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

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Cheers Blah and LJH i finally managed to beat it ;D this boss took me at least 3 whole days man i suck :/, any tips on how to spot patterns?
 
...on that note, I actually have a minor technical question. If you cast Resist and then Death Force on a character already under Death Sentence, they won't die when the death sentence runs out... but what causes this? Does Death Force still work even under resist, or does Resist just protect against death too? (I always thought it didn't, but I haven't actually checked.)
Resist prevents Death Force and Death, so Resist protects against the instant death status caused by Death Sentence.
 
There is already a strategy guide for the Hardcore Mod within this thread.
The Hardcore Guide starts HERE.
You'll have to read through a few posts to get the entire guide.
I've included a compiled version of the guide with Bootleg.
It's located in the game folder after installing Bootleg:
    ..\Original_Readmes_Bootleg\Hardcore_Guide.txt
 
Re: Airbuster, he is always facing the way he just attacked.  Which means everything is fine, except for Rear Gun.  When he uses Rear gun, he is actually facing the opposite direction of how he appears.  So following that attack, you'd want to attack him from the opposite side of the person that was hit.

And for the bug with the hammer blaster on 65th floor of the Shinra Building, I found a work around.  Just kill the two other enemies before the hammer blaster and it won't freeze after his death.  Helpful for not adding resets as Theo/Locke/Venus kcik your ***

Great mod so far btw, really enjoying it
 
Good news everyone. Sqeenix contacted me the other day. They said they're gonna remake ff7 for the PS4!! And there is gonna be an option to play with my mod in it.  8)
They're gonna pay me a hefty amount of cash. I'll finally be rich lol. $$$

A user on youtube uploaded a clip from a squeeny press conference:
 
Hehe, too much good news for one post :)

I should attend to a square press conference someday, it seems to be highly entertaining :)
 
Good news everyone. Sqeenix contacted me the other day. They said they're gonna remake ff7 for the PS4!! And there is gonna be an option to play with my mod in it.  8)
They're gonna pay me a hefty amount of cash. I'll finally be rich lol. $$$

A user on youtube uploaded a clip from a squeeny press conference:
i am such a clutz i actually believed this then remembered it was April -.- lol
 
OMFG!!! This was just pisstaking im on the Bit on Shinra bridge going up floors completing the really time-consuming mini-games and when i got to the 65th floor and was gonna get the last chest "Chest F" Randomly 3 f***** strong soldiers come out which i think was included in the mod (loved the quotes between them and Cloud in battle lol) but seriously i was not ready for this and they just f***** me up now i have to do that 65th floor mini game again -.-, so basically i wouldn't mind fighting them again since it was fun any tips to kill those soldiers and what will i get in return?
 
Actually, the fight start as soon as you grab the key. You are forced to fight them. I strongly suggest you to take all the chests except this one, and save the game right before opening the chest. They are tough, especially if you want to steal them all.
As for tips to beat them, there are many infos scattered in this thread or on youtube, you should try a couple times by yourself before consulting a strategy ;)
 
Ah that makes alot of sense thanks alot :D, especially never thought about saving just before the last chest now this will be really helpful as i can fight them many times, looks like your some expert on this or probably completed the game with it :), anyways thanks you and also thanks gjoerulv for this mod now fights seem much more fun and different :D
 
Well, I've played a bit more. Left the sidequests and gone to the Northern Cave, I've reached Jenova-Synthesis but haven't beat her. Had a go against Omega as well, very nice fight, can't beat it yet.

I have to say, the random battles here are VERY nice. The Iron Giant took a little bit of thinking - also at one point, everything I did to him started only doing 1 damage, is this intentional?
 
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I have to say, the random battles here are VERY nice. The Iron Giant took a little bit of thinking - also at one point, everything I did to him started only doing 1 damage, is this intentional?
It use the dragon force/hero drink effect with adrenaline. To damage it you need to use defence ignoring attacks: lvl4 limits/bahamuts/typhoon/kotr/p's box.

@e1sunz
There are many strategies posted here. They counter a lot.
 
@e1sunz
There are many strategies posted here. They counter a lot.
yeah sorry about that i was just too lazy to read through most of the posts il make sure not to do it again :)
 
It doesn't seem to always happen, though? Usually once Peerless wears off, I can damage them again just fine...
 
I am going to try and add support for this for retranslation project, but I will need to be kept updated as to any developments this may have in the future.

From what I can see, this mod does not alter any of the text that matters.  It doesn't alter any text at all in flevel, therefore, more or less, the retranslation already supports this due to touphscript.  Somebody try installing menu overhaul with retranslation as a test WITHOUT the hardcore option ticked.

edit: scene and kernel do have issues.  ts cannot decode the hardcore mod ones, and I will get luksy to look into this.  It may be the author of this also needs to do some tweaking.  It looks as if the kernel2 and scene files have been poorly compressed or something.

edit 2: suggest author opens kernel,kernel2 and scene bin in proud clod and wallmarket and saves, then uses the resulting files in the mod to figure out why they differ to the hardcore versions.  The current 3 after patching by this mod are incompatible with touphscript.

edit 3.  Proud clod wont even save the scene... some error with the scene?
 
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The file at scene.bin offset 0x5364 seems to be one byte too long when uncompressed; ts (and presumably PC?) checks to see if the gzip stream is finished so the extra byte causes it to fail as it always expects 0x1e80 bytes.

It could be changed to be more lenient but I'd prefer to keep it strict. I'll have a look at kernel2 now.

Ok kernel2 defines its size as 0x35c2, but the actual file size is 0x38c4, so either there's junk at the end of the file past 0x35c2, or the header size is wrong. Again it's something that could be relaxed in ts but I'd rather not have to :D
 
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