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Messages - gjoerulv

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Releases / gjoerulv's "Hardcore" mod
« on: 2007-06-26 19:13:37 »
I got two small questions for you, if you don't mind:

1) Did you use FFSceneEditor (the supposedly bug-free scene editor) for you work?

2) Have you any opinions to share about ?

See you later,

1: I used Scenester. The two of 'em are pretty similar. The main difference is that Scenester lets you see every scene file while SceneEditor shows every monster only. There are drawbacks with both imo. 'Cause if you want some monsters of similar type to be different from each other, you can't do that with SceneEditor (unless you've already edited 'em before). I believe it searches for all similar monsters within the files and displays 'em. SceneEditor is somewhat faster to work with though, if you don't care 'bout this. Scenester got more options than Sceneeditor.

2: Yeah I've urged for that as well. I've actually made some enemies harder based on speed instead of strength/magic. Lets say Speed x2-x3 and HP+STR x 1.5 only. You may not notice it. It depends on your playing style (playing in active you'll def notice). This can get leathal if you alter their attacks as well. This requiter a hex editor.

The general idea (not only with Speed) is to make each fight as "unique" as possible.

And I've already increased the HP a lot towards the end. I added minimum 5x HP in Northern Cavern pr monster.

I agree all bosses must be at least 10 times harder than what they originally were. not Palmer lol, and mabye Emerald and Ruby don't need to be 10 times harder, but harder indeed. The 1st time I played it, ca 10 years ago, I was honestly somewhat disappointed with the difficulty. I think the last time I played it seriously was 6 or 7 years ago. But recently I got a sudden urge to play it and the idea of making it harder consumed me at once he, he.

Releases / gjoerulv's "Hardcore" mod
« on: 2007-06-25 07:28:48 »
Please don't add more Sephiroths to the final fight. That would be pretty immersion breaking, IMO.

Looking forward to the development of the mod. :D

lol that suggestion wasn't serious twip. But it had been fun to test it. Imagine 3 Sephiroths under the real thing he, he. Like his goons or something. And yeah I look forward to edit more. But for now it's vacation and sun time. I'll get back to business in 2-3 weeks.

I think its stupid to have a hard setting where in first reactor you had to spend time level till your level 18 and guard scorpion still kills you.  I've never seen this one but i did hear it from someone.  when he or she asked for the particular patch.   My first comment was do you actually enjoy something like that?.

Well I wouldn't. Others maybe. It could be a challenge to only try the 1st reactor then quit. To do this for the entire game would be way too tedious.

Releases / gjoerulv's "Hardcore" mod
« on: 2007-06-25 04:43:36 »
well sorry but i'm not gonna distribute my scene files anymore.   If someone else here or somewhere has it and is willing to share it with you thats fine by me.   I done some more editing since then but its still close to what I had before.

If you want to see some sweet mods you should check out youtube.  Theirs some great stuff out there that's not listed as any patch here.

NP ARMs. It doesn't really matter. I've tried plenty but nothing met my satisfaction. Thats (one of the reasons) why i decided to make my own.
Those on youtube are too much for my taste. At least those I've seen. But I saw someone who removed the animation for 'Super Nova' and replaced it with something else. I liked that. Not that I don'r like that move but it's way too long to see many times in a looong fight.

Lol, one tip to make the final bosses harder might be to add other enemies into the fight.
Not impossible but would take alot of patience with the Hex editor and looking at hex numbers for a loooong time.

Thanks for the tip Skill. Though I must say i don't like that idea. Perhaps with another boss but not them. lol It would be funny to add one or more Sephiroths though (the very last one) to the fight.

Releases / gjoerulv's "Hardcore" mod
« on: 2007-06-24 10:33:07 »
Yeah I'm trying to find out where the data for selling materia is at.   I can't seem to lower the ammount for a mastered materia.  The game has it set at 70x the price at the Shops.   Thats rediculously high.

Yeah! Didn't find it either. It should be in the Kernel somewhere, but WHERE? Oh and btw ARMs you have a copy of your Scene. Would like to try it. Though I can't before I get home again (ca 2-3 weeks). But I could keep it on my HD 'til that.

I'm still waiting for a tip to get the final bosses (all of 'em) harder. All I did was raising their stats. I bet I'll find out something when i get home but doesn't hurt to get some experienced tip lol.

Releases / gjoerulv's "Hardcore" mod
« on: 2007-06-23 09:57:38 »
Of course! As i said: You have to consider what is available at all times in the game. In the beginning you don't have anything to prevent any status alignment. In the end you probably have everything there is, thus the monsters must be based on that. You could make things available early on (like Guard scorpion dropping a ribbon), and "calculate" the difficulties based on that, but imo it's better to just use the original pattern the game has. it would be too tedious to make a new system like that, and I don't have the time.

What i plan to do however is to make several items (Grenades, Mute mask etch) available more instead of potions all the time. Something I've done already is to add 'Ink' and 'Dream Powder' as a drop from Marines (one example I remember now. There was more but I kept my notes at home).

One thing I also want to do is to lower the strength of KOTR and change the effect of Ribbon. Lets say Ribbon prevents Poison/Silence/Blind or anything but all effects. That would be an effective way of increasing the difficulty. Still u can just use Added Effect+Hades. Though this also removes the uselessness of many items.

An additional thing I want to add is more MP based damge, so you generally have depend on more items for healing. Thus spending more money. This includes removing the laughable sell rate of the Master All materia. 

And may I add that when all characters have reached lvl 99 you should have a certain control over the game. The only thing left to do at this point is to beat the game, so IMO the hardest part must be the final showdown.

Releases / Re: [Release] Slayersnext's Customized Models
« on: 2007-06-23 07:44:23 »
lolz I had a laugh viewing this. Nice work! Aerith looks awesome btw. Woudn't mind her looking like that at all  :-D

Releases / gjoerulv's "Hardcore" mod
« on: 2007-06-23 05:06:34 »
U have good points there ARMs. I don't intend making it harder in the beginning. But I consider making it harder after rocket village. 'Cause that is the first time in the game the places you choose to go to are optional. My level chart isn't very different from yours. I think I'm 5-10 lvls below u against Demon Gate. And it is important to consider what is available at all times in the game like the HP plus materia as you stated. But I don't consider damage dealt by enemies the only factor to making it difficult.

I intend to add many status alignments using a hex editor. There are plenty of other factors that can improve battles. example, the enemies Speed and defense can play a major role.

This version is just half done. Maybe not even that. And I haven't even tested it properly. I just used the debug room to check that there wasn any bugs. And I always went with a lvl 99 Cloud, lvl 10 Barret and a lvl 50 Yuffie to check the damage differences with half good armor and weapons equipped.  Both dealt and taken. I haven't actually played it myself yet but I intend to. However i can't atm 'cause I'm visiting my parents and I didn't bring the game :P

Releases / gjoerulv's "Hardcore" mod
« on: 2007-06-23 03:30:08 »
Thank You for trying it ARMs. I'm honored. I may have something to add...

...I didn't say it was THE hardest version. I know you didn't suggest it but this wasn't supposed to be as hard as possibe. I edited it to MY likings. How i feel the game should be. And to add I did make it easy in the beginning with purpose. I don't like spending hours in the beginning to progress the story. It don't actually gets "hard" until sector 8 or Gea's Cliff or so +-. In other words when a normal/ first time gamer (or a gamer that don't go too deep) has the resources and level to deal with it. And I also kept in mind that there might be people who'd never tried anything harder before, thus giving the explanation I did (not just keeping the enter button down all the time lol). I know normal/first time gamers'll probably never try this so it might be vague... This being said I do expect only experienced FFVII gamers to try it.

I must admit though, that the bosses (and many enemies) are still way too wimpy. I intend to correct this, and many other things. Like adding status effects to attack, attacks effecting all etch. What I've edited 'til now is just what Scenester "allowed" me to edit.

Please give me more feedback. Appreciate it!!  :-D


Quote from: ARMs
And their appears to be some random encoutners taht are extremely hard and can only be defeated later in the game.   I have a problem with that cause the random super enemies appears quite often and extremely hard to run away from.

Yes I have added some "extremely" hard encounters early in the game. As I said I only expect "skilled" FF players to test this, and those players are sane enough to save often when they know it is harder. So I got the idea of adding 1 (or more) "unbeatable" enemy in each area. And those monster should be next to impossible to run away from. What is the point if not.  Later in the game you can beat 'em and claim the spoils. There are however ways of defeating them early, but that is supposed to be a secret for gamers to figure out. I believe this spice up the idea of random encounters witch FF1-10 are all about.

Archive / Re: NEW! WEEEMUS ADVATARS!! ac/dc/cc
« on: 2007-06-23 01:07:35 »
Not to be rude or as an attempt to sound smart, but IMO the original avatars looks much better. No matter what char.LPG you may use. Nice work however. Fun to watch!!

DOWNLOAD v1.0.7.2

Older version if new one fails (The version only includes a fix for restoring backups):

Youtube channel

For windows. Requires Microsoft .NET Framework 2.0. Your computer should have it, unless you never update (if the program runs, you have it). Info/Downloads .Net framework.
The program should be more or less compatible with Wine on any other OS.

Select the ff7 data folder and which files to patch. It's easy.
If it's your 1st time patching you should pick all files, unless you don't want new bosses, equipment tweaks etc. (see the "info" in the patch application). On updates after v1.01, there is no need to patch battle.lgp.
flevel.lgp was updated last in v1.0.5.
Worth playing on new updates? The experience will most likely be very similar, but read the notes and decide for yourself.

Works with re-release (2012), steam release and original release (the 1998 release for the PC). There is an option in the program where you can select what release you have. If you use Kranmer's new-to-old patch on the re-release, then select the "original (1998)" option.

Original (1998) release only:
To fix the MDEF bug in the game I would suggest using Aali's custom graphic driver.
Mdef bug fix by NFITC1 and dziugo. Get it HERE!.
How to use it is explained HERE!

Re-release and STEAM:
You must select the language you play with, or else the game won't be patched. Click "Detect" to find your right language.

new in / (01.05.2019 / 11.04.2020):  : Restore backups fix. No gameplay changes.

Files updated in 1.0.7: scene.bin, kernel.bin and kernel2.bin.
new in 1.0.7 (30.08.2018):
  • Minor enemy tweaks (scene.bin).
  • Bizzaro Sephiroth Shock no longer ignores defence, but is stronger (NERF).
  • Purple materia cave boss has less HP.
  • Odin is a lot more reliable.
  • Added MonoMod as a mod option.
  • Buffed some "useless" equipment: Tetra elemental, Tough Ring, Circlet, Championship Belt, Minerva Band Escort Guard.

Now also contains a new mod called MonoMod. Read the "MonoMod" tab under information on what it does.

new in 1.0.6s (27.06.2014)
*Added the "Adjust for STEAM" button. No files updated for actual gameplay. Forgot to fix the "1997" type-o.

Files updated in 1.0.6: scene.bin, kernel2.bin.
new in 1.0.6 (22.08.2012):
  • Fixed file errors in scene.bin and kernel2.bin.
  • Fixed a possible crash in shinra HQ.
  • Minor enemy tweaks (scene.bin).
  • Updated the dragon in the materia caves to reflect the Mt. Nibel Dragon.
  • Compatible with re-release.

Files updated in 1.0.5: scene.bin, kernel.bin, flevel.lgp and ff7.exe.
New in 1.0.5 (19.10.2011):
  • Fixed Seph's AI (again(?), kernel.bin)
  • FF7.exe will be patched for limit breaks. Each level 4 limit ignores defence.
  • Summons are a bit stronger (kernel.bin).
  • Command Counter is in the blue materia cave (flevel.lgp).
  • Minor enemy tweaks (scene.bin).
  • The Mount Nibel Dragon's AI is heavily tweaked. Easier to escape from early on.
  • Fixed the "Pick Install Folder" for 64 bit OS.
  • Fixed some bugs in 3 Northern Crater fields (flevel.lgp).
  • A new "Restore Backups" button.

What it does:
Basically boosts the game difficulty. This mod mainly strives to refresh the gameplay by sticking to the original settings, BUT it also tweaks some enemy AI, spell effect, equipments, etc, for different reasons. For instance, there are quite a few bugs in the AI and field scripts. Most of these have been fixed (all I know of). Also, many equipments, spells and enemy skills are useless, gets obsolete and/or are overpowered or cheap. Thus some equipments and attack effects are tweaked in an attempt to balance things out. With the above said, keep in mind I try to keep all things as close to the original as possible while refreshing the gameplay. I don't want a new FF7, I want a refreshed, more difficult FF7.

This mod also add some new enemies and bosses to the game. Basically at every summon materia there is a new boss.
For more information, click the "info." button in the patch application.

Stuck on a boss?
Sega Chief over @ Youtube have uploaded a neat boss play-through that includes this mod.

Possible issues (for moders):
The patch will not overwrite files in battle.lgp. If you have added new battle models to battle.lgp, models with same names as mine will not be touched. This will make the game likely to crash when you encounter these models in-game. To avoid this, simply rename your models. My models starts with name sn**, and ends with ud**. Which means you can start at ue**.
This will only be a problems if new models were added to battle.lgp, not replaced.

Scene.bin, kernel.bin, kernel2.bin and several field files in flevel.lgp will be overwritten. To avoid inconsistencies with any translation project you may want to not patch kernel2.bin. The field files overwritten by this patch usually don't contain much dialogue (See the log file (after the patch is done) to see which files inside flevel.lgp that were overwritten). For more info.on the files: read the info. in the patch app (click info.). 

There is a new boss here if you haven't picked up that materia yet (Omega):

Thanks to:
Qhimm forum members.
M4v3R: Scene Reader and Scene Edit.
Lord Ramza: Scenester
Squall: Hojo
Borde: Kimera
Synergy Blades: Meteor
dziugo: 9999 Limit Breaker (for testing purposes)
NFITC1: Wall Marked and Proud Clod
DLPB and luksy: For spotting file errors
Christian Maas: Hex-editor XVI32
And myself for awesome handsomeness!!

Troubleshooting / Re: Scene.bin FFVII trouble. Wierd stuff
« on: 2007-06-11 12:36:02 »
Can you confirm if the actual scene file with the Solder:3rd in it increased with size also after you changed the evade?

No, it has nothing to do with the evade alone. I tried to edit the original files (EVA to 255), but all went well. But when I Increased the EVA in my prev edited files, the bug appeared. However when I decreased the EVA no bug appeared. I believe if you add to much information in one scene the length of the file will be messed up. But there don't seem to be any problem if you decrease any value in a scene. e.g I tried to sett all skills to the enemies in scene 110 and 111 (Soldier:3rd and Moth Slasher), to 1, set the battle spoils to 1 (exp ap gil), and remove all stealable items along with those you win. No bug appeared.

And, of course, whenever there was a bug the scene.bin increased in size (272KB). Else it just stayed the same (264KB).

My tip to all who edit the scenes with Scenester and Scene Reader is to constantly compress the files after editing an area (e.g midgar area). If the scene.bin increased in size there is a bug most likely. And if there isn't any bugs, make backup of all the scenes just in case.

Troubleshooting / Re: Scene.bin FFVII trouble. Wierd stuff
« on: 2007-06-10 21:18:02 »
I did not edit any elemental attributes, but I did add some items. On Zenene I added Fire Fang to win 12%, and on Vargid Police an Antarctic Wind to win 12%. I also edited some off their skills.

Zenene: HP1473-MP187-STRx2-MAG33
Vargid Police: HP199-MPx2-STR25-MAGx2
Brain Pod: HP490-MPx2-STR43-MAGx2

However I went on a bug hunt and discovered that the size of the scene.bin file increased after editing 3rd:Soldier's skills (from scene 110 and 111), then compressing the files scenes to a scene.bin. The size of the file increased from 264KB - 272KB. I think the problem lies there, altough I'm not sure what skill it is that causes this, or if it is the fact that I've basically edited everything 'bout 3rd:Soldier (except Morph and Manipulate). I did test the bin after each change but I'm not done with the skills yet so I edit this post when I'm done.

lol EDIT:

I noticed when I edited 3rd:Soldier's Evade to 24 the Scene.bin became 272KB. when I changed it to 20 (base was 12) it turned back to 264KB. I'll test the game now.

EDIT2: OK the bug have only appeared so far when the scene.bin gets compressed to 272KB. I guess thats a sign hu? I'm still kinda concerned 'bout scene 112-114 'cause of the crash, but I just have to keep trying. Any comments on this is appreciated!!  8-)

Troubleshooting / Scene.bin FFVII trouble. Wierd stuff
« on: 2007-06-10 18:59:30 »

I recently edited my scene.bin file from FFVII. However weird stuff happens at the end of the midgar arc boss fights.

First of all, the Specimen fight (Sample:H0512, just after Red XIII joins) is now just against a single enemy: Zenene.
The elevator fight is vs Sample:H0512 + 3x Sample:H0512-opt.
The Rufus fight is the elevator fight, but instead of heligunner Sample:H0512 is the second enemy here.
The Motor Ball fight (after the infamous Motorcycle mini-game) is the Rufus fight.
So is all the fight in the marsh near the chocobo farm, instead of the Midgar Zolom.
In the Mythril cave I encounter the Midgar Zolom or the Motor Ball.

It seems that the game ignores one scene between 112 - 114, 'cause the game crashed once in a fight whirl before the elevator fight (vs the Brain-Pod, Zenene or Vargid Police)

I used Scenester to edit the scene file and Scene reader to unpack the original scene.bin file.

Can someone tell me what the main bugs (if any) with these apps are? Would appreciate it (I recall reading there was some bugs with the element editing, but not the severety).

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