Author Topic: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.7.2)  (Read 1079487 times)

gjoerulv

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
« Reply #925 on: 2011-04-15 11:58:40 »
Hmmm... I have no idea how that happened. I've always worked on the same files. Now I'm worried I may have f***ed up at some point. After looking over the kernel it looks good. But seph's AI is back. ???

Also I feel like the last soldier fight is a bit too hard. Expect a new release in a few days.

Things to fix:

Sephiroth's AI
The last Soldier fight (before Hojo).
Hojo's 2nd form.
Some enemies in in the assult mission are too weak.

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

The game overs creen is not a bug caused by my mod.
The weapons are harder. Bu I think both Safer Seph and the new Omega boss are harder. Safer Seph might not be harder though.
« Last Edit: 2011-04-15 12:02:08 by gjoerulv »

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
« Reply #926 on: 2011-04-15 17:07:46 »
Emerald did 32 767 damage (the max) to my characters in a hacked save (stats boosted). Too much hard?

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
« Reply #927 on: 2011-05-01 11:23:36 »
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.

BloodShot

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
« Reply #928 on: 2011-05-02 00:50:01 »
Quick question, If I'm fairly early in the game, like say, right before you meet Red XIII in the Shinra building, can I continue my game after installing the mod, or could it cause issues?

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
« Reply #929 on: 2011-05-02 00:55:22 »
Well... It might not cause issues, but you will have missed 6 enemies or so since the beginning (I mean, totally new enemies) including the trio, which is one of the STAR of this mod. So I advise you restarting from the beginning. It's early in the game, you said.

BloodShot

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
« Reply #930 on: 2011-05-02 01:15:38 »
Yeah, I am. It gives me even more of a reason to replay it, since this is the first time in a while I'm actually playing the game, instead of just testing stuff.

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.3
« Reply #931 on: 2011-05-02 01:17:46 »
Yeah, I know what you mean... and so Armorvil does.

gjoerulv

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #932 on: 2011-05-02 20:36:45 »
New release. Sephoroth is yet again controllable, the last soldier fight is fixed and the assult mission 'til the end of game is a bit harder.

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #933 on: 2011-05-02 22:10:16 »
Migthy Grunts are fixed?

gjoerulv

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #934 on: 2011-05-03 18:27:20 »
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?

Damn, I should read the forum before releasing.
No, I wasn't aware; Never touched it's AI... Or did I?
I'll take a look.

EDIT:
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?
« Last Edit: 2011-05-03 20:39:20 by gjoerulv »

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #935 on: 2011-05-03 21:52:09 »
I attacked it while it was red, and then it was reduced to less than 50% of their HPs. Then I heard the "death" sound but the 3D model is still on the screen but is now untargettable. The "blue" Migthy Grunt is active from now on but invisible because I see the target arrow.

gjoerulv

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #936 on: 2011-05-04 11:23:47 »
Ok

You remember in what encounter/where the bug appeared (floor 59 / elevator etc.)? Or, even better, which scene that encounter/bug is in?

Tenko Kuugen

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #937 on: 2011-05-04 11:59:57 »
I fought like 200 grunts and was never able to reproduce that, not even with poison / gravity or drain

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #938 on: 2011-05-04 21:10:10 »
Floor 59, the mandatory battle (don't remember what scene it is) and by attacking normally.

gjoerulv

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #939 on: 2011-05-05 09:22:31 »
That was the 1st fight i tested. It went smoothly.

There is nothing wrong with the grunts at my end. After patching you should have the exact same scene as I use. Have you edited anything in scene.bin?

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #940 on: 2011-05-05 09:34:36 »
No, huh... That was that scene I used to test the new Proud Clod Alpha, but unless it saves automatically the changes, nothing got altered.

gjoerulv

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #941 on: 2011-05-05 12:37:52 »
Run the patch again. This time only select scene.bin, as everything else is patched (or not. depends on how you did it before. In any case, select scene.bin only). Remember to back up if you have done some editing.

If you tried this already, or if the bug is ever present, send me a copy of your scene.bin (unless you don't want to). I would like to have a look.

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #942 on: 2011-05-05 21:43:37 »
No, that's fine, I don't have to re-run the patch, because I always keep a copy of the files non-modified so I replace them. Will tell ya if any other bug occur :P

apfelx333

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #943 on: 2011-05-12 13:29:20 »
how can in unpatch this mod?

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #944 on: 2011-05-15 01:45:57 »
By taking back the files from the disks or backing them up before.

gjoerulv

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #945 on: 2011-05-18 11:32:51 »
There is no automatic way of removing the mod. That's why I made it possible to make backups of the files. Not very user friendly, I know, but it's the only way. So, yeah, do as Vgr mentioned: Copy the files from the install disc or restore backups. If you did not make backups, then copy from disc. Or do a fresh install.  :-P

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #946 on: 2011-05-18 21:54:20 »
Or... pull me off of my laziness and tell me to continue by batch files that will do everything for you :P

Vanderlain

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #947 on: 2011-05-20 19:02:21 »
Hey, I have a question: Is that Omega boss you mention the same as that thing in that video (http://www.youtube.com/watch?v=qj7Hccaa180)? I use your mod so far and it was rather hard so far. But that Omega looks rather easy.

Vgr

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #948 on: 2011-05-20 19:04:20 »
Yes it is. Omega is far from easy. It looks so but isn't.

Vanderlain

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Re: [Release] gjoerulv's "Hardcore" mod. v1.0.4
« Reply #949 on: 2011-05-20 19:15:32 »
I imagined Omega looks more like the Weapons but there is no tool to create custom enemy models and make Omega look unique?