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

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I could also see a hard mode being something that viewers would enjoy watching on Twitch... Nothing like watching people get rekt. :) lmao
 
I'm getting

error:3983423270 :78
Object doesnt exist.

Followed the instructions to a T (Trying to mod the Remaster or 2019 ver).

I'm on windows 10.
 
@Union & Robgatti:

After installing Demaster unofficial patch, does your FFVIII Remastered root directory look like this?

If so, then copy the DEMASTER_EXP folder inside the Ragnarok download package, paste it to the game's root folder and select the first option "Replace files at destination" when Windows asks about what do to with the files. Just make sure to not accidentally delete the DEMASTER_EXP folder that is already present in the root folder and then replace it with the one from the Ragnarok package (this one only contains the files relevant to the mod, and is therefore not enough to make the game run).

If not all of the files pictured above are present, you are probably missing the files from the Demaster patch download package. Make sure to drop them all inside the game's root directory first, then running FFVIII_Demaster_Manager.exe, as stated in the USAGE.txt file.
 
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Hello,

Are you plan to update the remastered version to 1.2 or the version will still to 1.0?
 
Hello,

Are you plan to update the remastered version to 1.2 or the version will still to 1.0?
Hi levantine,

yes, updates to the Remastered version are planned. The version for Remastered will be identical to the 2013 version as soon as the exe changes are in. I don't know when that will be though, as porting them over is difficult due to 2013 exe no longer present in its previous form.

A hard mode for both versions is also planned. It takes priority at the moment, probably releasing in a couple of weeks. Also thinking about making bosses drop EXP in all versions, but at the same time giving the player the option to disable these gains to allow low-level challenges.
 
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Okay thx for your answer, i'll wait them, draw much than 9 magics per draw is like a child's dream lol
Also I'm waiting for get some HD mods for the remastered, in hope that thoose would be campatibles with your mod :)
 
Is there any posibility to make Seifer or Edea playable ? Maybe on late disc 3 ?
 
Is there any posibility to make Seifer or Edea playable ? Maybe on late disc 3 ?
Chipping in because I just realized I've totally forgotten to bring this up myself as a suggestion for additional/surprise bonus content, something the mod already incorporates quite a lot of. Specifically Edea because I imagine 'twould not be monumentally hard to pull off since she's already playable so the groundwork is there, and isn't unreasonable story-wise. Also the logistics of her joining the party would potentially be relatively straightforward to pull off & fit into the story seeing as she's just chilling around with Cid for the final parts of the game so it could just be a simple dialogue option that pops up. But I'm sure there's a lot on Cal's hands atm anyhow with hard mode and all, so consider this as more of a long-term pitch.

Not sure if I'd like Seifer though, from a lore perspective or otherwise. Seems more complicated/awry.
 
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Making Edea and Seifer permanent party members is possible, but their field models are not present in most of the field maps, so they would not be visible if they are in the active party (battles would be fine). They could be added in via hex edits, but doing so for every field map would mean a lot of work. So I'd rather wait until there's a tool that is capable of adding custom field models to a given field.

I generally like the idea of having them available until the end, especially Edea, as nothing would conflict with it story-wise, as Ayoyo already mentioned. Seifer would indeed need a good reason to join after the events at the end of disc 3, but I guess a custom cutscene after disc 3 could be used to make it appear more reasonable. But as I said above, a tool that supports custom field models would be required before that can be accomplished.

Oh, and levantine, the Remastered version is fully compatible with any graphics mods, like those from Mcindus. Just remove the Gerogero decensors inside textures folder to avoid any conflicts in-game. Sorry for the late reply.

@Hard mode: Needs some more days, as I decided to do a little more than just stat increases for enemies. The standard version will also need a few adjustments. Making good progress overall though.
 
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hey there Callisto
I created an account just for this, I have never played ff8 remastered so I'd like to play it for the first time with the ragnarok mod. I want to play with the hard mode option, hopefully it's coming out this week, i'm really looking forward to play it
 
Is there a guide for this mod that shows you the location of the stuff you moved around like Pet pals vol 3 and 4?
 
Hard Mode is now available for both versions, called Lionheart Mode for now. Please check out setup instructions for information on how to apply it (the possibility of selecting difficulty after starting a new game might be added in the future).

Main changes:

  • Stat increase for almost all enemies compared to Standard version
  • AI changes for many enemies (example: Diablos will stop using Gravija if all party members are in critical health)
  • Some enemy elemental weaknesses have been changed or have had their severity lowered
  • Status resistance has been increased for some enemies
  • Various changes to enemy attacks, also a few new ones have been added
  • Some formation changes to certain boss battles
  • In Remastered, enemies now use custom versions for Tornado and Quake as well

Standard version adjustments:

  • Critical hit rate for a few late-game physical attacks has been decreased
  • Slight to moderate stat decrease for some enemies
  • Some more enemies lost the ability to spam powerful attacks multiple times in a row
  • Phoenix Down and the Life spell now restore 25% of a character's max HP (up from 12.5%, Steam 2013 only)

New in all versions:

Expanding on the idea in regards to weakening some bosses by drawing their GF, beating those bosses without drawing it will now be rewarded with some additional items after the battle. Keep in mind that every GF in question will be automatically added to the player's inventory after the battle, whether it has been drawn or not. The idea behind this is adding one more decision-making element to the game (in this case, weaker bosses vs better rewards), so unless the boss gives the player serious trouble, it is advisable to NOT draw the GF. Thanks to Nesouk for the incentive to implement this.


Elvoret: 10 Silence Powders (drawing Siren will make its Magic drop by 20%)
Iguions: 4 Dragon Skins (drawing Carbuncle will make them lose their Auto-Reflect)
NORG: 1 Water Crystal (drawing Leviathan will prevent him from casting the Water spell)
Fujin: 1 Windmill (drawing Pandemona will prevent her from casting Tornado)
Edea: 5 Spr Ups (drawing Alexander will make her Spirit drop by 20%)
Ultima Weapon: 1 Dark Matter (needs to be defeated with Auto-Protect and Auto-Shell on)


EXP for bosses and the option to disable it will be added soon. Haven't had enough time to implement this, unfortunately.


@Dealer1993: Thanks for the interest, I hope it's not too late. If you need advice in regards to how to set it up for Remastered, let me know.

@DrHojo123: Yes, there is a document in the DL that has information about the things that were moved around. Changes to Pet Pals are as follows:

Pet Pals Vol. 3 and 4 can no longer be purchased from Timber Pet Store without Familiar Ability unlocked. Pet Pals Vol. 3 is now one of the items that can be found as part of the dog sidequest in Dollet when doing it on disc 1, while Pet Pals Vol. 4 is now received randomly after staying at Galbadia Hotel in Deling City. Pet Pals Vol. 5 and 6 can be obtained by completing new sidequests in Deling City and Balamb Garden, respectively.
 
Great I'm going to do an Hard Mod run once I'll have finish my FFIX Alternate Fantasy playthrough.
 
Are sidequests and other expanded things the same between normal and hard mode?
 
@Nesouk: Ok, I hope you are getting more of a challenge this time. The new Hard Mode should be around Requiem levels in terms of difficulty (some battles are easier, some harder), but still below Reloaded Mod, mainly because it doesn't limit player resources as much as Reloaded does.

@goodmorninpluto: Yes, all additional content is the same across all versions, with the exception of minor changes to most of the optional enemies themselves (higher stats, AI changes etc).
 
Hard Mode is a very welcome addition! I'll definitely check it out after my Normal Mode playthrough.
 
Hello, glad to see you finally realease a hard mode :)
And it's good that it's still bellow reloaded, and did not like this one because the only way to win fights was to spam renzokuken...
Is it now possible to draw more than 9 magics and hit more than 9999 with physical hits in the remaster version of your mod?

Thx for your answer and to keeping up your work :)
 
It's out! I'll be making some time to play through Lionheart Mode for sure. Been looking forward to this ever since you've hinted at being interested in a higher difficulty version. There also seems to be many great additions since I've last played. I couldn't help but notice you added a sidequest for the little girl in Dollet. Thanks for making my day!  ;)
 
Hey Callisto,

I just finished streaming a full playthrough of your Ragnarok mod yesterday and I had to create an account to say it was an amazing experience!

I never had any issues playing vanilla ff8 years ago and wanted to try something different with my recent playthrough. The rebalancing changes you have made actually caused me to struggle quite a bit in a good way.
I'm probably closer to the middle of the line player who doesn't abuse cards or mechanics if they don't need to, I wasn't trying to get tornados and quakes ASAP but rather letting the game unfold as naturally as i could until the end of disc 3.

I really enjoyed the Omega fight (without using The End or Invulnerability items) I feel like the Yunalesca secret fight was a bit too easy after doing Omega first and was kinda disappointing.

There was a crash after the two elnoyle fight in Fire cavern post Lunar tear which meant I couldnt experience the Fire cavern sidequest. I was playing on the 2019 steam remastered version.
I tried several times on disc 3 and once again on disc 4 to no success.

Overall its a big success in my eyes and I look forward to playing the Lionheart variant in a few months time.

If you have any questions on about the experience from a fresh player I'll be glad to answer them.
If you wanted to check out any of my gameplay footage, the vods will be live for 2 weeks on Twitch.tv/Tingcos otherwise pm me and I can upload anything you need to youtube.
 
hey, not sure if caused by the mod or i'm doing something wrong. i did the beginner chocobo forest fine, went to the basics forest and for some reason i can't sound my whistle. i'm playing with ff8 remastered. thanks for your work on the mod!
 
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