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

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So, teh turtle boss guarding the Quadra-Magic and Counter Materias is confusing me.

1. What can you do about Dragon Force? I've tried Debarrier and Dispel. Nothing. It makes previously 9999 hitting spells like Shadow Flare do more like 3000 or less. It doesn't seem to wear off, either. Or if it does, it takes an obscene amount oftime to do so.

2. The "Chain Stored" mechanic doesn't work. Sometimes it stores stuff and responds correctly - I attacked it twice so it responds twice - and other times it will do five or so attacks in a row when I know I never hit it that much.

This fight is extremely simple and doable, which is why I'm more confused by my inability to win than anything.
If you patched the exe, lvl 4 limit breaks should bypass any defense buffs. Also Bahamuts ignore def. Neither of these are reliable in this fight though.
Easiest way:
Gravity based attacks


The chain thing is not a mistake. It always starts with a random (1-3 iirc) number of chains.

Imo the purple materia cave is the easiest one, but that boss has too much HP I admit.
 
Alright. Some obesrvations after having dipped about 80 hours into this, and I've played lots and lots of turn-based/ATB style RPGs in all my years of gaming. It's a great mod and I like it, but this mod's fundamental, lethal flaw is curative moves having a chance to miss. It adds absolutely zero to the challenge because it's completely luck-based and I don't understand the decision behind such a puzzling (to say the least) design choice, quite honestly.

I can MAYBE understand the massive Mystile nerf that comes with it, but it actually makes the whole thing much less strategic, simply because the more RNG elements you have, the less strategic the game becomes. Is there any way to remove this and revert back to the normal accuracy for curative moves? I really have no other problems with the mod except for that.
 
Could you tell me what do I have to edit, exactly? Is it the kernel.bin file located in FFVII's directory in the "kernel" folder? If yes, what do I edit? I also wanna make buffs to always apply, like Mighty Guard.
 
It's been a while since I've used it (it doesn't currently work on my computer), so I don't remember what it's called. There should be a attack/action tab in wall marked. The filds should be rather self-explanatory. What I've done to the cure spells is reduce hit-ration from 255% -> 120%. In steam/re-release the kernel is in "...FINAL FANTASY VII\data\lang-en\kernel" folder. If not it's simply in "data/kernel." It's the kernel.bin file.
 
It's alright, I found it. You actually need to unpack the iro file through 7th Heaven, find your kernel files through that, then repack it, otherwise you're simply editing the vanilla kernel. Thanks though!
 
gjoerulv.
Thank you.
Thank you so much for making this hardcore mod, breathing more life into this game. By far, I have enjoyed this hardcore mod more than the base game itself, what with its unpredictability and rampant difficulty that can hardly be cheese'd. Doing hours upon hours of grinding to try and beat the next/oncoming areas has been fantastic, boss fights have been frustrating but extremely fun.
I registered just to tell you all of this, lol.

I really appreciate your work, keep doing what you love ;)
 
Hi folks,
first of all: great mod, gjoerulv, props for that.

I have some questions on materia. I am now at the end of the game (Disc 3), and I already picked up everything* from the Northern Cave. However, there are still some materia I didn't find yet:

Shield
Counter
W-Magic
Mega-All
+ The 4 Cave-Materia

I read somewhere that there are up to 2 materia per cave, so is Mega-All now at the same place as HP<>MP, Counter at Quadra-Magic's place, W-Magic at Mime's place and Shield at KotR's place?
 
Yes they are in the caves. All can be obtained as early as you are "allowed" to enter.

EDIT: They are guarded by bosses in case you didn't know.
 
Hi gjoerulv, I'm currently playing your hardcore mod and I've to admit, it's great and makes fun to figure out strategies for those various bosses. Now, I have to quote an old post here regarding getting Chocobuckle:

You don't need L4 to get chocobuckle. Any chocobo will counter with chocobuckle if you deal enough damage without killing it. Remember to feed it mimett greens 1st.
So this is what I did:

I encountered a Chocobo at Chocobo Farm at level 13 in front row, Sense told me it has 130 HP, I used the Mimett Green, the most expensive one I get from Chocobo Farm and attacked it with Cloud's sword, it did 126 HP damage and it simply run away not casting Chocobuckle on Cloud. What's wrong here?

How can I get the skill now?
 
From https://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/31903

Code: [Select]
Code:
If ((Chocobo's HP <= [Chocobo's Max HP / 32] + 1) AND (TempVar:ChocobuckleGreens == 1)) Then{     Choose Chocobo's Last Attacker (General)     Use Chocobuckle on Target}
I checked with the AI; the pseudocode above seems to be correct.
Its HP was 130 - 126 = 4.
The condition 4 <= 130 / 32 + 1  is true. If you used a Mimett before it should have triggered.
 
From https://www.gamefaqs.com/ps/197341-final-fantasy-vii/faqs/31903

Code: [Select]
Code:
If ((Chocobo's HP <= [Chocobo's Max HP / 32] + 1) AND (TempVar:ChocobuckleGreens == 1)) Then{     Choose Chocobo's Last Attacker (General)     Use Chocobuckle on Target}
I checked with the AI; the pseudocode above seems to be correct.
Its HP was 130 - 126 = 4.
The condition 4 <= 130 / 32 + 1  is true. If you used a Mimett before it should have triggered.
Thank you for investigating it, you are right. By mistake I was assuming to fight a Lvl 13 Chocobo, but instead I was fighting a Lvl 16 one with 160 HP. I found a Lvl 13 one, did my 126 HP damage and it used the skill, finally.

Thank you very much! :)
 
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Yes, there are different level chocobos there. The lvl 16 ones were generally considered the only way of getting that enemy skill by using l4 suicide, but you probably knew that.

Props for investigating the thread for info btw.
 
Hurray, I managed to learn Beta from Midgardsormr (Midgar Zolom) early on. Without Fire Ring, but with weak stats and a portion of luck. Tried it around 10-20 times ...




Thanks for the great mod, it's super fun. :D
 
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10 years for this super mod !
And still always so fun to play when you die so often with bosses  ;D ;D
 
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Hey gjoerulv,

today I just continued playing your mod again, but I don't get further. When I enter Mount Nibelheim and going to encounter Kyuvilduns enemies, the game freezes and I have to crash it.

After the swirl the black screen persists, music is playing. APP.LOG:


[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: ATI Technologies Inc. AMD Radeon (TM) R9 200 Series 4.5.13447 Compatibility Profile Context 16.300.2311.0
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 2560x1080, output resolution 1440x1080, internal resolution 2560x1080
[00000000] INFO: Shader limits: varying 128, vert uniform 16384, frag uniform 16384
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: C:\Program Files (x86)\SQUARE ENIX\Final Fantasy VII\data\movies\eidoslogo.avi; truemotion2/pcm_u8 320x240, 15.000000 FPS, duration: 10.133333, frames: 152
[00000016] set music volume trans: 127->0, step=60
[00000081] END OF CREDITS!!!
[00000081] Entering MAIN
[00000081] set music volume: 127
[00000081] Exiting MAIN
[00000081] START OF MENU SYSTEM!!!
[00000213] END OF MENU SYSTEM!!!
[00000213] Entering MAIN
[00000215] Exiting MAIN
[00000215] -=-=[START OF WORLD MAP!!!]=-=-
[00000215] stop_sound
[00000215] cross play music: 0
[00000215] set music volume trans: 127->0, step=4
[00000218] set music volume: 127
[00000220] stop_sound
[00000221] -=-=[END OF WORLD MAP!!!]=-=-
[00000221] Entering MAIN
[00000223] Exiting MAIN
[00000223] Field Start
[00000511] Field Quit
[00000511] Entering MAIN
[00000511] Exiting MAIN
[00000511] Entering FRAME_INITIALIZE SWIRL
[00000511] Exitting FRAME_INITIALIZE SWIRL
[00000514] Swirl sound_effect1
[00000514] stop_sound
[00000514] End of Swirl sound_effect1
[00000593] Entering FRAME_QUIT SWIRL
[00000593] Exitting FRAME_QUIT SWIRL
[00000593] Entering MAIN
[00000595] Exiting MAIN
[00000595] [BATTLE] Entering FRAME_INITIALIZE
[00000595] [BATTLE] Scene# 583
[00000595] [BATTLE] Exitting FRAME_INITIALIZE
[00000657] [BATTLE] Begin main battle loop
[00000980] [BATTLE] End of current battle
[00000980] [BATTLE] Begin end battle stuff
[00001047] stop_sound
[00001048] [BATTLE] Entering FRAME_QUIT
[00001048] [BATTLE] endof battle.
[00001048] [BATTLE] Exitting FRAME_QUIT
[00001048] Entering MAIN
[00001048] Exiting MAIN
[00001048] START OF MENU SYSTEM!!!
[00001232] END OF MENU SYSTEM!!!
[00001232] Entering MAIN
[00001234] Exiting MAIN
[00001234] Field Start
[00001234] cross play music: 0
[00001234] set music volume trans: 127->0, step=4
[00001237] set music volume: 127
[00001674] Field Quit
[00001674] Entering MAIN
[00001674] Exiting MAIN
[00001674] Entering FRAME_INITIALIZE SWIRL
[00001674] Exitting FRAME_INITIALIZE SWIRL
[00001677] Swirl sound_effect1
[00001677] stop_sound
[00001677] End of Swirl sound_effect1
[00001756] Entering FRAME_QUIT SWIRL
[00001756] Exitting FRAME_QUIT SWIRL
[00001756] Entering MAIN
[00001758] Exiting MAIN
[00001758] [BATTLE] Entering FRAME_INITIALIZE
[00001758] [BATTLE] Scene# 581
[00001758] [BATTLE] Exitting FRAME_INITIALIZE
[00001758] ERROR: unhandled exception


I use your mod in 7H, together with The Reunion. I minimized my 7H config to this:


Gameplay - Difficulty and Story
   ID: af709876-588e-4865-84e3-0ac0bd662fb2
   Version: 2.391
   gameplay = 10
Gameplay - Tweaks and Cheats
   ID: 3dbdfa3b-d97f-4cfc-9db8-223dbe0152bc
   Version: 2.2
   ar = 1
   cf = 1
   dm = 0
   isl = 1
   i = 0
   li = 0
   lcs = 0
   lt = 0
   nrb = 0
   spa = 0
   sc = 0
   sbo = 1
Media - Music and Sound
   ID: 2bdd4a94-4b06-46ca-af0a-37b9dfef25aa
   Version: 2.1
   music = 3
   sound = 2
The Reunion - Beacause and Menu Overhaul
   ID: 3ee8d570-ac8b-471e-ad3f-53de21248652
   Version: 2.1
   beacause = 1
   menu = 1
   break = 1
   hand = 1
   nbb = 0
   ncb = 0


If I disable the Gameplay Difficulty and Story mod, thus disabling your Hardcore mod, the game can load all encounters. I don't want to disable your mod for Nibelheim, since many things would cause unexpected results, like early limit levels.

What can I do?
 
Hmmm, I've never used 7H; I have no idea how it works. If I'm not mistaken it's a mod manager. In that case there seems to be conflicts with other mods, or how the mods are handled.

In any case, there is a problem with scene 581 it seems. I'll take a look at that scene.

EDIT:
There are no problems with that scene as far as I can tell. It works fine in-game with only my mod applied at least. What is the story mod?
There is a new enemy model there that may be causing the conflict. Its ID is 0x01EA. That is the SW* entry in battle.lgp.
You may want to report this to 7H as well.
 
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Hmmm, I've never used 7H; I have no idea how it works. If I'm not mistaken it's a mod manager. In that case there seems to be conflicts with other mods, or how the mods are handled.

In any case, there is a problem with scene 581 it seems. I'll take a look at that scene.

EDIT:
There are no problems with that scene as far as I can tell. It works fine in-game with only my mod applied at least. What is the story mod?
There is a new enemy model there that may be causing the conflict. Its ID is 0x01EA. That is the SW* entry in battle.lgp.
You may want to report this to 7H as well.

Thank you for looking this up. I just reported it to: https://www.ff7catalog.com/posts/225197/


The Story mod is the IRO package that contains any story mods like your Hardcore mod or New Threat together with base mod combinations like The Reunion. Basically, this is where you select your mod in combination with The Reunion or not.


As of your self test, I was sure you would not find any issue if you test only your mod, since I believe it's a conflict between your mod and The Reunion. Indeed, it is better to report this to the creator of 7H, I just thought you were teaming up with the creators of The Reunion to make it compatible in the first place.
 
Gjoerulv, I've encountered an issue with the Kyuvilduns enemy in Mt. Nibel.  When battle scene #581 (three Kyuvilduns) tries to load, FF7 crashes.  I have mods installed via 7th Heaven (including Hardcore mod), however I've tested multiple scenarios and narrowed it down to either The Reunion R03e or the Hardcore mod as the culprit.  Has anybody else reported this issue?  Thank you for the hard work!  Loving the changes in Hardcore mod!

EDIT:  It's an issue with The Reunion - Beacause + Hardcore mod together.  After testing with Hardcore mod and no Beacause, I was able to enter battle with scene #581.

Oh it seems we share the same issue, did you find any solution to this? EQ2Alyza gave me a hint on how we could fix the problem here: https://www.ff7catalog.com/threads/12232/
 
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