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

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Aps and Hell House were pathetic. o_O

The only difference I noticed with Aps was he used the reverse tsunami much more often...

Hell House was actually /easier/ than I remember him being before... the counterattack is new though, right?

Up to Locke, Venus and... what was the other one? now. They're giving me hell, 7 attempts so far and still haven't been able to beat them. Got the third one dead once then Venus revived him, but that's it.

Reno, on the other hand, was kinda a pain... especially with the 200 HP Pyramids...

With Reno I found that not trying to destroy the pyramids was the best strategy.  He won't pyramid all three of the party(at least for me) so just fight him with the remaining party member.  He only has 1000 hp so its not too bad. 
He sure did for me. Even if he didn't, he can still Paralyze the remaining member.
 
I thought Guard Scorpion was easy, it was a match of endurance to see who could continuously attack but I just spammed bolt and had barret heal if needed then just attack, now air buster is a different matter, he's the hardest boss I've fought (not counting new bosses), I was maybe slightly underleveled but I just got angry because he kept glitching, even though he wasn't facing me when I used limit breaks they still done normal damage, it was a gamble for my limit break to do huge damage or not. He hits pretty hard but as long as you keep someone ready to heal at all times you will be ok. *sigh* Aps as usual was as easy as ever. since I had aerith on my team I used seal evil then spammed bolt, he only attacked me twice before he died. The Hell house was easy, just put everyone on the back row and spam magic seen as you can't deal good physical damage till he uses suicide drop. Next boss was that poison guy, he wasn't hard seen as I equipped everyone with poison protection and spammed fire. them two bosses in the elevator were laughable, the first one died without using his charged beam, second was slightly harder but still laughable. Rufus would've been hard if I didn't keep my bolt plumes, I used a bolt plume which killed his pet then when I got my limit break rufus died so it only took two moves. their wasn't really any notable battles after that untill jenova who I have to say you done a good job with, she was really quite hard and kept me on edge because of stop (she always kept stopping Nanaki my healer  :-() but as for the new trio they were very hard, I took 3 tries, my stratedgy was give barret fury and cover then everytime he had his limit break use mindblow, then it was a case of slowly concentrating on one enemy untill they died then it got alot easier, slowly but surely they all died. I'm currently at cosmo canyon but I can't go any further because I have a bug where if there's a cutscene that my characters are supposed to move in, they just don't move. Like when you go up into the room with all the planets, my guys stay on the ground and I just have to wait untill I can change room to be in the right place but unfortunately there's a cutscene in that room where a planet gets destroyed but my characters don't stay where they should be. the best bit was at junon where you see a cutscene of the cannon and me and the other soldiers were floating in the air lol
 
I get that bug too. :/

I never got it on this PC until I reinstalled windows a while ago, anyone know the fix?

Anyway - Rufus is damn easy without items. Cast Bio on him, throw Cross Slash when you get it, and just heal. Also - his attack is not long range despite using a gun, so BACK ROW.

Btw, I find the names "Biara" and "Biaga" kinda weird... "Biora" and "Bioga" would've been better. :/
 
So what remains to be fixed Gjoerulv? This seems like a HELL of a mod!

It seems to be playable from start to finish, has anyone had any game-crashing incidents that are due to the mod and not because of faulty installation?
 
Is this still going? Congratulations on keeping it up thus far.
I remember when you were starting it out, hell loads of changes though much be hard to keep track of them all.
 
The only actual bug on this mod that I know of is on the beach by Kalm, sometimes it crashes when you get in a battle.  But gjoerulv already knows about that.  As for the bug that was just stated in that recent long post, it seems to be maybe its a bad install.  A fresh one might do the trick.
 
Really? Then it's fully playable,thanks mate :-)
It's Hardcore time in Athens then! :evil:
 
Yea i've played up to sephiroth in the northern cave and didnt get any crashes that were permanent.  there were a couple crashes or freezes BUT after i reloaded the game and got to that same point again it didnt screw up that 2nd time through
 
I've been looking through the different encounters with Scenester after applying this mod and I found one encounter against six Adamantaimai enemies.  Can the game even do that?  I was wondering if it had anything to do with the crash on the beach near Kalm...?
 
Which encounter was that?

EDIT: nvm. (scene 7, for anyone who's interested)

In any case, I don't see any reason why the game couldn't do that; I think that one can have any combination of up to six enemies from the relevant scene file in a fight. Of course, if there were a mistake in setting up the fight, the game would crash.

EDIT: gjoerulv has changed very little in that file, and it has nothing to do with the Kalm beach region either, so the crash there must be down to something else.
 
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Sorry for the lack of detail.  Yeah, Scene 7, Encounter 27, 3 Adamantaimai enemies in the front row and 3 Adamantaimai enemies in the back row.  And the only other enemy in that Scene is a Test Pyramid (again, this is for those who are interested.  If you ever want to fight them, chuck a "27" into the encounter IDs of one of the flevel files with Meteor).

Looks like I was wrong.  Well, I guess if that was the problem, it would've been removed by now.
 
Does it work on the german version too :?
Never tested it, but i guess it works. Just create back ups in case of unwanted problems.

___

Habs nicht getestet, aber ich denke mal, dass es funktioniert. Erstelle aber Sicherungskopien / Back Ups, falls ungewollte Probleme auftauchen.
 
It works if you get a hold of the ORIGINAL ENGLISH kernel.bin(2). I can send you a link later.

My german sucks but...

Wenn sie halten ein von der ursprunglichen englischen kernel.bin (2), es funtioniert. Ich kann Ihnen einen link senden. (?) :P
 
Just one little question...

To use your Scene.bin in the PSX version, gjoerulv, I had the idea to completely remove some scene files that aren't used in the first disc, such as the scene files holding the enemies you only meet in Midgar disc 2, and the final dungeon's monsters and bosses. This allowed me to make your scene.bin go below the original's size limit and thus, to make it fit into the game ISO.

It worked great until I defeated Guard Scorpion. But then, while going back to the save point, a random encountered occur in the beginning of which the game just crashed. Impossible to go farther. So, my question is : did you hack one of these random encounters in some way that would crash the game if the last few little scene files were missing ?... ...In other words, is some new enemy supposed to ambush the party, as soon as Guard Scorpion is defeated ?

If not, then this surely sucks - as that would mean that my own scene.bin has chances to randomly crash on the PSX version, too...
 
This mod has made me feel like I'm playing FF7 for the first time, as I have no idea what is coming up next enemy-wise.  Thanks!

One thing - I'm not sure if anyone else has reported it, but when you first meet Aerith and you can push the barrels over to help her out, the random encounters you face with Cloud make running around impossible.  I faced 2...geez, I forget their names, but they're the red blob-type monsters.  Anyway, with one attack, they paralyzed, poisoned and silenced me, causing me to die without another way out.  Is it meant to be THAT hard, or is that an oversight?
 
Just one little question...

To use your Scene.bin in the PSX version, gjoerulv, I had the idea to completely remove some scene files that aren't used in the first disc, such as the scene files holding the enemies you only meet in Midgar disc 2, and the final dungeon's monsters and bosses. This allowed me to make your scene.bin go below the original's size limit and thus, to make it fit into the game ISO.

It worked great until I defeated Guard Scorpion. But then, while going back to the save point, a random encountered occur in the beginning of which the game just crashed. Impossible to go farther. So, my question is : did you hack one of these random encounters in some way that would crash the game if the last few little scene files were missing ?... ...In other words, is some new enemy supposed to ambush the party, as soon as Guard Scorpion is defeated ?

If not, then this surely sucks - as that would mean that my own scene.bin has chances to randomly crash on the PSX version, too...
I don't think that there are any new encounters in the reactor, so I can't think of any reason why the game is crashing. Could there be a problem with the kernel.bin file not being updated? Have your field files been updated as well as your scene files? Have you tried this a few times, or has it only happened once?

If the mod doesn't work for the PSX version, that really does suck :-(
 
I updated the Kernel, but I didn't touch the Field files. Actually, I have no clue how to edit those (be it to add new "monster-in-boxes" or anything else). Do you think the field files also need to be updated, for this hardcore mod to work ?... ...The truth is, I already experienced this same kind of crash, when I worked on my FFVII AV beta. After much Scene hacking, the game would crash when loading some particular enemy formations - but I managed to solve this problem by removing my changes to some other enemies, in different scene files...

It's really weird.
 
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