[FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.7.2)

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So I installed this with Bootloader and once I was all up and running just got killed repeatedly at the beginning of the game. So then I ran Bootloader a second time to uncheck the hardcore mod and replace several other features. It seemed to replace everything correctly and the difficulty was at vanilla once more.

Fastforward to Shinra HQ floor 65 as I'm assembling the Midgard replica. I complete that and go to the chest where the next keycard is. I get that and then boss music plays and I get some message along the lines of "Something bad happened blahblahblah"
I'm assuming that while the hardcore mechanics were removed, the encounters remained and the game was trying to pull up assets it no longer possessed. Anyone know how I can go about fixing this?

Tried this again and the last few things from my APP file are:
Entering MAIN
Exiting MAIN
Entering FRAME_INITIALIZE SWIRL
Exitting FRAME_INITIALIZE SWIRL
Swirl sound_effect1
stop_sound
End of Swirl sound_effect1
Entering FRAME_QUIT SWIRL
Exitting FRAME_QUIT SWIRL
Entering MAIN
Exiting MAIN
[BATTLE] Entering FRAME_INITIALIZE
[BATTLE] Scene# 1000
[BATTLE] Exitting FRAME_INITIALIZE
ERROR: unhandled exception
Which makes me further think it's a trigger left over from the mod that just isn't going through now
 
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You should probably ask in the boot (lol) thread/topic. It sounds like the field files are in sync with my mod but not scene.bin. I have never used the bootloader thus I can't be much help here.
 
Hi everyone. Let me start by saying this hardcore mod is awesome, and really tough at points. So I am at the very end of disk 2 about to go into midgar but I have only acquired one ribbon from the temple of the ancients. The ribbon that is usually in the gaea caves is not there anymore. Where else can I find ribbons besides just trooping it out to the crater and morphing some tonberrys?
 
Just joined to report Glitch i came across during my playtrough.

- The Bike rider outside Midgar cannot be targeted by melee attack.

- Inside Gaea's Cliff Icicle room, the third Icicle battle with the 2 Jokers.
    When you kill the Icicle first, the Jokers do not die then the battle Freeze.

- Not sure if its a bug but you can steal an Imperial Guard from the boss that attack the HQ during Fort Condor sieges, making it possible to steal 7 Imperial Guard after obtaining Yuffie's weapon, the Super Ball.

- The Gigas-like Magi monster inside the Crater (After Gaea's Cliff) have a weakness to Curative magic when you Sense them.
(Btw Great new monster there, had problem dealing with them until i used Reflect-All \ Aqualung.)

Also 2 little Questions about *Ultimate* Boss fight :

Did you defeat all of them without Break HP Limit & Break Damage Limit ?

Do you need to Farm Source to Beat some of them or you can beat all of them at Lv.99 With no Source Farming ?


Thanks for your hard work, i'm enjoying it more than the Vanilla game.
 
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I found another battle that seems to cause a freeze in Shinra HQ. 1 Hammer Blaster and 2 Sword Dance.
 
@AndrQ
I'm not able to rebroduce those bugs. I target the biker fine and the icicle fight never crashes or hangs (I tried several different possibilities). What version are you using?
Personally I like to use the damage limit breaker, but it's not required to beat the game. It's harder without it obviously.

@Initial Reality
That bug is fixed but not released.

@suavethekid
??? The ribbon is not removed from geas cliff.
You can steal one from Theo in the trio-soldier fight after Proud Clod.
 
I use FF7 Re-release latest update with version 1.0.6 of your mod.

Edit : Reached the Turks at Midgar raid and they are...  unkillable ?

Spoiler : They start the battle with a Grenade (3000+) & the 3 of them CritHit 9999 each of my party member, i died instantly.

Is there some sort of trick\Strat ? This battle seem impossible to me and i can't exit Midgar.
 
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First of all, I would like to thank you for this mod. It really makes the game much better for more experienced players.

However, I'm not sure if my game is bugged or if this was an intentional modification that you did, but I'm under the impression that my characters are taking longer than they should to learn their level 2 limit breaks. I have done quite a bit of grinding with Cloud since the beginning of the game and even went out of my way to kill enemies with him to see if he would learn his next set of limit breaks, but so far I've killed a LOT of enemies and he's still stuck with Braver and Cross Slash, and I'm already past the Midgar Zolom. I'm starting to worry that my game may be bugged or something.

I'm using your latest patch with the 2012 rerelease. Is there any way for me to check the files to see if something is wrong and try to correct it? Or did you really raise the number of enemies you need to kill in order to learn new sets of limit breaks?
Thanks for your attention.
 
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I use FF7 Re-release latest update with version 1.0.6 of your mod.

Edit : Reached the Turks at Midgar raid and they are...  unkillable ?

Spoiler : They start the battle with a Grenade (3000+) & the 3 of them CritHit 9999 each of my party member, i died instantly.

Is there some sort of trick\Strat ? This battle seem impossible to me and i can't exit Midgar.
higher def gear, install something for break hp / dmg limit and HP plus materia, permanent wall + haste, one or two dedicated healers
 
However, I'm not sure if my game is bugged or if this was an intentional modification that you did, but I'm under the impression that my characters are taking longer than they should to learn their level 2 limit breaks.
From my own experience with the Hardcore patch, Lv2 Limits didn't start appearing for Cloud until a good bit later in the game, a lot later than they'd usually start surfacing for the vanilla game. I've been doing all the extra stuff, grabbing all the E.Skills, etc. so there's been a healthy amount of murder going on. Barret in my game has only just learned Grenade Blast at the ripe old age of Lv65, with others still waiting for theirs so it might be the case that you need more kills now.

You say you've done some early grinding though, which is worrying. You know that the character him/herself has to land the killing blow for it to count, right? My advice is that if Lv2 Limits for Cloud haven't appeared by about, say, Forest Temple (or when he hits Lv40) then your game might have a problem. Reinstalling the patch might do the trick (if the values have gone over what's needed then I think it just gives you the Lv2/3 limits at the end of the very next fight). If that doesn't do the trick, then as a work-around you could maybe use the Black Chocobo save editor tool to manually add the missing Limits to your party. Not ideal, but it's better than restarting the game due to a glitch.
 
From my own experience with the Hardcore patch, Lv2 Limits didn't start appearing for Cloud until a good bit later in the game, a lot later than they'd usually start surfacing for the vanilla game. I've been doing all the extra stuff, grabbing all the E.Skills, etc. so there's been a healthy amount of murder going on. Barret in my game has only just learned Grenade Blast at the ripe old age of Lv65, with others still waiting for theirs so it might be the case that you need more kills now.

You say you've done some early grinding though, which is worrying. You know that the character him/herself has to land the killing blow for it to count, right? My advice is that if Lv2 Limits for Cloud haven't appeared by about, say, Forest Temple (or when he hits Lv40) then your game might have a problem. Reinstalling the patch might do the trick (if the values have gone over what's needed then I think it just gives you the Lv2/3 limits at the end of the very next fight). If that doesn't do the trick, then as a work-around you could maybe use the Black Chocobo save editor tool to manually add the missing Limits to your party. Not ideal, but it's better than restarting the game due to a glitch.
Oh, so it does requires more kills then? In that case I'm relieved it's not just me. I'll continue with the story and wait till I reach that portion of the game/lvl to see if it will be unlocked by then. My party is currently around lvl 20~25 just after Mythril Mines, which is more or less the point where I would be unlocking lvl 2 limits for everybody in my team in a vanilla game. Yes, I know the character himself has to deliver the killing blow for it to count. :)
Thanks for the help!
 
Hmmm, do you guys start from a savegame? It's not intended for Cloud to require more kills.
 
No, started from scratch. If it's the same number of kills needed then it must just be the increased difficulty changing the dynamic of the game, making kills less frequent and more scattered across the team because of the special tactics that are getting used (a tank or dedicated healer wouldn't be attacking a lot, for instance). I'd never usually run from a fight in the vanilla game either but I've run from plenty during the Hardcore mod. Must just take it for granted how many enemies get milled through on a normal game.
 
Cloud's Buster sword got the Death Penalty effect in this mod. In order for him to start with normal damage I added kills in a new game (same as adding kills to a savemap) then added kills required from level 2 and 3.

Check how many kills Cloud got with Black Chocobo. If he has done more than 888 kills and yet no level 2, something is wrong. Keep in mind Cloud should start with 768 kills to even out the difference.

All this is in the kernel, meaning there can't be any messups from required kills vs starting kills in a new game. But if you start a new game, save, then patch, it will be f***ed up. Also if you alter Cloud's kills with black chocobo early on.
 
Cloud's Buster sword got the Death Penalty effect in this mod. In order for him to start with normal damage I added kills in a new game (same as adding kills to a savemap) then added kills required from level 2 and 3.

Check how many kills Cloud got with Black Chocobo. If he has done more than 888 kills and yet no level 2, something is wrong. Keep in mind Cloud should start with 768 kills to even out the difference.

All this is in the kernel, meaning there can't be any messups from required kills vs starting kills in a new game. But if you start a new game, save, then patch, it will be f***ed up. Also if you alter Cloud's kills with black chocobo early on.
Yes, that was the problem for me. I started a new game in vanilla and saved at the first savepoint before I discovered this patch and applied it. Then, I continued it from there.
I opened my save with Black chocobo and Cloud had 219 kills. I adjusted the number accordingly (219 + 768). When I came back to the game and got into a fight he learned his limit breaks normally.

Thanks.for warning me about it.
 
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Hoping someone could answer a question for me, sorry if its been asked, I looked around and couldnt find anything. How do you get the enemy skill chocobuckle? I gave a mimmet green to a lvl 16 chocobo and then used L4 suicide, but he just runs away without countering me with it... Any help is appreciated, Thanks.
 
I had the same problem with Chocobuckle. I think it's been made exclusive to the Silver Chocobo you fight when picking up the Choco/Mog Materia from the Chocobo Ranch. I remember it using the skill during that fight, and I've not been able to get the regular Lv.16 chocobos in the area to use the skill. It might not have the same damage formula either; if I recall, the Chocobuckle used by Silver actually did damage where it should've been zero so maybe it was converted to the Japanese version of the damage formula? Just speculation; Gjoerulv will know for sure.
 
you can just check the skill with wall market and when/how a chocobo uses it with proudclod.
 
Any chocobo may perform chocobuckle. They only do it as a counter attack if their HP is above 0 and below or equal 1 + 1/32 of their max HP. You just have 1 shoot pr. chocobo obviously, and remember to feed it a mimett green 1st.

Silver chocobo may use it in any counter attack it performs.

The reason it does not work with L4 suicide is because that action no longer reduce the targets HP to a critical level. In my mod it causes dual drain instead.

Chocobuckle works the same way as vanilla.
 
And here was me thinking that it was L4 Suicide itself that triggered Chocobuckle. It'll be nice to add it to the E.Skill roster for completeness; thanks for the info.
 
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