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Messages - Lunareste

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Thank you Maki! Everyone in this community really appreciates the hard work you do so we can all enjoy our beloved game <3

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@EliteOne Please join qhimm Discord and ask there to get a quick response and see many more mods for the FF games gathered in one place. Follow this link https://discord.gg/RGChgYT8

This invite link has expired, can you link another?

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It happened at the screen immediately at the bottom of the elevator, that holds the save sphere. 2013 version.

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Not sure if this bug is with your mod or not, but after defeating Elvoret at the Dollet tower I paused the game and went to go eat dinner with 29:19 on the timer. When I returned and unpaused the on-screen timer read 0:00, the menu timer reads 99:59, and it stays that way even after re-opening the game.

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Releases / Re: [FF8PC - Steam] Succession Mod (v.0.5)
« on: 2020-11-15 00:19:30 »
will you ever port this to Remastered?

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Releases / Re: [FF8:Remastered] Darz FMV's - 4k Upscaled
« on: 2020-06-04 00:18:29 »
Looks FANTASTIC! Definitely getting this when disk 4 is completed!

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Releases / Re: [FF8PC - Steam] Succession Mod (v.0.5)
« on: 2020-02-19 05:23:03 »
No need to be bummed! I'll try having a more open mind to your interpretation in the future. Thanks for taking the time to reply.

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Releases / Re: [FF8PC - Steam] Succession Mod (v.0.5)
« on: 2020-02-08 17:33:14 »
I don't mean to offer harsh criticism here because I greatly enjoy the enhancements you've made so far, but I completely disagree with the dialogue you've given Edea during the inauguration speech. Please allow me to explain why.

To begin with, I found this old post on GameFAQs (https://gamefaqs.gamespot.com/boards/197343-final-fantasy-viii/43179495) that highlights the translation errors and styles used in the English and Japanese dialogue. I went searching for Edea's original English speech because I felt that it was a powerful tool to help the player to understand the plot of the game once they learn that Ultimecia is ultimately behind them. It is important to remember that the reason that she wants to achieve Time Compression is because the events of the game are going to be recorded into history, and the people of the future will persecute sorceresses as they await her arrival to try and destroy time itself. Your changes make it seem like she's offering purpose or leadership to the citizens of the country, but in reality she hates these people and condemns them for hailing her ascension despite hunting and prosecuting sorceresses for many generations into the future in which she is born.

This is our first glimpse into the mind of Ultimecia herself, veiled behind the face of Edea. Aside from some easily fixed grammar issues, I think your changes come off a bit as a Rita Repulsa type monologue; clearly she's saying she's evil, but what is the point of her conveying this? While I do feel like your speech is actually better than the English translation in terms of style because it's her presentation is more abstract, the dialogue itself is lacking intent and I think that the message Ultimecia delivers through Edea should more subtly reflect Ultimecia's mysterious persona and her ultimate plan.

That being said, I know this is your project and I appreciate the hard work you've put into improving the game in an area where it's direly needed.



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Is it possible to make completely new scenes using Maki's mod?

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Planning to release a new version that will contain some more suggestions made by Nesouk earlier, among some other things, and also Remaster compatibility soon.

Just finished work on the mngrp.bin file that contains all data relevant to menus. It needed a lot of manual adjustments as it's different from 2013 release. Next are Battle and Field files, which are also different, but shouldn't take that long to port over.  The only thing I'm quite unsure about is certain exe changes (such as Angel Wing, or the new Dispel damage type) and the way of applying the mod changes to the Remaster version. It will probably be a little more complicated than for 2013, but Maki's new Demastered Tool looks promising and could make the process easier. Have to check.

If there's anything in particular you'd like to see in this mod, don't hesitate to tell :)

Looking forward to playing this once again on Remastered version, Callisto. Thank you so much for all the hard work you've done for our community!

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Releases / Re: [FF8PC - Steam] Succession Mod (v.0.5)
« on: 2020-01-06 00:28:28 »
Nice changes in the third video. Those "I am..."
But confusing as hell. Edea model is actually ultimecia in that stage, so knowing Seifer should not happen. It's the first time she sees him. I don't think ultimecia has access to edea's memories, or at least it's not obvious in the original game.

Since we know history is written forward to Ultimecia's time and she is aware of the events of the game before they happen, and given that she is aware who Squall is (Battle of the Gardens, "So you're the SeeD destined to defeat me"), don't you think she would also know who Seifer is? From Ultimecia's point of view, Seifer is the one destined to follow her, mobilize Galbadia Garden and raise Lunatic Pandora in her war against the past.

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Just updated to latest version and I am having the game stop functioning when I encounter Marlboro after Bad Breath is cast.

I never encountered one before the update so I don't know if it's related.

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Hello, here to provide more feedback from my experiences. To give a bit of perspective, I have been grinding a bit more than I ever have during normal gameplay in order to stay "ahead of the curve" because I know the purpose of this mod is to make the game more difficult. I'm not doing Korean MMO-grindfest type gameplay, but I am taking on more random encounters in order to gain AP for important junctions before you traditionally earn them through the course of normal gameplay.

SeeD mission in Dollet: This portion of the game seems well balanced, actually. I will say that running into double Red G-Army soldiers was actually quite threatening, they do a lot of hard damage and aren't pushovers. My characters without HP-Junction were actually killed a few times throughout the mission (importantly, this depleted my supply of Phoenix Down, more on that later). I didn't have any problems with Elvoret or Biggs and Wedge encounters, seemed solid. I tried to kill the X-ATM092 the traditional way, I had stocked up on Lightning Magic but it wasn't nearly enough to kill him.

Timber mission: An important thing I noticed is how few opportunities you have prior to this battle to stock up on items you need in Timber. I did not purchase any Phoenix Downs prior to leaving Balamb, and unless I am mistaken, there is no opportunity to purchase more from a vendor within the city. With two Phoenix Down left and with a party member dead, I had to force the story forward (instead of exploring the city's side quests) in order to use a one-time rest at the inn of the leader of the Forest Fox because the regular inn is not available while the town is under occupation. If I could give a suggestion, I think having the G-Soldiers you encounter while running around town drop Phoenix Downs may alleviate this issue.

Battle vs. the President's body double: Probably the hardest battle I'd encountered so far. Again, I tried to kill him the traditional way a few times but ended up wiping and getting a game over. At this point I became very conscious of the changes you made to character's stats and strengths. I had already noticed that Selphie and Squall are much better at using magic then Zell, but after a few wipes I completely rebalanced my character's magic inventories and Battle abilities via Junction to maximize their effectiveness. I stopped equipping the Magic command and gave Zell the Item command instead; I'd given Selphie the exclusive job of casting our party's strongest heals at Gerogero. I have to say that I am very, VERY pleased with how this aspect of your rebalance is turning out.

Post-Timber: After leaving the train station at West Academy, I instead traveled to Dollet to use the in-game vendors and purchased the Phoenix Downs that I felt that I needed. At this point I decided to do some more AP grinding and unlock Diablos along with the the 3rd HP Junction, which I felt was increasingly necessary. I did wipe to Diablos a few of times, but after some more junction optimization (now getting Rinoa to Stock/Cast Demi because of her advanced Magic stat) I was able to beat him. After getting him to low HP his physical attacks increased in frequency and this is where he was the most dangerous, it seems his speed is a bit high. Overall, I don't have suggestions for this encounter. His difficulty seems reasonable for an optional boss encounter.

The Centra Excavation: I'd gone into Centra without much problem. I was quite upset because I did wipe and lose about 20 minutes worth of progress to a single Elastoid, though. After they go haywire, their spellcast (forgot it's name, sorry) casts for about 800 damage to all party members. Without prior knowledge that this powerful attack would occur, I lost two party members to the first cast and before I could run away or even fill my Laguna's ATB bar, he used the same attack again without me being able to do anything. Lesson learned, maybe I should pay more attention to what the enemies are doing. I did encounter a Gesper and learned about their magic inventory which I took advantage of to get a full stock of Protect and Shell on two characters. I'm not sure whether this is intended, but they present no threat to the party at all. Their single physical attacks inflicts only about 150 damage, and they often attack each other and heal the party. For such a powerful defensive junctioning magic, I think maybe they should be a bit harder to get than through a Gesper that most likely won't kill you.

The final encounter at the Excavation site: I previously used the site's defensive measures to get rid of some of the enemy soldiers that attack you, and that was fortunate for me because this encounter is RIDICULOUSLY HARD. At this point, Kiros had 1000 HP, Laguna had about 1300 HP. Ward had 1500 with 100 Protect and Shell junctioned to physical and magic damage reduction. Despite this, I still died to this about 5 or 6 times total, each time rotating magic and junctions absolutely maximize the amount of damage that my party can take. During the final encounter with the two black-suited Esthar Soldiers, the amount of damage they can do in succession is absolutely ridiculous. I'd often get hit with double Boomerang Sword followed quickly by their physical attack or Aero, which did 400 damage or 800 damage respectively. I only had two options to begin the encounter: try to cast GF as quickly as possible on all of my characters to absorb one of these blows, or hope that I started the encounter with enough ATB to even get off a Protect on any of my characters. I quickly learned that the 2nd option was not really feasible because one or two of my characters would die to the incoming attacks anyway, and the AI was smart enough to start casting Aero against me before I could also cast Shell on anyone/everyone. In the end, the option that worked for me was to use Mega Potions to negate Boomerang Sword damage and heal the entire party as I used others to cast protective spells.  Overall I am displeased with this encounter because it is too difficult and because I feel like any chance to beat it is purely RNG dependent. I don't feel like I earned my victory here, despite my efforts to maximize my characters defensive potential at this juncture of the game. I feel like I beat it because I got lucky and the enemy skipped a turn or two.

Overall I am happy to report that I am VERY satisfied with the mod overall though. If I may offer one more important bit of feedback, and this may be an extreme suggestion, but would you consider disabling the GF command in battle? There's not really a lot of strategy to them offensively, they do too much damage to regular monsters and the most efficient option to winning battles is just to cast one and kill everything at once. I'm tired of watching these animations and being so disengaged once they're cast that I'm looking at my phone instead of my screen. I can only think of one strategic use for GFs in battle, which I had to employ against the Esthar soldiers: sacrifice the GF in order to eat an otherwise deadly or disadvantageous attack. I could see this sacrifice being useful later as an intriguing option for early Ultimecia's castle, but otherwise I feel like they are too efficient not to use throughout the game.

Likewise, I don't use Zell in my party any more because his potential damage is so much less than the GF attacks or casted magic that he's pretty useless. I'm not sure how to fix this issue other than maybe making him naturally more tanky than other characters?


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Just cleaned installed on Steam, installed RaW and moved the FF8_EN text file into the RaW folder, but when I try to leave the Garden the game immediately crashes and says an unknown error has occured. I will try to reinstall again from beginning to end and try again

edit: Figured it out. Need to copy and paste the lang-en folder contents into the original folder, because the downloaded folder does not contain the movie file that plays when exiting and entering Garden at the beginning of the game.

edit 2: I went ahead and got the game going, beat the Fire Cavern and I want to give a couple thoughts. Although I would consider myself an expert of the game, I haven't played FFVIII in several years now so I'm going into this with a fresh perspective.

1. I did a couple Draws on enemies and immediately noticed the difference in the amount of magic I'm receiving, and I'm impressed with this change. I was never really a Draw guy since I discovered how powerful Card modding was to begin with pretty early, but if Card modding is nerfed here then I can see how this change is both necessary and welcome. I'm very curious as to how Magic is going to be distributed to the monsters in game, and what I can do with it because...

2. Magic is MUCH MORE POWERFUL than in the base game, and I LOVE this change! I'm terribly excited to see how Magic ends up in Rinoa's hands, since she's going to be much more proficient at using it (which makes total sense lore-wise). I actually almost never used to cast Magic because it just wasn't worth it compared to physical attacks/Limit Break spam, so I'm hoping this fleshes out the battles a lot.

3. The encounter length seems good so far. It's nice that it takes 3 to 5 normal attacks to kill an enemy now, it's not too fast and not too slow.The normal enemies aren't really threatening yet, but we'll see how it works out once I encounter T-Rexaurs or large packs of enemies.

4. Ifrit was actually a bit threatening. I gained a level or two before entering the Fire Caverns, and prepared for a worst-case scenario of him killing Shiva while I was casting. This did come to fruition, he seemed to focus casting Fira on whichever character was using a GF. I ended up leaving 1 character at full ATB to cast heals on the party while the other used GF attacks and Ice Magic to deal damage. Overall he wasn't too difficult, but your stated goal is to introduce strategy to the encounters and I think Ifrit's increased damage definitely forced me to play defensively.

Loving the mod so far and I'm looking forward to seeing how the game shapes out going forward. I'm DEFINITELY excited to find the new side quests you introduced and do the old ones for good rewards. Thank you for your hard work!

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Also just started in the Fire Cavern, had the same graphical glitch and soft lock as the user above. Looking forward to trying this more in the future.

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Actually, I think having Rinoa not need any junctions after the Ragnarok scene would be justified by the plot.


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Thank you! I remember us talking about this about 3 or 4 years ago, but time and age =/

I have a couple other questions if you don't mind.Is it possible to make the dialogue boxes transparent in game? Also, could we change the background black image of the menu?

I'd join the discord if you made it! Mostly because I would like to LEARN about how to edit the game. Thank you for the help as always!

Here's how it came out: http://imgur.com/a/OMWMP

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Quick question, Mcindus. Is there a way to edit the menu color in FF8?

Have you considered making a Discord for the modding community to collaborate in?

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Mcindus, will we be seeing a youtube update with all mods soon?

I really want to see how the new world looks.

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Bootleg Questions / Removing torrent after installation
« on: 2014-08-20 04:57:45 »
After installing the modpack and the game loading successfully, can I delete the torrent (17gig) so that I can recover some hard drive space or is it necessary to keep the files in the folders?

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