[FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2.3 & v1.1b)

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Hello,
I don't know where to post so i will try here,
I have a huge problem, sometimes when i play the game freeze and i have this message (most of the time, it come when a battle starting, i have the music, but game freeze ) :
An unknow exeption has occured
I passed several days trying to resolve it but still get it ...
I tried this method https://steamcommunity.com/app/39150/discussions/0/666828126743975209/?l=french&ctp=3 but this doesn't change anything
Hope somebody can help me...
Also i'm at the end of cd1, really enjoy your mod, will post my feedback later ;p
 
Did some searching and it might be the operating system, some users say that the game crashes intermittently on Windows 10. Others said it might be due to issues running the game on multi-core systems (but don't think it's this; I've never had the base game bomb out on me), or a memory problem that can be exacerbated by other mods like texture overhauls, etc.

https://steamcommunity.com/app/39150/discussions/0/1696046342852378557/
'Now i run it as administrator, in Windows 7 compatibility mode, with only CPU 1 in affinity and with Steam Overlay disabled. Literally every solution of every problem i have read on this forum.'

Seems a bit much, but he purportedly got through game without a crash after all this so maybe it could help.
 
I tried with w7 compatibility,(and all the other options you mentioned) now when i launch the game a message appear and say :
 failed to create useful direct 3d device
 
Is there a d3d9.dll in C:\Windows\system32 or C:\Windows\SysWOW64 on your computer? If not, check out this article too:

https://www.lifewire.com/how-to-fix-d3d9-dll-not-found-or-missing-errors-2623235

I remember that I needed to put in the file there manually some time ago to make the game work at least with Tonberry.

eXistenZe and goodmorninpluto, thank you very much for your feedback. It made me realize that there are still quite a few gaps that can potentially break the game in the later stages. Chocobo World loot will be nerfed significantly soon, and some more Card Mod results will be changed (Elvoret, Kiros and Carbuncle in particular). The CC-Card players on the Ragnarok could be made easily into not replaying used up cards, but I'm not so sure about really going for it, as it would be quite a drastic change and they are usually the main reason for actually doing this sidequest earlier. Maybe just changing some more of the delicate Card Mod results would do - not sure yet.

Allowing Darkside to Break the Damage limit could probably be done by creating a new attack type that would then be assigned to a character's weapon, which could then do more than 9999 damage universally with a standard physical attack, not just with Darkside (which is based on it). That's my current plan for making the Ultimate Weapons stand out more which is one of my main goals for the mod that have yet to be realized. Anyway, thanks again, also for playing the mod until the end :)
 
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Yes there is a d3d9.dll in C:\Windows\SysWOW64
I fallow this yesterday : https://steamcommunity.com/sharedfiles/filedetails/?id=391096600
I tried the part For issues in Windows 10:
 - Download the DirectX9c June2010 End User Runtimes and Install the most recent package, do NOT use the 'normal' Web Installer.
GO HERE: https://www.microsoft.com/en-us/download/details.aspx?id=8109

I played a litle and did not get anymore my bug, i have to try much longer to see if that solved my problem, but i lack in time this week end, i'll post my feedback later on if that solved the problem

Anyway, thx for helping me, big up !
 
I've been thinking about Refine results changes for v1.0.9. Here is what's planned:

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Card  Previous  CurrentImp   1 = 5 Magic Stones 1 = 3 Magic StonesElvoret  1 = 1 Windmill  1 = 1 Dynamo StoneJ. Cactuar  5 = 1 Jet Engine        1 = 1 Windmill *1Tri-Point  1 = 1 Dynamo Stone      5 = 1 Jet EngineC. Chocobo  1 = 100 LuvLuvG's       1 = 20 LuvLuvG'sGilgamesh  1 = 10 Aura Stones      1 = 10 Fury Fragments *2Carbuncle  1 = 3 Glow Curtains     1 = 20 Dragon SkinsDiablos  1 = 100 Steel Orbs      1 = 20 Steel OrbsOdin   1 = 100 Dead Spirits    1 = 20 Dead SpiritsPhoenix   1 = 3 Phoenix Spirits   1 = 3 Phoenix PinionsBahamut   1 = 10 Megalixirs       1 = 3 Shaman StonesKiros    1 = 3 Accelerators      1 = 3 Aegis AmuletsLaguna   1 = 10 Heroes           1 = 3 FriendshipsSeifer   1 = 3 Holy Wars         1 = 3 HeroesSquall   1 = 10 Adamantines      1 = 3 Adamantines
*1 Note that J. Cactuar is a LV 7 boss card and not LV 6 (Elvoret) - that means the Windmill availabilty through Card Mod will be delayed to disc 3 (excl. Pandemona). Dynamo Stone has been moved down to the LV 6 range to match the Red Fang and North Wind availability.

*2 10 Fury Fragments are worth 2 Aura Stones or 2 Aura Spells; 2 Fury Fragments are also needed for Zells 3rd weapon, to give the transformation a bit more value.

As for the drop from 100 items down to 20 in a few cases, I think is necessary to prevent an infinite source for Demi and Death spells (especially easy 100 Demis for everyone in the early-game is quite powerful). These items also sell much better since the last update - so refining the Diablos card into 100 Steel Orbs right after getting him and then selling these would be overkill too.

If anyone would like to make suggestions, don't hesitate to share. Otherwise, I'll go with that.

Levantine, I hope you are getting your issue fixed.
 
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That would be back to the vanilla result, just with a much less insane refine rate (40 Tri-Point Cards = 1 Jet Engine in vanilla). At least I think the item fits the nature of the boss well. Do you think it's too good or too bad as a reward for modding the Tri-Point card, value-wise?
 
Doesn't jet engine allow some nice refines early on?
They can be turned into Rocket Engines (teaches Spd+30%) and Spd Ups, but Tri-Point cards aren't available before disc 3 as they are LV 7 cards. And even with the lowered requirements, it would still take long to actually get Rocket Engines and Spd Ups that way. Furthermore, turning them into Rocket Engines requires GF Abl Med-RF from Eden, whereas the Spd Up refinement needs Forbid Med-RF from Doomtrain, so not much can be done with the item until late disc 3 (other than just teaching a GF Spd+10% with the item itself).

By the way, the earliest availability for LV 6 and LV 7 boss cards in the mod is as follows:

LV 6: CC-Group and FH card players disc 2 (vanilla: Galbadia Garden disc 1)
LV 7: Edea and Cid disc 3 (vanilla: CC-Group and FH card players disc 2)

This was a necessary step in my attempt to balance Card Mod out without nerfing the results to the ground or just moving it to Eden, an idea I never really liked to be honest. I am firmly convinced that it's ok to leave Card Mod at Quezacotl as long as the mod results are reasonable and the availability for the better rewards is delayed.
 
Hi Callisto, thank you for putting your time to such a big project, it´s fantastic. I wanted to use your mod because it sounds amazing, but i am not experienced with using mods. Is it possible to play this mod with the german FF8 Steam version?

Kind regards,
Scai
 
The mod is unfortunately only compatible with the English Steam version for now. Making it work with other languages would take a lot of time, as almost all relevant files would have to be adjusted (field.fs, main.fs etc). If you want to play it now, you should be able to change your game language by right-clicking the game in Steam, then selecting Properties -> languages, to install the English game package. Thanks for your interest and feel free to share impressions if you decide to give it a go.
 
Thank you for your answer. How sad. Bud i know what you mean  ;). I think i will go with Lunatic Pandora Mod, altough the difficulty mod there is only 20% harder than vanilla. For an english playthrough my english isn´t good enough. Am i right when i say that all the other hard mods for FF8 in this forum are also only for the english version?

UPDATE: @ Calisto: I´ve followed your advice and changed my version to the english version to play with the mod. First I thought that it worked because squall and quistis had some spells at the beginning. But now I recognized that the drawpoint in the libary is still esuna instead of double and also the fight versus ifrit and the random encounters weren´t more difficult than normal. So i am confused now if the mod works or not. The point is that I downloadet and installed RaW but there was not an RaW folder after extracting the torrent file whether in the extracted files nor after installation in my FF8 main folder. So I also downloadet the Roses and Wine light Version and took only the RaW folder from there and puted it in the FF8 root folder (i also tried to use the bass.dll and ddraw.dll from the RuW light version but the sound was than the same as the default sound, so I deleted it again) and placed the Ragnarok_mod.txt file in this RaW/GLOBAL/Hext folder. Now it looks like a part of the mod works (cause of the spells in the inventory) and another part don´t work. I have so much obstacles to get up and running one of the mods that I want to use... I hope I can get help here. What can I do?

UPDARE2: I got it!! I made a mistake with the RaW torrent file and now i could fix this and your mod works perfectly. I had to heal my chars against Ifrit, how wonderful :-). I really looking forward to a new FF8 experience. Never made a playtrough because of its low difficulty I lost my interest no later than disc 3 when I was ridiculously owerpowered. Its amazing that you took the time to improve the game in this way, thanks a lot for this :-)
 
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Hey there, thank you for this mod. I'm very interested in trying it out but my RaW doesn't have this global folder mentioned. Could you tell me what I need to do please?

Edit: whoops. Looks like the RaW folder needs to be accessed from FFVIII's files after installation rather than directly in the RaW folder itself. Don't mind me.
 
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Hello everyone, and happy new year.

It's been quite some time since the latest update, but today I finally managed to finalize a new version for this mod. During the last couple of weeks, I spent quite a lot of time on learning the game's Field script language more properly, which allowed me to do more things than initially planned, and that's part of the reason why it took way longer than expected. Sorry again to anyone who was hoping for an earlier release. And thanks again for all the feedback and ideas. A lot of it was taken into account and is now included, as you can see in the changes overview below.

As always, let me know if you find any bugs. I have double-checked everything, especially the new sidequests, but it could be that something was overlooked. But for now, enjoy :-)

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1) Balance changes

Refine results

Code: [Select]
Code:
Card  Previous  CurrentImp   1 = 5 Magic Stones 1 = 3 Magic StonesRed Giant 1 = 5 Meteor Stones 1 = 3 Meteor StonesElvoret  1 = 1 Windmill  1 = 1 Dynamo StoneJ. Cactuar  5 = 1 Jet Engine        1 = 1 WindmillTri-Point  1 = 1 Dynamo Stone      5 = 1 Jet EngineC. Chocobo  1 = 100 LuvLuvG's       1 = 20 LuvLuvG'sGilgamesh  1 = 10 Aura Stones      1 = 10 Fury FragmentsCarbuncle  1 = 3 Glow Curtains     1 = 20 Dragon SkinsDiablos  1 = 100 Steel Orbs      1 = 20 Steel OrbsOdin   1 = 100 Dead Spirits    1 = 20 Dead SpiritsPhoenix   1 = 3 Phoenix Spirits   1 = 3 Phoenix PinionsBahamut   1 = 10 Megalixirs       1 = 3 Shaman StonesKiros    1 = 3 Accelerators      1 = 3 Aegis AmuletsLaguna   1 = 10 Heroes           1 = 3 FriendshipsSeifer   1 = 3 Holy Wars         1 = 3 HeroesSquall   1 = 10 Adamantines      1 = 3 Adamantines

Triple Triad cards
Some cards that previously had no elemental property have been given an element or have their element changed in an attempt to achieve a more evenly distributed elemental representation for the actual Card game (in the original, there is only one Holy-elemental card, for example). The changes are as follows:

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Card  Previous CurrentGrand Mantis --  WaterOchu  --  PoisonDeath Claw Fire  WindTorama  --  HolyAdamantoise Earth  WaterElnoyle  --  WindIguion  --  FireKrysta  --  IceSphinxara --  Holy
Besides that, the Pupu Card's stats have been slightly improved, as its stat sum is very low compared to other Level 5 Monster cards, no matter the A value on the right side.


Chocobo World
The following items can no longer be imported from Chocobo World:

Hero, Holy War, Power Generator, Dark Matter, Ribbon, Aegis Amulet, Rosetta Stone, Moon Curtain, Steel Curtain, Accelerator, Phoenix Spirit, Gaea's Ring, Hyper Wrist, Adamantine, Royal Crown, Magic Armlet, Solomon Ring

Stat Up items and other items of similar value are still available, but the probability of finding them has been significantly reduced.


SeeD Salary rebalance

Code: [Select]
Code:
S-Rank Prev.    Current01  500G    500G02  1,000G     1,000G03  1,500G     1,500G04  2,000G     2,000G05  3,000G     2,500G06  4,000G     3,000G07  5,000G     3,500G08  6,000G     4,000G09  7,000G     4,500G10   8,000G     5,000G11   9,000G     5,500G12   10,000G    6,000G13  11,000G    6,500G14   12,000G    7,000G15   12,500G    7,500G16   13,000G    8,000G17   13,500G    8,500G18  14,000G    9,000G19  14,500G    9,500G20  15,000G    10,000G21  15,500G    11,000G22  16,000G    12,000G23  16,500G    13,000G24  17,000G    14,000G25  17,500G    15,000G26  18,000G    16,000G27  18,500G    17,000G28  19,000G    18,000G29  19,500G    19,000G30  20,000G    20,000G31  30,000G    30,000G
The lowered amounts in the mid-range might seem harsh at first, but keep in mind that loot generally sells better since v1.0.8, so you can use that as a secondary source for income in addition to SeeD salary. Besides that, the Cottage/Mega-Potion money making trick still kind of works, and in case that all is still not enough, the update also adds some sidequests that rewards the player with Gil (see further below).


Spells and GF
Break now does some Earth damage as well and can be junctioned to Elem-Atk and Elem-Def. Spell damage is between Fire/Blizzard/Thunder and Aero and the maximum Earth damage/protection through Elem-Junctions is 40%. Float also grants protection against Wind in addition to Earth when junctioned to Elem-Def (max. 30% for both). The base damage of all GF up to Brothers has been lowered, but damage is still higher than in vanilla un-boosted.


2) Enemies


  • There is now more variation in the Granaldo/Raldo boss battle on disc 1: Raldos attack even while Granaldo is still alive and can do an AoE that has a chance to inflict Slow. If Granaldo is defeated before the Raldos, the Strength stat of all remaining Raldos doubles until the battle ends. Likewise, if all Raldos are defeated before Granaldo, Granaldo gains access to Dissolving Acid in addition to his standard physical attack.

  • There is also more variation in the battle against Edea (1st), depending on her current HP. She starts with weaker spells and no longer spams Firaga/Blizzaga/Thundaga for the entire duration of battle, and the probability of her using Dispel on characters under Reflect has been reduced. Instead, she now uses Astral Punch more often, which has been buffed and has a chance to silence the target.

  • Death Claw now uses a Wind attack on lower levels to justify its affiliation to the element Wind (see above) in addition to it dropping Shear Feathers and it offering the Aero spell for drawing (which has been there in vanilla already).

  • Some alterations have been made to Omega Weapon and Griever.

  • It now takes 10 more turns to make Gilgamesh appear and defeat Seifer at the end of disc 3, to make the battle more challenging if the player got Odin before.

  • The probability of late-game enemies and bosses skipping their turns has been further reduced.

  • The last Ruby Dragon battle before facing Bahamut (the one that is always a back attack) now has another monster in it to prevent being wiped by Ruby Dragon's Breath attack right away, which can feel unfair and needs a very high Vitality stat to be survived.

  • When Zell is chased down by Galbadian Soldiers inside D-District Prison, the only possible encounter is the one against a single Guard (varied between 1 and 2 Guards before - facing 2 can be a gamble, considering Guards use Stop instead of Sleep in the mod).

  • Ultimecia (final form) is now able to use her GF disabling move again (it was absent in v1.0.8 due to an oversight).


3) Sidequests and new content


The old couple in Deling City
The old man sitting at the bench near the sewer gates who lost all his good cards to grandma can now be helped building up his card collection again by finding a bundle of cards he lost somewhere in the city. In the end, the player will be able to choose between 3 different rewards:

- 3 Turtapod, 3 Bomb and 3 Chimera cards
- 1 Granaldo, 1 Abadon and 1 Propagator card
- 6,000 Gil

Furthermore, the couple now plays stronger cards than before, but the old man refuses to play until the quest is completed. The dialogue between the two also changes once the quest is done (after leaving and re-entering the screen once, and only when grandma is walking around).


Dollet revisited
Heading back to the Communication Tower after the SeeD mission on disc 1 now triggers a non-escapable battle against a new X-ATM092 variant that uses a different AI script and attacks (it would normally just fall down a cliff and that's it). The battle will likely be tough when attempting it at first occasion, as he starts nuking the party with strong AoE's if the battle takes too long. It should be easily doable on disc 2 or 3 though.


More items in Fisherman's Horizon
Talk to the man near the elevator when controlling Irvine after leaving the concert preparations. It triggers a short conversation that gives Irvine's character a bit more depth (it is the same as in the original - shame it is so well hidden that most players will likely miss it). After the concert is over, talk to him again with Irvine in your party, and he will apologize for what he said earlier, handing out a Triple Triad card.


Trading in Trabia Garden
There is one NPC in Trabia Garden who sells some of her belongings as her savings have been destroyed as a result of the missile attack. The player can use this opportunity to get good value for just 20,000 Gil: 2 boss cards and 3 different items. Buying or creating these items separately would be much more expensive.


Galbadia Garden
Some time on the way to Seifer and Edea, a non-escapable battle against 4 high-leveled Galbadian Soldiers will trigger: 2 G-Soldiers, 1 Elite-Soldier and 1 Paratrooper.


Centra Ruins
On the way to Odin's chamber, there will be a non-escapable battle consisting of 1 Chimera and 2 Armadodo's that can be challenging when visiting the Centra Ruins at the very first occasion.


Magical Lamps
Leftover Magical Lamps the player may have received by either staying at Galbadia Hotel or through Chocobo World can be traded in for a random Stat Up or an Elixir at Esthar Seaside Station (talk to the old man there). Can only be done after the Lunar Cry.


The dog in Esthar
Stop the dog running around the streets in Esthar to make him return to his owner nearby. If you then talk to the owner while having Pet Pals Vol.3 in your inventory, you have the option to give it to him for free for an item, or sell it to him for 15,000 Gil. If you don't have it in your inventory, he will hint at it. Can be done anytime before entering Lunatic Pandora as Zell and Edea.


Rescuing the girl at Esthar's Shopping Mall
Talking to the crying girl at the Shopping Mall will trigger a non-escapable and unique battle with 2 Behemoths in it. The reward is an item and a card. Can be done after Lunar Cry only.


Lunatic Pandora Laboratory research project
After the Lunar Cry events, Esthar digs out its old mobile weapons and tries to improve them. At Lunatic Pandora Laboratory, the player has the option to try 3 different battles that consist of stronger variants of Gespers, Cyborgs and Elastoids. The battles can be repeated multiple times for no costs, but the rewards are one-time only.


4) Other changes or improvements


  • Early-game Draw Points change their contents on disc 2 to keep them more relevant later. For example, the Cure Draw Point at Balamb Garden's Gate will contain Cura, the Fire Draw Point inside Fire Cavern transforms into Fira etc.

  • The Double Draw Point in Balamb Garden's Library becomes usable again on disc 2 and keeps refilling until the end of the game. The same goes for the Bio Draw Point inside the Timber Maniacs building that never refills on disc 1, but now does so on disc 2 onwards.

  • Julia now actually plays the piano during the first Laguna flashback in Deling City.

  • The elevator in Fisherman's Horizon now operates at a higher speed and the characters' legs are no longer cut in half when riding it.

  • The wounded Dollet Soldier right before the mini-boss battle against Anacondaur in Dollet now acts as a save opportunity (in a similar way as Cid does before entering Balamb Garden's MD-Levels on disc 2). Note that talking to anyone but your team members during the Dollet mission will result in deduction points though, so don't talk to the soldier if you go for the highest possible SeeD score.

  • A "Quit/Never mind" option has been added to the Queen of Cards text box options in case the player accidentally talked to her, ending up being forced to hear some of her longer dialogue.

  • The new Odine Shop has been added to Joker on the Ragnarok in case the player never visited the shop before the point of no return at the end of disc 3. He has been also given a "Quit/Never mind" option for convenience.

  • On disc 4, the probability of CC-Group card members playing rare cards has been reduced.

  • Cid now uses his 3D model during the scene at Balamb Garden's directory before heading to Dollet (it wasn't a hard thing to do, since this screen has his 3D model by default).
 
First, thank you so much Callisto for making this mod! I started playing FF8 again after ~12 years and decided to try this mod out. So far I've been having a blast.

However, I ran into some issues fighting the Brothers. The best magics I have junctioned to STR/MAG are Break/Aero, and I have some magics like Fira, Blizzara, Thundara, Esuna, Haste, Protect, Shell. However, the Brothers fight was really hard for some reason. I know I could "float" them and my whole party, but their physical damage was too high; my party wiped within a few turns especially when they started hammering with physical attack.
My Squall is lv20, Irvine and Rinoa around ~lv15 with about 1,1k~1,3k hp. I am not playing Triple Triad; I only occasionally Carded monsters in battle.

Any tips for this fight? Should I grind some more?
 
You current spells look good, but if you haven't yet, get Zombie or Regen for HP. This is important for this battle, so everyone has around 1,500-2000 HP to tank some more of the Brothers' damage. Zombie can be drawn from Blood Souls near Galbadia Garden, and Regen from Vysage near the Tomb of the Unknown King on the world map (needs to be at least Level 20). Levels are ok as well, there's no more need for grinding, unless you'd want to increase the probability of facing a Level 20 Vysage.

In battle, go for defense first by casting Double and Protect on everyone (they have both spells available for Drawing). Shell is not that important, as the only magical attack in this battle is Mad Cow Special, which is strong, but predictable, as it's being used in regular intervals, but not very often. Once stabilized, cast Float on your characters against this attack and make sure to defeat Sacred (the bigger one) first, as he has less HP than Minotaur and once one of the Brothers is dead, Mad Cow Special will no longer be used so no more Floats need to be recast, which saves time. Sacred's physical attack, which has a chance to inflict Confuse is another reason to get rid of Sacred first. If you have the time to attack, use Double Aero or Bio, which should do good damage, especially when casting them with Rinoa.

All in all, killing the right enemy first is key in this battle to release some pressure as soon as possible, and going for Sacred first is the most reliable way to do so. After Sacred is gone, Minotaur will start using Mower more frequently, but this is much more manageable than having both alive as long as you have Protect up. If you keep losing to them, try setting battle speed to low. This can generally help with having more time to react to the Brothers' attacks.
 
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First, thank you very much for all the effort put into this mod. Really appreciated.

That said, I am planning to use this mod to replay this amazing game I played for the first time almost 20 years ago. But in addition to a renewed and more balanced gameplay, I'd like to apply some other mods to improve graphic and music as well.

I had a look at https://steamcommunity.com/sharedfiles/filedetails/?id=391096600 and all these non-gameplay mods seem fabulous, but I wonder if there is a way to install all these mods together without messing things up.

Any advice would be greatly appreciated.

Cheers
 
There shouldn't be issues with using this mod and any of the graphics or music mods at the same time. I've been using some of them by myself and never noticed any incompatibilities. Maybe even the Hard-mode that is mentioned in the list from your link above works with it, but it would make the game harder than intended, so I would advise not using the Hard-mode on top of this mod.

The most convenient way to get it all installed is getting the Lunatic Pandora Mod Pack first, and then follow the instructions for installing this mod.  Of course you can also install each mod that comes with LP separately - it would just take longer. But no matter how you decide, there shouldn't be any incompatibilities. If there are, just report it and we'll see what we can do.

Thanks for your interest and have a good time reliving Final Fantasy VIII.
 
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