Author Topic: Final Fantasy VIII 2013 Steam Release - Essential mods  (Read 175391 times)

LeonhartGR

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digo_royal

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Help
« Reply #26 on: 2014-12-29 22:49:54 »
Hi... first of all i'd like to thank you for posting this list and the guys who made the mods, this is one of my all time fav. games and i decided to play it again. I'm playing the Steam version and using almost all the texture mods on the list... except for the first one. Well, my game sometimes crashes and the mods sometimes doesn't work... it's very strange couse the work fine, but sometimes they just stop working... I'm using Windows 8. My computer: mobo asus sabertooth z87, intel I7 4770k, 16gb ddr3 ram and asus geforce gtx 780 grafic card. May someone help me please??

LeonhartGR

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #27 on: 2014-12-29 23:31:22 »
Did you disable any STEAM overlays for this game? Like achievements and such. I wouldn't trust windows 8 though. If someone else has any solution about this please feel free to hope in on this discussion! :)

digo_royal

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #28 on: 2014-12-30 00:20:32 »
Did you disable any STEAM overlays for this game? Like achievements and such. I wouldn't trust windows 8 though. If someone else has any solution about this please feel free to hope in on this discussion! :)

Thanks for replying... how do i do this? Sorry my ignorance (rsrsrs) but I started to use Steam shortly... and another question: all this mods work well together? Maybe that's the problem... again thank you for getting back to me :D

LeonhartGR

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #29 on: 2014-12-30 09:44:03 »
How to disable the steam overlay. ;)

Sweetfx and Tonberry don't work together.

You are welcome and happy modding! :)

digo_royal

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #30 on: 2014-12-30 13:05:53 »
How to disable the steam overlay. ;)

Sweetfx and Tonberry don't work together.

You are welcome and happy modding! :)

hahahah thanks for the google thing :D that was funny...
But it didn't work, sadly :/
So it must be the SweetFX and Tonberry compatibility, i'm reinstaling the game so i can do it again, this time i won't install SweetFX...
let's see if it works :D

EQ2Alyza

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #31 on: 2014-12-30 17:48:48 »
You can't run SweetFX and Tonberry together because both would be trying to communicate with directX.

Kaldarasha

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #32 on: 2014-12-30 18:57:39 »
Try to use Gedosato. It can inject SweetFX without the need of a deirectx file. It also should be possible for it to unlock the internal 720p cap the game has.

Mcindus

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #33 on: 2014-12-30 19:31:14 »
You can't run SweetFX and Tonberry together because both would be trying to communicate with directX.

Not only that, but SweetFX shouldn't be needed with all of the new Tonberry mods.  After Eden/SeeDReborn/Tripod/HorizonPack/ShunsqCharacterReplacement, you should even be able to turn off linear filtering and get the best effect.

Try to use Gedosato. It can inject SweetFX without the need of a deirectx file. It also should be possible for it to unlock the internal 720p cap the game has.

I like this option -- even if only for unlocking resolutions.  I need to test this.

LeonhartGR

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #34 on: 2014-12-31 21:58:56 »
Yep... Dark souls 2 modding! :p

Mcindus

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #35 on: 2015-01-01 01:12:35 »
Try to use Gedosato. It can inject SweetFX without the need of a deirectx file. It also should be possible for it to unlock the internal 720p cap the game has.

Yep... Dark souls 2 modding! :p

Actually... I read into it, and it looks legit.  You should totally be able to do this to FF8 on Steam since it uses DirectX9.  It would enable the use of all sorts of goodies while still being able to use Tonberry.  Hell, you may even be able to put Tonberry through it too from what I see.  I however, would have no idea how to do it... lol.

sl1982

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #36 on: 2015-01-01 12:33:27 »
Gedosato is what is used to run FFXIII in 1080p / 4k / whatever resolution you want. It works pretty good.

EQ2Alyza

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LeonhartGR

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #38 on: 2015-01-02 00:36:38 »
I'm just amazed of how firefox is still losing frames!!! Opened with chrome and worked right!

Is this tool working for the XIII-2 as well?
« Last Edit: 2015-01-02 00:45:46 by LeonhartGR »

KaidenJames

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #39 on: 2015-01-06 19:09:05 »
GeDoSaTo IS working with Steam FFVIII and Tonberry. Here are a couple pics with the postprocessing (Asmodeans) enabled.

https://imageshack.com/i/idobWqclp
https://imageshack.com/i/pahIQCy3p

LeonhartGR

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LeonhartGR

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« Last Edit: 2015-02-16 21:04:10 by LeonhartGR »

Mcindus

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #42 on: 2015-03-01 10:21:07 »
GeDoSaTo IS working with Steam FFVIII and Tonberry. Here are a couple pics with the postprocessing (Asmodeans) enabled.

https://imageshack.com/i/idobWqclp
https://imageshack.com/i/pahIQCy3p

I did not see this post!

How are you configuring GeDoSaTo?

KaidenJames

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #43 on: 2015-03-01 11:53:58 »
Code: [Select]
# GeDoSaTo User Whitelist
# One application name per line (application name = file name of the .exe without the .exe)
# Wildcards supported (* = any sequence of characters, ? = any single character)
# Unlike the global whitelist, this file will not be overwritten by updates

# Format:
# Exe File Name (or pattern) || Readable Name (optional)

FF8_EN

Code: [Select]
# Lines starting with "#" are ignored by GeDoSaTo and used to provide documentation
# read them before changing anything!

## NOTE 1: you might want to set most of these settings in game-specific setting files
# if a game has a profile the settings there overwrite the defaults specified here!

## NOTE 2: if you want your personal settings to persist across updates
# put them into a user config file (created with the "U" button below)

########################################################################################
# Graphics settings

# The actual rendering resolutions you want to use,
# and how many Hz you want the game to think they work at.
# format: renderResolution [width]x[height]@[hz]
renderResolution 3200x1800@60
renderResolution 3840x2160@60
renderResolution 4480x2520@60
renderResolution 5120x2880@60
renderResolution 7680x4320@60

# The resolution you want to downsample *to*.
# Should generally always be your output device pixel size and frequency.
# Writing something not supported by the display here will probably cause a crash.
# 0 = main monitor resolution
presentWidth 1920
presentHeight 1080
presentHz 60

# How many vertical traces to wait when presenting
# -1 = unchanged
#  0 = no vsync
#  1 = standard vsync
#  2 = half refresh rate (e.g. 30 on 60 Hz)
#  3 = 1/3rd refresh rate, etc.
presentInterval -1

# The type of scaling you want to use.
# bilinear: what GPUs generally do, cheap performance-wise
# bicubic: higher quality, more expensive performance-wise
# lanczos: higher quality and sharp, most expensive performance-wise
# nearest: extremely cheap, generally ugly, but useful to upsample retro games
scalingType bicubic

# Whether to maintain the aspect ratio if different ratios between input and output
# false = stretching
#  true = pillar/letterboxing
maintainAspectRatio false

# Forces an anisotropic filtering level
#  0 = no override
#  N = force Aniso level N on all surfaces (eg. N=16)
# NOTE: this is more "brutal" than the driver-level override, and may break the graphics
#   in some games. Outside of special circumstances (e.g. FF13), you should rather use a
#   driver-level override.
forceAnisoLevel 0

########################################################################################
# Compatibility Settings

# Forces the constant reporting of the downsampling resolution in all applicable
# scenarios - a small selection of games needs this to show the DS resolutions
forceAlwaysDownsamplingRes false

# Emulate exact flipping behaviour
# requires some extra performance/memory,
# but may be important for some games to work
emulateFlipBehaviour false

# Restricts interception to only system dlls
# might increase compatibility with 3rd-party injectors, but decrease stability
interceptOnlySystemDlls false

# Force disables Steam in-game overlay from getting loaded into the process
# which caused some games to crash, even if it was disabled in Steam settings
preventSteamOverlay false

# Loads Steam overlay early
loadSteamOverlayEarly true

# Loads D3D dlls early - may cause some games to recognize GeDoSaTo which wouldn't otherwise
loadD3DEarly false

# Forces the present resolution to be set, regardless of what the game requests
# usually only makes sense in conjunction with game-specific plugins
# for games with resolution limits
forcePresentRes false

# For games which use strange methods to query resolutions,
# injecting a new one might not work. In such cases, you can try replacing an
# existing resolution. E.g. "overrideWidth 800", "overrideHeight 600" to replace 800x600
# 0 = override disabled
overrideWidth 0
overrideHeight 0

# GenericDepthPlugin options
# zBufCompatibilityFlag : bypasses d3d9 Clear flags (possible values: 2/3/6/7) <-- try this first if no AO shows up
# zBufClearIndex        : delays the bypass by x number of iterations <-- to fix potential flickering issues (usually 1/2/3 is fine)
zBufCompatibilityFlag 0
zBufClearIndex 0

# Override the plugin selection process to always select the given plugin
# example: pluginOverride GenericDepthPlugin
pluginOverride None

# Delays the detouring operation until the first hook call (like the old default injection)
# may fix startup crashes in some games (e.g. Alan Wake)
delayDetouring false

########################################################################################
# Windowing settings

# Hides the mouse cursor, at all times
# options: "true" (= hidden) and "false" (= unchanged)
hideMouseCursor false

# Forces borderless windowed fullscreen mode instead of fullscreen mode
# options: "true" (= force borderless windowed FS) and "false" (= unchanged)
forceBorderlessFullscreen false

# Forces "real" fullscreen (e.g. for games which only support borderless FS)
# NOTE: this can lead to alt-tab crashes, as these games may not handle focus loss correctly
forceFullscreenMode false

########################################################################################
# Image processing settings
# Note: may or may not apply depending on the plugin used

## AA

# AA toggle and quality setting
# 0 = off (best performance, worst IQ)
# 1 = low
# 2 = medium
# 3 = high
# 4 = ultra (worst performance, best IQ)
aaQuality 3

# AA type
# either "smaa" or "fxaa", depending on your preferences
aaType fxaa

## SSAO

# Determine the type of AO used
# "SAO" = Scalable Ambient Obscurance
# "HBAO" = Horizon Based Ambient Occlusion
# "VSSAO2" = Volumetric SSAO
# "MSSAO" = Martinsh SSAO inspired by ArKano22
ssaoType HBAO

# Enable and set the strength of the SSAO effect
# (all 3 settings have the same performance impact!)
# 0 = off
# 1 = low
# 2 = medium
# 3 = high
ssaoStrength 3

# Set SSAO scale
# 1 = high quality (default)
# 2 = lower quality, lower impact on performance
ssaoScale 2

# Set SSAO Blur type
# gaussian = soft, cheap
# sharp = depth-dependent, more expensive
ssaoBlurType gaussian

## DOF

# Enable Depth of Field
# false = off
# true = on
enableDoF true

# Select the type of DOF effect
# basic = basic pseudo-Bokeh DoF
# bokeh = shaped circular Bokeh DoF - WARNING: high performance impact
dofType bokeh

# Bokeh Depth of Field radius
# default = 1.00
# higher = more blurry (e.g. 1.1)
# lower = less blurry (e.g. 0.9)
# note: small changes make a large difference
dofBaseRadius 1.05

## Post

# Enable Postprocessing
# false = off
# true = on
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
enablePostprocessing true

# Postprocessing type
# durante = basic postprocessing adapted from SweetFX (dark, local contrast)
# asmodean = postprocessing by Asmodean (with tone mapping, softer)
# For in-depth configuration, look in "assets/post.fx" or "assets/post_asmodean.fx"
postProcessingType durante

## Bloom

# Enable HDR Bloom
# false = off
# true = on
# For in-depth configuration, look in "assets/bloom.fx"
enableBloom false

########################################################################################
# Texture settings

# Dump game textures loaded using d3dx to textures\[gamename]\dump\[hash].tga
# if you enable override at the same time, the overridden texture will be dumped
enableTextureDumping false

# Override game textures loaded using d3dx with those from
# textures\[gamename]\override\[hash].(dds|png), if available
enableTextureOverride false

# Mark textures with their hash (for texture modders)
# WARNING: extremely slow if a game loads many textures
# (if you think a game crashed, it's probably still just loading textures)
enableTextureMarking false

########################################################################################
# Mouse settings
# you may have to play around with these a bit to get mouse input working correctly
# while downsampling in some games

# Modify the mouse position reported by "GetCursorPos" when downsampling
modifyGetCursorPos false

# Modify the mouse position set by "SetCursorPos" when downsampling
modifySetCursorPos false

# Intercept the WindowProc callback of the game and adjust mouse messages when downsampling
interceptWindowProc false

# Adjust the mouse position reported in peeked Windows messages when downsampling
adjustMessagePt false

# Adjust the reported client rect when downsampling
modifyGetClientRect true

# Adjust the reported window rect when downsampling
modifyGetWindowRect true

########################################################################################
# Internal settings

# The amount of logging output for debugging purpose.
# Should be set to 0 if everything works fine for performance reasons.
logLevel 0

# Number of seconds on-screen messages are displayed for
messageSeconds 10

# The maximum degree of parallelism for screenshot encoding
#  N = use up to N worker threads for screenshots
#  0 = synchronous (no parallelism)
# -1 = TheOctagon mode (stores .bmp using D3DX API, very slow, use only as a workaround)
maxScreenshotParallelism 4

LeonhartGR

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LeonhartGR

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LeonhartGR

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #46 on: 2015-03-11 12:16:53 »
Tonberry: Enhanced v2.0 by JeMaCheHi (aka Jay C) and mavirick UPDATED!

LeonhartGR

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #47 on: 2015-03-14 13:10:42 »
Screenshot support for tonberry mod. by Nightshade
If you press the print screen button in the game directory "sсreenshot" folder appears  with screenshot of the game.
Work only in window game mode. :(
DOWNLOAD
Installation:
Owerwrite d3d9.dll with my files in game folder.(After installing tonberry)

LeonhartGR

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #48 on: 2015-03-17 01:38:26 »
Tonberry: Enhanced v2.0.1 by JeMaCheHi (aka Jay C) and mavirick UPDATED!

LeonhartGR

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Re: Final Fantasy VIII 2013 Steam Release - Essential mods
« Reply #49 on: 2015-03-18 11:28:34 »
Tonberry: Enhanced v2.02 by JeMaCheHi (aka Jay C) and mavirick UPDATED! Debug folders issue fixed,  Comparisons in some algorithms enhanced