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Messages - qotsaninsoadkorn

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101
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...

102
Gameplay / 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...

103
Gameplay / Re: [FFVIII-PCSteam] Fix 100 Draw and Inf Magic
« on: 2018-07-15 13:01:49 »

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"...

105
V11 LINKS ARE UP :)

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


106
Gameplay / Re: [FFVIII-PCSteam] Fix 100 Draw and Inf Magic
« on: 2018-07-14 04:05:53 »
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...

107
dead links removed...

108
Gameplay / Re: [FFVIII-PCSteam] Doomtrain: GF Abilities
« on: 2018-07-13 20:40:47 »
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 :)

109
Gameplay / Re: [FFVIII-PCSteam] Fix 100 Draw and Inf Magic
« on: 2018-07-13 20:29:06 »
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...

110
Gameplay / 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...

111
Gameplay / Re: [FFVIII-PCSteam] Doomtrain: GF Abilities
« on: 2018-07-13 05:38:15 »
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...

112
Thanks for the help... here is the Fix... (dead links removed)

113
Screenshots for comparison would be appreciated.

NEW LINKS FOR v2 :) ENJOY

114


Example of some of the Many Changes in V10 :)

115
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

117
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

118
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

119
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... 

120
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...

121
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...

122
hey

is the dollet mission boss battle now fixed as well on v9 of this mod

i looked into it and i've either fixed that one or made it worse... either way the random encounters during the mission should feel really diff in v9 compared to v8 :P i was about to give it a go myself... been spending so much time on disc 3/4 that i'm finally coming back to testing disc 1...

123
hey

how hard did you make omega weapon on this mod

You should try it out now using v9 :P
should have some noticeable changes...
a TESTING Video for v9 OMEGA + ULTIMECIA could be cool if you wanna be the one to do it :P

Links are working as of right now... TinyUpload this time cause nofile.io seems to dislike my files...

124
hey what is so broken about the 3 sorceress battles on this Mod and i found a glitch on your Mod, when i did the boss battle fight on the dollet mission, shiva damaged a invisable enemy on the dollet boss fight
kk thanks for letting me know about the Dollet mission - Elvoret Fight right? i'll look into that...
i fixed the 3x sorceresses :Pin v8, this would happen... i've fixed it in v9... if you find any new bugs in v9 or later like this, try to get a screenshot up on here and location is very helpful :)

125
Holy bold font wall! Nice work!
yeah sorry about the cluster :P kinda started with one gameplay mod idea that has quickly branched out into about 50... and hundreds of tiny changes :P
i'll try to summarize the changes in a more organized way soon, trust me when i say i'm being more careful with what i change to the game then my description skills shown here would suggest...

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