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

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ok i got your patch but the animation remains unchanged when i opened PrC to look at the file the hyper animation is still configured for the move which is i believe is the culprit for the crash. just to be clear its the steam version the file is under my D drive im running as admin but it refuses to change the scene in i even replaced a new PrC changed both data folders scene bins, im literally at a dead end
 
If you're willing to wait a few days I'll have a new release ready that fixes that "bug". I kinda facepalm at myself for choosing that animation. I knew it was buggy.

EDIT: Actually, new release will have to wait 'til after newyears. I'm on vacation now and away from my "mod office".
 
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Hello all.
Is it normal that in the 65th in shinra's building( where there is the Midgar puzzle ), when I open the last safe, a boss appears ? Composed of 3 very strong shinra guards( whith spear weapons ).
I hadn't had this bosse before with hardcore mod.
He hits me at 400, and I have 550 hp max on each character  :-D :o
 
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That's normal, those guys are a new boss fight that surprises the player when they open that chest. You have a few options; you can either confuse them with a Loco Weed grabbed from the regular enemies in that area, or you can use Barret's Mindblow to drain out their MP and give yourself some breathing space. Sadness, Back-Row, Cross Slash, and some use of Defend/Cover will mitigate damage.
 
Thank you fort the fast response sega chief :)
Yeah I tried loco weed, it helped, but not enough. I will try your advices :)
 
Just a heads up: they counter everything. Recklessly attacking is an instant game over. 

EDIT: The next releasehave to be postponed yet again. Too much to do at work.
 
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Hello,

I am using version 1.0.6 of this mod on 1997 game version and are experiencing a problem in Shinra building level 65. Currently I am fighting in the area collecting Loco Weed to defeat the new boss.

The issue is with the enemy formation 1x Hammer Blaster and 2x Sword Dance. If I kill Hammer Blaster first, the battle seizes up and I must exit with Alt-F4. It isn't a game freeze up since animations and music still run. But battle time freezes so no player character or enemy can make a move and running away is impossible. If ATB mode is Recommended or Wait, the timer gets stuck on "Wait". If ATB is Active, the timer still says "Time" but time still stops nonetheless.

I am not sure if this is a FF7 or Hardcore problem. From what I can tell this isn't a default FF7 enemy formation? At least according to the formation list on final fantasy wikia, Hammer Blaster and Sword Dance shouldn't appear in the same formation normally.

Sorry if this has been reported before, 70 pages is a long thread...
 
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That problem has popped up a few times, but it's a bit odd because I remember looking for the cause and not being able to find it. If I had to guess, it's got something to do with Hammer Blaster's 'base' which is treated as a separate enemy and has it's own formation settings (though it can't be targeted).
 
Hey I've been playin this mod for a bit now and I just finished the submarine quest and got the submarine. So I'm currently in gather everything possible mode and I notice the few ultimate weapons I've gathered are well completely shit...is this normal do they get better or should I just not bother with them in this mod?

Also the materia cave bosses surprised the fuck outta me because i thought it was only summon materia that got an extra boss. Fu sir for adamantai. <3
 
Hey I've been playin this mod for a bit now and I just finished the submarine quest and got the submarine. So I'm currently in gather everything possible mode and I notice the few ultimate weapons I've gathered are well completely strawberries...is this normal do they get better or should I just not bother with them in this mod?

Also the materia cave bosses surprised the fern outta me because i thought it was only summon materia that got an extra boss. Fu sir for adamantai. <3
The ultimate weapons are still the best weapons. They all have damage modifiers.

Barret's depends on how much AP the weapon is equiped with (ie Master mime gives 1000000 AP).
Tifa's relies on her limit gauge and limit lvl.
Cloud and Cait depends on current HP / Max HP.
XIII and Cid like above only MP.
Vincent is the most reliable as it only depends on how his kill count. Kills by summons do not count.
Yuffie depends on enemy lvl. Damage is pretty constant for each individual enemy.

@DeliciousWhales
I'll be...
I was sure I fixed that. From the top of my head I can't remember exactly what the problem was, but I'll look into it. Thanks for the report :)
 
I must say this mod is super awesome. Finally the game is actually hard. Especially good for a mob farmer like me who tends to end up way overpowered. I'm only up to Nibelheim on level 35, and I have Beta, Laser, Mighty Guard and still I can get thrashed sometimes. Without those it would take me several minutes each battle using normal level 2 magic heh. I like that enemies do a lot of status attacks and have a range of high defenses and immunities.

Though I have been tinkering around in kernel.bin and scene.bin to change things to my liking. Not having master materia is a deal breaker for me, it's just too fun to get them after all the effort levelling AP. I did give sephiroth 3.3m HP and 225 def/magdef to make up for it. I wonder how many KOTR summons it will take to kill him....
 
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Glad to hear you like it! Also great that you edit it to your own liking. This mod is more of a casual(ish) hard mod for those who are familiar with the game. That being said, I know the ending has caused several headaches. 3 mill sounds a bit much... imo that is... In my head, 1 mill sounds good as a highest tier max HP. But that's just me.
 
Yeah 3m probably too much, I will see how it goes. In the original game I was always annoyed at Emerald Weapon being stronger than Sephiroth. I thought it would be better that killing Emerald and getting the Master Materia is like the prerequisite to killing Sephiroth. I'm hoping this way the battle will be ~30 to 45 minutes.

I have found that the game was super hard at first but past about Junon or Gold Saucer it's become a quite a bit easier, probably because of grinding for gil and AP. If it's not hard enough I guess I could edit the enemies to make them a bit harder. Or perhaps you have more difficulty surprises down the road a bit.
 
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One other thing to report, for me getting killed by Hadadigor/Yamigor/Levant causes the game to crash to desktop. Not always maybe half of the time.

Edit: Well it stopped happening after I died a few times. Weird.

Finally killed them so I guess it doesn't matter now heh.
 
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There shouldn't be anything particular crash prone about that battle. I guess it's just random crashes. I tend to get a lot of random crashes periodically.
 
I presume this isn't a bad reason to bump the topic.

"# The character's stats are somewhat changed to make 'em more unique."

Is there any chance you could elaborate on this, or direct me to some post where I can get a long view of the characters' relative stats? I hope I didn't miss it while searching. Or if I use Black Chocobo to level my hard mode save's characters up (to test their stats: I like the difficulty as it is), will that level them in the same way modded play would?

Very much enjoying the new balance, thank you.
 
Don't know if it's hardcore mod related, but when I got the first limit 2 level of cloud, I had the first level 3 limit too, meteorain, without having the second limit of level 2  :o

Did you have that issue too ?
 
I presume this isn't a bad reason to bump the topic.

"# The character's stats are somewhat changed to make 'em more unique."

Is there any chance you could elaborate on this, or direct me to some post where I can get a long view of the characters' relative stats? I hope I didn't miss it while searching. Or if I use Black Chocobo to level my hard mode save's characters up (to test their stats: I like the difficulty as it is), will that level them in the same way modded play would?

Very much enjoying the new balance, thank you.
I don't think the save editor will take the adjusted stat curves into account, but when you level them up once in-game those stats should (mostly) correct themselves...except the game can't decrease a character's stats so if the Hardcore mod stat is lower then the game won't change it. For instance, if Cloud got 70 strength from lv.50 using Black Chocobo, but his Strength in Hardcore for Lv.50 is 40, then it'll stay at 70 when he levels up, rather than being adjusted down to 40. Might be wrong about that, but that's what seemed to happen when I tested a change in stat curves recently.

As for character stats, you could compare them directly if you can get the Wall Market tool working. Opening the default kernel (assuming you kept a back-up) and the hardcore mod's kernel (have two instances of Wall Market running) would let you do this from the character data/initial data tab. There's also a slider so you can check the stat range for each level, which would let you compare them as they develop throughout the game.

Don't know if it's hardcore mod related, but when I got the first limit 2 level of cloud, I had the first level 3 limit too, meteorain, without having the second limit of level 2  :o

Did you have that issue too ?
That's not an issue, it's possible to unlock the next Limit level without getting the 2nd Limit on each level. You won't be able to learn the Lv.4 Limit though until all Limits have been unlocked, however.
 
That's not an issue, it's possible to unlock the next Limit level without getting the 2nd Limit on each level. You won't be able to learn the Lv.4 Limit though until all Limits have been unlocked, however.
Thanks ! But I used only the level 1 limit, without setting the level2 limit before deblocking the level3
 
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