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Messages - Pure_Mind_Games

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Is it possible to increase how often 'Added Effect' goes off and change Chocobuckle to also multiply by level like in the original Japanese release? Or would I need something else like 'Materia Keeper'?

WIP / Re: Speedrun Irony Mod
« on: 2022-06-26 13:01:13 »
You fixed the W-Item glitch? Damn, I didn't think that was possible.

Is MonoMod available as it's own IRO? I don't really wanna have to reinstall the game everytime I wanna play something different or work on my own mod.

wallmarkethelp.chm doesn't seem to work, no matter what I click on the page is just blank" border="0

I take it this mod is dead?

Releases / [FFVII-Steam]Curse Ring Challenge - iro
« on: 2021-10-08 06:42:14 »
Moving from 7th Heaven board, not sure why I posted it there in the first place  :-[

A while ago I thought up what I felt would be a fun challenge, it just happened that death_unites_us got around to it first. Setting up a New Game save through Black Chocobo seems to have thrown the encounters out of whack, not a huge deal I know but it gave me the idea to make it a mod instead.

1.1 - Toggle Use of Sources


Releases / Re: [FF8:Remastered] Darz FMV's - 4k Upscaled
« on: 2021-10-07 15:25:16 »
There is not 4K FMV for the original Steam Version 2013 ?  :-(

Just extract into SteamLibrary\steamapps\common\FINAL FANTASY VIII\Data\movies

That's what I did.

Why is it asking me to request access?

The link sends me to a download of 1.1 instead of 1.2

I might be misremembering but I could have sworn that when adding an item to the inventory you could use a drop down menu instead of putting in the number, that or there was somewhere to find what number was what item.

What do you mean by "only the name is correct"? And which version of FF7 are you using?
When I change Clouds name then reload the exe or the .dat file to an unchanged exe the change is what I made. The exe is 1.02, to be honest now that I think about it, I think it might be 7th Heaven screwing everything up, I can't even launch the game without going through it.

When loading an updated exe or the data file only the name is correct, the Curse Rings are Fairy Rings when first loading the exe then change to Earrings when I load the dat file in.

Is there a list of 'Main Progression' numbers and where they point to?

When Changing Window colour Top Right doesn't change and changes Bottom Right instead.

7th Heaven / Curse Ring Challenge 1.1
« on: 2021-01-12 19:32:49 »
A while ago I thought up what I felt would be a fun challenge, it just happened that death_unites_us got around to it first. Setting up a New Game save through Black Chocobo seems to have thrown the encounters out of whack, not a huge deal I know but it gave me the idea to make it a mod instead.

1.1 - Toggle Use of Sources


7th Heaven / Re: FF7 Modding Idea's
« on: 2021-01-08 08:09:23 »
Both of those are built in to 7th Heaven 2.0

I want to use the Remake boarders and menus, but I'd like to use the coloured Items and Shiny Materia from ESUI but there's no option to turn them off under the Remake theme.

Even when I set Limit Breaks to 'No change' it still crashes.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-20 16:36:49 »
Is there a way to have the last selected Rank Up highlighted? I wanted to do a 'single job' run, but it turns out my memory sucks and after having a day away I'd forgotten which I'd selected for some of the characters.

Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2019-06-18 10:31:16 »
You should nerf a lot the cards, because before going to Deiling city, I managed to get all the really good cards and transform them in good magic like tornado and curaga and have all my char to have 3.5k hp, >100 str and just spammed Mad Rush (to get haste + protect + berserk) to get my way to all the bosses until the end of disc 1 so I think you should really nerf the cards or Mad Rush.

Counter argument, when selecting New Game have a message that tells people to use self control if they don't want to 'break' the game.

Gameplay / Re: Fight Summons to collect their Materia
« on: 2019-06-14 07:40:45 »
Cheers, I'll look into them.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-14 06:47:24 »
Is it possible to get a second Mythril for the Weapon Smith near the Gold Saurcer?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-13 01:17:33 »
Hi i read elsewhere about  "mod documentation (zip file). It contains a text file showing the stuff locations and an Excel file showing what you can steal, morph and loot and on which enemies."
and I can't seem to find this could anyone point me in the right direction?

I wouldn't worry about it, it's out of date right now anyway.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-12 22:35:41 »
Nice, I'll check them out once I finish 1.5.


Oh, would it be possible to show Inate abilities somewhere in the menu? as I keep forgetting them.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-12 19:54:21 »
-) I want to scrap Dark Cave and replace it with something else. I had been looking at a 'floor-based' dungeon that goes through lots of fields with punishing encounters and a boss/change of theme every five floors or so; make it more of a battle-based thing like that Ehrgeiz dungeon game or the FF Advance post-story dungeons.

Please no, they're so annoying.

-) I'm not too sure about ultimate weapon crafting; I think people probably find it more of an annoyance as the requirements are going into the Crater and farming for drops/steals/morphs from the enemies inside. What I'd like to try and do is get them put behind something that's a bit more actively engaging for the player. I think that crafting thing would be better suited to a sister ray version where the number of possible weapons + items is increased, meaning that weapon variants/upgrades could be produced.

I don't mind how I get them but if it's annoying they damn well better be OP lol.

-) I forgot that I put in the barrier thing until I was shown it recently by Uprisen and Caleb, I can't really remember the rationale for doing it either; it was one of those careless throwaway changes. I've kind of put myself in a corner with it as well because a few people are speedrunning the mod now and this change is used for a majority of the fights to make them more feasible at low level. I'll probably give Uprisen and others a prototype so they can see if it's possible to do within a reasonable timeframe without it, and if it is then I can give it the heave-ho.

Wait, what's this about Added Effect Barrier?

Reading your post makes me wanna play the earlier versions too to see how it evolved.

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