 3 turks in sector 8
- carry armour
- proud clod (this guy is one of the top 3 easiest bosses in the game along with palmer)
- rude at rocket town
- maybe the birds guarding phoenix (can easily use stop on all of them... easy win)


i also wanted to ask about a couple weapons,  tifas premium heart has an attack of only 48or something like that but the real problem is that it does crap dmg unless tifas limit break meter is mostly full. any way you can change that?   and yuffies conformer only has an attack of 15?!? thats no ultimate weapon! altho i guess if the conformer had high attack like vannila ff7 it would be unfair because of the whol full dmg when using morph thing.

i liked the monsters in sector 8 and the gelninka plane too.  the behemoth in sector 8 was fun to fight with.
Title: gjoerulv's "Hardcore" mod
Post by: Archu on 2008-09-17 12:02:15
@Tyler: Could you figure out if your game crashes at Hojo's last form aswell once you get there? I'd like to know if.. and for the sake it's not the mod causing the crash.

Btw, my strategy for fighting the Phoenix bosses was to enter battle with 0 MP and rely on all my healing items. That way they can't absorb your mp when one of their allies die.
It's a matter of patience before all of them run out of magic  :-P

Oh and, try to stock up on LOAD of HP Plusses, Full limit bars and Gravity magic when fighting the trio near Hojo, Tyler. It worked for me.  8-)
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-09-17 12:13:18
ill try your advice.

i should have time to play today so when i get to hojo ill let you know if i crash.
Title: gjoerulv's "Hardcore" mod
Post by: Anno999999 on 2008-09-17 19:04:17
Nice one! It seems you did some leveling before you fought it. I mean, you need 12 000 AP to get Cover to level 3 and 40 000 to level 5. The limits could be easier to gain though.

I've never had Cover beyond level 2 when I got here. As I see it this plan could easily fail with a lvl 4 Cover. Imo too much leveling early makes the game boring, hardcore or not.

No i bought 5 covers at the shop, each lvl 1 with 20%, so 5 covers @ 20% = 100%

No Massive leveling required, i dident gain any levers and got annihilated by jenova birth, i had to do some lvleing for her even with  a shinra-alpha from the Junon Patron

Ps You have brought back an amazing game and I LOVE THIS MOD!
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-17 23:12:17
No i bought 5 covers at the shop, each lvl 1 with 20%, so 5 covers @ 20% = 100%

Ahh! I see! Smart move.

@Archu. Is there a bug in Hojo's last form?
Title: gjoerulv's "Hardcore" mod
Post by: moraelyn on 2008-09-18 00:12:40
Can you guys post your character and/or materia levels approximately for each boss? I have different opinions for some bosses and I was thinking it may be the level difference.

- I just beat Lost Number (at level 29) and I found him to be quite hard, since he could two-shot any of my party members when he turned blue. I basically just healed my party till he died from poison. I figured he'd be easier if he turned red but I couldn't get him to and he went down anyway at the 5th or 6th try so..

- Gi Nattak (at level 28) was also pretty hard, he could one-shot Aeris and Aspil was a pain in the ass. I actually had to use 5 Ethers and a few Phoenix Downs/Hi-Potions just in that one fight, cause I couldn't be arsed to run through the Gi Cave again, otherwise I'd have resetted the fight. Without Aeris' Fury Brand I probably couldn't have won at all.

- I thought the boss guarding the Titan materia (at level 26) was piss-easy compared to Gi Nattak and Lost Number. I didn't have Fury Brand at the time, but Healing Wind helped A LOT with the healing.

- Reno and Rude in Gongaga (at level 25) gave me some serious trouble the first time around, cause Reno spammed Turk Light and drained all my characters' MP. Second time I was luckier and they went down without much hassle.

- Jenova Birth (at level 21) was the most all-around challenging and fun boss battle (along with Motor Ball). I even enjoyed getting wiped at Jenova cause it gave me the chance to redo the whole thing :P I'm looking forward to the other Jenova battles :)

P.S.1 : Has anyone fought the Hellrider VR2 yet? I encountered him once, but I hadn't saved for a while so when I saw he was unsensable I ran :P

P.S.2 : Can you make all enemies sensable? Or make Sense materia level to Scan that can sense anything (or at least have a much higher HP cap)? Seeing bosses' HP ramp up so quickly I'm guessing Sense loses usefulness much earlier in the game than before.
Title: gjoerulv's "Hardcore" mod
Post by: Archu on 2008-09-18 12:49:44
@Archu. Is there a bug in Hojo's last form?
Well, for me the last form of Hojo crashes whenever he tries to do a certain move. I tried several attempts to prevent him from busting a move at me, but his high hp prevents from doing it.

The first try he casted stop for his first attack, then it crashed. Second attempt he combo'd about 2 characters.. and it crashed. Third time i unleashed all of my chars limit breaks.. it crashed, without him doing a move.
I'm not sure what's causing it, but it could be a certain attack that might affect all my chars instead of one in vanilla FF7. Like the same bug i mentioned in Jenova Birth.

@moraelyn: Yeh, i fought the Hellrider VR2, but that was before i did the Huge Materia quest at Fort Condor.  Wasn't much of a challenge by that time  8-)
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-18 15:49:40
Ok I think it is fixed. He counters magic with Comet. If the crash happens after you attack him with magic that's the problem. Check 1st post for the update. Again you only need to dl the newest kernel + scene ZIP.

I've also updated some enemies based on the latest replies. @Tyler_wu: If you still have problems against the Soldiers let me know.
Title: gjoerulv's "Hardcore" mod
Post by: ADIDAS on 2008-09-19 06:45:58
my luck plus went up from LV1 to master after I defeated Jenova-Life O_o

lol I have 2 master luck plus now , only need LV up it to LV2  :-P

Quote
P.S.2 : Can you make all enemies sensable? Or make Sense materia level to Scan that can sense anything (or at least have a much higher HP cap)? Seeing bosses' HP ramp up so quickly I'm guessing Sense loses usefulness much earlier in the game than before.

yeah sense is kinda ussless , It's great if you can make sense LV to Scan  :-D

EDIT: I am facing Shizo right now , I gave Cloud Fire ring and each time the right head use fire breath on Cloud , it heals him (of course) but also gives him Stop,Reflect,Barrier ,MBarrier, Regen and Shield O_o . Is it a bug ?
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-09-19 20:14:59
gjoerulv's  i tried the soldiers a few more times (i downloaded the new kernel and scene)  and eventually i figured out the proper strategy,  mini, and sleep, and berserk... so the battle was still hard but not anything too crazy.

i was wondering what kind of changes you made to them in the new files,  maybe they werent overpowered before... maybe its just cuz i hadnt figured out the proper strategy yet, something to think about.

i tried hojo once too,  and his last form killed me eventually,  that comet counter is pretty cool.  i think i could defeat hojo if i try a few more times,  try out some different strategies.  he seems pretty hard but not overpowered or anything.
Title: gjoerulv's "Hardcore" mod
Post by: Archu on 2008-09-20 09:31:01
His Combo is powerful enough to kill one of my chars.. Does about 12k damage to the char with the lowest defense, and 10-11k to the one with highest. (Ziedrich)
On my first time he spammed it ALOT. But theres still hope to it though ; ]
Title: gjoerulv's "Hardcore" mod
Post by: ADIDAS on 2008-09-20 09:49:59
Ribbon is supposed to be immune to all status change but I saw Haste and Death still work .
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-20 19:33:52
my luck plus went up from LV1 to master after I defeated Jenova-Life O_o

lol I have 2 master luck plus now , only need LV up it to LV2  :-P

Quote
P.S.2 : Can you make all enemies sensable? Or make Sense materia level to Scan that can sense anything (or at least have a much higher HP cap)? Seeing bosses' HP ramp up so quickly I'm guessing Sense loses usefulness much earlier in the game than before.

yeah sense is kinda ussless , It's great if you can make sense LV to Scan  :-D

EDIT: I am facing Shizo right now , I gave Cloud Fire ring and each time the right head use fire breath on Cloud , it heals him (of course) but also gives him Stop,Reflect,Barrier ,MBarrier, Regen and Shield O_o . Is it a bug ?

Sh*t. Seems I like the Luck Plus Materia is mastered after 10000 AP lol. I uploaded a knew fix. look at 1st post. And regarding that Bug, I don't doubt your word but looking at the data I don't see whats causing it. I must test this myself. Perhaps it's an overflow bug.

Ribbon is supposed to be immune to all status change but I saw Haste and Death still work .

Yes, Death, Slow, Haste and Stop isn't prevented by ribbon. It was intended that way.

@Tyler_Wu: You might want to try the last turk battle in the tunnel and Proud Clod again just for fun. If you saved there. I don't think they're pushovers anymore. Not that hard either.

EDIT: oh and that sense thing... I haven't looked into it but I believe you must alter the exe file. I have no clue in other words.
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-09-20 21:37:51
Gjoerulv, I have recently been hex editing kernel.bin1 (I am new to this and have been relying entirely on the qhimm wiki for information) and noticed that you changed the value of the first byte of some attacks from FF to values like 78 and 4B. What effect does this have? And what determines whether an attack hits a single target by default or always hits all targets?

EDIT:

I think I've found the answer to the first of my two questions on another thread; I now have reason to believe that the first byte determines Attack%.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-21 03:38:55
Gjoerulv, I have recently been hex editing kernel.bin1 (I am new to this and have been relying entirely on the qhimm wiki for information) and noticed that you changed the value of the first byte of some attacks from FF to values like 78 and 4B. What effect does this have? And what determines whether an attack hits a single target by default or always hits all targets?

EDIT:

I think I've found the answer to the first of my two questions on another thread; I now have reason to believe that the first byte determines Attack%.

Yup! The 1st byte is accuracy! 64h = 100% hit. 96h = 150% hit etc. If the attack is supposed to target 1 enemy, the 13th byte in the attack must be 03h. This byte alone determines the target properties. 07h is all enemies (or all the playing characters, of course, if the attack user is a game enemy). The target byte is the byte after the "Camera" bytes. I'll try to explain every byte in an attack just to be clear:

Code: [Select]
AC|IA|TA>--<-MP--|--IS-|-CA1-|-CA2-|TG|ID|TD|PW|RT|SE|AT|NU|----ST-----|-EL--|-SP-->
ff 0b 00 ff 00 00 e2 00 ff ff ff ff 01 ff 11 18 ff 3f ff ff 00 00 00 06 00 04 ff ff

This is the bytes for Safer's "Wing Attack"

AC = Accuracy
IA = Impact Animation
TA = Target Animation
MP = MP used
IS = Impact sound (usually only set if IA =/= FF)
CA1/2 = Camera movement ID for 1/All targets
TG = Target:
        01h - Single / Multiple
03h - Single Target
05h - Multiple Target
        07h - FMultiple Targets
        0Fh - Toogle target (done in the AI)
ID = Animation ID. Standard physical attackts usually never gets an ID.
TD = type damage.
        11 = physical
        22 = magical
        23 = demi effect
        24 = Based on full HP.
PW = attack power
RT=  Restore Type
00 - Restore HP
  01 - Restore MP
02 - Restore Ailment
        3E - 100% cause status change
SE = Status Effect (Remove or inflict %)
  <3Fh Inflict Status
7Fh Cure Status
AT = Aditional Targets?
NA = Number of attack effects (only if AT = 00)
ST = Status Afflictions (4 Bytes)*
0x00000001 Death
0x00000002 Near-Death
0x00000004 Sleep
0x00000008 Poison
0x00000010 Sadness
0x00000020 Fury
0x00000040 Confusion
0x00000080 Silence
0x00000100 Haste
0x00000200 Slow
0x00000400 Stop
0x00000800 Frog
0x00001000 Small
0x00002000 Slow-numb
0x00004000 Petrify
0x00008000 Regen
0x00010000 Barrier
0x00020000 MBarrier
0x00040000 Reflect
0x00080000 Unused
0x00100000 Shield
0x00200000 D.Sentence
0x00400000 Manipulate
0x00800000 Berserk
0x01000000 Peerless
0x02000000 Paralyzed
0x04000000 Darkness
0x08000000 Dual
0x10000000 DeathForce
0x20000000 Resist
0x40000000 Lucky Girl
0x80000000 Imprisoned

EL = Elemental Type (2 Bytes)*
0x0000 Non Elemental
0x0001 Fire
0x0002 Ice
0x0004 Lightning
0x0008 Earth
0x0010 Poison
0x0020 Gravity
0x0040 Water
0x0080 Wind
0x0100 Holy
0x0200 Restorative
0x0400 Cut
0x0800 Hit
0x1000 Punch
0x2000 Shoot
0x4000 Shout

SP = "Special" (4 bytes*)
0x0001 Attack MP instead of HP
  0x0002 ?
  0x0004 ?
  0x0008 ?
0x0010 Drain Damage Dealt
0x0020 Drain HP/MP
0x0040 Blade Beam
  0x0080 Ignore Status
  0x0100 Miss if Not in “Death” Status
  0x0200 Reflectable
  0x0400 Piercing (Unblockable)
  0x0800 Angel Whisper/Pulse of Life
  0x1000 ?
  0x2000 Critical Hits
  0x4000 ?
  0x8000 ?
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-09-21 06:12:01
Excellent!

I've been playing with these, and I managed to have Sephiroth beat Cloud in the final battle (the one-on-one, not the battle with Safer) by changing the attack type from 23 to 24 (although that probably doesn't matter) and the power from 1f to 20. He kills Cloud and "Game Over" comes up.

I cheated my way into the Northern Crater and I must say that the enemies are much stronger; even Jenova puts up a fight now (interesting job with KotR and the ultimate weapons too). I did, however, find something odd. This may have been a result of me messing around with things, but Bizzaro Sephiroth went down with one hit; 3 000 HP of damage finished him off.
Title: gjoerulv's "Hardcore" mod
Post by: Armorvil on 2008-09-21 12:46:15
gjoerulv, do you think you could convert this patch to the PSX version ?
If not, how playable would your patch be, if the only things I'd use were the SCENE.BIN and the KERNEL.BIN files ? Thanks in advance for your reply.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-21 14:19:36
@Leighos Kudistos Megistos: Yes that was a BIG bug. thank you! Bizarro HP is decided in the AI. Same with Safer's. Safer's HP was wrong too. This is fixed in the (yet another) new files.

@Armorvil: Yes it's possible to just upload the Kernel and Scene, but I have to replace some of the new models with the old ones 1st. That means no new boss battles though.
Title: gjoerulv's "Hardcore" mod
Post by: Armorvil on 2008-09-21 14:49:43
No problem about the new bosses  :wink:
I'd love to play your patch on the PSX :)
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-09-21 17:00:59
A quick question, where is the data for limit breaks? Kernel.bin1 has a few of them, but not all of them.

I noticed this after looking for the attack data for Fury Brand, which apparently has an element 0x8000 not present in any other attacks. I wondered whether it had anything to do with the unique effect of this limit break, but after putting it into the spell "cure" it seems that it does not, this is caused by the 19th byte.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-22 08:49:31
Actually I don't know. I thought all where in that file too but I was wrong. And the element you tested is the "Hidden" element. To make something restorative, the target must absorb the element. The restorative element is absorb able by default.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-09-22 11:24:30
ive tried out some of the early to mid game again.

-materia keeper seems perfect now with his newly buffed trine, 

- godo seems perfect too now however i should mention, yuffie was level 35 when i did it. not sure if you would consider that overleveled or not. she also had biaga because i did the quest right before going to the crater and snowfields and such.  i waited until then because yuffie was really weak when i first got the tiny bronco as she wasnt part of my main party and didnt have any good limit breaks.

-right before i was about to enter mt nibel i turned around and went after the midgar zolom to attain beta enemy skill.  it was very hard but eventually i pulled it off, seems good to me.

- luck plus materia is still screwy.   when its mastered it sells for 1million 50 thousand gil.  and it masters at about 9500 ap for me at least.  it was at like 9380 ap total or something like that then i got into a battle in the wutai area,  after the battle it was mastered.

- kujata summon guardian bosses are still a bit too hard i think,  i think if levant was just a tiny bit weaker then everything would be cool (when hes left alone he is pretty hard).  his two sidekicks seem fine to me.

- deathblow materia,   i think you should take a look at it,  in my opinion it takes very little ap to master AND when it is mastered it sells for way too much gil.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-22 12:44:19
Luck materia works fine for me. Do you have the latest kernel?

Thanks for the feedback!
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-09-22 14:41:49
yea i replaced the scene and kernel with your updated files from sept 21.


sometime today tho ill go on my other comp and double check for you tho,  make sure it actually is the updated kernel.
Title: gjoerulv's "Hardcore" mod
Post by: moraelyn on 2008-09-22 20:57:24
I finally got to the end of disc 1, here's my opinion on the rest of the bosses so far.

In the Wutai quests, Rapps (at level 32) was ok, his Aero3 (Aeroga?) was a one-shot-kill attack but it wasn't such a big deal, I think he's fine.
I tried the pagoda immediately after, and couldn't get past Chekhov, because there was no way I could keep myself alive and outdamage her Absorb, so I leveled to 34-35 and got Regen. After that, all the rest of the bosses (even Godo) were ok.

The Red Dragon was kinda harder than the Demon Gate (at level 38-39), but neither of these bosses was particularly hard. I think you should buff Demon Gate's HP a little. After slowing him and keeping Regen on myself I barely had to cast any cure spells (I kept everyone in the back row of course).

The bosses guarding the Kjata summon were a pain (at level 41-42). It took me about 5 tries to figure out an effective strategy, and another 5 to manage to execute it without them destroying me with Thundaga/Blizzaga... Then I finally realized there was no way in hell I could beat Levant when he was alone. So I just left one of his goons alive and blasted Levant with spells till he was almost dead, then finished them off both with Limit Breaks.
The main idea was to use Odin's Gunge Lance and Magic Hammer to drain all of their MP, while keeping the party alive with Regen (or White Wind if they used Reflect on me), and dispelling at every turn so they'd waste one of theirs to recast the buffs.

Jenova-Life (at level 43) was WAY easier than the Kjata bosses. I basically just used Esuna or White Wind to dispel sleep and Regen to help keep the party alive, while DeSpelling her Reflect and draining her mana with Magic Hammer. After a while she had no mana to use any attacks, so I just hacked away till she was dead.

Moral of the story: Magic Hammer is too strong. It seems to be the solution for a lot of otherwise very difficult boss battles. Make it absorb 75 or even 50 MP instead of 100.
Also, I find myself not using Mighty Guard because of the high mana cost. You probably should revert it back to its original cost, but keep the single targeting. As it stands, I'd rather use Haste-All and Barrier-All.

EDIT: I also think you should increase gil gained, even just from bosses. I actually had to farm for gil to buy equipment/materia, which kinda defeats the concept of not overleveling.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-09-22 21:34:30
yea the kujata bosses were definitely harder than jenova life,  i actually  just went and killed jenova life first because the kjata bosses were giving me a lot of trouble.    that 3500 ap was a big help.
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-09-23 00:30:16
Quote from: me
A quick question, where is the data for limit breaks? Kernel.bin1 has a few of them, but not all of them.

Update: I found limit break attack data in ff7.exe, and managed to edit it without the game blowing up.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-23 05:32:08
@moraelyn: Thanks. Actually you found the exact strategy I planned out when making these. Draining 'em of mana, and Dispelling 'em. Nice work. But I was more thinking like using Odin once, and then just keeping them attacking while Healing and dispelling. But if you get time to use magic hammer it helps. Also absorbing fire/ice/bolt helps. Levant counters either magic or physical or everything with fire (I don't remember clearly). So Have the one absorbing fire attack it. Also it helps to farm light curtains and lunar curtains of the Foulander in wutai, though it's rare drops. In the wutai area it should by pretty easy to farm gil too.

But debuffing magic hammer. Perhaps I could, but as I see it it's smarter to give bosses more MP. I could degrade it's accuracy though.

I might reduce the MP cost of Mighty Guard a bit. The reason I brought it that high was because of the cheapness with it (Wall 54MP - MG 80MP). Wall is cheaper than barrier and mbarrier and costs a lot more MP as well (16/24MP - 54MP). But MG has a handicap. You can't link it with support materia. Thats the reason I think I'll reduce the MP cost, to lets say 70?

What I'll do in the next update is making demon gate harder and the Kujata boss a bit easier. That's for sure. But I have no time now. :P
Title: gjoerulv's "Hardcore" mod
Post by: Armorvil on 2008-09-23 09:07:38
Quote from: me
A quick question, where is the data for limit breaks? Kernel.bin1 has a few of them, but not all of them.

Update: I found limit break attack data in ff7.exe, and managed to edit it without the game blowing up.

Quick question : do you know what the equivalent to ff7.exe be, in the Playstation iso ? I tried looking for this data in the SCUS_941.63, but to no avail.
Title: gjoerulv's "Hardcore" mod
Post by: ADIDAS on 2008-09-23 10:43:50
hmm I don't think the Kujata boss is that hard . my strategy is just kill Levant first . his only weakness is hidden element , I give Vicent all the magic buff as possible and yeah I was able to kill him with Bahamut in one hit  :-D , without Levant , the other two are useless if you cast reflect on your self , then take your time to steal and wait for him out of mana  :-D , they both have power up item so I guess Levant has too  :-P .And I don't remember my LV at that time .
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-09-23 14:52:06
@Armorvil

I found attack data for limit breaks in MENU\LIMTMENU.MNU on one of my PSX discs.
Title: gjoerulv's "Hardcore" mod
Post by: Armorvil on 2008-09-23 18:37:18
@Armorvil

I found attack data for limit breaks in MENU\LIMTMENU.MNU on one of my PSX discs.

Ooohhh, thank you very much my friend ! You're a genius :-D

As a side note, the SCENE.BIN and KERNEL.BIN you provide are way too big to fit in a PSX iso, gjoerulv. I think I can free some space by deleting the spells and materia descriptions in the kernel.bin10 and kernel.bin15 to make the kernel usable, but do you know of any way to free some space in the scene file ? Is there some kind of data one can freely delete without wrecking havoc ?
Title: gjoerulv's "Hardcore" mod
Post by: moraelyn on 2008-09-23 18:50:29
hmm I don't think the Kujata boss is that hard . my strategy is just kill Levant first . his only weakness is hidden element , I give Vicent all the magic buff as possible and yeah I was able to kill him with Bahamut in one hit  :-D , without Levant , the other two are useless if you cast reflect on your self , then take your time to steal and wait for him out of mana  :-D , they both have power up item so I guess Levant has too  :-P .And I don't remember my LV at that time .
I didn't try using Bahamut on them, although it seems logical. As it stands, Sense reads "Weak against ." so that probably means the hidden element. Anyways, if you just make these guys weak against their opposite element they will be perfectly fine IMO.

But debuffing magic hammer. Perhaps I could, but as I see it it's smarter to give bosses more MP. I could degrade it's accuracy though.
That's a good solution for Magic Hammer, I like both options. Just don't make it annoyingly inaccurate.

I might reduce the MP cost of Mighty Guard a bit. The reason I brought it that high was because of the cheapness with it (Wall 54MP - MG 80MP). Wall is cheaper than barrier and mbarrier and costs a lot more MP as well (16/24MP - 54MP). But MG has a handicap. You can't link it with support materia. Thats the reason I think I'll reduce the MP cost, to lets say 70?
Thing is you can get the same effect for 68(?) MP for all 3 characters with Wall-All and Haste-All, in 2 turns while it takes 3 turns and 240 MP (as it stands) to get the same effect from Mighty Guard. The only upside is that it takes less Materia slots (1 instead of 4) but that's just in case you only use 1 Enemy Skill, and even so, it's not such a big deal. So you can just reduce the cost to 68 MP and make it situational, like when you need to recast the buffs on someone who has died, or when a character is fighting alone etc. That way, no spell is really better than the other, and all of them have their uses.
Title: gjoerulv's "Hardcore" mod
Post by: ARMs on 2008-09-23 21:35:08
E Skill has the advatage of being almost every green materia +support  in 1.  Do you actually think ppl aren't gonna use E Skill because of the extra cost?   Those extra space you save with E. Skill means extra space for more counter attacks, more HP pluses, and more materia combos.  As it stands yes E. Skill is still very much better then most materias out there.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-09-24 05:15:01
gjoerulvs  can you tell me whats up with those triangular prism monsters right before jenova death in the whirlwind maze?   they like have some conversation in some language that i dont know. but anyways  my team gets killed whenever i attack them, like insta death... except it kills them even if they are immune to death.  and everything does zero dmg to them with the exception of limit breaks and phys attacks,  it says they are weak to holy but alexander does zero dmg.

im just wondering how to beat them because it doesnt seem possible altho i havent tried death sentence or pertrifying them yet.,  and do they give you an item or a decent amount of exp or ap when defeated?

i also wanted to know where i can find the angel whisper enemy skill. my strategy guide says they (the humanish looking women) are in the crater but it seems like you moved or removed them because i cant find them anywhere in the crater or whirlwind maze.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-24 10:55:05
I might reduce the MP cost of Mighty Guard a bit. The reason I brought it that high was because of the cheapness with it (Wall 54MP - MG 80MP). Wall is cheaper than barrier and mbarrier and costs a lot more MP as well (16/24MP - 54MP). But MG has a handicap. You can't link it with support materia. Thats the reason I think I'll reduce the MP cost, to lets say 70?
Thing is you can get the same effect for 68(?) MP for all 3 characters with Wall-All and Haste-All, in 2 turns while it takes 3 turns and 240 MP (as it stands) to get the same effect from Mighty Guard. The only upside is that it takes less Materia slots (1 instead of 4) but that's just in case you only use 1 Enemy Skill, and even so, it's not such a big deal. So you can just reduce the cost to 68 MP and make it situational, like when you need to recast the buffs on someone who has died, or when a character is fighting alone etc. That way, no spell is really better than the other, and all of them have their uses.
(1st of all I correct myself. Wall costs 58 MP)

If you want it this way then the reason I altered it is kinda wasted. I did it to avoid an easy all-haste +  all-wall effect. It has to be used in another way then what you're used to. The main reason people used it was the all-wall effect. The haste certainly is a huge bonus and makes the move too cheap imo. What I wanted was more strategic thinking. That's why I altered the ribbon the way I did too. If you ask me; haste+barrier+mbarrier on all in 1 move should cost over 200 MP 'cause of it's cheapness.

And though you can get the same effect with 76 MP, it doesn't come without a sacrifice. 2 turns + 4 slots. Or with 58 MP, 3 turns and 6 slots. Mighty G uses 240 MP, 3 turns and 1 slot.  As I see it the only handicap Mighty Guard has is that it can't be linked (cause you get the all effect by linking. If you could link it, it would be 240MP, 1 turn and 2 slots). That's why I say it shouldn't be used to create this effect. It works better as a single buffer, and should be used as one.

gjoerulvs  can you tell me whats up with those triangular prism monsters right before jenova death in the whirlwind maze?   they like have some conversation in some language that i dont know. but anyways  my team gets killed whenever i attack them, like insta death... except it kills them even if they are immune to death.  and everything does zero dmg to them with the exception of limit breaks and phys attacks,  it says they are weak to holy but alexander does zero dmg.

im just wondering how to beat them because it doesnt seem possible altho i havent tried death sentence or pertrifying them yet.,  and do they give you an item or a decent amount of exp or ap when defeated?

i also wanted to know where i can find the angel whisper enemy skill. my strategy guide says they (the humanish looking women) are in the crater but it seems like you moved or removed them because i cant find them anywhere in the crater or whirlwind maze.

Those creatures is actually quite hard. Immune to Magic, and HIGH defence. The ? ? ? ES is prob your best bet. They have 1000 HP and immune to every status. They drop X-Potions, Turbo Ethers, Elixirs and Phoenix Downs. They never attack you. But if a party member makes a move, immediately after they kill a random character with full HP or completely heal a character with not full HP.

Angel Whisper is acquired from Pollensalta in the Northern Cave close to the end of the game. SPOILER: you can also manipulate one of the Phoenix Materia guardians to get it. /SPOILER.

EDIT: The language is Latin. It's whats spoken in the One Winged Angel theme.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-09-24 11:33:30
thanks for the info gjoerulvs,  sorry for my incompetence i shouldve been able to figure out that ???? enemy skill strategy on my own.  anyways main reason i posted just now is because i wanted to add in my opinion on might guard.   i think it should stay at 80mp.  like you said it has really great affects AND it only costs one materia slot.
Title: gjoerulv's "Hardcore" mod
Post by: moraelyn on 2008-09-24 16:53:12
E Skill has the advatage of being almost every green materia +support  in 1.  Do you actually think ppl aren't gonna use E Skill because of the extra cost?   Those extra space you save with E. Skill means extra space for more counter attacks, more HP pluses, and more materia combos.  As it stands yes E. Skill is still very much better then most materias out there.
That's not what I said. I'm using 3 E. Skill Materias myself, one for each character. I was commenting on Mighty Guard only.

And though you can get the same effect with 76 MP, it doesn't come without a sacrifice. 2 turns + 4 slots. Or with 58 MP, 3 turns and 6 slots. Mighty G uses 240 MP, 3 turns and 1 slot.  As I see it the only handicap Mighty Guard has is that it can't be linked (cause you get the all effect by linking. If you could link it, it would be 240MP, 1 turn and 2 slots). That's why I say it shouldn't be used to create this effect. It works better as a single buffer, and should be used as one.
Well my bad, I thought the cost for Wall was 54 MP and the cost for Haste was 14, so I messed up the calculations.

Anyway, I might have spoken too soon about Mighty Guard. Fact is you can get it soon enough, when your max MP doesn't exceed 200-220. At the time, using it drains almost half of your MP pool, that's why I found Haste-All and Barrier-All to be more cost effective, and that's the reason I (almost) didn't use it at all. Later in the game though, it's not that big a MP drain, plus Magic Hammer helps with the cost. Leave it as is, I'll play with it a bit and let you know what I think.
Title: gjoerulv's "Hardcore" mod
Post by: Klaid Liadon on 2008-09-25 14:27:54
Stupid question, does field.lgp contains dialogues? I have the cetramod patch http://www.cetramod.it/home.php (http://www.cetramod.it/home.php) that transalte dialogues in italian and i would like to know if this patch overwrites them.
Title: gjoerulv's "Hardcore" mod
Post by: ADIDAS on 2008-09-26 08:06:30
I got another bug . It seems if you immune to slow/stop (added effect+time magic or equip headband ) and you also immune to haste too . But when I equip Sprint shoes with added effect+time magic , Haste works .
Also , can you tell me how to beat the boss guards KOTR ? :-P It keep reviving and even when I caste sleep , it still attack as normal .  :-(
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-26 09:24:35
I don't think it's a bug. I may have made the Headband immune to haste as well. If that's the case it was a mistake. But I've never touched the time materia. Thanks for letting me know!

You have to kill that boss 12 times to beat it. And it gets stronger if you keep it alive too long at a time.You also should debuff it as much as possible (bad breath works fine). I'll leave the rest to you guys. :P
Title: gjoerulv's "Hardcore" mod
Post by: ADIDAS on 2008-09-27 09:15:15
you are right , KOTR sucks , 255 magic and they can't even deal 6k damage. Double cut is better , lol
Title: gjoerulv's "Hardcore" mod
Post by: Klaid Liadon on 2008-09-27 10:11:49
Is double-cut in this mod a purple materia as it has to be?
Title: gjoerulv's "Hardcore" mod
Post by: Auraplatonic on 2008-09-27 22:20:11
Hi there...I have lurked for a while and have been checking out the site and mostly this mod.  I am very impressed with the difficulty of the mod however I do have a few questions/comments.

1.  I was fighting on the beaches around Kalm today and I was having a crash issue that I have not experienced before.  Usually if the game crashes randomly it is after a battle but I was getting a crash when the battle starts.  I was thinking maybe it was a certain enemy that was bugged?   

2.  I am the treasure hunting type and I have tried stealing and grinding some of the new enemies that you have created but I haven't really saw that much in the way of anything other than basic items.  Am I just not trying hard enough or are the new enemies just mostly for difficulty?

All in all its a very refreshing challenge.   :-D
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-09-28 12:04:43
Thanks Auraplatonic!

I know there is a problem on that beach, but I didn't discover it until recently. It worked when I tested it when I made it, but apparently it refuses to work now. And yes the enemies I've created is mostly to refresh the game some and experimenting with AIs. A minor part of 'rm got some neat stuff.

KOTR works best against the enemies that are immune to peerless. Against all others it's kind of a gamble to use. It works well against the weapons.

EDIT: I noticed a big type-o in the 1st post. Of course it's not field.lpg but flevel.lpg. Big mistake. Sorry.
Title: gjoerulv's "Hardcore" mod
Post by: Craig_yeats on 2008-10-02 19:23:55
Hi. I like the mod that you've created and really enjoyed fighting jenova Birth in the shinra building :evil:

I have had a problem though. When I have the soldier flashback with cloud it struggles to load. I see the first pasrt when you see Sephiroth and Cloud on the truck talking but when I try to enter the battle with the dragon my computer crashes. I don't know if anyone is haveing the same problem as me. I have checked every post on this forum but can't seem to find a person with the same problem. If you have anything that might work I'd be very happy to here back from you.

Thanks
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-10-02 22:09:40
hmmm, no never heard 'bout that problem before. Do you have the v1.02 patch? Are you sure you've replaced the old files with mine? I did have a problem with the field script there but I fixed it. It works on both my comps as well. hmmm... Beyond this I don't think I can help you. try to reinstall.
Title: gjoerulv's "Hardcore" mod
Post by: Auraplatonic on 2008-10-03 06:39:02
Quick question...master summon is now coin, so how does it work with the huge materia?  Before you had to have all the summon materia mastered and then you got the master summon but it took away all your mastered materia.  The summon materia aren't technically mastered since they don't level up so what would happen?  Would you lose all the summon materia you have?  Or can you even get it there anymore?  Sorry if that sounded confusing lol.

Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-10-03 10:54:43
You are limited to 1 of each summon. No master materia exist. If you trade 'em, you'll lose 'em for another Coin materia. Same goes for magic and command just not the same "reward". For magic you'll get remove, and for command you'll get flash!
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-10-03 21:26:52
so i finally got to the boss guarding the typhon summon materia.  he looks awesome (black version of materia keeper for those that dont know)  and i thought he was perfect difficulty level, he was a nice challenge  (unlike ultima weapon)

i also killed the boss that guards the quadra magic materia, pretty cool.

i wanted to know in what order should i get the mime, quadra, and hp/mp switch materias.  like when are they first supposed to be defeated storyline wise.   
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-10-03 23:27:03
Try 'em. It's the exact same fight at all those materias except for KOTR. Is the KOTR boss beatable? I think he should be. I've only tried it with max stats on 1 character and still it was kinda hard. It has an attack that might kill all your characters.

Too bad ultima weapon wasn't hard. It's tedious cause his HP is decided by a global variable, thus making it hard to test. But by rising his attack power (not strength) and add effects to his attacks, he could be badass. Thanks for letting me know! 
Title: gjoerulv's "Hardcore" mod
Post by: Auraplatonic on 2008-10-04 00:04:49
You are limited to 1 of each summon. No master materia exist. If you trade 'em, you'll lose 'em for another Coin materia. Same goes for magic and command just not the same "reward". For magic you'll get remove, and for command you'll get flash!


Thanks, I think that makes sense.  So that means the only way to get coin without losing all your summons is by beating emerald?
Title: gjoerulv's "Hardcore" mod
Post by: Anno999999 on 2008-10-04 19:09:41
wait you fightjenova birth in the shinra hq? i fought her on the boat did i not install this right?
Title: gjoerulv's "Hardcore" mod
Post by: lascapa on 2008-10-04 22:21:22
Hello, I am new to this board and have a question. Sorry to be off topic but I wasn't sure where else to post this. Do you have to use the keyboard to play FF7 or can I use a control pad?

I should receive the game any day now, and I am going to apply all the patch's. So i have been reading a lot of different sites to find out the best way to use them.

I played FF7 when it first came out on PS1 and I got the bug to play it again on my computer this time.
Thanks for your help!
Title: gjoerulv's "Hardcore" mod
Post by: *:.Griever.:* on 2008-10-04 22:31:16
Yes you can use a gamepad.  i would advise it.  And for future reference, this would go in Completely Unrelated I'd say. :-)
Title: gjoerulv's "Hardcore" mod
Post by: lascapa on 2008-10-04 22:33:59
Thanks for the reply Griever!
Title: gjoerulv's "Hardcore" mod
Post by: Auraplatonic on 2008-10-05 08:09:50
Wow.  The battle arena is crazy hard.  I like the challenge but I am finding that it seems to be almost impossible at times.  Anybody else experiencing this?
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-10-05 16:35:09
to be honest i just used a save editor to give myself omnislash and final attack as soon as i started disc 3.   BUT only because the battle arena was just simply not possible, for me at least
Title: gjoerulv's "Hardcore" mod
Post by: Auraplatonic on 2008-10-05 19:05:17
Well I don't want to say its impossible but it seems as if you are not given much of a chance.  For example fighting the green dragon....with the enemies already having a ton of extra HP and then a ton extra because of the battle arena, and then the handicaps and having only one person, I can rarely win it seems.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-10-05 23:39:39
I must admit I never liked the battle arena. Well, it's fun once or twice but going on it forever is a pain. It's indeed a challenge in my mod if you're up for it, but if you want omnislash, w-magic and final attack without too much pain I suggest you just use the normal scene. Or cheat with jenova.  :evil:
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-10-09 13:44:39
Inspired by some of the new bosses that have been created on this mod, I have pimped my Midgar Zolom:

http://uk.youtube.com/watch?v=gsH2lLrJ3Tk

http://uk.youtube.com/watch?v=mZ1PfveXzgw

Questions and (constructive) comments welcome.
Title: gjoerulv's "Hardcore" mod
Post by: Auraplatonic on 2008-10-13 03:02:55
Good times...I just got done fighting emerald and ruby.  I didn't find emerald to be too bad but I may have been built up a bit too much.  As for ruby the fight was long and decent.  Final Attack/Revive, Counter/Mime, and Coin helped the most.  I think I could have sped up the battle by having a mastered cover materia on someone with counter/mime.  Towards the end I was worried because he used whirlsand on my mime(Tifa) but He was really close to death and didn't last much more.  I saw people talking about having to use Pandora's Box like 200 times or something but thats more like the old Ruby.  This one has less magic defense so Ultima and Star Dust did good damage.  On to Sephiroth!!!


EDIT:  To LKM....I checked out the Zolom and it looked pretty beefy.  I don't know if he needs to be that powerful but for fun its not too bad.

EDIT2:

you are right , KOTR sucks , 255 magic and they can't even deal 6k damage. Double cut is better , lol
  With MP Turbo I got mine to do a little over 9k per hit :D
Title: gjoerulv's "Hardcore" mod
Post by: Auraplatonic on 2008-10-13 05:27:25
Something interesting happened.   When fighting safer sephiroth, he used shield.  I then used coin for 30k damage and then he instantly died.(the first hit!)  I checked in the scene file to see he was supposed to have 1mil hp but ingame that didn't seem to be the case.  Bizarro did have decent hp but I don't think it was anywhere near the 800k the scene says either.  Anyway could this be something on my end?
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-10-13 13:36:19
Yeah, my Midgardsorm is supposed to be an optional boss that the player can fight on disc three. I liked the idea of having a few enemies which are too hard to fight first time around that the player can go back to and beat later in the game. I haven't beaten him yet, but I think it should be possible to win without *too* much trouble.

The Midgar Zolom is perfect for this because it is a completely optional fight and because the player can fight him over and over again; Sephiroth's power is also highlighted by the fact that he can beat him on his own.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-10-15 09:44:42
Something interesting happened.   When fighting safer sephiroth, he used shield.  I then used coin for 30k damage and then he instantly died.(the first hit!)  I checked in the scene file to see he was supposed to have 1mil hp but ingame that didn't seem to be the case.  Bizarro did have decent hp but I don't think it was anywhere near the 800k the scene says either.  Anyway could this be something on my end?

It was a mistake in the AI. Do you have the newest scene? See page 1.
Title: gjoerulv's "Hardcore" mod
Post by: Auraplatonic on 2008-10-18 17:58:48
Oh that makes sense.  I feel like a noob lol.  I had to reinstall ff7 and just put in the org mod install and forgot to update.  Anyway I managed to beat safer sephiroth after a couple tries and I was very impressed with the difficulty.  I felt him to be harder than the weapons as he should be.  My only question is if you plan any more additions or if what we have is the final version?
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-10-21 19:44:02
Since we've figured out how to change the prices of things in shops and how to change the x70 modifier for master materia to something more reasonable:

http://forums.qhimm.com/index.php?topic=7939.msg95637#msg95637

will you have any price-related mods in future versions, or are you staying away from ff7.exe?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-10-22 07:19:52
There are many mods that alters the exe. Even I have several patches. I could make a patch that includes what I got on my exe or a mod that only patches the prices. In the 1st case I need to know what patches and modifications people generally wants. Which means they need the original exe to patch a multipatch with mine. But before I do that I would also like to make my flevel.lpg work with other popular patches as well. I can't possibly please everyone though.

@Auraplatonic: This is not the final version. It must still be considered beta. I will work on this some more when I have time to (which gets rarer and rarer these days  :x).
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-10-22 10:07:22
I see. I thought that there might be a problem with unpatched executables vs. patched ones. Well, it is a mod that most people could make on their own for now (and to their own liking), so I can see why you'd like to make flevel.lpg a priority if it doesn't work for everyone.
Title: gjoerulv's "Hardcore" mod
Post by: Cloud Strife20200 on 2008-10-31 22:04:51
I was checking out your new bosses and wondered what level you'd recommend being at when you fight them? I'm talking about the three soldier members. Also nice midgar zolom mod leighos.
Title: gjoerulv's "Hardcore" mod
Post by: Rufus95 on 2008-11-02 20:05:36
excellent mod the fights are much harder.
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-11-02 20:38:08
I have been playing with Locke, Venus and Theo over the past few days and I have noticed that Theo's standard sword attack is actually a magical attack (i.e. the byte at 0x0e is 22h). Is it meant to be like that, or is it a mistake?

In any case, nice job; Erindre was particularly interesting. I've always thought that the game would benefit from having a few more enemies that could heal or even revive themselves.
Title: gjoerulv's "Hardcore" mod
Post by: LJH on 2008-11-06 02:15:31
Wow. Guard Scorpion was pretty tricky and I'm up to Air Buster now, who is REALLY hard. Great work!

EDIT: Beat him. It was actually easier than I expected, all I had to do was make sure someone with Cure always had full ATB before I let anyone attack. :/
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-11-09 02:04:23
Guard Scorpion isn't very hard if your timing is good. I usually wait until he is doing his search scope and have the targeted character defend (which is all he can do after being paralysed) whilst the other character attacks. Of course, you have to remember when he raises his tail, because if you don't time that well, things can become nasty. It's quite a good difficulty for a first boss; I actually found Air Buster trickier. Perhaps I'm so used to beating him without thinking very much on vanilla FF7 that I get careless; he can wipe you out quite quickly if you do that. Good luck with Aps and the Hell House.
Title: gjoerulv's "Hardcore" mod
Post by: LJH on 2008-11-09 19:43:56
Aps and Hell House were pathetic. o_O

The only difference I noticed with Aps was he used the reverse tsunami much more often...

Hell House was actually /easier/ than I remember him being before... the counterattack is new though, right?

Up to Locke, Venus and... what was the other one? now. They're giving me hell, 7 attempts so far and still haven't been able to beat them. Got the third one dead once then Venus revived him, but that's it.

Reno, on the other hand, was kinda a pain... especially with the 200 HP Pyramids...
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-11-10 16:54:33
with lock venus and tera or whatever her name is  My strategy is to kill the one that revives , then kill the one that cures, then kill locke the blue one last. mindblow with barret is very helpful in that fight, and cross slash's paralyze can be helpful as well. dont forget to steal the silver armlet, there is also a fairy ring and a x potion too.
Title: gjoerulv's "Hardcore" mod
Post by: Auraplatonic on 2008-11-10 23:25:51
Aps and Hell House were pathetic. o_O

The only difference I noticed with Aps was he used the reverse tsunami much more often...

Hell House was actually /easier/ than I remember him being before... the counterattack is new though, right?

Up to Locke, Venus and... what was the other one? now. They're giving me hell, 7 attempts so far and still haven't been able to beat them. Got the third one dead once then Venus revived him, but that's it.

Reno, on the other hand, was kinda a pain... especially with the 200 HP Pyramids...

With Reno I found that not trying to destroy the pyramids was the best strategy.  He won't pyramid all three of the party(at least for me) so just fight him with the remaining party member.  He only has 1000 hp so its not too bad. 
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-11-11 02:33:52
Locke, Venus and Theo? Just wait until you fight them in the return to Midgar...
Title: gjoerulv's "Hardcore" mod
Post by: LJH on 2008-11-11 11:53:13
Aps and Hell House were pathetic. o_O

The only difference I noticed with Aps was he used the reverse tsunami much more often...

Hell House was actually /easier/ than I remember him being before... the counterattack is new though, right?

Up to Locke, Venus and... what was the other one? now. They're giving me hell, 7 attempts so far and still haven't been able to beat them. Got the third one dead once then Venus revived him, but that's it.

Reno, on the other hand, was kinda a pain... especially with the 200 HP Pyramids...


With Reno I found that not trying to destroy the pyramids was the best strategy.  He won't pyramid all three of the party(at least for me) so just fight him with the remaining party member.  He only has 1000 hp so its not too bad. 

He sure did for me. Even if he didn't, he can still Paralyze the remaining member.
Title: gjoerulv's "Hardcore" mod
Post by: Cloud Strife20200 on 2008-11-15 20:33:16
I thought Guard Scorpion was easy, it was a match of endurance to see who could continuously attack but I just spammed bolt and had barret heal if needed then just attack, now air buster is a different matter, he's the hardest boss I've fought (not counting new bosses), I was maybe slightly underleveled but I just got angry because he kept glitching, even though he wasn't facing me when I used limit breaks they still done normal damage, it was a gamble for my limit break to do huge damage or not. He hits pretty hard but as long as you keep someone ready to heal at all times you will be ok. *sigh* Aps as usual was as easy as ever. since I had aerith on my team I used seal evil then spammed bolt, he only attacked me twice before he died. The Hell house was easy, just put everyone on the back row and spam magic seen as you can't deal good physical damage till he uses suicide drop. Next boss was that poison guy, he wasn't hard seen as I equipped everyone with poison protection and spammed fire. them two bosses in the elevator were laughable, the first one died without using his charged beam, second was slightly harder but still laughable. Rufus would've been hard if I didn't keep my bolt plumes, I used a bolt plume which killed his pet then when I got my limit break rufus died so it only took two moves. their wasn't really any notable battles after that untill jenova who I have to say you done a good job with, she was really quite hard and kept me on edge because of stop (she always kept stopping Nanaki my healer  :-() but as for the new trio they were very hard, I took 3 tries, my stratedgy was give barret fury and cover then everytime he had his limit break use mindblow, then it was a case of slowly concentrating on one enemy untill they died then it got alot easier, slowly but surely they all died. I'm currently at cosmo canyon but I can't go any further because I have a bug where if there's a cutscene that my characters are supposed to move in, they just don't move. Like when you go up into the room with all the planets, my guys stay on the ground and I just have to wait untill I can change room to be in the right place but unfortunately there's a cutscene in that room where a planet gets destroyed but my characters don't stay where they should be. the best bit was at junon where you see a cutscene of the cannon and me and the other soldiers were floating in the air lol
Title: gjoerulv's "Hardcore" mod
Post by: LJH on 2008-11-19 12:19:06
I get that bug too. :/

I never got it on this PC until I reinstalled windows a while ago, anyone know the fix?

Anyway - Rufus is damn easy without items. Cast Bio on him, throw Cross Slash when you get it, and just heal. Also - his attack is not long range despite using a gun, so BACK ROW.

Btw, I find the names "Biara" and "Biaga" kinda weird... "Biora" and "Bioga" would've been better. :/
Title: gjoerulv's "Hardcore" mod
Post by: Synthesist on 2008-11-25 13:45:42
So what remains to be fixed Gjoerulv? This seems like a HELL of a mod!

It seems to be playable from start to finish, has anyone had any game-crashing incidents that are due to the mod and not because of faulty installation?
Title: gjoerulv's "Hardcore" mod
Post by: The Skillster on 2008-11-26 00:44:35
Is this still going? Congratulations on keeping it up thus far.
I remember when you were starting it out, hell loads of changes though much be hard to keep track of them all.
Title: gjoerulv's "Hardcore" mod
Post by: Auraplatonic on 2008-11-26 01:52:45
The only actual bug on this mod that I know of is on the beach by Kalm, sometimes it crashes when you get in a battle.  But gjoerulv already knows about that.  As for the bug that was just stated in that recent long post, it seems to be maybe its a bad install.  A fresh one might do the trick.
Title: gjoerulv's "Hardcore" mod
Post by: Synthesist on 2008-11-27 01:09:44
Really? Then it's fully playable,thanks mate :-)
It's Hardcore time in Athens then! :evil:
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-11-27 18:13:01
Yea i've played up to sephiroth in the northern cave and didnt get any crashes that were permanent.  there were a couple crashes or freezes BUT after i reloaded the game and got to that same point again it didnt screw up that 2nd time through
Title: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2008-12-02 09:32:01
I've been looking through the different encounters with Scenester after applying this mod and I found one encounter against six Adamantaimai enemies.  Can the game even do that?  I was wondering if it had anything to do with the crash on the beach near Kalm...?
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-12-03 16:11:56
Which encounter was that?

EDIT: nvm. (scene 7, for anyone who's interested)

In any case, I don't see any reason why the game couldn't do that; I think that one can have any combination of up to six enemies from the relevant scene file in a fight. Of course, if there were a mistake in setting up the fight, the game would crash.

EDIT: gjoerulv has changed very little in that file, and it has nothing to do with the Kalm beach region either, so the crash there must be down to something else.
Title: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2008-12-04 10:34:59
Sorry for the lack of detail.  Yeah, Scene 7, Encounter 27, 3 Adamantaimai enemies in the front row and 3 Adamantaimai enemies in the back row.  And the only other enemy in that Scene is a Test Pyramid (again, this is for those who are interested.  If you ever want to fight them, chuck a "27" into the encounter IDs of one of the flevel files with Meteor).

Looks like I was wrong.  Well, I guess if that was the problem, it would've been removed by now.
Title: gjoerulv's "Hardcore" mod
Post by: Lucky777 on 2008-12-08 18:59:42
Does it work on the german version too :?
Title: gjoerulv's "Hardcore" mod
Post by: Jonnylossus on 2008-12-08 19:34:46
Does it work on the german version too :?

Never tested it, but i guess it works. Just create back ups in case of unwanted problems.

___

Habs nicht getestet, aber ich denke mal, dass es funktioniert. Erstelle aber Sicherungskopien / Back Ups, falls ungewollte Probleme auftauchen.
Title: gjoerulv's "Hardcore" mod
Post by: Lucky777 on 2008-12-08 19:49:14
Es funktionert nicht bei mir da kommt immer diese Fehlermeldung:

http://img525.imageshack.us/my.php?image=fehlermeldungff7mn9.png
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-12-10 06:38:22
It works if you get a hold of the ORIGINAL ENGLISH kernel.bin(2). I can send you a link later.

My german sucks but...

Wenn sie halten ein von der ursprunglichen englischen kernel.bin (2), es funtioniert. Ich kann Ihnen einen link senden. (?) :P
Title: gjoerulv's "Hardcore" mod
Post by: Lucky777 on 2008-12-10 13:44:32
Thanks for the help! :-D
Title: gjoerulv's "Hardcore" mod
Post by: Armorvil on 2008-12-10 21:28:52
Just one little question...

To use your Scene.bin in the PSX version, gjoerulv, I had the idea to completely remove some scene files that aren't used in the first disc, such as the scene files holding the enemies you only meet in Midgar disc 2, and the final dungeon's monsters and bosses. This allowed me to make your scene.bin go below the original's size limit and thus, to make it fit into the game ISO.

It worked great until I defeated Guard Scorpion. But then, while going back to the save point, a random encountered occur in the beginning of which the game just crashed. Impossible to go farther. So, my question is : did you hack one of these random encounters in some way that would crash the game if the last few little scene files were missing ?... ...In other words, is some new enemy supposed to ambush the party, as soon as Guard Scorpion is defeated ?

If not, then this surely sucks - as that would mean that my own scene.bin has chances to randomly crash on the PSX version, too...
Title: gjoerulv's "Hardcore" mod
Post by: finalheaven07 on 2008-12-10 21:37:24
This mod has made me feel like I'm playing FF7 for the first time, as I have no idea what is coming up next enemy-wise.  Thanks!

One thing - I'm not sure if anyone else has reported it, but when you first meet Aerith and you can push the barrels over to help her out, the random encounters you face with Cloud make running around impossible.  I faced 2...geez, I forget their names, but they're the red blob-type monsters.  Anyway, with one attack, they paralyzed, poisoned and silenced me, causing me to die without another way out.  Is it meant to be THAT hard, or is that an oversight?
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-12-10 21:42:41
Just one little question...

To use your Scene.bin in the PSX version, gjoerulv, I had the idea to completely remove some scene files that aren't used in the first disc, such as the scene files holding the enemies you only meet in Midgar disc 2, and the final dungeon's monsters and bosses. This allowed me to make your scene.bin go below the original's size limit and thus, to make it fit into the game ISO.

It worked great until I defeated Guard Scorpion. But then, while going back to the save point, a random encountered occur in the beginning of which the game just crashed. Impossible to go farther. So, my question is : did you hack one of these random encounters in some way that would crash the game if the last few little scene files were missing ?... ...In other words, is some new enemy supposed to ambush the party, as soon as Guard Scorpion is defeated ?

If not, then this surely sucks - as that would mean that my own scene.bin has chances to randomly crash on the PSX version, too...

I don't think that there are any new encounters in the reactor, so I can't think of any reason why the game is crashing. Could there be a problem with the kernel.bin file not being updated? Have your field files been updated as well as your scene files? Have you tried this a few times, or has it only happened once?

If the mod doesn't work for the PSX version, that really does suck :-(

Title: gjoerulv's "Hardcore" mod
Post by: Armorvil on 2008-12-10 23:17:52
I updated the Kernel, but I didn't touch the Field files. Actually, I have no clue how to edit those (be it to add new "monster-in-boxes" or anything else). Do you think the field files also need to be updated, for this hardcore mod to work ?... ...The truth is, I already experienced this same kind of crash, when I worked on my FFVII AV beta. After much Scene hacking, the game would crash when loading some particular enemy formations - but I managed to solve this problem by removing my changes to some other enemies, in different scene files...

It's really weird.
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-12-10 23:31:23
I'm not sure exactly what would happen if you tried to play the mod without the right flevel files, but you certainly wouldn't be able to fight the new enemies, and there might be some other problems with encounters as well, since the field files have all the data on what battles happen in what area.

Hmmm, I've just thought; field files are not stored the same way in the PSX version as in the PC version, are they? That might cause a few problems :-(
Title: gjoerulv's "Hardcore" mod
Post by: Lucky777 on 2008-12-11 02:10:31
THX it work perfect. :-D :-D :-D
Title: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2008-12-11 07:08:01
One thing - I'm not sure if anyone else has reported it, but when you first meet Aerith and you can push the barrels over to help her out, the random encounters you face with Cloud make running around impossible.  I faced 2...geez, I forget their names, but they're the red blob-type monsters.  Anyway, with one attack, they paralyzed, poisoned and silenced me, causing me to die without another way out.  Is it meant to be THAT hard, or is that an oversight?

Those are the Hedgehog Pies, and they are hard, but not an oversight.  They have a small chance of inflicting those status effects, and though the chance is not high, it is a good idea to not move at all (and therefore not encounter them) until Aeris catches up to you at the top of the church.  She can fight and defeat the MP and Guard Hound enemies without a problem, especially if you provide her with some materia beforehand.
Those Hedgehog Pies are no longer such a problem once you have more members in the party.  Remember that they are weak against ice, so pair All with the Ice materia on someone and you should be able to OHKO them.
Title: gjoerulv's "Hardcore" mod
Post by: Lucky777 on 2008-12-11 11:23:30
There is a problem: The game runs too fast.
Title: gjoerulv's "Hardcore" mod
Post by: Armorvil on 2008-12-11 13:55:13
I'm not sure exactly what would happen if you tried to play the mod without the right flevel files, but you certainly wouldn't be able to fight the new enemies, and there might be some other problems with encounters as well, since the field files have all the data on what battles happen in what area.

Hmmm, I've just thought; field files are not stored the same way in the PSX version as in the PC version, are they? That might cause a few problems :-(

I'm not sure the problem lies with the flevel files, since the game doesn't crash when walking on the field, but in-battle, just before the character models are loaded. And since it happened in a game in which I only modified Scene.bin, logic tells me the field files have nothing to do with it... It looks like it's a PSX-only problem, since no one else mentioned this.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2008-12-12 01:24:59
@Armorvil:
I think the problem lies in the fact that some scenes uses new battle models that can't possibly be in the original psx battle.lgp, 'cause I made 'em lol. I've more or less made 1 new enemy in every place. I only made new enemies where it was room for one (or 2) in the scene.bin. And for the sole exception of Jumbo Cactuar I never replaced any enemies with new ones.

@finalheaven07:
Thanks for trying it! :D Actually those pies, like Shadowseer mentioned, have a very small chance of causing these effects. They never occurred when I played. Maybe I'm just lucky or you unlucky, but the chances are not that high.

@Lucky777:
Where in the game do you experience that? If it's in a mini-game that is quite normal. Try dziugo's multi patcher (patches the .exe). Go here! (http://wiki.qhimm.com/FF7/Technical/Customising) You may need the chocobo patch as well. You'll find out when you reach the chocobo races.
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-12-12 12:50:34
Quote from: gjoerulv
I think the problem lies in the fact that some scenes uses new battle models that can't possibly be in the original psx battle.lgp, 'cause I made 'em lol. I've more or less made 1 new enemy in every place. I only made new enemies where it was room for one (or 2) in the scene.bin. And for the sole exception of Jumbo Cactuar I never replaced any enemies with new ones.

Ah, that was the robot, wasn't it? They caused quite a few problems.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-12-12 16:35:03
so I've played up until the northern cave,  havent fought sephy or emerald, ruby weapom yet, anyways i cant find the jumbo cactuar, can anyone shed some light on this?
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-12-12 18:04:59
I have noticed that some people are having trouble with the battle arena in this mod. At the moment I am investigating how the battle arena works (http://forums.qhimm.com/index.php?topic=8061.0). Hopefully I'll be able to let the player use a full party, which should make things much more reasonable.
Title: gjoerulv's "Hardcore" mod
Post by: Jonnylossus on 2008-12-13 18:09:44
so I've played up until the northern cave,  havent fought sephy or emerald, ruby weapom yet, anyways i cant find the jumbo cactuar, can anyone shed some light on this?

Maybe around the Cactus Island ;)? It is in the far left corner, far south from Cosmo Canyon.

Don't know this mod though, so i am not sure.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2008-12-13 19:10:29
Yea i looked around there, i dunno maybe not hard enough
Title: gjoerulv's "Hardcore" mod
Post by: BahamutSIN on 2008-12-13 19:18:31
http://uk.youtube.com/watch?v=Mhi0a16fREQ

This Video shows Jumbo Cactuar's location and the battle! :wink:
Title: gjoerulv's "Hardcore" mod
Post by: riryoku on 2008-12-14 09:59:34
Awesome, thanks for this. Definately going to try it out!!!

....sheesh, I wonder if you altered the Emerald and Ruby battles.  :evil:

Edit: Yeowch, did you put Guard Scorpions crit rate up? Or am I just extremely unlucky? lol Crit after crit after crit....
Title: gjoerulv's "Hardcore" mod
Post by: Misunderstood on 2008-12-22 17:04:56
Excellent mod, I amped up Locke, Theo, and Venus so they can be even more powerful and challenging!!(They were already challenging enough xD) Nice work dude :wink:
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2008-12-22 19:34:33
Quote from: riryoku
....sheesh, I wonder if you altered the Emerald and Ruby battles.  :evil:

They and their attacks are both stronger, especially Emerald (although there isn't a big HP increase - their HP are high enough already); when the strength and of the monster and the base power of the attack are increased, the effect is massive. And one can't spam KotR against Ruby any more, either...
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-01-26 15:39:45
Well then I guess I'm done with this one (not that I've done anything with it lately). As I see it, the only unique thing with my mod is the added enemies and the updated enemy AIs. Everything else should be quite easy to tweak for anyone. What I'm trying to say is that I see little reason to continue this with all the tools and information available. If you're unhappy with my mod but want the new enemies and the updated AI, then I suggest you mod this one however you want with the available tools (or raw editing; whichever you like). Adding enemies and models isn't rocket science either.
There are some minor bugs considering enemy formation though. And there really is supposed to be a new model for the enemy in mt. nibel. Try fighting a bit on the bridge there and you'll see.  :-D
Title: gjoerulv's "Hardcore" mod
Post by: Post_ex0dus on 2009-02-11 03:42:39
Hey! I'm from Germany, too
could you pleasy send me the english kernel.bin? need it so badly :D
thx veery much

Title: gjoerulv's "Hardcore" mod
Post by: Ultraman on 2009-02-12 08:05:59
I'm aware that ultima edition is frowned on around here, but really made me lol at what happened when i installed this patch on it. take a look
(http://www.fileden.com/files/2008/7/27/2022416/owned.png)
yep, this is a random encounter in the first reactor... first encounter of the game, which is usually the two guards was also replaced by a beach plug (i think it's called) - the beachbound enemy that teaches big guard. Was almost impossible to even beat that! lol. Also instead of guard scorpion, i was forced into a battle with 2 yuffies ('mystery ninja') and got totally owned :O
Title: gjoerulv's "Hardcore" mod
Post by: vegetamaker on 2009-03-28 20:52:37
Hello and first @ all: Thanks for do the Mod.

I was tring it only with "kernel.bin" and "scene.bin" and really it is harder! That's Cool!

But... wel..l i saw that you changed some other files (i guess for add graphics and animations) but i cant patch it :S. I have a just-installed data files and the "patcher" say that are "unknow versions". Well, i am playing in Spanish version (that could be the prob i guess).

My files have these names:
    - KERNEL.bin (should be Kernel.bin but i dont think that the patcher care about caps xD)
    - KERNEL2.bin (should be kerenel2.bin)
    - battle.lgp (same)
    - scene.bin (same)
    - sflevel.lgp (should be flevel.lgp)

The Patcher only came patch the "battle.lgp" but if i try it with the "battle.lgp" that i have currently patcher it dosent (normal ofc).

So if i only patch "scene.bin" and "kernel.bin" from the "minipatch" that i said b4 what i will miss from other files? and... Is there any chance for "tie" the patcher and really patch it?

Thanks for your time.
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-03-28 21:09:56
Someone else (http://forums.qhimm.com/index.php?topic=6818.msg96907#msg96907) had this problem, also using a non-English version. It sounds like the patch doesn't work with non-English versions of the game, but maybe I'm wrong.
Title: gjoerulv's "Hardcore" mod
Post by: vegetamaker on 2009-03-29 05:08:26
Someone else (http://forums.qhimm.com/index.php?topic=6818.msg96907#msg96907) had this problem, also using a non-English version. It sounds like the patch doesn't work with non-English versions of the game, but maybe I'm wrong.

Thanks for it. I missed it i gues :P. Well if i only need the kernel2.bin for do it work i will try find it ^^. Thanks
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-03-29 14:04:57
Hmmm, I'm not sure whether a kernel2.bin would be enough; the flevel.lgp is also different in the non-English versions of the game (since all the dialogue is there). If it works with just an English kernel2.bin, that's great, but don't get your hopes up.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-03-30 18:47:24
Yeah now I added a download for users of non-English versions. Check out the 1st page.
Title: gjoerulv's "Hardcore" mod
Post by: vegetamaker on 2009-03-30 23:06:47
Yeah now I added a download for users of non-English versions. Check out the 1st page.

OMG!. I guess i will love u alot. Thanks so much gjoerulv! Just downloading :D

EDIT:

Ok, downloaded and patching. But there is still a prob: the flevel.lgp file. The spanish version is called "sflevel.lgp" so i renamed it. The patch cant path it (is where all text are if i am not wrong). What i will miss if i dont patch it?

Thanks!
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-03-31 11:00:01
Quite a lot; the data telling the game to take you to all of the new battles is in flevel.lgp, so you won't be able to fight enemies like Locke, Venus and Theo. IIRC, armorvil had a problem with the game crashing in the first reactor when he used the the scene and kernel files with the PSX version, because there was a new enemy in there (although that may have been because he didn't have the battle.lgp file). This mod uses quite a lot of field edits, so you might miss out on quite a lot.
Title: gjoerulv's "Hardcore" mod
Post by: vegetamaker on 2009-03-31 11:15:54
Jum... So all files are 100% necesary for the mod. Well... then if i am very bored, and with the permisson of gjoerulv,  i could translate all texts to Spanish (just comparing and copy-pasting with the original) and, why not, improving it for a better translation (even if the pc version is better translaten than psx version there are alot bad things translated. Alot confuses with "he" and "she" haha).
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-03-31 11:23:56
There are some much bigger problems with the translation; the typos are just irritating, some of these (http://forums.qhimm.com/index.php?topic=8230.0) can lead to real misunderstandings.
Title: gjoerulv's "Hardcore" mod
Post by: vegetamaker on 2009-03-31 11:57:39
There are some much bigger problems with the translation; the typos are just irritating, some of these (http://forums.qhimm.com/index.php?topic=8230.0) can lead to real misunderstandings.

Now imagine what things can be found in the spanish version when they translated it from english version (if i am not wrong xD). Thanks for the link, if i finally i translate it (even if is only for my own use) it will help alot! ^^

Edit: Anyway i should translate the spanish version first for use it in "normal mode" and after the "hardcore mode". Just for follow a logic order.
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-03-31 12:12:20
I hate to think. I've heard that the German translation is awful, which wouldn't be a surprise. Chances are most of the translations are mistranslations of mistranslations.
Title: gjoerulv's "Hardcore" mod
Post by: Post_ex0dus on 2009-04-01 07:12:39
eer.. another question:
HOW can i defeat Jenova on the boat?? omg its so hard. my chars are lvl 31 and the most damage i can deal is 1300 with Shiva (only one time in battle).. but Jenova has 20.000!! and she's doing "stop" all the time which can't be cured.
do i have to train until lvl 50?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-04-01 07:19:48
eer.. another question:
HOW can i defeat Jenova on the boat?? omg its so hard. my chars are lvl 31 and the most damage i can deal is 1300 with Shiva (only one time in battle).. but Jenova has 20.000!! and she's doing "stop" all the time which can't be cured.
do i have to train until lvl 50?

You should sense her and see her weakness... which is "Cut" meaning Cloud's attacks. The two other party members should just heal, and optionally use limits to heal the party or damage jenova. Cloud should have the power wrist on to deal even more damage. The headbands prevents stop.
Title: gjoerulv's "Hardcore" mod
Post by: dragoone on 2009-04-14 17:59:05
hey, i downloaded the game n the patch n appears a error message is like

   |^^^^^^^^^^^^^^^|
   |G(dadada)update data   |
    ^^^^^^^^^^^^^^^
n down says
This contain Invalid Data
(Is my  BD¡)
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-04-14 18:43:51
This is for the PC version only. if you downloaded it there is a probability for the files not being like the original ones. You downloaded the PC version? You followed the instructions? well it really isn't that hard.

All files that are patched can't be altered in any way before you patch (must be original).
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-04-16 18:34:45
man... everytime i put on the hardcore mod, and then the battle cloud model and the npc rc patch, it messes up all the field models... but why? i dont get it, i do it EXACTLY like i do it on xp (my comp now is vista) and there's graphical errors such as missing body parts  :-(
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-04-16 22:42:57
hmmm, I've never tested my patch with other patches. I know is that my patch doesn't work if the files are altered. The npc patch patches the flevel.lpg. I guess the problem is that it gets messy if you try to patch on a patched file. I was planning on making a patch that worked with the npc, but as I see the project isn't done yet I figured it would be a good plan to see if they finished it and then make the patch.
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-04-20 02:03:07
ya thats prolly best... but i think i remember seeing some1 on youtube having the cosmetic mods along with ur mod
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-04-24 05:39:23
man, i cant wait to put the hardcore mod and the finished npc patch together... VISTA sure is a pain when i try to combine these 2 together  :-(
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-04-24 12:34:36
Mabye I'll make a patch soon. Doesn't look like there is much development there anyway. Then what project was it again? The new one or the old one? (the phoenix thing or the npcrp?)
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-04-24 23:24:52
i would go with the phoenix thing... also, is there a way to put those and the improved cloud model? like the 1 APZ has? i no it alters the battle.lgp but i think i remember seeing it happen
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-04-27 19:32:27
how's it comin gjoerulv?
Title: gjoerulv's "Hardcore" mod
Post by: NameSpoofer on 2009-04-27 23:08:11
hey gjoerulv

how about combining my mod with your mod   ( you have seen jumbo cactuar battle :lol: )

i have replaced soldier 1st/2nd/3rd class models with the new ones from CC so your locke, venus and theo will look super cool  :-D

when im done with my mod i can combine my mod + your mod + prp project together in one
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-04-28 02:15:18
damn that'd be one awesome mod! cant wait to see vids with these combos of mods!  :-D
Title: gjoerulv's "Hardcore" mod
Post by: oldtimeplayer on 2009-05-12 04:01:56
hey gjoerulv, thanks for the mod! playing this for the first time in 8 years or so and it's good to have a bit of a challenge this time, lol I actually game over'd after applying this mod. well I registered just to say that I'm using this in conjunction with the prp (project phoenix) mod and it seems to be working fine. My understanding of all the .lgp's is a bit n00b but I decided since your mod and the prp mod don't edit the same data files then there should be no problem?
So what I done was:
start from fresh data files (apply saints high res mod),
apply the prp mod, copy the files that get edited (char.lgp, world_us.lgp) and then replace with fresh one's again.
Apply the hardcore-mod, and then put the edited char.lcp, world_us.lcp from prp back in place.
I also applied the high res cloud mod which edits battle.lgp (as does the hard-core mod) and it hasn't had problems yet.
Hope that helps someone  play this great mod with decent graphics aswell :-)
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-05-12 07:38:13
do u got XP or VISTA?
Title: gjoerulv's "Hardcore" mod
Post by: oldtimeplayer on 2009-05-12 08:00:48
vista. the install for the hardcore mod was a bit wierd tho I had to do it 3 times, in data/battles, data/kernel, and data/field to do all 5 files. If I tried to do it just into data file it didn't go.

edit: A strange thing happend when I was playing in clouds storey, the mako-monster in 1st visit to the reactor killed cloud and sephiroth, then the game continued as if I'd won. Then when I got to control cloud again he had zero health, and since you cant use items on the field I finished the storey off with cloud "dead" (the only party member) ...
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-05-12 21:21:35
lmao! that's messed up! i bet u the 1st 1 to find that out... anywayz, how did u get it to work on VISTA?i mean, i try it, follo instructions on 1st page and then i try to apply high res cloud and prp and the characters end up missing body parts... i dont get it! on the battlefield and on the field itself! cloud is missing like his arm, chest... i did this several times and im tired of this happening to me... so can u help me out here?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-05-13 11:50:54
hey gjoerulv

how about combining my mod with your mod   ( you have seen jumbo cactuar battle :lol: )

i have replaced soldier 1st/2nd/3rd class models with the new ones from CC so your locke, venus and theo will look super cool  :-D

when im done with my mod i can combine my mod + your mod + prp project together in one

Hmmm, where can I get a look on that stuff.

hey gjoerulv, thanks for the mod! playing this for the first time in 8 years or so and it's good to have a bit of a challenge this time, lol I actually game over'd after applying this mod. well I registered just to say that I'm using this in conjunction with the prp (project phoenix) mod and it seems to be working fine. My understanding of all the .lgp's is a bit n00b but I decided since your mod and the prp mod don't edit the same data files then there should be no problem?
So what I done was:
start from fresh data files (apply saints high res mod),
apply the prp mod, copy the files that get edited (char.lgp, world_us.lgp) and then replace with fresh one's again.
Apply the hardcore-mod, and then put the edited char.lcp, world_us.lcp from prp back in place.
I also applied the high res cloud mod which edits battle.lgp (as does the hard-core mod) and it hasn't had problems yet.
Hope that helps someone  play this great mod with decent graphics aswell :-)

Sounds like a good plan if you want good graphics with my mod.

Right now I'm heavily occupied with my work. I can't really do anything with this mod 'till the 21st, and even then I may be stuck with something else. sigh...
Title: gjoerulv's "Hardcore" mod
Post by: oldtimeplayer on 2009-05-13 12:09:36
lmao! that's messed up! i bet u the 1st 1 to find that out... anywayz, how did u get it to work on VISTA?i mean, i try it, follo instructions on 1st page and then i try to apply high res cloud and prp and the characters end up missing body parts... i dont get it! on the battlefield and on the field itself! cloud is missing like his arm, chest... i did this several times and im tired of this happening to me... so can u help me out here?
I dunno I didn't follow the instructions too well just done what I said above, then when I installed hardcore I ddn't realise you were supposed to have all 5 files in 1 folder so I done it 3 times. I can email you the char.lgp, battle.lgp and world_us.lgp files I using and you can try see if they work for you if you want? don't think I've put any other patches in to change them.

hey gjoerulv.. i'm just wondering if it would be very hard for me to edit ur mod slightly so that the master materia still exist? since I've never got them yet, on my last and greatest game of f7 I was leveling up materia to take on emarald and my little bro overwrite my save  :cry:
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-05-13 12:16:12
Sure it should be easy with Wall marked. It's simple if you compare the original Kernel with the one in my mod to see what needs to be done. I did this in raw hex editing so be greatfull for wall marked.  :-D (just in case you dunno what I'm talking 'bout, goto game tweaking and you'll prob see it at once)
Title: gjoerulv's "Hardcore" mod
Post by: oldtimeplayer on 2009-05-13 12:29:10
haha, yup no idea.. was hoping it would be as easy as avatar modding  :-P where
I can just change a few files in lgp-tools. well I'll look into it thanks
(edit: oh yeah now I see what you mean, and it's not an lgp that needs modifying.
and raw hex editing..? I'm greatfull already  :-D )
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-05-13 17:51:13
that be awesome man, thanx
Title: gjoerulv's "Hardcore" mod
Post by: oldtimeplayer on 2009-05-14 04:15:14
ok well it was taking to long to upload to email so I just put it here:
http://www.2shared.com/file/5767456/e55f148d/New_Folder.html
hope it goes for you. apply the hardcore mod first then copy those over.
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-05-14 07:46:23
alright i'll download it and check to see if it works... btw how do u do that quote thing? lol sorry if im being newbie
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-05-14 10:14:35
Quote from: drfeelgud88
btw how do u do that quote thing? lol sorry if im being newbie

There's a quote button in the top right-hand corner of other people's posts; you can delete bits of the quote if you don't need them. You can also copy and paste things people have said and use
Code: [Select]
[quote author=person's name]thing you are quoting[/quote]
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-05-15 00:37:37
Quote from: Leighos Kudistos Megistos
There's a quote button in the top right-hand corner of other people's posts; you can delete bits of the quote if you don't need them. You can also copy and paste things people have said and use
Code:

Quote from: person's name
thing you are quoting
u mean like this?
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-05-15 00:39:57
sorry for the double-post... oldtimeplayer, thanx for the files, but i only got the high res cloud to work... when i use the char, it still has cloud missing his right arm and chest... idk y! and u say it works perfect on urs? why is this? i dont understand...
Title: gjoerulv's "Hardcore" mod
Post by: oldtimeplayer on 2009-05-15 04:39:12
yeh it works fine for me, nobody's missing anything. does it work without the hardcore patch? sorry but I can't help cos I don't really know too much, would try running ff7 in some different compatibility modes or update graphics drivers or something cos it might be some underlying problem
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-05-15 05:00:12
graphic drivers? i dont think so... my comp's the best and brand new like 2 months ago... maybe compatibility modes? but i neva heard of compatibility modes doing that.. i just hear that it either works or it doesnt
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-05-16 03:43:56
Does it work normally with no mods? If so try installing 1 mod at a time before testing. Then you'll at least get teh gist of the problem.
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-05-16 06:26:39
hmm, i'll be sure to try that after the 0.6 driver thing releases... thanx for the advice
Title: gjoerulv's "Hardcore" mod
Post by: Allehelgens on 2009-05-16 19:27:54
Phew I cant even win those Venus, Locke and that one guy in Shinra HQ. My characters are lvl 10-12, that can be too low lvl, but leveling with this mod on is too hard and takes too much time. :S

EDIT: Found good strategy already, there is no enough time to steal tough.
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-05-16 22:23:01
i've stolen from those 3 guys... altogether tehy have x potion, silver armlet and peace ring... this mod is brilliant! i luv a challenge
Title: gjoerulv's "Hardcore" mod
Post by: Allehelgens on 2009-05-17 07:09:50
i've stolen from those 3 guys... altogether tehy have x potion, silver armlet and peace ring... this mod is brilliant! i luv a challenge

I know what you can steal from them, there is just no time to do that. =P I need to have someone always ready to throw new locoweed when 2 of them are not in confuse anymore, otherwise they kill me very fast.

But I think those items are not that important, so I'll continue with story.
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-05-18 01:13:40
hey gjoerulv. even when i fresh (max) install ff7 and not apply any patches/mods, in the 1st battle (2 MP's) 1 of them is missing his head and his gun. when i kill the other 1, his head and gun appear... its weird. so its not the hardcore mod like i thought it was. idk wut it is... i should take this over to Tech-related so they can help me out
Title: gjoerulv's "Hardcore" mod
Post by: Idec Sdawkminn on 2009-05-24 03:40:03
Just wanted to know that I tried out your mod and the 9999 limit one (you recommend both) with Emerald Weapon. I am running it on Windows 7 RC. I produced the following video:

http://www.youtube.com/watch?v=SzAffurNF84

(Note: he is much harder with the 9999 limit in place)
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-05-30 15:38:08
Just wanted to know that I tried out your mod and the 9999 limit one (you recommend both) with Emerald Weapon. I am running it on Windows 7 RC. I produced the following video:

http://www.youtube.com/watch?v=SzAffurNF84

(Note: he is much harder with the 9999 limit in place)

Yeah I haven't really done much to these guys yet. And I've decided to make a new patch, but not until my finals are done. ('round 8th June)
Title: gjoerulv's "Hardcore" mod
Post by: BrokenCrowe (Mendelevium) on 2009-05-31 08:49:21
Okay i installed this patch... then installed slayer's swords and the APZ cloud model........ they seem to be working fine with this mod.......
however i want to know.. should i expect trouble???
Because i remember reading somewhere.....it might have been here.... that this mod doesn't like to work with other mods??

Thank you,

Broken Crow
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-05-31 09:54:54
Depends on which mods; I haven't had any problems with Apz or slayer's mods using this.

You're only likely to run into problems if you try to install this mod after using a lot of other mods that change files that the hardcore mod changes
Title: gjoerulv's "Hardcore" mod
Post by: BrokenCrowe (Mendelevium) on 2009-05-31 10:51:57
Ok thanks.. :D... I'm just worried is all.. because i want the upgraded graphical bits...... but i also want to play FF7 at a challenging pace... so far I haven't been disappointed...:D
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-06-02 04:59:52
ya thats my goal too! to play with this hardcore mod and to have the AC mod on there too so it can be AC characters AND difficult mod haha but vista is too weird and its kinda hard...
Title: gjoerulv's "Hardcore" mod
Post by: BrokenCrowe (Mendelevium) on 2009-06-02 05:20:54
yeah... lol....... Vista is really weird........ it wouldn't let me patch with the beta...so i deleted the AC mod....thinking id download it when it was complete............ BIG MISTAKE..........xD

I figured out what you have to do if you still have the MOD............ you have to open the files....... and extract them with LGP tools...and implement them manually .. I'm not sure if its possible though....... I don't remember how the patcher works..........

But i did lay my hands on his sample .. its on his site........... and i Implemented in the field model of Cloud and I can also do the battle model if i chose,,,

(sorry for going way off topic)
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-06-02 05:39:52
could u explain how u did all that? lol im such a newbie at this stuff  :-P
Title: gjoerulv's "Hardcore" mod
Post by: BrokenCrowe (Mendelevium) on 2009-06-02 05:47:41
First i went to his site,,, and clicked on the link modding school or something like that.....
Then downloaded the sample

Then i made a new folder on my desktop .. calling it "char Lpg"

I then went Fidelcula's Lgp tools and opened the battle lgp..

I extracted all to the new folder "char lgp"

then i opened the folders from the download..... and copy all that is the field model folder and paste it into the "char lgp" folder..

Then i made a back up of my original Char.lgp

then went back to LGP tools and clicked create.... select the folder from you desktop "char LGP"

then go to your Final Fantasy VII directory... Data/filed

and create the LGP there

(again sorry for the off topic-ness........... and my really bad explanation)
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-06-02 16:32:55
you are talkin about the PRP right? or wut download are u talking about?
Title: gjoerulv's "Hardcore" mod
Post by: BrokenCrowe (Mendelevium) on 2009-06-03 01:27:30
Oh prp......xD........
Just right click on the PRP icon that appears on your desktop.... and click on explore option.

It will take you to a folder...

Find the files title 00.. and 01

rename 00 to char

and rename 01 to world_us

then cut and paste the two to your FF7 directory

char goes into data/field

and world_us into data/wm
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-06-03 03:14:14
ok i tried AC mod (beta) and along with 1.02, saints, dzuigos, and hardcore mod... result... MISSING BODY PARTS graphical glitch! lol
Title: gjoerulv's "Hardcore" mod
Post by: BrokenCrowe (Mendelevium) on 2009-06-03 03:18:18
Wait you have AC mod beta??????? O.O

That is a beta you know..... and it wasn't quite finished from what i hear.... *raises an eyebrow* I am not sure how to fix the graphical issues but.... do your models show up perfectly in Kimera???
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-06-03 03:34:48
idk i neva used kimera or any of those other programs... i know im sad  :-(
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-06-03 15:04:12
Ok, on the 8th my final exams are over, then I probably have some work to finish after that. Which means I can start making the final release (v1.0) around the 10th. I have an idea on a new "ultimate" enemy, but haven't thought of where to place it. Any suggestions where it would be interesting to trigger a knew "ultimate" enemy?

And I also want to make it possible to get those materias you get in the final dungeon earlier, switch 'em with something else (megalixirs, equipment etc.), and make it harder in there as well. This might sound stupid, but I had an idea to make 'em available in the materia caves. For instance you get HP <-> MP materia AND Mega-all in the purple (independent) materia cave. Sounds good?
Title: gjoerulv's "Hardcore" mod
Post by: secondadvent on 2009-06-03 15:44:40
the northern crater in disk three could be a good place, multiple places in there that would be nice to place a super boss in, but with lack of save spots, that can be a bad thing (or use up the save crystal near the super boss, to make things easier). the back of the forest opened by killing ultimate weapon (where you find the (i think... been a while) apocalypse for cloud), placing it in the end area there could be nice, but requiring you to trek back through the forest.

it also depends on what your ultimate enemy will be... if it is humanoid, you could have it easily fit into towns and such (create an npc that is actually the enemy), then you could do things like place it in the back of wall market, or in the center of kalm, since there is already a quest dealing with kalm. if it were to be something big (like a recreated omega weapon or something) it would need plenty of room, and unless it were to attack a city, then it wouldn't really fit in too well.

a mako created enemy could fit into mt. nibel, possibly in the reactor itself if you can reenter it later in the game, or just somewhere in the surrounding caverns. if you could make it so that the area where aerith was killed was accessible after doing something (possibly a side quest, or just making it able to be accessed at any time after that event (early game ultimate boss possible O_o)), then that little place could be a great spot for the fight, an ancient monster coming out to play. there are many possibilities, but i need to know the type of monster first, and what you are capable of doing >:D.

making the materia accessible earlier can be good and bad, especially since the places are all available at the end of the first disk since chocobo breeding is open then (i think it starts end of disk one, before the second... i have to check on that).having the end game materia possible early on isn't entirely a good thing. i don't know what all is doable with the battle square, but would you be able to add the materia as rewards from there, which are only available on disk two/three (whenever you think it is the best time to have them), and are only able to be gotten one time (like omnislash). this could also be done with the gp (i think?) from the game corner (or whatever it is called with the minigames >_>), but since the guy at the entrance sells gp, it could be done pretty easily if you have the funds, though it could still be worth it if the battle square isn't as easily done.

it would be really nice if enemies could drop materia, but since that isn't done as easily (can be if you edit the field files for enemies that appear on the field, like boss battles and such, or create monster-in-a-box fights which give the materia when opened/enemy defeated, but making the enemy unable to be fled from), it is probably better to do it another way.
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-06-04 04:56:54
wut item/weapon/material would this ultimate enemy drop?
Title: gjoerulv's "Hardcore" mod
Post by: secondadvent on 2009-06-04 23:55:18
*defeats ultimate enemy* yeah... i killed it! wait... wtf? *a black screen appears, showing the words: would you like to save your game?*

game returns to title screen, and you load up your save... the first double MP battle comes up, and they wipe the floor with you... you just unknowingly activated uber hard mode... congrats :-P.

but seriously, ultimate, harder than the final boss fights should not give any kind of reward other than a type of battle trophy with no real use, since you basically would have nothing new to use a brand new weapon, or super materia against, seeing as you KILLED everything. the only way they should have anything is if they are linked to a harder ultimate boss, kind of like the bosses in the gba versions of the older ff games... give a battle trophy from the main ultimate bosses, and useful stuff from the rest.

the ruby/emerald weapons shouldn't have prizes linked with them either, since they are normally the hardest, and not even really hard at that. it should give a useless trophy item, or else i'd be expecting a harder fight to come up at some point, and would be disappointed if it never happened :-P
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-06-05 04:41:56
so this ultimate enemy would be the LAST boss and fight of the game?
Title: gjoerulv's "Hardcore" mod
Post by: obesebear on 2009-06-05 05:06:44
There is an area in the Ancient Forest (I think) that was rumored to be a way to revive Aerith.  You vear off the path to the right some and then above you you can see a vine leading up into a cave of sorts.  Somehow using that area could be pretty cool as not a lot of people even know the path branches off.
Title: gjoerulv's "Hardcore" mod
Post by: Seifer Almasy on 2009-06-05 05:09:58
Yes it was in reality a cave that wasnt used in final release...I am not sure if the code is still there for the vine ladder  but could be a great place...
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-06-05 05:09:45
really?! a way to revive aeris? is that true? hmm i need to look into that then.. ancient forest... thats where u get the typhoon summom right?
Title: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2009-06-05 06:12:29
Yes, that materia is in the Ancient Forest, but that's not where the cave is.  It's before the Forgotten City, in the same area as the chest with the Water Ring.

And it was only rumored to be a place where you could revive Aerith.  In reality, you can't even climb up there.  If it were possible to revive Aerith, she would've had a more direct role in Advent Children.

Sorry.  Aerith is as dead as Sephiroth is.
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-06-05 06:54:38
well i just wanted to know wut it was there... aeris was good and all but her death is a turning point of the game and it fits excellent with the game.. but anywayz, i'd like to see that "cave" but i dont remember haha
Title: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2009-06-05 07:22:14
I saw an image of it on the web once.  Give me a moment and I'll find out where it is.

Edit: Okay, it's eluding me... I think if you land the Highwind right outside the Forgotten Capital, but go back in the other direction, you'll end up in the right area.  There's a fallen tree that you can walk under (and maybe across, I'm not sure) in this area, as well as one treasure chest if not more.  If you run southeast from the north exit to the Forgotten City, the cave should come into view.  But again, you can't reach it.
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-06-05 22:57:25
oh... damn i still cant remember lol but anywayz i guess it was all bs then lol  :-P
Title: gjoerulv's "Hardcore" mod
Post by: BrokenCrowe (Mendelevium) on 2009-06-06 02:52:27
*edited*
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-06-07 03:47:27
the northern crater in disk three could be a good place, multiple places in there that would be nice to place a super boss in, but with lack of save spots, that can be a bad thing (or use up the save crystal near the super boss, to make things easier). the back of the forest opened by killing ultimate weapon (where you find the (i think... been a while) apocalypse for cloud), placing it in the end area there could be nice, but requiring you to trek back through the forest.

it also depends on what your ultimate enemy will be... if it is humanoid, you could have it easily fit into towns and such (create an npc that is actually the enemy), then you could do things like place it in the back of wall market, or in the center of kalm, since there is already a quest dealing with kalm. if it were to be something big (like a recreated omega weapon or something) it would need plenty of room, and unless it were to attack a city, then it wouldn't really fit in too well.

a mako created enemy could fit into mt. nibel, possibly in the reactor itself if you can reenter it later in the game, or just somewhere in the surrounding caverns. if you could make it so that the area where aerith was killed was accessible after doing something (possibly a side quest, or just making it able to be accessed at any time after that event (early game ultimate boss possible O_o)), then that little place could be a great spot for the fight, an ancient monster coming out to play. there are many possibilities, but i need to know the type of monster first, and what you are capable of doing >:D.

making the materia accessible earlier can be good and bad, especially since the places are all available at the end of the first disk since chocobo breeding is open then (i think it starts end of disk one, before the second... i have to check on that).having the end game materia possible early on isn't entirely a good thing. i don't know what all is doable with the battle square, but would you be able to add the materia as rewards from there, which are only available on disk two/three (whenever you think it is the best time to have them), and are only able to be gotten one time (like omnislash). this could also be done with the gp (i think?) from the game corner (or whatever it is called with the minigames >_>), but since the guy at the entrance sells gp, it could be done pretty easily if you have the funds, though it could still be worth it if the battle square isn't as easily done.

it would be really nice if enemies could drop materia, but since that isn't done as easily (can be if you edit the field files for enemies that appear on the field, like boss battles and such, or create monster-in-a-box fights which give the materia when opened/enemy defeated, but making the enemy unable to be fled from), it is probably better to do it another way.

It will most likely be a huge enemy, with some goons, but I also thought that the place where it is triggered matters. I can pretty much make whatever I want (not 3d models though, I'll use a prev made model and alter it). What I find most fun is making AIs. But I have to think of where to trigger it 1st.

And, yeah, reward for beating the ultimate monster is simply a trophy. I find it stupid in rpgs when you win an ultimate item for defeating the ultimate enemy. Now that item would be a great help defeating this enemy, and now that it is dead, with no more challenges, what do you need it for?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-06-14 16:20:33
ok I made some new vids. Hmmm do this forum support embed youtube video into a post? guess not.

Well here are the links, though the quality of the vids suffered heavily when I uploaded. Sorry 'bout that.

Vid1 (http://www.youtube.com/watch?v=127uwQfxM_Q)

Vid2 (http://www.youtube.com/watch?v=4m1SBzwv0ps)

EDIT: Forget it. The quality sucked after I uploaded 'em. I'll need to record 'em again.
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-06-14 19:38:32
no vids? aww  :cry:
Title: gjoerulv's "Hardcore" mod
Post by: secondadvent on 2009-06-15 04:13:51
im currently trying to figure out some of the unknown variables in the ai, specifically the drop/steal items and the stolen flag, so that my ai can be even more customizable :P. i did manage to find something i can use as a temporary replacement though, and that is the set of flags/variables that i found for the gil/item returned by an enemy (such as the vice) that can steal from you, where the reward is given to you upon their death (dialogue box shows your reward).

if i can't find the steal/drop items/rates through ai, then this would be a good secondary thing, as you can still create a random chance of receiving the item, though their regular items could still drop as well, and possibly create a second steal item by doing the same thing, but checking for steal/mug/steal as well effect or such, using a random chance, and turning off/on the dead unit flag (which may or may not trigger the item to be given, not quite sure, as i have done little testing on these, other than to pinpoint their location) to give the item.

probably hard to understand my rambling (i do that a lot  :wink:), but here are the variables to use for each:
4280 - the gil variable, up to 65535 given, two bytes
4290 - item given back, 0-127 is items, 128-255 is weapons, 256-287 armor, and 288-320 is accessories, materia can not be gotten from what i have seen (some over 320 can cause it to crash, others give a bugged item)

these should be a good find for any ai edited mod, as there is more freedom with items, essentially allowing there to be any item dropped. i am trying as hard as possible to find the drop/steal items/rates, but so far it isn't going too well... but i will keep trying anyway :P.

i have an idea for you, which could take some time, but would increase the difficulty some. if you go through all normal encounters (non-ambush/preemptive fights) and set their special battle modifier (offset 0x12 in the setup 1 data) to 08, it would make your party locked in the front row, disabling the change command as well, so that it would force the player to always take the maximum from attacks. the only foreseeable problems would be with regular preemptive and ambush fights (where either you or the enemy is attacked from behind), as changing rows is still possible there.
Title: gjoerulv's "Hardcore" mod
Post by: Seifer Almasy on 2009-06-18 17:01:46
(http://img160.imageshack.us/img160/2343/chocoboweaponir4.jpg)
 :lol:
Title: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2009-06-19 01:26:01
i have an idea for you, which could take some time, but would increase the difficulty some. if you go through all normal encounters (non-ambush/preemptive fights) and set their special battle modifier (offset 0x12 in the setup 1 data) to 08, it would make your party locked in the front row, disabling the change command as well, so that it would force the player to always take the maximum from attacks. the only foreseeable problems would be with regular preemptive and ambush fights (where either you or the enemy is attacked from behind), as changing rows is still possible there.

I'm against that idea.  It takes some strategy out of the game and reduces the usefulness of ranged weapons as well as the Long Range materia.  The game is more fun with more options available to you throughout.

As for a new superboss dude, I was going to suggest making a dragon larger in size, coloring it dark grey and calling it Tiamat... but Chocobo Weapon works too!
Title: gjoerulv's "Hardcore" mod
Post by: obesebear on 2009-06-19 01:44:05
I personally feel that if Chocobo Weapon is to be implemented into the game, he should be impossible to beat.  After you deal out X damage to him he immediately destroys your party  AND ERASES ALL YOUR SAVES!!!
Title: gjoerulv's "Hardcore" mod
Post by: secondadvent on 2009-06-19 01:58:54
i have an idea for you, which could take some time, but would increase the difficulty some. if you go through all normal encounters (non-ambush/preemptive fights) and set their special battle modifier (offset 0x12 in the setup 1 data) to 08, it would make your party locked in the front row, disabling the change command as well, so that it would force the player to always take the maximum from attacks. the only foreseeable problems would be with regular preemptive and ambush fights (where either you or the enemy is attacked from behind), as changing rows is still possible there.

I'm against that idea.  It takes some strategy out of the game and reduces the usefulness of ranged weapons as well as the Long Range materia.  The game is more fun with more options available to you throughout.

As for a new superboss dude, I was going to suggest making a dragon larger in size, coloring it dark grey and calling it Tiamat... but Chocobo Weapon works too!
it could at least be used in more than the ~10 that it is normally used in... maybe making all battle arena/square fights like that. it seems underused to me at least... it wouldn't have to be against every encounter, though ranged weapons would still be needed, since enemies keep their rows the same, only your back row is prevented, and flying enemies (row 16... unreachable by short range attacks) would still have use for ranged weapons/LR materia, but i do see your point.
Title: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2009-06-19 02:22:39
I personally feel that if Chocobo Weapon is to be implemented into the game, he should be impossible to beat.  After you deal out X damage to him he immediately destroys your party  AND ERASES ALL YOUR SAVES!!!

lol I think that's going a bit too far.

I think Chocobo Weapon should have Deathblow!!, Fat-Chocobo, Chocobuckle, Confu, Haste, and (just for the surprise) Ultima.
Just to be clear, I'm not serious about having Chocobo Weapon in the game.
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-06-21 09:02:33
yeah... chocobo weapon... not relle feelin it lol  :|
Title: gjoerulv's "Hardcore" mod
Post by: obesebear on 2009-06-24 03:47:07
Ok I actually have a good idea for a difficult enemy to fight (though I'm unsure about the trigger)

During the Nibelheim flashback you see the fmv of the mako saturated being fall out of his capsule in the reactor.  It would be cool if you could later go up to that same capsule and fight him.  His model is in Crisis Core and shouldn't be too much trouble to put into FF7. 
Title: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2009-06-24 04:09:08
Not a bad idea.  And maybe a trigger isn't needed.  Just turn on encounters in that area and make it so that the superboss is the only thing that appears.  But one would need to take care not to make it so that it could be encountered during the flashback.

One problem though.  Currently, with the Hardcore mod as it is now, that monster is already fought (during the flashback - you're supposed to take it down with Sephiroth).  Still a good idea, though.  Supposing many creatures fell out of their capsules, and over time, that reactor became a monster's den.
Title: gjoerulv's "Hardcore" mod
Post by: Deepness on 2009-07-08 21:07:15
Great forum and good job to everyone being so dedicated to modding this awesome game.

I'm trying to get the 9999 limit break patch and this mod working, but having just started my game I'm not sure if they're working. (I'm not a coder, just a game fan) Is there a way I can double check before I get 50 hours into a game and realize I need to start over?
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-07-08 21:12:28
It should be obvious from the start whether the hardcore mod is working; the fights will all be much harder and there will be a new enemy in the first reactor. (Also, if some parts of it have installed properly and some haven't, there'll be lots of crashes).

The best way to find out whether the 9999 patch is working is to save twice at the first save point (to different files) and edit one of them with a save editor, giving yourself 9999 HP and lots of mastered HP+ materia, as well as strength and magi stats of 255 and some ultimate weapons. If your HP goes over 9999 with the materia and you do more than 9999 with any of your attacks...
Title: gjoerulv's "Hardcore" mod
Post by: storm20200 on 2009-07-08 22:43:18
This may sound insane but why not make it a side quest? Like after you've beaten Ruby and Emerald weapon, you then get an item that teleports you to this place (some memorable place that you can no longer get access too) And these 3 guys are there (the black gowned guys that only say Sephiroth) with a savepoint and an exit to the world map, then you have a choice, either fight all 3 bad guys one at a time for items (End game materia anyone?) or leave and never get access to that area again. I don't know what you can and can't do because I've never modded FFVII and certainly can't code but I think it would be a really good idea and better than 1 ultimate boss, I think 3 ultimate bosses would be really fun, each being extremely hard for different reasons. Like one could be a status effect death spammer, one could be an extremely powerful mage and the last an extremely strong physical fighter, it would really test how well your party can fight under extreme conditions and require a lot of strategy :)

EDIT: I just thought of something! The 3 guys could be Kadaj's gang off AC, not as in humanoid models but as gigantic beasts and monsters in battle or maybe just have Sephiroth or Safer Sephiroth's battle model but coloured differently? Now that I got that off my chest any idea when the final release will be? Also whatever you decide to do, I reckon Safer Sephiroth should be stronger and more powerful than the ultimate boss! Either that or you fight the ultimate boss after defeating Safer Sephiroth, for example after the credits maybe? *shrug*
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-07-09 07:24:49
... I don't know what you can and can't do because I've never modded FFVII and certainly can't code but I think it would be a really good idea and better than 1 ultimate boss, I think 3 ultimate bosses would be really fun, each being extremely hard for different reasons. ...

EDIT: I just thought of something! The 3 guys could be Kadaj's gang off AC, not as in humanoid models but as gigantic beasts and monsters in battle or maybe just have Sephiroth or Safer Sephiroth's battle model but coloured differently? Now that I got that off my chest any idea when the final release will be? Also whatever you decide to do, I reckon Safer Sephiroth should be stronger and more powerful than the ultimate boss! Either that or you fight the ultimate boss after defeating Safer Sephiroth, for example after the credits maybe? *shrug*

I'm on vacation now, thus no editing will be done. But I'm almost done play-testing my beta lol. I had in mind more than 1 boss. It will be more like the Hojo-battle. Making a new quest sounds tedious. But hey, I just may make it if anyone has a super great idea.

Kadaj... Hmmm I dunno man.
Title: gjoerulv's "Hardcore" mod
Post by: storm20200 on 2009-07-10 02:46:59
... I don't know what you can and can't do because I've never modded FFVII and certainly can't code but I think it would be a really good idea and better than 1 ultimate boss, I think 3 ultimate bosses would be really fun, each being extremely hard for different reasons. ...

EDIT: I just thought of something! The 3 guys could be Kadaj's gang off AC, not as in humanoid models but as gigantic beasts and monsters in battle or maybe just have Sephiroth or Safer Sephiroth's battle model but coloured differently? Now that I got that off my chest any idea when the final release will be? Also whatever you decide to do, I reckon Safer Sephiroth should be stronger and more powerful than the ultimate boss! Either that or you fight the ultimate boss after defeating Safer Sephiroth, for example after the credits maybe? *shrug*

I'm on vacation now, thus no editing will be done. But I'm almost done play-testing my beta lol. I had in mind more than 1 boss. It will be more like the Hojo-battle. Making a new quest sounds tedious. But hey, I just may make it if anyone has a super great idea.

Kadaj... Hmmm I dunno man.
I just re read it after sleeping and I see how it sounds tedius but some hojo style extreme uber boss would be very interesting and hopefully very hard, but enjoy your holiday and I look forward to the update :)
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-07-10 10:01:04
... I don't know what you can and can't do because I've never modded FFVII and certainly can't code but I think it would be a really good idea and better than 1 ultimate boss, I think 3 ultimate bosses would be really fun, each being extremely hard for different reasons. ...

EDIT: I just thought of something! The 3 guys could be Kadaj's gang off AC, not as in humanoid models but as gigantic beasts and monsters in battle or maybe just have Sephiroth or Safer Sephiroth's battle model but coloured differently? Now that I got that off my chest any idea when the final release will be? Also whatever you decide to do, I reckon Safer Sephiroth should be stronger and more powerful than the ultimate boss! Either that or you fight the ultimate boss after defeating Safer Sephiroth, for example after the credits maybe? *shrug*

I'm on vacation now, thus no editing will be done. But I'm almost done play-testing my beta lol. I had in mind more than 1 boss. It will be more like the Hojo-battle. Making a new quest sounds tedious. But hey, I just may make it if anyone has a super great idea.

Kadaj... Hmmm I dunno man.
I just re read it after sleeping and I see how it sounds tedius but some hojo style extreme uber boss would be very interesting and hopefully very hard, but enjoy your holiday and I look forward to the update :)

Tank you, I will! It will be quite the long vacation. I'll be back home August 18th. Thanks for the interest btw! Keep the ideas comming.
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-07-15 04:20:51
wut happened to the new kernel and scene bin files? they arent there anymore...  :-(

EDIT: nvm, it was just my internet acting all weird i guess :\
Title: gjoerulv's "Hardcore" mod
Post by: Cleanshooter on 2009-07-29 20:54:08
Hey new guy hear but I have been following your forum post for a few months and I thought it was dead when I was reading it last.  I was so happy to know this is still alive and going.  I was even more excited to find out you are considering adding new enemies (ultimate bosses to the game). 

FFVII is hands down the best game I have ever played.  Lots of good memories and every time I play it I get more out of it. 

I am soooo glad you made this mod last time I played it I was maxed out LVL 99  went to the final boss and was completely let down  :cry: .  I am using other mods with this one and have a made an installation instruction guide based on a torrent I found (I own the game just torrented the mod collection don't worry)  If anyone would like a copy of the instructions let me know.

Right now I am on disk two huge material quest and am having trouble with those damn 1st Class Soldiers at Corel, but don't give me hints I love the challenge(gonna try confuse all next). 

I found a couple of problems along the way:
1. One of the random enemy groups outside Gongaga (sp) with with the earth/based, berserk casting thing (sorry it's been a while and I forgot the name) places one of the enemies right in front Cloud.  Not sure this is happening I think I have a current version of the your mod (I think) , it might also be becasue of the other mods I have installed. 
2. The battle with Jenova-Death gets messed-up if you start using reflect or mighty guard I'm not sure which.  It seems like the damage order get messed up, it was very strange...  When he hits you it forms a barrier on you?  Is this intended, I am pretty sure that you didn't want the enemy to put good status things on you?  Also his fire based attacks are no longer fire based (red light I think) the only one that was still fire based was magic breath also unsure if this was intentional.

Again congratulations on the great work!  I know you be out of town until the 17th enjoy your VA K. 

Ideas for new bosses: 

I really like your idea of adding a Hojo-like boss.  I really think that you should put him or something else in Midgar only available after 3rd disk, it would be an outstanding place to hide an "unbeatable".  Something like a a non-Jenova (because the reunion already happened) Hojo clone born from an extreme Mako bath or something bad-ass like that.  I'm not sure where exactly yet once I get back inside I'll give you some ideas.

I had another idea but it's gone... I'll post again when I remember.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-07-30 01:24:38
Yeah I know 'bout those bugs. They are fixed but not released yet. There were other bugs as well, and as far as I know, there shouldn't be anything left.

The biggest bug in the current release is on the phoenix boss. You kinda can't kill them lol.

When I say a boss like Hojo I mean an encounter that doesn't end after you've killed the 1st enemies. The hojo battle is actually 3 encounters ya know.

The final release wont be released 'til the end of august or later. This will be the final release. I feel there are enough modding tools available for anyone to make a mod like this one without too much trouble.
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-07-31 02:57:15
The final release wont be released 'til the end of august or later. This will be the final release. I feel there are enough modding tools available for anyone to make a mod like this one without too much trouble.

oh man! i can hardly w8! a final release! wo0t!
Title: gjoerulv's "Hardcore" mod
Post by: Karifean on 2009-07-31 11:27:50
I feel there are enough modding tools available for anyone to make a mod like this one without too much trouble.

Uh good... but how do you make special encounters like the SOLDIER-Trio when picking up that codecard in the ShinRa-Building. I know that you have to insert BATTLE(00,xx,xx) into meteor and then replace the old flevel.lgp with the new one, but how do you determine what formation ID to use where the x's are?

I tried it like the following: Scene 1 contains Formation ID 0000 to 0003 - for testing I just edited one of its enemies and put it into the third formation i.e. 0002. Then i wrote BATTLE(00,02,00) into the right space in Meteor. It didn't work...
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-08-02 03:03:33
I feel there are enough modding tools available for anyone to make a mod like this one without too much trouble.

Uh good... but how do you make special encounters like the SOLDIER-Trio when picking up that codecard in the ShinRa-Building. I know that you have to insert BATTLE(00,xx,xx) into meteor and then replace the old flevel.lgp with the new one, but how do you determine what formation ID to use where the x's are?

I tried it like the following: Scene 1 contains Formation ID 0000 to 0003 - for testing I just edited one of its enemies and put it into the third formation i.e. 0002. Then i wrote BATTLE(00,02,00) into the right space in Meteor. It didn't work...

Hmmm... I've might have given you wrong info. Try 1 instead of 0 in the 1st param (01,02,00).

If this doesn't work, then you need to tell me exactly what's wrong. Does the game crash or hang? Or is the wrong encounter that occurs?  You are right 'bout the formation IDs. But only if the 1st param is correct (1 or 0 which I don't remember  :-P).
Title: gjoerulv's "Hardcore" mod
Post by: teggeta on 2009-08-07 03:37:49
I found a couple of problems along the way:
1. One of the random enemy groups outside Gongaga (sp) with with the earth/based, berserk casting thing (sorry it's been a while and I forgot the name) places one of the enemies right in front Cloud.  Not sure this is happening I think I have a current version of the your mod (I think) , it might also be becasue of the other mods I have installed. 

Again congratulations on the great work!  I know you be out of town until the 17th enjoy your VA K. 

That was the Grand Horn enemy, and I've experienced this also. It spawns right in front of cloud with his back to him, and it always spawns with a gobiln, and I think Gagighandi.
Title: gjoerulv's "Hardcore" mod
Post by: Asdayasman13 on 2009-08-10 13:36:16
The end of August or later?  Durnit, I just managed to get my discs working, too.
Title: gjoerulv's "Hardcore" mod
Post by: Matt2Tees on 2009-08-11 02:24:05
The final release wont be released 'til the end of august or later. This will be the final release. I feel there are enough modding tools available for anyone to make a mod like this one without too much trouble.

I've tried the current version of this mod, its hard, lol. I've played ff7 so many times and I tend to rush the story, this mod is forcing me to slow down and train alot more, which is a good thing really...
Title: gjoerulv's "Hardcore" mod
Post by: oldtimeplayer on 2009-08-13 10:48:22
I personally feel that if Chocobo Weapon is to be implemented into the game, he should be impossible to beat.  After you deal out X damage to him he immediately destroys your party  AND ERASES ALL YOUR SAVES!!!
hah, is that all?? I think he should blow your computer up and burn your house down  :-o  :evil: :-D
Title: gjoerulv's "Hardcore" mod
Post by: Asdayasman13 on 2009-08-14 19:27:19
hah, is that all?? I think he should blow your computer up and burn your house down  :-o  :evil: :-D

I think that instead, Chocobo weapon should have 2 million HP, and deal out 2 million HP damage, but those 2 million should be spread out across 2 million battles, one occuring each step Cloud takes, (after a certain time.)  Sort of a punishment for taking too long, if you will.

It would ruin the game for people for several months.  Especially if they haven't saved for a while, and are about 400 steps from a save point, or the world map.
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-08-15 00:27:08
hah, is that all?? I think he should blow your computer up and burn your house down  :-o  :evil: :-D

I think that instead, Chocobo weapon should have 2 million HP, and deal out 2 million HP damage, but those 2 million should be spread out across 2 million battles, one occuring each step Cloud takes, (after a certain time.)  Sort of a punishment for taking too long, if you will.

It would ruin the game for people for several months.  Especially if they haven't saved for a while, and are about 400 steps from a save point, or the world map.

i think... he should PWN ur party sooo bad and give u EVERY status effect (like bad breath)... but except that attack does like 999,999 damage AND give u a virus on the computer, lmao jk  :-P
Title: gjoerulv's "Hardcore" mod
Post by: Matt2Tees on 2009-08-15 01:43:41
um... you guys are weird  :lol:
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-08-15 02:00:21
hah, is that all?? I think he should blow your computer up and burn your house down  :-o  :evil: :-D

I think that instead, Chocobo weapon should have 2 million HP, and deal out 2 million HP damage, but those 2 million should be spread out across 2 million battles, one occuring each step Cloud takes, (after a certain time.)  Sort of a punishment for taking too long, if you will.

It would ruin the game for people for several months.  Especially if they haven't saved for a while, and are about 400 steps from a save point, or the world map.

That's a very evil suggestion. Kudos to you :evil:

i think... he should PWN ur party sooo bad and give u EVERY status effect (like bad breath)... but except that attack does like 999,999 damage AND give u a virus on the computer, lmao jk  :-P

Hey, I think it should give you status effects IRL!

um... you guys are weird  :lol:

You sound surprised :?
Title: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2009-08-15 02:15:28
Hey, I think it should give you status effects IRL!

I can see it now!  "I was playing FF7 with a hardcore patch applied and was fighting a new enemy when it hit me with Bio2 and I had to be taken into the emergency room."
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-08-15 02:15:35
hah, is that all?? I think he should blow your computer up and burn your house down  :-o  :evil: :-D

I think that instead, Chocobo weapon should have 2 million HP, and deal out 2 million HP damage, but those 2 million should be spread out across 2 million battles, one occuring each step Cloud takes, (after a certain time.)  Sort of a punishment for taking too long, if you will.

It would ruin the game for people for several months.  Especially if they haven't saved for a while, and are about 400 steps from a save point, or the world map.

That's a very evil suggestion. Kudos to you :evil:

i think... he should PWN ur party sooo bad and give u EVERY status effect (like bad breath)... but except that attack does like 999,999 damage AND give u a virus on the computer, lmao jk  :-P

Hey, I think it should give you status effects IRL!

um... you guys are weird  :lol:

You sound surprised :?

haha, imagine... confusion (you'll be spinning around in circles IRL) haha
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-08-15 02:17:59
Hey, I think it should give you status effects IRL!

I can see it now!  "I was playing FF7 with a hardcore patch applied and was fighting a new enemy when it hit me with Bio2 and I had to be taken into the emergency room."

Now that's what I call hardcore mode!

haha, imagine... confusion (you'll be spinning around in circles IRL) haha

Like a record, baby! (http://www.youtube.com/watch?v=ZUatnbaNfEo)

That link isn't to meatspin, BTW. I'm sorry if anyone is disappointed :roll:
Title: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2009-08-15 02:20:53
haha, imagine... confusion (you'll be spinning around in circles IRL) haha

Like a record, baby! (http://www.youtube.com/watch?v=ZUatnbaNfEo)

That link isn't to meatspin, BTW. I'm sorry if anyone is disappointed :roll:

So the way to get that guy to stop singing is to hit him over the head with the Buster Sword?
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-08-15 02:22:55
Yes.  :-P

BTW, it's just occurred to me that Pete Burns has hair like Zack in that vid.
Title: gjoerulv's "Hardcore" mod
Post by: Asdayasman13 on 2009-08-15 02:31:33
I was actually surprised the link wasn't meatspin.  :o

Silly interbutts, deadening me inside.
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-08-15 02:41:54
I was actually surprised the link wasn't meatspin.  :o

Silly interbutts, deadening me inside.

Yeah, sorry. I might have posted it, but I think gjoerulv and Halkun will already be angry with me for going so off-topic :-D
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-08-15 02:47:40
I was actually surprised the link wasn't meatspin.  :o

Silly interbutts, deadening me inside.

Yeah, sorry. I might have posted it, but I think gjoerulv and Halkun will already be angry with me for going so off-topic :-D

just as long as you go back on-topic... so yeah... chocobo weapon huh? lol its image looks weird/funny  :lol:
Title: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2009-08-15 02:53:45
That's still off-topic because it isn't a part of the Hardcore Mod.
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-08-15 03:04:34
That's still off-topic because it isn't a part of the Hardcore Mod.

ah. i apologize then for that  :oops:
Title: gjoerulv's "Hardcore" mod
Post by: teggeta on 2009-08-15 19:47:38
Finally beat the Kujata boss at lvl 40. Just open with Bahamut and use ???? and you should kill him during your first turn if your hp is low enough. Once he's out of the way you don't have to worry about physical attacks and Odin+magic hammer and after their MP is gone they just stand there and you can pound on 'em until they die. Magic hammer still owns :-P

BTW exactly where do you encounter the Mt. Nibel dragons?
Title: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2009-08-15 23:55:01
BTW exactly where do you encounter the Mt. Nibel dragons?

I believe they're in the caves (at Mount Nibel obviously).  They're evil.  I once encountered one that used Comet2 on me.  That strikes for six times in this mod, not four.
Title: gjoerulv's "Hardcore" mod
Post by: teggeta on 2009-08-17 01:20:03
Got a bit of a glitch here. I'm at the part where I should go to Corel to stop the train, and I went to go train in Mideel to kill the soldiers. As soon as I entered the random battle at Mideel, the timer popped up and it said 00:00 and I was teleported to the battle on the train with 0 seconds left, and the battle ended right away, and Cid was walking around in blackness a few seconds, before saying OH SH&# and then the train crashed and I was in Corel. I walked to the world map and Highwind was at Mideel! So I was basically stuck and had to restart.

Btw: Does anyone else have trouble getting this to work with dzuigo's 9999 limit break patch? Because every time I get into a battle and try to go to my spells, items, or attack the game just crashes. Any help would be appreciated.
Title: gjoerulv's "Hardcore" mod
Post by: Matt2Tees on 2009-08-17 09:19:57
Whoa, that sounds bad, I haven't got that far yet so can't help you  :|
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-08-17 09:32:18
Got a bit of a glitch here. I'm at the part where I should go to Corel to stop the train, and I went to go train in Mideel to kill the soldiers. As soon as I entered the random battle at Mideel, the timer popped up and it said 00:00 and I was teleported to the battle on the train with 0 seconds left, and the battle ended right away, and Cid was walking around in blackness a few seconds, before saying OH SH&# and then the train crashed and I was in Corel. I walked to the world map and Highwind was at Mideel! So I was basically stuck and had to restart.

Btw: Does anyone else have trouble getting this to work with dzuigo's 9999 limit break patch? Because every time I get into a battle and try to go to my spells, items, or attack the game just crashes. Any help would be appreciated.

That sounds rather odd. I've never seen or heard of this, and it certainly didn't happen to me. You altered you saves with anything (jenova etc.)? It sounds odd you just randomly got the counter in a random battle and then turned to Corel. If I were to speculate I'd say you've got the counter on somehow in Corel, went to mideel, and as the counter still was active it turned 0. But this sounds quite impossible. A 2nd guess is that you saved at Corel, tried to kill those SOLDIERS, didn't make it, then loaded the game and turned to Mideel.

The 9999 patch works fine if you do it correctly I believe.
Title: gjoerulv's "Hardcore" mod
Post by: teggeta on 2009-08-17 13:44:52
Got a bit of a glitch here. I'm at the part where I should go to Corel to stop the train, and I went to go train in Mideel to kill the soldiers. As soon as I entered the random battle at Mideel, the timer popped up and it said 00:00 and I was teleported to the battle on the train with 0 seconds left, and the battle ended right away, and Cid was walking around in blackness a few seconds, before saying OH SH&# and then the train crashed and I was in Corel. I walked to the world map and Highwind was at Mideel! So I was basically stuck and had to restart.

Btw: Does anyone else have trouble getting this to work with dzuigo's 9999 limit break patch? Because every time I get into a battle and try to go to my spells, items, or attack the game just crashes. Any help would be appreciated.

That sounds rather odd. I've never seen or heard of this, and it certainly didn't happen to me. You altered you saves with anything (jenova etc.)? It sounds odd you just randomly got the counter in a random battle and then turned to Corel. If I were to speculate I'd say you've got the counter on somehow in Corel, went to mideel, and as the counter still was active it turned 0. But this sounds quite impossible. A 2nd guess is that you saved at Corel, tried to kill those SOLDIERS, didn't make it, then loaded the game and turned to Mideel.

The 9999 patch works fine if you do it correctly I believe.

I haven't altered any of my saves since before Jenova*Death, but your second guess is correct. I loaded an earlier save and everything seems fine now. TY for the help.
Title: gjoerulv's "Hardcore" mod
Post by: storm20200 on 2009-08-17 15:30:46
Can you please tell me how to get chocobuckle? Other than leaving Choco/Mog untill you have all four enemy skills. You changed L4 Suicide to only cause mini to enemies so I'm feeling pretty robbed atm lol. Will the new patch change it back or is there a different way to get chocobuckle? ALSO DAMN YOU TO HELL! I just got out of Corel prison and the harpy's kick so much arse there is DEFINATELY no way of getting aqualung before jenova untill after Disc 1 T_T

BTW, can you steal off an enemy, run away and still keep the item you stole? I've never been sure about that. Just wondering if I will have a chance in hell of getting 4 gold armlet's in nibelheim off the dragons ^_^
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-08-17 16:45:28
Can you please tell me how to get chocobuckle? Other than leaving Choco/Mog untill you have all four enemy skills. You changed L4 Suicide to only cause mini to enemies so I'm feeling pretty robbed atm lol. Will the new patch change it back or is there a different way to get chocobuckle? ALSO DAMN YOU TO HELL! I just got out of Corel prison and the harpy's kick so much arse there is DEFINATELY no way of getting aqualung before jenova untill after Disc 1 T_T

BTW, can you steal off an enemy, run away and still keep the item you stole? I've never been sure about that. Just wondering if I will have a chance in hell of getting 4 gold armlet's in nibelheim off the dragons ^_^

u can just take ur chances in stealing Shinra Alphas (six slots) from the Junon Patron near the Junon area (you should overpower them at this point by now)... altho the items are a rare steal
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-08-18 01:17:41
Can you please tell me how to get chocobuckle? Other than leaving Choco/Mog untill you have all four enemy skills. You changed L4 Suicide to only cause mini to enemies so I'm feeling pretty robbed atm lol. Will the new patch change it back or is there a different way to get chocobuckle? ALSO DAMN YOU TO HELL! I just got out of Corel prison and the harpy's kick so much arse there is DEFINATELY no way of getting aqualung before jenova untill after Disc 1 T_T

BTW, can you steal off an enemy, run away and still keep the item you stole? I've never been sure about that. Just wondering if I will have a chance in hell of getting 4 gold armlet's in nibelheim off the dragons ^_^

This patch mainly targets hardcore FF7 players so I'll try not to spoil anyone. Don't expect your game to be perfect, and, yes, things will be more stable in the final release. L4 causes Dual as well in the new mod.

[spoiler (highlight)]

You don't steal a Gold Armlet from the dragon anymore. And it's removed from the pipe area of mt.nibel. You encounter it in the mt.nibel caves, the materia caves and in the cave of the ancient forrest. The new enemy in the nibel area (not mt.nibel) holds the Gold Armlet for you to steal.

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.

You know the Aqualung is an elemental attack. Hmmm... elemental + Leviathan. Or use adaman bangles you can try to steal from adamantaimai. Those bangles makes you immune to water.

[/spoiler]
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-08-18 01:23:50
gjoerulv may have changed/altered MANY things but everything is back to the way it was suppose to be... "item/enemy skill" wise that is why this mod's brilliant!  :-)

EDIT: oh sh*t! i should not have quoted that cuz now the spoiler is showing... sorry i'll "unquote" it
Title: gjoerulv's "Hardcore" mod
Post by: Karifean on 2009-08-18 07:59:58
I got a question: how did you get the characters' names into in-battle dialogues (SOLDIER-Trio)?
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-08-18 16:43:42
Do you mean the names of the trio themselves? That's standard AI editing. Getting the names of the player characters is different. From looking at the Guard Scorpion script, it seems that after using the display string opcode you need to put in something along the lines of "EA 00 x 00!, where x is the character ID (i.e. 00 for Cloud, 01 for Barret). I haven't tested this, so I can't be sure; there's a good chance that I'm wrong.

I'm not sure whether Proud Clod can do this.
Title: gjoerulv's "Hardcore" mod
Post by: teggeta on 2009-08-19 00:40:38
This patch mainly targets hardcore FF7 players so I'll try not to spoil anyone. Don't expect your game to be perfect, and, yes, things will be more stable in the final release. L4 causes Dual as well in the new mod.

What is Dual? I've never heard of this before, and it L4 Death only seems to cast Mini for me.
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-08-19 00:43:57
Dual is like reverse regen; it makes your HP drain away. It's only normally used by Bottomswell
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-08-19 00:45:23
Dual is like reverse regen; it makes your HP drain away. It's only normally used by Bottomswell
for example, when you encounter that bike guy near the midgar area (idk his name)... when he hits you with a regular attack, he does the usual damage and then when he goes back, you get drained a certain amount of damage (only shows in the hp bar)... would that be an example of dual?
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-08-19 00:54:22
Does he do that in this mod?

As I said, dual is like regen in reverse; instead of steadily increasing your HP, it reduces it. Watch Red XIII's HP (http://www.youtube.com/watch?v=vxWjb-KyPTc#t=3m55s) (turn annotations off).
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-08-19 00:55:48
Does he do that in this mod?

As I said, dual is like regen in reverse; instead of steadily increasing your HP, it reduces it. Watch Red XIII's HP (http://www.youtube.com/watch?v=vxWjb-KyPTc#t=3m55s) (turn annotations off).
yeah, i get you. and yeah, try fighting that bike machine thingy near the midgar area and you'll c wut i mean... unless its my vista lol but i doubt that is the case here
Title: gjoerulv's "Hardcore" mod
Post by: Luis Aviles on 2009-08-19 06:32:15
hi gjoerulv
is there a way I can re-enable the master materias?

thanks
Title: gjoerulv's "Hardcore" mod
Post by: Karifean on 2009-08-19 08:38:23
Sure, just use WallMarket.
Title: gjoerulv's "Hardcore" mod
Post by: storm20200 on 2009-08-19 19:23:16
Can you please tell me how to get chocobuckle? Other than leaving Choco/Mog untill you have all four enemy skills. You changed L4 Suicide to only cause mini to enemies so I'm feeling pretty robbed atm lol. Will the new patch change it back or is there a different way to get chocobuckle? ALSO DAMN YOU TO HELL! I just got out of Corel prison and the harpy's kick so much arse there is DEFINATELY no way of getting aqualung before jenova untill after Disc 1 T_T

BTW, can you steal off an enemy, run away and still keep the item you stole? I've never been sure about that. Just wondering if I will have a chance in hell of getting 4 gold armlet's in nibelheim off the dragons ^_^

This patch mainly targets hardcore FF7 players so I'll try not to spoil anyone. Don't expect your game to be perfect, and, yes, things will be more stable in the final release. L4 causes Dual as well in the new mod.

[spoiler (highlight)]

snip

[/spoiler]

Huh? Don't get me wrong I wasn't really complaining, TBH I'm glad you done that with aqualung as it makes getting one of the best elemental E.Skills harder to get. I'm finding the game very stable and fair especially with my training regimes. I get everyone to level 3 limit breaks before junon which usually get's me to level 30 but this time I just went for level 2 limit breaks and got around 25ish and still find most of the enemies challenging. Although I kicked bottomswell's arse :D

BTW one thing you should change. On the fort condor missions if you let the enemies reach the shack you find commander grand horn as you know but he changes level depending on which fight you're on. Anyway I thought him on the 3rd fight (get in the water with the dolphin but before going up the tower in junon) and he was extremely easy. I don't even think he hit me for 100hp and I slaughtered him with only cloud and physical attacks. I'm not sure whether you just missed him out but to me it looks like he snook through the loop :P

Thanks for the tips, I forgot about
Spoiler: show
Quote

the adaman bangles and would that enemy that has the gold armlet's be the that new enemy around the rocket town area just after mt nibel that is the enemy that drops Tifa's 4 slot weapon in mythril caves but recoloured?


BTW what tool should I use to find out what enemies drop when you steal off them? Just so I don't bother you every five minutes because I can't steal of an uber powerful enemy in time before he dies?
Quote
*cough big thing around fort condor that deals thousands of damage cough*
Title: gjoerulv's "Hardcore" mod
Post by: Demarest on 2009-08-19 22:36:58
Forgive me if my first glance decieves me, but it appears that in order to play the most current version of this mod, I'd have to comb this thread (every page) and pick and choose files, and hope I don't choose the outdated ones.

Might I suggest continuously updating first post to contain links to either a current unified package, or current links for every file in the mod? Would make newcomers be able to get in the game quicker and can actually make bookkeeping on the end of the author simpler.

This mod's come highly recommended and I'd like to try it. But at first glance, it looks like I'd have to put more effort into hunting down all the links than I'm prepared to do.  :-D
Title: gjoerulv's "Hardcore" mod
Post by: Matt2Tees on 2009-08-19 22:39:45
Forgive me if my first glance decieves me, but it appears that in order to play the most current version of this mod, I'd have to comb this thread (every page) and pick and choose files, and hope I don't choose the outdated ones.

Might I suggest continuously updating first post to contain links to either a current unified package, or current links for every file in the mod? Would make newcomers be able to get in the game quicker and can actually make bookkeeping on the end of the author simpler.

This mod's come highly recommended and I'd like to try it. But at first glance, it looks like I'd have to put more effort into hunting down all the links than I'm prepared to do.  :-D

Um... He has got all the links in the first post...

You need This one (http://www.megaupload.com/?d=XJ0UZAZJ) and This one (http://www.megaupload.com/?d=PKUQU9M0)

Once you've updated your files with the exe, replace the kernel and scene files with the newer ones from the second download link
Title: gjoerulv's "Hardcore" mod
Post by: Demarest on 2009-08-19 23:52:54
I had no reason to suspect that those were current. If a mod replaces 4 files, and it turns out 2 small ones from it were "bad," creating a 2nd link with just the 2 small files is a temporary fix until the whole pack is reuploaded. To leave it as such is both confusing and makes it look (to those seeing it for the first time) like it was abandoned. Or at least that's why I personally wasn't clear that those links are in fact current.
Title: gjoerulv's "Hardcore" mod
Post by: storm20200 on 2009-08-20 01:43:35
Come on man it even says when the last update was =\

EDIT:
Quote
Hello. I've written many, many mods and had to administrate just as many releases, patches, updates, etc. One simply doesn't offer two download links, with same filenames, when one would do. EXCEPT when an error was found with the actual release; At which point you toss up a TEMPORARY fix while you re-release the actual package.

If you do not understand this, nobody could hold it against you. Now you know. That's just the way it's done. It maintains clarity, services your users, and makes you look like you have it together.

I don't appreciate A) you judging me because you knew something I didn't or B) wasting space in a dedicated thread to do so.

The last updated date is well before the last edited date. It is perfectly rational (keeping in mind what I explained above, and noting that the thread is ripe with multiple links) for a person to NOT know/guess that the links in the opening post are current. The author could easily clean up the text and offer ONE download for ONE mod, or if the mod has FOUR files, but some of them are constantly updated, make FOUR, PERMANENT links to said files and simply note when the ones that were updated in the background were last updated, while keeping a foreground post going to indicate a change was made.

All things to consider the next time you try to use your annonymous voice to slam a fellow human being. Good day.

Gjoerulv I suggest you edit your first post and put in bold and big letters "DOWNLOAD THESE FILES, THEY ARE UP TO DATE" because apparently complete n00bs can't understand it "There's too many links mommy what shall I do?". I'm not pointing fingers at who this is but he obviously can't understand that the first post in a release thread is 90% of the time up to date with the latest files.

P.S Get a life Demarest.
Title: gjoerulv's "Hardcore" mod
Post by: sl1982 on 2009-08-20 03:07:40
Wow, take it easy guys. Nothing to get all upset over
Title: gjoerulv's "Hardcore" mod
Post by: Harruzame on 2009-08-20 04:41:57
wow..they're really passionate about this MOD huh? :-o
Title: gjoerulv's "Hardcore" mod
Post by: sl1982 on 2009-08-20 04:44:33
Well it is FFVII you know....
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-08-20 07:06:16
ok... i c ppl are arguing but why?  :?
Title: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2009-08-20 07:52:15
Some people aren't around to make friends, I guess...
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-08-20 08:20:06
u and I are friends right seer?  :-)
Title: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2009-08-20 08:25:31
Absolutely! :-D
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-08-20 08:27:13
Absolutely! :-D
yay! I r happy! hehe!
Title: gjoerulv's "Hardcore" mod
Post by: Matt2Tees on 2009-08-20 12:23:09
@ storm20200

Very Harsh dude  :-o
Title: gjoerulv's "Hardcore" mod
Post by: storm20200 on 2009-08-20 19:07:01
Maybe but I don't appreciate being talked down to by someone who thinks they are better than everyone else  :-P. I made sure I gave him a piece of my mind  8-)
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-08-20 20:19:38
whoa! u guys need to chill. we wouldnt want another "ATTN: Dumbass" thread posted like we've seen SO many in the past lmao
Title: gjoerulv's "Hardcore" mod
Post by: storm20200 on 2009-08-20 22:08:15
I'm perfectly chilled  :-D

Any news as to anything added to the next update? Or it's released date?
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-08-20 22:16:34
I'm perfectly chilled  :-D

Any news as to anything added to the next update? Or it's released date?
the final release will be til the end of august or maybe later after that; well, thats wut gjoerulv said. personally, i cant wait, but then again, im still on disc 1 of this beta lol
Title: gjoerulv's "Hardcore" mod
Post by: storm20200 on 2009-08-21 01:03:17
I'm perfectly chilled  :-D

Any news as to anything added to the next update? Or it's released date?
the final release will be til the end of august or maybe later after that; well, thats wut gjoerulv said. personally, i cant wait, but then again, im still on disc 1 of this beta lol

I just pwned Palmer, where are you? I went travelling around the world and got to the sleeping forest only to find the kujata boss is extremely strong T_T
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-08-21 01:51:33
I'm perfectly chilled  :-D

Any news as to anything added to the next update? Or it's released date?
the final release will be til the end of august or maybe later after that; well, thats wut gjoerulv said. personally, i cant wait, but then again, im still on disc 1 of this beta lol

I just pwned Palmer, where are you? I went travelling around the world and got to the sleeping forest only to find the kujata boss is extremely strong T_T
hmm, i thought u fight the kujata boss in disc 2 or something... well anywayz, i just got out of the corel prison... i went back to get mithril and now im in the junon area trying to encounter the junon patron so i can steal more shinra alphas :)
Title: gjoerulv's "Hardcore" mod
Post by: storm20200 on 2009-08-21 02:04:05
Huh? I didn't even dare go there, I done one fight and got slaughtered, 1 hit kill for everyone. I'm happy with Gold Armlet's and now Diamond Armlet's seen as I have access to bone village. Just a tip for people, if you need AP fight adamantai's, they have 20k hp, take tiny amounts of physical damage, counter with an attack on everyone causing 2k~ of damage but if you manipulate them and spam magic on them they don't even put up a fight netting you 800Exp, AP and Gil. that's 2400AP with a triple weapon or 1600 with a double weapon :D

The Kujata boss is
Spoiler: show
  a tetra elemental kinda thing, One thunder enemy, One Ice/Water Enemy and One Fire enemy. They have aga's, deal 1k to people in the back row + constantly use haste and like to reflect your party T_T


Wait I just watched the youtube vid of the junon patrons. Enemies have common and rare steals now? No fair :O
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-08-21 02:18:06
well, the junon patron does... idk about any other enemy but i best take advantage and get them shinra alphas :)
Title: gjoerulv's "Hardcore" mod
Post by: Cleanshooter on 2009-08-28 21:45:04
Just got back from Va-cay looks like the tread got a little bumpy.

Quote
Yeah I know 'bout those bugs. They are fixed but not released yet. There were other bugs as well, and as far as I know, there shouldn't be anything left.

The biggest bug in the current release is on the phoenix boss. You kinda can't kill them lol.

When I say a boss like Hojo I mean an encounter that doesn't end after you've killed the 1st enemies. The hojo battle is actually 3 encounters ya know.

I'm glad the you got the bugs, as for the Phoenix boss good luck.  I will track down the list of tools you have on the first post.  I am new to modding the game but am a developer so should be able to pick it up quickly.

As for adding multi-encounter bosses that's even better than what I originally thought you were considering.  Despite some of the extreme ideas out there I think that even an "unbeatable" boss should have a weakness... you know unbeatable unless a particular condition is met, for example there are several items that you rarely receive at the gold saucer that serve no purpose.  You might give those items a purpose in these "unbeatable" battles.  Just an idea...



Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-08-28 22:24:20
As for adding multi-encounter bosses that's even better than what I originally thought you were considering.  Despite some of the extreme ideas out there I think that even an "unbeatable" boss should have a weakness... you know unbeatable unless a particular condition is met, for example there are several items that you rarely receive at the gold saucer that serve no purpose.  You might give those items a purpose in these "unbeatable" battles.  Just an idea...

Hmmm, can enemies be made to react to certain items used in battle by editing their AI? If that's possible, you might be on to something. There could be an enemy that is immune (or almost immune) to physical and magical damage but temporarily loses its immunity when a particular item is used (this would be similar to Diamond Weapon, which is normally immune to physical attack but turns off this immunity when a limit break is being used). Or maybe an enemy could permanently lose its immunity in the battle when an item is used (in the same way that Ruby weapon permanently loses his immunity when it summons its tentacles.

The only problem (if what I said above will work) is that most of the people using the mod will have read the thread and will know which item to use  :-P
Title: gjoerulv's "Hardcore" mod
Post by: teggeta on 2009-08-28 23:23:01
As for adding multi-encounter bosses that's even better than what I originally thought you were considering.  Despite some of the extreme ideas out there I think that even an "unbeatable" boss should have a weakness... you know unbeatable unless a particular condition is met, for example there are several items that you rarely receive at the gold saucer that serve no purpose.  You might give those items a purpose in these "unbeatable" battles.  Just an idea...

Hmmm, can enemies be made to react to certain items used in battle by editing their AI? If that's possible, you might be on to something. There could be an enemy that is immune (or almost immune) to physical and magical damage but temporarily loses its immunity when a particular item is used (this would be similar to Diamond Weapon, which is normally immune to physical attack but turns off this immunity when a limit break is being used). Or maybe an enemy could permanently lose its immunity in the battle when an item is used (in the same way that Ruby weapon permanently loses his immunity when it summons its tentacles.

The only problem (if what I said above will work) is that most of the people using the mod will have read the thread and will know which item to use  :-P

Hopefully people won't tell exactly what item (:x), only give subtle hints because the way to beat Mt. Nibel Dragon hasn't been completely revealed yet.

BTW what level were you guys who beat the soldiers before Hojo? I want to level up to 75ish but I don't want to be overleveled.
Title: gjoerulv's "Hardcore" mod
Post by: Tyler_Wu on 2009-08-31 18:59:47
those soldiers were damn hard, i leveled up a decent amount and still couldnt win.  eventually had to go all out with status changing spells and enemy skills to actually beat those guys.
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-08-31 19:15:17
those soldiers were damn hard, i leveled up a decent amount and still couldnt win.  eventually had to go all out with status changing spells and enemy skills to actually beat those guys.

One of the best things about hardcore mods is that status changing magic actually becomes useful (it certainly isn't in most FF games). It adds a lot more strategy to the fights and means that nearly every spell and item is good for something.
Title: gjoerulv's "Hardcore" mod
Post by: teggeta on 2009-09-01 23:32:02
OMG I finally beat the soldiers for the third time. Cloud was level 67 and Yuffie and Cid were 64, what level did you guys beat him at?
Title: gjoerulv's "Hardcore" mod
Post by: Matt2Tees on 2009-09-03 18:59:57
The final release wont be released 'til the end of august or later. This will be the final release. I feel there are enough modding tools available for anyone to make a mod like this one without too much trouble.

Any word on the final version?
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-09-03 23:44:32
The final release wont be released 'til the end of august or later. This will be the final release. I feel there are enough modding tools available for anyone to make a mod like this one without too much trouble.

Any word on the final version?
Yeah! I truly cannot wait for this one either!  :-D
Title: gjoerulv's "Hardcore" mod
Post by: Luis Aviles on 2009-09-05 21:32:21
When I fight in the battle arena, I sometimes encounter red pyramids that whatever I do ( attack, magic, heal it, give potion etc... ) it never does any damage and cloud instantly died after that. Is it a bug or do I have to use a hidden element attack to kill it?
Title: gjoerulv's "Hardcore" mod
Post by: secondadvent on 2009-09-05 21:49:50
i cannot say for sure with this mod, but those pyramid enemies are the dummy enemies that you do not normally see, my guess is that the kernel is not in sync with the scene.bin... did you download and replace the scene/kernel.bin with the newest ones in the post? if you can, try and sense the enemy and see what it's name is, if it is a bunch of symbols, then something is off in the kernel  :-P.
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-09-05 22:06:41
i cannot say for sure with this mod, but those pyramid enemies are the dummy enemies that you do not normally see, my guess is that the kernel is not in sync with the scene.bin... did you download and replace the scene/kernel.bin with the newest ones in the post? if you can, try and sense the enemy and see what it's name is, if it is a bunch of symbols, then something is off in the kernel  :-P.

This is the most likely explanation.

And if for some reason downloading the newest scene.bin and kernel.bin files doesn't work, use Hojo (http://forums.qhimm.com/index.php?topic=7186.0) and select file -> update kernel file; this will fix the scene.bin lookup data in the kernel.bin and stop things appearing in wacky places.
Title: gjoerulv's "Hardcore" mod
Post by: terrabrake on 2009-09-22 17:36:56
Any news about the final version?
Title: gjoerulv's "Hardcore" mod
Post by: Matt2Tees on 2009-09-22 20:55:57
Any news about the final version?

Dunno, maybe its been forgotten about  :cry:
Title: gjoerulv's "Hardcore" mod
Post by: teggeta on 2009-09-23 04:32:13
Any news about the final version?

Dunno, maybe its been forgotten about  :cry:

Idk he said he'd be off of vacation about a month ago, maybe he's still beta testing it.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-09-23 10:53:06
Any news about the final version?

Dunno, maybe its been forgotten about  :cry:

Idk he said he'd be off of vacation about a month ago, maybe he's still beta testing it.

I am beta testing it, though I'm also quite busy with work. The final version will be released, but it's hard to say when. Thus I won't make any promises. Stay tuned!
Title: gjoerulv's "Hardcore" mod
Post by: Matt2Tees on 2009-09-28 22:18:14
I am beta testing it, though I'm also quite busy with work. The final version will be released, but it's hard to say when. Thus I won't make any promises. Stay tuned!

I'm glad to hear that  :-D
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-09-29 00:33:13
Any news about the final version?

Dunno, maybe its been forgotten about  :cry:

Idk he said he'd be off of vacation about a month ago, maybe he's still beta testing it.

I am beta testing it, though I'm also quite busy with work. The final version will be released, but it's hard to say when. Thus I won't make any promises. Stay tuned!
Sweet! Let me know how that turns out! Can't wait for this release!!  :-D
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-09-29 16:31:53
Uploaded a new scene and kernels. Now it's actually possible to defeat the phoenix boss. Plus some minor formation and AI bug fixes. Also it's a tiny bit harder at some places at the end.

The way I've named some of the attacks in the kernel may not be likable for all, but there's always wall marked.
Title: gjoerulv's "Hardcore" mod
Post by: Klaid Liadon on 2009-09-29 16:49:02
It would be nice if there was a version of the patch that doesn't overwrite files.
Instead it unpacks the lgp files, changes the data, then repacks the lgp.
This will make compatible the hardcore mode with the ff7 remix patch, or any other mod that replaces files.
Title: gjoerulv's "Hardcore" mod
Post by: sl1982 on 2009-09-29 17:00:05
It would be nice if there was a version of the patch that doesn't overwrite files.
Instead it unpacks the lgp files, changes the data, then repacks the lgp.
This will make compatible the hardcore mode with the ff7 remix patch, or any other mod that replaces files.

If you are wanting to do this just take a look at the patch that comes with the 2d mod. It works in similar fashion
Title: gjoerulv's "Hardcore" mod
Post by: Auraplatonic on 2009-09-29 21:54:59
Its good to see this mod still in development.  Was the bug ever fixed where battles on the beach near Kalm would crash the game?
Title: gjoerulv's "Hardcore" mod
Post by: teggeta on 2009-09-30 00:00:06
Uploaded a new scene and kernels. Now it's actually possible to defeat the phoenix boss. Plus some minor formation and AI bug fixes. Also it's a tiny bit harder at some places at the end.

The way I've named some of the attacks in the kernel may not be likable for all, but there's always wall marked.

What was wrong with the pheonix bosses? I killed them without even losing one person.
Title: gjoerulv's "Hardcore" mod
Post by: Klaid Liadon on 2009-09-30 10:27:26
If you are wanting to do this just take a look at the patch that comes with the 2d mod. It works in similar fashion

I need the list of internal files (after unpacking LGP) that this mod changes
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-09-30 20:36:45
Its good to see this mod still in development.  Was the bug ever fixed where battles on the beach near Kalm would crash the game?

Yup that's fixed.

Uploaded a new scene and kernels. Now it's actually possible to defeat the phoenix boss. Plus some minor formation and AI bug fixes. Also it's a tiny bit harder at some places at the end.

The way I've named some of the attacks in the kernel may not be likable for all, but there's always wall marked.

What was wrong with the pheonix bosses? I killed them without even losing one person.

You didn't lose 1 person. I mean, not even 1? Nah kidding... It was possible to defeat 'em but a bug in the AI made it impossible to kill all of 'em (or any of 'em) under certain circumstances. Circumstances I've now forgotten.

If you are wanting to do this just take a look at the patch that comes with the 2d mod. It works in similar fashion

I need the list of internal files (after unpacking LGP) that this mod changes

I can hand 'em out, but I was planning on making a patch that works with other modded flevels. Right now I can't 'cause my comp is not available for me, and I don't remember every file name by heart. I hope I had a system on it.  :-P
Title: gjoerulv's "Hardcore" mod
Post by: Myrmedus on 2009-10-06 12:42:29
Is there no standard zip file for this btw? The executable is very robust with allowing its contents to be extracted, to the point where I can't get ANYTHING out of it simply because I'm using a scene.bin already from the Hard Mode project lol ie. all I want to replace is the battle.lgp and it won't let me.
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-10-06 13:24:53
AFAIK there's no zip file, but if you put your modded scene.bin in a safe place and put an unmodded scene.bin in your data directory, you'll be able to install the mod and then put your old modded scene.bin back

Beware, however, that this may cause problems; at the very least, you'll have to use Hojo to fix the look-up table in the kernel.bin, unless you do this trick with your kernel.bin as well. If all you want to replace is the battle.lgp, I recommend that you do the "back up modded file -> replace with unmodded one -> patch -> put modded file back" trick with every file that gets patched except for the battle.lgp
Title: gjoerulv's "Hardcore" mod
Post by: titeguy3 on 2009-10-07 00:38:51
you can always find clean, unmodded files off your install disc.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-10-16 03:30:00
Yo!

So I started working on the final version some days ago.
1st the good news. It'll be a patch that will work with any mod... Well... More correctly it will overwrite any scene, kernel and any field file I've tweaked. Which means every scene file, every kernel file and 'bout 30+ field files. In other words, it will be exactly like the current version (+ some bug fixes,other tweaks and a new boss), except you don't need the original files any more to install the mod. This patch will basically update any flevel.lgp and battle.lgp without ruining anything (or too much  :-P) to your current tweaks.
Keep in mind that if you added some enemy models yourself (battle.lgp) and still want this mod, you basically have to adjust it to this mod concerning the scene.bin. And, of course, if you removed some of the original field files included in this mod it won't have any effect on your own mod.

The bad news is that I don't know when it'll be released. I don't have much time to spare these days.

BUT, my real deal with this post is: What's up with the AKAO part in the field files? Does the game read the midi only from the filed files? Is the akao section actually a midi? The reason I ask is that I made a crappy program that can import "akao files" into any field file. So if the akao part of the field files are similar to the midi files it'll be much easier to import 'em into any filed file so it can be used for battles etch. (the reason there is no boss battle music in my mod is 'cause there aren't the appropriate akao parts in the given fields).

EDIT: And here are the field files I've moded.
Code: [Select]
anfrst_2
anfrst_5
blin65_1
bugin1b*
canon_1 (I've listed it, but I don't see any changes. Still I put in here just in case.)
convil_4
elmin4_2*
farm
gnmk*
hyou5_1**
hyou13_2**
jtmpin1***
junpb_2****
las2_3
las2_4
las3_2
las3_3
las4_0*
lastmap
losinn****
md8_32
nvdun1
nvmkin21*
qd
slfrst_2
trackin*
trnad_2
zcoal_2
zz3****
zz5
zz6
zz7
zz8
*May disturb translation projects (English). In other words: contains some actual dialogue.
**Bug fix from the original files (there might be more files with bugs. please tell).
***I may not include this one. A minor translation "fix".
****Removed Enemy-Skills materia from these. It'll be optional to include 'em in my mod.
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-10-16 13:41:02
I remember doing a bit of research into that AKAO part of the field files about a year ago. Here's the thread (http://forums.qhimm.com/index.php?topic=7980.0).

AFAIK, the bytes after AKAO point to MIDI files in the order in which their names appear in ff7.exe. I remember having the Cosmo Canyon music play in Sector 6 (mrkt2) by changing 0xEBE to 1A. The bytes after the opcodes such as MUSIC point to bytes after AKAO, so if you have MUSIC 00 and AKAO 25 1A 02, the game will play the first song pointed to by AKAO, which, in this case, is "rocket" AKA "oppressed people".

That was a hideously bad explanation of what I can remember finding and some of it might be inaccurate, but that's basically what AKAO does.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-10-17 15:08:21
I remember doing a bit of research into that AKAO part of the field files about a year ago. Here's the thread (http://forums.qhimm.com/index.php?topic=7980.0).

AFAIK, the bytes after AKAO point to MIDI files in the order in which their names appear in ff7.exe. I remember having the Cosmo Canyon music play in Sector 6 (mrkt2) by changing 0xEBE to 1A. The bytes after the opcodes such as MUSIC point to bytes after AKAO, so if you have MUSIC 00 and AKAO 25 1A 02, the game will play the first song pointed to by AKAO, which, in this case, is "rocket" AKA "oppressed people".

That was a hideously bad explanation of what I can remember finding and some of it might be inaccurate, but that's basically what AKAO does.

I pretty much know how to set music and battle music for a field, but you need the appropriate AKAO in the field file to play the midi you want. That's why I made that proggy to insert any "AKAO file" in any field file. Now if the "AKAO files" are similar to the midi files this would make things easier. I could just check of course :P, but if anyone knows it would be great.

If what suspect is true (they aren't similar) then I would like to know how important the whole AKAO part is. As I've seen some dude (don't remember who) posted in another thread you only need to change that one byte to change the entire song and the rest pretty much doesn't matter. This doesn't sound correct, but if it is, the only thing one need to do to insert a song is to insert one byte (or as many the ID reqiures), and then update pointers. But, as I said, I doubt this is true, 'cause the AKAO part is pretty much similar to a script; with opcodes and stuff.
Title: gjoerulv's "Hardcore" mod
Post by: Xelane on 2009-10-18 17:58:38
Perhaps there is a list of songs set to play for certain ID's?

In wallmarket any ID gives a list of possible animations based on its poisition to other ID's

so 1A in any ID would give a much different animation than it would in a seperate one

(i think)
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2009-10-18 18:02:03
The IDs correspond to the order of the songs in the .exe

It seems that I didn't make myself clear in my last post, but replacing the IDs after AKAO will change the song being played, and the IDs after AKAO are the IDs of the songs in the order in which they appear in the .exe.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-10-18 22:27:54
The IDs correspond to the order of the songs in the .exe

It seems that I didn't make myself clear in my last post, but replacing the IDs after AKAO will change the song being played, and the IDs after AKAO are the IDs of the songs in the order in which they appear in the .exe.

Yes that makes sense. The field opcodes are relevant to the AKAO in the field, and the AKAO ID is relevant to the .exe.
But maybe I weren't clear... what I need to know is if all of the AKAO section is necessary to play the song or just the ID. If you just need the ID it'll be much simpler to add songs to fields. Then all we need to do is to insert five bytes (or AKAO + the ID bytes) to a field file to add possibilities to play new songs in that field, then update the pointers. I've successfully added some AKAO files in some fields with my "AKAO proggy"; I guess I'm in the best position to test this.

If what I expect is true (you do need the entire AKAO section), that means you'll need to extract the AKAOs you want in a field from another field where that AKAO exists. That's why I initially asked if the AKAO section is similar to other files easier available. You know, to add boss music.

EDIT: Hmmmm... It actually looks like you only need the ID. SCORE!
EDIT2: Yup, seems like you only need the ID (1 byte) preceded by "AKAO" (5 bytes total). But then what are the rest of the AKAO section there for if the opcodes aren't used? ??? Well it doesn't matter much now; I've already added some boss music and fight music where I wanted. If anyone are interested in the program I made just pm me. I don't think I need to release it.
Title: gjoerulv's "Hardcore" mod
Post by: Klaid Liadon on 2009-11-18 22:17:09
Any updates? Will the final version be downloadablw soon? :mrgreen:
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-11-21 14:48:30
Any updates? Will the final version be downloadablw soon? :mrgreen:

I'm working on it, but, as I've stated earlier, I'm quite preoccupied with other stuff. Can't promise any release date.
Title: gjoerulv's "Hardcore" mod
Post by: Rufus95 on 2009-12-01 20:59:03
hey i have a question is the three people you fight (sorry forgot there names) at the shinra building and on a train posible to beat on your videos on youtube they kill you and i had to cheat to get past it  :-D
Title: gjoerulv's "Hardcore" mod
Post by: titeguy3 on 2009-12-09 21:58:09
Question. Is this mod practical without the 9999 limit breaker patch? Or is that just insane?
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2009-12-09 23:00:00
Question. Is this mod practical without the 9999 limit breaker patch? Or is that just insane?
I don't think you'll last very long without it lol.
Title: gjoerulv's "Hardcore" mod
Post by: Boooster on 2009-12-18 03:22:50
Been playing this mod for the past week (and boy is my wife pissed at me  :-D) and I have to say:  Well done!!!  This is taking one of the greatest games of my childhood and made it into a fantastic RPG.   The challenge so far has been fantastic and at some points very #$%^ing frustrating.  I am ashamed to say that I did cheat when dealing with JENOVA BIRTH and DEATH.  I managed to get Birth down to next to nothing time after time but it would always kill me - jenova death was just a slaughter.  I managed to kill the Golden Dragon guarding the Neo Bahamaut Materia, but DEATH just annihliated me time after time (probably because Tifa insisted on coming along and I never touched her).  I even tried cheating facing the Trio on the last car of Mt. Corel Huge Materia but after my first KotR summon 2 of them became invulnerable.  No big loss (except for half of their tents when the train crashed). 

I just got Cloud back and will be heading to pay that dragon on mt. nibel a visit :).    LOVE the challenge and strategy involved here, and I had some fights that kept me on the edge of chair, and a few that almost ended with a smashed monitor (jenova birth).  I love that items actually have a use now, and running out of phoenix downs and ethers and gil is an ever present fact of life here. This is also the first game I ever used Aeris and got her lvl 4 limit - man she is a necessity for this mod! Absolutely loved getting her limit up ready for a battle with those impossible monsters, stealing like a madman and running away! 

I can write pages about what a great mod this is and how much fun I've been having and am up to the Junon reactor with Cloud, Cid, and Nanaki (only trying to get Nanaki's limits up past lvl 2).  Or maybe I'll finally get Yuffie to beat Godo - something I gave up on way back when).

Excellent job again!
Title: gjoerulv's "Hardcore" mod
Post by: Boooster on 2009-12-20 05:42:24
Don't mean to double post, but had a quick question - which program can I use to edit a weapon?  I would like to change Yuffie's final weapon strength back to the original strength.  I love using her and after getting the Conformer she is pretty crippled and would like to restore it to what it used to be.  Morphing isn't really the issue here (since those Unknowns just rip me to pieces anyway), I just really like using her for some reason:)

Thanks
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2009-12-20 19:01:49
Don't mean to double post, but had a quick question - which program can I use to edit a weapon?  I would like to change Yuffie's final weapon strength back to the original strength.  I love using her and after getting the Conformer she is pretty crippled and would like to restore it to what it used to be.  Morphing isn't really the issue here (since those Unknowns just rip me to pieces anyway), I just really like using her for some reason:)

Thanks

The damage formula of that weapon is based on the target's level. The higher the enemy level; the higher the damage. If you want to change it, try Wall Marked.
Thanks for for trying it and for the feedback. All the jenovas (except the very last one) are weak against Cloud's normal attacks. I realize that's kinda impossible to grasp, so I was thinking of simply making 'em weak against physical attacks.
Title: gjoerulv's "Hardcore" mod
Post by: samourai23 on 2010-01-01 17:04:44
Happy new year !!! :-D
I can't wait to try it :lol:
Title: gjoerulv's "Hardcore" mod
Post by: samourai23 on 2010-01-01 17:57:57
Ok as usual, when I want to install a mod, I have a problem -_-"
Well, first of all, I'm french, so I have the french version of FF7, then, when I try to install it, it says:

Below log created: 01/01/2010 at 19:18:51
PROGRESS:
Checking files.
 File check-> D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\battle\scene.bin
 File check-> D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\battle\battle.lgp
 File check-> D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\kernel\kernel.bin
 File check-> D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\kernel\kernel2.bin
 File check-> D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\field\flevel.lgp
Patch starting.
Patching: D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\battle\scene.bin
L'accès au chemin d'accès 'D:\Program Files\Square Soft, Inc\Final Fantasy VII\Data\battle\scene.bin' est refusé.
Patch finished.
Time spent: 0:08


(l'acces au chemin d'accès est refusé = the acces to the "acces way" ? is denied.....)

So what the hell am I suppose to do ??

I'm under windows seven, but I tried on 2 other computers which are under xp and it says: "The application couldn't initiate correctly (0xc0000135). Click OK to stop the apply.

So... If you have answers, be my guest.
Btw, if there's no way for me to use this, well could you give me the changed files directly ?

Thank you very much, can't wait to try it :lol:



Edit: In fact, it looks like the acces is denied for every ticked thing such as "scene.bin ; kernel.bin ; kernel2.bin ; battle.lgp and flevel.lgp"
Btw I don't even have a flevel.lgp, only a fflevel.lgp...

What should I doooo ??  :cry:
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2010-01-01 20:55:00
Sounds like User Account Control to me. Windows 7 doesn't like you editing any files in the "program files" folder. Go to the control panel, user accounts and turn account control off. Also, it might be a good idea to right-click on the patching program and select "run as administrator" if possible.

Fortunately, UAC in Windows 7 is easier to get rid of than UAC in Vista :3
Title: gjoerulv's "Hardcore" mod
Post by: samourai23 on 2010-01-01 21:44:39
Well I did what you said, and it still doesn't work :-(
I turned off the UAC and ran as admin and it still said acces denied for scene.bin....

And also, when I move the data folder on the desktop, it still doesn't work --''
Title: gjoerulv's "Hardcore" mod
Post by: KnifeTheSky77 on 2010-01-01 22:54:39
well, something doesnt smell right.
You can try changing attributes of the file. Right click scene.bin and uncheck 'read only' if applicable. Then click on the security tab and check all permissions under your name. This isnt a problem dealt by the gods of default settings, you might want to try reinstalling ff7 as something may have messed up the scene.bin.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-01-01 23:35:38
Ok as usual, when I want to install a mod, I have a problem -_-"
Well, first of all, I'm french, so I have the french version of FF7, then, when I try to install it, it says:

Below log created: 01/01/2010 at 19:18:51
PROGRESS:
Checking files.
 File check-> D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\battle\scene.bin
 File check-> D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\battle\battle.lgp
 File check-> D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\kernel\kernel.bin
 File check-> D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\kernel\kernel2.bin
 File check-> D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\field\flevel.lgp
Patch starting.
Patching: D:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\battle\scene.bin
L'accès au chemin d'accès 'D:\Program Files\Square Soft, Inc\Final Fantasy VII\Data\battle\scene.bin' est refusé.
Patch finished.
Time spent: 0:08


(l'acces au chemin d'accès est refusé = the acces to the "acces way" ? is denied.....)

So what the hell am I suppose to do ??

I'm under windows seven, but I tried on 2 other computers which are under xp and it says: "The application couldn't initiate correctly (0xc0000135). Click OK to stop the apply.

So... If you have answers, be my guest.
Btw, if there's no way for me to use this, well could you give me the changed files directly ?

Thank you very much, can't wait to try it :lol:



Edit: In fact, it looks like the acces is denied for every ticked thing such as "scene.bin ; kernel.bin ; kernel2.bin ; battle.lgp and flevel.lgp"
Btw I don't even have a flevel.lgp, only a fflevel.lgp...

What should I doooo ??  :cry:

Like Kudistos Megistos stated it's most likely a UAC problem. I'm not too familiar with W7 though so I can't say for sure. Try creating your own data folder:

1. Create a folder in C:\ and name it 'data' (without the quotes).
2. Create 3 sub-folders: 'battle', 'field' and 'kernel'.
3. Copy the original files from the install disc, and place 'em inside the sub-folders (you know what goes where right? If not it's exactly as it is inside the FF7 data folder).
4. Run gjoerulv.exe, select the newly created data folder and click patch.

Run gjoerulv.exe as admin, and make sure the files aren't write protected. If you right-click a file, under properties in the security tab you can edit what user can and cannot access. Make sure your user have access to everything in all of the files. If you try it on another computer make sure Microsoft .NET Framework 3.5 (or higher) is installed.


Have anyone else gotten an error when opening the program? Like "instance not set to an object" or something like that. I suspect there is a bug. I'll look into it tomorrow. Now I'm effin tired lol.

Happy new year btw!  :-D
Title: gjoerulv's "Hardcore" mod
Post by: samourai23 on 2010-01-01 23:49:33
Ok I have a big problem now since my install disk say at exactly 15% of the installation that there is an error -114 or something like that (WHAT THE HELL ?????)
And then, it looks like scene.bin isn't protected, so is there a way you send me your scene.bin ? So I can see if it works.
And btw, can you tell me how many files is there in the battle folder ? Thanks a lot.

(OMG I hope my install disk is not dead :cry: :cry: :cry: :cry: :cry: :cry: :-o
Title: gjoerulv's "Hardcore" mod
Post by: samourai23 on 2010-01-01 23:56:30
No I did what you said, and it doesn't work, and all the files are fine, so is there a way you send me a pack with modified files ? (I mostly mean your data folder in fact)
Because I don't understand...

It never works, I tried everything... --'' I've never been lucky with mods...
Title: gjoerulv's "Hardcore" mod
Post by: Timber on 2010-01-06 14:21:45
Installer works great for me, although I have no idea how to select the difficulty settings?
Is it defaulting to Extreme?
I really wanna play Hard, just because Normal is much too easy and Extreme is... well.... Extreme.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-01-07 07:34:39
Installer works great for me, although I have no idea how to select the difficulty settings?
Is it defaulting to Extreme?
I really wanna play Hard, just because Normal is much too easy and Extreme is... well.... Extreme.

Sorry, I forgot to remove the miscellaneous section in the info. There is one difficulty only. But in future  releases there may be more.
Title: gjoerulv's "Hardcore" mod
Post by: Timber on 2010-01-07 08:47:24
Installer works great for me, although I have no idea how to select the difficulty settings?
Is it defaulting to Extreme?
I really wanna play Hard, just because Normal is much too easy and Extreme is... well.... Extreme.

Sorry, I forgot to remove the miscellaneous section in the info. There is one difficulty only. But in future  releases there may be more.

Oh ok, fyi Hard mode would be great.
Thanks for all the hard work you put into this mod, this is really the only thing out there that actually improves upon the game itself, instead of just the visuals / sound.
Title: gjoerulv's "Hardcore" mod
Post by: Asdayasman13 on 2010-01-14 11:09:25
Hmmm.

Stuck on the Guard scorpion.

>:
Title: gjoerulv's "Hardcore" mod
Post by: titeguy3 on 2010-01-14 11:11:18
Hmmm.

Stuck on the Guard scorpion.

>:

If it ever uses tail laser you're doing something wrong.  :-P
Try training in the room where Wedge stands guard and the reactor explosion FMV takes place up to lv6 or lv7. The enemies there are pretty easy.
Title: gjoerulv's "Hardcore" mod
Post by: Asdayasman13 on 2010-01-14 11:15:56
No tail laser happening, I just don't have the potions.  I gots 1 potion, 2 ethers, and 2 phoenix downs.  Can I assume grinding will compund the problem?
Title: gjoerulv's "Hardcore" mod
Post by: titeguy3 on 2010-01-14 11:17:44
No tail laser happening, I just don't have the potions.  I gots 1 potion, 2 ethers, and 2 phoenix downs.  Can I assume grinding will compund the problem?

yeah, and moving everyone to the back row while fighting it is also a good idea.
Defending after a Search Scope will also help.
Title: gjoerulv's "Hardcore" mod
Post by: Asdayasman13 on 2010-01-14 11:39:50
Everyone's in the back row, though why defend after search scope?  It inflicts stop, right?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-01-15 00:02:44
1st reactor guide:
Get Barret as fast as possible. Go outside again and level up to AT LEAST lvl 5.
Fight those sweepers to get bolt plumes, at least 1. Note that those "Robots" (not the sweepers) are weak towards ice. Use bolt plumes on the Boss. You should be lvl 7, minimum, when fighting it.

After you get Tifa, BUY RESTORE MATERIA. Then go fight in the train graveyard to level up 1-3 levels. Make sure you have at least 2 of each materia before you continue. You should level up and buy stuff here, 'cause in the next reactor there are no shops.

It probably isn't that hard after the 2nd reactor. Depends on your level etch.

EDIT: Search scope paralyzes you for a short while.
Title: gjoerulv's "Hardcore" mod
Post by: Timber on 2010-01-15 03:29:33
Yeah Guard scorpion was really hard, I just keep on using the bolt plumes on sweepers / robots for instant kill and easy exp, and they will usually drop a replacement plume.
The next battle I found really hard was the SOLDIER Trio in Shinra HQ (prolly coz I was 7 levels below them)

Also Gjoerulv, the fact that there is a boss in Clouds Past with Seph was sooo awesome! :D
Any way to make it look like the creature in the video (Makonoid)?: http://images2.wikia.nocookie.net/finalfantasy/images/6/61/Mako_Mutant.jpg
Title: gjoerulv's "Hardcore" mod
Post by: secondadvent on 2010-01-15 05:35:01
a makonoid would be very fitting for a boss battle there, especially since the one that pops out of the container never seems to be killed... and for a music choice for the battle... J-E-N-O-V-A (chu2) or Those Chosen By the Planet (cephiros) would be good candidates over a normal boss theme, at least in my opinion (not sure what you did there... as i have not had time to play the mod yet :P).
Title: gjoerulv's "Hardcore" mod
Post by: AlbusJC on 2010-01-15 14:25:45
gjoerulv, are you going to do another release in the future or this is the final version of hardcore mode? I ask you this to know If I should install this version or to wait to another release  :-D
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-01-15 19:47:47
gjoerulv, are you going to do another release in the future or this is the final version of hardcore mode? I ask you this to know If I should install this version or to wait to another release  :-D

There won't be much changes if that's the issue. I plan to at least make one more release with minor changes. I'll only slightly change the bosses in the materia caves and the boss in the final cave (see OP post to see where it is). And if there are any bugs I'll update as well.

There are enough tools to make your own mod; I don't feel I need to go much further with this one.  :-D 8-)
Title: gjoerulv's "Hardcore" mod
Post by: AlbusJC on 2010-01-15 20:19:11
Ok, thanks! You have done a incredible work with this mod  :-)
Title: gjoerulv's "Hardcore" mod
Post by: Timber on 2010-01-16 08:02:39
a makonoid would be very fitting for a boss battle there, especially since the one that pops out of the container never seems to be killed... and for a music choice for the battle... J-E-N-O-V-A (chu2) or Those Chosen By the Planet (cephiros) would be good candidates over a normal boss theme, at least in my opinion (not sure what you did there... as i have not had time to play the mod yet :P).

I'm pretty sure it was Those Chosen By the Planet, the music carried on from the video, was really cool :D
Title: gjoerulv's "Hardcore" mod
Post by: Asdayasman13 on 2010-01-19 13:11:22
Haha, got past the guard scorp, and got outta the reactor ok, but then it crashed the whole PC (CAPS LOCK wouldn't light up, you know you're in trouble when that happens), upon entering an FMV.

Nyoh well.
Title: gjoerulv's "Hardcore" mod
Post by: Bitto_86 on 2010-01-22 12:40:48
Haha !! I love this mod !! :) 

Actually I am not far (in Mount Nibel) but I already had a lot of fun. Here is basically the levels I was during some parts of the game :
out of midgard == lvl 13
jenova birth (first try) == lvl 16 --> total wreck
jenova birth down == lvl 20.
Turks in Gongagua == lvl 26
Gi-Nattack == lvl 30
Lost Number == lvl 31

Actually in the Nibel mountains ... i just faced the dragon ... hum lol, totally insane  XD
Title: gjoerulv's "Hardcore" mod
Post by: terrabrake on 2010-01-24 19:23:32
OK, time to try this mod! Only one question, since I have the psx version, is this mod compatible with it or I must play it on PC? If the answer is yes, is it difficult to apply the patch to the psx version?
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2010-01-24 22:31:30
OK, time to try this mod! Only one question, since I have the psx version, is this mod compatible with it or I must play it on PC? If the answer is yes, is it difficult to apply the patch to the psx version?

It won't work on the PSX version, although I can't really see any reason why you couldn't "port" the mod (in theory; in practice it would be very time-consuming)
Title: gjoerulv's "Hardcore" mod
Post by: Bosola on 2010-01-24 23:11:31
IIRC, the Scene.bin files should be the very same in both versions, which is where the meat and bones of the changes should be. Of course, it's possible that the modified Scene is larger than the original, but we should be able to get around that by deleting redundant data from each disc's SCENE.

Extra bosses and field changes won't be implemented, but that shouldn't be *too* important, unless gjoerulv has done something radical.
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2010-01-24 23:15:04
The extra bosses and field changes are some of the best things about the mod :cry:

Also, the scene.bin file is definitely bigger than the original, and the game will crash during some random battles because there are new enemies. I believe that armorvil had this problem a while ago...
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-01-25 10:36:31
OK, time to try this mod! Only one question, since I have the psx version, is this mod compatible with it or I must play it on PC? If the answer is yes, is it difficult to apply the patch to the psx version?

Short answer: Yes, and yes.

Long answer: Because of changes in field files and added enemies it will be tedious work. And KM is right. Considering all the tools available, the added enemies and bosses may be the only reason you'd want this mod. There are tools available to mod scene and kernel. You could patch the scene only, change the enemy models and finally reduce the file size (remove the new bosses and simplify some AIs) to make it compatible with psx. But it would be easier to just make your own mod lol.

I may make a version that works on psx. Only time will tell.  :-D
Title: gjoerulv's "Hardcore" mod
Post by: titeguy3 on 2010-01-25 13:31:08
Hrm, i recall that someone here was working on slimming down scene.bin by rewriting every single AI to be as efficient as possible filesize wise. I'll see if I can find the thread...

EDIT: Aha! I found it! It was secondadvent, and looks like he got as far as v0.1 with a filesize of 256kb. Here's the link:
http://forums.qhimm.com/index.php?topic=8513.0
Title: gjoerulv's "Hardcore" mod
Post by: terrabrake on 2010-01-25 18:58:36
Thanks for the answers! I've forgotten to include "also" in the phrase "since I have the psx version"  :-D If the situation is this, then it's better to play it on PC, although I'd have preferred to play it on playstation! And thank you very much for this work gjoerulv!!!
Title: gjoerulv's "Hardcore" mod
Post by: secondadvent on 2010-01-25 19:12:45
yeah, i was working on that, and will be again in the future (it also fixes any bugs/flaws i see as i go on with the original enemy AI/abilities, while sticking to the original as much as possible)... but i am currently in the middle of two other psx games at the moment :-P.

i'd like to work on it again here soon, but it depends on what else i am doing... i will eventually get back to it though (i will only post as i make large updates to it, to save people from mah walls of text  :-P)... i only really left because eligor's script was coming up, and PrC at the time took about five minutes to show/disassemble it's script at fastest, which i did not feel like repeatedly having to sit through for ONE enemy. but, now that it is done in seconds, i have more motivation to continue it's massive redundant AI :-D.
Title: gjoerulv's "Hardcore" mod
Post by: samourai23 on 2010-01-25 23:58:21
Haha !! I love this mod !! :) 

Actually I am not far (in Mount Nibel) but I already had a lot of fun. Here is basically the levels I was during some parts of the game :
out of midgard == lvl 13
jenova birth (first try) == lvl 16 --> total wreck
jenova birth down == lvl 20.
Turks in Gongagua == lvl 26
Gi-Nattack == lvl 30
Lost Number == lvl 31

Actually in the Nibel mountains ... i just faced the dragon ... hum lol, totally insane  XD


How the hell did you beat the air buster ??? And the trio ????
Title: gjoerulv's "Hardcore" mod
Post by: titeguy3 on 2010-01-27 12:29:48
ya know, it's interesting...for me, air buster was easier to beat if I intentionally killed off one of my characters...I can't explain why, I guess it was just easier to keep track of healing with one, attacking with the other rather than trying to juggle all three.
Title: gjoerulv's "Hardcore" mod
Post by: samourai23 on 2010-01-27 19:13:56
Lol, just let it go, I found a way to beat him easily 5 minutes after posting :-P
Title: gjoerulv's "Hardcore" mod
Post by: Timber on 2010-02-10 19:10:26
Hi gjoerulv, I just tested and found that your mod makes the boss battle Rapps lock up when it starts (This is the boss that Don Corneo calls in Wutai)
Tried without aali driver but it still crashed.
I had to uninstall your mod to get my materia back :(
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-02-11 09:32:19
Hi gjoerulv, I just tested and found that your mod makes the boss battle Rapps lock up when it starts (This is the boss that Don Corneo calls in Wutai)
Tried without aali driver but it still crashed.
I had to uninstall your mod to get my materia back :(

Ok, I'll check it out. Thanks for letting me know.
Title: gjoerulv's "Hardcore" mod
Post by: Timber on 2010-02-11 16:33:36
Hi gjoerulv, I just tested and found that your mod makes the boss battle Rapps lock up when it starts (This is the boss that Don Corneo calls in Wutai)
Tried without aali driver but it still crashed.
I had to uninstall your mod to get my materia back :(

Ok, I'll check it out. Thanks for letting me know.

You are welcome, having a great time playing on this mod. Having to use strategy instead of just pressing Enter to attack, it is great.

Is there any news on a 'Hard' mode? I have a friend who wants to play FF7, but being an experienced gamer I know he will find it way too easy.
On the other hand, this 'Hardcore' mode is clearly for people who want a crazy challenge :P
FF7 is already an amazing game, and making it slightly harder shows just how great the battle / materia system can be, together with all these extra bosses, it is godly!

Also just some other bugs / inconsistencies from memory:

- Some items that cast spells do not have renamed spells (I think I saw Demi2 on an item)
- When using morph to get Mighty Guard, it shows up as Big Guard on the morph menu, and I could not select who I wanted to cast it on to learn it, was just random.
- The Enemy Skill 'Laser' says it does 1/2 damage, but it appears to only do 1/4.
- When I used the Sense ability in the battle when you get the Kujata materia some dialog comes up saying 'Weak against .' or something like that.

Hope those make sense.

Also now that I'm getting further in the game I wanted to ask, am I supposed to have the 9999 limit breaker patch?
Did the installer install it?
Or am I OK without it?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-02-11 18:29:40
- Some items that cast spells do not have renamed spells (I think I saw Demi2 on an item)

lol and I thought I had tracked 'em down. Not that important but annoying nonetheless.

- When using morph to get Mighty Guard, it shows up as Big Guard on the morph menu, and I could not select who I wanted to cast it on to learn it, was just random.

You mean manipulate? I'll check it out.

- The Enemy Skill 'Laser' says it does 1/2 damage, but it appears to only do 1/4.

Probably because some enemies resists gravity.  ;)

- When I used the Sense ability in the battle when you get the Kujata materia some dialog comes up saying 'Weak against .' or something like that.

Not important lol. Nah, I'll remove it.

Also now that I'm getting further in the game I wanted to ask, am I supposed to have the 9999 limit breaker patch?
Did the installer install it?
Or am I OK without it?

That patch is not included. Install it if you wish, but it will become easier. I like it though. I believe it's still available. Try searching for it.
Title: gjoerulv's "Hardcore" mod
Post by: Timber on 2010-02-12 05:43:36
Sorry yeah I meant manipulate.

Haha yeah I know the other bugs aren't very important, just thought youd like to know.

Here is an important one though:

- The 'Dragon Armlet' says it 'Drains 1/2 [Fire/Cold/Lightning] attack', however it doesn't drain, it just blocks half damage. This was a nasty surprise when Midgar Zolom wiped me out with Beta :P

Also if you are interested you could also change the description of Enemy Skill 'Magic Hammer', as the PC version of the game does not drain MP, just damages. Apparently this is the only difference between the Playstation and PC version.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-02-12 10:02:43
Here is an important one though:

- The 'Dragon Armlet' says it 'Drains 1/2 [Fire/Cold/Lightning] attack', however it doesn't drain, it just blocks half damage. This was a nasty surprise when Midgar Zolom wiped me out with Beta :P

That's actually the default description.  :P I didn't change it. There are no such thing as absorb 50%. Only 100%. I could change it to 'Resists [Fire/Cold/Lightning] attack'?

Also if you are interested you could also change the description of Enemy Skill 'Magic Hammer', as the PC version of the game does not drain MP, just damages. Apparently this is the only difference between the Playstation and PC version.

No it drains. It can only drain the amount of mp the enemy has left. If the enemy has no MP the damage will be 100mp, but you will not drain anything.
Title: gjoerulv's "Hardcore" mod
Post by: Timber on 2010-02-12 12:29:25
Oh you are right, I guess I used it on an enemy that had no MP.

And yeah changing that description is probably a good idea, it's a bit misleading lol.
Title: gjoerulv's "Hardcore" mod
Post by: Timber on 2010-02-15 11:26:46
I have a quick question for you, when I use Sense on the Trio on the train, it says weak against restorative magic, so I cast Curaga on them and it just heals them? I don't understand :(
Also the Eagle Gun enemy on the train has a Warrior Bangle, in normal FF7 this is the only one in the game, is this also the case with your mod? Or is it somewhere else too?
Title: gjoerulv's "Hardcore" mod
Post by: titeguy3 on 2010-02-15 12:30:34
I have a quick question for you, when I use Sense on the Trio on the train, it says weak against restorative magic, so I cast Curaga on them and it just heals them? I don't understand :(
Also the Eagle Gun enemy on the train has a Warrior Bangle, in normal FF7 this is the only one in the game, is this also the case with your mod? Or is it somewhere else too?

lol! I never thought of that...weak against restorative magic...that's awesome. That means restorative spells do double damage...or double *healing*.
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2010-02-15 13:03:05
I have a quick question for you, when I use Sense on the Trio on the train, it says weak against restorative magic, so I cast Curaga on them and it just heals them? I don't understand :(
Also the Eagle Gun enemy on the train has a Warrior Bangle, in normal FF7 this is the only one in the game, is this also the case with your mod? Or is it somewhere else too?

lol! I never thought of that...weak against restorative magic...that's awesome. That means restorative spells do double damage...or double *healing*.

And guess what happens when you select "death" for healing magic in Hojo 1.1? ;D

Enemies that lose health when healing magic is cast on them (the Gi Nattak is a classic example) are set to "absorb" the recovery element.
Title: gjoerulv's "Hardcore" mod
Post by: Timber on 2010-02-16 10:19:34
I have found another confirmed bug, entering the final screen of the Ancient Forest (where the Apocalypse is) causes the game to crash. Is there a boss in there?
Also for some reason the Typhon materia shows up as an 'item bag' pickup instead of a 'red materia' pickup in the field, so the boss battle comes as a bit of a surprise. Is it possible to change this?

Also FYI I have some other crash bugs, but i didn't confirm if it was your mod or not:
- At the battle arena, one time when starting the first battle, the game crashed.
- At the chocobo footprints near Gold Saucer, occasionally a battle would start that would crash ff7.
Title: gjoerulv's "Hardcore" mod
Post by: Klaid Liadon on 2010-02-19 00:16:18
My game crashed after beating omega in northen cave battle. here's my log

Quote
INFO: Auto-detected version: FF7 1.02 US English
INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r19334, Copyright (c) 2000-2009 Fabrice Bellard, et al.
INFO: FF7Music helper plugin loaded
INFO: ATI Technologies Inc. ATI Mobility Radeon HD 3470   2.1.8794
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Original resolution 640x480, window size 1440x900, output resolution 1440x900, internal resolution 1920x960
INFO: FBO extension detected, using fast scaling/postprocessing path
INFO: Fragment shader(s) linked, vertex shader(s) linked.
 
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
set music volume: 127
set music volume: 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.788000, frames: 3717
set music volume trans: 127->0, step=60
END OF CREDITS!!!
Entering MAIN
set music volume: 127
Exiting MAIN
START OF MENU SYSTEM!!!
SET VOLUME 5: 95
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save01.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save02.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save03.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save04.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save05.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save06.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save07.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save08.ff7
ERROR: COULD NOT OPEN FILE C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\save/save09.ff7
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
SET VOLUME 5: 95
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
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Entering MAIN
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[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 891
[BATTLE] Exitting FRAME_INITIALIZE
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/seffect/seffect1_00.png); this is slow, please convert to 32-bit
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INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/eskill/jo_b04_00.png); this is slow, please convert to 32-bit
[BATTLE] Begin main battle loop
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/seffect/seffect1_08.png); this is slow, please convert to 32-bit
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
SET VOLUME 1: 95
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
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START OF MENU SYSTEM!!!
SET VOLUME 5: 95
END OF MENU SYSTEM!!!
Entering MAIN
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Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Field Quit
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Swirl sound_effect1
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[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 885
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/seffect/seffect1_05.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/seffect/seffect1_01.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/seffect/seffect1_03.png); this is slow, please convert to 32-bit
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/seffect/seffect1_02.png); this is slow, please convert to 32-bit
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
SET VOLUME 1: 95
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
SET VOLUME 5: 95
END OF MENU SYSTEM!!!
Entering MAIN
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Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Field Quit
Entering MAIN
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Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
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Entering FRAME_QUIT SWIRL
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[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 884
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/ultima/fir_1_00.png); this is slow, please convert to 32-bit
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
SET VOLUME 1: 95
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
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START OF MENU SYSTEM!!!
SET VOLUME 5: 95
END OF MENU SYSTEM!!!
Entering MAIN
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Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Entering MAIN
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START OF MENU SYSTEM!!!
SET VOLUME 5: 95
END OF MENU SYSTEM!!!
Entering MAIN
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Field Start
Field Quit
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[BATTLE] Scene# 891
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[BATTLE] Begin main battle loop
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/seffect/seffect1_12.png); this is slow, please convert to 32-bit
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
SET VOLUME 1: 95
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
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START OF MENU SYSTEM!!!
SET VOLUME 5: 95
END OF MENU SYSTEM!!!
Entering MAIN
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Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Entering MAIN
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START OF MENU SYSTEM!!!
SET VOLUME 5: 95
END OF MENU SYSTEM!!!
Entering MAIN
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[BATTLE] Scene# 886
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
SET VOLUME 1: 95
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
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START OF MENU SYSTEM!!!
SET VOLUME 5: 95
END OF MENU SYSTEM!!!
Entering MAIN
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Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
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Entering MAIN
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Swirl sound_effect1
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[BATTLE] Scene# 885
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
SET VOLUME 1: 95
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
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Entering MAIN
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START OF MENU SYSTEM!!!
SET VOLUME 5: 95
END OF MENU SYSTEM!!!
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cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
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set music volume: 127
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END OF MENU SYSTEM!!!
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INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Spells/despell/dethpe_1_00.png); this is slow, please convert to 32-bit
[BATTLE] End of current battle
[BATTLE] next battle
OFFSET ERROR: ENEMY523.D UDAA
ERROR: COULD NOT OPEN FILE ENEMY523.D
ERROR: unhandled exception
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-02-22 19:57:01
My game crashed after beating omega in northen cave battle. here's my log

Quote
INFO: Auto-detected version: FF7 1.02 US English
...
OFFSET ERROR: ENEMY523.D UDAA
ERROR: COULD NOT OPEN FILE ENEMY523.D
ERROR: unhandled exception

It can't find the new model. Did you patch battle.lgp?
Title: gjoerulv's "Hardcore" mod
Post by: Klaid Liadon on 2010-02-22 21:33:42
It can't find the new model. Did you patch battle.lgp?

I just installed 2.5 remix patch on a fresh ff7 install
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-02-22 21:43:13
It can't find the new model. Did you patch battle.lgp?

I just installed 2.5 remix patch on a fresh ff7 install

Try patching battle.lgp again. With my patch. It may fix the problem.
Title: gjoerulv's "Hardcore" mod
Post by: Klaid Liadon on 2010-02-23 11:56:15
Patched, Fought, Crashed.
Title: gjoerulv's "Hardcore" mod
Post by: titeguy3 on 2010-02-23 13:49:44
Do you think there could be an issue with using your new patcher on a battle.lgp from your last release, Gjoerulv?
Title: gjoerulv's "Hardcore" mod
Post by: Auraplatonic on 2010-02-24 02:08:38
Ah...playing through this mod brings back memories.  With the new boss addition I should play through again to see how I fare.  Gjoerulv, have you gotten a chance to play through all the way?
Title: gjoerulv's "Hardcore" mod
Post by: Klaid Liadon on 2010-02-27 12:12:08
Any News? Any Solution?
Title: gjoerulv's "Hardcore" mod
Post by: Marmarflam on 2010-02-27 22:29:02
hi.

i am having alot of fun with this mod. it keeps me on my toes. i am at shinra tower right now, and something is kinda pissing me off.
the 3 soldiers (extra boss fight in de midgar model room) are extremely strong, and i beat them just barely. this was exciting and fun.
but after that the balance for the bosses are just plain stupid.

first the bio boss in the experiment room is weak. i beat it with tifa alone. (the rest of my party was dead, no phoenix downs etc)
then the enemies are retardedly difficult and there is no place i can restore my dead party members. using a tent somehow does not restore life to dead party members what the hell.
okay so everyone gets brought back to life, in the series of events that follow, lucky me.
so i fight the robot in the elevator. pretty easy. too easy for the mod i think.
then i fight rufus with cloud. i cast bio on his dog and then attack him one time. then they both start attacking and i need to keep curing to keep myself alive just barely.
the dog casts barrier barrier mbarrier mbarrier in that order. so i think let me attack once during that time. but noooo the shitty dog skips the last mbarrier, and attacks instead. i died.

guess what my complaint is? no way to level up and no way to win. wth
Title: gjoerulv's "Hardcore" mod
Post by: Immortal Damyn on 2010-02-27 22:39:28
hi.

i am having alot of fun with this mod. it keeps me on my toes. i am at shinra tower right now, and something is kinda pissing me off.
the 3 soldiers (extra boss fight in de midgar model room) are extremely strong, and i beat them just barely. this was exciting and fun.
but after that the balance for the bosses are just plain stupid.

first the bio boss in the experiment room is weak. i beat it with tifa alone. (the rest of my party was dead, no phoenix downs etc)
then the enemies are retardedly difficult and there is no place i can restore my dead party members. using a tent somehow does not restore life to dead party members what the hell.
okay so everyone gets brought back to life, in the series of events that follow, lucky me.
so i fight the robot in the elevator. pretty easy. too easy for the mod i think.
then i fight rufus with cloud. i cast bio on his dog and then attack him one time. then they both start attacking and i need to keep curing to keep myself alive just barely.
the dog casts barrier barrier mbarrier mbarrier in that order. so i think let me attack once during that time. but noooo the sh*tty dog skips the last mbarrier, and attacks instead. i died.

guess what my complaint is? no way to level up and no way to win. wth

Idk by the sounds of it, you're just having trouble killing things cause you're characters suck. There are ways to level before you got to the tower, and there's even a couple floors in the tower that you can go level on. The point of a hardcore mod is so that you actually try to get stronger to beat the bosses, and use strategy. I'm hoping your a smart person who keeps multiple saves, that way, if you aren't happy where you are, you can go back :P. Oh, and tents never revived  characters, even in the original game...
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-02-28 13:49:03
Do you think there could be an issue with using your new patcher on a battle.lgp from your last release, Gjoerulv?

There is only 1 release with this patch. I have tried it on several computers and it works perfectly.

@Klaid Liadon, have you turned user account control (uac) off? If you use XP that shouldn't be a problem. Even with the battle.lgp there should be no problem lol. Just in case. The scene look up table in the kernel should also be updated according to the scene.bin.
As I see it the game has problems loading the model. That's why I assumed battle.lgp didn't update correctly. My battle.lgp is 63,5 MB with no other tweaks installed. I suggest patching only battle.lgp on an untweaked battle.lgp to see if any changes occurred at all. If that's the case try fighting some of my new enemies to see if the game manages to load 'em. If not, the problem lies not with my mod (to swiftly check Omega, simply use Hojo to set their HP to 1. They are in file 6).

If the patch didn't manage to patch anything there prob is a problem with my patch or your uac settings.
Title: gjoerulv's "Hardcore" mod
Post by: Marmarflam on 2010-02-28 15:03:18
hi.

i am having alot of fun with this mod. it keeps me on my toes. i am at shinra tower right now, and something is kinda pissing me off.
the 3 soldiers (extra boss fight in de midgar model room) are extremely strong, and i beat them just barely. this was exciting and fun.
but after that the balance for the bosses are just plain stupid.

first the bio boss in the experiment room is weak. i beat it with tifa alone. (the rest of my party was dead, no phoenix downs etc)
then the enemies are retardedly difficult and there is no place i can restore my dead party members. using a tent somehow does not restore life to dead party members what the hell.
okay so everyone gets brought back to life, in the series of events that follow, lucky me.
so i fight the robot in the elevator. pretty easy. too easy for the mod i think.
then i fight rufus with cloud. i cast bio on his dog and then attack him one time. then they both start attacking and i need to keep curing to keep myself alive just barely.
the dog casts barrier barrier mbarrier mbarrier in that order. so i think let me attack once during that time. but noooo the sh*tty dog skips the last mbarrier, and attacks instead. i died.

guess what my complaint is? no way to level up and no way to win. wth

Idk by the sounds of it, you're just having trouble killing things cause you're characters suck. There are ways to level before you got to the tower, and there's even a couple floors in the tower that you can go level on. The point of a hardcore mod is so that you actually try to get stronger to beat the bosses, and use strategy. I'm hoping your a smart person who keeps multiple saves, that way, if you aren't happy where you are, you can go back :P. Oh, and tents never revived  characters, even in the original game...

wtf tents i forgot.

Okay, i beat this apricothole rufus, with some strategy.

But i'm now at the reactor and i'm at the extra fight with sephiroth and the mako monster thing.
and well i was low on mp so i kinda died there. but no way to re-do the fight unless i go through all that story again.
My problem is more with games in general: don't make difficult bosses without a save point nearby or the player must go through all that story telling random battles etc again. maybe even a third time. which is highly annoying.
maybe plant an extra save point in the reactor? maybe a retry mod?
it's a game for grownups, not teletubbies, repetition is a no no. and if you disagree, i have add so things get boring quick nya

Also my characters didn't suck compared to the enemies before that. but after the soldier trio the difficulty went waaay up without warning and little chance to save and or level.
leveling to beat a boss yes....but don't expect me to level to lvl 20 before taking on those bosses, because i do want the challenge this mod is giving me, only with the really hard bosses i'd like a save point/inn around to be able to level up. or else i'd might get stuck.

the trio was awesome! i had a savepoint nearby and was able to level, but i didn't. I kept trying and it was the most exciting fight i had in an rpg ever.

Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-02-28 19:50:11
wtf tents i forgot.

Okay, i beat this apricothole rufus, with some strategy.

But i'm now at the reactor and i'm at the extra fight with sephiroth and the mako monster thing.
and well i was low on mp so i kinda died there. but no way to re-do the fight unless i go through all that story again.
My problem is more with games in general: don't make difficult bosses without a save point nearby or the player must go through all that story telling random battles etc again. maybe even a third time. which is highly annoying.
maybe plant an extra save point in the reactor? maybe a retry mod?
it's a game for grownups, not teletubbies, repetition is a no no. and if you disagree, i have add so things get boring quick nya

Also my characters didn't suck compared to the enemies before that. but after the soldier trio the difficulty went waaay up without warning and little chance to save and or level.
leveling to beat a boss yes....but don't expect me to level to lvl 20 before taking on those bosses, because i do want the challenge this mod is giving me, only with the really hard bosses i'd like a save point/inn around to be able to level up. or else i'd might get stuck.

the trio was awesome! i had a savepoint nearby and was able to level, but i didn't. I kept trying and it was the most exciting fight i had in an rpg ever.

I agree. Repeats are definitely a no no. However, there are many complications by adding savepoints in this game AND maintain my vision on how this patch is supposed to effects the game. It's complicated to explain, but lets say I add a savepoint to a field file. Then I have to add that file to my patch. Now, if a person playing with the French version use this patch, that specific part of the game will contain English dialogue (I know this is true by adding bosses as well; please complain 'bout that  :P). I want this patch to work with as many mods as possible, without adding any custom content that doesn't effect battle difficulty.
I'm actually considering removing that Seph boss simply because it effects too much dialogue.

Now, I don't mean to offend you or anything here, but it's called hardcore for a reason you know. This is meant for hardcore ff7 players. That Seph boss isn't particularly hard. Keep regen up, keep hp at safe level and keep an eye on your mp (and keep up lol). Don't do anything with Cloud. There usually is a savepiont near the bosses. All the Summon materias also got bosses (Not all i.e Ifrit, Shiva, Ramuh, B-Zero).

I don't know if agree that the difficulty goes way up at that point. I guess I didn't have that much trouble there.
Title: gjoerulv's "Hardcore" mod
Post by: Immortal Damyn on 2010-02-28 20:05:37
You know, I almost want to try this out. The only thing is, I'm not really a hardcore ff7 player quite so much. But it does sound fun, maybe I'll give it a go one day. I wanna see all the new bosses and such and any other new content you've added. It does sound like a lot of fun.
Title: gjoerulv's "Hardcore" mod
Post by: Auraplatonic on 2010-03-01 02:48:40
hi.

i am having alot of fun with this mod. it keeps me on my toes. i am at shinra tower right now, and something is kinda pissing me off.
the 3 soldiers (extra boss fight in de midgar model room) are extremely strong, and i beat them just barely. this was exciting and fun.
but after that the balance for the bosses are just plain stupid.

first the bio boss in the experiment room is weak. i beat it with tifa alone. (the rest of my party was dead, no phoenix downs etc)
then the enemies are retardedly difficult and there is no place i can restore my dead party members. using a tent somehow does not restore life to dead party members what the hell.
okay so everyone gets brought back to life, in the series of events that follow, lucky me.
so i fight the robot in the elevator. pretty easy. too easy for the mod i think.
then i fight rufus with cloud. i cast bio on his dog and then attack him one time. then they both start attacking and i need to keep curing to keep myself alive just barely.
the dog casts barrier barrier mbarrier mbarrier in that order. so i think let me attack once during that time. but noooo the sh*tty dog skips the last mbarrier, and attacks instead. i died.

guess what my complaint is? no way to level up and no way to win. wth



Just to give you some perspective, the first is the easiest of your encounters with the soldier trio :D   

I can say that this mod is frustrating at times being as I have beaten it, however it is hardcore and quite fun overall.  I enjoy the difficulty.
Title: gjoerulv's "Hardcore" mod
Post by: Klaid Liadon on 2010-03-02 11:31:06
My AUC is off.

Hojo check it's ok, there are 3 omega.

My Battle.lgp is 90.336 kByte because of the 3d models installed by the 2.5 patch
Title: gjoerulv's "Hardcore" mod
Post by: Klaid Liadon on 2010-03-02 19:20:41
Installed 2.5.1, problem solved! Now the question is... where is mega-all materia, counter materia and shield materia
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-03-02 22:40:52
Installed 2.5.1, problem solved! Now the question is... where is mega-all materia, counter materia and shield materia

In the materia caves.
Glad it works. It most definitely had something to do with battle.lgp, seeing how big it is.
Title: gjoerulv's "Hardcore" mod
Post by: Klaid Liadon on 2010-03-03 08:45:11
I searched for them in the location where they are in normal mode...

Shield must be in the 2nd screen of magic pot room, instead of mega-all i found a mp absorb, i beated omega but nothing!
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-03-06 02:50:43
I searched for them in the location where they are in normal mode...

Shield must be in the 2nd screen of magic pot room, instead of mega-all i found a mp absorb, i beated omega but nothing!
Installed 2.5.1, problem solved! Now the question is... where is mega-all materia, counter materia and shield materia
In the materia caves.

They are in the materia caves. You know, where mime, magic-counter etch. are located. You pick 'em up WITH these materias. The reason is simple: to make 'em available early.
I don't know if the multi patcher you used includes this. It should, seing how you were able to fight Omega.
Was Omega difficult btw (only the last form. The 1st 2 are kinda ment to be pushovers)?
Title: gjoerulv's "Hardcore" mod
Post by: Klaid Liadon on 2010-03-06 12:20:42
Was Omega difficult btw (only the last form. The 1st 2 are kinda ment to be pushovers)?
I found all the "hard" fights in the game very easy after i found my build (cover, magic-counter+fullcure, many counter-attack) and got w-item. The battles are only longer. I made Game Over more often in the random encounters (before putting on protecting against paralysis and stop) than in this boss battles


They are in the materia caves. You know, where mime, magic-counter etch. are located. You pick 'em up WITH these materias. The reason is simple: to make 'em available early.
I have got only the mime, quadra magic, kor and hp<>mp...

Title: gjoerulv's "Hardcore" mod
Post by: darkrandom12 on 2010-03-25 16:43:39
I've thought this mod has been pretty good, not crazy hard but pretty decent. However I'm stuck on Locke, Theo and Venus ahahaha. I don't have a damn clue, besides the one on my right is immune to bolt. And casts Bolt2.
Are there any specific strategies I should be performing, or a staple level I should be at? Average is level 13.
Amazing mod Gjoe, seriously. Well done.
Title: gjoerulv's "Hardcore" mod
Post by: Timber on 2010-03-25 22:10:38
I've thought this mod has been pretty good, not crazy hard but pretty decent. However I'm stuck on Locke, Theo and Venus ahahaha. I don't have a damn clue, besides the one on my right is immune to bolt. And casts Bolt2.
Are there any specific strategies I should be performing, or a staple level I should be at? Average is level 13.
Amazing mod Gjoe, seriously. Well done.

I think i was lv 13 too when I did it. Can't remember exactly but I think I killed 2 of them off quickly with limit breaks, and then took my time stealing from the last one (good equipment).
Title: gjoerulv's "Hardcore" mod
Post by: Xelane on 2010-03-25 22:18:40
To be blunt, this mod scares me.

I once decided "why the **** not?" and tried out my save file at mt. Nibel.

I remember fighting a seemingly regular dragon...but this wasn't just ANY seemingly regular dragon; this was the super-mega-awesome regular dragon.

it's regular attack did damage that well exceeded the damage cap (that is, if i hadn't have used the patch to remove it).

I remember thinking: "omg i'm only lvl 25(ish)! I shouldn't be dealing with an enemy that OHKO's every party member!"

of course, I understood that this type of battle was more of a 'numbers game' where i could just constantly use at least one member to attack, and one to revive. But it still felt overwhealming to have an ordinary encounter be so difficult.

EDIT: In case it seemed like I was looking at your mod as bad, I wasn't.

It just seemed Hard enough to the point where i'd have to put up enough of an effort that it would make it less fun for meh.

Maybe once i have the courage to try again, i'll post back. And my first victory will be against non other than that very same dragon. I'll have a backstory and everything where it will be the same dragon that killed me all those many months ago....
Title: gjoerulv's "Hardcore" mod
Post by: darkrandom12 on 2010-03-26 15:42:35
I'll try again now before work. Alas, I'm going to have a to grind a little bit before hand anyway. They're doing around 200 per hit ahaha. And, they cast beserk disabling my ability to cure. Aha, it's been so long since I've got a proper legit Game Over with this game! :D
Title: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2010-03-26 15:53:09
To be blunt, this mod scares me.

I once decided "why the **** not?" and tried out my save file at mt. Nibel.

I remember fighting a seemingly regular dragon...but this wasn't just ANY seemingly regular dragon; this was the super-mega-awesome regular dragon.

it's regular attack did damage that well exceeded the damage cap (that is, if i hadn't have used the patch to remove it).

I remember thinking: "omg i'm only lvl 25(ish)! I shouldn't be dealing with an enemy that OHKO's every party member!"

of course, I understood that this type of battle was more of a 'numbers game' where i could just constantly use at least one member to attack, and one to revive. But it still felt overwhealming to have an ordinary encounter be so difficult.

EDIT: In case it seemed like I was looking at your mod as bad, I wasn't.

It just seemed Hard enough to the point where i'd have to put up enough of an effort that it would make it less fun for meh.

Maybe once i have the courage to try again, i'll post back. And my first victory will be against non other than that very same dragon. I'll have a backstory and everything where it will be the same dragon that killed me all those many months ago....

The Nibel Dragon is a "special" random battle; most of the enemies are nowhere near that hard (although they're much harder than they were in the normal game). gjoerulv put in a few special random encounters throughout the mod to spice things up.

Also, it's not a good idea to use a save from the middle of a regular game when playing the mod; you might be at a lower level than you would have been if you had been playing with the mod from the beginning and you probably wouldn't have an optimal materia and item setup.
Title: gjoerulv's "Hardcore" mod
Post by: Xelane on 2010-03-26 16:13:25
True. And I thought about that before I chose to go on.

I did play a little afterwards and it seemed like it wasn't every enemy that was ridiculous.

But I guess I wasn't interested in getting all RAGED up every time I had to do a long series of fights or events because an enemy lit my ass up.

But I think that I may actually try to play the hard mode again.

btw: **** that dragon.  >:(
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-03-29 02:22:54
I have a question to you lurkers, but 1st an explanation why I ask:
I was going to release an update, 'cause of the bugs (I found 1 more  :o), but, as usual, when I start to work on something I work really sloooooow lol  :P . And, also, I've begun to develop a bit more complicated patch. :-o  To keep it simple: My vision is not to ruin any other mod with this patch (except any mod that deals with scene.bin, as it will be overwritten). Taken my vision into consideration, you'll quickly see that my awesome mod not-so-awesomly delivers 100%. This have been somewhat bugging me, 'cause I like to deliver as intended (and I also like to code :)). Thus I've started making a new functionality in the patch that doesn't overwrite field files or ignore battle models with similar names (field files contain dialogue, encounters, scripts etch.). This may sound simple, but unfortunately it's somewhat complicated (let's leave it there, I don't want to go deep here.   8) ). In other words: It will take some time to develop since I spend less time on this sh*t these days. The main reason I continue, as of now, is to learn stuff 'bout coding, and 'cause I want to finish as intended. But it's still fun. ;D

So, the question is:
Do you want me to 1): finish the "complicated" patch before I release. OR  2): Make a new release with the fixed bugs. Then (much) later release the "complicated" one.
keep in mind that not much will actually be updated. The final bosses + the materia cave bosses will be a bit harder; that'z it. The "complicated" patch will work with any mod; not effect any language or anything.


Was Omega difficult btw (only the last form. The 1st 2 are kinda ment to be pushovers)?
I found all the "hard" fights in the game very easy after i found my build (cover, magic-counter+fullcure, many counter-attack) and got w-item. The battles are only longer. I made Game Over more often in the random encounters (before putting on protecting against paralysis and stop) than in this boss battles
Those "hard" bosses will be a bit harder (whatever "hard" means lol) I updated them AIs.
I've thought this mod has been pretty good, not crazy hard but pretty decent. However I'm stuck on Locke, Theo and Venus ahahaha. I don't have a damn clue, besides the one on my right is immune to bolt. And casts Bolt2.
Are there any specific strategies I should be performing, or a staple level I should be at? Average is level 13.
Amazing mod Gjoe, seriously. Well done.

I think i was lv 13 too when I did it. Can't remember exactly but I think I killed 2 of them off quickly with limit breaks, and then took my time stealing from the last one (good equipment).

One other method I found usefull was to start the battle by draining Locke (blue one) of MP with Barret's limit, then focusing on healing while keeping 'em confused. Venus (red one) should be defeated 1st as she (lol, yeah, it's a she) revives the other 2. 

..
...
btw: **** that dragon.  >:(

lol that dragon isn't there anymore. It's in Nibelheim, but not at the pipe area.
Title: gjoerulv's "Hardcore" mod
Post by: darkrandom12 on 2010-03-29 02:41:52
Ah Joe, I thought you'd given up on this topic!
Yeah, after using Mindblow I wasted them pretty easily. Only other boss that gave me hassle was Motorball and that was just because for some reason his Arm Attack/Blow would do around 300-350 damage to whoever it hit, then he'd do it again to the same person. I had to play so that I always had a person with Cure with a full ATB in case he did something. Trouble is also, my character only just had above 600hp by the point (besides Barret with around 700, the man's a tank).

One minor problem, I'm trying to edit the spell names back to their numbers and stuff, I've tried using Wall Market, and the .exe plain won't open. Then when I tried using Teioh, it kept saying my kernel2.bin wasn't a kernel2.bin file. When I opened my original back up kernel2 it worked perfectly, which is a little bit useless, as I assume you've changed not only the spell names, but descriptions of armour and weapons aye?

Do you have a work around? Because the "aga" suffix's are really annoying me. They just don't sit right in this game haha.
ALSO! One more question, what's up with the H0512 you fight in the Mt. Nibel Mako Reactor? It took me ages to kill him, and Sephiroth NEVER lands a physical attack on any monster. Nor does Cloud.
Again, many thanks for the mod. And I really don't mind what patch you release first to be honest. This in itself is worth so much.
Title: gjoerulv's "Hardcore" mod
Post by: titeguy3 on 2010-03-29 02:49:00
ALSO! One more question, what's up with the H0512 you fight in the Mt. Nibel Mako Reactor? It took me ages to kill him, and Sephiroth NEVER lands a physical attack on any monster. Nor does Cloud.
You used Jenova save editor, didn't you? That effs up your save file and makes it so that cloud and sephi don't have any weapon equipped in the flashback. You can fix it by using jenova to equip some weapon to sephi and young cloud.
Title: gjoerulv's "Hardcore" mod
Post by: darkrandom12 on 2010-03-29 02:52:31
Aha! Yeah I did, to gain an extra Lightening Materia. Cheers though I'll go fix that. I did think that "t vest" was a strange weapon
Title: gjoerulv's "Hardcore" mod
Post by: Bosola on 2010-03-29 03:06:29
I have a question to you lurkers, but 1st an explanation why I ask:
I was going to release an update, 'cause of the bugs (I found 1 more  :o), but, as usual, when I start to work on something I work really sloooooow lol  :P . And, also, I've begun to develop a bit more complicated patch. :-o  To keep it simple: My vision is not to ruin any other mod with this patch (except any mod that deals with scene.bin, as it will be overwritten).

There's the rub. You need to stop worrying about other patches. If you accommodate for other KERNELs, by definition you cannot distribute a consistent Hardcore mod. And as something like this needs must deal with KERNELs, with field item locations, boss battles, item prices, what have you. Any hybrid game would no longer have comparable difficulty, which would defeat the object of your project. Forget about other mods.

Quote
So, the question is:
Do you want me to 1): finish the "complicated" patch before I release. OR  2): Make a new release with the fixed bugs. Then (much) later release the "complicated" one.

Depends. As you've released this as 1.0, rather than a feedback version, the expectation is that you're going to provide a stable version of the mod. On the other hand, adding new functionality will be exciting for *everyone*.
Title: gjoerulv's "Hardcore" mod
Post by: Auraplatonic on 2010-03-29 03:50:28
I would love to see just an update with bugs fixes and such.  The mod you have right now is really challenging and fun to play, so just tweaking it a bit at time passes would be awesome.

At the same time I am intrigued at what you may be coming up with in the more complicated patch.  :)
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-03-29 04:17:22
I have a question to you lurkers, but 1st an explanation why I ask:
I was going to release an update, 'cause of the bugs (I found 1 more  :o), but, as usual, when I start to work on something I work really sloooooow lol  :P . And, also, I've begun to develop a bit more complicated patch. :-o  To keep it simple: My vision is not to ruin any other mod with this patch (except any mod that deals with scene.bin, as it will be overwritten).

There's the rub. You need to stop worrying about other patches. If you accommodate for other KERNELs, by definition you cannot distribute a consistent Hardcore mod. And as something like this needs must deal with KERNELs, with field item locations, boss battles, item prices, what have you. Any hybrid game would no longer have comparable difficulty, which would defeat the object of your project. Forget about other mods.

You can chose to not patch the kernel (or any other file), but, with the current release, it will not update it accordingly. I've built in a method that updates the kernel, which was a mistake not to include in v1.0. Updating the scene look up table would be the only concern if you patch scene.bin and not kenrel.bin (or vica versa).

So, the question is:
Do you want me to 1): finish the "complicated" patch before I release. OR  2): Make a new release with the fixed bugs. Then (much) later release the "complicated" one.

Depends. As you've released this as 1.0, rather than a feedback version, the expectation is that you're going to provide a stable version of the mod. On the other hand, adding new functionality will be exciting for *everyone*.

Yeah, I know. v1.0 was supposed to be final (at least from my part). My bad. But bugs appeared due to my lack of proper testing, thus I kinda feel I have to fix it. I will release a  -hopefully- bugfree version soon enough. Just needed to know if people are willing to wait / care. If not, option 2 will happen

I would love to see just an update with bugs fixes and such.  The mod you have right now is really challenging and fun to play, so just tweaking it a bit at time passes would be awesome.

At the same time I am intrigued at what you may be coming up with in the more complicated patch.  :)
.

I expected most people wanted this. I'll give it a week before release if there's not a huge amount demanding option 1. But that comes with no bug-free guarantee.

Oh, and by complicated, I mean complicated for me to make. Not complicated to enjoy.  ;D
Title: gjoerulv's "Hardcore" mod
Post by: Timber on 2010-03-29 11:23:15
Personally I'm in no rush for the bugs to be fixed.
I would like to see other mods be compatible with yours, like another difficulty tweaking mod that could still include your extra bosses, such as Shalua Rui rebalance.
Title: gjoerulv's "Hardcore" mod
Post by: LJH on 2010-03-30 00:24:25
Definitely a fix on at least the fatal bugs that are inherent to this mod alone (the Raaps and Ancient Forest ones)! That should be released ASAP.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-04-01 22:31:46
Ok, listen up!

I want everyone who have used this patch to uninstall it. I'm going to demand payment from now on for each download. Anyone who installs this mod, without paying ME 1st, will get a lawsuit on their asses. In worst case be put in jail and/or executed.

Remember I OWN this product  :evil:; it's not FREE to use  :x.

The fee for each download will be around 30£  :-D: A small price to pay to get this awesome mod.

I'm going to release a small update soon!  :)
Title: gjoerulv's "Hardcore" mod
Post by: sl1982 on 2010-04-01 22:44:17
I assume you are making fun of someone / some company but i cant figure out what right now. Apple perhaps?
Title: gjoerulv's "Hardcore" mod
Post by: Tekkie.X on 2010-04-01 22:47:08
Or because it's April 1st.

He'd just get a C&D + lawsuit from Squeenix anyway.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-04-01 23:48:22
Or because it's April 1st.
...

uhm... whut?
 :wink:
Title: gjoerulv's "Hardcore" mod
Post by: titeguy3 on 2010-04-02 00:32:11
Holy crap guys, Gjoerulv just sent me a subpoena. He's totally serious. I have to see him in court on the 7th!
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2010-04-02 01:18:25
Holy crap guys, Gjoerulv just sent me a subpoena. He's totally serious. I have to see him in court on the 7th!
Woah... Copyright. Sorry guys. Show's over (for me, I don't got any moneys)  :(
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-04-02 01:55:27
Holy crap guys, Gjoerulv just sent me a subpoena. He's totally serious. I have to see him in court on the 7th!

I'm gonna get your house!!

Woah... Copyright. Sorry guys. Show's over (for me, I don't got any moneys)  :(

Not anymore!  :evil:
Title: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2010-04-02 02:56:09
Not anymore!  :evil:
Oh man..  :'(
You are evil.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-04-11 18:22:07
Ok, I uploaded a new one. Let me know of any bugs. I'm not sure if the gzip method I used will work in every scenario. At least it did all times I tested it.
Title: gjoerulv's "Hardcore" mod
Post by: storm20200 on 2010-05-18 02:07:35
And I return! Not that I expect anyone to remember  :'(

I stopped playing your mod last year when I got my arse handed to me by the third jenovo after 2-3 hits  :o but since you've released another patch I think I'm gonna give it another try, is this the final patch that you've been working on or is it still to be updated?
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-05-19 07:36:59
And I return! Not that I expect anyone to remember  :'(

I stopped playing your mod last year when I got my arse handed to me by the third jenovo after 2-3 hits  :o but since you've released another patch I think I'm gonna give it another try, is this the final patch that you've been working on or is it still to be updated?

No, only if someone finds a bug. There may be updates on the patch engine though. Currently I'm not working on it.

Good luck with the mod!  :evil:
Title: gjoerulv's "Hardcore" mod
Post by: Ryu88Master on 2010-05-27 13:21:26
 hi,i am interested in your program but i cant use mediafire in china, for some reason is there any other way you can upload, hotfile,megaupload,maybe? my e-mail is [email protected]
Title: gjoerulv's "Hardcore" mod
Post by: xlsound on 2010-05-27 13:56:34
Hi there i've your patch working on psp(i think it is yours) but i haven't played it yet because i'm finishing the unpatched game so i've one question have you unlocked the ability for to catch the Knights of the round summon? because thats one my favorite summons and since this game is a lot harder you could at least unlock it and if possible make it less powerfull.

its just one opinion because i really like that summon not for the damage but for the sequence it does
Title: gjoerulv's "Hardcore" mod
Post by: nikfrozty on 2010-05-27 14:20:13
Wow this patch works for the psp?? Didn't know that. Can't believe it works. :)
Title: gjoerulv's "Hardcore" mod
Post by: xlsound on 2010-05-27 14:34:47
if you google final fantasy VII hard mod psp you'll find lots of information about it..

but i'm not sure if it is this mode or a mod based on this one
Title: gjoerulv's "Hardcore" mod
Post by: nikfrozty on 2010-05-27 15:31:24
Hmm so basically the hardcore mod is the only mod applicable to the psp as of now??
Title: gjoerulv's "Hardcore" mod
Post by: xlsound on 2010-05-28 09:14:24
I don't know, there are few's  tested, i already tested a translated game with Portuguese language also, you have to patch the ISO dumped from your Final Fantasy CD and patch it and next convert it to play in the psp.
Title: gjoerulv's "Hardcore" mod
Post by: nikfrozty on 2010-05-28 10:35:52
I think the hardcore mod you're talking about is not these one since it patches some files that are only in the pc version and the psp may have different kinds of files like in the psx. Instead of .lgp it uses .lzs. Not sure if its .lzs since I don't mess with the psx version but I'm sure it has different files.
Title: gjoerulv's "Hardcore" mod
Post by: xlsound on 2010-05-28 10:52:07
Your right, i just make a little more research and the patch was made by Galen Myra.

    * All enemies have stat boost and HP boost
    * DAMAGE BREAK IS BROKEN, MAX DAMAGE PER HIT IS 32000 INSTEAD OF 9999
    * Aps (boss) won't take damage from sewer tsunami
    * Gi Nattak (boss) won't take damage from healing items (i.e. cure, phoenix down, x-potion)
    * Elemental armors and accessories (water ring, fire armlet, etc.) will now take half damage instead of absorbing or nullifying. This prevents certain bosses (Jenova Life, Shizo, Jenova Death) from being too easy.
    * Goblin (monster) must be defeated to get Zeio Nut (cannot be stolen)
    * Vlakorados (monster) must be defeated to get Carob Nut (cannot be stolen)
    * Potion, Ether, and Hi-Potion are now more useful as they heal double the amount (only in battle)
    * Apocalypse (weapon) now have 5 slots
    * Schimitar (weapon) now have 4 slots
Title: gjoerulv's "Hardcore" mod
Post by: nikfrozty on 2010-05-28 10:55:03
I wonder how he managed to edit the psp version. Maybe he could help sithlord48 since he's working a ps3 save game editor. Well I think its the psp is not the same with the ps3 but maybe he can help with sithlord48's research. Though I think he do not know of this forum. You know his e-mail??
Title: gjoerulv's "Hardcore" mod
Post by: xlsound on 2010-05-28 11:03:28
well he made the patch for PSX version and someone converted those pacthed isos for psp..

I don't know how to contact him i saw also that that patch was released in 2007
Title: gjoerulv's "Hardcore" mod
Post by: nikfrozty on 2010-05-28 12:01:29
2007?? That's probably ancient by now. Maybe that's why I never have come across something like that since its from 2007.
Title: gjoerulv's "Hardcore" mod
Post by: Bosola on 2010-05-28 13:32:08
Surprising. I always believed that eboots made from 'touched' KERNEL.BIN files just wouldn't work at all.
Title: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-05-29 21:52:21
hi,i am interested in your program but i cant use mediafire in china, for some reason is there any other way you can upload, hotfile,megaupload,maybe? my e-mail is [email protected]

Made a mirror. See 1st page.
Title: gjoerulv's "Hardcore" mod
Post by: Tljx on 2010-05-30 20:28:02
Great mod.  This has made the game fun again.  I always felt this game was way too easy.  Been using it in conjunction with the remix patcher and am on disk 3 and I don't see Ruby Weapon roaming the coral desert.  Has that enemy been removed or am I just forgetting something that's supposed to trigger it (If I am, don't tell me what it is please)?
Title: gjoerulv's "Hardcore" mod
Post by: Lion on 2010-05-30 21:42:58
Great mod.  This has made the game fun again.  I always felt this game was way too easy.  Been using it in conjunction with the remix patcher and am on disk 3 and I don't see Ruby Weapon roaming the coral desert.  Has that enemy been removed or am I just forgetting something that's supposed to trigger it (If I am, don't tell me what it is please)?

yes you need to do something to trigger it.
Title: gjoerulv's "Hardcore" mod
Post by: nikfrozty on 2010-05-31 07:54:23
Great mod.  This has made the game fun again.  I always felt this game was way too easy.  Been using it in conjunction with the remix patcher and am on disk 3 and I don't see Ruby Weapon roaming the coral desert.  Has that enemy been removed or am I just forgetting something that's supposed to trigger it (If I am, don't tell me what it is please)?
You need to blah blah blah something to make him show.
Title: gjoerulv's "Hardcore" mod
Post by: Tljx on 2010-06-01 04:25:53
Alright, thanks for the info.  Just making sure I didn't waste my time trying to figure out how to trigger something that may have been removed.   
Title: Re: gjoerulv's "Hardcore" mod
Post by: Soros on 2010-06-10 15:13:21
Hmm...just how hardcore is this mod? I installed it with the remix patcher and...whoa...I'm finding it pretty damn hardcore to be honest. Trouble is I look on youtube for people with the same patch and they don't seem to be having such a rough time...if you check on my post in the remix patcher thread you'll see I have a problem when running the "normal" mode (my first battle is replaced with an impossible fight with 2 goblins) ever since installing the patch....does this mean something's been messed up or is this patch really that harcore?
To give you an idea in the first battle the soldiers' machine gun attack does around 20dmg and the beat attack is about 40...I've seen people on youtube with this mod (supposedly) that are only taking about 5 or 6 per hit...and seeing as it's the first battle I doubt they've had chance to change equipment etc.

And if anyone has any idea how to fix my goblin problem that'd be great!  :roll:
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-06-10 19:50:20
To be blunt, this mod scares me.

I once decided "why the **** not?" and tried out my save file at mt. Nibel.

I remember fighting a seemingly regular dragon...but this wasn't just ANY seemingly regular dragon; this was the super-mega-awesome regular dragon.

it's regular attack did damage that well exceeded the damage cap (that is, if i hadn't have used the patch to remove it).

I remember thinking: "omg i'm only lvl 25(ish)! I shouldn't be dealing with an enemy that OHKO's every party member!"

of course, I understood that this type of battle was more of a 'numbers game' where i could just constantly use at least one member to attack, and one to revive. But it still felt overwhealming to have an ordinary encounter be so difficult.

EDIT: In case it seemed like I was looking at your mod as bad, I wasn't.

It just seemed Hard enough to the point where i'd have to put up enough of an effort that it would make it less fun for meh.

Maybe once i have the courage to try again, i'll post back. And my first victory will be against non other than that very same dragon. I'll have a backstory and everything where it will be the same dragon that killed me all those many months ago....

The Nibel Dragon is a "special" random battle; most of the enemies are nowhere near that hard (although they're much harder than they were in the normal game). gjoerulv put in a few special random encounters throughout the mod to spice things up.

Also, it's not a good idea to use a save from the middle of a regular game when playing the mod; you might be at a lower level than you would have been if you had been playing with the mod from the beginning and you probably wouldn't have an optimal materia and item setup.

Don't think it would effect me, seeing how I just finished disc 1 at lvl 70 no cheats and all materia to that point mastered(I used the junon alarm and ALL double equipment :) )
Title: Re: gjoerulv's "Hardcore" mod
Post by: nikfrozty on 2010-06-11 03:34:52
Hmm...just how hardcore is this mod? I installed it with the remix patcher and...whoa...I'm finding it pretty damn hardcore to be honest. Trouble is I look on youtube for people with the same patch and they don't seem to be having such a rough time...if you check on my post in the remix patcher thread you'll see I have a problem when running the "normal" mode (my first battle is replaced with an impossible fight with 2 goblins) ever since installing the patch....does this mean something's been messed up or is this patch really that harcore?
To give you an idea in the first battle the soldiers' machine gun attack does around 20dmg and the beat attack is about 40...I've seen people on youtube with this mod (supposedly) that are only taking about 5 or 6 per hit...and seeing as it's the first battle I doubt they've had chance to change equipment etc.

And if anyone has any idea how to fix my goblin problem that'd be great!  :roll:
Maybe you could upload a video about your goblin problem since as far as I know you're the only one having that problem.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Soros on 2010-06-12 21:55:50
Hmm...just how hardcore is this mod? I installed it with the remix patcher and...whoa...I'm finding it pretty damn hardcore to be honest. Trouble is I look on youtube for people with the same patch and they don't seem to be having such a rough time...if you check on my post in the remix patcher thread you'll see I have a problem when running the "normal" mode (my first battle is replaced with an impossible fight with 2 goblins) ever since installing the patch....does this mean something's been messed up or is this patch really that harcore?
To give you an idea in the first battle the soldiers' machine gun attack does around 20dmg and the beat attack is about 40...I've seen people on youtube with this mod (supposedly) that are only taking about 5 or 6 per hit...and seeing as it's the first battle I doubt they've had chance to change equipment etc.

And if anyone has any idea how to fix my goblin problem that'd be great!  :roll:
Maybe you could upload a video about your goblin problem since as far as I know you're the only one having that problem.


Good idea, do you know of any free software I can use to do that? I've never tried to record a game before. I'd use a camera at the expense of a low quality video...but my camera died...which depresses me D=. Anyway, I digress, any ideas? Thankjs =D.
Title: Re: gjoerulv's "Hardcore" mod
Post by: nikfrozty on 2010-06-12 22:14:56
Fraps, Camtasia etc.. Although you do not need to include the sound since it makes the video laggy.
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-06-13 02:24:17
Benn trying this out and its great. Im lvl 26 right now in shinra bldg!
Title: Re: gjoerulv's "Hardcore" mod
Post by: Soros on 2010-06-13 12:19:52
http://www.youtube.com/watch?v=hslZJZfCN6o

There's my goblin glitch! Sorry, you have to wait until toward the end of the video, feel free to just skip along there are no (noticable) glitches up until the first battle (like I said, sound problems in another thread, but that's something else). Anyone ever heard of this before?
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-06-14 04:49:35
http://www.youtube.com/watch?v=hslZJZfCN6o

There's my goblin glitch! Sorry, you have to wait until toward the end of the video, feel free to just skip along there are no (noticable) glitches up until the first battle (like I said, sound problems in another thread, but that's something else). Anyone ever heard of this before?

This is not a problem with my mod. I donnu how the remix patcher installs it.

My best bet is there is a kernel problem. Try running my patch. You only need to patch the scene.bin.
Title: Re: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2010-06-14 05:31:20
What's up?  The OP is by ARMs???
Title: Re: gjoerulv's "Hardcore" mod
Post by: obesebear on 2010-06-14 06:07:35
What's up?  The OP is by ARMs???
This isn't the release thread
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-06-14 06:18:11
I was wondering if clouds limit learning is glitched in hardcore.
Barret and Tifa have 4 limits, almost 5
Cloud has 2 and I've gotten SOOOO many kills with him.And used braver a LOT.
Title: Re: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2010-06-14 10:22:59
What's up?  The OP is by ARMs???
This isn't the release thread

Oh, right...
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-06-14 10:52:13
I was wondering if clouds limit learning is glitched in hardcore.
Barret and Tifa have 4 limits, almost 5
Cloud has 2 and I've gotten SOOOO many kills with him.And used braver a LOT.

No, but it depends if you've edited the kernel. I made the Buster Sword have the same effect as Vincent's Death Penalty; the more kills the more damage. In order to not make the damage too low in the beginning I had to alter how many kills he starts with. Cloud starts with 768 kills. 888 kills open the 2nd level; 1088 the 3rd level.
in other words:
2nd level requires 120 total kills.
3rd level requires 320 total kills.

I did it like this 'cause he is the character you use most by default. But when I look at those numbers again, I must admit it's a bit too much compared to the others. For instance, Cloud's 3rd level requires double as many kills as Barret's 3rd level.
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-06-14 19:12:50
Im glad you gave mne info cause I was at 330 kills with level 1. I edited the save with black chocobo cause I messed up my other save and had to remanufacture one, so thats prolly the reason. And the buster sword does damage based on kills? Like how much? I have 500 kills with cloud, would that make it better than hardedge?
Title: Gjoerulv's Hardcore Mod tips....
Post by: jeffdamann on 2010-06-14 21:43:28
Ive been searching the forums and I dont wanna miss anything cool gjoerulv put into the mod.

I am now heading to junon and have found only these new encounters...

Green guard with the shinra guards in the train tunnel to the 2nd reactor.
Locke,Theo,and Venus for keycard 66
Junon Patron here outside junon...

Im sure Ive missed a lot of other goodis and given the junon patrons EXTREMELY low encounter rate I will prolly miss most new encounters if I dont know about em before hand.

If anyone has any tips for me on where the new encounters/ items are, please post em here. As I said I dont wanna miss out.
Title: Re: Gjoerulv's Hardcore Mod tips....
Post by: obesebear on 2010-06-14 23:32:12
stuff that belongs in programming feedback
You are really having trouble understanding what goes in which forum I see.   

Something like this post, based entirely on 1 mod, would go in that program/mod's thread in programming feedback.    Yes it can go in General, but so can most everything else.   If a thread clearly has a specific place, it should go there though.  General is just a catch all for the less specific questions or comments.

 Topic merged
Title: Re: Gjoerulv's Hardcore Mod tips....
Post by: gjoerulv on 2010-06-15 05:55:09
Ive been searching the forums and I dont wanna miss anything cool gjoerulv put into the mod.

I am now heading to junon and have found only these new encounters...

Green guard with the shinra guards in the train tunnel to the 2nd reactor.
Locke,Theo,and Venus for keycard 66
Junon Patron here outside junon...

Im sure Ive missed a lot of other goodis and given the junon patrons EXTREMELY low encounter rate I will prolly miss most new encounters if I dont know about em before hand.

If anyone has any tips for me on where the new encounters/ items are, please post em here. As I said I dont wanna miss out.

There is a new, quite common enemy in the 1st reactor. If you did some leveling there I'm sure you ran into it. It's named "robot" or something.
You met the green guard. Before you meet th dead president (lol), there is a new random enemy at the blood trails. Similar to the hedgehog pie. Also quite common, so if you did a couple of fight here you wouldn't miss it.
Did you fight the silver chocobo?
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-06-15 06:45:12
Yeah I did for choco mog, but I have select spots in the game for leveling, so I skip those that do not pertain... I am now at gold saucer. Can you tell me any rare enemies I may have missed or can look forward to? Just dont wanna miss em, your ai rocks
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-06-15 13:27:37
Yeah I did for choco mog, but I have select spots in the game for leveling, so I skip those that do not pertain... I am now at gold saucer. Can you tell me any rare enemies I may have missed or can look forward to? Just dont wanna miss em, your ai rocks

Most of the summon materai got bosses, so you won't miss those. There is a new enemy at the beaches at the gold saucer and costa del sol areas: Cazador. This enemy is also located here -> sucky vid. (http://www.youtube.com/watch?v=1n0PUIQG2K4)

Also at the train tracks in corel (the area you fall through the floors), there is a new enemy. Toxicadendron or something like that.

There also was a new enemy on the boat. Navy Prop.

You'll meat goblins near Gonganga.
One a bit harder enemy to encounter would be one in the Gi cave. it's exactly like Aps, only red.
On the bridge in mount Nibel also a new one.
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-06-15 16:22:23
Cool I apreciate that, by the time I read this I already missed some, also I am trying quite unsuccesfully to win a battle with junon alarm. Trying to use loco weed to kill the enemies...(My only strategy)
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-06-15 20:50:27
Try encountering 'em with full limit.
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-06-15 22:20:29
I just cant kill them. I so want to level up seriously too much lol. Right now My story is at right before gongaga and Im lvl 32...3 shinra alpha's, 2x hp plus on everyone, speed plus on everyone...

What would be the best area to lvl in atm? Same as the original game?
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-06-15 22:51:40
Basically where you kill enemies faster (xp pr min). If the enemies gives you too much trouble, or if takes long time, even if they give more xp it may not be worth it. As I see your stats I don't think it's necessary though.
I recommend only to level if you're stuck. Too much leveling will make the game easy, but it's entirely up to you of course.  :)
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-06-15 23:06:19
Sorry for so many posts but Im gonna grind, I just wanna lvl to kill midgar zolom for beta....

On another note, I love your mod, and it is great!
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-06-16 07:39:01
Sorry for so many posts but Im gonna grind, I just wanna lvl to kill midgar zolom for beta....

On another note, I love your mod, and it is great!

Glad you like it!  ;D
There is another enemy with beta at the coasts next to the forrest/ancient temple.
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-06-23 23:23:52
Gjoerulv, did you happen to keep a changlog when you did this? I am having a problem morphing power sources, can't find the monster that gives em for the life of me.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-06-24 09:55:34
Gjoerulv, did you happen to keep a changlog when you did this? I am having a problem morphing power sources, can't find the monster that gives em for the life of me.

Try the sunken Gelnika. I didn't change much morph, steal and drop items. I certainly didn't add any source items on random enemies.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-06-24 13:44:33
hmm. . .not sure if this would be the correct spot to put this, if not i'm sorry. :-P

I'm getting an error when going into the Well flashback (with tifa and cloud as kids)
and a dialog box pops up, unable to load ENFF.tak
and in the APP log it says ERROR: unhandeled exception.
and i cannot get any farther.

it is really annoying, this mod is great, except for this lil quirk i'm having with it.  :wink:


EDIT: well i was able to slip by the flash back by using the emergency save, however it happened again once i reached the second mako reactor, and this time the emergency save is not letting me slip by  :cry:
Title: Re: gjoerulv's "Hardcore" mod
Post by: nikfrozty on 2010-06-24 22:01:31
I know that .tak files are animation files but I don't know which character uses it. Have you installed mods that has something to do with the field??
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-06-24 22:41:31
well i just reinstalled FF7 xD
and no more problem  :wink:
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-06-26 02:26:35
well this patch is quite "hardcore" lol
i'm on the 2nd boss, lvls are 10,9, and 8
and Tifa is dead  :cry: and i have no phoenix downs. . .
and i can't beat the boss, he does like 300+ dmg to me, when my team only has around 400 hp
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-06-26 05:22:49
Just level up and dont forget to steal when ya get it. I made it to level 63 before the end of disc one, and now I am at beginning of disc 2 going for lvl 99's with max stats.

Run around outside junon and steal from the junon patron until ya get some shinra alpha's, and increase your limits.(Dont use summons, I dont lol)
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-06-26 05:43:47
yeah, guess i'll just start over then xD
so i can get some potions lol
and i suppose i'll acctually have to lvl with this patch.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Blah on 2010-06-29 09:43:06
Hi there

First, thanks a lot for this awesome mod! I wanted to start ff7 over, but was demotivated because of its lack of difficulty... That was before I discovered this!

But then, I have a question. I am running on the french version of FF7 (bought it a long time ago), and when I installed your mod, it said that "flevel.lgp is missing". So i searched for this file in my installation, and it happens that I have a file called fflevel.lgp, a quick search on internet learnt me that this file is for the french version... So, I renamed it to flevel.lgp, ran your patch again and it worked, and I named it back again to fflevel.lgp.

But I'm not sure whether it will work... I've read that patching flevel.lgp adds new bosses/monsters, will they be ok or will I encounter bugs?

Also, the game is half french half english, it is quite strange but I don't really mind (dialogs are in french, items are english...), though if someone knows how to turn everything to english (without downloading the whole game on torrent of course) it would be nice!

Again, thanks a lot for your mod, so far it is a great experience! I would never have believed that I would die one day on scorpion or air buster. The latter was a pain in the a** until I found the proper strategy... I was not using multiple saves, and I should really have bought an extra restore materia!
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-06-29 18:37:10
Hi there

First, thanks a lot for this awesome mod! I wanted to start ff7 over, but was demotivated because of its lack of difficulty... That was before I discovered this!

But then, I have a question. I am running on the french version of FF7 (bought it a long time ago), and when I installed your mod, it said that "flevel.lgp is missing". So i searched for this file in my installation, and it happens that I have a file called fflevel.lgp, a quick search on internet learnt me that this file is for the french version... So, I renamed it to flevel.lgp, ran your patch again and it worked, and I named it back again to fflevel.lgp.

But I'm not sure whether it will work... I've read that patching flevel.lgp adds new bosses/monsters, will they be ok or will I encounter bugs?

Also, the game is half french half english, it is quite strange but I don't really mind (dialogs are in french, items are english...), though if someone knows how to turn everything to english (without downloading the whole game on torrent of course) it would be nice!

Again, thanks a lot for your mod, so far it is a great experience! I would never have believed that I would die one day on scorpion or air buster. The latter was a pain in the a** until I found the proper strategy... I was not using multiple saves, and I should really have bought an extra restore materia!

Oh... I was actually not aware the french verion called it fflevel.lgp.
The only way of knowing if there are bugs is by playing the game I guess. It should work no matter how the flevel files are organized. And some scenes in the game will be in english due to the patch. If you get hold of an english flevel, you obviously need to patch the flevel again.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Blah on 2010-06-29 20:35:15
Hi again

I played a bit today and I bumped into the three bosses you added in the shinra building, when you find the lvl66 card (in the room where you have to find the parts). Nice one, I loved it :)

First time I died, second time I tried to steal them all (X-potion... crap... fairy ring... could be nice, but... WOOT! silver armlet!), and third time I came up with the right strategy I guess, removing all their MPs with barret's second limit since they can send fira, thundara, cure, and even revive, then kill the one with X-potion, then the one with fairy ring (I tried to steal it this time but it took ages, I gave up... I hope I won't need it on a boss later), then steal the silver armlet and kill the last one :) But they were quite tough.

So now I'm right outside Midgar, IMO the bosses after these three guys are too easy (the one in the elevator is barely harder than the original if not the same, the sample from Hojo is not hard to beat and rufus is quite weak too... for the final boss at the end of the highway, thunder + the armor with four slots (+30 magic) make it easy :) )

All this writing to say that my manipulation with fflevel works so far, no bug at all (maybe you could include it to your installer, for french users?).
Again, thanks a lot for your mod, I will come here again sometimes to tell you if I find some bugs.


EDIT : jeffdamann, you said that you could get shinra alphas from patrols outside Junon... That's where I am right now, I fought some of them and stole them, but I'm getting hi-potions instead! Are we talking about the same guys, or did gjoerulv modify his patch since?
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-06-30 21:12:11
Hi again

I played a bit today and I bumped into the three bosses you added in the shinra building, when you find the lvl66 card (in the room where you have to find the parts). Nice one, I loved it :)

First time I died, second time I tried to steal them all (X-potion... crap... fairy ring... could be nice, but... WOOT! silver armlet!), and third time I came up with the right strategy I guess, removing all their MPs with barret's second limit since they can send fira, thundara, cure, and even revive, then kill the one with X-potion, then the one with fairy ring (I tried to steal it this time but it took ages, I gave up... I hope I won't need it on a boss later), then steal the silver armlet and kill the last one :) But they were quite tough.

So now I'm right outside Midgar, IMO the bosses after these three guys are too easy (the one in the elevator is barely harder than the original if not the same, the sample from Hojo is not hard to beat and rufus is quite weak too... for the final boss at the end of the highway, thunder + the armor with four slots (+30 magic) make it easy :) )

All this writing to say that my manipulation with fflevel works so far, no bug at all (maybe you could include it to your installer, for french users?).
Again, thanks a lot for your mod, I will come here again sometimes to tell you if I find some bugs.

Other people've said Rufus is too hard lol. But, yeah, compared to the new ones I've made, some default bosses pales in comparrison. But most of my new bosses can be defeated quite esily with the right strategy.

EDIT : jeffdamann, you said that you could get shinra alphas from patrols outside Junon... That's where I am right now, I fought some of them and stole them, but I'm getting hi-potions instead! Are we talking about the same guys, or did gjoerulv modify his patch since?

You can steal that item from 'em but it's somewhat rare. All enemies in ff7 can have max 4 steal and drop items combined. But you can only get one item pr. enemy. Meaning if you steal 1 item, you won't be able to steal any other stuff or get a drop. Most enemies in ff7 have only 1 drop or steal item though. And, even though I tweaked some, you won't notice much difference when it comes to drops, steals and morphs in my mod.
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-06-30 21:18:32
You can morph a heavens cloud VERY early in the game from a Heavy Tank(the rhino one, original)
Title: Re: gjoerulv's "Hardcore" mod
Post by: Blah on 2010-07-01 13:51:02
Rufus? Well I found him rather easy, but as you have only one char on this fight, I guess you can't make him too difficult, since it is hard to heal and attack at the same time.... And I had a silver armlet, that's maybe why I had no trouble with him.  But the two bosses in the elevator are REALLY too easy.

Ok for the shinra alphas, I could not get a single one from them (stole them four or five times, got hi potion each time). But I guess it would make the game too easy, and there is no point to play a hardcore version if you level up too much and get a kick ass stuff too early! Still a good information to be aware of.

So far so good, I will try to kill jenova birth soon when I find some time to play (very important exams soon), I will let you know if I find some parts too easy, or too hard, or if I find any bugs etc... I love your mod :p
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-07-01 20:51:32
...
So far so good, I will try to kill jenova birth soon when I find some time to play (very important exams soon), I will let you know if I find some parts too easy, or too hard, or if I find any bugs etc... I love your mod :p

Sounds good! Even though I intentionally made this mod to suit my "needs", originally, I like feedback.
Title: Re: gjoerulv's "Hardcore" mod
Post by: pyrozen on 2010-07-02 02:23:08
I just want to thank you for the greatest gift FF7 has given me in a decade....a game over screen...before guard scorpion! you have totally revived my interest in FF7 with your mod, and i want to thank you!

lee
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-07-02 13:06:22
been a while since I've posted here lol,
but i just got my Shinra alpha's. . .that was a pain  :x
the bosses on the elevator seemed pretty easy, didn't really find a difference from the unmodified boss.
and Rufus was pretty easy, just sat there and had him attack me, for my limit, healed when needed.
and am now at Jenova Birth, or Life...idk. The one on the Ship to costa del sol. and having a bit of trouble there. heh

EDIT: lol JK, Jenova Birth was pretty easy, gotta love Planet Protector ^^ idk what imma do when she dies though... :cry:
Title: Re: gjoerulv's "Hardcore" mod
Post by: Blah on 2010-07-02 20:29:41
WOW guys you are amazing! I would not have such patience... I just killed jenova birth at level 18, I had no lvl2 limit and no lvl2 magic... Now THIS was a pain! I put long range and power wrist to cloud, he only attacked (since she is weak to cut), while tifa and nanaki were the healers... But she inflicts a lot of damage! For me this was the first really hard boss (along with the air buster, but if I had bought a second restore for him I would not have had such trouble). I was very lucky that I bought an accessory that protects from stop at Junon, since she cast several times stop on the same character that was immune to it, wasting a lot of attacks :)

But if the difficulty keeps rising like this, I will have to XP a lot and finally get those shinra alphas!
(oh, and I tried to XP a bit on costa del sol's beaches, I died against two sea horses. I was not expecting those one-shot kills from them! you are evil)

I feel kind of nostalgic for the summons, though... Only one level, costs a lot of mps, and not that powerful... I no longer equip these materias.

Well, I'm going to another town soon (IRL I mean :) to pass some oral exams. I will come back in a week or so to annoy you again with my detailed feedback. I'm gonna miss FF7! Your mod is truly amazing. It is really giving a whole new meaning to this already awesome game!
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-07-02 21:41:40
My tips after the marshes and fort condor is to go to the forsests near the sleeping man.There you can encounter the 5 little tree guys and kill them with 2 lvl 2 spells(or fire fang if you stole many of them from the train graveyard(I got 99 lol)

Or you will fight 3 flying creatures that resemble purple jets.Same deal, easy kill.You can run into MANY junon patrons on Junons beaches, and I would recommend fighting in these forests till you have all 3 lvl 3 limits(only takes like an hour and a half, wayy less than that if you use speedhack,I run at 20 times speed once Im strong enough and just buy tents)Doing this will make the next continent a BREEZE, especially if you go to junons beaches to steal 3 shinra alphas.You should be like lvl 28 or so.

If any one needs any more in depth help, please feel free to ask me, also wait until you get to proud clod and beyond, or fight the materia cave bosses, or gelinka...youll see what hard really is.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Timber on 2010-07-02 22:48:10
When I played through this mod, a dog creature in the corel prison used the enemy skill '????' on me and I learned it.
I was happy because I thought you could only learn it at the shinra mansion.

Using that move effectively makes things much easier.
Title: Re: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2010-07-03 00:07:26
gotta love Planet Protector ^^ idk what imma do when she dies though... :cry:

Hm.  Should consider getting life insurance for her ;)
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-07-03 01:06:28
gotta love Planet Protector ^^ idk what imma do when she dies though... :cry:

Hm.  Should consider getting life insurance for her ;)

or perhaps I will just try and finish what hojo tried to start, and hope the off spring will have Aeriths abilities.  :evil:

or just wait till espio, releases his patch  :-P
Title: Re: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2010-07-03 01:09:57
I'm imagining an army of Planet Protecting Red XIIIs with Aeris hair.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-07-03 01:19:22
I'm imagining an army of Planet Protecting Red XIIIs with Aeris hair.

oh god. . . .what have i done? :-\
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-07-03 19:47:02
Im having a problem with th hardcore mod. When I first came to this site, I got the remix patcher, materia fix, and thats about it.
Using the remix patcher I went InstallYAMPhardcore and use it, then RunRemixHardcore and played and was succefully on hardcore any time I played.

Well I corrupted my lgp with lgptools finally(I see what you guys meant now)and had to re-install the game.
Upon re-installation I followed the same steps, only when run remixhardcore opens the cmd dialogue says the files are either duplicated or not found lol. The game then runs HORRENDOUSLY slow(a few fps) but upon closing and opening regular FF the speed is backup.

Needless to say still no hardcore mod, so, I downloaded 1.0.1 and tried it, it says it cannot find scene.bin even though it is clearly there. It patches the rest of the files and I guess since scene.bin went unpatched it didnt work.

All I know is I remember running either installYAMPhardcore or runremixhardcore one time and had the 9999lb patch and goerulvs mod and never worried again

Gotta finish my hardcore game!Lvl80 with 15 master hps, 2 master doublecuts and a non master doublecut, 2 chars at 255 attack, one char with 255 vital, and Im at hojo/jenova(I WILL SLAUGHTER THEM, I did proud clod(used 4 hero drinks then abused meteorain lol, you do like 25k-30k damage a hit so one meteorain easily does 200k damage lol.)

I wanna finish!
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-07-04 06:15:03
so i just got the tiny bronco, Palmer was a joke, as usual. didn't really see a difference from the original palmer.
and i have a question, at what lvl should i do the Junon leveling trick, currently i'm lvl 38, and they rape me   :|
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-07-04 06:39:16
I never successfully utilized it, instead, I took the bronco to mideel and fought in the grass area, run from the growing lizard, as I know not how to defeat it, as for the other enemies, you face a group of 5 small things, and a hippogriff.

Laser the hell out of hippogriff unless you wanna die.This is better than leveling in junon.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-07-04 07:07:34
well if the 5 little small things you're talking about are the head hunters. . . thay rape me, don't stand a chance against them.
and i don't seem to be able to run into a hippogriff, unless its with the Growing lizard. :|
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-07-04 07:28:24
forget the growing lizard, hippogriff comes alone, but the 5 things are quite easy if you have some hp plusses(you'll need a LOT mastered in hardcore to keep your hp near 30,000, there are some monsters that hit for that much lol.)Just cast some strong ALL magic or preferably lvl 2 spell items like fire fang or bolt plume(much more damage)Kill these suckers a few times with double growth equipment and youll be ahead of the game(for a while anyways.)
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-07-04 07:31:21
well right now, cloud has just under 4k hp, while my other chars have around 2k hp xD
and each of the Head hunders usually do around 1-1.5k dmg


EDIT: i didn't really stand a chance against the lone Hippogriff either  :|

where would be another good place to lvl up other than the mideel area?
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-07-04 10:45:12
If you will lvl up some hp plusses, you can defeat those no prob, I think I just had to resort to anything until I could beat those guys, who give WAAYYY more exp than junon leveling trick.

Also morph a heavens cloud from Heavy Tank in Gonagaga
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-07-04 11:01:45
then i suppose my next question would be...wheres a good spot get get AP?   ;D
Title: Re: gjoerulv's "Hardcore" mod
Post by: Mirenheart on 2010-07-04 11:56:03
That's easy (unless the patch changed it)

The northern cave is the best place, (at least, I think so). Especially if you have plenty of elixirs. You can find Magic Pots, and feed 'em Elixirs, they'll give you a lot of AP. Movers give good AP too if you can kill them. I think you can steal elixirs from Tonberry Kings.

But this is only near the end of the game. I think most other places give an average amount of AP. I could be wrong, however.
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-07-04 12:19:12
I fought the petrify green dragon things and frogs in the forests around cosmo canyon until I could fight in mideel, worked very well.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-07-04 13:52:49
forests around cosmo canyon?
only forests i know is ancient forest. Looks like i might have to start breeding chocobos. :|
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-07-04 13:55:14
Sort of like the ones NEAR cosmo towards gongaga, not actually around cosmo canyon.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-07-04 13:58:12
ahhh, alright, i'll check it out.
at what lvl should i be safe to lvl around mideel?
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-07-04 14:08:46
In this mod I find its not really level as much as hp and stats. So just get you some hp plusses mastered and youll be good to go.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-07-04 14:14:34
well mastering the HP plus's could take awhile xD

and i found that the pumpkin ghost thingies, in the shinra mansion give you 900-1200 exp, and 105-140ap, and are killed pretty easy with all linked with ice/lightning/fire3
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-07-04 14:26:18
if you will use the search function and download aali's 0.77b+speedhack(just search for speedhack) you can play much faster. Just extract the dll from the file, not the aali's, and at the bottom of ff7opengl it should say "load_library = speedhack.dll
"

This works in the same way as a turbo function in an emulator.I would only use it at 2 speed unless you are strong enough to kill the enemies using plain physical attacks(because the cursor and battle moves so fast)I can do it at 4x, but it is very hard and I have to stick my battle on wait.

This is also useful for getting through nibelheim flashback. You can set it to like 25 and be done in no time :)
Title: Re: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2010-07-04 14:30:43
I think there should probably be two Hardcore mod topics; the one here for feedback on the mod itself, and another one in "General" for things like good places to level up and what not 8-)
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-07-04 14:39:55
hmm. . . i never even thought about using the speed hack xD
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-07-04 14:48:19
I think there should probably be two Hardcore mod topics; the one here for feedback on the mod itself, and another one in "General" for things like good places to level up and what not 8-)

I tried that before, look a few pages back, obesebear merged my topic :( sorry for so many posts...and I had some cool vids of the mod to upload...I will do it in completely unrelated me guesses(although that sucks)
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-07-04 14:51:23
yeah, and well it wouldn't really be "Completely" unrelated lol
Title: Re: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2010-07-05 02:22:17
I think there should probably be two Hardcore mod topics; the one here for feedback on the mod itself, and another one in "General" for things like good places to level up and what not 8-)

I tried that before, look a few pages back, obesebear merged my topic :(

Maybe not, then...
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-07-05 13:52:14
Im having a problem with th hardcore mod. When I first came to this site, I got the remix patcher, materia fix, and thats about it.
Using the remix patcher I went InstallYAMPhardcore and use it, then RunRemixHardcore and played and was succefully on hardcore any time I played.

Well I corrupted my lgp with lgptools finally(I see what you guys meant now)and had to re-install the game.
Upon re-installation I followed the same steps, only when run remixhardcore opens the cmd dialogue says the files are either duplicated or not found lol. The game then runs HORRENDOUSLY slow(a few fps) but upon closing and opening regular FF the speed is backup.

Needless to say still no hardcore mod, so, I downloaded 1.0.1 and tried it, it says it cannot find scene.bin even though it is clearly there. It patches the rest of the files and I guess since scene.bin went unpatched it didnt work.
...


Does it work now? I dunno how the remix patch works, but if you apply my patch after it should go just fine. IF the files are in their originally intended locations that is. Scene.bin should be in ...\data\battle\.

There are bugs prior to 1.0.1, thus I can't recommend it.

I've played this mod 'til Diamond Weapon, and I don't think it's necessary to level that much.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-07-07 07:08:32
does anyone have ANY idea how to kill Jenova Death???

i can't even get close to killing her, my chars are lvl 57
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-07-07 15:50:32
You should be plenty high enough, Just level those hp plusses some more and maybe heal so you can get resist, but dont cheat on hardcore!
Title: Re: gjoerulv's "Hardcore" mod
Post by: Klownboy on 2010-07-07 20:13:55
but dont cheat on hardcore!

so says the guy with 99 megalixirs and 99 hero drinks...
Title: Re: gjoerulv's "Hardcore" mod
Post by: jeffdamann on 2010-07-07 21:02:00
W-item isnt cheating to me lol.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Armorvil on 2010-07-07 21:11:12
W-item isnt cheating to me lol.

Well, W-item's purpose is to allow the use of two items in one turn, not to get infinite items. Making use of bugs and glitches to fit your needs is cheating.
Title: Re: gjoerulv's "Hardcore" mod
Post by: nikfrozty on 2010-07-08 13:54:07
W-item isnt cheating to me lol.

Well, W-item's purpose is to allow the use of two items in one turn, not to get infinite items. Making use of bugs and glitches to fit your needs is cheating.
Second this post. Just take a look at glitches of online games like special force. People can go through boxes in some places and shoot there while they are hidden. Glitches are cheating.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Travis on 2010-07-24 20:39:16
I am having a problem...

I can't patch the scene.bin part of my FF7.

I have a feeling that it's because I haven't restarted my pc yet after installing ff7.
Title: Re: gjoerulv's "Hardcore" mod
Post by: The Seer of Shadows on 2010-07-24 21:28:25
I have a feeling that it's because I haven't restarted my pc yet after installing ff7.

That sounds unlikely to me, but if you're really willing to go to all the trouble of finding out, you could always try... restarting your PC! :P
Title: Re: gjoerulv's "Hardcore" mod
Post by: Travis on 2010-07-24 21:41:13
I reinstalled it to a new directory, everything worked fine, but now... I CANT FIND THE DAMN EXE!!! It disappeared.

EDIT: I just realized the chocobo patch is doing it and it's because my virus ware keeps containing a trojan...

I need a new chocobo patch apparently.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Bosque on 2010-07-24 23:44:19
You don't need the chocobo patch if you have Aali's Driver, which you should have.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Travis on 2010-07-25 00:08:14
Ya, problem fixed.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Blah on 2010-08-07 14:22:17
I resumed my savegame, I killed Dyne and went back to junon to get white wind (not that useful on this mod :(  ), and saw an evil rider vr2 (on the rocks near junon). Tried to kill him and came very close to (using laser, nothing else can do 8k damage when you are level24!), but fell short of phoenix down after a 30 min fight and I did not have enough patience to start it over :) will do it again when I am more leveled. Very nice encounter!

Concerning element-W... It is generally not considered as a cheat since it is implemented in the game, it's just a glitch. Its use is up to you, I guess you get more satisfaction when you finish this game without any glitch... But it's not a cheat.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Miseru on 2010-08-07 15:30:25
 LoL @ "glitch implemented in game" XD yeah autors specially glitch their games so people with strange definitions can feel that they don't cheat. xD Buahaha I had a laugh from that. xD Basically cheating is going against the rules, using flaws, glitches and sometimes even specially "implemented" cheats. There are even games you can turn on cheats from main menu without any codes. Rule over W-item is simple - it allows using 2 items at once during fights. Any use of that option outside this rule is cheating:P, and installing hardcore mods just to cheat in them and create another idiot movie about "owning in hardcore" youtube have too much already is just to say delicately... retarded =]. It's like building a wall to show off you can jump over it, then shouting that a plane crashed and walking around while nobody's looking.

 *I feel soo pro I owned WEAPON in 8 seconds using glitch* - lol at kids who feel high doing such things. Cheating is going on easy mode whatever hardcore word you write before the game version=]. If an universal - you*talking generally about cheaters* - is thinking he's "pro" or whatever word kids like to call themselves nowadays then he should think twice. Damn old Mario Brothers nes game is harder(and I mean the original not the insane or whatever it was called) than FF7 on hardcore mod with unlimited Megaelixirs and stuff like that.

 Cheating can be fun, can be usefull, but NEVER call a game hard while you use cheats/glitches/dog food/whatever you call it to feel better. That's just wrong.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Blah on 2010-08-07 17:38:21
Never said that the authors implemented glitches on purpose, that's why it is called a glitch and not a feature. It is just your choice to use glitches or not, but it is not a cheat. Cheating is opening your save with an editor and set all your stats to 255... Using glitches is exploiting bugs or stuff. The result is the same, though, you are not playing the game the way it was made for.

I agree with you, I don't see the point of playing a hardcore mod if you use glitch in it, but people are free to do it, right? Just because you don't like it does not mean it's bad...

Concerning all your blattering about youtube and weapons and stuff... It is completely off-topic, and what's more, we do not care. Glitches allow us to do incredible things, and I find it quite fun to see that you can instant-kill a weapon without cheating. Nothing to do with "omg im so pro", just fun. Never smiled at a video showing Barrett do ten times in a row "ungarmax"?
Title: Re: gjoerulv's "Hardcore" mod
Post by: Miseru on 2010-08-08 04:48:56
 Getting back to your "blattering", read once again what I written couse you surely didn't understood half of it. In shorter post I ment that calling cheating non-cheating just to feel better and higher is stupid. You can see I didn't modified my post and you can find exactly such opinion there just in longer description.

 I also wrote cheating can be fun and everybody is free to cheat as he/she likes, read again if you didn't noticed that, it's only stupid to call it by different names for an excuse of feeling all-mighty. Those things aren't incredible, they're cheap and going easy way. What's the difference between making an enemy have 1 hp than making you hit with install kill with other means? None. Same lame and making game easy. Fun? Yeah sometimes can be, I wrote that before, for me to, but does that make me hardcore player? Surely NOT. And talking about xxxx megaelixirs or "increadible things" made by glitching the game is far more offtop to HARDCORE mod topic than explaining that cheating in any way is equal to playing ultra-easy hence opposite of hardcore.

 Cheating is breaking the rules. All stuff like game codes, glitches, editors, trainers, using exploits to make it different than accepted rules IS called CHEATING. If you cut the turns on a racing track that's also cheating even if it exist and is possible. Cheating for whatever you belive in sake isn't a name of a method, but general name of breaking game/race/competition/whatever rules to gain advantage.

 PS. And my words of authors implementing glitches on purpose was just a sarcasm to lame excuses.

 Over and out as I don't care much if my post is readed partially just to bring an answer that puts me in a bad light.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Blah on 2010-08-08 10:38:42
To make it short, we are thinking the same things, the only thing I wanted to tell you is the difference between cheats and glitches :) It's fun to instant kill a weapon, but if you can't do it the regular way it's sad. Nothing to do with hardcore players, he is using a hardcore mod with 99 megalixirs, not my problem as he is not claiming to be a pro... (though even with 99 megalixirs this mod is damn hard :p)

Another thing, in speedrunning, glitches are allowed, while cheats are not. Sometimes it results in a VERY bad-looking speedrun (like zelda done in 4 minutes instead of 1h30 before...), but sometimes it fits well in the game (like rocket-jumping in a lot of FPS, glides or wallrunning in Doom... etc etc...)

And some sarcasm : whoa, authors wanted the armors to bring some Mdef, and because of that bug you are not using this bonus! cheater!

To get back to my "hardcore mod experience" : I killed the boss guarding Titan materia, it was very weak :( I wonder why he is taking damage from laser while the tanks around are immune to it? Would have made more sense to do the opposite. But then, even without laser he would die pretty fast, he does not deal huge damage. Stole him for a nice item :)
After that I did some leveling just to get enough gold to buy a second and a third HP-plus (I was quite short of gils), right now I'm going to try cosmo canyon... I hope it is not impossible! And I also hope that you did not hide a unique monster in the cave :p

EDIT : oh, and the encounter with 6 frogs near gongaga... Damn long! but funny. Did you improve their AI? They seemed to always frog song the ones that were not turned to frog (but using the item that protects from frog loopholes the thing, since even if the char is asleep they try to frog song him, leaving the others alone)
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-08-11 22:50:52
After getting past Proud Clod and the 3x Soldier fight I realized they're too easy compared with their "surroundings".  I may come with a minor update soon, IF I don't get too much work in the near future. But 1st I'll at least finish the game. There are a AIs in need of improvement as well.

Any other parts that needs improvement? Please make a list.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Blah on 2010-08-12 10:16:53
So far (I'm right before ancient's temple [don't know the english for that]), the only part that need improvements is Dyne and after (Gongaga, Cosmo Canyon, Nibel...) : I found it too easy, and I did not train at all before (lvl20-25). But even so, I found the game to be really nice, a lot better than the vanilla game :)

I'll keep my feedback going if I find some time to play these days. But really, after Dyne, the game becomes a lot easier (I remember restarting a lot against Jenova birth, air buster... while I killed at the first try Dyne, the boss keeping Titan, the turks, cosmo cave, materia keeper, the boss keeping odin... though I got owned by a dragon in nibel, I could not do anything, comet2, everyone dies :p )

Oh, and a suggestion : at this point of the game, what do you think about making beta and aqualung impossible to get by improving midgar zolom and harpy?
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-09-07 03:38:14
Hey gjoerulv, i have been playing this ff7pc for a while now, and started a hardcore game with your mod, and i have to say its so much fun! Its totally gave me a new challenge and its been awesome to see the changes so far.

I'm using break damage limit patch, and i noticed the AI is so much better, and i actually died a number of times, and found some parts pretty easy while others extremely hard!

For you i will leave my feedback so far on certain parts of the game, specially the bosses.

-In the 8th reactor, i found the big machines which drop bolt plumes to be hard in the beginning, specially paired with those other new mobs, after rushing to the first boss, and dieing twice, i decided to level on these fights up til level 17 or so, the spot gives so much AP and exp for that time, and i stocked up a little on potions, ether's and bolt plumes for the first fight.

- The first boss was difficult when i rushed to it, first 2 times i would run out of potions and Phoenix downs, but with some higher levels, and bolt plumes, i was able to destroy it easily :?:

- Next i decided to see what the mobs in the graveyard was like, with just cloud, and i noticed the spot is still similar, not a great exp spot so i carried on my way after a few fights

- After jumping off the train, i ran down purposely to fight the soldiers, and i found a new mob! A green secret officer, which seems to have lowish HP but a lot of attack power, would be nice if this fight gave anything special :-P

- I carried on and the mobs in the tunnel was not too hard, i did some fights on the way to Big Bomber, didn't run into anything too difficult in there.

- Big Bomber boss, i found this really easy, i had limit breaks, and just decimated from both sides, i really expected this boss to be much harder hitting, as its a key part of FF7 for me, and i guess the size of this thing, it should be more of a reasonable boss? Dunno that's just my opinion anyways.

- Aeris solo fights were easy, maybe make this a bit more difficult, so you might actually have a reason to use the barrels?

- Moved onto sector 5 after stopping at aeris house, and i liked how the house monster had more hp and attacked more then one person, but the attack power was lower then i expected, and the little things that come in 4 (cant remember the name) are still pretty much no match, and remain a good place to level limit breaks at this point of the game.

- The solos fight for cloud inside Don Corneos mansion are still pretty easy, wouldn't hurt to boost those just a little bit :?:

- The Aps boss fight, i was looking forward to a good match here, but i seem to destroy really easy, with limit breaks and grenades, he never got close to killing me, and only did 3 wave moves, maybe this boss can inflict some status effects at the beginning?

- The sahagins in the sewer, and the little moths i found really annoying for this part, i liked this addition because these were no match before, and it scared me to see the stuff these monsters were doing so early on in the game lol

- Train graveyard, i found interesting for a number of reasons, the mob which drops striking staff was not much more difficult, and such a pain to steal off, and the new mobs, the little ram creatures, are just really wrong in this area, for these reasons.
1. On one fight, i was able to steal a fire fang off one of these, then i did another fight and they would only drop potions, did my game just glitch out???
2 On one of the fights, there is 2 of these little rams, and one of them is actually floating, levitating higher then the one next to it by quite a way, this new battle needs to be looked into man :?:

- Reno boss, i enjoyed this fight, the pyramid has more hp so it takes 2 attacks to break, but still his attack power was quite low, so still the first encounter of this guy seems pretty lame, he died pretty fast.

- Next fighting happens in shinra building, i decided to bust in, i liked how you added the soldiers with hardedge drop on the elevator although the drop rate really annoys me, and they are dam strong lol :?:

- I decided to steal off the red soldier guys, after they lost the armor, to get some shrapnel's, not sure if this was added, but it helped later

- On floor 65 i think it is, with the midgar model, the normal mobs were fine, and getting loco weeds here was essential although they didn't seem to drop much for me.

-New Boss! Locke Venus and Theo, OK I'm going to say this, What a dam funny, but very hard and challenging addition this is, these guys don't just talk lots of funny stuff at the start, but they work together so well and wiped me many times.
I stole a silver armlet off Theo the first time i won, i decided to go back and try again, and steal off the other 2, Locke has X potion, and Venus a Fairy ring.

Now this was one of the hardest things i ever done, stealing both the Fairy ring and Armlet off Venus and Theo, before killing them or being killed, it took me a good 20-30 tries to get the result, as these guys truly destroy, and the drop rate is so dam bad, Venus tends to die too quick, and you need to kill Venus off so the other 2 can die, as Venus uses Erindae and raises them back up, and if you confuse the trio, Locke always casts berserk and 75% of the time lands it on one of the trio, which makes things even harder! lol.

Ok following on from the last post  More feedback on the mod.

- Specimen boss fight, I found this fight to be pretty easy, i had star pendant and fairy ring to protect against poison, the 3 guys at the front of the boss are still easy, and the boss does not do anything new and dies with not much challenge.

- Fighting on floor 68, I got my carbon bangles off this floor, and also i had some major hassle with the team of 3 Soldiers, which do Sleepel, and have very good AI, any Loco weeds for these fights help, but without they can be difficult to fight, specially if you are not fully cured from the last fight or running low on MP, luckily the save point is just down the elevator, making this a good decent exp point.

- Fighting in Shinra building after breaking out of prison, i found this really interesting, one of the mobs actually does an Enemy Skill, Roulette, although its a killer move at this time, i thought it was great to add it now, seen as usually you have to wait a long time to get this, when it becomes obsolete.
I went upstairs to floor 69, and noticed a new mob could push me out of battle, luckily i had saved it, but in one of these fights, 2 of my guys got knocked out of the battle, and the other person died, meaning i had game over again lol

- Elevator boss fight and Rufus - From what i saw, i did not see anything new to these fights, they seemed pretty similar and easy.

- Boss fight after bike game, i also found this pretty easy, boss did not do anything new, and bolt just destroyed it.

- Outside Midgar, i fought the machines for Matra Magic, and i did not notice too much difference, some mobs are slightly higher in hp and attack power.

- Story sequence with Sephiroth and Cloud, I loved this!!! Actually being able to control sephiroth and use killer moves at this point of the game, Cloud is just totally useless and dies every 2 seconds, so you just take this level 90 Sephiroth and destroy things, with Break damage limit a normal attack would take off 27000+ for me.
I also loved the new boss fight, i actually had to cure sephiroth because i was not too sure about what it could do, but after a number of normal attacks it died with no problem  Cloud of course died after i decided to attack it with him for the laugh.

- Back on the world map, outside Chocobo farm, these fights were much harder, the birds do berserk, the elephants and mandragoras don't want to die, and of course the big midgar zolom is even more powerful! :O I managed to get L4 suicide off the Lil squirrel dudes.

- Went into the farm for Choco/Mog, and wanted to watch the dance, i got Choco/Mog, then all of a sudden... Bam im fighting a Silver Chocobo! Im thinking what the hell is going on here, this Silver choco starts doing Choco/Mog on me and doing decent damage, and does Chocobuckle on the guy with Enemy skill materia lol, i tried to give it a gyshal green just in case i could catch it! But for some reason that didnt work, so i started to kill it, and it died not too long later, great addition!

- I carried on and got a choco, and headed into Mythril mines, i found these mobs not that much more difficult, and i got my Flame thrower enemy skill.

- Got out into Junon area, and headed over to the forests straight away, the birds and trees are not too much harder, i stole a Boomerang off one of the birds, then i kept fighting til i got Yuffie, who also did not seem like she was much harder, would have been nice if the Yuffie fight was adjusted, so she was a bit more of a challenge to get as a character.

- Next i headed off to outside Fort condor, i fought the big mob with the guy riding on the back, i tried to steal from it dozens of times, but i got nothing, and it seems to hit pretty dam hard, and all i was doing for 15 minutes straight was curing and stealing, i got fed up and decided to call it a day there.

More feedback for you as i play through the game, thanks for the mod

Sorry for the double post, didnt mean to offend anyone :)

Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-09-07 16:31:31
Thanks for the feedback Kylos, appreciate it.  :)

-In the 8th reactor, i found the big machines which drop bolt plumes to be hard in the beginning, specially paired with those other new mobs, after rushing to the first boss, and dieing twice, i decided to level on these fights up til level 17 or so, the spot gives so much AP and exp for that time, and i stocked up a little on potions, ether's and bolt plumes for the first fight.

- The first boss was difficult when i rushed to it, first 2 times i would run out of potions and Phoenix downs, but with some higher levels, and bolt plumes, i was able to destroy it easily :?:

Hmmm, level 17 is way too high here imo. lvl 6-7 should be enough to beat the boss wit some bolt plumes. If you level too much it will be too easy. When you leave Midgar it could be 17-22 ish.

But I'll look into it when I have time. Thanks again for feedback.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-09-07 19:11:02
monsters give way too much exp to be level 20 when you leave midgar. I dont know how I am supposed to do that, even with running through and without getting wasted on the bosses because of low level and lack of items and spells. I 'adjusted' the exp growth curve so that you need 30,000-35,000 exp for lvl 20, which fits quite nicely in this mod.
as for the actual difficulty, the guard scorpion is really hard without bolt blumes. the air buster a bit later is too easy or too hard depending on your level. it can one-shot a non-defending characters if your level is low. Aps is a joke. You could give aps 5x or 10x the HP and it'd be a challange. maybe. and up his attack power.
Reno... he went down before he got off his second pyramid. Its a joke. He's one of the TURKS, he should be quite formidable at this point.

I havent played farther than this ( started doing private modifications ) so i cant comment on anything else. some mobs are nearly game breaking ( sewer swarms, sweepers in the first reactor. and for all the wrong reasons, mono drives. I had SIXTY , 60!, ether by the time I was level 12 and tackled the guard scorpion. I mean, come on. thats way too much. ) and others are barely changed, it makes virtually no difference from the normal game ( mono drives, aside from the issue above, proto machine gun in reactor 5 )
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-09-08 03:15:08
Hmm im trying to think if it was 17 now, but it was a lot higher then 7, i noticed that i was getting awesome exp, and i just kept going because i wanted to stock up, and get a head start in the game if u know what i mean, im trying to test certain spots in the game to see what i can steal, and what i can exp well off.

After leaving the 8th reactor, i found the exp dropped a lot, and i gained levels slowly, but it was fine as i had levelled well enough already, it seems you gave the fights round the save point, maybe a bit too much exp, but yes i tried to kill the first boss at level 5 and 6 and i just ran out of things to cure myself with, so my only choice was to level.

Edit: Im on the game now, im fighting in the junon area, Cloud is level 31 with meteorain, all my characters are ranging from 28-31, its probably a bit higher then what was intended, but as i said im levelling up purposely so i can actually beat some of the hard bosses when they come, seen as i have no idea when you popped in a new random battle lol
Title: Re: gjoerulv's "Hardcore" mod
Post by: Timber on 2010-09-09 05:23:19
monsters give way too much exp to be level 20 when you leave midgar.

I'm pretty sure I was lvl 13/14 when I beat the Trio in Shinra HQ.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-09-09 09:02:22
monsters give way too much exp to be level 20 when you leave midgar.

I'm pretty sure I was lvl 13/14 when I beat the Trio in Shinra HQ.

I got no idea how you did that. I was level 23 before RENO once. True, if you go for a perfect save without w-item trick, you need to steal 99 ghost hands which gives you some levels, but still... the sweeper in reactor 1 drops thunder plumes really often, so you can more or less throw one every odd fight of sweeper + 2 robots, which is like 250 exp.

I adjusted my exp curves now ( cloud needs 6 million now for lvl 99 ) and it works a lot better than before. I also upped the HP of most bosses and some mobs ( air buster specifically has now 3x as much HP as in the hardcore mod usually )
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-09-10 13:22:51
monsters give way too much exp to be level 20 when you leave midgar.

I'm pretty sure I was lvl 13/14 when I beat the Trio in Shinra HQ.

I got no idea how you did that. I was level 23 before RENO once. True, if you go for a perfect save without w-item trick, you need to steal 99 ghost hands which gives you some levels, but still... the sweeper in reactor 1 drops thunder plumes really often, so you can more or less throw one every odd fight of sweeper + 2 robots, which is like 250 exp.

I adjusted my exp curves now ( cloud needs 6 million now for lvl 99 ) and it works a lot better than before. I also upped the HP of most bosses and some mobs ( air buster specifically has now 3x as much HP as in the hardcore mod usually )

I was 15ish when I beat 'em.

hmmm... Except for maybe the 1st reactor I find this mod quite easy with the right tactics. At least 'til a certain point in the game.
The reason I decided to make Aps "easy" is 'cause there is no save after the whole Corneo event. If you face an incredibly hard enemy you can't escape from after such  long event, you'll get pretty sick of it after multiple game overs. But he might be a bit too easy. I'll jot it down.

It's quite funny actually. I feel I've gotten all posible sort of feedback for most bosses: "Reno is too hard",  "Reno is too easy", "Reno is just perfect", etc. it all comes down to how you play the game. This mod was mainly made to satisfy the way I play it. The problem is if I do a fix, it'll actually be a break for some. I can't possibly please everybody, thus I mainly aim to please myself (lol I see the jokes already).
But, of course, I like feedback. Feedback is a great way to see "errors".
Title: Re: gjoerulv's "Hardcore" mod
Post by: pyrozen on 2010-09-10 20:08:58
So far the most difficult boss i faced were the 3 shinra soldiers you fight when getting the last key card. It took me leveling up for quite some time before i could even attempt to defeat them, even after knowing the right strategy. It also did not help that i insisted on stealing their items, but they were still extremely difficult to defeat otherwise. After that i walked over Jenova, Rufus, the elevator bosses, and the robot you fight at the end of the road. I think i was around level 22 by the time i made it to kalm.

Im not complaining though, This mod has totally refreshed the game for me. Prior to this i was simply creating mods, viewing them ingame, and never bothering to actually play :lol:

Also, steal 99 ghosts hands? For god sakes WHY?

lee
Title: Re: gjoerulv's "Hardcore" mod
Post by: Blah on 2010-09-11 12:02:18
Could not play these days, I had to settle down in another town for my studies... Anyway.

I think that those who find the game too easy are those who XP too much. You don't really need to take 5 levels before each boss... and air buster was a tough boss at lvl10, the lvl you should be at this point of the game, I guess.
I was lvl20 when I bet jenova birth, it was hard, if you try to kill it at lvl30 it is a breeze... Like scorpio guard at lvl17 (wtf?!?)

A part of the game that is plain easy is after jenova birth, IMO.

Do you advise me to use the limit breaker patch? I was wondering that...
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kudistos Megistos on 2010-09-11 15:20:59
Use of the HP limit patch has been advised by gjoerulv, yes.

Also, it's hard *not* to overlevel for FF7, especially if you're the kind of person who likes to get every item and explore every area. I've always found that, without any grinding, I'm way overlevelled for most of the game. I don't make a conscious attempt to be at a higher level than is necessary; it just happens :|

For people who like to find everything and don't want to escape from every battle, a hardcore mod is needed to make the game challenging.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-09-11 19:54:43
Ok like i stated before, this is the first time i played on this hardcore mod, so after getting my ass handed to me on a plate by the first boss, twice in a row, i decided to stay and level, and stock up on items and stuff.

I did not know just how easy or difficult this hardcore mod is, so i was probably way too high after the first boss, but even with the high levels, i have still died at numerous points in the game, and i found the Locke Venus Theo fight very difficult, seen as i wanted to beat them and get a fairy ring and silver armlets from them.

I am just outside Costa del sol now, and my guys are roughly 28-32s in level, maybe a bit higher then what is meant too, but im not exactly sure whats round the next corner, so i dont mind that.

If i cleared this mod, and wanted to play again, i would probably try and get through the game like the mod was made, and beat bosses at the lowest levels possible for the most fun.

Anyways im going to give my feedback again, from where i left off, which was just outside Junon in the forests.

-I went to fort condor area, and one mob there, the big beast with the guy on the back is 100 times stronger then before, clearly this has been changed so you can come back later to a challenging fight, it was taking off 6-13k off my characters with normal hits, and it was impossible to steal off or sense.

-I went to the beaches, and tried to steal off the junon patrons, i read you can get shinra betas round this time but could only find hi potions, these 3 junon patrons is a nice challenging fight, and i like the moves they do, very well thought out

-I fought bottomswell and did not see much difference, i was expecting a harder fight, but at no point was i close to being in trouble

-I fought the zemzelett, which does white wind, and i noticed how this is harder then before, seen as the move it does inflicts silence now, i actually got killed by one running between fort condor and junon when i only had cloud after the boss fight in junon, which i found was really funny, luckily i have 2 saves lol.

-On the ship i thought this was very well done, those new purple mobs are fun to kill and bet are a challenge at lower levels with the moves they do, i also found u can steal shinra betas off the soldiers, which is awesome as it gave me another 2 slots for materia, seen as i was using carbon bangles in 2 of my characters.

-The jenova fight was so much fun, at level 28-30s i still found this a challenge, i forgot to cure cloud before the fight, so he had 400 hp and was ready with meteorain, jenova was smart and killed cloud off straight away, so i started the fight badly, i had yuffie and redxiii in the back row, seen as they had most of the magic materia, and i give red long range materia.
Jenova was taking 300-400 off those, and 700 off cloud with the laser, so i still had to cure quite a lot, while trying to dish out damage, jenova was smart and stopped yuffie twice, when she was the only one i didnt have using a headband to be immune to it.
I did many limit breaks and thought she would die after i got meteorain again with cloud, but she still didnt go down! So the hp must have been really increased on this boss, eventually jenova died and i was pretty impressed with the fight, i would hate to do this fight at level 20s lol

-After getting out of costa del sol, i fought on the beach, and found the new seahorse mobs, which i noticed have some badass moves, need to kill them off quickly before they start killing everyone, luckily their hp is not too big.

Should be continuing on in my game today soon, so ill post more feedback for you as i do more :)

-



Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-09-12 01:27:00
Ok like i stated before, this is the first time i played on this hardcore mod, so after getting my ass handed to me on a plate by the first boss, twice in a row, i decided to stay and level, and stock up on items and stuff.

I did not know just how easy or difficult this hardcore mod is, so i was probably way too high after the first boss, but even with the high levels, i have still died at numerous points in the game, and i found the Locke Venus Theo fight very difficult, seen as i wanted to beat them and get a fairy ring and silver armlets from them.

Thanks again kylos.
There is no "right" level to be at. Just play and have fun. I just wanted to point out that much leveling will make it easier (obviously). Some people likes to grind, others likes to advance as fast as possible.

I'm working on a minor update. Nothing much.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-09-12 04:04:02
Ok carrying on in my journey :)

-Found swift bolts and Ice Crystal drops just outside Mt Corel, so i levelled there a little and picked some of those up.

-Did not notice a big difference in Mt corel, mobs were a little harder, specially the seahorse ones, summons really tear into these mobs still, which is nice.

-Stole Diamond pin off the green mobs(cant remember the name), seemed to have been the least appreciated steal so far, as i got a magic comb from Fort condor already for red xiii.

-Stole some Right arms off the bombs, will come in handy later ;)

-I headed out into Gold saucer area, and attempted to fight Harpy for Aqualung, so i put on Chocobo lure and attempted it, it didnt go very well, aqualung destroyed the party easily at this point.
Then i had an idea, i recently got Planet Protector for Aeris, so i formed a strategy, i will start with all limit breaks including that, to go invincible, then add a poison onto it, luckily you still learn enemy skills while Invincible so i managed to have a longish fight and get Aqualung at this point :D

-In Corel prison, i noticed the new tiger mobs straight away, noticed how they do Sneak attack and Final Attack type moves, i managed to get ???? enemy skill on one of my players, nice addition to the area :)

-Fought the Sand worms, who seemed a bit harder, and spammed Earthquake, Planet Protector and Pulse of Life helps so much though lol

-In the area just before dyne, picked up Laser and Matra magic, from those fights round there, which i dont believe are much harder then usual.

-Dyne was too weak, but i can understand why, the trip to get there, and then to lose would be quite discouraging, i killed him with 2 right arms.

-Back on the world map, i got Mighty guard, then tried harpy again, without Aeris this time, and noticed Mighty Guard is only castable on 1 player per time, and not the full party, which made me cry a little inside lol, but yes a big move like that, at this point would have made this mod too easy, so its alright :) I Managed to kill Harpy, and steal an Umbrella... Although i had just done the rollercoaster and on the first go, i got 5034 and went 1/1 on it! Did this thing drop umbrella before??

-Headed back to Junon area, and got my White wind, and Mithril from the cave, off the old man, headed over to fort conder, did that battle, went into Mythril caves, got Flame thrower for the other enemy skill, then headed outside for Midgar zolom.

-Attempted Midgar Zolom twice, at level 33-37 first time with setup Cloud Cait Sith and Yuffie, and i actually defeated it, Yuffie got knocked out of the battle, and Cait sith ended up constantly pheonix down on Cloud while the snake was poisoned, and eventually it died from the poison, but never did Beta on me.
Second time i changed to Cloud, Yuffie and Aeris, and tried to use Planet Protector, get Yuffie knocked out again, then get him to cast beta, but it ended up that once again, Cloud was dieing every move, Aeris was a pheonix down spammer, and then i screwed up and accidently pheonix down aeris instead of cloud, and it killed me off, so i thought yea, im not meant to be here yet :P

Ok editing this post, carrying on from where i left off.

-Attempted Midgar Zolom again, and had a much better strat, using Planet Protector at the beginning, and getting yuffie knocked out of battle, managed to get it to do beta, then kill it off, bio plays a big role in this fight.

-Tried Hell Rider outside Fort Condor, and beat it, Bio played a big role like midgar zolom, taking off 1100 each time poison hit, Planet Protector helped out too of course.
I beat it then tried again, and i eventually figured out it drops X-Potions, which i figured is not worth the massive amount of mp used in this battle lol.

-Got back to Gongaga area, and was killed by the green guys that do berserk lol, so i added a peace ring into the mix, and got my Goblin Punch(Thanks for adding these here) and Frog song of course.

-Attempted Reno and Rude, Renos new weapon comes equipped with a major mp steal and status effects lol, i went all out and they died pretty quick, i am level 35-39s though now.

-Entered the broken mako reactor, and ran into the Titan Boss fight, the red Heavy tank, i stole the Gold barrette for Red XIII, then i went all out with Meteorain and summons, and it didnt last too long, it was hitting quite hard though with regular moves.

-Cosmo area was interesting to me, managed to steal an X-potion off one of the turtles, and Elixir off the big birds, i find this area a real mp sponge, as the mobs like to drain huge amounts, so a lot of tents are needed to fight round here before heading into cosmo canyon.
I tried to steal off the new mob, the little green mob which does Stone stare, but was not able to figure out what it drops yet, will have to do that at a later time.

Entered Cosmo canyon, i but all my money into 2 hp plus and 2 mp plus, think its best to work on these soon as possible. About to head down into the Gi tribe area now. Peace :)

2nd Edit:

-Went down to the Gi tribe area, and was pretty worried as i thought this area could be nasty, i fought around the first area and did not find much trouble.

-Then i ran into that big red Aps like creature with the big long name that i seem to have forgotton.
I liked this new fight a lot, one reason why was because of the Adamant Clip, which seems to have replaced my Gold Barrette i got not long ago lol, the fight itself was not too difficult, i managed to get Fat Chocobo off, and confuse it, then finished it off with magics.

-Carried on in the area, did not notice any new mobs in this area, i might have just not fought for long enough, i was glad the spiders were not changed, they were still easily taken down with Frog song or Mini.

-Gi Boss, i didnt bother to try a pheonix down on this, although im guessing it was probably changed so it cannot be killed so easily, i fought it the normal way, and it does hit slightly harder, and has much more HP.

-Left cosmo canyon, tried the jellyfish on the beach, they were still easy, no change there, moved outside Nibelheim next, and found a new mob! Cant remember the exact name right now, but it hits quite hard, and it lets me steal Gold armlets off it :D So i stayed here til i had 3.
One thing i did notice about this new mob, even if you turn it into a frog, it still does all the big moves, they must be magical, at one point i tried to berserk it just so it would stop doing these moves, but it way overpowered it! To the point it was one shotting my guys , so im not going to do that again lol

-Shinra mansion time, i went straight upstairs for the Odin/Vincent key boss, i did not let this thing breath, i managed to stop it early with Choco/mog, then i ripped into it with Betas, Thundaga, Blizzaga and summons, by the time it become moveable again, and changed to physical form, it died really quick after that, it was hitting me pretty hard though when it had the chance.

-The rest of shinra mansion i tried to rush through, the mobs didnt seem much harder, except the swinging guy on the chain, who seems really resistant to magic and evasive to normal attacks.
I hate the 2 headed thing in the basement, it takes sooo long to kill it pisses me off lol

Heading to Mt. Nibel next, i heard theres a big dragon there, peace <3

Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-09-24 15:56:50
One specific mob is broken beyond belief.
Oh wonder, its the red hedgehog pie in the church. In the short period you only control cloud, if they attack you and manage to hit with paralyze, its game over. you will NEVER recover from the paralyze because it seems once under paralyze, they hit you with paralyze for 100% or simply renew its duration
also, if both characters get hit, its also very possible to get a game over because of infinite paralyze.

I took this nonsense out and voila, its not broken anymore.
Title: Re: gjoerulv's "Hardcore" mod
Post by: LJH on 2010-10-17 14:33:10
Well. When I tried this about 2 years ago, I got stuck on Jenova Birth.

...That's where I'm up to again now, and while I did manage to get her down to 3500 HP once, I still haven't beaten her.

I'm wondering if that battle is just a bit *too* hard... I mean seriously, multiple attacks every turn? Double Tail Laser is especially a pain.



Also, on a slightly unrelated note, is Silver Chocobo glitched? It randomly runs out of MP sometimes, despite having heaps.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-10-17 16:56:29
Well. When I tried this about 2 years ago, I got stuck on Jenova Birth.

...That's where I'm up to again now, and while I did manage to get her down to 3500 HP once, I still haven't beaten her.

I'm wondering if that battle is just a bit *too* hard... I mean seriously, multiple attacks every turn? Double Tail Laser is especially a pain.



Also, on a slightly unrelated note, is Silver Chocobo glitched? It randomly runs out of MP sometimes, despite having heaps.

Try attacking with cloud only, while the others heal. Only use limits with the others if they need to attack.
The Silver choc is supposed to be odd. But I can't remember if that was intentional or not.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-10-17 19:29:36
is there any actual reasoning behind making jenova weak to CUT? I found that to be really really weird.
if anything it should have elemental resistances because, you know, it's jenova. and weak to cut? it's not a plant.
Title: Re: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2010-10-17 21:08:53
Well. When I tried this about 2 years ago, I got stuck on Jenova Birth.

...That's where I'm up to again now, and while I did manage to get her down to 3500 HP once, I still haven't beaten her.

I'm wondering if that battle is just a bit *too* hard... I mean seriously, multiple attacks every turn? Double Tail Laser is especially a pain.



Also, on a slightly unrelated note, is Silver Chocobo glitched? It randomly runs out of MP sometimes, despite having heaps.
Yeah, Jenova-BIRTH was a tad tough! I remember I would have Meteorain at the start of battle, and everytime when I was at low HP, I would pray that Meteorain was almost close to charging. So basically, like gjoerulv said, just keep Cloud alive because he will possibly be the one to defeat Jenova-BIRTH.

As for the Silver Chocobo, check the video on my YouTube. I recorded that one match because his formula for attacking is random and odd. Odd as in it may use that flashing light thing and run out of MP immediately after (it has 65,535), and that flashing light thing does nothing!

Either way, that won't stop it from using Choco/Mog.

My question is, what is the purpose of the light-spell?
Title: Re: gjoerulv's "Hardcore" mod
Post by: LJH on 2010-10-18 06:06:58
Meteorain?! I don't even have Blade Beam yet. o_O

Yeah, I am primarily attacking with Cloud, although if I get a free turn (when she's just used Stop on Red, who has immunity, or any attack hitting only one person, which just requires one Cure) I get Red and Yuffie to throw a few attacks at her as well.

And yes, I most certianly am using Lunatic High at the start to give Cloud and Yuffie Haste. (Red has the stop-protection, which also blocks Haste, sadly.)
Title: Re: gjoerulv's "Hardcore" mod
Post by: xLostWingx on 2010-10-18 07:07:30
I haven't played this mod, so I don't know if you are using a custom accessory or something to protect agaisnt stop, but if you are using Added Effect Materia, can't you pair it with Choco/Mog for protection against stop and not haste?  Sorry for not knowing about the mod to know whether this is a bad suggestion or not.
Title: Re: gjoerulv's "Hardcore" mod
Post by: LJH on 2010-10-18 09:03:43
It's an accessory. It doesn't actually show Haste protection, I beleive it's a glitch resulting from Slow protection.

Anyway I finally managed to beat her. I'm up to Dyne now... and my only comment... WTF, 500 damage from Needle Gun?! o_O
I'm starting to think I'm seriously underlevelled... xD Barret has about 950 HP, Cloud's just broken the 1000 mark.
Title: Re: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2010-10-18 14:26:39
It's an accessory. It doesn't actually show Haste protection, I beleive it's a glitch resulting from Slow protection.

Anyway I finally managed to beat her. I'm up to Dyne now... and my only comment... WTF, 500 damage from Needle Gun?! o_O
I'm starting to think I'm seriously underlevelled... xD Barret has about 950 HP, Cloud's just broken the 1000 mark.
What the? You serious?

I think by that time I had a lil over than 1100 hp. (kept dying on certain bosses, which was tickin' me off so I started training -- also died on a few randoms). XD
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-10-19 00:52:49
is there any actual reasoning behind making jenova weak to CUT? I found that to be really really weird.
if anything it should have elemental resistances because, you know, it's jenova. and weak to cut? it's not a plant.

Yeah, I know, it's kinda cryptic. The only reason is that cloud is in all those fights. If you find more of this cryptic sh*t let me know. I think I'll remove it.
Title: Re: gjoerulv's "Hardcore" mod
Post by: LJH on 2010-10-19 08:28:10
I generally tend to play RPGs with my levels a bit on the low side... but when you get to bosses like Dyne, which are nothing but pure power in a one on one match, this makes things quite hard. Guess I've got a bit of grinding to do...

Also, a minor thing, but I found the naming of the Earth spells kinda weird. "Stone, Stonara, Stonaga" just seems... a bit odd. :/ Would've preferred "Quake, Quakara, Quakaga" personally (since FFs generally refer to earth spells as "Quake"), but that's just me.
Title: Re: gjoerulv's "Hardcore" mod
Post by: BloodShot on 2010-10-23 22:07:28
So, just to make sure, the link in this thread -
http://forums.qhimm.com/index.php?topic=6818.msg84974#msg84974

is the latest release right?

I wouldn't normally ask but its just seeing no posts throws me off.
Title: Re: gjoerulv's "Hardcore" mod
Post by: LJH on 2010-10-24 00:12:03
As far as I know, it is.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-10-24 03:25:15
Yes, the latest release will always be found there.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-10-24 11:14:59
actually, haste, slow and stop are all different effects and have to be set to 'protect' against it. if it nulls haste, then there is a 'nullify' tag on haste in the headband data.

as for the jenova thing
there was some weird stuff on some bosses. Elemental resistances can make them really difficult, for example. Jenova Birth was poison, earth, gravity immune and halves fire, ice, bolt
Jenova life nulled fire, absorbed ice and water, took double from bolt, etc
I overworked most bosses like this. I gameover'd at bottomswell three times in a row now, despite having Beta. ever tried using fire magic against a boss thats water alligned? yeah. it's not a good idea, i tell ya.
This mod might be hardcore for the casual gamer. For the hardcore gamer, it's just a notch up in difficulty. I made my version so hard that you have to stop sometimes and grind exp / materia / gil ( yes, gill, stuff if horrendously expensive now )
Title: Re: gjoerulv's "Hardcore" mod
Post by: LJH on 2010-10-24 14:28:06
That's just stupid IMO.
A hard mod should be hard because it requires strategy, not grinding. Otherwise it's just an extra-grinding mod.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-10-25 00:00:32
Thank god your opinion is about just as good as mine. Thus, I can safely ignore it and move on.
Even with grinding, you need stragety. For example, the diamand weapon is unbeatable unless you nullify or absorb holy element in your armor because it's special skill does [kills x10 damage], is holy element and it has enough HP that you wouldn't be able to kill it in time even if you spam KOTR
and there's enough other stuff like that. Grinding just enables you to have a more.. dynamic strategy because stuff doesn't one-hit KO you and you get access to higher level spells and stuff.

also, what is stupid and what not really depends on the person playing. ever heard of disgaea? Or elona? that must be stupid to you too then, since the gamses are essentially one big grinding sandbox. and yet they're awesome.

welcome to the land of opinions, where yours is worth the same as everyones else: nothing.
Title: Re: gjoerulv's "Hardcore" mod
Post by: sl1982 on 2010-10-25 00:11:50
Unless you are me. My opinion has much worth.
Title: Re: gjoerulv's "Hardcore" mod
Post by: LJH on 2010-10-25 04:31:58
That thing with Diamond Weapon is an example of *good* stuff for a hardcore mod. Requiring pointless hours spent grinding is not.

You know what I'd actually love to see? An RPG where you learn new attacks at set points, and your stats don't change at all (of course, they may vary from character to character). So that the difficulty comes purely from strategy.
Title: Re: gjoerulv's "Hardcore" mod
Post by: xLostWingx on 2010-10-25 05:50:49
It seems more like Kuugen's mod has the option of grinding if you can't defeat the enemies.  I haven't played it, but based on what is being said.  Fight = Win = No Grinding;  Fight = Lose = Grinding if desired
To grind, or not to grind, that is the question lol.  But it is a question that exists in any mod of the game.

Oh, and if you use wallmarket, or gameshark codes you can make FFVII
Quote
An RPG where you learn new attacks at set points, and your stats don't change at all (of course, they may vary from character to character). So that the difficulty comes purely from strategy.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-10-25 10:06:29
Actually you need both. You do need to grind some times because rushing through the game doesn't net enough exp ( I am using custom stat growth, hp / mp growth and exp curves. you need roughly 4x as much exp for lvl 99 as before, but you get much more hp/mp, while your base stats never really go beyond 100. ) to survive the bosses.
for example, I am lvl 20 at bottomswell, and he rapes me pretty hard unless I notoriously exploit his weakness ( bolt, slow, limit attacks with bolt element attached to weapon, etc ) and it's STILL hard then.
At some point, you ARE maxed out. you have all the strongest materia and maximum level. And at that point, you will still have non-optional bosses before you that will hurt you like crap.

Also, I said it's hardcore for a hardcore gamer. I guess that makes it some kind of over-the-top nonsense difficulty for a normal person. The kind of difficulty the original battletoads SNES game had. ( which was so difficult that it was near impossible to win even WITH INFINITE LIVES )

For example, Emerald Weapon has a lot more than just damage in it's repoirtare now. The eyes all cause several negative status effects, air tam storm is no longer fixed by materia but a 'shout' element attack that pierces def, status barriers and dispels you. Emerald Beam is reflectable now, but if you DO reflect it, it *heals* emerald weapon back to full health.  Also, it cuts the damage of KotR in half by resistance. Not to mention all the other crazy stuff.
Even with maximum stats and best equip, this guy is one hell of a challange.

I would release a patch for my version but I can't because of several reasons.
a) it is based on gjo's hardcore mod and includes his custom encounters ( all beefed up though )
b) I don't even know what changes I made where, so I would have to ship the entire scene.bin and flevel.bin
c) I dont think plagiarism is likely to make a good impression here.

I better stop going off-topic here before obesebear has a field day with me.
Title: Re: gjoerulv's "Hardcore" mod
Post by: LJH on 2010-10-28 13:31:13
Oh, and if you use wallmarket, or gameshark codes you can make FFVII
Quote
An RPG where you learn new attacks at set points, and your stats don't change at all (of course, they may vary from character to character). So that the difficulty comes purely from strategy.

Yes, but unless you go and entirely remix it, it's not one that's designed for that purpose. An RPG would have to pretty much be designed for that to work well as that.

FFX is a notable exception here; if you play No Sphere Grid (for those who don't know, the sphere grid is the ONLY way to increase stats and abilities in FFX, you don't gain levels in a traditional manner), you can still beat almost everything through good strategy. Only things that require either abusing a loophole (which is that No Sphere Grid doesn't technically prevent you from powering up your aeons - which are the summons, but they act like characters in that they stay on the field until KO'd and you can control them) or Zanmato (FFX's instant-kill-anything-even-if-immune attack, for those who don't know) are 7 of the optional bosses Neslug, Ultima Buster, Nemesis, Dark Shiva, Dark Bahamut, Dark Yojimbo and Penance. When you consider that unlike most FFs which have maybe 5 or 6 optional bosses tops, FFX has over 60, this isn't so major.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-10-28 15:04:19
...
The kind of difficulty the original battletoads SNES game had. ( which was so difficult that it was near impossible to win even WITH INFINITE LIVES )
...

Don't you mean the battletoads for the NES? That's probably THE hardest game to beat (not counting hard games 'cause of bad controllers or bad design). I've never played any BT for SNES though...

There are several tools available for those who's not happy with the difficulty. Feel free to use my mod as some kind of "standard", or whatever, and make your own mod. I can even include it in my patch if you do. It would be ideal for me if you only mod the scene (and kernel), as there are no problems including it in my patch. If you have tweaked some field files however, I need to know exactly what you've done.
Title: Re: gjoerulv's "Hardcore" mod
Post by: xLostWingx on 2010-10-28 19:20:52
Anyway you can make a Kernel.bin and Scene.bin only patch for PSX?  Or idk if that would work.  I really wanted to try this mod, but my FFVII PC is on some old harddrive in an unknown box somewhere at my mom's house, and I'm no pirate.  Is uploading/sending .bins illegal or agaisnt the rules?

Sorry I sound like an idiot in this post, but I've had a sh*tastic day.

Edit:  Battle Toads for nes was impossible.  Granted i was only like 4 years old, but I rented that game like 6 times an never beat it.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-10-29 21:24:41
...
The kind of difficulty the original battletoads SNES game had. ( which was so difficult that it was near impossible to win even WITH INFINITE LIVES )
...

Don't you mean the battletoads for the NES? That's probably THE hardest game to beat (not counting hard games 'cause of bad controllers or bad design). I've never played any BT for SNES though...

There are several tools available for those who's not happy with the difficulty. Feel free to use my mod as some kind of "standard", or whatever, and make your own mod. I can even include it in my patch if you do. It would be ideal for me if you only mod the scene (and kernel), as there are no problems including it in my patch. If you have tweaked some field files however, I need to know exactly what you've done.

Might have messed up SNES and NES there. It's been a LONG time since battletoads. And yes, I mean THAT battletoads. The impossible kind. Because thats the kind of difficulty Kuugen Versions have ( old people here might know of a RVT patch for Grandia I that made the game ridiculously hard to the point where you had to be a jedi master to beat it. thats my patch )


What I did was basically change ALL items, materia, weapons, armors, accessoires, spells, attacks, limits, shops, prices, stat growth curves, and what else the kernel.bin offered. ( limits are obviously in the .exe and so are shops and prices )
I also changed about every enemy, a LOT of drops and stolen items, and so on.
The main problem is that while the kernel.bin and scene.bin can go by themselves, you really will run into problems without being able to buy the additional items from the shops later on. ( finally a use for those billions of gil you make by selling all masters )

I didnt make any significant changes to the flevel.lgp but unless there is also a way to patch the .exe with the necessary info, my mod wont work
Title: Re: gjoerulv's "Hardcore" mod
Post by: blankdiploma on 2010-11-01 19:54:47
I made an account here just to provide feedback for this mod.

First off, great job! I got this mod as part of the remix project and it's been a great breath of fresh air for FF7. The difficulty overall has been pretty good, except for a few things I'd like to point out:

1) Random encounters that cause sleep/stop with physical attacks in the early game. Specifically those red hedgehog pies in Aeris's church.

This is a no-no for obvious reasons. When you've only got 1 or 2 party members, getting sleep/stop-chained until death isn't challenging or fun. It's just dumb.

2) Random encounters that are WAY above the average level of the area. Specifically Dragons in Mt. Nibel.

Getting your entire party wiped out instantly at the start of a fight with no chance to run isn't challenging. It's just obnoxious.

3) Mime materia cave

The boss in the Mime materia cave (Amaterasu/Tsukuyomi) is just absurd. First you kill a boss, then another, and then 2 each of the first and second bosses simultaneously, and they're immune to damage? Is there a bug here? What's going on? And how is it even remotely fair to fight two enemies who each have unresistable attacks that deal 50% max HP to all party members? If they both use Gold Dance at the same time (which happens all the time) then you're just dead with no chance to prevent it. At least give it an element or some way to cut the damage down a little. Also they seem to be immune to damage. What gives? I assume there's some secret to beating this fight - having bosses with some sort of shtick is fine, but when you bury that shtick at the end of a 3-stage fight, it's just infuriating having to go through such a long fight just to try again.

In general, I'd say all the materia cave bosses are WAY too hard. You say you put the northern crater materia in the materia caves instead so you "get it sooner", but that doesn't help if all the materia cave bosses are so much harder than anything else that doing the northern crater would be easier and faster than grinding to beat the caves.


Like I said, overall this mod is fantastic, but I feel like you've confused "very difficult challenge" with "totally unfair" in a few places and the mod as a whole would really benefit from a little tweaking.
Title: Re: gjoerulv's "Hardcore" mod
Post by: xLostWingx on 2010-11-01 20:06:13
That seems like a very well articulated set of arguements blankdiploma.  However, you must think about the benefits you would recieve from obtaining the Mime and other Special Materias.

So in terms of "this is a hard mod with hard enemies" those bosses might be very difficult and nearly impossible to defeat.  But in terms of "how much more powerful will my characters become after I defeat these bosses" the difficulty level is probably fitting.  I mean, Mime allows Limit Miming (unless that's been taken out of the game), Counter=Mime exploits, and at least half a dozen other benefits that are basically OP.  Of course I mean no offense, I was just thinking about reasons WHY those bosses might be so difficult.

Also, about difficult enemies like the Dragon at Mt. Nibel, wouldn't you prefer to essentially have an Optional Boss to go fight later?  Or to learn how to defeat in order to obtain some awesome spoils?  Or just to provide a challenge?  How exactly does the Dragon insta-kill the party?  Surely there is a means of preventing this.  (idk what he casts, I think someone said Comet2?  If thats the case try protecting against Earth or Gravity Elemental damage.)
Title: Re: gjoerulv's "Hardcore" mod
Post by: blankdiploma on 2010-11-01 21:06:43
Agreed about the point of Mime being incredibly powerful. I'm not arguing that Mime should be *easy* to get - I'm just pointing out that adding incredibly powerful bosses that are guarding this materia is in direct opposition with the mod creator's stated goal of allowing you to get the northern crater materia "earlier."

If all the materia caves are supposed to be end-game difficulty, that basically removes any reason to bother with chocobo breeding until the end of disk 3, when you can do breeding as early as disk 2. Maybe have the materia caves ramp up in difficulty and shuffle the rewards from each? Say, have the final cave reward KotR and Mime, and then have the first two have significantly easier bosses (as in "actually potentially beatable on disk 2") and reward counter-cmd or hp<->mp or something like that that isn't as overpowered as Mime.

Also, Comet 2 is a non-elemental, non-reflectable spell that deals orders of magnitude more damage than your party can possibly survive in mt. nibel. Even if you get lucky and the dragon doesn't cast comet 2 immediately, he will melee each of your characters in turn for 30,000 damage before you can escape from the battle. Literally holding down the "flee" buttons the entire time starting at the beginning of the fight will just result in a party wipe. If the Dragon is meant to be an "optional boss" you come back to fight later, it should be guarding a specific treasure chest or something and not just be wandering around waiting to send you back to the title screen.
Title: Re: gjoerulv's "Hardcore" mod
Post by: xLostWingx on 2010-11-01 21:49:06
Ah I see.  I hadn't actually played the mod so I didn't know the dragon was THAT powerful.  Gah, all the time I spent in Wallmarket has warped my memories about magic attacks!  I forgot, Comet2 is only Earth/Gravity in my mod, whoops!  Well I should probably not post about things I haven't personally had experience with, so good luck.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Bosque on 2010-11-02 02:29:34
Quote
I didnt make any significant changes to the flevel.lgp but unless there is also a way to patch the .exe with the necessary info, my mod wont work

I think you can release the patch as a seperate file to apply to the executable. Did Dziugo ever mention how to make patches for YAMP?
Title: Re: gjoerulv's "Hardcore" mod
Post by: DLPB on 2010-11-02 02:33:31
I use DUP2 (shown to me by Kranmer), that will create patches for you.  It isn't too difficult to use either.  Only bad thing is there are a few false positives with virus scanners.

http://diablo2oo2.di.funpic.de/dup.htm

Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-11-02 11:47:53
@blankdiploma

I've gotten some complaints 'bout those hedgehog pies, so I guess I have to remove those effects. I could also do something with those "impossible" encounters. In the case of the nibel dragon, I could make it do nothing the 1st couple of turns if you're party is low level (like it detects it lol). I must admit this is a bit over the top when it comes to difficulty.

Although I stated one could get those materias early, I didn't say it would be easy to get 'em. Actually, imo, those materias should be the hardest treasures to get in the game. I know of some who managed to get 'em before disc 3 without being over leveled (including myself lol). In the final "mime" fight you must kill the ones in the back row 1st to make the corresponding front rows damageable. There are some ways of doing this quite easily if you have enough counter attacks. The counter attack strategy may be the most efficient strategy against most bosses (never attack, just defend and heal when needed. Multiple counter attacks handles the rest).
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-11-03 10:28:36
I just checked the dragon
thats not difficult, thats stupid
that dragon is the SAME THING that appears as random enc in the KOTR cave. thats a LIIIIIIIIIIITLE bit too hard, dont you think?
I adjusted my dragon ( not even I can beat something that dishes out so much damage and doesnt let you escape, is immune to death and cant be manipulated ) to make it near undamageable but not one-shot-everything strong
And the materia bosses are nowhere near 'hard'
Sorry, but some of them are pathetic.
@50% max hp damage. HAVENT YOU HEARD OF REGEN?
seriously, why play a hardcore mod if you're too dumb to think of the SIMPLEST solutions.
regen on all -> x-potion someone ( or full-cure which you can have on cd 2 ) -> white wind
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-11-08 22:19:18
I just checked the dragon
thats not difficult, thats stupid
that dragon is the SAME THING that appears as random enc in the KOTR cave. thats a LIIIIIIIIIIITLE bit too hard, dont you think?
I adjusted my dragon ( not even I can beat something that dishes out so much damage and doesnt let you escape, is immune to death and cant be manipulated ) to make it near undamageable but not one-shot-everything strong
And the materia bosses are nowhere near 'hard'
Sorry, but some of them are pathetic.
@50% max hp damage. HAVENT YOU HEARD OF REGEN?
seriously, why play a hardcore mod if you're too dumb to think of the SIMPLEST solutions.
regen on all -> x-potion someone ( or full-cure which you can have on cd 2 ) -> white wind

I'm not sure if I should read this as criticism or as an offense. Don't get me wrong, but the way you word yourself make you sound like a douche, imo (no offense).

I get the message 'bout the Nibel dragon. The dragon, and those other impossible encounters weren't meant to be beatable the 1st time around. Later in the game the player can come back and claim the rewards (or just fight 'em for fun). I see the annoyment factor however, and figure I have to do something to lessen the frustration.

If you find those bosses too easy I suggest using Hojo and Proud Clod. As you probably have...  8-)

Edit: oh, and I may make another update soon.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-11-08 23:26:36
Don't worry, I am a douche, but that doesn't mean I can't make a valid point.
So far, the only really "impossible" encounters are the dragon ( which appear way too frequently for all intends )
Also, the rapps battle is completely missing from the h_scene.bin I get from the remix mod. Can you check your files to see if thats a problem on your side?
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-11-09 16:49:30
I don't support the remix patch. You should use my hardcore app to patch the scene.bin (it will not find h_scene.bin). There are bugs in the remix version. To upgrade from 1.0 -> 1.0.2  (not 1.0.1 -> 1.0.2), you need to patch flevel.lgp and scene.bin (there are some changes in kernel2.bin after v1.0 but they're not important). Keep in mind that this will overwrite scene.bin and about 20 field files.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-11-09 18:33:04
Not gonna upgrade.
I fixed the rapps battle myself. I heard theres a CTD at the end of the ancient forest, how did you fix that? probably an error in the flevel I'd guess, so I'm gonna fix it myself.
Updating really is not an option. I would have to do all my scene.bin changes over. urg. no thanks. That would take days.
I'd be grateful if you could tell me what changed from 1.00 to 1.02 ( I only really need bugfixes. If you added more optional stuff, I might think about upgrading but even so.. )
Title: Re: gjoerulv's "Hardcore" mod
Post by: titeguy3 on 2010-11-09 18:48:00
Updating really is not an option. I would have to do all my scene.bin changes over. urg. no thanks. That would take days.
It would take seconds if you used the patch creation feature NFITC1 implemented into Wallmarket and ProudClod to create a "Changes patch" between your scene.bin and a stock 1.0 hardcore scene.bin, then upgrade, then apply the changes patch to the 1.2 hardcore scene.bin
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-11-09 18:58:10
I'd be grateful if you could tell me what changed from 1.00 to 1.02 ( I only really need bugfixes. If you added more optional stuff, I might think about upgrading but even so.. )
Not really much considering the flevel. If the Nibel dragon is in the pipe area or if the game crashes in the ancient forest, you don't have the newest fields. There stat and AI tweaks in the scene.bin. Too much to list.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-11-10 00:47:44
Sigh. I guess I'll get back to this and what tite proposed. I don't keep track of every single function each tool has.
Title: Re: gjoerulv's "Hardcore" mod
Post by: stealthcamo68 on 2010-11-21 02:26:54
hey, so great mod! but i'm trying uninstall this mod on one of the computer that has ff7 installed;
and keeping the other on;

how do i go about uninstalling the difficulty mod and keep the other goods?
Title: Re: gjoerulv's "Hardcore" mod
Post by: Beavii on 2010-11-21 05:39:01
Try this

http://forums.qhimm.com/index.php?topic=11041.msg153903#msg153903
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-12-04 02:16:39
Hey i been playing this and i ran into some problems.

Im still on disk 1, just got the stone of Dio in gold saucer, and Cloud is now at level 62.

First of all i am able to beat the fights in the south east near mideel, which is great exp and ap if you can survive, i had to save it before each fight just to make sure in the beginning.

The Kjata boss is really difficult for me, i tried to use Meteorain, Great Gospel and some other limit break to start, then tried my best to take off as much damage as i could, but soon as great gospel effect ran out, they will just kill me off pretty quick.

I figured ill need Omnislash to beat this, i have no idea just how difficult the bosses are the Temple of the ancients, so im not sure whether to continue on in the storyline.

So i decided to get some GP in the gold saucer so i can get Omnislash, but i have to say that even with a level 60+ cloud and good materia for this stage of the game, its so difficult to beat this regularly due to the following problems.

-Some of the monsters do berserk effect, Grand Horns are the worst for this, usually by the 2nd or 3rd fight.
-Certain monsters can be really difficult to get past sometimes:

Flower Prong has a ton of HP like its a big boss, it gets bio on early, then uses pollen to sleep you, then it starts using W-Laser which brings you into critical health, usually ending up with you dieing of poison, this can be avoided but i got caught out with this once, this flower was no match before. Nonetheless its a massive drain for the rest of the fight as it only appears on the 3rd fight.

Sahagin are unusually annoying now in battle arena, they like to take your MP, silence and poison you, not only that they guard well from physical attacks, so if your out of MP at this point, it can be a real pain to do anything for a while.

Valrons, a certain kick of theirs does so much damage compared to anything else it can do, its been hitting me for 3-4k per hit, thats also completely going through barrier, its quite a shock when it happens.

Ying and Yang is by far the most annoying, and hardest fight in the battle arena at this stage of the game, by now your handicapped to hell, and although the moves it does is only doing 500-1000 damage a time, it takes a lot to kill it, and usually by the time you do that, it pulls of the sacrifice move, and there is nothing which can be done to stop this.
I only managed to beat this once so far, i started with Meteorain which mostly hit Yang, then i got Leviathan and Odin out, Yang died, and manage to finish Ying off with Beta before it did the sacrifice move.

-Glitch in the battle arena i had, for some reason i got a Back Attack from a Griffon bird, and it was practically on top of me, all the fights after that Cloud was facing the wrong way, even if you tried to Run away, and stop again, he stayed looking the wrong way to the mobs.. which was quite amusing but wrong lol. Back Attacks in battle arena should not happen :)

-Battle arena crash, i seem to get this randomly, it dont happen so much as i play through the game, but if i start fighting in the battle arena, usually i get to 10-30k BP then the game decides to crash midfight, this has happened 3 times now and no idea why.

Not sure what to do about these problems, would love to continue on in this mod, as its real good fun :)
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-12-04 19:40:24
The crash is mostly likely a missing enemy or simply a enemy thats not working right. And well, the Battle Arena is supposed to be really hard at CD1
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-12-04 20:09:48
@Kylos
imo I don't think it's worth it to get omnislash just to beat that boss. It wont make it easier.
The goons will always prioritize to keep your party reflected and boost their own party. To keep 'em busy, you could keep dispelling everyone, or keep the enemies reflected. Yamigor is weak against fire, Hadadigor is weak against earth and Levant is weak against Ice. Attack with magic (not if they got reflect on lol). At least never attack Levant with physicals. It always counter physical attacks, except if you counterattack it (lots of counterattacks is almost always a good strategy).
When Levant is alone, use Leviathan, Bahamut (if you have it), Shiva, Odin, Blizzaga and Aqualung (in this order) to kill it.

The battle arena is supposed to be a lot harder then normal. I recommend switching to a normal difficulty instead of getting frustrated. If you managed to get through all battles once in my mod however, you deserve to cheat to get the prices. Eventually you would get 'em anyway, right?

Those crashes, did they happen as you enter the 1st battle? If not, do you remember after which battles the crashes occurred?
Title: Re: gjoerulv's "Hardcore" mod
Post by: philman on 2010-12-04 22:03:48
sorry i don't check the other pages of this post but gjoerulv,how i can battle with omega? when i have fancy transparency off,i can have a crash on omega attacks (omega 1 and 2 battles) when the fancy transparency is on i can have a crash in last omega attacks.what i make about this? give omega 10000 hp and use 4x-atk? (joke XD)
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-12-05 15:09:07
@philman
It's definitely a graphic problem. Try without Ali's graphic. I also got crashes, but only with Ali's driver.   :-\

EDIT: Actually there are bugs in the 3 first omega battles. Sigh, I'll make another release.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-12-06 20:02:24
Ok joe i got an update on my save and the reasons why i may have been having difficulty.

First of all i may have figured out why i was crashing, i was not using Aalis custom driver, i installed the latest version of that and the new GUI 2.07, and changed the settings in the config, including turning off Fancy Transparency (I do really like the new battle interface implemented on the custom driver)

Crashes seemed random before, they happened on the big bird (last round) and the 4 new snakes in the battle arena and other random battles, but it seems after i updated i didnt get any crashes, and the battle arena was not as difficult now, due to some mistakes i had made previous.

First of all, Ying and Yang, a big mistake i seem to have made, is that i just didnt think thats its undead, and you can kill it with Pheonix downs.... Therefore this made my battles a lot easier, the bird, the swinging guy and Ying/Yang can be dealt with.

Also i found a counter for the Flower Prong, use Odin on the first form lol :P

What i noticed is, this battle arena should not be done til after Temple of Ancients, ill go into that later, but first ill say that the most annoying mobs in the arena are:

The new seahorse creatures(1st round) - They cause instant death.. for a 1st round mob that is stupid, Death Force is the only protection.

Grand Horns - Using Berserk, usually i had to use Star Pendant to protect against silence and poison which are the most annoying stats in my eyes, having to equip a fury ring to protect against berserk would be such an inconvenience.
The only way round this, is to make absolutely sure you have a full ATB bar (Kill the mobs with counter attack) and then use Leviathan soon as its possible, so these do not destroy your fight.

Griffons - I got another back attack in the battle arena off this, it seems to appear just behind Cloud, and turns him round for the rest of the fight, even on the next rounds.

Apart from those i dont see much trouble in the battle arena with the right strategy and materia, it takes practice at first though to get used to what all these monsters can do, and without Ribbon to protect you, its required you have items to help cure status ailments, and plenty of Ethers,

After getting Omnislash and my other items, i went back to the sleeping forest and tried again with full limit breaks, All Creation, Great Gospel and Omnislash destroyed this fight, i had to restart and try again to see what can be stolen off these, unfortunately they only drop Sources.

Now that i done this fight and beat it, i realize you really dont need Omnislash, DeSpell-All is a great combo on this, and using any Fire Ice or Thunder elemental armour or accessories helps, getting rid of the 2 front guys soon as possible is the best way to go.

After finally getting Kjata and Omnislash, i thought i would try temple of ancients, and i was disappointed lol, because it was really easy, the 2 bosses here were no match for me, specially the wall, it was no match and i was expecting a lot more of a difficult fight, seen as the real game of FF7, this boss usually scares the average player at this point in the game, i think it should be more of a challenge to be honest.

I got Ribbon in the temple, and i noticed just how less useful this accessory is now, on the real game it was a dream to have 3 ribbons, but not anymore, as this thing not only protects against all the status ailments, but it also protects against regen, barrier and Mbarrier, which is a big sacrifice in some fights i have noticed.

I continued on with the story, and got my 3rd enemy skill, and continued to kill Jenova pretty easily, and finished disc 1.

I noticed the hedgehogs in groups of 4 was a real pain, they hit for a lot and always on the char with lowest hp, i carried on and got onto the world map, where i noticed a new elephant mob :D Which i really like by the way, it fits in well and has nice moves.

After snowboarding, and looking round for items in the icelands, i managed to get to the Snow Queen, and oh my lord this is a very interesting fight for a number of reasons.
I was lucky to make 2 of my characters invalid to Ice, or this would have been over quick, she is a very nice challenge, and i managed to kill her first time round, and get Alexander.

Up Gaeas cliff i noticed the new wizard mobs (Damnation is not nice lol), and that Magic breath now does MP Damage, the icicles are a nice fight now, but not too difficult, and then i managed to easily get Bad Breath off the Malboro, thanks to 2 ribbons :)

From here i decided to try a tank setup, have Cid become the guy with high attack, Cover, counter attack, and because he still have limit 1(not used him much on this save so far) he can spam that, while the other party members do magics and support.

I was worried the dragons that drop dragon armlets would be difficult, but turns out they were ok, so i got 2 armlets and carried on to fight Schizo.
Schizo was not too hard, i stole Protect ring, and managed to kill it pretty easy, i did notice it now does a Quake move, which suprised me lol.

Into the crater, i tried the bombs and giant guy, the bombs are very easy, but the big man is actually a challenge now, which is what i expected :)
Picked up Neo Bahamut, and fought Golden Dragon, i enjoyed this fight, not overly difficult, not compared to whats to come.
Fought Jenova.. and it was really difficult, the Red Light is extremely strong, and can do it up to 3 times in a row, also it can drain all the MP from everyone, and likes to make everyone slow, i had to use Megalixers in this fight at times, just to avoid a game over, after a tough and epic battle i managed to kill it.

After Jenova i did a fight with this triangle mob(what the hell??), and 2 flying monsters, and for some reason the mobs started putting french or spanish dialogue  at the top, and completely wiped my party, it was very shocking as i totally was not prepared for this, i saved it and im going to try again now, and see what that fight is all about. If this is an addition its a pretty confusing one.

Edit: Just tried these new red pyramid style mobs, and they just cause death to everyone, physical attacks barely take anything off it, and they seem immune to all magic, unless there is some kind of trick to beating these, they are unbeatable, even with limit breaks ready.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-12-07 02:19:14
@Kylos
Thanks for feedback.

Yeah, you seem a bit over leveled for the ancient temple.

I've fixed that back attack in the battle arena.
Against berserk, can't you use added effect + mystify?

Yeah, those red pyramids. Immune against magic. Actually the ? ? ? attack may be the only way to beat 'em if you've lost 1000 HP or more. The deal is they'll kill you if you have full HP. Otherwise they'll fully heal you. And they act after any battle move (calculate before the move). But it's a good thing you brought it up, I'll try to make 'em more beatable.
The text is Latin. Phrases from a very known last boss theme ;)
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-12-07 16:37:36
yea i find having to add mystify and add effect an inconvenience, its 2 full slots of materia, its not impossible to get round the berserk effect, its just annoying thats all. Anyways i beaten the battle arena now at the earliest stage, so thats cool.

I went back on my save last night, and tried to figure out the pyramids, and i could not do it, i tried limit breaks and summons, but they kept killing me, ok now im going to poke a big flaw in the way that these mobs work.

You say they instant kill anyone who has full hp, and they restore hp to anyone who has not got it, this makes it extremely difficult to do anything, because these mobs are pretty fast, and you dont even see them do the move, or who its going to land on, its all pretty random and confusing to me.

The only way i could see beating these from what you told me, is to use Demaga > all on my party then use ? ? ? ? before they cure me back up to max hp, only thing about that though is if your too slow (they often can kill at least one player before anyone can do a move) at getting it out, someones going to die, then you need to pheonix down them, by the time you done that, the next guy is dead and so on, and there aint really anyway of getting back from this, as the mobs are too fast, specially if your doing the fight with the 2 pyramids.

In all honesty i do not think these mobs should be in the game, the latin thing is very confusing, and they just dont seem to fit into the game well for me, i guess they suit the area a little bit better then those strange monkey creatures you usually get, and i could see what you wanted to do with the area, but in all honesty i think i would rather fight slightly stronger monkeys in that area then pyramids with instant death.

See i thought i could counter this move with Death Force, but it seems the pyramids completely ignore that, like i said i think this is probably the worst addition i seen in the game so far, its your mod though and if your going to keep them, at least make possible to kill lol :P

Edit: Just tried to fight the pyramids, i only have one enemy skill with the ????, i used demara to get my players hp down, but they still managed to kill 2 others off before i managed to hit with tifa, i killed one of them off, but then the other one killed me.. although i didnt have full hp.

Ok i also proved that these mobs are very glitchy, i used the same technique in the fight with 1 pyramid and 2 other mobs, i used Bad Breath to start, to deal with the other mobs, then i already had tifa with a possible 3k ???? move, so i did that and killed the pyramid.. Now i get suprised because its still speaking the latin in the dialogue, Cloud was the only character with full hp at this point, i did Beta and was about to finish the mobs off with a summon..
But then out of nowhere, all 3 of my characters died at the same time... instant game over, i managed to kill the only pyramid in the fight, but for some reason all 3 of my characters died although nothing physcially hit me in the fight.

I tried once again, and fought the 2 pyramids, i got ? ? ? ? off soon as i could with tifa, and killed the first off, Cid died, so i used Cloud to raise him, Tifa and Cloud at full hp now, then for some reason, cloud and cid(although he had low hp) died, and tifa lost 75% of her hp and landed in critical, i did one more ? ? ? ? with Tifa, and i actually killed the 2nd Pyramid.. then Tifa died a second after, resulting in game over, like the pyramids were still there.

I seem to have given up on trying to defeat these monsters, apart from the Mt Nibel dragon, its the only monster which i come across so far which seems to be impossible to kill.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-12-08 18:25:02
Yeah, I kinda agree. They're almost impossible to beat as they are now. That's why I'm glad you brought it up. There are no bugs, they act as I intended, but they're broken and need to be fixed.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-12-09 18:09:43
Yea i would love to try out your new mod when its finished, currently im stuck trying to get back out onto the world map after you lose Cloud, it keeps crashing before i manage to finish all that part off with Barret, and Tifa escaping the gas chamber.

When i can manage to carry on in my game, ill leave some more feedback :)
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-12-12 23:26:41
Ok i managed to get past the bit i was stuck on, and got out onto the world map with Tifa as leader, first place i went was Cactus Island.

I morphed one of these and got a Four Slots! I was pretty surprised but i guess a Tetra Elemental and this point would be too good, so i can see why its been done, pretty much makes Cactus Island pointless though.

I got the Curse Ring, and using this with Tifa and Powersoul is dam powerful at this level, specially combined with Deathblow and low HP, it easily breaks 9999 damage, sometimes i even got 26-30k hits with this powerful combo.

Decided to try and get a colour chocobo with Tifa, for the first time ever, normally i just wait to get Cloud back then get a Gold, but i wanted to try out some materia caves and the Ancient forest before continuing on with the story.

I got a Blue Choco, and went to the Quadra Magic cave, i noticed these mobs are really powerful, Bad Breath and L4 Suicide is a lifesaver against these, i have tried the Blue Adamantoise a few times now, and im not able to beat it, it does its Contain magic a bit too much and im just not strong enough to defend against these attacks yet.

Then i managed to get a Green choco after a lot of restarts, eventually choosing to mate my Blue with a Yellow choco, and getting the result of a Green, so i went to the Ancient Forest.

The regular mobs are pretty tough, i also ran into the Ochu, which was a pain but i got past that, then i picked up Typhon(shouldnt this be called Typhoon??) and went into the battle with the Black Clipper.

This thing is dam strong, i was doing fine until it called its pet out, and then i just could not do much.

I noticed some glitches in the bosses, which seem to be pretty big to notice.

-The adamantoise can be put to sleep, but it continues to do moves even though its asleep, after a few moves the zzZ icon disappears, you can put it back to sleep again, but it will continue to do moves anyways.
Also i noticed this Boss can be put into Mini, but this does not do anything as all its attacks are magic based anyways, i guess you should just make this immune to sleep and mini?

-The black clipper was strange to me, it kept attacking Tifa, but when she died, it started attacking itself til she was raised back up, then when it called its Pet out, it continued to attack itself even though Tifa was alive, even with this happening though, its Pet was really strong and i didn't last long anyways, needless to say this boss confuses me.

Outside Mideel is a great point to level still, which i like, only thing is now im level 70+ with all my characters now, and the Forest and the Caves seem a bit too tough, so i think i may just have to continue with the storyline and pick up some new Materia.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-12-12 23:56:34
-The adamantoise can be put to sleep, but it continues to do moves even though its asleep, after a few moves the zzZ icon disappears, you can put it back to sleep again, but it will continue to do moves anyways.
Also i noticed this Boss can be put into Mini, but this does not do anything as all its attacks are magic based anyways, i guess you should just make this immune to sleep and mini?

These aren't bugs. The sleep thing is a battle script, and you discovered it. The mini thing is a tease of some sort, as it doesn't help.

-The black clipper was strange to me, it kept attacking Tifa, but when she died, it started attacking itself til she was raised back up, then when it called its Pet out, it continued to attack itself even though Tifa was alive, even with this happening though, its Pet was really strong and i didn't last long anyways, needless to say this boss confuses me.

This is a bug. It shouldn't keep attacking itself. I'll look into it.
Good you discovered it.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-12-13 00:56:49
Ah i see well i dont see the point in putting something in sleep or mini if it dont work, it might as well just be immune.

I tried to go back into the Ancient forest.. and i went against the Gi Spirits which are now there, and i had no chance against these, they are a lot stronger then the other mobs in the area, also after i did Bad Breath i noticed one of them moved, like it was floating around in the floor, it looked quite odd to me, maybe these mobs need some work, their power and death moves are ridiculous, i died twice now in the Ancient forest, once to the Typhon boss, and also once now to the new Gi's.

I decided to give up trying to do caves and the forest, and carry on with the storyline, i am currently doing the Simurg (Shouldnt these be called Simurgh? Thats what the bird is called in FFXI and other final fantasy)

I just paused it while doing this fight, it dont seem too difficult at the moment, i do think the camera is a bit too far away though, apart from that this new boss fight looks good. :)

Oh they do Angel Whisper!?? Nice move by them, you can tell these are protecting the Pheonix alright.

Ok these are quite difficult lol, i was just about to finish them off with a Hyper Jump i think(must have to kill them all at same time so they dont angel whisper) but then it crashed again :'(

Tried this again with a better strategy, managed to get down to 1 bird, and used Angermax to finish it off, then they all used Submit, was a pretty awesome fight! Good job on this

Next i tried the train fights in Mt Corel, and i totally failed lol, i did not manage to steal the Warriors Bangle, and no chance of stealing of the 3 Soldier's, if they drop anything decent i just dont think there is any time for it, i did manage to kill them but ran out of time as i got to the last fight. Guess ill have to try again lol

Something i forgot to mention before, when i got back onto the World map as Tifa, i did go back to Mt Nibel to attempt the dragon, and it was not too much of a challenge, i managed to steal a Diamond Bangle off it and got decent EXP from the battle, but something confuses me.

There is no way that you can beat this dragon at the stage where a Diamond Bangle is useful to have, therefore this battle and the strength of this monster is useless, its just more of an annoyance, i could understand if you come back later and got something decent from it (Dragon Armlet maybe?) but of course the strength of this monster will need to be balanced to the point that you can beat this and the item you get is actually useful to you, if this cant be done then i do not see a point in making this as strong as it is, it might as well drop a Diamond Bangle, be stronger then what it usually is, but is actually possible to beat when you first get to Mt Nibel.

This brings me onto another point, fights like this may just be annoyances more then rewarding, just like the monster outside Fort Condor, all it drops is an X Potion, true you could fight this later on and collect X potions, but i honestly thought i could come back later on and get a decent piece of gear or a weapon from it, but it does not so this battle was more of a disappointment then anything just like the dragon.

Onto my actual game, i did get past the train bit last night, managed to steal the Warriors Bangle (I expected this to be better then it is, seen as it can be a pain to get, and is the only one i know of you can find anywhere) and beat the 3 Soldiers (only managed to steal an Elixir off Locke, no idea what the other two will drop) with just over 2 minutes left, and i actually managaed to stop the train with less then 30 seconds on the clock.

After getting Ultima and Catastrophe, i went to Mideel and fought the Ultimate Weapon, i noticed the increased strength and new abilites, managed to steal the Curse Ring, this fight was not overly difficult but at least its more of a challenge then the original, after the painfully long cutscenes following this fight, i have just managed to get Cloud back, and this is where ill carry on right now :)
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-12-14 02:14:25
The mob outside fort condor has a very, very hard to steal item iirc ( aka, out of 1-63, 1 ) and I think it was a precious watch.
You CAN get the warrior bangle somewhere else as well. I looked through the initial scene.bin of the hardcore mod and saw more than one warrior bangle entry.
There was also something weird about the dragon. I think it could drop megaelixirs or something.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-12-14 05:00:45
Oh yes i remember, i did get a precious watch off that thing, only thing is that its totally useless, its got 0 defensive, 1 slot and Triple AP growth, a silver armlet is better then that junk.

As for the dragon i only fought it once, if it does drop Megaelixirs, its probably too much effort to farm them seen as its probably going to give the diamond bangle majority of the time.

I carried on with my game, managed to get my chocos to S rank, and get a Zeio Nut for when they ready to mate, i decided to try out the battle arena, i thought i would use the Warriors Bangle, but i figure its got too little Magic defense and slots for materia for it to be good enough for this.

This is where i think i might have ran into another bug, on the 3rd fight i fought the Griffon which does L2 Confu, it hit me with that and i started spinning (doesn't ribbon protect against this?) and Cloud continued to keep hitting himself for 2.5k, and would not break the confusion, although im sure usually hitting yourself during confusion cures the effect, Cloud continued to hit himself til death.. and still looked like he was spinning on the floor as the battle ended.

Has this type of confusion always been this way? Either its a bug or i am just simply not aware of this.

I can confirm that i was using a Ribbon in the fight, and i did not break my accessory before that fight occured, so the griffon should have not been able to use L2 Confu.

Also i am still getting crashes, it seems to occur randomly and is extremely annoying, i did leave a message in the tech support part of this forum but had no response yet. :(
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-12-14 07:05:34
It would help a lot if you remember after which fights the crashes occurs. Or if it happens in a middle of a fight, before the 1st fight etc. I'll look into that griffin. Make sure you're level is not dividable with 2. 
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-12-15 05:26:22
I think my level was dividable by 2, but shouldnt Ribbon still protect against confusion anyways?

And shouldn't an attack to myself stop Cloud from being confused? At least thats what usually happens when i fight the same monster outside of the battle arena.

Crashes seem to happen randomly, they can happen during fights or in the middle of cutscenes, if it happens again ill let you know where it crashes.

From memory these are the crashes i can remember:
In the battle arena, on disc 1 against the big bird (last fight) and the new snakes (5th or 6th fight?)
During the cut scenes after the save point in the game used by Barrett, it happened during the gas chamber part, and on the Highwind after saving Tifa..
Crashed while trying to get Chocobos near Rocket Town, luckily i just saved it anyways.
Crash during the Simurg fight when Cid used Hyper Jump.
Happened yesterday when i entered the battle arena, did not even get into the first fight (Went in as Cloud after getting him back)

There has been a lot more but cant remember exactly when right now, like i said the crashes are random and never seems to occur during possibly the first 30-60 minutes of play(always crashes after i been playing for a while), after that i keep saving it as im pretty much expecting it to crash at some point.
This has been a pain and i did make a post in the Tech support part of this forum, but it seems no one is helping there, its difficult when trying to do something like Battle arena or a lot of cutscenes in one go.

Edit: Currently in the battle arena, just got to the 6th fight, and theres this giant mob which looks extremely odd, not sure if its supposed to look this way

(http://kylos.webs.com/photos/wtf.png)

What the hell, how is it even standing, wheres its head and legs lol!
Keeps taking my wall away, did the enfeeble move.. and it seems to have put slow petrify on me, and seems to have turned Cloud around and stopped me from making any moves as my bar has stopped... now that is just scary lol.

Crashed again, 30 minutes of play, i entered the battle arena and it crashed there, ill post a log below.
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.9b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 9400 GT/PCI/SSE2 3.3.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1280x1024, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 60, vert uniform 4096, frag uniform 2048
INFO: main program link log: Fragment info
-------------
0(42) : warning C7050: "texture_color.xyz" might be used before being initialized

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 0
MIDI set volume: 127
0% of 127 = 0
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.466667, frames: 3712
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
0% of 127 = 0
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 55
reading midi file: GOLD1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 55
song is already playing...
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 55
song is already playing...
MIDI play: 55
song is already playing...
MIDI play: 70
reading midi file: ASERI2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 604
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
GLITCH: texture conversion error
[Neo] begin scan ground
[Neo] finish scan ground
[Neo] begin thunder
[Neo] Effect_play3 group 0
[Neo] finished effect play
[Neo] Link ground, dust_manager, rock1_manager
[Neo] link cloud1, sky_mask
[Neo] link cloud2
[Neo] link line_light3_manager
[Neo] white out
[Neo] white-in, link cloudsea, backsky
[Neo] effect play3 group 1
[Neo] finished effect play 3
[Neo] linke ball_manager, circle, line_light1_manager
[Neo] effect_play3 group 2
[Neo] finished effect play3
[Neo] link breath
[Neo] rock2_manager
[Neo] link flash2, rock3_manager, line_light2_manager
[Neo] effect_play3 group 3
[Neo] finished effect_play3
[Neo] white-out
[Neo] white-in
[Neo] finish Neo Bahamut
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
GLITCH: texture conversion error
[Neo] begin scan ground
[Neo] finish scan ground
[Neo] begin thunder
[Neo] Effect_play3 group 0
[Neo] finished effect play
[Neo] Link ground, dust_manager, rock1_manager
[Neo] link cloud1, sky_mask
[Neo] link cloud2
[Neo] link line_light3_manager
[Neo] white out
[Neo] white-in, link cloudsea, backsky
[Neo] effect play3 group 1
[Neo] finished effect play 3
[Neo] linke ball_manager, circle, line_light1_manager
[Neo] effect_play3 group 2
[Neo] finished effect play3
[Neo] link breath
[Neo] rock2_manager
[Neo] link flash2, rock3_manager, line_light2_manager
[Neo] effect_play3 group 3
[Neo] finished effect_play3
[Neo] white-out
[Neo] white-in
[Neo] finish Neo Bahamut
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
pause_sound
MIDI pause
resume_sound ()
MIDI resume
pause_sound
MIDI pause
resume_sound ()
MIDI resume
pause_sound
MIDI pause
resume_sound ()
MIDI resume
[BATTLE] in while-loop!
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
Field Start
MIDI stop - OK
MIDI play: 55
reading midi file: GOLD1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 70
reading midi file: ASERI2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 617
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: unhandled exception


Fighting in the battle arena after this crash i have noticed somethings, like Fosforos move is super powerful (7k per hit) even with high defense gear, also certain mobs like Ochu take off 10-30k with a normal attack which seems well difficult to fight against with just one guy.
Im running out of MP all the time, and having to keep Ribbon in to protect myself from status effects (so much more difficult without this) this battle arena seems much harder then the 1st disk battle arena, maybe i just dont have the right materia or something but i only managed to beat this once so far and that had me using a Dream powder and M-Tentacles strategy on the Viper breath monster, and waiting forever for it to die (and i did do an Omnislash), needless to say this is going to be a tough challenge to find the points for W-Summon materia.

Dam!!! Its crashed again when entering the battle arena, think im just going to give up for W-Summon if its going to keep doing this to me :(

Once again another APP log, sorry for the massive post, but i hope my feedback can be helpful to correct the mistakes i seen so far while playing this FF7 Hardcore mod.

INFO: FF7/FF8 OpenGL driver version 0.7.9b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 9400 GT/PCI/SSE2 3.3.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1280x1024, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 60, vert uniform 4096, frag uniform 2048
INFO: main program link log: Fragment info
-------------
0(42) : warning C7050: "texture_color.xyz" might be used before being initialized

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 0
MIDI set volume: 127
0% of 127 = 0
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.466667, frames: 3712
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
0% of 127 = 0
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 55
reading midi file: GOLD1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
set music volume: 127
MIDI set master volume: 1
MIDI set volume: 127
1% of 127 = 1
set music volume: 127
MIDI set master volume: 2
MIDI set volume: 127
2% of 127 = 2
set music volume: 127
MIDI set master volume: 3
MIDI set volume: 127
3% of 127 = 3
set music volume: 127
MIDI set master volume: 4
MIDI set volume: 127
4% of 127 = 5
set music volume: 127
MIDI set master volume: 5
MIDI set volume: 127
5% of 127 = 6
set music volume: 127
MIDI set master volume: 6
MIDI set volume: 127
6% of 127 = 7
set music volume: 127
MIDI set master volume: 7
MIDI set volume: 127
7% of 127 = 8
set music volume: 127
MIDI set master volume: 6
MIDI set volume: 127
6% of 127 = 7
set music volume: 127
MIDI set master volume: 5
MIDI set volume: 127
5% of 127 = 6
set music volume: 127
MIDI set master volume: 4
MIDI set volume: 127
4% of 127 = 5
set music volume: 127
MIDI set master volume: 3
MIDI set volume: 127
3% of 127 = 3
set music volume: 127
MIDI set master volume: 2
MIDI set volume: 127
2% of 127 = 2
set music volume: 127
MIDI set master volume: 1
MIDI set volume: 127
1% of 127 = 1
set music volume: 127
MIDI set master volume: 0
MIDI set volume: 127
0% of 127 = 0
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 55
song is already playing...
MIDI play: 55
song is already playing...
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 55
song is already playing...
MIDI play: 55
song is already playing...
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 55
song is already playing...
MIDI play: 55
song is already playing...
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 24
reading midi file: HORROR.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 24
song is already playing...
MIDI play: 57
reading midi file: YADO.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 24
reading midi file: HORROR.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 24
song is already playing...
MIDI play: 55
reading midi file: GOLD1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 55
song is already playing...
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 55
song is already playing...
MIDI play: 70
reading midi file: ASERI2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 182
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
UNEXPECTED: zero count
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
GLITCH: texture conversion error
[Neo] begin scan ground
[Neo] finish scan ground
[Neo] begin thunder
[Neo] Effect_play3 group 0
[Neo] finished effect play
[Neo] Link ground, dust_manager, rock1_manager
[Neo] link cloud1, sky_mask
[Neo] link cloud2
[Neo] link line_light3_manager
[Neo] white out
[Neo] white-in, link cloudsea, backsky
[Neo] effect play3 group 1
[Neo] finished effect play 3
[Neo] linke ball_manager, circle, line_light1_manager
[Neo] effect_play3 group 2
[Neo] finished effect play3
[Neo] link breath
[Neo] rock2_manager
[Neo] link flash2, rock3_manager, line_light2_manager
[Neo] effect_play3 group 3
[Neo] finished effect_play3
[Neo] white-out
[Neo] white-in
[Neo] finish Neo Bahamut
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
Field Start
MIDI stop - OK
MIDI play: 55
reading midi file: GOLD1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
MIDI play: 70
reading midi file: ASERI2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 614
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
Field Start
MIDI stop - OK
MIDI play: 55
reading midi file: GOLD1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 70
reading midi file: ASERI2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 614
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
Field Start
MIDI stop - OK
MIDI play: 55
reading midi file: GOLD1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 70
reading midi file: ASERI2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 604
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
UNEXPECTED: invalid blendmode (64)
BLEND MODE NOT FOUND
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
ERROR: invalid version in polygon file ENEMY191.P16
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] next battle
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
Field Start
MIDI stop - OK
MIDI play: 55
reading midi file: GOLD1.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
MIDI play: 70
reading midi file: ASERI2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
Field Quit
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 617
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: unhandled exception
There's no reason for your app.log to take up 20 computer screens.  Fixed
Title: Re: gjoerulv's "Hardcore" mod
Post by: Aali on 2010-12-15 14:09:18
Seems like there are some broken data files there, some weird errors you got.

Can I see a crash.dmp?
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-12-15 15:25:33
I think my level was dividable by 2, but shouldnt Ribbon still protect against confusion anyways?

And shouldn't an attack to myself stop Cloud from being confused? At least thats what usually happens when i fight the same monster outside of the battle arena.

Not when the attack ignores stat defense, which this attack does. But it misses completely if your level is odd.

From memory these are the crashes i can remember:
In the battle arena, on disc 1 against the big bird (last fight) and the new snakes (5th or 6th fight?)
During the cut scenes after the save point in the game used by Barrett, it happened during the gas chamber part, and on the Highwind after saving Tifa..
Crashed while trying to get Chocobos near Rocket Town, luckily i just saved it anyways.
Crash during the Simurg fight when Cid used Hyper Jump.
Happened yesterday when i entered the battle arena, did not even get into the first fight (Went in as Cloud after getting him back)
I'll check the bird, the snakes and the chocobo fight in rocket town. Against simurg I guess hyper jump is the culprit. I always get random crashes with Cid's jumps, mod or not. I haven't touched the gas chamber field.

Edit: Currently in the battle arena, just got to the 6th fight, and theres this giant mob which looks extremely odd, not sure if its supposed to look this way

What the hell, how is it even standing, wheres its head and legs lol!
Keeps taking my wall away, did the enfeeble move.. and it seems to have put slow petrify on me, and seems to have turned Cloud around and stopped me from making any moves as my bar has stopped... now that is just scary lol.

It's supposed to look that way lol. So it appears in the battle arena huh? It also appear with the Gigas in the crater.
Not a good enemy to meet here as it manipulates you lol.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-12-15 21:16:02
Oh L2 confu goes through a Ribbon, well thats dam annoying lol, still dont understand why a normal attack would not break this confusion like it does outside the battle arena (same mob thats outside Mideel, its confused people in my party many times, i just leave them to attack themselves most of the time and it solves it) but it seems like it dont work.

I never did see this monster in the crater, then again i didnt hang around for too long in that part, and if i did come across this alongside the actual gigas it would have been scary as hell, the gigas on its own could be a pain.

Just my opinion, but i do not like that new Giant mob, it just looks.. well half finished, like you stopped working on its graphics half way through or something lol, as for its moves im not sure if its going to be beatable in the battle arena, needless to say i stopped even trying to do battle arena as it seems the Battle Scene 617 crashes.

Yea i did look at the known bugs in the game, Hyper Jump is a culprit which is really annoying, as you Need to use it anyways to get a limit break :(

Also apologies for my code been 20 computer screens long, i didnt know you could put the code into something like that, ill make sure to do it like that from now on.

Aali is it ok if i send the crash.dmp to your email as i cannot open it.

I decided to reinstall my FF7, and used the following mods:
FF7 Remix 2.5.1
Aali Custom driver 0.7.9b
Avalanche Low res (I run at 1280x1024 so i thought this may be best)
Avalanche GUI v2.0.5
Advent children Avatars (Cids avatar never changes for me for some reason)
Blue AC limit v4

I turned off Fancy Transparency, using Avalanche mod in the config file.

I got a crash in the first 15 minutes of play fighting outside Mideel as i got into a battle.
Code: [Select]
INFO: FF7/FF8 OpenGL driver version 0.7.9b
INFO: Auto-detected version: FF7 1.02 US English
INFO: NVIDIA Corporation GeForce 9400 GT/PCI/SSE2 3.3.0
INFO: OpenGL 2.0 support detected
INFO: Found swap_control extension
INFO: Max texture size: 8192x8192
INFO: Number of texture units: 4
INFO: Original resolution 640x480, window size 1280x1024, output resolution 1280x960, internal resolution 1280x960
INFO: Shader limits: varying 60, vert uniform 4096, frag uniform 2048
INFO: main program link log: Fragment info
-------------
0(42) : warning C7050: "texture_color.xyz" might be used before being initialized

INFO: FFMpeg movie player plugin loaded
INFO: FFMpeg version SVN-r21874, Copyright (c) 2000-2010 Fabrice Bellard, et al.
LOCK UNLOCK TEST
MATRIX INITIALIZE
INITIALIZE DD/D3D END
ERROR: could not open file C:\Program Files\Square Soft, Inc.\Final Fantasy VII\ff7input.cfg
initializing sound...
creating dsound primary buffer
reading audio file
loading static sounds
sound initialized
INITIALIZING MIDI...
selecting device 0:Microsoft GS Wavetable SW Synth, mid=1, pid=102,
midi data type: GENERAL MIDI
using midi data file: C:\Program Files\Square Soft, Inc.\Final Fantasy VII\Data\midi\midi.lgp
midiOutGetVolume returned: ffffffff
MIDI INITIALIZED
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
set music volume: 127
MIDI set master volume: 100
MIDI set volume: 127
100% of 127 = 127
Entering MAIN
Exiting MAIN
START OF CREDITS!!!
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\eidoslogo.avi; rawvideo/null 364x353, 15.000000 FPS, duration: 0.066667, frames: 1
INFO: C:\Program Files\Square Soft, Inc\Final Fantasy VII\movies\sqlogo.avi; mpeg4/mp3 640x480, 15.000000 FPS, duration: 247.466667, frames: 3712
set music volume trans: 127->0, step=60
MIDI set volume trans: 127->0; step=60
MIDI stop - OK
MIDI stop - OK
END OF CREDITS!!!
Entering MAIN
set music volume: 127
MIDI set volume: 127
100% of 127 = 127
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
ERROR: COULD NOT LOAD TEXTURE DATA FILE clf_lg.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE clf_lg.tim
stop_sound
MIDI set volume: 127
100% of 127 = 127
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 15->127; step=4
MIDI set volume: 127
100% of 127 = 127
MIDI play: 71
reading midi file: KITA.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 225
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
GLITCH: texture conversion error
GLITCH: texture conversion error
[Neo] begin scan ground
[Neo] finish scan ground
[Neo] begin thunder
[Neo] Effect_play3 group 0
[Neo] finished effect play
[Neo] Link ground, dust_manager, rock1_manager
[Neo] link cloud1, sky_mask
[Neo] link cloud2
[Neo] link line_light3_manager
[Neo] white out
[Neo] white-in, link cloudsea, backsky
[Neo] effect play3 group 1
[Neo] finished effect play 3
[Neo] linke ball_manager, circle, line_light1_manager
[Neo] effect_play3 group 2
[Neo] finished effect play3
[Neo] link breath
[Neo] rock2_manager
[Neo] link flash2, rock3_manager, line_light2_manager
[Neo] effect_play3 group 3
[Neo] finished effect_play3
[Neo] white-out
[Neo] white-in
[Neo] finish Neo Bahamut
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
ERROR: COULD NOT LOAD TEXTURE DATA FILE clf_lg.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE clf_lg.tim
stop_sound
MIDI set volume: 127
100% of 127 = 127
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
100% of 15 = 15
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
100% of 127 = 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 226
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
ERROR: COULD NOT LOAD TEXTURE DATA FILE clf_lg.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE clf_lg.tim
stop_sound
MIDI set volume: 127
100% of 127 = 127
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
100% of 15 = 15
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
100% of 127 = 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 224
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
ERROR: COULD NOT LOAD TEXTURE DATA FILE clf_lg.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE clf_lg.tim
stop_sound
MIDI set volume: 127
100% of 127 = 127
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
100% of 15 = 15
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
100% of 127 = 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 225
[BATTLE] Exitting FRAME_INITIALIZE
[BATTLE] Begin main battle loop
[BATTLE] End of current battle
[BATTLE] Begin end battle stuff
MIDI play: 46
reading midi file: FAN2.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
[BATTLE] Exitting FRAME_QUIT
Entering MAIN
Exiting MAIN
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
-=-=[START OF WORLD MAP!!!]=-=-
ERROR: COULD NOT LOAD TEXTURE DATA FILE clf_lg.TEX
ERROR: COULD NOT LOAD TEXTURE DATA FILE clf_lg.tim
stop_sound
MIDI set volume: 127
100% of 127 = 127
cross play music: 0
set music volume trans: 127->0, step=4
MIDI cross fade: 71, time: 4
MIDI set volume trans: 127->15; step=2
MIDI set volume: 15
100% of 15 = 15
MIDI play: 71
reading midi file: KITA.mid
current volume: 15
MIDI set volume trans: 15->127; step=2
MIDI set volume: 127
100% of 127 = 127
MIDI is playing SUCCESSFULLY!!!
set music volume: 127
-=-=[END OF WORLD MAP!!!]=-=-
START OF MENU SYSTEM!!!
END OF MENU SYSTEM!!!
-=-=[START OF WORLD MAP!!!]=-=-
MIDI play: 7
reading midi file: BAT.mid
current volume: 127
MIDI is playing SUCCESSFULLY!!!
stop_sound
-=-=[END OF WORLD MAP!!!]=-=-
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 226
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: unhandled exception
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-12-16 09:16:57
Hmm, there is nothing wrong with scene# 226 or scene# 617. Did you only use the Remix 2.5.1 or did you use my patch as well? I don't support the Remix version anymore.

I played for 2 - 3 hours now with no crashes in the battle arena (or anywhere else; tried a lot of battles). The crashes may have other sources, or just random. I tend to get some random crashes when I play as well.

Thanks for the feedback btw.
I suggest using a normal scene when fighting in the battle square if you can't handle it. It's supposed to be a lot harder than normal. But it is beatable.
Look at it like this: If you manage to beat the battle square at least once with my mod, you deserve to use a save editor to get the items. It may not feel as good, Of course, but you wold eventually get 'em anyway, so why spend hours on it?
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-12-16 09:33:36
I grind and repeat boss battles a lot, but I have yet to EVER encounter an odd crash that was not me messing with the lgps in some way
I also seem to be able to use hyper jump just fine. I tried it 50 times now, not a single crash. I am using the remix patcher version of this mod though and I know it's outdated. ( I did fix some stuff on my own, still have to fix a few other issues but I'm really just too busy with work to do anything nowadays )
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-12-17 02:21:02
I only used remix version 2.5.1 which comes with your mod in it.

I changed some settings in my config, fancy transparency had turned itself back on, and im using the stable timer, since then i aint had any crashes, even when using Hyper Jump, i think the total reinstall and the right settings have helped a good deal.

As for playing through your hardcore mod, the only time i used a normal scene was when i had to fight Rapps in Wutai, apart from that i wish to attempt to complete this game without having to do that, one reason is because i love a challenge, and also im trying to test all i can with this mod so it can help you to finish off the final tweaks in the future, this means doing battle arena fights in the hardcore mod also, i cant leave good feedback on your mod if i do not actually win fights.

I have won only once so far, i decided to level up and get a Gold chocobo(i got my black one last night) so i can get the materias from racing, also enough GP for EXP Plus materia, and after that ill go back to the Ancient forest and get the materia and weapons, after that i may be strong enough to do the battle arena, and win regularly, which will give you a good indication on what a player needs to get W-Summon on the second disc.

I would like to believe in the future this mod will be defined so that its a challenge, but beatable, even in the battle arena, the majority of the mod so far is well balanced, where there are some occasions of bugs and overpowered mobs with no real use.

Anyways im determined to beat that dam battle arena on hardcore, even if it does take me hours to do it, i will get my W-Summon :D

Edit: Continued on with my game, and i got a Gold Chocobo :D Then i carried onto take as much materia, armour and GP from racing as i could, and the only materia which i cant seem to get is the Magic Counter materia, which seems to only show itself very rarely on my game.

I had a great idea from there, i managed to get my EXP plus materia and after getting addicted to winning choco races for a while i managed to get over 5k GP, which i then decided to spend the majority of that on X-Potions and Turbo Ethers, these items are so cheap (80 for Xpotion and 100 for Turbo Ether) so you can buy 5 turbo ethers if you take 500 GP from a Cats Bell reward.

Something i also remembered is that i can now go back to Midgar with a key, going to head there and then attempt the Ancient forest again ;)

Edit2: Been back to midgar, got the sneak glove and Premium heart, which i notice is only 48 attack now and not 99 lol, then i went for tifas limit break 4, im guessing all the ultimate weapons have been reduced in attack power.

Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-12-17 08:12:31
Of course it's up to you to do whatever you want. I very much appreciate your feedback.

But the remix version does not contain the newest version of my mod. Te newest one is here: http://forums.qhimm.com/index.php?topic=6818.625 (http://forums.qhimm.com/index.php?topic=6818.625)

I dunno how much the remix patch have messed with flevel.lgp but to update now you should use my patch and, at least, update scene.bin and flevel.lgp. If you want the newest version that is.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-12-17 09:27:14
Oh i never knew it was not the latest version of your mod lol, does this mean the feedback i left was useless?

By the way i just tried to do the Black clipper boss (Typhon) again and got so far with it, then they did Atomos and Cosmo Memory and i just could not survive that lol, this is a difficult boss to beat.

Just patched it with the new version, what exactly where the differences between the original hardcore mod and this version??

Tried black clipper and its pet once again, tried a different strategy but it just was not working, this is way too powerful for me (although my characters are level 77-82) im not able to do enough damage to kill its pet off and survive the powerful attacks it can do, guess i should just carry on with the storyline.

Also i noticed a bug in the clipper fight again, this time it decided to hit Cloud for 14k although he was already dead on the floor? lol :)

I tried to go back to the Quadra magic cave again to fight the blue turtle, i had no luck because this thing likes to do a Magical Chain which never ends, it did 6 or 7 Contain magics in a row, the only reason i survived that long was because i had Ice absorbed on Cloud, im not really sure how to beat this either at this stage of the game, i guess i should just stop trying to get ahead of myself.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-12-17 10:52:30
Useless? No far from it. The remix and the new version are pretty much the same, except for bug fixes and some minor tweaks.

You got dragon force from the blue dragon? Dragon force makes that clipper boss fight much easier.
Have Barret as tank (or the one with most Vit), equipped with a Ziedrich if you have one. He must have 100% cover materia, and as many counter attacks as possible. The 2 others cast dragon force 4 times on all (prioritize the tank obviously) and use white wind to heal. Only rely on counter attacks to kill 'em. You should also use death force to counter the death sentence status you eventually get from "Spear of Longinus". The statuses you should guard are paralysis and berserk. Elements to guard are holy and gravity. You should also use wall as much as possible, though it may be randomly dispelled with "Brute", barrier greatly helps against the "Forsaken Cosmos Thule" attack.

Once Armario is on very low health it will start to render your characters useless (remove 'em from battle). Kill it as fast as possible.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-12-17 11:14:34
Ah i see well i have not got dragon force or a zeidrich yet, im not that far in the game lol :) i guess i should wait til disc 3 to try that area out.

I noticed a typo when i updated the hardcore mod, enemy away is now called Enemy Aviod.

Decided to carry on with the storyline, but i got ambused by some red Soldiers and killed me off, so time to try again lol.

After that i managed to start beating the Soldiers, and i beat the boss and finished the submarine mission, then i attempted to try Reno and Rude in the Gelnika, and they destroyed me lol, so much more powerful compared to me.

I carried on with my storyline, went to Rocket Town, and easily stole the Zeidrich off Rude and this boss was not difficult at all.

Then after coming back down from space, i gave the battle arena a go, i actually managed to beat that strange Giant monster, had to keep using Ultima on it and keeping myself alive, the only problem was that i was then against the ochu, used Bad Breath, it hit itself for 30k, then i thought ill need to sleep it with frog song, but by the time my bar was up it hit me for 12k with a normal attack :(

Tried many fights now in this battle arena, and some of these monsters are just so powerful, i even went up against the Pyramid mobs from the Northern crater, which was just stupid to be honest, i was in Mini, had poison, no accessory, no magic, no items, and all i really had was Beta or an Omnislash, figured i would do the limit break for the laugh because i knew what was coming... Instant death :(

I have only managed to beat this battle arena once, with just pure luck, at this point of the game i do not think its possible to get W-Summon, i guess its something i should come back to later on, like Typhon, the materia caves, and the Reno and Rude fight on the crashed ship.

Also a note, since reinstalling my ff7, and picking the right settings in my config, i do not seem to be getting crashes anymore, i did not get one single crash in the battle arena.

Edit: Since last night i been levelling and i just tried the Typhon boss again, with no dragon force, but i used Barrett as a tank and give him Zeidrich and Peace ring, then used Cloud and Vincent(highest magic) to be supports, keeping barrett hasted, regen and wall.

This was still a scrappy fight, barrett died a number of times, but i kept bringing him back, and i used Vincents limit half way through so the boss would get interested in him, this was a good strategy because now i was treating barrett and vincent like tanks, the boss has trouble beating Death gigas, i managed to beat the pet and carried on from there counter attacking and reviving.

Then i had a bug again, i think the boss could not figure out who had the most enmity, so it decided to attack itself, it hit itself for 30k per hit, two times in a row and then died.
I think i was going to win the fight anyways, so i would say the earliest point of been able to kill this boss is just after defeating the Diamond Weapon at the end of disc 2, as then your assure of having the right equipment and enough counter attack materia to survive this fight.

By the way, the Diamond weapon fight was a real challenge too, i did not survive the first time round just because i did not foresee the amount of status effects and damage it can do, its a challenge but beatable, which is awesome :)

Edit2: I have some more feedback for you, done quite a bit so far today.

Ultimate Weapon fights have been done well, it took a while to beat this for 2 reasons.
1) It kept going over Midgar, at this point of the game there is a cutscene if you go over it, so i had to keep restarting the game.
2) Hard to find it, i wish this thing had a marker on the map so it dont take forever to do this part of the game.
Managed to get Circlet, Shadow Flare and Ultima Weapon after a long while chasing this around the world.
Yes i know those points cannot be changed in the hardcore mod, but they still annoy me :P

Went back to the Blue turtle, and got beat, i had a decent setup but in the end it just spammed Contain magics and i could not do much, guess this is a disc 3 fight.
My opinion is that i dont like the name of the move it does called "Hyper Ether", it should be called something like Refresh or Mana Rejuvenation, as no monsters in FF7 use Ethers, there is no item called Hyper Ether, and Turbo Ethers do the same effect anyway.

I tried the Mime materia fight, and i got beat there too, on the final stage, i tried my best to beat the back 2 but in the end i got overpowered, i did not know what to expect from this fight, and i believe ill have a much better strategy the next time around, it looks beatable.

Next i went the HPMP Swap and MegaAll(!) materia fight, this took me forever to kill, my dad and my sister watched me do this fight for a good 30-40 minutes, and was in awe of the pure battle i had, although this fight was great, it had flaws in it, mainly this one.
It does a move in the final form, cannot remember what its called but it controls the characters and makes them attack other players, this is not so bad when you got the normal characters, but when you turn Vincent into a Limit break.... I used Death Gigas and whenever it did the move on him, it would take him a longtime to attack whoever it was, there was no animation but he turned to whoever he would attack, and this was the main reason why it took so long.

I really liked how many enemy skills this had, im disappointed i did not bring all 3 of my enemy skill materias to the fight, i had 2 of them though and learned a couple of things.
One last thing is i noticed it does a move sort of like death, really strange name what the hell does it mean, and what does this move actually do, sometimes it took me to low hp, and one time it just killed Vincent straight away??
Im going to attempt the Knights of the Round cave next, and win or lose, ill attempt the Mime and Double Magic fight after that, as i think its possible and would be great to have.

Edit3: Attempted the Knights of the Round boss, and had no chance against this, and i laughed at just how quick it managed to kill my characters, then i attempted the Mime boss again two times but i realize that cover does not seem to work in this fight, and its difficult to beat the last stage of this fight.

I think ill attempt the battle arena again (at level 96 Cloud) and try to get W-Summon, if i cannot do this then i strongly believe the battle arena is not beatable on disc 2 (unless your really lucky and get the right monsters)

Code: [Select]
Attempting the arena once again, i have Ultima Weapon, Zeidrich and Ribbon, but this is still difficult, i will note the reasons why.

Scene 617 is impossible, if fight 6 is the 2 pyramids they are not beatable.
If fight 6 is not the pyramids, fight 7 is the Ochu which was impossible, i lost my accessory by accident.
Pollen > Whip sting > Death
3rd attempt on this i lost to the Griffon, thanks to l2 confu having a mind of its own.
Outside the battle arena, this move can be broken by the player confused, by attacking themselves.
2 out of 3 times, in the battle arena, Cloud has not broken confusion by hitting himself, and kept hitting himself til death.
1 out 3 times, in the battle arena, Cloud did break the confusion by hitting himself, on the first hit of the 4x cut.
He carried onto do his last 3 attacks on the griffon. This move is buggy, i do not understand it.
4th attempt on this scene, i noticed the mob which does Toxic barf, actually attacked another mob and killed it, after this fight i got the pyramids on fight 6 and died instantly.

Scene 614 is pretty easy, having 4x cut with Ultima Weapon for this is great, and the last boss is the Sandworm.

Scene 613 has the wizard which can do Damnation, and no defense against it, still waiting to do this again

Scene 182 is ok, apart from the last boss is the Viper Breath mob, putting this is in bio and having dream powders from Mideel is a must have.

Scene 609 can be pretty hard, specially if you and up against the ghost ship with no materia, an Omnislash will not kill it and it does 3-4k per hit and can double attack.
Second time i did this i got the Ochu as the last, and its practically impossible, the Whip Sting still does 12k damage with a Ziedrich on.
Unless Omnislash is ready, its virtually impossible, think i only beaten this once.

Scene 606 did not seem too difficult, ended with the Sandworm again.
Second time i tried this i got the Adamantoise on second battle, only way i could kill was by using ???? at low hp
Did not help for the next fight as i did Full Cure, and it missed :( I really do not like it when Full Cure and Mighty Guard miss the character.
One time on this i managed to get an awesome 12000 BP, as i had lost all my materia on the way to the sandworm, i was in slow for the last fight and having to use Hi potions to keep my hp up(running out of X potions) and finished with Omnislash.

Scene 604 is pretty hard, specially with the new giant on fight 6, (do not get why it can be poisoned, when it takes 0 damage)
Then you run straight into the ghost ship, i only had 4k max hp at this point and had no chance.
Second time trying this i found it really easy, ended with the Sandworm, no difficult mobs at all.

Scene 610 was not too difficult, but i did manage to get the right choices between fights, the 6th fight was the giant which is not so bad when you got 18k hp and lots of MP ready.
After i beat this i had the ghost ship, i noticed it did not do that annoying move when it throws you out, managed to kill it with normal attacks while using White wind to stay alive.

Win/Loss record: 8/9
BP: 65000

As you can see, i eventually got my W-Summon materia on disc 2, it was difficult in the beginning, and some scenes are pretty much impossible, but in the end with the correct scenes and patience, its possible :)

Went to chocobos for Megalixers, Elixirs, GP for X-potions and Turbo Ethers, and to try get Magic Counter again, unluckily Magic counter materia is very rare and the 4 or 5 times i have seen it, out of dozens of races, it never wants to drop for me :(

Time to finish this disc off, Midgar here i come!

Edit4: This part is dedicated to the return to Midgar, this part has been done very well but there are some nasty parts too which needs some work.

Went into this with a party of Cloud Yuffie and Tifa all wielding Ultimate weapons, changed to Cloud Barrett and Vincent at the save point before Hojo.
Going to post what i think about each monster i encountered so far in this part of the game:
Code: [Select]
Behemoth - This is much tougher, something which looks this bad and the history behind it, im surprised this is not a boss at some point in the game.
This monster is used so often in the FF series, after killing this twice i was hoping not to run into this again.

Crazy saw - Has a ton of HP now, i like the toughness.

Cromwell - This seemed like one of the weakest monsters i could find.

Eagle Gun - Loved this addition! Managed to get a second warriors bangle, and the fight was fun.

Grosspanzer - Takes off a lot more damage then before, still it seems like an easy fight.

Heli Gunner - I was surprised to see two of these, was a good fight and managed to get a Fourth Bracelet off one, which is great because i like the stats on it.
This is outdated by the Zeidrich and Mystiles at this point of the game.

Manhole - Immune to Bad Breath, still dont seem too bad.

Maximum Kimaira - After Bad breath, this is easy due to the Silence.

Soldier:1st - I hate these a lot, i encountered them in a back attack, and they were taking off 7-10k per hit off my players, although i had zeidrichs and mystile on.
They attack very fast and there was no way i could defend against them, Bad breath does not work at all.
This needs sorting out because its not good how easily they can kill level 90+ characters.

Xcannon - I hate this too, it stops everybody, does the countdown, and it killed barrett every single time, as he was the only one without a ziedrich.
Its too fast to take any decent damage off it between Dragon cannons, i only managed to kill this with an Omnislash, Cloud only had 3k left and my party was dead, annoying fight.

Any other monsters i encountered were pretty cool, had no problems with them and liked the difficulty, now onto the bosses.

The Turks - First time fighting these i died straight away, Elenas move wiped out 2 of my guys then Cloud got finished off, so i restarted and tried again with a slightly different setup.
Second time round i used Mug(all) and got all 3 items in one swing from Yuffie, then i managed to have an epic battle against these 3, luckily the fight is not a long one, but its easy to get killed if not prepared for what they can do.

Proud Clod - This fight was crazy, it was intense and Proud Clod is very strong, i really believe the only reason why i did not die on my first attempt, was because it attacked itself a few times.
One time it was while Cloud was the only character alive with barely no HP, i was expecting to die right there, but it attacked itself and i managed to come back and finish him off.
This battle needs work, the bug is not cool, and i believe its way too strong for level 90+ if it did not have the bug.

Theo Locke and Venus - I am a big fan of these fights, the first two were awesome and were very well done, on this fight i noticed a couple of things, mainly how Venus needs to be kept asleep and killed first.
Hellmasker is great against these, he does Nightmare and puts Venus and Theo in Mini which is a great help.
In the dialogue at the start, i noticed a typo, one of them says "uss" when the correct word would be "us", small mistake but very noticeable.
I beat these first, and made a separate save, had a feeling that these are holding a good item, and i was right when i tried again, using Barret to Mug(all) i managed to get an Elixir, Safety Bit and a Mystile!
This helps so much as now its not required for me to use the glitch in the north crater to get 2 Mystiles.

Hojo - This was a challenging and fun fight, protecting against stop and making sure you got some form of tank for the second form is a must to winning this.
Hojos last form was crazy on its combo, great job on this!
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-12-24 05:04:13
Got a question for Gjoerulv
How did you 'mash up' the actual scenes in scene.bin? There were some tabs when there were simply MORE enemies than before. Technically, you created entries in the scene.bin that did not exist before.
I want to create a few custom mobs myself ( some special challanges for when you're already strong enough to beat the weapons ) ( Or maybe a special dungeon ) but use your hardcore mod as 'basis' so to speak since I already did a god ton of edits to it and would hate to redo that to an original scene.bin
In essence, how did you create additional mobs in a scene.bin entry tab ( theres 256 tabs and each tab has several monster entries, I wanna know how I increase the number of that. )
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-12-24 11:58:34
@Kylos
It's supposed to be hard, and I'm actually happy to hear people got trouble lol. I know people have finished Midgar with lvl 70ish parties; the level helps, of course, but most of the enemies needs different strategies to beat. Against the XCannon you need to be immune to both paralysis and stop. It's attack will kill your party.

Hmmm, a bug on PC. I haven't done anything with the AI on it, but I'll check it out.

@KuugenTheFox
http://wiki.qhimm.com/FF7/Battle/Battle_Scenes (http://wiki.qhimm.com/FF7/Battle/Battle_Scenes) <- (almost) all you need to know.
I also made a tutorial (soon 3 yeas ago), but not all information there is 100% correct. It's HERE! (http://forums.qhimm.com/index.php?topic=7407.msg90114#msg90114)

I don't think it's possible to add battles to the last scene. You could try, but I suspect the game will crash.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2010-12-25 05:02:57
Theres enough free spots for what I want to do but it seems it comes down to cumbersome hex editing to do what I wanna do. Well I guess that can't be helped.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-12-26 13:39:16
Yes i have had some difficulty, those which i felt were maybe a bit too hard, or impossible i posted feedback on.

I might just have a go on this today and see if i can do the battle arena, or get more of the materias from the caves. :)
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-12-27 22:00:52
Just got back on the game after xmas and all that, so here is some more feedback.

After getting back on the world map on disc 3, i have done any side quests, and leveled up a bit round mideel, my party is level 95-99 now.

I figured the best thing i can get right now is Final Attack materia, so i decided to try the special battle with a level 99 Cloud, using Mystile this time as my armor.
I found this to be difficult at first, failing 3 times, because i kept getting the wrong handicaps, Proud Clod is difficult unless you got a lot of HP, counter attack materias and an easy way to cure.
Double item and White wind is enough for this, but yes it is a long fight and when i finally did beat it, it took 3 omnislash and a lot of attacks to finish this guy off, very nice.

The fights i have left are the turks in the ship, the quadra magic, mime and knights of the round bosses to beat, not sure whether to go into the crater yet for more materias and enemy skills, suppose it depends if i can do these fights without skills like Dragon Force, Shield, Double Magic etc.

I will give it a go, im sure i should have enough materia, Final Attack will be a great help too.

Edit2: Went to the ship, and figured out Reno and Rude are gone(forgot about that) so i can no longer get a 3rd Zeidrich.

To be honest i thought Reno and Rude were too powerful for disc 2, i went against them and they killed me in seconds, with no way of protecting against it, unless i got the setup totally wrong or something, these guys were like the 1st Soldiers at the Mako Cannon, Impossible!

Went on to get the items from the ship, and fought Aita, the red Marlboro, it was very easy, i cannot understand why this boss is so much easier then Reno and Rude.

I like Hades, how he does extra status effects that Bad Breath does not, makes it somewhat useful, although i hate the way it only takes off MP damage and not HP, but i guess it could come in handy somewhere down the line maybe.

I stacked up on magic defense, and though of a good setup for Adamantai, the protector of the Quadra Magic, this is the 4th time now i attempted to beat it, here is what i used:

Cloud, Vincent and Red XIII (High magic defense). Full Party at level 99.
Ribbons on Vincent and Red XIII, Ice Ring on Cloud.
Mystiles on Vincent and Red XIII, Zeidrich on Cloud.

I tried my best to stack up on Magic defense, and magic stats, attacking is useless in the fight, also Red XIII had Final Attack + Revive, although Final Attack is only on 2 stars.
The result was really bad, because this fight is not even fair for a lot of reasons.
I was fighting this nonstop for 2 hours, total stalemate situation, I decided in the end to just quit because i used all my Megalixers, most of my turbo ethers and X potions, and i was getting absolutely nowhere in this fight.

Adamantai is unfair, the first time ever in this fight i saw it use full cure!
All what was happening was, i learned Shadow Flare, used the few summons i had, it did dragon force on itself, had Wall up most the time (did not bring destruct materia to the fight by mistake)

I was able to do Shadow Flares for 1-2.8k depending on wall and which character, i was surviving the Magic chains ok, due to me giving Red XIII Typoon + Elemental and Vincent Earth + Elemental, i kept curing myself and every now and then having to revive a character, i kept doing Shadow Flare, it would do Hyper Ether(hate the name) and Full Cure and im back to square one....

This carried on for 2 hours straight, and it was not any fun, why this boss is so difficult when you get to this cave as early as half way through the 2nd disc, is a complete mystery to me, unless there is some way to stop it from curing itself over and over.

I tried this again with a slightly different setup, adding Aegis Armlet, Destruct materia and more HP MP Magic and Speed plus materia.
I did debarrier when it got wall out, i was doing shadow flares for 11-13k each, for some reason it did not use Wall again or Dragon Force, i kept doing this and it died in just 5-10 minutes! It was unreal just how quick it died, so i guess Debarrier, Mystiles and Aegis Armlet, along with protection against Wind Earth Ice and status effects is the key to beating this.

Kinda feel silly now i did not try this to begin with, i did use the Debarrier way on the second disc but had no mystles or armlet, so it was hard to defend against the chains, it might be possible to beat on disc 2 but really difficult.

Just went to the Mime materia, and fought the boss there and had an epic fight, the mystles and armlets come in handy, as did quadra magic, magic counter and the use of Cloud, Cids and Barretts strong limit breaks. So i only got one more cave to go :D

I tried the Knights of the Round boss, i survived for a bit this time, and tried to take off some damage, but it got to me in the end, i will come back later for this with better materia and gear.

Also i hate the fight for a number of reasons, the chains of moves are almost constant, and this boss does not seem to look like something which is meant to guard the best summon on the game, it should have been some kind of big knight or robot(like in the summon itself) defending it, or even a Behemoth, not a little red cat, which seems to just look away from you the whole fight.
I find the script at the start to be a bit annoying, no idea what its talking about, and is it not supposed to say "Beware" and not "Bevare", another spelling mistake unless its meant to be that way im not sure. :)

Also i can put this boss into Sleep and Stop, and it carries on with its moves like they don't exist, and i can silence it too but that dont seem to do anything, so i'm not sure why this boss is just not immune to all those stats.

Went into the northern crater, managed to get the dragon force off the dark dragon, then i went down to the next level, and i did manage to beat the new fiest mage, the red devil along with 2 other mobs, but a second time they caught me out, and i died :(

So instead of doing this, i gone back to Mideel to level, get at least one final attack materia on master before i go back there.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2010-12-30 22:27:40
yeah, some spelling mistakes lol. Fønny håw I mange to mispel wen it mæterz. :p

Did you try gravity based attacks against the blue turtle? Ribbon is a bit redundant in this fight.

Why did you wait 'til the final dungeon to get dragon force? ??? You should've gotten it from the blue dragon in gea's cliff.

Against the LOTR boss, equip ribbons and use items to heal once you run out of MP (or use turbo ethers). No need for barrier or dragon force. Kill it as fast as possible, and keep killing i as fast as possible. This fight, and against Seph, Hero drink greatly helps as long as you manage to keep your party alive.

Attacks, names, and monsters are thought through. I won't change any, except for Simurg -> Simurgh for the sake of "FF consistency".
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2010-12-30 22:34:02
Yea i never knew it give dragon force then, would have helped me a lot i bet lol, i was just thinking of getting armlets then carrying on before i got a crash.

No i did not think of using gravity moves on it, usually dont bother on bosses as its a waste of time normally.

Since then all i been doing is levelling materia, although its taking a long time, specially for the summons to get to master.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2011-01-04 16:35:13
I finally remembered I could apply only parts of the newer hardcore patch to my already patched_to_hell_and_back flevel ( namely, ancient forest ) for bugfixes
Was there any other major bugfix like the ancient forest crash? I'm just gonna extract the files necessary and replace them. I dont think I made any changes to most of those files anyway.
Title: Re: gjoerulv's "Hardcore" mod
Post by: pyrozen on 2011-01-04 19:31:12
just got to the ancient temple, characters are around level 40-ish. I made my way into the temple by running away from nearly everything until i got to the fat little wizard. After that i've been restoring/fighting/saving and leveling up quite nicely. IMHO, the difference in difficulty from rocket town area, to the temple is pretty staggering! I went from near domination of monsters to being one-shotted by normal mobs. Maybe tone it down just a hair, or make the transistion smoother if possible. Just suggestions, im having a blast anyways :D
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2011-01-04 20:34:31
pyro the reason why the temple is so much harder is for a number of reasons, from what i can think of.

You get new gear, materia and limit breaks, including the Wutai area, Bone Village and the battle arena in Gold Saucer.
Also you can now go to mideel and fight pretty strong monsters that will gain you tons of levels and experience.

I leveled up pretty high before going to the temple and found it easy as hell, and did all the extras i could before going there, i recommend at least level 50 for that area, although i went in a lot higher.

Gjoerulv has stated that it does not start getting really difficult til after rocket town, you will just have to level more :)
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-01-04 23:07:38
Attacks, names, and monsters are thought through.

Actually this is not entirely true. :P The 1st 2 or 3 models weren't thought through at all.

Yeah, the game gets harder after rocket town. The reason is the gears and materias available, as Kylos mentioned. After Wutai and a 2nd visit to the GC you should have a reasonable arsenal of goods to handle the extra groind kicks.  ;D

But a bit smother transition sounds good.
Title: Re: gjoerulv's "Hardcore" mod
Post by: storm20200 on 2011-01-06 03:47:19
I just started playing this again before christmas from the start, I made it past jenova death this time (Bloody insane without the right gear) but I come for advice. Clouds ill so I'm using cid, red and barret and I've just done the last fort condor battle. To my surprise I ran straight for the materia to find a boss which surprised me cause I thought you didn't fight a boss for materia if it already had one, I suppose grand horn is optional so I can see why you done it. But 4 birds with 28,000hp, fire causes recovery, 1/2 damage by all elements and according to hojo are not immune from death sentence or reflect yet I can never hit them with it. I got an idea after many give ups to magic hammer every single one till they have no MP left, that worked well until I found they have a physical attack which drains your mp from you. Is there any advice you have on how to beat them? Or is it simply a case of having a non stop barrage of attacking pound them before they get to use angels whisper and fully cure each other?
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-01-06 16:14:16
Wall up and use Dragon Force if you have it. Regen also helps a great deal. White Wind etc. you know the deal.

You could try making all bird low on HP then launch an area attack to kill all at once.

Or simply kill 'em randomly 'til they run out of mp. If your MP is low as well, they'll never stop trying to drain MP from your party.
Title: Re: gjoerulv's "Hardcore" mod
Post by: storm20200 on 2011-01-06 20:14:38
Wall up and use Dragon Force if you have it. Regen also helps a great deal. White Wind etc. you know the deal.

You could try making all bird low on HP then launch an area attack to kill all at once.

Or simply kill 'em randomly 'til they run out of mp. If your MP is low as well, they'll never stop trying to drain MP from your party.

See that's what I do, I'm just gonna give it up for now and come back when I'm more powerful packed with hero drinks and zero bahamut for a bahamut > Neo Bahamut > Zero Bahamut summoning for awesome non-elemental damage, my red with 230~ Magic (magic raising gear and magic plus +50%) causes 9k damage or so to them all. Never cared much for phoenix anyway :P
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2011-01-07 17:36:53
Storm you should look back on these posts, i made pretty detailed feedback on that fight, as i also had some trouble and was pretty confused at first on just how to beat them, let me see if i can dig that up for you.

-------------------------------------------------------------------------
I decided to give up trying to do caves and the forest, and carry on with the storyline, i am currently doing the Simurg (Shouldnt these be called Simurgh? Thats what the bird is called in FFXI and other final fantasy)

I just paused it while doing this fight, it dont seem too difficult at the moment, i do think the camera is a bit too far away though, apart from that this new boss fight looks good. :)

Oh they do Angel Whisper!?? Nice move by them, you can tell these are protecting the Pheonix alright.

Ok these are quite difficult lol, i was just about to finish them off with a Hyper Jump i think(must have to kill them all at same time so they dont angel whisper) but then it crashed again :'(

Tried this again with a better strategy, managed to get down to 1 bird, and used Angermax to finish it off, then they all used Submit, was a pretty awesome fight! Good job on this
-------------------------------------------------------------------

This fight, its a matter of keeping them poisoned, and your characters hasted, wall etc.
You can tell when a bird is dead (although its still on the screen) as you can no longer target it, its like a race to see how many birds you can kill before they start using angel whisper.

I tried this fight, and it took a while, but i managed to do a string of moves, then i could only target one bird, the angermax was very good on this, so my recommendation is to use your summons, enemy skills and magic which hit all the birds, then when they start to die, finish with limit breaks, as then the birds will not be able to raise each other, when the battle sees that all birds are supposed to be dead, they will all use a 'Submit move' which is basically them attacking and killing themselves off.

A fun fight, but if you really think that is hard, wait til you get to the train part lol.

Also the comment about the grand horn, if you are so bad at the mini game that you need to fight the grand horn, im pretty sure you fail the mission, and you wont be allowed to get pheonix til later on in bone village, Gjoerulv added a boss for all the summons you can pick up along the way (except ramuh).

Also do not waste your hero drinks, they are very rare (unless you cheat with W-Item) and they will become so valuable later in fights like the battle arena (for final attack materia) and other extremely hard fights like the Knights of the Round boss and the weapons.
Title: Re: gjoerulv's "Hardcore" mod
Post by: storm20200 on 2011-01-09 04:19:56
A fun fight, but if you really think that is hard, wait til you get to the train part lol.
Train part is a piece of cake, everythings pretty easy all things considered, with red, cid and yuffie. Get yuffie to mug with added attack then have other 2 spam aqualung or beta for the first fight. Second fight barrier up, regen up, spam laser. Third fight is easier unless you want the warrior bangle then it can take a massive chunk of time up, anyway yeah keep mugging till you have the bangle, while barriering and regening. Fourth fight is also a walk in the park, wall up straight away, then neo bahamut causing 9k damage to each member (with my 213 magic red :D) followed by big brawl and all creation/doom of the living if you wish, instant death.
Quote from: Kylos
Also the comment about the grand horn, if you are so bad at the mini game that you need to fight the grand horn, im pretty sure you fail the mission
Erm you do realise that if you kill commander grand horn in the final fort condor battle you get an imperial guard don't you? Why anyone would choose to win the mini game on the last match is beyond me when it means you don't get an imperial guard. You also get the huge materia.

EDIT: Also I never realised how close I was to killing the birds, when I could no longer 2 of em I was pretty naffed off cause I thought the targetting was glitching on me, I didn't know when they die they just become unselectable  :oops:

EDIT: Oh my god my game severely glitched on me there, went to play the game again after posting, I went to nibelheim to get yuffie her limit break bar full. Got in a fight with wolves, pressed start on my controller then it took me to the train fight with the bird thing, the timer was on 0 so it then went to a black screen with only cid and 2 dialogue boxes, one blank one said we're gonna hit north corel, cutscene played then I was unconcious in north corel.......Yeah just wanted to share that lol. Don't think I could replicate that glitch XD

EDIT AGAIN: Yeah I went back to fort condor and was suprised how much I slaughtered them, I used sense this time so I knew how much hp they had left. Dunno why I struggled that much, only about 2 levels higher than before.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2011-01-10 10:01:25
Yea i knew u got something, but i never bothered with the Imperial guard, played through the game so many times but the guard is just not something i waste time to get, as later on you get mystiles and zeidrichs anyways.

Guess im still learning somethings about this game lol, but yea i found the train fight harder then the bird fight, purely because of the timer, and having to steal off the big bird for the bangle, then having to beat the SOLDIER trio on the last fight lol.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2011-01-18 20:30:30
Ok been a while since i played this game, i once again tried to fight the Knights of the Round boss, and failed twice.

Tried all sorts on this, and noticed a really annoying glitch in the fight.

When you go to do a limit break, and you have 2 or 3 lined up at once, if you kill it with one of your limit breaks (it did it to me after 2 limits from Cloud and Cid) it makes the next person, come up with the animation for the limit break, but then it just fails and wastes it altogether, i found this really annoying as i lost barretts limit break.

My strategy seemed ok, more so the second time i tried to fight it today, im on level 99, have one final attack materia master, and i was basically spamming bahamut zero, up to 20 times in a row, just to try and beat this thing, of course it keeps reviving itself over and over.

When i lost bahaumut zero, it was basically up to pandoras box to do any kind of good damage, i forgot to add the useful dispel magic on the second try, but without it i managed to kill it over and over til it got lucky and wasted my characters.

The fight must have lasted at least 20-30 minutes at that point, and that was my 5th or 6th attempt overall.

Im just thinking that maybe i need what i can get from the northern crater, and i need a real good place to find megalixers as they are huge lifesavers.

Also i noticed the move Modron, takes mp off characters which are dead, thats just nasty :(

Do i just have a bad strategy for this? Last time i went down into the crater i got killed too a few times, this disc really is the hardest one of them all on hardcore.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-01-19 03:03:28
That's not a glitch. A limit will always fire before any enemy action once you've selected to use it. When the cat is dead there is no target to hit, thus the move fails. Using 3 limit breaks to kill it 3 times is a good way to start the fight however. Only target it with a limit one at a time: kill it, wait til it's revived, then target it with ONE limit only.

Use ribbons. If you kill it 3 times fast you it shouldn't be necessary to be immune towards stop, but you might consider being immune to death as it has one sudden death attack. If everything goes as planned you don't need to.

Having a Magic Pus Materia helps. Your defense stats doesn't matter in this fight, but you should have as high magic stat as possible on all. Then basically spam your best magic. Bahamut Zero and Pandora's box is good.

Another way is to use Barret's Missing Score with as much AP on it as possible, then launch a 4xattack. If his strength is high enough, and if you've equipped enough AP high materia on his weapon, you'll kill it every time. A hero drink might help if not.

Or if Vincent has killed a huge bunch of enemies in the game, he is always the safest bet with a 4xattack with the Death Penalty. His damage formula is an absolute constant. The only factor is how many enemies he has killed. And it can only go up. Though it takes time.

Yuffie's Conformer may be good as well, if she has high strength. It's attack power is based on the enemy's level. The higher the level the more damage.
Title: Re: gjoerulv's "Hardcore" mod
Post by: cloudi on 2011-01-21 06:01:50
Please since kernel2  the modified I dont not use Teioh
I have the French version I want to change in French
tanks
Title: Re: gjoerulv's "Hardcore" mod
Post by: cloudi on 2011-01-21 06:49:09
sorry is not good I must not touch a file kenerl 2 and I will change the language level of personal
Title: Re: gjoerulv's "Hardcore" mod
Post by: obesebear on 2011-01-21 12:01:32
Please since kernel2  the modified I dont not use Teioh
I have the French version I want to change in French
tanks
tanks indeed.  don't double post
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-01-21 18:02:56
@cloudi
You've patched the kernel2 on the french ver? Then everything will be in English. Simply uncheck it before you patch, then it won't be touched.
Title: Re: gjoerulv's "Hardcore" mod
Post by: messiah on 2011-01-24 15:02:47
i just used your mod dude and its tricky so i like it..but i noticed there wasnt the assault gun drop after i beated scorpion..why is that?
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2011-01-24 18:13:05
i just used your mod dude and its tricky so i like it..but i noticed there wasnt the assault gun drop after i beated scorpion..why is that?

A number of equipment has been changed, mobs have different items to steal, anyways you can buy the gun for barrett later.

In this hardcore version there are a lot more different equipment, materia and items which you would normally never use in a normal run through, you will notice this a lot as the game progresses, and you will need to think of strategies and steal certain items as much as possible to help push you forward laters.

Its like.. Gjoerulv changed the item which a cactuar can be morphed too, from a Tetra elemental to a four slots, this is simply because having tetra elementals at that point is too powerful.

He usually has a reason for everything lol
Title: Re: gjoerulv's "Hardcore" mod
Post by: Vgr on 2011-01-24 19:35:30
@cloudi (a way you'll understand I hope) : Si tu as une version française et que tu veux avoir les trucs en français et un mod hardcore, ben crée toi-même ton propre mod hardcore ou bien ne patche pas kernel2.bin comme dit plus haut. J'avais le même problème, mais j'ai finalement pris une version anglaise, c'est pas mal plus simple. (cloudi = cactus720 sur jeuxvideo.com ???)

Ok, back to English, not bad to speak my initial language some times here :P
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-01-25 06:48:27
@Kylos

The gun drop removal from the scorpion came from a request. But it makes sense as it seems as a mistake from square.

The tetra elemental ring wasn't relocated 'cause it was too powerful to get when you have access to the highwind. Well, it may be that too, but more 'cause it was too easy to claim from that cactuar. Of course, I could just make it stronger, but I had already made the jumbo cactuar at another location. I was going to make it at cactuar island, but then there is the problem that there is only 1 encouterable enemy in this desert, meaning you would face it in every encounter. So the decision to move the tetra elemental morph is somewhat justified lol.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2011-01-25 20:43:35
SO where is this jumbo cactuar? Northern Crater?

Not done much lately on ff7, been way too busy :P
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-01-26 11:17:25
It's outside the HP<->MP cave.  :-o
Random battle.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2011-01-26 17:50:07
Oh i never even thought about fighting there, whenever im on that small part of sand im on the choco, jump off and go straight in the cave.

Im guessing thats what the majority of other players would do too, would much rather just fight it on cactuar island and make it rock hard lol, because cactuar island is completely useless now on the hardcore mod and a waste of time to anyone who goes there for a tetra elemental, just my opinion.

Also i wouldnt mind if u fought it every battle, having jumbo cactuar on that island would be similar to the jumbo you fight on FF8 and would just make more sense then having it outside that cave.

Edit: Ok just some feedback as i just got on the game for the first time in a bit, heres my thoughts.

Jumbo Cactuar was pretty easy, the moves it did were interesting, but clearly this is not meant to be fought at level 99 with all the materia i got, actually found this easier to get tetra elementals then in the normal game.

After this i decided to try out Northern cave once again, got my dragon force, and i have to say that the red devil thing is so annoying, the only way through this is Bahamut Zero x8

Ran into the Master Tonberry too, and it has such a huge amount of HP. not sure if its been increased or not but it took a while to kill it lol.

Got to the point where the parties split off in different directions, planted my save point and left it there, not sure if the glitch will work here to get extra materias and items.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-01-27 08:12:59
yeah, I agree it's a better place for the JC. It's the 1st original enemy I made, and there wasn't a good reason to place it there, just to check things out. Later I decided to move the tetra elemental morph. I may switch places with those 2 mobs, if I'm not too lazy.

I do not agree it's easier to get the tetra elemental now however. In the vanilla setting you don't even have to try.

Just so you know: There isn't much to claim in the northern cave. Normal items only.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2011-01-27 17:39:51
What about mystile? W magic etc?

I suppose it is easy to morph the cactuar, and jumbo would be quite difficult at a lower level, but when i got to it, it was really no match at all lol.

Might try and do more of the crater tonight, been feeling really ill though so just gonna take it easy.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-01-27 19:11:24
The materias you get in the final cave are moved to the materia caves. If you picked all up you should have wmagic.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2011-01-29 23:48:40
Ok feedback on the northern crater, after splitting up into groups.

Decided to start by going right, and played around with some of the monsters along the way.

-The monster which does Pandoras Box and Shadow Flare is dam strong, but luckily Hades puts this straight into a slow petrify and stop, so it is easily beaten this way.

-I tried to manipulate the woman who does ice breath and fascination, but it seemed impossible, im sure you normally get Angel Whisper from this, how do i get it??

-Marlboro was easily beaten with Hades and attacks.

-The wizards are interesting, and seems more of a challenge now, can be manipulated still for Roulette, but the move recovers the monster now instead of killing it off, and seems to have extra moves, good stuff :)

Got down to the bottom and went through the door on the other side.

-Ran into an Armoured Golem in the next area, it scared me to hell when it forced both Barrett and Cid out of battle, so i used Clouds Bahamut Zero + Quadra Magic + Double Summon, this thing just did not want to die as it kept doing golem laser and getting its hp back, kept attacking it and trying to keep myself cured with Full Cure (when it lands) and after a while the laser just kept missing, so i attacked it for a long while until it died.

Also noticed that although Cid and Barrett were supposed to be knocked out of battle, they were still both stood there on the battlefield further back then usual.

-Behemoth was a tough battle, ton of hp, hades and bad breath has no effect, and the bite recovers a ton of hp, luckily i got Barrett with a strong 4x cut at the moment, and eventually managed to beat it

Went into the areas with pots and movers next

-Movers seemed very easy, hades and bad breath gives them a ton of effects.

-I do not like Pots now, the first fight i did i give them an elixir each and started attacking, one of them ran away... then i managed to beat the other one.

Then the second fight, i did the same thing, and one of them stole my only circlet from me, so i did hades and beat them by petrify, but i did not get my circlet back :( :(

I went on to attempt Omega, got through the first stage, the fight was proving to become difficult but i was hanging in there.... then it crashed, and i aint saved it recently as the save point is back near the intersection :(
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-01-30 20:45:38
Thanks again kylos. I guess the enemies need a bit more status guards. And I don't think petrifying a pot will help you get the stolen stuff back. Only a normal kill.

Don't try omega yet. Wait 'til 1.0.3. I know some crashes may appear, but not likely. And it helps to have a savepoint nearby.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2011-01-31 10:10:48
Oh now thats annoying, pots shouldnt be able to steal things, and then not let you get the items back, its not even fun in the slightest.

What does Omega give? Is it worth it trying over and over to get through that fight?

Where is Angel Whisper enemy skill?
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-01-31 11:31:49
The petrify thing is a present in vanilla ff7 as well. It's not something I edited in. The reason is that it's death script doesn't run if it's petrified (I think  :P).

You could get angel whisper from a maniped simurgh. Besides I thought one could manip pollensalta (or whatever hername was). I'll check it out.

Omega is just a challenge. Nothing else. If you have a drop idea let me hear it.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2011-01-31 11:39:05
Yes but this petrify thing should not be allowed to happen with mobs which can steal lol :)

Where exactly is this simurgh? i have not seen this so far.

Pollensalta? If this is the women which does cold breath, fascination and other moves, i tried to manipulate her with a Hypnocrown on a number of times, and it never worked, although in the original version of the game it is allowed.

Omega should drop ribbon... Why? Because so far i have 2 Ribbons, and i really really would hate it to hell if i have to morph a tonberry for a ribbon, as they take forever to kill on this version of the game.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-01-31 23:33:18
remember those birds protecting phoenix? That's simurgh(s).

Yes that womanish enemy in the final cave should be manipable. I must've disabled it by mistake.

Ribbon is ok. Now it drops battery lol. I kinda needed a trophyish drop.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2011-02-01 07:21:38
Oh well i past those birds ages ago, and no idea they could be manipulated for angel whisper lol.

Yes it seems its been disabled, or i would definitely have that enemy skill by now :P

The prize is Battery??? Lol thats the most useless prize ever, i said Ribbon because there is no enemy on the game which drops it, and its only found in chests in the game, i was going to say Ziedrich or something, but armour seems somewhat ok at this stage, and already got all the ultimate weapons, im constantly having to protect barrett in battle from status effects which is annoying.

if you really wanted a trophy though, maybe you could make a new piece of gear if thats possible?

I was thinking something like a Ziedrich or Mystile, those kind of stats but with 8 materia slots, as the Ziedrich and Mystile is still pretty much like paper to some monsters in this hardcore mod, they just dont seem enough sometimes
Title: Re: gjoerulv's "Hardcore" mod
Post by: Travis on 2011-02-03 08:22:07
Lol I can't use my beloved Ribbon... If i want to use it then I must prepare to not use Barrier's on the said character.

Damn you clever gjoerulv you!!!

Oh and can you still morph master tonberries for more ribbons?
Title: Re: gjoerulv's "Hardcore" mod
Post by: Kylos on 2011-02-03 16:57:42
Lol I can't use my beloved Ribbon... If i want to use it then I must prepare to not use Barrier's on the said character.

Damn you clever gjoerulv you!!!

Oh and can you still morph master tonberries for more ribbons?


Yes he is pretty clever, made me think a bit more about it when playing through this mod.

I think tonberrys can be morphed, but they are even harder then before, so morphing them is not an easy task
Title: Re: gjoerulv's "Hardcore" mod
Post by: WolfieeifloW on 2011-02-17 01:09:03
Code: [Select]
Below log created: 16/02/2011 at 9:01:14 PM
PROGRESS:
Checking files.
 File check-> C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\battle\scene.bin
 File check-> C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\kernel\kernel.bin
 File check-> C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\battle\battle.lgp
 File check-> C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\kernel\kernel.bin
 File check-> C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\kernel\kernel2.bin
 File check-> C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\field\flevel.lgp FAILED!

Could not find a part of the path 'C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\field\flevel.lgp'.
Patch finished.
Time spent: 0:16

I've patched to 1.02, and started my game.
It had a bunch of green squares, and there was graphical issues.

I tried to patch your hardcore mod on, and got that error listed above.
I haven't patched Aali's graphic thing yet, hoping that will fix the green squares maybe?
I haven't tried to play again since I tried to patch your mod in, I can get a screenie of the green squares if wanted/needed.


EDIT: Before it finally errors and stops trying to install I get an error popup containing the information from the log.txt.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-02-17 02:47:03
It can't find flevel.lgp. Which version (language) of FF7 are you playing? Check if you actually have flevel.lgp in this folder (C:\Program Files (x86)\Square Soft, Inc\Final Fantasy VII\data\field\).

In case you don't know how to check I'll explain (just in case, I'm not suggesting you don't know how).

1. Open "My Computer" start -> Computer.

2. Open C: (you've may have named it something, but it should read "C:" somewhere). Double click to open obviously.

3. Then open these folders in order: Program Files (x86) -> Square Soft Inc -> Final Fantasy VII -> data -> field

4. Once in the field folder you should see a file named something like flevel.lgp. You may not see the extension (.lgp), but that doesn't matter.

To my knowledge the different language versions name it differently. For instance, ackording to my knowledge, in the french version it's called fflevel.lgp. I didn't know this 'til after I've made the patch, assuming the file names were equal in each version.

5a. IF you find a file with similar name (i.e. fflevel.lgp. And, remember, you may not see the extension, the .lgp part. It doesn't matter), rename that file to flevel.lgp (or flevel IF you don't see the extension). To rename a file, simply right-click, select rename and type in the name.

OR

5b. The file does not exist... which does not make sense since you obviously played it. If that's the case you should reinstall the game (uninstall 1st). EDIT: FULL INSTALL!

My mod and Ali's graphic driver is fully compatible. It doesn't matter which of these you install 1st.

Hope this helps. Let me know if it works or not.

EDIT2:

6. Obviously, if you found and renamed a flevel it's name needs to be restored back as it originally were before playing. If not the game will probably crash.
Title: Re: gjoerulv's "Hardcore" mod
Post by: WolfieeifloW on 2011-02-17 12:47:52
I'm not a total computer noob, so you don't have to explain each step :P
Thanks for the response and care though.

I'm playing the English version, as far as I know.
In my data folder, there's not even a field folder o_O
I have: battle, cd, kernel, menu, midi, music, sound, wm.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-02-17 14:15:12
Hmm... Try to reinstall. You need full install. Or you could choose not to patch the flevel. Everything will be fine, just no new bosses.

If you still not see a field folder after the reinstall, let me know.

Sorry 'bout the noob explanation. I've encountered some noobs before who don't understand computer basic. It was just to stay on the safe side.
Title: Re: gjoerulv's "Hardcore" mod
Post by: WolfieeifloW on 2011-02-17 17:16:04
Yes, I needed to do a "Maximum Install" instead of the normal one to get the field folder apparently.
The green squares are gone now too, looks like all is good!

Can't wait to get more into your mod, and actually have a challenge now!

If only I can get my PS3 controller to work on my PC now :P


Oh, and no problem with the 'noob' explanation, I used to be a helper on another forum, I know how it is :]
Title: Re: gjoerulv's "Hardcore" mod
Post by: eXistenZe on 2011-02-26 21:22:11
Hey there... When cloud is at the top of the church pushing barrels for aeris to escape, one of the random encounters is with 2 red frogs that have stop and poison with each atack, making the battle impossible.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-02-27 03:27:52
It's only a 8% possibility that it inflicts any status. But I've gotten complaints 'bout this one several times, so in the next release it'll change.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Tenko Kuugen on 2011-03-04 14:15:19
the point about that one is really that the stop never seems to wear off in time
or rather, the chance that the 8% hits again before it wears off and increases the duration seems to be 100% or almost
thus, getting hit by stop actually = game over
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-03-17 14:28:24
There is a new revision available with some changes based on the latest feedback. Nothing much.
Omega should be fully playable now without any bugs.
Locke, Venus and Theo's stolen items changed. The last encounter with 'em are harder.
Enemies in the final cave have more status immunities.
The red triangle you encounter in the crater (after geas cliff) is more playable.
The annoying hedgehog pie no longer stops you from acting (game over).
Poison ring also prevents dual drain.
Some typo corrections in scene and kernel2.
The heavy tank morph changed.
+more minor changes, probably not worth mentioning.
Title: Re: gjoerulv's "Hardcore" mod
Post by: guywithquestions on 2011-03-20 23:59:21
this mod has new boss battles??
Title: Re: gjoerulv's "Hardcore" mod
Post by: Vgr on 2011-03-21 00:03:29
Yup. Even more than you could expect :D
Title: Re: gjoerulv's "Hardcore" mod
Post by: KingRevenant on 2011-03-21 19:17:36
I just began this mod yesterday and so far I'm liking it very much.
It's exactly what I was looking for, not an entirely new FF7, but a refreshed version of the game, that's amazing.

But just a couple of questions:
How many new bosses are there? Are they all meant to be faced on the endgame or as soon as you can face them?
Another questions, are there any new materias? (Didn't lay very much yet, sorry).
Thanks.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-03-21 23:31:52
New bosses...
Almost all summon materias got a boss on pickup. Except Shiva, Ifrit, Ramuh, Odin, Leviathan, Bahamut and Bahamut ZERO.
And there are new SOLDIER battles in the course of the game's story. On in shinra HQ. The train battles. And finally between Proud Clod and Hojo. Also in the flashback there is a new, but easy boss. Finally in the crater you can face Omega. A very difficult fight.
Title: Re: gjoerulv's "Hardcore" mod
Post by: Vgr on 2011-03-21 23:58:48
How do you encounter the 4 SOLDIERs between Hojo and Proud Clod?
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-03-22 10:38:07
You're saying you've been there and didn't see 'em?
It's kinda impossible to miss that fight. Unless somethings wrong...
Title: Re: gjoerulv's "Hardcore" mod
Post by: Vgr on 2011-03-22 21:24:23
No, I didn't got to there, that was just a question... How do you encounter them? You say it's impossible to miss them, so it's basically not a chest... And the fight on the train is totally broken... You can simply don't fight them there.
Title: Re: gjoerulv's "Hardcore" mod
Post by: gjoerulv on 2011-03-22 23:31:39
Ok, then. If you're ever there, You should save after Proud Cloud; before you climb the stairs. You'll understand when you see it.

Broken? Too hard? Bug?

As I've stated many times, I've got several "complains" my mod is too easy (emails and whatnot). I'm kinda between the crossfire here lol. Eventually I'll release more difficulty options.

About the SOLDIER fights, most of their attacks are based on counters. Locke(Blue) counters magical attacks with berserk. Venus(Red) counters twice if physically attacked, while Theo(Purple) twice if magically. In the last fight they'll counter even more, as everyone counters anything twice.
In the 1st fight you can't rely on counters, but you can use several status effects on 'em.
In the train fight you should rely on counters as they don't counter another counter attack (no of your counter attacks are ever countered by general, magical or physical counters. It's engine default not something I added). The tricky part is to kill 'em in the correct order, if you're not overpowered and kill 'em anyway. Venus(Red) needs to die 1st as she can revive the others. Then Theo(Purple) as he can heal. For defeating them on he train you claim a free Ultima, and eventually Bahamut ZERO (which potentially can give you more Coin materias).
Title: Re: gjoerulv's "Hardcore" mod
Post by: Vgr on 2011-03-22 23:39:31
Why "eventually Bahamut Zero"? What I asked is where you encounter them... I found your mod quite hardcore, but that's just me. I am not used to hardcore mods so this is basically hardcore for me :P
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: gjoerulv on 2011-03-24 15:14:02
Nevermind that... Forgot you could dig him up in the bone village if you didn't get all the huge materia. :P
Anyways, a huge materia and a free ultima is worth the trouble imo.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: Vgr on 2011-03-24 21:33:23
Yeah, maybe. Also, checked the script and saw this is just after Caith Sith tells us where to go. You are pretty smart :D
Title: Re: gjoerulv's "Hardcore" mod
Post by: drfeelgud88 on 2011-03-26 00:49:35
As I've stated many times, I've got several "complains" my mod is too easy (emails and whatnot). I'm kinda between the crossfire here lol. Eventually I'll release more difficulty options.
Wha? Easy? I found it quite difficult when I tried it out a long time ago. Then again I didn't really bother to level because I wanted to see the changes. How silly of me.  :P

Anyways, keep up the nice work; saw that vid on YouTube... Good stuff.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: ESPerion on 2011-03-29 17:43:20
this is a very promising mod to me. lol why promising? cuz i can't seem to get it to work properly. after patching up everything, now enemies appear where they aren't supposed to. like 3rd form Hojo instead of safer sephiroth. and ancient forest monsters appearing in the northern crater. gold dragon encounter crashes every single time. etc. but when i open scene.bin with hojo, all the monsters are setup to appear where they should. so did i do something wrong?
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: xLostWingx on 2011-03-29 21:15:12
I apologize in advance if this is incorrect advice.

Have you tried opening the scene.bin in Hojo or PrC and 'Checking' or 'Updating' the Kernel.bin? 
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: gjoerulv on 2011-03-30 07:38:10
this is a very promising mod to me. lol why promising? cuz i can't seem to get it to work properly. after patching up everything, now enemies appear where they aren't supposed to. like 3rd form Hojo instead of safer sephiroth. and ancient forest monsters appearing in the northern crater. gold dragon encounter crashes every single time. etc. but when i open scene.bin with hojo, all the monsters are setup to appear where they should. so did i do something wrong?

Hmmm.... No there are no errors in the patch. How exactly did you do it?

The kernel should update correctly no matter what... Did you mess with the scene after the patch?

If it's still not working do what xLostWingx suggested.
If you use windows7 or vista you may need to run the patch in admin mode. UAC may also be a problem. It shouldn't be though...
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: ESPerion on 2011-03-30 10:39:11
thnx for the quick reply :D
i did the kernel update in hojo (admin mode - win7), still no go. i only messed with kernel.bin in wallmarket beforehand n didn't touch scene.bin so i wonder what could have gone wrong... technically i don't need to have virgin scene & kernel BINs to use the patch right? the enemies all show in hojo & PrC, so scene.bin should be ok.. and kernel according to my understanding dont really matter if i just want the extra enemies and bosses right? oh and what is UAC :-s
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: Vgr on 2011-03-30 10:42:53
Well, you should re-apply the patch without messing with the kernel.bin or else. This should work.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: gjoerulv on 2011-03-30 11:34:54
thnx for the quick reply :D
i did the kernel update in hojo (admin mode - win7), still no go. i only messed with kernel.bin in wallmarket beforehand n didn't touch scene.bin so i wonder what could have gone wrong... technically i don't need to have virgin scene & kernel BINs to use the patch right? the enemies all show in hojo & PrC, so scene.bin should be ok.. and kernel according to my understanding dont really matter if i just want the extra enemies and bosses right? oh and what is UAC :-s

UAC: User account control. In windows security center you can toogle on/off.
It should work on a non-virgin (lol) kernel, yes. You could try to patch virgin files to see if it works as it should.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: ESPerion on 2011-03-30 13:34:44
this's too strange. scene.bin has the proper patched data, but the "patched" kernel show old unpatched data in wallmarket after every single patching effort. but technically kernel.bin doesn't need to be patched to enjoy the mod right? sorry if this's becoming tedious to you guys =.,=
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: Vgr on 2011-03-30 21:15:45
Well, you could always put back an original kernel and choose to just patch this.

EDIT : Don't forget to apply kernel2.bin patch!
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: gjoerulv on 2011-03-31 03:12:08
@ESPerion

Are flevel.lgp and  battle.lgp patched? Are UAC on? How to turn it off in windows 7! (http://www.blogsdna.com/1815/how-to-disable-uac-turn-off-uac-in-windows-7-beta-1-build-7000.htm) The parch should also run as admin.
You can copy data directly from the install disc if you want the original files. They're inside the data folder.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: ESPerion on 2011-03-31 11:15:58
i turned off UAC, patched everything again, but kernel.bin still appear to be unaffected while scene.bin is definitely changed. aside from finding a patched scene.bin and kernel.bin somewhere i'll be missing out on this damn nice hardcore experience. oh well :p thnx guys! oh yeah and omega is jux insane xD
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: Vgr on 2011-03-31 22:27:18
Try patching kernel2.bin!!! This might be the problem. I can upload mines if you want to.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: gjoerulv on 2011-04-01 09:39:06
If you can't, for example, use the Master Magic materia in game the kernel is patched.

You sure the kernel checkbox is checked when patching?

Try what Vgr255 suggested. Make a backup of kernel2 1st.

If not...
Try this:
Create folder in C: (root) name it data. Inside that folder create a kernel and a battle folder. In the kernel folder insert kernel.bin and kernel2.bin. In the battle folder insert scene.bin. It doesn't matter what file version you use, the patch should work no matter what.
In the patch app, choose the newly created data folder and only patch kernel and kernel2. If this doesn't work try another location, i.e the desktop (copy paste the data folder). Make sure you select that folder before patching.
If all went well, simply copy paste the kernel back to it's intended location.
If not, let me know.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: moothead on 2011-04-04 18:41:37
Sorry if this has been answered before but I get the error message when I try to patch:

Access to the path 'C:\Program Files\Square Soft, Inc\Final Fantasy VII\data\battle\scene.bin' is denied.

It also happens for the other two .bins that require patching.

I have Aali's driver and FF7music installed, do these affect the patch?

Thanks.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: Vgr on 2011-04-04 21:02:45
No, just uncheck the "Read Only" flag under "Properties" of these files.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: moothead on 2011-04-04 21:04:36
No, just uncheck the "Read Only" flag under "Properties" of these files.

I did that and it still didn't work. Any other ideas?
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: gjoerulv on 2011-04-05 14:40:43
I did that and it still didn't work. Any other ideas?

... Are UAC on? How to turn it off in windows 7! (http://www.blogsdna.com/1815/how-to-disable-uac-turn-off-uac-in-windows-7-beta-1-build-7000.htm) The parch should also run as admin...

Turn off UAC, run in admin and whatnot.
It seems some people have trouble patching. I'll look into it and will probably make another release.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: Vgr on 2011-04-05 21:14:43
Well, it could help for some others, but I sent him my kernels and scenes by PM. I told him to not say it because I want to avoid trouble, but I realizes these files aren't copyrighted too much, so...
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: AlbusJC on 2011-04-12 22:52:43
Hi everyone! I found a possible issue when I patch the kernel of this version 1.03 now Sephiroth isn't controllable in the flashback. I did it with a "virgin" kernel too and the result was the same. Did I do something wrong? Thanks
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: yarLson on 2011-04-13 00:06:53
haven't played the flashback in quite a while but if I remember correctly, I don't think Sephiroth is supposed to be controllable in the vanilla game.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: Vgr on 2011-04-13 00:08:31
Is everything else OK?
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: terrabrake on 2011-04-13 01:46:39
I also remember that Sephiroth isn't controllable at all. Not totally sure since last time I played the vanilla game was several years ago.

However I'm playing with this mod now and I must say that is great. I don't agree with the ones that say it's too easy, I think it's just perfect. At the moment my first encounter with Jenova ended up with a quick slaughter, obviously it was my team that was slaughtered :P

I had a lot of fun trying to beat the "new SOLDIERs" in the Shinra HQ, without grinding (I took about 10 attemps to beat those fools :D ). However I think Jenova is a lot stronger and I'm doing normal battles to see if enemies give some usefull items (and to raise my level too).

No bugs or glitches found so far. Well tbh only one, after having been beaten by the above mentioned soldiers the game over screen often didn't appear and I had to cntr-alt-del to exit the game. A very minor issue anyway. Great mod.

Only a question, are Ruby and Emerald supposed to be still the hardest battles in the game? I had a quick look at Sephiroth stats (the final battles) and now he seems really the "god" he was supposed to be :P
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: AlbusJC on 2011-04-13 09:39:05
If someone want to test what I mean here is the file. http://www.megaupload.com/?d=POZZQ892 (http://www.megaupload.com/?d=POZZQ892)
Load the save number 6 and select one of the two files in the end. The location is in the first reactor in the bombing mission.
The kernel.bin patched with hardcore versión 1.02 have a fully control of Sephiroth. The new versión 1.03 haven't got this control. Do a backup before to overwrite your original kernel.bin file by one of mine.  :wink:
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: Vgr on 2011-04-13 21:20:15
Damn, that's right. Gjoerulv forgot to remove AI script. You can do it by yourself. Here's how :

1 - Open the hardcore mod kernel with Wall Market;
2 - Go to Initial Data tab, then Character AI one;
3 - Go to Sephiroth and "Pre-Battle" and press the "Delete" button;
4 - Do the same as step 3 but for Main instead;
5 - Save and exit.

That's it! Sephiroth will be controllable!
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: AlbusJC on 2011-04-13 22:58:01
It is now fixed. Thank you very much for your help Vgr255.  :-)
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: Vgr on 2011-04-13 23:13:19
You're welcome. I sent a PM to Gjoerulv a long ago to ask how he did and he answered me that (although I made it more "n00b proof" because he just wrote :

Delete Sephiroth's AI.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: gjoerulv on 2011-04-15 11:58:40
Hmmm... I have no idea how that happened. I've always worked on the same files. Now I'm worried I may have f***ed up at some point. After looking over the kernel it looks good. But seph's AI is back. ???

Also I feel like the last soldier fight is a bit too hard. Expect a new release in a few days.

Things to fix:

Sephiroth's AI
The last Soldier fight (before Hojo).
Hojo's 2nd form.
Some enemies in in the assult mission are too weak.

No bugs or glitches found so far. Well tbh only one, after having been beaten by the above mentioned soldiers the game over screen often didn't appear and I had to cntr-alt-del to exit the game. A very minor issue anyway. Great mod.

Only a question, are Ruby and Emerald supposed to be still the hardest battles in the game? I had a quick look at Sephiroth stats (the final battles) and now he seems really the "god" he was supposed to be :P

The game overs creen is not a bug caused by my mod.
The weapons are harder. Bu I think both Safer Seph and the new Omega boss are harder. Safer Seph might not be harder though.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: Vgr on 2011-04-15 17:07:46
Emerald did 32 767 damage (the max) to my characters in a hacked save (stats boosted). Too much hard?
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: Vgr on 2011-05-01 11:23:36
Sorry double-posting, but I found a bug :

A random encounter with Migthy Grunt is glitched : "Grunt Dead" doesn't set the flag Invisible properly, thus resulting in a non-targettable first form Migthy Grunt. Annoying.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: BloodShot on 2011-05-02 00:50:01
Quick question, If I'm fairly early in the game, like say, right before you meet Red XIII in the Shinra building, can I continue my game after installing the mod, or could it cause issues?
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: Vgr on 2011-05-02 00:55:22
Well... It might not cause issues, but you will have missed 6 enemies or so since the beginning (I mean, totally new enemies) including the trio, which is one of the STAR of this mod. So I advise you restarting from the beginning. It's early in the game, you said.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: BloodShot on 2011-05-02 01:15:38
Yeah, I am. It gives me even more of a reason to replay it, since this is the first time in a while I'm actually playing the game, instead of just testing stuff.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
Post by: Vgr on 2011-05-02 01:17:46
Yeah, I know what you mean... and so Armorvil does.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: gjoerulv on 2011-05-02 20:36:45
New release. Sephoroth is yet again controllable, the last soldier fight is fixed and the assult mission 'til the end of game is a bit harder.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vgr on 2011-05-02 22:10:16
Migthy Grunts are fixed?
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: gjoerulv on 2011-05-03 18:27:20
Sorry double-posting, but I found a bug :

A random encounter with Migthy Grunt is glitched : "Grunt Dead" doesn't set the flag Invisible properly, thus resulting in a non-targettable first form Migthy Grunt. Annoying.

Migthy Grunts are fixed?

Damn, I should read the forum before releasing.
No, I wasn't aware; Never touched it's AI... Or did I?
I'll take a look.

EDIT:
I'm not able to reproduce that bug. Where did it happen? Did the glitch appear when you killed one as red (before turning blue), or did it turn blue before it got killled?
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vgr on 2011-05-03 21:52:09
I attacked it while it was red, and then it was reduced to less than 50% of their HPs. Then I heard the "death" sound but the 3D model is still on the screen but is now untargettable. The "blue" Migthy Grunt is active from now on but invisible because I see the target arrow.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: gjoerulv on 2011-05-04 11:23:47
Ok

You remember in what encounter/where the bug appeared (floor 59 / elevator etc.)? Or, even better, which scene that encounter/bug is in?
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Tenko Kuugen on 2011-05-04 11:59:57
I fought like 200 grunts and was never able to reproduce that, not even with poison / gravity or drain
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vgr on 2011-05-04 21:10:10
Floor 59, the mandatory battle (don't remember what scene it is) and by attacking normally.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: gjoerulv on 2011-05-05 09:22:31
That was the 1st fight i tested. It went smoothly.

There is nothing wrong with the grunts at my end. After patching you should have the exact same scene as I use. Have you edited anything in scene.bin?
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vgr on 2011-05-05 09:34:36
No, huh... That was that scene I used to test the new Proud Clod Alpha, but unless it saves automatically the changes, nothing got altered.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: gjoerulv on 2011-05-05 12:37:52
Run the patch again. This time only select scene.bin, as everything else is patched (or not. depends on how you did it before. In any case, select scene.bin only). Remember to back up if you have done some editing.

If you tried this already, or if the bug is ever present, send me a copy of your scene.bin (unless you don't want to). I would like to have a look.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vgr on 2011-05-05 21:43:37
No, that's fine, I don't have to re-run the patch, because I always keep a copy of the files non-modified so I replace them. Will tell ya if any other bug occur :P
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: apfelx333 on 2011-05-12 13:29:20
how can in unpatch this mod?
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vgr on 2011-05-15 01:45:57
By taking back the files from the disks or backing them up before.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: gjoerulv on 2011-05-18 11:32:51
There is no automatic way of removing the mod. That's why I made it possible to make backups of the files. Not very user friendly, I know, but it's the only way. So, yeah, do as Vgr mentioned: Copy the files from the install disc or restore backups. If you did not make backups, then copy from disc. Or do a fresh install.  :-P
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vgr on 2011-05-18 21:54:20
Or... pull me off of my laziness and tell me to continue by batch files that will do everything for you :P
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vanderlain on 2011-05-20 19:02:21
Hey, I have a question: Is that Omega boss you mention the same as that thing in that video (http://www.youtube.com/watch?v=qj7Hccaa180)? I use your mod so far and it was rather hard so far. But that Omega looks rather easy.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vgr on 2011-05-20 19:04:20
Yes it is. Omega is far from easy. It looks so but isn't.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vanderlain on 2011-05-20 19:15:32
I imagined Omega looks more like the Weapons but there is no tool to create custom enemy models and make Omega look unique?
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vgr on 2011-05-20 19:16:21
He DOES look unique... And yeah, check in the Tool section.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vanderlain on 2011-05-20 19:22:52
Are not his two latter forms based on the Iron Men, who appear at the Final Descent to Sephiroth, and his first form a copy of the Wolframators from the Corel Train Mission?
So, he does not have a unique enemey model but only a unique variation (size and color) of a non-unique enemy model (or might I be wholly mistaken and his last form is indeed different from the Iron Man enemy model?).
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vgr on 2011-05-20 19:23:40
Yes, you're right, but it is a pain to create brandy new model.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vanderlain on 2011-05-20 19:29:00
I see. And now to spoil the last remaining surprise ahead of me: To what extent is Safer S. actually supposedly harder than Emerald and Ruby Weapon, as Gjoerulv stated himself? It is the only boss (together with Jenova Synthesis and Bizarro Sephiroth) of the hardcore mod I could not find videos of.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vgr on 2011-05-20 19:30:06
Well... Wait for someone to finish the game and publish a full walkthrought playlist of it...
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: gjoerulv on 2011-05-21 18:09:29
I just made the iron giant bigger and green.
But my kernel is not used in this vid. Fun to see someone beat him!
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: moothead on 2011-05-21 18:16:16
Excuse my ignorance but what actually makes him so hard?
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: terrabrake on 2011-05-21 20:19:16
I suppose that without the 9999 limit break patch the game is quite harder towards the end than with it, am I right?
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vgr on 2011-05-21 20:22:32
You are. What makes him so hard? Well, can't tell, but... he's a pain in the ass.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vanderlain on 2011-05-21 20:35:15

But my kernel is not used in this vid.

What exactly distinguishes your kernel from the one used in that video?
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vgr on 2011-05-21 20:36:12
Master Materias don't exist anymore. There are some name changes.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vanderlain on 2011-05-21 20:42:50
Right, the master materia replacement I did hear of. But what do you mean by name changes? From what I noticed it seems the Dragon Force ES seems to be somehow changed (at least its description in the video is similar to the one of hero drinks...).
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vgr on 2011-05-21 20:44:25
Can't you point this by yourself? If not, I'll tell you, but if you want to check...
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vanderlain on 2011-05-21 20:50:23
I do believe several item descriptions are altered (Hero Drink, Lunar Curtain, Mirror). Apart from these changes, which I would not exactly call "name" changes, however, I find myself unable to spot what you seem to be hinting at.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: Vgr on 2011-05-21 20:51:19
Ok, so I'll tell you, in my next post.
Title: Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
Post by: terrabrake on 2011-05-21 20:51:53