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Messages - qotsaninsoadkorn

Pages: 1 2 3 [4] 5 6 7
76
Wow a awesome and complete info there XD
Well let me understand, single magic can´t hit all party like fire right?

What i trying to do is use the catastrophe magic, or replace a firaga magic to another one that should hit all enemies in stead of one, fro exe:

Edea firaga: replace firaga for ultima (but if you do that in IFRIT, ultima will still damage ONE party member)

I need to change some stats from the magic on doomtrain or in ifrit? My test subject is Diablos, im trying to replace DEMI for catastrophe or ultima, but i want that the magic hit all party not only one.

i'm suggesting to me it seems that if a boss uses all single target magic for eg... Flare...
replacing FLARE with Ultima still gives it Single target condition somewhere in the AI code, which i've barely looked at with the beta...

BUT... if you replace GRAVIJA / METEOR / TORNADO for eg, with ULTIMA (or other multi target)...
 I'm pretty sure it works against the whole party...

also noticed a certain boss seems to target a certain character slot more... would be good to balance it out with some AI changes...
keen to gradually experiment more so anything else i can try to help with will probs also teach me something else in the process...

REGARDING DIABLO:

try replacing GRAVIJA with Apocalypse instead...
Custom 257 - 11  >>> Magic 55 - 11... try that...
since the Demi Magic = 13 ... can be swapped with Flare or something but anything you choose with be 1 target only... AFAIK...

DISCORD LINK (24 hour expiry) - i can respond faster for more help with any of my mods / tech questions :P
https://discord.gg/n6uCn6

couple more examples of things i tried... for now:



77
...removed... see top post...

78
Can you explain what dialog this is, so we would know and compare?
sure, the Final Boss speech is the most changed... roughly twice the text, only added a few extra clicks to skip though, mostly resized test boxes, kept it as CANON as possible) keen for feedback...

they are a couple more times Squalls talks...
the most notable one to me is in the orphanage... (i remember thinking 19 years ago, he should of said something during the part where he now does...)

started adding color to the names of certain people...
for eg... very start of the game... keen to continue with this idea...
need to pick who gets the limited number of colors...
also Green text probs shouldn't get used in my next version... (we tend to mod it for Button Icons)

Dr Odine - helped his Speech Problem / Accent a bit... hard to be sure which it's meant to be... but less "Z"'s to hard to read through...

added a few "hints" ;) at some save points... for eg, i've warned in BRIGHT RED WRITING when you are at the FINAL SAVE POINT for eg...

---------------------------------PICS BELOW----------------------------------SPOILERS AHEAD------------------------------------------





good example here... original text in white... each other color came from a diff translation...




79
qotsaninsoadkorn a little question, how do you made Catastrophe hit all enemies/party withou using Ifrit AI mod?

nice question you have there... i realized gradually that some slots are already marked for single target or multi / enemy as target or self-cast...
so i could only use a buff or #23 = Curaga when they were already casting something like reflect on themselves...
likewise i didn't know i'd get Single target Ultima's sometimes... etc
some mods of the kernel did happen... but apocalypse for eg is still meant to be multi-target... i didn't tick single on it...
so once i realized i tried to make sure i was replacing single target spells with single usually... but i think a little mix could be fun...
for the eg you wanted to know about, i must of replaced something like Meteor with it... :P

MAGIC (some Examples) for IFRIT #
15-flare
16-meteor           
17-quake
18-tornado
19-ultima         
20-apocalypse       >>> SEXY... :P

51-full-cure --- OP AS F*CK...
52-wall             >>> SEXY... now does regen too ..................  --- Enemies seem to cast it on the party LOL
53-rapture          >>> SEXY... HolyGA Group Attack?? - Gave this move to Griever/Ult
54-percent          >>> SEXY... Holy Max Single Target DMG
55-catastrophe      >>> SEXY... Most Powerful Group DMG - ULTI FINAL FORM MOVE

-------------------------------------------------------------------------------------------------------------
few examples of Enemy MOVEs + IFRIT codes...
(use CUSTOM + Anim 12 seems to work ok)

84 = Angel Wing (M-Berserk in my mod?)

108 = T-REX TAIL ATTACK... When 3 People are alive...
109 = T-REX Magic Counter

120 = Magma Breath - ignuion special move

156 = Seifer etc, Physical Attack 29 Attack Power (used by Ulti-Griever - anim 14)

184 = BAD BREATH

222 = Chef's Knife
223 = Everyone's Grudge

226 = Junk
227 = It's Sharp

230 = 10,000 Needles
231 = Ker Plunk

233 = Storm Breath
234 = MEGA FLARE
235 = BARRIER CHANGE ???

257/309- Gravija
262/295- Mighty Guard
263- Doom

307 = SOUL CRUSH... Hp goes to 1... + 96/255 DOOM
308 = Light Pillar - Single Target - Huge DMG
309 = Gravija
310 = Megiddo Flame - Huge DMG to ALL

314 = Seifer's Special - DEMON SLICE (22ap)- 34 Attack Power...
315 = Seifer's Special - BloodFest (20ap)- 31 Attack Power...

316 = ADEL's ENERGY BOMBER - anim 16

318 = ADEL'S DRAIN - anim 12

335 = Ultimecia Final Form - fixed Damage Attack...???? (might be un-used copy?)
     
336 = ABSORBED INTO TIME... (Ultimecia EJECT MOVE)
337 = BLOW AWAY MAGIC (Ultimecia-Griever Move)

357 = Draw Apocalypse (tried to add Regen Effect)
358 = Hell´s Judgment ... all targets drop to 1 Hp

359 = DRAIN?

360 = Ultimecia - Great Attractor - was 64 now 77
362 = Ultimecia's Shockwave Pulsar ... 184 Attack Power... Magic Attack

363 = Ultimecia final Form - skipped Turn??? Looks empty :(

364 = Esuna
365 = Maelstrom ... 12 Attack Power... % Magic DMG... to all targets (added 96/255 chance to slow)

373 = Ultimecia Final Form - Apocalypse 200 Default now 216 Attack Power

377 = Seifer Physical Attack... was 16 now 39 Attack Power - Seifer all Forms

378 = Ultima ...
379 = Holy ...
380 = Quake ... (anim 12)
381 = Tornado ... (anim 12)

---------------------Skipped Turns are fun to replace :P---------------------
for eg
74 = SKIP TURN (used by ULTI-Griever)
186 = Seifer - SKIP TURN?
196 = Seifer ETC - SKIP TURN
197 = Seifer ETC - SKIP TURN
198 = Seifer ETC - SKIP TURN
331 = Seifer ETC, Skip Turn?
332 = Seifer ETC, Skip Turn?
333 = Seifer ETC, Skip Turn?
334 = Seifer ETC, Skip Turn?
340 = Seifer ETC, Skip Turn?
341 = Seifer ETC, Skip Turn?
342 = Seifer ETC, Skip Turn?
344 = Seifer ETC, Skip Turn?
345 = Seifer ETC, Skip Turn?
376 = SKIP TURN... EW!

80
hey

the sorcess battles after you fight adel on the start of disc 4 is still broken, after you fight them on the snowy field background, the game still softlocks and not continue at all

and when the third to final form of ulimitea did the unlimte spell without the anmition playing it softlock the game again
ohk it must be problem with the 2nd sorceress then i think and not the 3rd in fact... since the 3rd was reverted back to un-modified...

81
V19 - spent about 5 hours testing various end-game phases etc... i can't promise it's bug free but it's feeling pretty solid... Link in first post...



Lion Heart - (FF8's Omnislash) might be scaled down a bit soon... likewise Armor Shot since afaik both ignore Vit...


82
hey

disc 4 is still very much broken, i fought a couple of the sorcess battles fine until your mod crashed when it tried to load the newer sorcess to come down to battle squall party members, after the snowy field socress battles

and the sorcess ulimitea battle as soon as she done doing mega flare, softlocks the game but the charcaters are still moving but nothing happens

Ok good know...  so Mega Flare... seems to break her... i guess that's an idea i'll retire...

83
V18 is up, Final Boss(es) should be functional + more fun then originally :) needs testing  :evil: btw also gave Geezard has some new moves... should make disc 1 a bit more interesting...

84
hey

how are the test going on disc 4 so far on your mod, will disc 4 be fixed on your mod very soon

and i am really enjoying your mod so far

well i'm re-testing random battles throughout the game... i really need more testers for those too :)
as far as disc 4, all the bosses except the final should work fine, allot of them weren't changed much because of disc 4 limitations... aka locked abilities for some of them...
and the order is not strict... if you are using my Re-Translation mod, i added a small message to let you know when you're at the Final Save Point...

85
NEW :) V17 - another round of fixes + kernel mods...
Disc 1 ... should be close to perfect... i started a new game while making v17 to re-check the first few hours in-game... :)
Disc 2 ... as far as i know everything should be fixed... (except maybe one attack done by missile base boss doing 0 dmg...?)
Disc 3 ... likewise... as far as i know everything should be fixed...
Disc 4 ... about a dozen small things on my to-do list + a few bugs that prevent us from beating disc 4 currently...

Carbuncle now available before even leaving Balamb Isle...
so that is now Quez + Shiva + Ifrit + Diablo + Bahamut (if you beat 2x lvl 25 twins inside FireCavern...) and now in v17 there is a Carbuncle to draw from a Random Encounter on Balamb Beach... :)
reminder GFs attacks in my mod don't ignore SPR stats... not even Eden or Bahamut or Doomtrain...
this really helped the re-balancing of Magic VS GF VS ATTACK... :) also Starter weapons have a little less Attack power then they did... should increase motivation to upgrade... drops added to make it easier for first few upgrades... around Balamb...

Link in first post...  8)

86
V16 IS UP :) Expect many fixes to crashes that were stopping Disc 2 from being finished etc...
Kernel.bin tweaks too :P
oh i i think i finally fixed Zell's Duel... DOLPHIN BLOW should work again finally :)
also weapon STR bonus and Attack Power adjusted for everyone... i'd appreciate some feedback :)

87
Gameplay / Re: Emerald/Ruby Weapon Mod Advice
« on: 2018-07-19 05:55:35 »
Hi all, I'm fairly new to Qhimm and modding FF7. Have been playing FF7 since the beginning (was 17 when it released).  I only started modding a month ago though. I have everything running smoothly, but would just like some advice on if there's a way to use mods to make Emerald and Ruby easier.  I have the "difficulty and story" mod activated but they all seem to make the game harder not easier.  While I agree it is on the easier side, I actually like games that way.  I've tried fighting the Emerald weapon a few times with simply the invincibility mod turned on and my patience wears out.  I think I read somewhere that it has 1,000,000 HP, so just having invincibility turned on is not enough because it will take forever to slowly carve that down (I don't have Knights of the Round).  I also have to fight it with almost no materia because its big attack damages us and heals itself based on amount of materia equipped, so I am trying to widdle down 1,000,000 with simply physical attacks.  To make a long story short (too late) are there any mods (or a combination) that make fighting Emerald and Ruby easier?
maybe Lucky 7 would help you, perhaps could even mod Max Hp to be 7777 so it happens easily...?
also you know about Counter Materia Stacks + Mime etc making for some interesting occurrences...

88
General Discussion / Re: Rinoa in Dissidia !
« on: 2018-07-19 02:38:46 »
Is Dissidia easy to rip? Wish to play with her model (nothing naughty!)
You say that,  but it sounds even more like rule 34 when you say that...

89
Hey

how goes the testing on disc 2, 3 and 4 of your Mod so far

and keep up the great work on it

Just uploaded V15... after finishing Disc 2 fixing / tweaking...
Alexander is no longer available at the end of disc 2... for now...
i'll figure out an alternate way to acquire him just a little later in-game probs...
i had a few headaches though, things got worse before they got better...
but yeah... now to re-test Mobile8 onwards again...
oh and it seems at least one GF might be broken... just found out...

90
Hey

how goes the testing on disc 2, 3 and 4 of your Mod so far
and keep up the great work on it

was having big issues with the end of disc 2, but i finally started making progress again... update coming in the next couple hours hopefully :) btw LaMagica V2 the Magic / Limit Break / GF effect Upscale attempt by me has a new link up finally... try it out too :)

and this happened at one point :)
https://mega.nz/#!9qJB2arR!XUlwvTejIYWzSWGfOSbfl4zjeC6_t3fPkS7BOsxU7M4

91
got asked by a few people why/how my people had diff weapons...
https://mega.nz/#!t64BGKrA!7fzBMDvkwFDmYxjfTzx8aPCF46Xoa8Eie6RIFgDKChk
purple Shooting Star for eg... .png files supplied for any that want them...

94
Just be careful, because if you change small things in the AI the game will be bugged or crash. I'm still waiting sum update version of Ifrit to go back in my mod.
yeah i having that sort of issue even with no AI changes and only some magic swaps...
tried restoring orig files for those enemies/bosses but i seem to still have issues.... maybe i've messed something up in cactilio i guess though...

95
Seconding the possibility of uploading to Mega....

trying to organize some sort of megaupload mirror in split .rar files probably... since i've heard the torrent has been dead for a while...

96
hey

all i can think of is that save point being there before you fight the final boss at the end of disc 2, because that save point is not there on the original non modded version of ff8

huh, i didn't add any save points... you're probably using Move-Find? and it must be a hidden one i guess?
-----------------------
UPDATE:
so the MOD is currently broken for a few of the major battles...
End of Disc 2 - Edea...
Disc 3 - Mobile8 and possibly Seifer...
Start of Disc 4 - Last Phase of the Scorceress battles... needs re-testing, might work again?


a few crashes on modified random battles...
disc 1 Dollet Mission after the Bridge? needs re-testing, might be fixed...
Disc 2/3 Lunatic Pandora - not sure which room might have a crash still somewhere in there... (screen-shots of where would help)
Disc 4 should be cool, as far as my own testing goes... it's where i've modifed the most random battles but also where i've usually tested each area as i did so...

97
i had a go at some tweaks a couple months ago... been focused on gameplay modding recently... but i got asked to share this anyway for now as is in case anyone wants to try out...
FF8_-_Better_Balamb_-_World_Map_Tweaks
https://megaupload.nz/o5s9o4f1bf/FF8_-_Better_Balamb_-_World_Map_Tweaks_-_V1.rar

98
i need help please

sorry you've encountered another one... the joys of being first to test that part... of the game... as i said, my biggest changes were to disc 3/4 so that's where testing has been done primarily and i'm still fixing issues here n there...
for eg, Sorceress Battles... 1st got currupted a while ago, i've since fixed it... 2nd Sorceress works but the last part of that battle vs Wormlike Sorceress is still broken... technically that is disc 4 anyway... so a while off where you are at...
i've been testing more and more boss fights, trying to confirm them as being ok...
as stated on discord i do sleep sometimes, like other humans, so sorry i was unresponsive :P
along with the Missile Base Boss (you said on of the moves did 0 DMG) i'll be modding a save to teleport to G-Garden's Big battles :P and i'll see how i go :)

the tools i use aren't all 100% either... they have bugs... so handy to use despite that, since i just wouldn't be trying without them... but it does mean... LOTS of testing...
a % of the public has gotta be trying this out yet not signing up to report bugs... so i am relying on my own testing, and anyone willing to let me know when/where there are bugs :P
once i feel like i have finished the majority of changes i have planned i'll be starting a completely fresh play-through... esp since the DRAWS available from allot of mobs + bosses have been tweaked also :P
DELING FIELD EDITOR + IFRIT ENEMY EDITOR + CACTILIO BATTLE SCENE EDITOR + DOOMTRAIN & CARBUNCLE for Kernel Edits... etc :P
changing enemies with cactilio for eg, hard to guess positioning co-ordinates in advance of seeing placement in-game... also many enemies seem to crash if loaded alongside another, so gradually making a list of small enemies / multi-mob compatible ones...

99
Gameplay / Re: [FFVIII-PCSteam] Fix 100 Draw and Inf Magic
« on: 2018-07-15 23:37:32 »
oh then your MAGIC stat must be low as... since that affects it...
luck might aswell?

"How many of a spell can be drawn depends on the drawing character's Magic stat, the spell they are drawing, and whom they are drawing it from."

100
Hey

I found yet another bug on your Mod, the MRV boss battle at the missle base it kinda of broken

what i mean is, that when the MRV boss uses the shotgun it sometimes does not take damage off of my party members

oh k good to know...
i found out WALL cast by enemies ends up on the party :P so that i have a few to change to something else :P
can't remember adjusting much on that boss so i'm surprised but obviously i'll look into it... :P thanks again for the info...

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