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.
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.
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.
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.Please don't add more Sephiroths to the final fight. That would be pretty immersion breaking, IMO.
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
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?.
haha, I'm noticing it, now. :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 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
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.
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.
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.
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.
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.
A whole lot of gp might make it worth it... like 2000 perhaps? nobodys going to wanna sit there killing heaps of them.
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.
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.
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.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
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.
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%
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.
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.
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.
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.
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.
Does that sound appealing?Yeah. Try it... IMO i think its okay.
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.
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.
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.
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.
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.
I´m gonna try this mod out. :lol:
But do enemies have different attacks?
Just wondering. :oops:
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
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.
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.
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. :|
Damn, while casting Esuna it freezed again. :(Only if you use the window patch, but this cause graphic issues.
<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?
Damn, while casting Esuna it freezed again. :(Only if you use the window patch, but this cause graphic issues.
<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?
Other than that, nope.
Seems that gjoerulv must get rid of this Dual status. :|
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)
So are all the bugs worked out in this mod?
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.
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!
Partly true. I edited every stat on him. Only his HP seem to change drastically.
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
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.
...
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.
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.
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
Posts like his can still help remind someone that people haven't lost interest in the creation. ^^
Attack dump: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.
* 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.
Materia dump:Other notes:
* 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.
Equipment:Good idea with MDef. Just make sure you buff enemy magic attack a lot!
* 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.
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?
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.
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
- 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..
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.
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.
Hi, I'm new.Quote from: gjoerulvQuote 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.
...
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.
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.
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%
@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.
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.
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 :-PQuoteP.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 ?
Ribbon is supposed to be immune to all status change but I saw Haste and Death still work .
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%.
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 ?
A quick question, where is the data for limit breaks? Kernel.bin1 has a few of them, but not all of them.
Quote from: meA 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.
@Armorvil
I found attack data for limit breaks in MENU\LIMTMENU.MNU on one of my PSX discs.
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.
(1st of all I correct myself. Wall costs 58 MP)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.
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.
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.
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!
you are right , KOTR sucks , 255 magic and they can't even deal 6k damage. Double cut is better , lolWith MP Turbo I got mine to do a little over 9k per hit :D
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?
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...
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.
Does it work on the german version too :?
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...
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?
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 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.
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?
....sheesh, I wonder if you altered the Emerald and Ruby battles. :evil:
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.
Yeah now I added a download for users of non-English versions. Check out the 1st page.
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.
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?
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
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 :-)
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.
btw how do u do that quote thing? lol sorry if im being newbie
[quote author=person's name]thing you are quoting[/quote]
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 useu mean like this?
Code:Quote from: person's namething you are quoting
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
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)
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.
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.
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.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!
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!!!
... 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 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 :)... 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 :)... 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.
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 feel there are enough modding tools available for anyone to make a mod like this one without too much trouble.
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...
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.
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 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
hah, is that all?? I think he should blow your computer up and burn your house down :-o :evil: :-D
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.
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
um... you guys are weird :lol:
Hey, I think it should give you status effects IRL!
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 :?
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."
haha, imagine... confusion (you'll be spinning around in circles IRL) haha
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:
I was actually surprised the link wasn't meatspin. :o
Silly interbutts, deadening me inside.
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
That's still off-topic because it isn't a part of the Hardcore Mod.
BTW exactly where do you encounter the Mt. Nibel dragons?
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.
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.
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 ^_^
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.
Dual is like reverse regen; it makes your HP drain away. It's only normally used by Bottomswellfor 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?
Does he do that in this mod?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
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).
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]
*cough big thing around fort condor that deals thousands of damage cough*
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
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.
Absolutely! :-Dyay! I r happy! hehe!
I'm perfectly chilled :-Dthe 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
Any news as to anything added to the next update? Or it's released date?
I'm perfectly chilled :-Dthe 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
Any news as to anything added to the next update? Or it's released date?
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 :)I'm perfectly chilled :-Dthe 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
Any news as to anything added to the next update? Or it's released date?
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
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.
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...
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
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.
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.
Yeah! I truly cannot wait for this one either! :-DThe 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?
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.
Any news about the final version?
Any news about the final version?
Dunno, maybe its been forgotten about :cry:
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!! :-DAny 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!
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.
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.
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
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?
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.
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
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.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.
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.
Any updates? Will the final version be downloadablw soon? :mrgreen:
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.
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
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:
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.
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.
Hmmm.
Stuck on the Guard scorpion.
>:
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?
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
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).
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?
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?
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
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 :(
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.
- 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.
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?
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.
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?
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*.
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
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[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
INFO: 24-bit PNG loaded (C:\Program Files (x86)\Square Soft, Inc.\Final Fantasy VII\/textures/Limit/limit/jo_b03_00.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/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
Exiting MAIN
START OF MENU SYSTEM!!!
SET VOLUME 5: 95
END OF MENU SYSTEM!!!
Entering MAIN
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
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# 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
Exiting MAIN
Field Start
cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
Field Quit
Entering MAIN
Exiting MAIN
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[BATTLE] End of current battle
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SET VOLUME 1: 95
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
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START OF MENU SYSTEM!!!
SET VOLUME 5: 95
END OF MENU SYSTEM!!!
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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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END OF MENU SYSTEM!!!
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[BATTLE] End of current battle
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SET VOLUME 1: 95
stop_sound
[BATTLE] Entering FRAME_QUIT
[BATTLE] endof battle.
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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!!!
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SET VOLUME 1: 95
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[BATTLE] endof battle.
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END OF MENU SYSTEM!!!
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set music volume trans: 127->0, step=4
set music volume: 127
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SET VOLUME 1: 95
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set music volume: 127
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cross play music: 0
set music volume trans: 127->0, step=4
set music volume: 127
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START OF MENU SYSTEM!!!
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END OF MENU SYSTEM!!!
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[BATTLE] End of current battle
[BATTLE] next battle
OFFSET ERROR: ENEMY523.D UDAA
ERROR: COULD NOT OPEN FILE ENEMY523.D
ERROR: unhandled exception
My game crashed after beating omega in northen cave battle. here's my logQuoteINFO: 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?
It can't find the new model. Did you patch battle.lgp?
I just installed 2.5 remix patch on a fresh ff7 install
hi.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...
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
Do you think there could be an issue with using your new patcher on a battle.lgp from your last release, Gjoerulv?
hi.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...
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
wtf tents i forgot.
Okay, i beat this asshole 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.
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
Installed 2.5.1, problem solved! Now the question is... where is mega-all materia, counter materia and shield materia
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 materiaIn the materia caves.
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...
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.
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....
Those "hard" bosses will be a bit harder (whatever "hard" means lol) I updated them AIs.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
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).
..
...
btw: **** that dragon. >:(
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.
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).
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.
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.
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*.
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. :)
Or because it's April 1st.
...
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) :(
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) :(
Not anymore! :evil:Oh man.. :'(
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?
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]
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)?
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.
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.
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?Maybe you could upload a video about your goblin problem since as far as I know you're the only one having that problem.
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:
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?Maybe you could upload a video about your goblin problem since as far as I know you're the only one having that problem.
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:
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?
What's up? The OP is by ARMs???This isn't the release thread
What's up? The OP is by ARMs???This isn't the release thread
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.
stuff that belongs in programming feedbackYou are really having trouble understanding what goes in which forum I see.
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.
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
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!
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.
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!
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?
...
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
gotta love Planet Protector ^^ idk what imma do when she dies though... :cry:
gotta love Planet Protector ^^ idk what imma do when she dies though... :cry:
Hm. Should consider getting life insurance for her ;)
I'm imagining an army of Planet Protecting Red XIIIs with Aeris hair.
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 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 :(
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.
...
but dont cheat on hardcore!
W-item isnt cheating to me lol.
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.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.
I have a feeling that it's because I haven't restarted my pc yet after installing ff7.
-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 :?:
monsters give way too much exp to be level 20 when you leave midgar.
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.
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 )
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.
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.
Well. When I tried this about 2 years ago, I got stuck on Jenova Birth.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.
...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.
It's an accessory. It doesn't actually show Haste protection, I beleive it's a glitch resulting from Slow protection.What the? You serious?
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.
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.
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.
Oh, and if you use wallmarket, or gameshark codes you can make FFVIIQuoteAn 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.
...
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 )
...
...
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.
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 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
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
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.
-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.
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
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.
From memory these are the crashes i can remember: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.
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)
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.
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
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
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!
Attacks, names, and monsters are thought through.
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.
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.
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 missionErm 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.
Please since kernel2 the modified I dont not use Teiohtanks indeed. don't double post
I have the French version I want to change in French
tanks
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?
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?
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
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
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?
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
No, just uncheck the "Read Only" flag under "Properties" of these files.
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...
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
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?
But my kernel is not used in this vid.
Master Materias don't exist anymore. There are some name changes.
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?
Heh, was goin through Shinra building all calm, thinkin "This mod ain't THAT hard" Then i got the 66th floor keycard. :o
1 slice from them took a 3rd of my health away, and berserk takes away any chance of healing my characters. I was in shock.
EDIT: got the grunt glitch again, it seems to happen only in battles with 1 mighty grunt alone. Also, not sure if this is a bug, but Ghost Hands drain MP out of an enemy, but you don't receive any mp from using them.
Yes it is.Great thanks oh btw how is that AV mod u took over from armorville going? If you have a thread about is a link would be great.
Just one question is the download link on the first page the latest DL available? i didnt fancy looking through almost 1000 posts to find a newer version
@NxK
nice. They can be a pain in the ass. Immune to magic, extreme defense. But there is a very easy way of beating 'em if your character has lost more than, or equal to, 1000hp (example: 999/2000 hp). hmmm... ??? <= enemy skill
Yup, the newest release is always on the 1st post on page 1.
I know...^^ But I could not resist to make them morphable into something more elusive than the Dragon Fang in the original game, either...
Still, I wonder: In your version I edited (I believe I must have downloaded it sometime in February), the Synergy Souls could execute their Post-Attack script even if they were already dead. Did you actually intend for this to happen since it renders the battle against one Synergy Soul and two other enemies (an Ironite and something else I cannot remember) nearly impossible to survive given the fact that the Synergy Soul will already kill a character either every turn or every other turn its allies attack one's characters?
(Btw, I hope you did not take offense at my rather audacious comment at Youtube...)
I reckon I've pissed off a lot of people with this mod ;D
Well... several. Both in renaming stuff and game flow.
I think he eventually patched to 1.0.3 at some point 'cause the 3rd SOLDER fight glitch is on.
Damn, he cheats at the end and still doesn't manage to beat seph. I guess he is a bit too hard lol.
It has been a long time since i played on my FF7 Hardcore, i got up to Omega but it was not playable.What exactly do you mean by "not playable"? And when was that?
3 - You modified Gjoerulv's mod! Burn in hell!
IDK cuz i used old save file which was just out of Midgar
I used WallMarket to change initial settings on cloud so it is ok now :)
The info sounds correct.
You have a good strategy, but you should never attack 'em. Empty their mp with Mind Blow (Mind Blow removes ALL mp). Then confuse them with loco weeds. Don't waste ghost hands.
You could also try to only confuse them all the time. In that case keep 'em confused as their attacks are severely strengthened in berserk (against you). This strategy may require less time, but depends more on luck.
You can also unleash other attacks, besides mind blow, when you think it'll be enough to do a one hit kill. ONLY if their mp is drained. Light curtains helps a lot here, but these items are not obtainable in this area. You get 'em from the turtles in the sewer.
All characters should have a restore materia.
The 2nd fight against them could easily be the hardest. Depends on your level and materia.
A pre-emptive tip for all jenovas except the last one. Use Clouds physical attack. They're weak against it. In the next release they'll be weak to all physicals to make it less cryptic.
I tried replicating it and it happened again (I even cleared my caches just in case). But that's not my main concern. My main concern is that when there's only one character left in the party (whereas the others have been "needled" away) and that character dies, I get a game-over screen. I've uploaded the video on mediafire here (http://www.mediafire.com/?najoz649q6q1l8j).
As an aside: are you talking about the kernel.bin's attack data format when you mentioned the "3rd byte"? So toggling that byte turns on/off whether a character flinches from a hit?
Hmm? So I might take back the work now? Well, I don't mind, actually. Would you like me to so it, E1SUNZ?
Also, does this mod conflict with using Black Chocobo 192 and NPC Reconstruction Project? ( Don't think it would with NPCRP but I like using BC192 for acquiring Enemy Skills and Ethers/Potions)
If the latter, could I simply replace the new flevel with my backed up one and everything will be hunky-dory?
Well, not so quite, i'm afraid. I also had to replace the scene.bin for the original one for RDM to install. Think I may have just a smidgeon of a problem, though :P I'm in Shinra mansion and I unlocked the safe and I fought 2 Ancient Dragons and as a random encounter whilst in Shinra Mansion, I had to fight Godo, the last boss at the Wutai Pagoda. Not quite a crash but alarming to say the least lol
I am stuck in Gaia's Cliff lol, the ice sickles... sicles... icicles... whatever.
Anyway I can't beat those guys without almost dying and I just can't make it. I am currently getting everyone's limits and getting Cloud leveled up as well as everyone else. Cloud is level 62 right now.
If I remember correctly, absorbing fire helps a bit in this fight. Also immune to death and silence.not as much as you might think. The red light attack isn't registered as fire, and that seems to be the way i get wiped out everytime. Normally it'll come in 3 back-to-back rounds, with no chance of recovery(3000+ each shot). That, plus the fact it causes confuse AND 1-minute countdown make it seem a wee bit to powerful imho. I've been stuck at this point for quite some time, and still get stomped everytime i attempt it again.
not as much as you might think. The red light attack isn't registered as fire, and that seems to be the way i get wiped out everytime. Normally it'll come in 3 back-to-back rounds, with no chance of recovery(3000+ each shot). That, plus the fact it causes confuse AND 1-minute countdown make it seem a wee bit to powerful imho. I've been stuck at this point for quite some time, and still get stomped everytime i attempt it again.
*cough* The Blue Dragon finally became manipulable? *cough*
Are normal mode and hardcore mode save games interchangeable?
you think this is unbelieveably hard?
lol
you need to learn how to play better. seriously.
You need to stop acting like a dick, seriously.
You thinking of releasing another version for this meaning slightly easier the main thing i like about this mod is it makes the bosses much longer to kill which i love i hate it when i kill them so quick well for me bosses and also dying so quick kos of its unbelievably hard mode
Question: How do you get Dragon Force from the Blue Dragon?
EDIT: This video (http://www.youtube.com/watch?v=6UH9Xz8ITpk&feature=related) says you need to Reflect it so when it casts Dragon Force it bounces back to you. Of all the times I've fought him he only ever used it on the very first time. I even cheated, made Cloud super powerful and just waited until he casted it for about an hour. No dice. Don't you think it's a bit ridiculous?
Some random observations: I seem to be under 10 levels of the averages I'm seeing here. Beat the Temple, Jenova-LIFE and the Kujata boss at around lvl 30.
My best friends:
-The back row
-The Sadness status
-The ???? Enemy Skill
-Barrier-All, MBarrier-All
-2 characters with Restore-All
-Slow-All and Spider Webs when you REALLY want to make sure they're slown down
-Magic Hammer
Also, please, please, increase the amount of gil gained in battles. I just steal Ethers and run away so I don't overlevel, and it's a bit of a pain.
More gil? Isn't that a part of being "hard"? Not being able to buy everything etc. You basically use gil to get it easier no?
Most players will just fight battles to get their gil to get new equipment to tackle the new, big, mighty boss. This results in players overlevelling AND getting the new gear: making the game easier than it is. If people got their new gear, but at lower levels, it becomes even more of a challenge.
I've only got a few levels when I really needed it: first Theo/Locke/Venus battle, and Schizo (which imo is the turning point in this mod... you really need to kick it up a notch in terms of materias).
File: las2_3
He removed the materia entity from the field, but forgot to update the script pointer in the save crystal entity.
i.e.
the save crystal script calls the save script when it's created, but it points to a non-existent entity (25) which doesn'T exsit as there are only 24 (well 25 including 0)
The increased encounter difficulty does heavily favour magic over physical attacks in the early game, especially since being in the back row is practically mandatory for survivability's sake, but we're a-OK with that.
On a more specific note, the incredible importance of magic early on means that Silence is basically equivalent to Stopping a character- could you possibly see your way clear to hack in a way to purchase Echo Screens at more shops? It's one thing to require the player to stock up on and use status clearing items, and another thing to just add tedium by requiring that they backtrack through two relatively large zones in order to do so.
In the case of the Locke/Venus/Theo fight, I understand that Loco Weed is necessary to keep them from ripping your team apart, but the propensity of the item to miss means that it's possible to have Loco Weed affect few enough targets that they can clear the confusion and kill your team before you have a chance to try again. (We have not been doing any real amount of level grinding- most of our item stock has come from incidental drops as we've been going through the game. I assume this was the intent.)
The Silver Chocobo fight, due to bugs, is somewhat 'all or nothing'- if it uses Deathblow! and paralyzes two or more party members (or one party member, being Aeris) then it's often a question of prayer whether the party can get healed before it uses Deathblow! again. It can also use Deathblow! twice in a row, which is actually unsurvivable by a party that has not been particularly leveled on the way to this point. (It would be a different story if you had a wind element to link to the Elemental materia on your armour, but to the best of my knowledge you don't.) If its other move did anything at all, the fight would be basically impossible to win on one's first visit to the Chocobo Ranch. As it is, like the Venus/Theo/Locke fight, it's purely down to luck.
To apply this new version do i have to put back all the backed up ones or will it work on the already patched by 1.0.4 and also this latest one will it overwrite something in menu overhaul? i got the latest version m004d with the gjoerulv option thing
\FF7.exe. This holds the 9 main character names, Chocobo names and menu text.
\Data\Field\Flevel.Lgp This holds field dialogue and field place names.
\Data\Battle\Scene.bin This holds enemy texts and battle dialogue.
\Data\kernel\Kernel.bin This holds 2 texts "Sephiroth" and "Ex-SOLDIER"
\Data\kernel\Kernel2.bin This holds text such as materias, weapons, armours.
\Data\wm\World_us.lgp 'mes' holds world map dialogue and area names.
\Data\wm\World_us.lgp wm0.ev/wm3.ev hold the positional data of the world map dialogue windows.
wm2.ev is not edited as it does not contain any dialogue box data.
So I know you guys are bemoaning the difficulty of later-game fights, and this is gonna sound pathetic...
but I'm stuck at the 3 soldier guys (Theo, Venus and Locke) at the box for keycard 66 the first time you go through the Shin-Ra building. I've been gathering notes on how they attack, and how to attack them, but they just do too much damage. anyone got any tips?
So I know you guys are bemoaning the difficulty of later-game fights, and this is gonna sound pathetic...
but I'm stuck at the 3 soldier guys (Theo, Venus and Locke) at the box for keycard 66 the first time you go through the Shin-Ra building. I've been gathering notes on how they attack, and how to attack them, but they just do too much damage. anyone got any tips?
...
EDIT: Okay so I just beat the plant with the help of quadra magic I was on my way out of the cave when BAM "IMA DRAGON" cometeo = Dead
...
Gather Loco weeds and have Barret mindblow the one that revives. I'm sure you've noticed that they counter attack everything. having everyones limit when the match starts is a good idea, have Cloud cross slash Locke or Venus hopefully it'l paralyze. this fight took me a long time to do too.
The one that revives? You mean... one of them casts life? 'sob' why?! X)
also, I've noticed that Tifa's limits always hit the red one (Venus, I think it is) and he counters physical attacks with a physical attack and fira, so he does a sh*t-ton of damage.... so I'm just not using her limits XD
I'll try out the loco weeds though, should be rather useful :D cheers!
EDIT:
Ace! That worked perfectly, cheers! :D
Aita is pretty rough. Abode of the Dead has no element that I could discover. It does less damage the more members of your party are standing, so...there's that. ;D
I'm assuming you're using the break 9999 patch in one form or another- if so, get everyone hasted at the start of the battle (I don't think that gets dispelled by Styx or anything else) and just blast him with Laser/Demaga as fast as you can, swapping over to Shadow Flare (or Cometeo) once he's down low enough. You've got to keep his regen dispelled, also, like you mentioned, and also keep everyone at full health (I had everyone at around 15k hp in order to survive a couple of hits). I didn't have W-Magic when I fought him, but using that with Quadra Magic/Demaga would be very effective. If he ejects a party member early, just reset, haha.
I ended that fight with a Shadow Flare from Cloud, with one party member ejected and the other dead. It was pretty tense. 8-)
Beat Theo, Locke, and Venus for the 3rd time. :P It took awhile to figure this one out. The strategy that finally succeeded: Cloud with maximum HP, a Protect Ring, defending, with a mastered Cover on. Vincent & Red 13 (my mages) hit them with Quad/W-Ultima and
W-Summon Neo and ZERO Bahamut. That pretty much ended the fight.
They aren't affected by status effects anymore (except for Stop, but that seems to be pretty rare), and they counter counter attacks, so take your counters off. The purple one (can never keep that straight in my head, haha) will counter with Tornado, but Elemental-Wind in the armor of my mages took care of that.
Oh, and the purple one has a Ribbon, the red one has a Hero Drink, and the blue one has an Elixir (I think).
Stuck on Hojo for now. His 3rd form hits everyone with Stop and I didn't have anything to prevent it.
Hi all of you,
so far I see you all enjoy this mod a lot.
I would too, but I don't like playing on the PC much.
That's why I ask for permission to perfectly convert this mod to the PSX version.
This isn't a one-man job, so if anybody is willing to help me, let me know.
Here is what is needed to do :
1. Convert the animations of scene.bin to a plain PSX file.
2. Merge both kernel together and convert animations.
3. Modify the limits and their animations with LiBrE to a working LIMTMENU.MNU for the PSX version.
4. Include the scripts thanks to Makou Reactor.
That's it for the easy part. Now, there are the 3D models.
The PSX FF7 uses LZS compression for the 3D models. Some programmer (sorry to not being able to tell who, I can't remember exactlyEdit: NFITC1) made a program to convert the LZS files. While this might seem easy, it is clearly not. This needs to be in a specific file type before converting and I don't know how. So, unless some people can help me with this, the only issue is to use already-existing models from the game.
This really is the only problem so far. Putting the scripts in the PSX version require precise manipulation but is doable. The models though...
So, anybody willing to help me, let me know!
You need Wall Market and Proud Clod to edit kernel.bin and scene.bin respectively.
Thanks SL, I didn't know that. So maybe we'd have to forget about new models. Already, new scripts and enemies take too much space for the PS1. This mod is fun BECAUSE of the new enemies, so we're not going to delete 'em, but their models could be a workaround. I remember Bosola making a patch for this.
So in order for it to work we would have to cut out 32kb. Hm thank you for the info.
If you end up attempting this, you should make a thread for it. A lot of people would be interested if they could play gjoerulv's Hardcore Redux for psx.Im happy enough with your mod with the psx so far :)
If you end up attempting this, you should make a thread for it. A lot of people would be interested if they could play gjoerulv's Hardcore Redux for psx.
... (and for some reason Added Effect-Time isn't helping) ...
...
Also, and this may reveal me for the terrible cheater I am, but it takes about 30 seconds to master an Enemy Away materia (or any other) if you just do it with Black Chocobo. 8-) My logic is, I have a finite amount of life to live and I know how to get them mastered- all it takes is time, not skill, so I might as well save myself the hassle...
Honestly I tried the battle arena a few times with the mod on and I was like "jeeze yeah these random encounters were hard with 3 people and now I only have one?" so I downgraded to do it too.
Off topic random question - is it possible to mod the game so you have a party in the battle arena?
Also does Dragonforce stack with itself? will 2 dragon forces make me live more than one?
Whoa. The dragons at Mt. Nibel have a gravity based physical attack. gjoe, was this on purpose or was it an oversight? This makes them extremely easy to kill.
Ah Gjo,
do you still want me to make an easier version?
So, are those infamous dragons generally much less threatening now or are they still as strong as they were in the original release but release their full capacity only when certain conditions are met?If the party is below lvl 50 it will stay in counter mode longer in the beginning. Easier to escape from.
zomg i hadn't thought of added effect hades... I am at hojo and get him to his 3rd form but by then my poor party is so F'd up they stand little chance. tifa is lvl 86 and aeris and cloud are mid 70's. The status effects are pillaging me :(
Thanks for the reply ! I did manage to beat him, just held out cloud and tifa's limit breaks till the 3rd form. Now i am trying to get the hades materia and that boss is proving tricky but i am sure i will get it sorted (^_^)
I gotta add that not being able to sense these guys HP in the Gelnika is a srs pain when it comes to morphing. :( I have just been quadra casting demaga then demara then morphing but some are immune to gravity :(
I don't think a 1 on 1 fight in a final fantasy game can be strategic.
...
- enemies that attack MP do so way too strongly. It's nice to see them actually hit MP, but the damage needs to be toned down a bit IMO -
...
- did you do ANYTHING to Palmer?
EDIT: Very disappointed with Schizo; far too easy. Death Gigas'd Vincent with absorb Fire and Ice is cruise control for victory. Also, his attacks seem to be somewhat buggy - his earth counterattack, half the time Vincent absorbed it and half he didn't. He also absorbed the lightning final attack even though he had no reason to. Also, why does the ice breath attack sometimes give me positive statuses?
The easiest (but fairly time-consuming) thing to do is to go to this thread: http://forums.qhimm.com/index.php?topic=12008.0
and follow the directions. It includes the hardcore mod, all currently updated character models, and DLPB's Menu Overhaul which has a 9999 limit breaker.
Takes a while to download everything though. I think someone in that thread has it all up on a torrent.
that's a rather complicated strategy for the trio of n00bs. i destroyed them using L4 suicide and demi 3 (really, really dislike the name change for that. gravity/gravira/graviga would be my own preference lol). the hardest part of that entire train section was stealing the armors: the warrior bangle from birdy mclolsauce and the minerva/escort/mystile from the trio. i only managed the warrior bangle and mystile before they bit the dust. curse you steal modifier :(.
i'm considering retrying it for the other 2 armors, but i'm reluctant to do that drawn out sequence in hopes that all 4 steals happen within the first couple of tries.
Got past them, nice fight.
I'm up to the Simurghs battle now, and holy fuuuck they are annoying. But I have a plan... I'll get back to you. ;)
that's a rather complicated strategy for the trio of n00bs. i destroyed them using L4 suicide and demi 3 (really, really dislike the name change for that. gravity/gravira/graviga would be my own preference lol).
...
Carry Armor seemed like he had potential to be problematic, but the take-one-arm-out-at-a-time-then-go-for-the-body strategy still works perfectly fine.
Just for the lulz I had a quick look at Emerald Weapon (needless to say I died VERY quickly)... ouch. o_O
Are you talking about the second phase of the mime boss because I had no idea his reflect wore off.
No, there was a boss (and I found it to be a very good fight) but no random encounters.
Also, in the Gelnika... is it just me, or are the Unknowns back to front? I remember Unknown 3 always being the hardest and Unknown 1 the easiest. On this, it's the other way around.
EDIT: Still can't beat the f*cking Mime boss. The HP<-->MP one was a very nice fight though, and in fact, I might actually see potential use for HP<-->MP against the Mime one.
... That f*cking Silver Dance attack is also %-based? Dude... I honestly can't see any way of beating these guys, short of powerlevelling and brute forcing them down... and I don't even know how well THAT would work. The one at a time are fine, but when there's four of them at once, potentially capable of taking out two characters and leaving the last one at 1 HP within one "round", with all their attacks being %-based meaning that no amount of raising your HP works (indeed, I dropped the HP Pluses for this fight to make healing more economical)... What am I missing? I did click to Susano'o being Wind-elemental, but that's still only a minor help...
The KOTR boss is also somewhat overkill, but at least in this case it's somewhat justified by what its guarding. Was a bit surprised to see Gravity absorbed after the other materia cave enemies being vunerable... but my biggest annoyance is how he can heal far quicker than you can dish it out. I'm guessing Shadow Flare is a must for this one? (I didn't bother to get it from the Quadra Magic boss... guess I'm waiting for Ultimate Weapon now.)
@strife98
I once tried to do this. There are some problems with the animation, but I think it is doable. If I get some inspiration to work with it I'll definitely try it.
fighting against him IS possible?
Yes: http://www.youtube.com/watch?v=H0YR_B4kXwg
@IecerintI sold all my excess armor getting gil for a lifetime Gold Saucer pass.
Can't you just switch with cloud? I mean, equip something else with cloud then equip the silver one on barret. Or, if you're stuck, you can use a save editor to switch their equipments.
I'm still not fully clear on whether or not to patch to 1.02 before running bootleg or if that is done automatically... The version I have is 1.00 - should I patch beforehand?My recollection is that the patch is implemented by Bootleg, but this should be clear from the files it has you download....
I'm still not fully clear on whether or not to patch to 1.02 before running bootleg or if that is done automatically... The version I have is 1.00 - should I patch beforehand?
Thanks for the quick response, I'm pretty sure I've lost my original files, since I messed around with other backups - are they archived anywhere?
I killed him using mainly limits. Use your limits on back attacks and he will take about 600 hp each time. He has 5000 hp.Hmm hey thanks this seems like it could work kos i was wondering about how that counter attack occurs, well cheers will do this next time i play and well i would'nt say i am cheating lol think of it as some help since i didn't over do it and make them too powerful or give them stuff they're not meant to get yet ;)
Be careful, you can "back attack" him when he attacked someone on the other side, not when he turns around. I mean, he can be facing you and still receive a back attack: what matters is the last person he attacked.
When you are not using your limits, just heal yourself. Don't attack him using bolt or normal attacks, it is not powerful enough compared to limits, and you receive counter-attacks when doing so, which means extra-healing...
It's a shame you already cheated, though... You are not supposed to "give up" that early :p
I think I found a bug in a battle at shinra 65e floor (the one where you first encounter Venus, Locke and Theo).
...
@Jayke
The installer has a "restore backups" button. If you made backups when you patched you'll get a list of available files when you click it. Unless if there only are 1 backup of all/some of the files available. In that case you'll simply have to confirm (I think I did it like that). And, obviously, if you did not back up the files you can't restore them.
...on that note, I actually have a minor technical question. If you cast Resist and then Death Force on a character already under Death Sentence, they won't die when the death sentence runs out... but what causes this? Does Death Force still work even under resist, or does Resist just protect against death too? (I always thought it didn't, but I haven't actually checked.)
Good news everyone.
Good news everyone. Sqeenix contacted me the other day. They said they're gonna remake ff7 for the PS4!! And there is gonna be an option to play with my mod in it. 8)i am such a clutz i actually believed this then remembered it was April -.- lol
They're gonna pay me a hefty amount of cash. I'll finally be rich lol. $$$
A user on youtube uploaded a clip from a squeeny press conference:
http://www.youtube.com/watch?v=FJ0knsGUHmQ (http://www.youtube.com/watch?v=FJ0knsGUHmQ)
...
I have to say, the random battles here are VERY nice. The Iron Giant took a little bit of thinking - also at one point, everything I did to him started only doing 1 damage, is this intentional?
@e1sunzyeah sorry about that i was just too lazy to read through most of the posts il make sure not to do it again :)
There are many strategies posted here. They counter a lot.
edit 2: suggest author opens kernel,kernel2 and scene bin in proud clod and wallmarket and saves, then uses the resulting files in the mod to figure out why they differ to the hardcore versions. The current 3 after patching by this mod are incompatible with touphscript.
edit 3. Proud clod wont even save the scene... some error with the scene?
In Bootleg 0038, Hardcore mode switching is broken when using Menu Overhaul.
This is fixed for 0039.
All battle Arena challenges are insane, if you beat it once you deserve omnislash.
As for Dio's challenge.. I can't say I ever tried to beat it with this mod so I wouldn't have any strategies however back row + sadness is your friend. other than that just try to cover as many deadly status effects as you can and keep your health up.
zz5
zz6
zz7
zz8
qd
blin65_1
trackin
nvdun1
nvmkin21
farm
convil_4
gnmk
slfrst_2
anfrst_2
anfrst_5
hyou5_1
hyou8_2
hyou13_2
trnad_2
zcoal_2
md8_32
las2_3
las2_4
las3_2
las3_3
las4_0
las4_4
las4_42
No things are "missable" concerning vanilla settings. It's pretty much how it used to be. One difference is that the materias in the final cave are moved to the materia caves.
The real "missable" things are my new random enemies. There should be one new enemy in most places.
Exceptions are, that is, areas without new enemies (from the top of my head):
5th reactor.
Train graveyard.
Mythril mines.
Wutai.
Temple of the ancients.
Ancient city/sleeping forest.
Glacier (the snowy maze-like area before gea's cliff. Not including gea's cliff)*.
Underwater reactor**
Rocket town
*In gea's cliff there is one new enemy as you climb. A new one where you encouter giants and black bombs. And finally a new one in the crater (red pyramid).
**Not in the reactor, but before the elevator to the underwater area there is one along with the sweepers.
New enemies on world map.
Beach outside midgar/kalm. Beach junon. Beach gold soucer or forest path costa del sol. grass area outside gongaga, nigelheim, rocket town and mideel. beach temple ota. outside icicle inn. And outside purple materia cave.
I highly doubt the battle arena is supposed to be beatable in this mod. If you want omnislash, just add it with an editor, or earn it with the editor disabled.
Great mod this Hardcore, but... not too hard ?
I'm at the second boss, the 'air-breaker', I'm something around 470 hp max with Clad / tifa / barret, but he hits me at 300 +, and it's so HARD to stay alive..
Did you succeed ?
Need farming xp same at the beginning ?
I didn't notice the golem being more meaty
How much did you pep it?
And the adamantaimai is pretty useless since you can manipulate it
Maybe add a different adamantaimai to the land encs?
EDIT : The ramuh's boss has 10.000HP and hits me at 800+. At this point of the game, I have only 900 - 1050hp max. Does I have to 'farm' a little ? Or am I supposed to get it now ?
Yes, Titan's boss I mean, sorry for the mistake. I have all in the back row yes, but not sadness.
Cosmo Canyon ? I'm not here yet, it's at gongaga
Hi gjoerulv
big fan of ur work real big fan but for some time now all i can do is watch xc ive modded my FFVII with only the remix 2.5.1 version and the harcore mode doesnt work on it and i have downloaded ur hardcore mod because it looks like a great challenge but everytime i extract the patch it shows this skull like face then disappears b4 i can do anything and if i do happen to click on it it ends up disappearing regardless HALP plz?
oh nvm got it to work its cuz i deleted winrar cuz it was interfering with my iso files
Hey gjoerulv, first of all, amazing work on this mod! FF7 is probably my favorite FF game but always wished it was a little harder.
I've just started using the bootleg and finally got everything to work. But because i have to run FF7 through the FF7Music application (otherwise the music mods from finalfantim don't seem to work) i am unsure if my game is actually currently in hardcore mode.
Is there any definite way to tell in the early stages of the game if it is indeed the hardcore mode? any specific enemies that do something completely different? I know you said you didn't up the difficulty very much at the beginning, but would love for a way to tell if it's actually working.
Thanks in advance! :)
The final fight with locke venus and theo in midgar is REALLY kicking my ass, any tips? I can't even seem to get a turn off...
I have barret as my tank with 10khp, maxed cover, peace ring, tranq, and backrow and they just destroy me before I get more than 2 turns.
Thanks! If you remember how difficult it was originally, it should be pretty self evident that it's harder. You may encounter a new enemy I made in a random battle before the guard scorpion. It's name is robot.
Cloud starts with more kills to make his buster sword do normal damage. I changed the damage formula on it. Meaning if you convert back to normal mode he'll get blade beam and metoerain right away.
I don't know why your Cloud does not learn it in hard mod though. It should work like normal. Do you combine this mod with other which alter the kernel?
I have a question about the Theo/Locke/Venus encounter in Shinra HQ, though. I'm level 14 with Cloud/Tifa/Barret, and I've managed to steal 3 carbon bangles and a Hardedge from the 67th floor. And even starting with limit breaks, mindblowing Locke, cross-slashing Theo etc, I still basically get ripped a new one. Am I vastly underlevelled?
They're beatable at that lvl. Have you tried to confuse 'em with loco weeds? The enemies there drop it.
This isn't FF8, a No-EXP isn't possible. It would be possible if you edited every single enemy (or boss, if you prefer) to give 0 XP.
Is there a way to just add the new enemies without boosting the diffficulty?
How are you supposed to beat KOTR? I kill him so many times until he uses Vagrant on everyone for 30000 damage, instantly killing everyone.
How are you supposed to beat KOTR? I kill him so many times until he uses Vagrant on everyone for 30000 damage, instantly killing everyone.
Final attack + phoenix?
Final attack + life 2?
Which scenes have new enemies?
so mastering both final attack and pheonix is a must? i doubt he will only cast it once..i dont know how many times he casts it but its not like mastering it takes very long
Oh, I meant the main character's Ultimate Weapons.
nobody? :D
edit: oh sorry for double-post
http://www.mediafire.com/?443j771a3bzsez4
Game 12 - Tifa, Cloud, Yuffie - lvl 50 - Time 49:17 - Gongaga Area
Aerith just ran away to the Forgotten City.
No, it's not required. If anything it becomes easier with the limit breaker. More HP and more damage.
Entering MAINWhich makes me further think it's a trigger left over from the mod that just isn't going through now
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# 1000
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: unhandled exception
I use FF7 Re-release latest update with version 1.0.6 of your mod.
Edit : Reached the Turks at Midgar raid and they are... unkillable ?
Spoiler : They start the battle with a Grenade (3000+) & the 3 of them CritHit 9999 each of my party member, i died instantly.
Is there some sort of trick\Strat ? This battle seem impossible to me and i can't exit Midgar.
However, I'm not sure if my game is bugged or if this was an intentional modification that you did, but I'm under the impression that my characters are taking longer than they should to learn their level 2 limit breaks.
From my own experience with the Hardcore patch, Lv2 Limits didn't start appearing for Cloud until a good bit later in the game, a lot later than they'd usually start surfacing for the vanilla game. I've been doing all the extra stuff, grabbing all the E.Skills, etc. so there's been a healthy amount of murder going on. Barret in my game has only just learned Grenade Blast at the ripe old age of Lv65, with others still waiting for theirs so it might be the case that you need more kills now.
You say you've done some early grinding though, which is worrying. You know that the character him/herself has to land the killing blow for it to count, right? My advice is that if Lv2 Limits for Cloud haven't appeared by about, say, Forest Temple (or when he hits Lv40) then your game might have a problem. Reinstalling the patch might do the trick (if the values have gone over what's needed then I think it just gives you the Lv2/3 limits at the end of the very next fight). If that doesn't do the trick, then as a work-around you could maybe use the Black Chocobo save editor tool to manually add the missing Limits to your party. Not ideal, but it's better than restarting the game due to a glitch.
Cloud's Buster sword got the Death Penalty effect in this mod. In order for him to start with normal damage I added kills in a new game (same as adding kills to a savemap) then added kills required from level 2 and 3.
Check how many kills Cloud got with Black Chocobo. If he has done more than 888 kills and yet no level 2, something is wrong. Keep in mind Cloud should start with 768 kills to even out the difference.
All this is in the kernel, meaning there can't be any messups from required kills vs starting kills in a new game. But if you start a new game, save, then patch, it will be f***ed up. Also if you alter Cloud's kills with black chocobo early on.
Jenny Death is vulnerable to an element called 'Cut' which is on a lot of Cloud's weapons.
Little problem here with the new bosses added by the mod.
When I install bootleg...
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Gjoerulv, maybe you should further specify the problem does MDEF(not only the solution, I mean), for someone newcomer as I have no way of knowing that the game is almost impossible without this, it is just a suggestion, thanks for the help and hours of fun...
One thing thats really bugging me is magic evade. When playing solo I have to rely on magic counter+full cure alot which means I can't really stack luck or evade. I'm pretty sure some of these bosses will require me to do so. Maybe it'll be different when I get final attack and phoenix combo.
You can pick up Dragon Force from a Dark Dragon in the Northern Cave on Disc 3.
Yes, just tick "2012 Re-release" in the installer.
I gotta ask. I went and followed Tifas Bootleg to install a buncha mods on the 2012 version using the Hardcore preset. I changed the game mode to your Mod in the bootloader. So now I gotta ask. The enemies at the very beginning of the game, are they supposed to have 3-5x times the health? Also the scorpian robot boss, is he supposed to have enough HP to withstand 20 Thunders and still be alive? If not then I wonder if I somehow installed two difficulty mods at once.Sounds normal.
installed two difficulty mods at once.
Ok, next question, does this mod make Vitality and Spirit completely useless? Seems that way to me.
Also, did you mod do anything to Yuffies appearance rate? Im at friggen lv 24 now and have yet to get Yuffie to appear in the forests before Junon, and I remember clearly in the PS1 version I would normally find her after 6 to 9 battles. So far its been about 45 battles and still havent seen her.
http://steamcommunity.com/sharedfiles/filedetails/?id=158899751#107522Wow no credit whatsoever...he sucks
I am also seeing if I can do it myself with that uLGP thing, so I might get it going on my own ;D
In the shinra HQ? DId you patch the flevel?It's before the Hojo fight, in the stairs. Well if I'm using this Hardcore Mod since the beginning of the game so I suppose those guys should've appeared. I've also heard I can encounter them on other parts of the game but I don't think I ever did, and I don't remember what other parts of the game they should appear. Only thing I know for sure is that they didn't appeared here. :/
Confirmed. I'm not finding any new bosses. Because I never fought the one on Hades materia. -.-
I don't like to follow walkthroughs because I prefer to play games on my own no matter how difficult they are, so that's why I've only noticed now. I've checked EQ2Alyza's videos on youtube a few times however, but only when I was really stuck, so I haven't seen any new bosses I might have missed. But I do know for sure that my game is just as hard as her's. I even have the equipment tweaks and materia tweaks like only being able to summon 1 summon per battle, etc.
I dunno how I could've gotten this difficulty and not the new bosses. O.o Anyway, to fix this I just need to re-install this mod again, simple as that, right? Dammit...
materia, equipment etc is kernel based
enemy stuff is scene.bin based
new enemies need models in the battle.lgp
> only being able to summon 1 summon per battle
I don't remember THIS being part of the hardcore mod at all. How would he even code that?
the new bosses are based on just the flevel, so if you're not finding them, your flevel isn't patched.
Squall, I'm curious. Did you see this pop-up during your Bootleg install? If so, did you select the options exactly as the image?Hi. Yes I did see that pop-up during installation, and yes I'm pretty sure I selected everything just like it's showing in your pic there.
http://img803.imageshack.us/img803/3586/gjoerulvhardcore.png
To ease my curiosity, did you try with different partysetup?Nope, not for the boss on the Hades materia at least. I personally don't think that anything on character models could mess up with the bosses appearing or not, if that's what you're thinking. Btw, ff7.exe is also patched, right? What if it was something missing there, or not patched right? Or maybe some other mod that needed to do something on the ff7.exe too during the installation and somehow messed up a code on ff7.exe that enabled those new boss battles? xD Lol dunno, just saying. x)
Hey
my ff7 steam version game crashed on me
when selected new game
thanks
I grind the Blue Worm on the beaches near Mideel.
I believe for this mod, sources are still from the Gelinka.
Well that's good to know. I stayed away from any random battles in the materia caves because they were tougher then the materia boss.
Sorry for being blunt, but if there's one thing I like about games is balance.
There should be a build up, where players get comfortable, then face challenges, then surpass something difficult, rinse and repeat, culminating in something really challenging.Hmmmm... well, again not what my mod strives to do. I had a more dynamic approach.
Theres something called a learning curve. Theres also another thing called difficulty spikes. A basic principle of RPGs is that enemies should become difficult at points when players have options regarding fighting them. In the first hours of any RPG there's hardly a difficult enemy, but that's because the players are still supposed to be learning and getting familiar with the mechanics.
One thing I was never sure of; was the mod meant for 9999 teams or 30,000 teams? Based on the last two bosses I was thinking it was 30,000 teams but I never see any mention of the break HP/Damage limit being required or recommended. Dziugo is credited for his mod in the credit section, but it's got in brackets 'for testing purposes'. Unless it has already and I've missed it being mentioned, I reckon that mod or similar should be recommended on the front page or in the installer. I just feel that it seems to be a more natural fit for the end-game of this mod.
have you tried doing it in reverse order? 1st patch this mod on an original file, then patch with the other (the model one).
I see you also have the ff7.exe checked. Try without.
It may be a problem if the other mod add some files to battle lgp, but the patch is supposed to work around that.
Are there any suggestions on anything else (fix, improvements, etc)?
Hey I've been playin this mod for a bit now and I just finished the submarine quest and got the submarine. So I'm currently in gather everything possible mode and I notice the few ultimate weapons I've gathered are well completely strawberries...is this normal do they get better or should I just not bother with them in this mod?
Also the materia cave bosses surprised the fern outta me because i thought it was only summon materia that got an extra boss. Fu sir for adamantai. <3
I presume this isn't a bad reason to bump the topic.
"# The character's stats are somewhat changed to make 'em more unique."
Is there any chance you could elaborate on this, or direct me to some post where I can get a long view of the characters' relative stats? I hope I didn't miss it while searching. Or if I use Black Chocobo to level my hard mode save's characters up (to test their stats: I like the difficulty as it is), will that level them in the same way modded play would?
Very much enjoying the new balance, thank you.
Don't know if it's hardcore mod related, but when I got the first limit 2 level of cloud, I had the first level 3 limit too, meteorain, without having the second limit of level 2 :o
Did you have that issue too ?
That's not an issue, it's possible to unlock the next Limit level without getting the 2nd Limit on each level. You won't be able to learn the Lv.4 Limit though until all Limits have been unlocked, however.
Thanks ! But I used only the level 1 limit, without setting the level2 limit before deblocking the level3
I presume this isn't a bad reason to bump the topic.
"# The character's stats are somewhat changed to make 'em more unique."
Is there any chance you could elaborate on this, or direct me to some post where I can get a long view of the characters' relative stats? I hope I didn't miss it while searching. Or if I use Black Chocobo to level my hard mode save's characters up (to test their stats: I like the difficulty as it is), will that level them in the same way modded play would?
Very much enjoying the new balance, thank you.
So I was thinking about doing Nightmare but if that's so incomplete this looks like a good alternative.
I'm just curious about one thing. Does this mod alter stat growth to give everyone clearly defined roles they can't power through with materia? I like job classes more than "everyone can do anything."
Thanks you but in fact, the real problem, is all ennemies in mideel area one shots me ^^ Hits betwenn 2500 and 3500 damage, and all my party members are in the back line...
Been Chocobo Breeding all day and decided to see what obstacles awaited me in the Materia Caves.
I was happy to see Amaterasu looked easy....and then you have to fight four of the things?! I can only assume I have to be infinitely tougher. They do about 4000-5000 damage to me right now. There's no way I could tangle with four of these things when they can each hit me that hard.
Oh well, no Mime orW Magic for me. I'll live.
Okay, Vincent has probably been officially retired. Yuffie actually makes the fights with the Bad Reps and Basilisks and Poodlers a very simple task, as opposed to a desperate struggle to survive.
Either that or she might replace Cid, I haven't decided yet.
Also, if it isn't apparent, I'm not really good at FFVII. I've beaten it but the reason I'm playing a difficulty mod is because it was too easy, not because I mastered it. I never knew about how amazing Morph was until now, for example. Also I had no idea there were Luck Plus or Speed Plus materia in this game. Don't tell me where they are, I just am curious if they are easy to find? Like if I explore enough, I'll happen upon them?
They aren't rewards for the Rollercoaster thing at Gold Saucer I hope. I suck at that.
So, teh turtle boss guarding the Quadra-Magic and Counter Materias is confusing me.
1. What can you do about Dragon Force? I've tried Debarrier and Dispel. Nothing. It makes previously 9999 hitting spells like Shadow Flare do more like 3000 or less. It doesn't seem to wear off, either. Or if it does, it takes an obscene amount oftime to do so.
2. The "Chain Stored" mechanic doesn't work. Sometimes it stores stuff and responds correctly - I attacked it twice so it responds twice - and other times it will do five or so attacks in a row when I know I never hit it that much.
This fight is extremely simple and doable, which is why I'm more confused by my inability to win than anything.
Spoiler: show
If ((Chocobo's HP <= [Chocobo's Max HP / 32] + 1) AND (TempVar:ChocobuckleGreens == 1)) Then
{
Choose Chocobo's Last Attacker (General)
Use Chocobuckle on Target
}
I checked with the AI; the pseudocode above seems to be correct.From https://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/31903 (https://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/31903)Thank you for investigating it, you are right. By mistake I was assuming to fight a Lvl 13 Chocobo, but instead I was fighting a Lvl 16 one with 160 HP. I found a Lvl 13 one, did my 126 HP damage and it used the skill, finally.Code: [Select]If ((Chocobo's HP <= [Chocobo's Max HP / 32] + 1) AND (TempVar:ChocobuckleGreens == 1)) Then
I checked with the AI; the pseudocode above seems to be correct.
{
Choose Chocobo's Last Attacker (General)
Use Chocobuckle on Target
}
Its HP was 130 - 126 = 4.
The condition 4 <= 130 / 32 + 1 is true. If you used a Mimett before it should have triggered.
Hmmm, I've never used 7H; I have no idea how it works. If I'm not mistaken it's a mod manager. In that case there seems to be conflicts with other mods, or how the mods are handled.
In any case, there is a problem with scene 581 it seems. I'll take a look at that scene.
EDIT:
There are no problems with that scene as far as I can tell. It works fine in-game with only my mod applied at least. What is the story mod?
There is a new enemy model there that may be causing the conflict. Its ID is 0x01EA. That is the SW* entry in battle.lgp.
You may want to report this to 7H as well.
Gjoerulv, I've encountered an issue with the Kyuvilduns enemy in Mt. Nibel. When battle scene #581 (three Kyuvilduns) tries to load, FF7 crashes. I have mods installed via 7th Heaven (including Hardcore mod), however I've tested multiple scenarios and narrowed it down to either The Reunion R03e or the Hardcore mod as the culprit. Has anybody else reported this issue? Thank you for the hard work! Loving the changes in Hardcore mod!
EDIT: It's an issue with The Reunion - Beacause + Hardcore mod together. After testing with Hardcore mod and no Beacause, I was able to enter battle with scene #581.
Oh it seems we share the same issue, did you find any solution to this? EQ2Alyza gave me a hint on how we could fix the problem here: http://forums.qhimm.com/index.php?topic=17612.0
I never found a solution but it does look like the exact same error. Looks like it is a known bug at least. Any luck?It's the exact same issue for sure. Nah, luck won't help. I'm not very into it, so I bypassed the scene by using "No random encounters" and "Save/PHS everywhere". Got past the screen and saved, later I still encountered the same monsters on other scenes, so the issue has nothing to do with the monster, but rather with the exact scene 581.
Maybe I should do some research before I post this, but do you know how 7H works? If it simply replace files you can try open scene.bin with Proud Clod and see if there are any errors in the AI.
I don't know if this is a 7H thing exclusively, that is, if you use these mods without 7H it may work. Haven't tested. Will as soon as I've got some spare time.
...You would be wasting your spare time trying to check on issues that are almost always a simple user error with the 7H setup (e.g. load order or mod incompatibilities).
It doesn't replace files. It uses memory injection on original game files, which are applied in real time as the game runs and accesses the files. When you exit the game, the memory injections are cleared and your original game files are still intact. If you were to use Proud Clod, you would need to use the unpack tool in 7H to unpack the IRO file that contains the scene.bin, modify the scene.bin, then repack the IRO file to use with 7H.
You don't have to do any research or testing. Files used for the memory injection are not modified. They are taken straight from the download links found in the mod OPs. You would be wasting your spare time trying to check on issues that are almost always a simple user error with the 7H setup (e.g. load order or mod incompatibilities).
I tested applying this mod and Reunion (without Weapon) and was unable to reproduce the error. Everything went smoothly in Mt. Nibel, and other areas I tested (didn't test everywhere).
For people who are only interested in the story mod and this mod, I suggest patching R05c [...]
If you don't care about item/spell/equipment name and descriptions being retranslated, you should use my patch WITH kernel2.bin checked. This way the names and descriptions will match the effect they have but not match how they are named in the field (for example when picking up a retranslated item from a treasure chest).
I can't even get your patcher to find my steam install version of the game that has been treated with 7nth heaven. It also can't locate my raw, clean steam install.
Is this mod balanced around the idea that people are going to use the w-item dublication glitch or does that make any difference anyway?
I can't even get your patcher to find my steam install version of the game that has been treated with 7nth heaven. It also can't locate my raw, clean steam install.
Why you want to run this patch with 7H? It's already included in 7H.
This mod is awsome.
Is this mod compatible with the psx version ?? Maybe using CDMage in order to replace Kernel.bin and Scene.bin or this can cause crashes in the game ??
It seems that the ultimate weapons for the various characters have been modified somewhat? I'm using this mod alongside ro5, conformer has like 14 damage, and vincents death penalty is at 42 damage despite him having around 5000 kills?
And what's the deal with heals missing more and more often?
As far as aita goes any encounter that has a HIGH RNG component of an unblockable i-win button is just bad, sorry joe. This fight is trashy and annoying >:( >:( >:( >:( >:(
...I'd tried again to double check before I report but I haven't come across this again (Weapon broke and the same monster again) for last hours or so.
Oh and I use this mod, The Reunion, for this "Beacause" and this mod of yours. Nothing else.
...Still, there another 2 more mobs that you didn't plan ahead for battle square. Cheetah and Griever. Them two can knock you out the fight =/
So then i guess i should just mod in the limits, sense i'm over half the way to limit level 3, but haven't gotten level 2
Hi, i've been playing the mod and i checked on black chocobo and cloud currently has 270 kills, yet is stuck with his level one limit breaks. Have you changed the amount of kills it takes for cloud to get a limit level up, or have i broken cloud?
This mod is close to the original FF7 when it comes to drops and steals. Any enemy editor should work fine as drop/steal documentation. For example Hojo v 1.1 or Proud Clod. However, this wont work if you use 7heaven as the editors reads file from disc while 7H is memoru injection.Ah alright thank you very much!
All the "big secrets" are on New bosses.
So I was grinding for diamond weapon, and seeing how hard the fight looked i decided to see if i could handle any materia caves... I tried the desert materia cave for hp<->mp and the boss was incredibly impossible to beat at that point in the game for me, but then i realized when i tried to run no message came up, but i could never run away. I then flew to rocket town, bought exit materia, tried it in the battle, and it worked. I got the mega-all and hp<->mp materia, without even needing to fight the boss. Is this a glich?
Ok, after a million years there is finally an update. Unless there are serious bugs this will most likely be the final update. (kernel2.bin contains more text but got noticeably smaller for some reason; kinda worried. :P )
A new mod is in this time. Nothing much really. It's called the FF7 MonoMod. Yes I know, name sucks but who cares.
Party starts at level 1. Base stats never exceeds 1. HP and MP starts very low (10 :O) and maxes out at level 30 (or was it 31). Max HP base is 270, max MP is 90.
The game starts you off with most accessories, materias and armors too.
Again, nothing much, and it's not intended to be a hard mod. So if you have nothing better to do, what are you waiting for?
Keep in mind that you should patch on original files. If my patch application was used to make backups it should be enough to restore all oldest backups before patching.
I think Trifa would have been a better name then Dolby. ;D
Im have an issue setting up Monomod. I run the patch under the original option and it patches. But the kernel that it gives me causes the exe to freeze on launch. I did a fresh install of ff7 and set up 7th heaven again from scratch to make sure that I hadnt messed it up somehow but even on a clean starting file the kernel does not work. Any Ideas?
... i love everything except for the fact that W-item almost completely renders most magic usless, because you can use 2 items per turn, that can either heal for 100+, revive a character, or use grenades dealing way more than magic, without the limitation of low mp.
So after more than a 1 year break, I decided to finally complete my playthrough. Went well so far, I beat Omega and the Weapons, and Jenova as well. Now I am stuck at Bizarro. I did not have a Game Over per se, but before I will be caught in a X-hours-long battle loop for nothing, I want to ask inbefore:
So normally after killing the Magics (arms), you can hurt the core. I fought Bizarro in Gjoerulv's mod three times so far - and whenever I killed the arms, the core was still immune to damage. I tried both orders (first killing the left, and the next time first killing the right), but everytime I was only able to attack the stomach or the head (whenever it revived). I tried physical damage, and magical (even Pandora's Box) So - was the order changed? Or did I do something wrong? I have found a youtube video of Sega Chief fighting Bizarro on Gjoerulv's mod- on his battle, I saw that after he killed the arms, he was able to deal damage to the core. It was uploaded 2013, so idk, maybe Gjoerulv actually changed this one again.
Can someone please tell me what to do / if I missed something? I really do not want to continue a tedious battle for hours only to find out that I either missed something, or if I just did it for nothing if it's a bug. Thank you.
By the way, there was one more peculiar thing I experienced during Bizzarro fight which I forgot to mention. I'm not completely sure, but I think I experienced a smiliar/the same thing on another battle with a new enemy, or a new enemy attack, or at least an altered enemy attack. So here's the deal:
When Bizzarro uses Aurora Fence, it is supposed to eat your MP up, and additionally remove positive statuses. So I noticed, even when it stated "Miss" on a character, the MP "damage" was "dodged" as expected, but the statuses were still removed. Is this intended to work that way?
And another thing about Aurora Fence: It also removes Sadness, even when you are immune to Sadness and Fury (=equipping Peace Ring and give your chars Sadness before the Battle). Is that intended too?
Sounds like the wrong executable is being used; I had some .exe files packaged with FF7 NT's IRO to be dropped into the ff7 folder by the user so maybe these have been used to replace the ones created by 7H as some of the stat changes sound familiar (albeit on different materia types cause it's a Hardcore mod kernel).
hey there, i tried to install the mod but i got an error message "ERROR: Couldn't patch ff7.exe. Unexpected byte sequence. Make sure you have newest version of ff7."This could be solved by not patching the .exe. Uncheck the exe before clicking "Patch"
I should have the newest version cause i just installed the game before i tried to install the mod xS
for your first edit, i'm not sure what you mean by that, shouldn't it install the right files if i install the game?
just need some motivation to play the game again haha.Tifa plus an HD battle model ::)
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1bAny assistance is greatly appreciated.
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GTX 1060/PCIe/SSE2 4.6.0 NVIDIA 430.86
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 32768x32768
[00000000] INFO: Original resolution 640x480, window size 1920x1080, output resolution 1440x1080, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] INFO: postprocessing program link log:
Fragment info
-------------
0(133) : warning C7050: "refractedColor.w" might be used before being initialized
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: C:\Games\Steam\steamapps\common\FINAL FANTASY VII\data\movies\eidoslogo.avi; h264/pcm_s16le 1280x960, 30.000300 FPS, duration: 11.133222, frames: 334
[00000001] set music volume trans: 127->0, step=60
[00000066] END OF CREDITS!!!
[00000066] Entering MAIN
[00000066] set music volume: 127
[00000066] Exiting MAIN
[00000066] START OF MENU SYSTEM!!!
[00000174] END OF MENU SYSTEM!!!
[00000174] Entering MAIN
[00000178] Exiting MAIN
[00000178] Field Start
[00000178] : [00000178] : [00000178] : [00000178] : [00003215] : [00003215] : [00003215] : [00003215] : [00003215] : [00003215] : [00003842] set music volume trans: 127->0, step=60
[00003878] set music volume: 127
[00003878] : unhandled exception
.
He resurrects (kinda) but it's finite (about 12 times or so?); each resurrection has 1 of 6 special attacks, some of which are deadly as they have special damage formulas (one is damage = amount of HP lost which will hit for 9999 once he's taken this much damage). You can make things easier with status ailments; things like Stop and Sleep should all work. Hades Summon should work well, or Cauldron items if you have any. Otherwise the conventional status spells should do the trick.
Is this mod compatible with 'Satsuki Yatoshi Mod - SYW V5' at all?