Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - qotsaninsoadkorn

Pages: [1] 2 3
1
i had a go at some tweaks a couple months ago... been focused on gameplay modding recently... but i got asked to share this anyway for now as is in case anyone wants to try out...
FF8_-_Better_Balamb_-_World_Map_Tweaks
https://megaupload.nz/o5s9o4f1bf/FF8_-_Better_Balamb_-_World_Map_Tweaks_-_V1.rar

2
i need help please

sorry you've encountered another one... the joys of being first to test that part... of the game... as i said, my biggest changes were to disc 3/4 so that's where testing has been done primarily and i'm still fixing issues here n there...
for eg, Sorceress Battles... 1st got currupted a while ago, i've since fixed it... 2nd Sorceress works but the last part of that battle vs Wormlike Sorceress is still broken... technically that is disc 4 anyway... so a while off where you are at...
i've been testing more and more boss fights, trying to confirm them as being ok...
as stated on discord i do sleep sometimes, like other humans, so sorry i was unresponsive :P
along with the Missile Base Boss (you said on of the moves did 0 DMG) i'll be modding a save to teleport to G-Garden's Big battles :P and i'll see how i go :)

the tools i use aren't all 100% either... they have bugs... so handy to use despite that, since i just wouldn't be trying without them... but it does mean... LOTS of testing...
a % of the public has gotta be trying this out yet not signing up to report bugs... so i am relying on my own testing, and anyone willing to let me know when/where there are bugs :P
once i feel like i have finished the majority of changes i have planned i'll be starting a completely fresh play-through... esp since the DRAWS available from allot of mobs + bosses have been tweaked also :P
DELING FIELD EDITOR + IFRIT ENEMY EDITOR + CACTILIO BATTLE SCENE EDITOR + DOOMTRAIN & CARBUNCLE for Kernel Edits... etc :P
changing enemies with cactilio for eg, hard to guess positioning co-ordinates in advance of seeing placement in-game... also many enemies seem to crash if loaded alongside another, so gradually making a list of small enemies / multi-mob compatible ones...

3
oh then your MAGIC stat must be low as... since that affects it...
luck might aswell?

"How many of a spell can be drawn depends on the drawing character's Magic stat, the spell they are drawing, and whom they are drawing it from."

4
Hey

I found yet another bug on your Mod, the MRV boss battle at the missle base it kinda of broken

what i mean is, that when the MRV boss uses the shotgun it sometimes does not take damage off of my party members

oh k good to know...
i found out WALL cast by enemies ends up on the party :P so that i have a few to change to something else :P
can't remember adjusting much on that boss so i'm surprised but obviously i'll look into it... :P thanks again for the info...

here is another 24 hour discord link, if any of you want to ask more questions, report bugs or just check out more mod screenshots / info...
https://discord.gg/QUD8ZW

5
hey

there is missing battle background on the desert prision area of your mod as well, the whole battle background is missing

oh with the Recut BattleFields Mod... :)
i'm 99% i wrote that one down already that thanks, trying to test out a bunch of areas and soon will try to upload a new version of that one too...
clearly i got excited about gameplay mods once i started...

6
Gameplay Modding / Re: [FF8-PCSTEAM] Stats mod?
« on: 2018-07-15 13:10:10 »
For this you need another tool, Ifrit. It can edit the various com.dat files inside the battle.fs (don't remember if you need to extract them first, though, it's been a while since I last used it). Anyway the files com000.dat to com143.dat each contain one enemy from the game.
i'm working on a mod that i'm already up to v12 on, where the main thing i've done is Fixed all the Stats that originally weren't going up as the bosses / enemies level... if you wanna try it out, otherwise make sure you backup all files... cause ifrit has been giving me issues on about 3 bosses + a few randoms... where i got corrupted files and had to restore the orig... one of them i've tried a few times but no luck so far at making my changes without breaking it, luckily it's not a big deal for the one in question...

using DELING Field EDITOR... You Extract / Repack files from inside either:

battle.fs - scene.out for use with Cactilio Battle Scene Editor... Since you gotta set their LEVELS in there...
 and the individual enemy files mentioned above for IFRIT Enemy Editor... (c0m143.dat ...etc)

main.fs - kernel.bin - kernel mods using doomtrain...

7

Draw Resist... you would Extract/repack the files you need using Deling from \Final Fantasy VIII\Data\lang-en ....
for Doomtrain you'd want to extract the "kernel.bin" from "main.fs"...

9
V11 LINKS ARE UP :)

Check out some changes like Triple is now M-Berserk+


10
I've never used that one sorry but here is a screen-shot to show how easy it is with Doomtrain Editor... and it will mean MORE magic per draw...
just not 100... cause that is ridiculous...

sorry image link failed... gimme a min... ill find it again...

12
I believe the names are also in kernel.bin but you need a different tool to edit them:
Carbuncle
THANKS i'll look into that :)

13
Hey guys!
I wanted to know if theres some way to modify the draw amount to 100 units fixed and infinite Magic usage with a mod and not using cheat engine table.
I know theres the Magic.dll by MCINDUS but I heard it wont allow players to use Double or Triple, which is a shame tbh.

yeah, it's true... that one of the things i changed in my Gameplay mod though...
Cerberus + Double + Triple ...
Double = Magical Berserk
Triple = Magical Berserk + Haste + Regen... Works Great :)      (regen does run out with long battles :wink:)
since Angel Wing is being cast on all 3 people using Cerberus With my MOD... your casts do double damage...
since Rinoa's ANGEL WING = 200% magic dmg... if you didn't know :P

i might however add Vit0 effect to both MAD RUSH and These... GLASS CANNON STYLE...

everything works perfectly, i just need to learn how to rename spells and it'll be 100% perfect imo :P

on the other hand... you could change the kernel using DOOMTRAIN to mod each Magic to reduce it's Draw Resist stat...

that way even with low lvls etc... you'd get much more from each... draw points too i would expect... :P
i already did this in my mod, to make people playing using my mod without MCINTUS's launcher's INFINITE Magic... need to waste less time DRAWING MAGIC... and Damage caps are gone whilst retaining the 9999 HP cap for players... which is needed keep Omega etc a challenge... for now... (many things planned...)
Enjoy, i really hope you try it out... V11 coming tomoz...

14
Gameplay Modding / Re: FF8 Hard Mode differences?
« on: 2018-07-13 09:22:09 »
What is the difference between the 3 modes realistically? Like what does each mode change... I know the game is waaay too easy Vanilla and I have one Hard mode mod installed but i read that this one (http://forums.qhimm.com/index.php?topic=11026.0) can be installed along side it to make it more fun... anyone know what the differences are before I install one? I want it to be hard but not so much that I want to put my fist through my monitor lol... I still want Magic to have some effect just not quite as much as it does in vanilla...

heya, if you are using the steam version... I've been working on my own mod which instead of being a launcher, i've been adjusting each enemy / bosses stats individually... allot of them have STATIC Speed stats by default... which was a big complaint about FF8 where it can get to a point where the enemies never get a chance to attack...
http://forums.qhimm.com/index.php?topic=18301.0
bit list of most changes... some Surprises... + new Magic / some redesigned to not be OP Instant Wins...
eg double now casts MAGICAL BERSERK... TRIPLE = MAGICAL BERSERK + REGEN + HASTE...
and i've fixed big issues with the junctioning system IMO :) impossible to max out 100% absorb on all elements now... gotta actually figure out your priorities...

15
ALSO are we able to rename things like HP + 20%...?
i've reduced the gains by half on my mod for eg... but obv still says + 20% instead of +10% in-game for now...

17
Screenshots for comparison would be appreciated.

NEW LINKS FOR v2 :) ENJOY

18


Example of some of the Many Changes in V10 :)

19
and french also ^^ :P
i can try to help with ENGLISH to FRENCH ... Mods... my spelling in French tends to have errors but spell-checking helps... Fluent Verbal though :P

20
@qotsaninsoadkorn could you please upload your mods on Mega or Google drive?, because torrent it's pretty slow or sometimes unusable. (can't manage to download "LaMagica" and "BattleFieldPack - RECUT EDGES + COLOR BOOST" .

oh sorry to hear you've had issues... a friend is helping seed... i guess maybe he stopped...
i have a horrible upload speed but i'll try to get mirrors going asap...
using MEGA... it's gonna take something like 12 for me to upload just the RECUT & Color BattleFields...
once that one is up i'll start trying to do this one... although if someone who already has V2 wants to help upload a mirror, that would be extremely helpful :) or at least help seed if you still can for now...

21
hey

how did you get edea and sefier in the party on your mod like that

and keep up the great work

Thanks, your my #1 FAN :) using HYNE Save Editor... you can unlock Both, they work fine in combat... Edea has a close up Field Model but no far away one so she goes invisible... and avoid making them leader then you should be fine... probs bad idea to attempt to use TWO Seifer during Dollet Mission... i haven't tried though...

https://nofile.io/f/cKmzwXrGHKO/2018-07-12+05_31_43-Hyne+-+C__Users_SSD+8350k_Documents_Square+Enix_FINAL+FANTASY+VIII+Steam_slot2_s.jpg

22
https://youtu.be/UMv5Thv8fIg

so i quickly put together V10 after making some changes like reducing the Stats for the T-REX back down a bit after what you can see in this video happened :P    ... i used f2 for once to record some evidence...
basically you get hit like 2-3 times before the ATB even fills... LOL

Make Sure you update to latest (v10 as of now) :) unless of course you want this to happen to you... in that case i left v9's links up...

and here is another 24 hour expiry discord link... more images of my mods there + i'll take suggestions...
https://discord.gg/VupPUc

23
clearly there is interest in this... 1700 Views...
but can it be done and how...
sorry for the bump... but i wasn't here back when this was a recent post...
with Magic being upscaled along with the older HD Mods :)
i feel like the lack of vibration is the main source of frustration... 

24
Hey

Nevermind i got it to work by using rapture on the first part of that dollet mission boss fight

oh so if you using Everything... i'd love to figure out if rapture is working as intending...
i'm fairly content with most of the Holy Spells, but i thought Rapture could be somewhere between Holy's DMG and PERCENT's (renaming soon i hope)... but i wanted Rapture to be MultiTarget while keeping the others Single... although since i'm adding enemies to fights, so more of them = more total dmg, i might go the other way with its power... BUT i thought considering RAPTURE is RAPTURE :P i should add a DOOM effect...

and you'll notice Regen, Haste, Protect, Shell Etc lasting longer... i do need to tune DOOM's Duration to be short enough to actual pose a threat... it was funny though when i was testing ADEL, Gilgamesh Showed up and Did a move i added Doom to... so he cast Doom on Rinoa... LMAO... and then realized i had to try to cleanse it asap... she had Haste + Regen + Shell on... so i had to recast them after i save her / avoided Game Over lol... so i thought about adding Doom to Adel's Drain Move, but it might Refresh itself or i s'pose it would just miss after that...

25
hey, is the dollet mission boss battle now fixed as well on v9 of this mod
BTW i think your the only person i have managed to get at least mildly excited by this... Despite it's potential...

so the Dollet Fight... =)  v9 seems to work but now we've somehow ended up with BIGGS + FAKE BIGGS Clone... Red Pants but top half of textures got messed up it seems... weird...
Elvoret went well... took me almost twice as long as usual to get to the shore ;)
X-ATM092 has Auto-Protect now BTW... Also more HP but i don't think i overdid it, although since the save point is accessible after the timer has started i worry about someone not being strong enough...
need to retry the run to the shore intentionally doing all battles and without magic or junctions perhaps, depends...

Pages: [1] 2 3