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

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New release bitches! I made the lvl 4 limit breaks ignore defence. I dunno if it was a 100% smart move, but it will make anything other than Coin usefull in the end lol (no, there are other usefull tricks too). This is because some bosses use the Hero Drink trick, which is annoying. Omnislash + Hero Drinks is now definitely the best move. Summons are less useless.
 
@vdate
Thanks for trying it. A agree the silver chocobo is broken.
And I noticed I uploaded the wrong files lol. The correct one will be uploaded soon. Please wait a sec. There is a minor difference in scene.bin.

Edit: uploaded the correct one. Sorry 'bout that. :P
 
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Which enemies AI did you tweak beside the Dragon?
Also, care to give a short list of what the bugs you fixed were? I am running my own version that is based on 1.04 but I don't want to lose hundreds of hours of editing
 
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Will your mod work if you create a Wallmarket patch for your kernels and a Proud Cloud patch for your scene; then apply those patches to the Hardcore Mod 1.05 files and validate the lookup table?
 
@Posted by: KuugenTheFox
The Silver Chocobo AI. Not luck dependable anymore.
The dragon start the fight with a counter stance. It only attacks if you attack it. After 5 turns it changes to actions. If you attack it, it randomly changes to counters for 5 turns, and so on.

Other from the top of my head:
Blue and red Dragon's attacks. Blue in maniable for easier dragon force (so you don't have to reflect it). I also think I changed blue's items. Doorbull's attacks. Demon Gate's attacks. More HP on Schizo's. Magnade attacks. Carry Armor attacks. Killbin HP, attacks, items(?) and AP. Under Lizard attacks. Gremlin attacks. Sculture's attacks. Kelzmelzer attacks. Jemnezmy attacks...

That is all I remember now.

Fixes: As DLPB and luksy found out there were bugs in 3 of the field files I updated: las2_3, las2_4 and las3_2. I removed one materia from each of these fields. I forgot that all fields in the crater have a "mk_save" entity that point to the main script in the "save" entity (upon creating a save via save crystal). This caused the save point to be invisible upon creation + more buggy effects, but nothing severe. I simply changed a pointer in each of these (mk_save entities) to point to the right script; not a non-existing script.

@PitBrat
I have no idea. If the patch method is good it'll work; I've never tested it. It sounds like it should work.
 
I gotta ask cuz I've been tearing my hair out trying to figure it out - how do you kill Qwims? I'm totally lost.
 
Whenever they are taking a break, they are immune to damage. When they counter attack they lose immunity.
 
To apply this new version do i have to put back all the backed up ones or will it work on the already patched by 1.0.4 and also this latest one will it overwrite something in menu overhaul? i got the latest version m004d with the gjoerulv option thing
 
For the best results, you should install the Hardcore mod first and then the Menu Overhaul.

When using the Hardcore mod with ReTranslation, you will lose some of the ReTranslated text.
 
To apply this new version do i have to put back all the backed up ones or will it work on the already patched by 1.0.4 and also this latest one will it overwrite something in menu overhaul? i got the latest version m004d with the gjoerulv option thing
the gjoerulv option is for the reranslation.  I suggest not using that when using the hardcore mod as you will not get a full translation.  It is best for now to try them separately really, although there is nothing stopping you.
 
In your re-translation readme
some field files will not be updated, scene.bin and kernel2.bin will not be updated.
So the main dialogue like when they speak they wont be affected?

edit:
stupid of me forgot to read some more

\FF7.exe.  This holds the 9 main character names, Chocobo names and menu text. 
 
\Data\Field\Flevel.Lgp  This holds field dialogue and field place names.

\Data\Battle\Scene.bin  This holds enemy texts and battle dialogue. 

\Data\kernel\Kernel.bin  This holds 2 texts "Sephiroth" and "Ex-SOLDIER"

\Data\kernel\Kernel2.bin  This holds text such as materias, weapons, armours.

\Data\wm\World_us.lgp  'mes' holds world map dialogue and area names.

\Data\wm\World_us.lgp  wm0.ev/wm3.ev hold the positional data of the world map dialogue windows.
                                    wm2.ev is not edited as it does not contain any dialogue box data.
Since it doesnt patch flevel it should be alright shouldnt it? The main retranslation i want is when they speak but also with toughscript can i still edit the Kernel2.bin and scene.bin?..sorry for wasting your time just wanted to be sure that's all thanks again
 
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With the hardcore option ON, only fields that gjo has not touched will be altered. Flevel holds those fields.  But translation has only just started anyway so mostly no change.  Kernel2 and scene bin are not changed with that option on...

only some fields and the ff7.exe are changed.
 
Hardcore 1.05 alters ff7.exe to change limits.  I've installed Menu Overhaul with retranslation using the Hardcore ff7.exe and the game appears to work.
I'm testing a lot of mod combinations to determine what works well with Hardcore and ReTranslation.
As a last resort, installing Hardcore over ReTranslation replaces the affected parts of the ReTranslation.

On another note, can someone create a Proud Cloud patch for the Hardcore scene.bin?  Proud Cloud still crashes during parch creation on all of my systems.
I'm attempting to combine Scene Redux and Hardcore for an 'easy' version.
 
My mod replaces some files in in flevel.lgp, basically to insert encouters, alter encouter rates, insert AKAO sections and delete entities (and in some cases insert texts). Most of these doesn't contain much text, in other words, doesn't mess much with the re-translation.
Exceptions are: The gongaga reactor, bottom of northern cave and the truck scene with sephiroth.
I am working on a patch method that will be compatible with anything.

The HC patch does not touch anything in the .exe besides limits.
 
I think I just had my second or third "Whoa, not cool" moment.

So I was able to kill the Quadra Magic boss and Carry Armor (both cheesed slightly by Aeris but would have been possible without her). Then I went for the HP<->MP boss and was able to kill it after a few tries using lots of Demi spells and well-timed heals. So of course I figure I should go for the Mime boss, why not?

The first form seemed pretty easy, and when I killed it I said "whoa, there's another form!" After putting ribbons on two chars and elemental/ChocoMog on the other, I went back in and was able to kill the second form! Yay... but wtf now I have to fight two of each, together?! Considering all of these guys seem to hit for exactly 1/2 max HP on all their attacks (or more for Susano'o) I have no idea how to win this, aside from crazy evasion and luck. Oh, and I haven't even seen Pandora's Box yet. Am I missing something or do I need all chars at max evasion and immune to wind to have a chance?
 
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