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Messages - qotsaninsoadkorn

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1
what did he fix on this mod for v27 of this mod

v27 had allot of small fixes that had been shared through the qhimm discord page "KLIT's MODS" mainly with the people helping me test specific enemies etc...

there is still allot to do / more hours of retesting certain things ...
and more experimenting with AI... if i want to improve fights like ODIN for eg...
atm he is reported to be broken... i did succeed in giving him real Battle AI but when i did that his textures broke...
so one of the tools needs an update before i can that again...
otherwise we're limited to him SPAMMING 1 move after a certain amount of time...
(or freezing after doing it once maybe if it doesn't wipe the party)  if i change it at all...
so maybe just stock Odin AI + boosted stats... i guess for now would be ideal...

2
Zara, you need to realize that this modder put more work into that you ever will playing it.  Relax, he owes you nothing, and by asking for someone else other than the modder to finish this mod, you're being extremely rude to the creator.  learn some patience.

THANKS MCINDUS... i can't even any more aye...

3
General discussion / Re: Final Fantasy 8 in Unity?
« on: 2018-09-15 02:29:02 »
love the progress here...
also putting my hand up to help port to UNITY on PS4 Fw 5.05
later on...

4
Misc. Tools / Re: [FFXV PC] Hammerhead, EARC archiver
« on: 2018-09-15 01:16:57 »
oh thanks DAN... you da man :P  :mrgreen:

5

Yes, as enemy variety or lack thereof is a balancing matter, this point had to be tackled in the mod as well. The results might still not be optimal, as there aren't that many different enemies in the game to begin with - which in turn makes it tough to find enough matching enemies for a certain area or enemies that fit well in the same battle (a soldier alongside a T-Rexaur would be a no-go for me). There should be still a noticable improvement compared to the original though.

By the way, isn't it just the Fire Cavern where random enemies' levels are fixed on disc 1? That's actually how it is in the vanilla as well as in the mod. Not so sure what exactly you are referring to here. In case you meant the limited scaling from the mod: You usually won't even reach these level caps as long as you don't spend a lot of time power-leveling (limiting exactly this is one of the reasons for the change). I also think it's better to not have too many different enemies at the beginning of the game already, to leave some surprises for the later stages.

Yeah i decided to have fun with it, instead of being too strict with my enemy combinations :P
yeah Fire Cavern but even BOSSES in the game tend to scale only UP TO a certain LVL...
for EG... FAKE PRESIDENT + GEROGERO only scale up to lvl 12 apparently ... many other examples i could give :P

and then don't get me started on how many have STATIC stats then don't go up with LEVEL...
SPR SPEED etc... I'm Looking at you...

even changing the LVL RANGES for enemy seems like a fun way to make it less predictable then just LVL 20-29 = MEDIUM...

indeed can't ruin disc 1 and give you access to everything, it's about finding a nice in between while not having so many 1 hit kills where the AI hasn't even had a chance to pull off a move :P

6
Misc. Tools / Re: [FFXV PC] Hammerhead, EARC archiver
« on: 2018-09-12 01:08:03 »
oh, this sounds great...
sorry more attention hasn't come this way so far...

i guess you might also know about .gapk files used in NT for Characters...
or the STAGES .gmpk ... :)

7
No, mainly just the most trivial ones. There are actually many interesting encounters in the base game already - the problem is that these are often very rare. This has been changed for the mod as well, so players can expect too see previously rare encounters more often than before.

so you're also changing Enemy Diversity :)
i guess for me it felt like Disc 1 especially suffered from lack of diversity...
even their Levels being FIXED instead of SCALING for so many areas during Disc 1 is a bit :( inducing...
it does mean different MAGIC is available sooner though which means you want to be careful not to make it too easy to get OP i guess...
but speeding up the first couple hours of game-play a bit that was does seem nice :P

8
well it might be nice to adjust the speed that F1 give us for eg...
atm isn't it up to 4x or something...
perhaps halving the value would make us use the feature more...
hard to select spells in battle while the game is running too fast atm... when using F1

9
I've since found a problem with Neo Bahamut... here is the latest file for it... also limited how hard it is, it was casting Catastrohpe a little too often...
https://nofile.io/f/oWfWKsUe6xS/c0m000.dat
Some Feedback would be great...

10
Here are the files to fix RED BAT & BAHAMUT in v26 using DELING to replace them inside the battle.fs file...
ENJOY :)
https://nofile.io/f/xcZJrmsD3ds/V26+RED+BAT+++BAHAMUT+FIXES+-+battle-fs+files+to+replace.rar

11
So V26 is up... I've fixed about 4-5 Corrupted Enemy Data Files...
many other battle scene changes... added some more test battles...
Tweaked some more things... and re-reading the posts here i think the only bug i forgot about the was invisible Red Bats...
so they all need re-testing officially, but we're definetly getting there...
WENDIGO, ABYSS WORM, TIAMAT & a couple other Enemies have been reverted to Stock Stats / Moves for now...
those were some of the Corrupted files... in the recent versions...
Odin should also work again... needs testing & Feedback though...
i gave up for now trying to give him real moves for his battle...
so it's simply a small stat boost and 1 small other change they may work as intended if/when the timer runs out... ;)

New 24 hour link to join the discord...
makes it easier to report any bugs / crashes you find...
https://discord.gg/Psn6Rt

reminders...
the NEO BAHAMUT battles (4 different - Battle Scenes/Backgrounds) is in Zell's Kitchen (at his MOM's HOUSE)... Disc 1-3 (i should add it to disc 4 too soon)
DISC 4 has lvl 100 IFRIT + ADEL + FUJIN & RAIJIN + ODIN + many more new battles in parts of the Castle...

12
excited to try out another Gameplay Mod but now i'll need to continue playing mine and start another New Game with yours :P for the full experience... Happy to see more people inspired to make Gameplay mods for FF8 as we have allot of potential with the tools around... even if i'm currently sad that i can't make AI script changes without the Textures going Corrupt... or just unlucky so far maybe with what i've tried...

also did you consider making New Clones to replace some of the Dummies...
c0m000.dat is easy to replace since it's listed in cactilio... i make a copy of Bahamut's file and modded that my NEO BAHAMUT Prototype... keen to try a HUE change soon... then i'll need a texture upscale to match i guess...
but yeah if we can figure out how to also use the other DUMMY's 144-199
that's allot of potential for Clones with Diff Magic / Items / Stats etc

13
FF8 Tools / Re: [FF8] Enemy editor - IFRIT (0.11)
« on: 2018-09-07 02:44:01 »
I believe the majority of the corruption is a problem that I fixed on July 25th, you can get the updated version here.
The issue was that variables in if statements weren't being compiled properly and ended up missing 2 bytes.

2018 update... is this still the latest version...
attempting to do some AI changes...
so far Texture Corrupt when i do... i guess i must be using the older version?

15
Mod is working great but fire cavern enemies are giving graphic glitches and bats that use dark mist cause a soft lock

Edit: I'm also getting random soft locks in the dream world with laguna right before getting to galbadia garden. It happens with random encounters and  comes back with "an unkown exception has occured"

Edit(2): Random soft locks in Tomb of the Unknown King in battles with Death Claw and Blobra, not sure what causes it yet.
"bats that use dark mist cause a soft lock" i've put up a link to another enemy .dat file for RED BAT... where i replaced DARK MIST with something that is more likely to work... needs testing... https://nofile.io/f/vXbhtsmMpMK/c0m018.dat

yeah in the recent updates...
i'm retesting many parts of disc 1 again... Quality Assurance :P
regarding laguna Dreams... i've fixed 1-2 battles that were a problem a while ago... mainly the 2nd dream seq i tihnk it was...
make sure you have updated.. and let me know if it's still there...

likewise i realized that DEATH CLAW doesn't seem to work alongside any other enemies AFAIK... so it's being removed/replaced from some areas where i had placed it... i already think i've removed it from the TOMB in v23/24...

16
You could always load up the v23 mod play through the cavern, then load up the v24 mod. If you're worried about the bahamut twins, they show up in the training center for some reason, at least after the dance scene when Quistis asks you to go there with her

(sorry, meant to quote the above user)

yeah it's just one room / field... of the Training Center... temp mod... Battle 91 got put in to replace one of the repeat battle scenes...
i'll be switching that in the next update too...

17
Mod is working great but fire cavern enemies are giving graphic glitches and bats that use dark mist cause a soft lock

Edit: I'm also getting random soft locks in the dream world with laguna right before getting to galbadia garden. It happens with random encounters and  comes back with "an unkown exception has occured"

Edit(2): Random soft locks in Tomb of the Unknown King in battles with Death Claw and Blobra, not sure what causes it yet.

oh heya...
yeah i found out at least one of the TotUK battles isn't ok... and the RED BAT extra moves...
thanks for the info that it's DARK MIST that has an issue...
the texture issue i'm not sure about there... i think my RED BAT file might of gotten Corrupted... so i'll revert that one and re-do some changes...

here is c0m018.dat Red Bat 3.0 needs testing...
https://nofile.io/f/vXbhtsmMpMK/c0m018.dat
install with DELING (battle.fs)

18
v24 IS NOW UP... NEO BAHAMUT ADDED ... (ZELL'S KITCHEN)...
THE BAHAMUT TWINS (FIRE CAVERN 2ND ROOM) HAVE BEEN RETWEAKED.... LVL 25 > 20...
MANY OTHER FIXES / SMALL IMPROVEMENTS... ENJOY
  :mrgreen:

19
been using this so much...
i've just realized that replacing DUMMY com000.dat with BAHAMUT's
could help me create NEO BAHAMUT... Diff Stats / Spells / items / Card etc...



This is great... since i could choose DUMMY in CACTILIO...
but i'd love for an update to it which includes a small cleanup to the Enemy List...
maybe numbered (matching their com???.dat number)
that way... we can still replace the other DUMMY's
c0m144.dat -> c0m199.dat
so ... Dummy 144 would be the c0m144.dat...

20
According to the board, this is my thread.

Also, I really don't give a rat's ass if you support it or not.  This is the internet, baby, everything is forever.  So please stop whining.

EDIT: also, just for reference, my Karma is actually largely a result of you.  Well... You, Kudi, and Hermoor
actually now that i've seen your attitude first hand, i can assure you, i also disliked you officially :P

21
hum... What if we add a new variable in the gunblade on Init tab and activate it in Seifer's Turn tab? I'm gonna check it out.
i warn you seifer/edea's disc 2 boss forms for eg like to get corrupt easily... likewise the Time Compression Sorceresses...
i also wondered why there seems to be Gunblade and Ginblade i think it was in the files... 2 different AI Weapons for him hmm?
it's fun to fight his Gunblade(s) without him btw, you can make them target-able with Cactillio...


22
find it in Doomtrain, change what Camera it uses maybe?
APOCALYPSE = MAGIC ID 221 = ENEMY ATTACKS #373 you could change what Camera it uses when a Boss/Enemy uses it... but i don't think we can easily adjust the Camera for the Party's Use of it as a MAGIC SPELL... or i just don't know how...



23
hey

how is the fix coming along so far on this mod

well ... i'm Culling some of my mods...
this will be the exception ...
more coming soon...
the qhimm discord page... "Klitlika's MODs" has screenshots often as i make progress with the testing / new versions...


https://discord.gg/AbtTDw

24
Hey guys...yeah my bad pretty much... i F*cked up...
i rushed out to the public a number of WIP things that should've been done differently... #1 making sure if i based any of my tweaks on other people's work to be 100% sure credit is there and not just 99% sure...

delete LaMagica V2 is my suggestion at this point... and all i can do is apologize for the wasted time / 7GB ... and the frustrations felt with the conflicts... Project Hellfire's hashmap went missing while i making LaMagica v2 from what i worked out later, i eventually realized it was missing and thus only some of the GF's textures had snuck into the batch processing mess i made of 7000 ish files (many duplicates too since the Atlas Textures weren't put together, so they kept appearing in the tonberry/debug/ folders) ...

I'm trying to be more organized, taking more notes then ever with my other mod attempts to try to not mess up anywhere near as bad as i did with LaMagica in the future... (Glad to hear my Gameplay mod has potential in your eyes, if done right...)

sincerely KLITLIKA / qotsaninsoadkorn

25
here is a TIAMAT original file to fix him for now in v21...
i'm have to try out both again and reattempt some fixes..
making progress...
https://nofile.io/f/E1Gj6RH5OKh/c0m132.dat
using DELING to inject into battle.fs

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