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Messages - Raine Magnus

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Hey Amy, just wanted to say that the new version of Scarlet appears to have solved my issue where syncing the kernel and scene files caused those weird things in battles!

Which is very fortunate, as it turned out I needed to edit the kernel after all.  On one of my test runs through the first reactor mission, I ran out of potions during the Guard Scorpion battle, and even if I had been able to beat the thing, Cloud and Barret would never have made it out of the reactor without having to flee from random battles.  So I added a handful of extra potions to the starting loadout.

Actually, now that I'm able to do that, I think I'll probably pump up Guard Scorpions stats a bit more.  :-D  I've always thought that fight was cool but sadly not challenging in the least, and it's a delight to be able to change the latter.

Fantastic work on this!

EDIT:  Is there a way I can use this to make enemy attacks ignore rows like ranged player attacks do?  I noticed when I was testing out my mod in the No. 1 Reactor that the Sweeper, despite using ranged attacks, doesn't do full damage when it's in the back row.

EDIT 2:  I have encountered an issue when trying to edit or add elemental rates.  For example, if I select Bolt from the menu, it says Earth in Elemental Rates box.  IF I select Earth, it says Poison.  It seems to be showing the name of whatever the element below the one I select is.  Not sure if this applies across the board or in certain instances as I haven't tested every combination of element and rate.

Also, not sure if this would be a big ask or not, but it would be cool if there was a way to select whether the name on an enemy attack is shown when executed.  For example, I changed the Sweeper's Machine Gun attack to target the entire player party and changed the name to "Sweeping Fire" to reflect this, but Machine Gun is one of those attacks that doesn't display the name.  I'd like to change that, but didn't see a way of doing it.

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No; I imagine that functionality is baked into the EXE.

That’s ok.  Since my initial post, I've decided against lowering the EXP values, so the regular steal mechanics will be fine.

I'm having a little trouble following—it doesn't work if you save both the scene.bin and the kernel files? Have you tried on the canary version?

Sorry for not explaining things well.  I’m very new at this.  To give you some idea of how little I know, I had to Google what a canary build is.  I'm not exactly the best person to be giving feedback on this sort of thing.    ;D

Yes, saving both the scene.bin and the kernel files is what I meant.  As long as I just edit the scene file and save that alone, things have been running fine.

The problem seems to happen whenever I do anything that modifies the kernel files.  Whether it’s saving an edited scene file along with the kernels, or following this prompt….



…..to (if I’m interpreting that correctly) sync the lookup tables if I haven’t saved both together, the end result is the game crashing in battle.  When I enter a battle the screen goes black and I get this message:



Unless I start a new game instead of testing from a save file, in which case something a bit different occurs.  If I do that, when I engage the two MP’s at the train station in the first battle, the background and the enemy are both wrong (I didn’t change either of those).  Once Cloud tries to take an action, the game crashes, giving the same error message.



I downloaded the canary build and tried that.  After editing and saving, the game doesn’t load at all using 7th Heaven  - Gives me a black screen for a while until it tells me the program isn’t responding..  If I launch it from the exe, it doesn’t crash but battles play out weirdly.  When I try to attack one enemy, it looks like nothing happens, but I take out the other enemy and then the battle ends even though the first one is still on the screen.  There aren’t error messages when I’m doing this and I can otherwise continue playing normally.

When I have a chance, I may try a fresh install from Steam on another computer and see if the same thing happens there.  In the meantime, this still allows me to do what I need to do.

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First of all, thank you for making this.  I'm currently working on a simple difficulty mod for the PC version as none of the ones I could find did what I wanted them to.  I have next to no knowledge of coding and can't read Japanese at all, but these editors should let me do what I need to.

Is there anyway using one of these editors to change how the Steal command works for characters?  I know Steal is dependent on level and since I'm going to be decreasing enemy EXP values that will be affecting the difficulty, which I'd rather not do.  I can't decrease enemy levels without affecting a LOT of things, and that would turn a relatively simple enemy stat mod into an absolute nightmare.  So I'd like to alter the Steal formula if possible.

One quirk I did notice with the Kernel Editor is that when adding stat modifications to Weapons, Armor, and Accessories that don't already have them is that once you select a stat from the drop down menu, the text for the amount of the modification stays greyed out and you can't change the value.  However, if you click on another item on the list and then click back on the item you were editing, you can now change the value.

Another thing I've seen is that if I click on an empty slot in the Attack Data tab in the Scene Editor and then attempt to make a new one, I get the following error message:



I'm not brave or knowledgeable enough to try making new enemy attacks to actually use at this point, but I thought it was worth mentioning.  I'm working on a Windows 11 PC if that matters.

Anyhow, I'm enjoying working with this so far.  Will post any further feedback I have in the future.

EDIT 2/27/25:

So I've begun work on my first mod using this, which as I said is a simple difficulty mod.  To make a long story short, I'm giving enemies stat boosts and modest reductions in EXP reward.  Will possibly tweak the power of specific attacks, but no firm plans for that just yet.  Anyhow, I've been using your Scene Editor and it makes that super easy.  As I said before, I'm no programmer, but I did mess around with RPG Maker way back when, so having a GUI editor like this lets me work on this project in a manner I'm familiar with.  I particularly appreciate the search function that allows me to look up every scene with a specific enemy.

I have encountered an issue with my modding causing the game to crash in battles though.  I'm using the 7th Heaven Mod manager with the SYW Unified Battle Textures, Field Textures, Minigames Textures, Worldmap Textures, and UI mods as well as the 60/30 FPS, Mouth Replacer, and Wizard Staff mods.  The crashing happens regardless of whether the mods are on or off, so I don't think it's those.  I know 7th Heaven uses FFNx which is something I don't know much about but I know it's not vanilla FF7.  Maybe that has something to do with the issue?

I did find a way to prevent the crashing though - at least so far (this mod is very much WIP), and it comes down to how I save my work after making edits.  When I tried to save with only scene.bin loaded in Scarlet, it gave me the following message:



I started over after loading up KERNEL.BIN and kernel2.bin as well as the exe file just in case, then made some edits again.  No problems until I go to test them out in game, and then it would crash whenever I entered a battle with edited enemies (not sure if it would be the cases with non-edited ones as I didn't try that).  I didn't think to screencap the crash message, but I remember it was very nonspecific and gave a link that looked to be the FFNx github page.

I then replaced my files with unedited ones and made edits again, this time without loading anything but scene.bin and ignoring the warning when saving.  Went back to try the game again and so far, so good.  Seems to do everything I wanted it too, and no crashes yet.  The game runs fine with the mods I listed too.

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