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

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Having 10 minutes as the minimum timer is normal on Lionheart, so you should be fine.

If you haven't defeated Diablos yet, you can do an additional check to determine what mode you have installed: If you are on Lionheart, Diablos will never use Gravija, Demi or Doom if all party members' HP are low. In standard mode, he will still do so.

The first battle to feel noticably different from standard mode will probably be against the Iguions with additional enemies accompanying them. The Esthar Cyborgs at the end of the Cenra Excavation Site can also be noticably more difficult to defeat, as they pretty much retain the power level of the very first version of the mod, where they were widely considered a nightmare.

Thank you for your kind words, hope the second playthrough won't disappoint.
Good to know. It should be fine then, and I'll keep an eye out for the iguion fight and esthar soldiers.

The first run didn't disappoint by the way, it's just my quirky playstyle of immediately wanting to start over when I get more knowledgeable and then more ideas about how to be EVEN better.

Thank you, and thank you even more for adding the card rule NPC's. Triple triad, I love.
 
Everything seems to be working fine. It's definitely lionhart and it's great.

Have you got a list of changes you made to monster drops? I'm using a guide from gamefaqs as a guideline and some drops not mentioned in your documentation don't line up.

For example, leveling up the anaconduar stilk grants dragon skins, and I got a power generator from blitz. But the belhemel drops hi potion plus.

Or have you maybe changed the level where they are considered "high level" to 100? For most enemies the guide states above 30 is considered high.
I wouldn't mind trying a lot but I'm staying base level and leveling them up to 100 is tough to beat.

So if possible I'd like to know what changes you made. Thank you!
 
Hello again!

Forget about the list, I made it to disc 4.
I just have to mention the insane fun I'm having figuring out strategies and configuring junctions for a base level lionhart game. Everything seems to be well thought out, from junction effects to item placement. The extra side quests are mostly very rewarding. Apart from some already mentioned rough edges, I think it's quite well designed.
Thank you very much!


Possible spoilers:


It was so funny winning against that fire cavern bomb boss, I'm not sure I even did the correct way. I tried reflect on it, zombifying it, confuse works but the sun bath immediately cures it. Are we supposed to use counters and return damage? I haven't tried gfs.

I was very happy after defeating ultima weapon without drawing Eden, but the reward was kinda lackluster in comparison. The dark matter is nice, but you also get it from the trabia ruby dragon (another great addition) which is a lot easier. An accelerator would be fitting in my humblest of opinions. Still great fight though.
The extra fights in the esthar labs solves the laser cannon problem, should've thought of that earlier.

Even though it's a lot less effective, strength has still been a help, like against the  "sorceresses" and Adel. The first game I played with your mod I was saddened to see that meltdown worked on basically nothing, which is understandable, but combined with magic's empowerment is really hurting strength. In my opinion maybe it's possible to still have enemies and some bosses have a percentage weakness for no immediate proc, have it last a shorter time or turn it into vit-half instead. Just thinking out loud, I don't know if any of these are possible or easy to implement.

All in all. I bought this game a bit over a week ago and have already clocked in around 150 hours. Safe to say that I already liked final fantasy 8 a lot, and with your modifications it has sprung new life and skyrocketed my enjoyment.

Thank, you.
 
Amazing work on this mod! I'm planning to play it with my community, and I've been going back and forth from the Remaster to the 2013 version, trying to see how I want it to look. I've noticed that when I start the 2013 version, Shiva has Str-J learned, but not in the 2019 version.

Does that mean I've done something wrong with either install or is that just the current status of the mods?
 
Dying to know if there's any way we can get some kind of enemy change files? Just got the Ragnarok and feeling kinda -done- with the overworld encounters. Same with the bosses. Eventually you kinda just want to look at a file with weaknesses/vulnerabilities, ya know?
At the moment, there isn't a comprehensive list of every single enemy change. As for checking the elemental weaknesses, there is the Scan magic, and if you want to inflict status effects, use your highest Strength attackers when trying to achieve them through St-Atk, and your casters when using Magic. If they miss three or more times, then they are probably immune. Unsure if there will ever be a full list, as it would take a lot of time, so I'll leave it at that for now.

It was so funny winning against that fire cavern bomb boss, I'm not sure I even did the correct way. I tried reflect on it, zombifying it, confuse works but the sun bath immediately cures it. Are we supposed to use counters and return damage? I haven't tried gfs.
Yes, relying on Counters and Return Damage is one of the possible ways to defeat it. Bomb can also be affected by Stop (though it's highly resistant due to it maxed out Spirit stat in this battle), summoning Bahamut or Eden afterwards can kill it quickly. Armor Shot with high enough Strength and Crisis Level can also kill it in one turn, the same goes for the Kamikaze command if it crits and the user's HP are high enough.

In my opinion maybe it's possible to still have enemies and some bosses have a percentage weakness for no immediate proc, have it last a shorter time or turn it into vit-half instead. Just thinking out loud, I don't know if any of these are possible or easy to implement.
Making it Vit/Spr-half instead of 0 is easily possible from a programming perspective, and it's already implemented, just not released yet. With that change, more enemies can be made vulnerable for sure. As for now, the most reliable way to inflict Vit 0 is using Quistis' Ray-Bomb Limit Break. It may work where the Meltdown magic fails, due to its way higher success rate. Odin or Ruby Dragons are good examples for this, as they are highly resistant to this status effect.

Amazing work on this mod! I'm planning to play it with my community, and I've been going back and forth from the Remaster to the 2013 version, trying to see how I want it to look. I've noticed that when I start the 2013 version, Shiva has Str-J learned, but not in the 2019 version.

Does that mean I've done something wrong with either install or is that just the current status of the mods?
It's the current status of the mods so I don't think you've done something wrong. The 2013 version is just a little more up to date with its changes to the ATB system and EXP-None ability, which aren't in the Remastered version yet.
 
Callisto !
Happy to see you here, I have lots of question.
There is now a mod manager and people ask a lot to have your mod in it. Would you agree ?

I work hard on documenting the game https://hobbitdur.github.io/FF8ModdingWiki/.
And you have found info I am not able to found back anymore. I have really a lot of questions but one is bothering m for a mod I would like to do: How did you change the probability of Rare item of bahamut ? Reading your hex, it's not possible for me to find it there :'(

If you have time to pass on the discord to exchange https://discord.gg/sCbmwh2nbv i would greatly appreciate !

Thanks for passing by.
 
Callisto !
Happy to see you here, I have lots of question.
There is now a mod manager and people ask a lot to have your mod in it. Would you agree ?

I work hard on documenting the game https://hobbitdur.github.io/FF8ModdingWiki/.
And you have found info I am not able to found back anymore. I have really a lot of questions but one is bothering m for a mod I would like to do: How did you change the probability of Rare item of bahamut ? Reading your hex, it's not possible for me to find it there :'(

If you have time to pass on the discord to exchange https://discord.gg/sCbmwh2nbv i would greatly appreciate !

Thanks for passing by.
Hey hobbitdur!

First of all, sorry for the late reply and the hex file not being properly documented at the moment. I'm fine with my mod being added to the Junction-VIII mod manager.

The bytes corresponding to the item probabilities with Rare Item equipped are in the hex file, and modified as followed in the mod:

Code: [Select]
Code:
#Rare Item probability values for each item slot865F6 = 7886600 = C88660F = E686610 = 00866B4 = 78866BF = C8866CF = E6866D0 = 0086820 = 788682B = C88683B = E68683C = 00
This changes the base probabilities from

rnd = [0..255]
  if (rnd < 128) Slot = 0
    else if (rnd < 242) Slot = 1
      else if (rnd < 261) Slot = 2
        else Slot = 3

to

rnd = [0..255]
  if (rnd < 120) Slot = 0
    else if (rnd < 200) Slot = 1
      else if (rnd < 230) Slot = 2
        else Slot = 3

Which leaves a 26/256 chance for Item #3 being dropped/mugged rather than the usual 0/256.

Base values taken from Battle Mechanics FAQ by ForteGSOmega.
 
Happy  to see you coming back to FF8 ! No worry foor the delay, we all have a life (even tho I admit I was waiting it ^^).
Ok nice for J8, do you wanna work on it ? We can explain you all on how it works. You'll see it will even help you to update the mod if you want in the futur.

Ok super for rare item, thanks a lot.I am learning to retro-engineer. I saw on some of your message you are pretty good at finding values. Do you have some database we can share together ?
I will post all my question later, as I don't want to suddently flood you with question. But one think that would help the community is to details your hext file.

Also, I am making a mod called cronos with a team, I know you have your own mod but if you maybe wanna keep it on this state and work on new thing, you are welcome to join the task force. The idea is to bring a gameplay mod that everyone can love as it will offer options.

For the moment on my side I am studying the sequence animation, and searching by RE squall hit100% and escape part of battle. If you have any info on those please share :D
 
For the Rare item, I find the probability a bit everywhere. Actually rare item also have impact on mug and card drop. But those value seems to only fix the item drop rate. Is that correct ?
 
For the Rare item, I find the probability a bit everywhere. Actually rare item also have impact on mug and card drop. But those value seems to only fix the item drop rate. Is that correct ?
The values above change probabilities for both item drops and mug (per item slot). One of the 3 sets of values from above (78, C8, E6, 00) is likely not used by the game, but I changed those values just in case as they represent the modified base game values when the Rare Item ability is equipped. To my knowledge, Card drops aren't affected by Rare Item, and even if it does, the values from above are not related to it.

If you want Gunblade attacks to use a standard hit-rate, it's probably best to merge Squall and Seifers physical attack path (which does not contain any hit-rate calculation whatsoever) with another already existing physical attack path that has one, such as attack type 1 or 36 (standard physical or vit-igoring physical, see Doomtrain tool). The Gunblade path info is found in the .exe with a call to it at 0x922F2. However, just redirecting this path to something else is not enough, as this path contains vital information regarding Squall's Renzokuken Limit Break, so you'd have to transfer this info over as well.
 
There is now a mod manager and people ask a lot to have your mod in it. Would you agree ?
Is ragnarok on the mod manager yet? is there a link for it
 
Greetings,

I have recently downloaded and installed the Ragnarok mod and everything is running smoothly until the dreaded Irvine in the prison "cutscene" where it's just his coat firing at the guards and the game crashes after.. apparently it's a known issue with occurring with graphic mods.. but I do not have any other mods installed it's just the Ragnarok mod (with the demaster, etc)

Playing on Steam FF8 Remaster 2019 version.
Any help in identifying what or which file might be the problem would be greatly appreciated! Having a lot of fun with the mod so far.
 
Greetings,

I have recently downloaded and installed the Ragnarok mod and everything is running smoothly until the dreaded Irvine in the prison "cutscene" where it's just his coat firing at the guards and the game crashes after.. apparently it's a known issue with occurring with graphic mods.. but I do not have any other mods installed it's just the Ragnarok mod (with the demaster, etc)

Playing on Steam FF8 Remaster 2019 version.
Any help in identifying what or which file might be the problem would be greatly appreciated! Having a lot of fun with the mod so far.
Open demaster.conf file, set FIELD_ENTITY value from 1 to 0 and save. This should fix this issue.
 
Open demaster.conf file, set FIELD_ENTITY value from 1 to 0 and save. This should fix this issue.
You are the GOAT. That worked! Glad it was such a simple fix. Now to continue my playthrough!
 
Sorry for the question, but how do you created those special bosses?
Like super Ruby Dragon and Yunalesca? And how do you inserted them in the game
(asking because, they have only 1 file each for the enemy Ruby Dragon and Sorceress to MOD)
You duplicated those files like c0m143.dat and renamed to c0m144.dat
 
Sorry for the question, but how do you created those special bosses?
Like super Ruby Dragon and Yunalesca? And how do you inserted them in the game
(asking because, they have only 1 file each for the enemy Ruby Dragon and Sorceress to MOD)
You duplicated those files like c0m143.dat and renamed to c0m144.dat
No, I didn't use any of the dummied .dat files after 143 to create those battles. Just c0m52.dat for the Ruby Dragon and c0m116.dat for the Sorceress. You can set up custom AI for each enemy dependent on battle ID. For example, check base game Sacred file and you will see that he uses a unique AI for battle 189 where he appears alone, without Minotaur.

So in order to create custom AI / battles, you first need to set up a custom, previously unused battle ID using the Cactilio tool, then implement your desired custom AI using the Ifrit tool (if battle == 999) do this, else, do that etc.

Hope this helps.
 
Brand new to these forums, and to the Ragnarok Mod. I installed the Mod on the 2019 Remaster version of the game on Steamdeck after many, many attempts, and although Ragnarok now works (enemy changes, junction, Card Mod, etc.), I seem to have an issue with the drawing system. My characters are locked to the usual 9 spell draw cap, and I don't know how to fix it. Any help would be much appreciated!

For context, I am also running other graphical mods seen in the Lunatic Pandora bundle. Ragnarok is the only gameplay Mod currently activated.

I should also mention, I am not very savvy with the ins and outs of modding, and I'm also pretty new to the Steamdeck, but I will give anything a shot!

Cheers!
 
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