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Messages - gjoerulv

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1
Sadly no. I've never looked into that; haven't really been active for several years. But mebbeh one day I'll make some.

2
Yes, worst thing about this mod is the battle square. It adds 2xHP, str, etc. on top of the extra difficulty. I did not change that, it does in vanilla too, and I didn't keep this in mind when making the mod.

3
Is this mod compatible with 'Satsuki Yatoshi Mod - SYW V5' at all?

Seems like a tight fit; not likely. If you use the installers for each mod, use hardcore last. If I'm not mistaken, this will most likely break the immersion, because the hardcore will overwrite some field files to trigger custom encounters. So those filed files that are replaced will not be HD. I don't think it will be a problem with battles though.

But it depends on how SYW does it's modding; I'm not too familiar.

4
Should not interfere with achievements. Those achievements aren't much to write home about though...  :P

5
FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11C)
« on: 2022-01-07 11:27:30 »
Steam official version as gift to him, I mean.

Thank you :), but you don't have to do that. I can buy it or borrow it from others, don't worry. Can't make any promises if/when this will be fixed. I'll def look into it though.

6
FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11C)
« on: 2022-01-05 13:26:09 »
Here is a issue.
When I used on steam 2019 vision, modding data repack to battle.fs always large than the original one (original size:57048KB and repack size:60789KB), even I do not modify a single thing but just extract and repack.
Therefore after I pack the whole data to main.zzz with zzzDeArchive and play, the game jammed in battle sence begin and our character could not display.  :-(

Is this for the remaster version? I don't own it myself. needless to say I never tested on it.

7
FF9 Tools / Re: [PC] Save editor - Memoria (0.6.3.1)
« on: 2021-09-13 11:11:13 »
No, I don't think it ever worked on the steam version. I might be wrong.
There was a rather huge bug in the 1st releases after the steam version. I wouldn't use them, as they could break your game.

8
That doesn't sound right. The battle square mechanics and field aren't changed at all, so I'm not sure what to say there.
You sure it was the "special" battle?
From wiki:
https://finalfantasy.fandom.com/wiki/Final_Attack_(Final_Fantasy_VII)

For documentation on drops etc, an enemy editor is perfect, like Hojo or Proud Clod.
https://forums.qhimm.com/index.php?topic=8481.0
Hojo is a bit easier at first as you can see the drops at once, but the links are dead, so getting it may be a bit hard.
Prod Clod is a more comprehensive editor, so a tiny bit more work to see the drops.

In any case, you need to open the scene.bin file in your .../Final Fantsy VII/data/battle folder.
Both programs have a list of scenes.
If you use Proud Clod, in order to see drops, goto: Enemy Management -> Enemy Stats. You must do this for each scene.

9
FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11)
« on: 2021-08-23 10:35:04 »
Sorry, saw your pm, but got distracted so forgot to look into it. I'll take a look (but must install the game 1st lol).
EDIT: Yup, there is a problem with the letter "n". Never noticed somehow :P

10
FF9 Tools / Re: [PC] Save editor - Memoria (0.6.3.1)
« on: 2021-07-14 21:57:21 »
I tried it that way after you mentioned it and it still didn't commit the saves to my file. Stats, names, equips, gil, items - nothing I edited was saved.

Hmmm, so basically the editor doesn't work? Can't say I've noticed that, lol. Do you know what version you are using?
Edit: Just to make sure. You actually have to save the file too. The save button in the toolbar, or file -> save.

11
FF9 Tools / Re: [PC] Save editor - Memoria (0.6.3.1)
« on: 2021-04-25 19:46:26 »
Sadly, this isn't possible by memoria atm. If you really want to explore, you can try the hex editor, but your pretty much on your own there. You can also extract/dump the raw savefile.

12
FF9 Tools / Re: [PC] Save editor - Memoria (0.6.3.1)
« on: 2021-02-22 02:07:37 »
Oh 9 is out on Xbox lol. Don't think I knew that.
I suspect that one would be similar to the steam format.
Perhaps it's possible to save on cloud and download it to the steam version? Then it should be easy to use memoria.

Anyway I would need an example of a save file to know. I'll see if I can find one.

@faospark putting it on github seems like a good idea. There aren't many unreleased updates though, only the card thing I mentioned earlier.

13
FF9 Tools / Re: [PC] Save editor - Memoria (0.6.3.1)
« on: 2021-01-17 18:30:35 »
A 100% conversion can't be made until the entire psx save is mapped. As far as I know it, isn't.
It would be fairly easy to make certain sections, let's say character data, transferable though.

14
FF9 Tools / Re: [PC] Save editor - Memoria (0.6.3.1)
« on: 2020-12-09 11:13:24 »
.

After several years I finally decided to make an option to set cards to their MAX levels (based on quoted post) instead of simply setting them to 255. Not released yet; looking to do some import/export features updates too.

Still unable to reproduce the naming bug people are reporting. Not sure what to make of it.

15
That would probably be me. But, imo, these versions are ~99% identical.
One other thing from the top of my head though, iirc, 7H can crash/hang on certain encounters at Nibelheim mountains with this mod. Not sure if that's still true.

16
7H may be using a version that had that "bug".
In any case, the only changes worth talking about is in v1.0.7, and even those are quite minor (except that final boss nerf).
The flashback was never hard in this mod. There is an extra boss at the reactor, but that one is quite easy.

I'm guessing it's the same, but it does sound weird you don't have control of sephiroth.

17
It may be some conflicts in the kernel via other mods perhaps. Hard to tell, but do you have any other gameplay mods on in 7H?

18
FF9 Tools / Re: [PC] Save editor - Memoria (0.6.3.1)
« on: 2020-08-24 12:04:13 »
Yes, I've noticed that. Not sure how the game updates the values etc, but iirc it didn't do this on the psx.

19
Completely Unrelated / Re: The New State of CHAZ...
« on: 2020-06-16 03:53:12 »
Yup, the term hippie may be more accurate.

20
Completely Unrelated / Re: The New State of CHAZ...
« on: 2020-06-16 01:37:43 »
Are they using plumbing, electricity, internet, etc? If so, they kinda need to leech off of the country that surrounds them no?

I might be wrong, but this seems like crazy anarchists mixed with crazy socialists to me. The extreme end of the latter tends to lean towards the totalitarian aspect these days, so if I'm correct in my assumptions, it'll be very interesting. I mean... Anarchists paying some sort of tax willingly...

Or perhaps it's just a bunch of kids larping.

21
Completely Unrelated / Moron Police
« on: 2020-05-27 18:15:38 »
Last summer I discovered this album while being on a boat, chilling in the sun. It's called "A Boat on the Sea". Caught me by surprise, 'cause I know the old Moron Police and, while you can still hear some familiarity with the old stuff it's definitely more, uhm, mature. It's refreshing, happy and up-beat. I kinda get game-music vibe from it.

Really like this vid:
https://www.youtube.com/watch?v=JlBr29H65ig

22
So yeah, call me repetitive but I stand by my statement, I consider chap18 to be on a whole other level of damage than any of the inconsistencies you mentioned. No, in fact I think those wouldn't even bother you as much, if the ending wasn't such a mess.

They would. Trust me they would. The demo made me cringe A LOT. It was already broken before Cloud had entered the reactor. Naive as I am, I thought the storytelling would be good in the beginning AT LEAST. To be fair, reactor 1 is one of the better parts. Still, it broke me. And it was pretty much all the in the details there.

When I say the devil is in the details, I don't try to argue that the small details about this game is its worst aspect. I think everyone agrees the shit at the end is terrible. Even the laziest of minds will detect something off here. And I agree the levels of damage aren't equal. If it weren't for the ending, at least it could continue in some fashion without being accidental comedy.
What I'm getting at is that for me -and many others I'm sure- the story is already broken long before the ending partly because of the small stuff.
Everyone's suspension of disbelief aren't the same. Most/everyone has a different BS level before the immersion breaks. Every scene is littered with small immersion breakers here and there, and the fleshed out story only adds to it (yes, not EVERYTHING is bad, I'm doing broad strokes). I have a hard time getting through some scenes. My BS bucket is getting full fast and every BS drops feels heavier than the last.
Again, if one can handle it, don't care, whatever, then more power to you.

The ending (c18+) is laughably bad. It's comedy. The bad stuff before the ending is more like pain, disbelief, cringe and facepalms. Except for the whisperers. They're comedy too.

23
2. Mr.Rasberry's personnel keycard:
...but I don't find it such a serious offense.

3. Goodbye speeches:
Disagree. I understand where you come from...

4. Domino:
...but it's out of discussion that the Remake performs better in terms of credibilty in the whole infiltration ops. So yeah, not exactly genius writing, but an improvement still.

What I'm trying to point out are "trailer moments" if you will. And the overall approach: Style over substance.

"Small offenses" like these are all over the place. They are rather small in the grand-scheme, on THEIR OWN. The devil is in the details; details are important to make a believable story, and in the case of FF7R, the details are everywhere.
If a person manages to buy/ignore/accept logical flaws like these, and how many you manage to swallow -and in what frequency- before the story breaks, depends on the person, of course. Everyone is somewhere between 1: "Whatever, just go with it", OR  2: "Everything MUST make 110% sense". Logic is still logic though.
Your own experience, the art-style, the tone and the genre plays a huge part in where on the scale you end up. I wouldn't mind logical inconsistencies in an animated crazy comedy. The realistic art style in FF7R plays a huge role in why much of the stuff doesn't work. I've argued as far back as the release of the 1st trailer that this art style is a huge mistake, and that the story will end up taking a severe hit. Marketing is marketing though, so realistic style it is.
Due to the art style, lack of voice acting and other limitations in the original, the abstraction layer is much deeper. Headcanons are pretty much forced upon the consumer to some extent, and, imo, it works much better than how FF7R tells its story. I dread to think about how current SE would make any of the classic FFs. Welp, we kinda do know, FF7R, lol.

And to comment some of the specifics:
Sure, Cloud having a goodbye moment with Biggs, by itself, doesn't ruin FF7R, far from it. If this was FF7R's only potential flaw, it would still be chained logically together with everything else, and judged accordingly. However, the logical chain, as is, is severely broken in many places, and "trailer moments" like this plays a big part in breaking it.
Besides, the immediate scene here was more important for SE, that's the gist. If it makes sense, which it kinda doesn't, wasn't my main point here. They wanted that scene, and weren't very considerate about anything else. If they were, I dunno, they should have asked someone else to write it.

In these specific cases (goodbye speech, Domino, Tseng's broadcast etc), I'd say, cut them. If you can't make them work, or that they make slightly more AND less sense at the same time, why include them at all? In the case of Domino, the art style, and the overall more dark and gritty tone forced them to do something else, and it only half assedly worked imo. I've wouldn't have included any of it. Then again, how do you connect the scenes? Dunno, not my job lol.

24
7.
Biggs: "Not fond of kids?"
Cloud: "No..."
*caresses Cloud's head*
Biggs: "But you have... so much in common"
Me: God what an amazing scene.

Nothing wrong with that scene (or that part of the scene rather) purely on its own. In fact, on its own it's very good. When put in context however, it cracks. Again, the immediate scene/moment is the most important thing here for SE, which, to me at least, breaks the immersion (as if it weren't broken a dozen times before in this scene alone lol). When you're in an extreme hurry like this, to prevent a colossal disaster, even when your best friends lies dying, would you really have time for a "last moment speech". Welp, at least any emotionally stable person wouldn't have, but the script makes everyone into emotional idiots because... Muh characters! Muh scene!
In the original, I distinctively remember -the first time I played- that I didn't even talk to Biggs and Jessie because 1: There are things that are way more important now; time is ticking fast. And 2: Maybe they will survive if we can stop the plate from falling; I don't know how badly they are hurt.
To my defense: I was 15 and didn't take the gameplay hints that I actually had as much time as I wanted. Talking to them was out of the question. I think most of you would agree that the tone in this scene is very serious, with a huge emphasis on urgency. And as far as the player knows, you are the only ones with enough fighting skills to actually stop this. Someone else is probably much more suited to look after Biggs and Jessie.

SE, if you are to flesh things out, please have it make sense. Please consider consistency and context. Sure, the whole Domino part has been """fleshed out""", but it doesn't make sense. Actually, as pointed out already, it's made even more ridiculous now. It was wanky enough to begin with; the addition here broke it imo. Even if an insider makes the infiltration more plausible, have it make sense. If you can't make it believable, do not include it. It seems one of the main reasoning here is to make Domino into a good guy, more likable, muh characters(!). If that's the tipping point of your reasoning SE, I'm sorry, that sucks. People will buy it, sure, but it still sucks.

25
FF9 Tools / Re: [PC] Save editor - Memoria (0.6.3.1)
« on: 2020-05-12 16:09:44 »
Sorry for late reply, I'll try to look into these.

I believe I've seen the error about the names reported before but not been able to reproduce.

On the IOS thing, I'm not sure what to say. Make sure to select the right file and remember to save. Keep in mid that the preview isn't updated.

I can't remember atm the PS4 format, but if the files are pure Json, they should be super easy to edit with notepad++ or something similar.

I've meant for a while now to take a new look at Memoria again, as there have been some new development, but time won't cooperate. It's on my list for sure.

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