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  2. This mod looks amazing! I'm looking to try this out as soon as I get some time and give feedback. One question: My biggest gripe with this game was that there's no shortcut to change weapons or skip straight to that menu at the very least. Any chance something like that would be feasible in this mod?
  3. Well you were doing the wrong then in FFVIII even in Requiem you don't need to kill monsters that much you could just Mug them to get item and then just run away, and even if you need to kill Quistis's Degenerator could kill almost every mobs ^^, and when Island Closest again Quistis's LV? Death could Instant-Kill everything since they are LV100 there LV is a multiple of 4,2 and 1 so 3 out 4 chance to Instant-Kill them AND Degenerator works on every monsters in Island Closest To Hell and the only other mobs you want to farm are Elnoyles which guess what can also be Instant-Kill by Quistis really just keep Quistis low HP all the time and with Initiative use Instant-Death immediatly that take care of all the mob fights you need to fight, to be honnest Requiem Mod was in my opinion less tedious than Punishment cause the grind is actually fairly fast in FFVIII compare to X and isn't require that much to be honnest, while in FFX sadly there is not as much possibility to get stronger than FFVIII.
  4. Today
  5. hmm... no idea, does she gain EXP? not that there's anything weird that counts her as "dead" also you'd better post those error reports in the discussion topic - so I can get a notification
  6. hmmm... sorry, forgot - I just know it was quite useful.
  7. Honestly, there are a few changes I would make, probably starting with the Bribe formula. (True story - I found the offset for Mimic gil drops in the NTSC version, then was disappointed to find out that the cap was 65,535 before considering Gillionaire.) The inflated HP in the Omega Ruins is actually manageable even at my low stats because Poison damage still has the same multiplier as the base game, quite a few enemies are vulnerable to Sleep, others can be Provoked, so the only difficult enemies are Master Tonberry, Varuna, and Great Malboro. (Demonolith probably would be but they can be Slowed, and Stoneproof is really the only ailment resistance you need because Pharaoh's Curse is basically countered with a Remedy.) If you were ever to continue, I would stop at capturing one of each enemy for future Bribing purposes and just finish the game if you can. (60% stat increases are actually rather small compared to what Punishment eventually does, so the hope is that the AI/attacks of the enemies were changed somehow to make it interesting.) Your best bet is waiting for a Steam sale which happens quite often (watching the game should work, then you get e-mail notifications when it goes on sale).
  8. What does "spell upgrade: curse" do? I apologize if I missed this somewhere in the documentation.
  9. It's a 7zip archive (better compression than zip or rar), I'm not using mac but there seems to be a free Unarchiver app you can use to extract it. The one on moddb uses a different patching method, it's a recommended option because it's more compatible and easier to update later. The method here exists because ngplus can't directly host modified game files.
  10. Also there is an FFX PC gameplay mod somebody elsewhere just told me about: I am very interested in this but I don't have the PC version right now. Maybe next month. But incase anyone else is interested. In fact I might put my playthrough of Punishment on indefinite hold. I just don't know if I have teh patience for LR's mod anymore. Running around the Omega Ruins casting Demi a billion times is giving me hardcore FFVIII Requiem flashbacks. There, Triple-casting Demi was the only way to beat the hyper inflated HP of certain enemies like Chimeras. Here I have to do much the same, just cast Demi over and over and over and over and over and spend five minutes on each fight. If there is another mod for FFX, I wanna give it a shot. It helps that the description of teh mod sounds very exciting. It isn't just raising their numbers and lowering your numbers. It changes up gameplay a lot it seems.
  11. Well how much of a difference could a few points of Luck have really made then. He has to have actually weakened the superbosses to account for the fact he removed stat increase farming. Thanks for the info.
  12. Honestly filling the Sphere Grid is probably overkill for the final boss, although I have no clue what modifications he made since NTSC v1.7. I would actually not just AP grind all at once because you will eventually run out of Power/Magic/Speed Spheres and you will need a source for those. I think you can still get Fortune Spheres from the Arena, but you are probably out of luck on the Luck Spheres. There are also some stat spheres in the temples you can't access because of Dark Aeons (until you defeat them, of course), and a few from lightning dodging. I have the Remaster so I am somewhat familiar with the Expert Sphere Grid, and both sphere grids have a lot of empty spaces. You could probably beat the next few bosses as-is, although Overdrive Sin requires some preparation because he is a damage and ailment resistance check.
  13. Yesterday
  14. I appreciate the advice. I'll see what I can do. As I said, my main party is Tidus, Rikku and Auron. I got Godhand for Rikku and I don't foresee me getting Tidus' full power CW. So that leaves Auron. Tell me truly though, how screwed am I that I used up all my Fortune and Luck Spheres? You get a couple in Zanarkand and tehGagazet Cave and I used them both for Miracle Drinks against the Keepers. Everyone says Luck is very important, especially against the Dark Aeons, but I have no idea what that is all about. It helps with Evasion or something? I just have Rikku in teh Quick Pockets section right now and am looking sadly at those nodes I can't activate because I used up all my Luck Spheres..... But right now I figure top priority is filling out the three grids. Then comes Gil grinding then comes item grinding. Then I can start beating stuff, hopefully. Honestly, Triple AP seems wasted with the Don Tonberry trick. It would make things go a tad faster but so what? It's very simple and easy and fast enough as is. The main problem is, and this is something you maybe didn't notice because you played the North American version with the Standard Sphere Grid, is that apparently the Expert Sphere Grid is full of empty nodes. So I'm gonna be traveling around the Grid getting a lot of nothing a decent bit of the time. But oh well. EDIT: And I keep meaning to ask, are the final story bosses leveled for people who could beat the Arena and Omega Ruins? I have to max Sphere Grids and have the best equipment to beat the regular story, too?
  15. Hi, I'm hoping you can help me. I'm using a Mac and have ppsspp running fine, but when I go to download one vision from moddb or even new game plus, it comes out like this: One_Vision_v0.92f.7z It's not a zip and when clicked, it doesn't open or do anything. I tried to patch with it anyway, but it does nothing. Not sure what to do and hoping you can help! Also curious why the file on moddb is smaller than the one on here (ngp)??
  16. Maxing out stats is not possible because all the stat sphere drops in the Monster Arena were replaced with Wings to Discovery drops. Honestly, I think it is difficult to beat the Celestial Weapons with a custom weapon due to their inherent damage properties and innately having Break Damage Limit, although if you going towards Magic then a custom weapon probably wins out. (Break Damage Limit, Magic Booster, and Magic +20% are obvious, and the last ability is probably Magic +10%. In my challenge run, the issue is that I would probably have to replace Magic +10% with One MP Cost, but that might make Overdrive Sin possible. Too bad getting 120 Dark Matter is not easy, probably would involve me murdering Chimerageist repeatedly for them, so ~960 fights required given the 1/8 drop rate as it is a rare drop. Probably would just use a save editor at that point.) If you want Overdrive > AP to be as efficient as possible, you really want Triple Overdrive and Triple AP as well, but that requires items and the time taken to get those items. I was suggesting against it because I thought International capped the AP you could get that way, but it seems I was wrong. Don Tonberry has a common steal of Candle of Life x3, which should help you out as well.
  17. No problem. Hope you enjoy the mod.
  18. I didn't even have the Aga spells at the time but I thought Auron did respectable damage with just his normal attacks.
  19. Ah, I was using a .ISO. I've now acquired a .bin and it works. Thank you for your help.
  20. When I was playing I realise that if you buff this way : 1 character with Haste and Reflect 1 Character with only Haste 1 Character with only Reflect And add nothing else he will not use Desperado (or very rarely) you have one character left vulnerable but the others are protected against his spells making them basically unkillable provide you have enough potion to heal but the only attack left that can damage you are Shattering claw, as for damage the aga spells are the best as well as the damage he takes from reflected spells.
  21. So I just learned of the Don Tonberry trick. I tried it out with Tidus and got 13 levels in about a minute or two. So I think I'm gonna be doing this for at least my main trio. I'm sorry dude but I don't see how you could stand to level normally when AP > Overdrive gets you levels this quick and it is gonna take so long to max out even one grid. It is my understanding you need that to defeat the Dark Aeons and probably also the Weapons since you didn't fight the Dark Aeons. And I assume the final story bosses are leveled for parties that beat optional content. Honestly, with Don Tonberry, I don't think grinding will be too bad. This is a No Aeon run so I'm not going to be boosting their stats which seems like it would take FOREVER. I used all my Mimic grinding money so far to get Yojimbo at 3x the prize. I hope the Teleport Spheres are worth it. That's Evade and Counter for two more people. I got a four empty slot weapon for Tidus from a random fight in the Omega Ruins and I have the Flexible Arm just now from the Fayth Cavern. Hopefully those will serve me well when I have tons of awesome items and thus abilities to put on them. I don't think it's possible to max out stats in this, is it? So Stat+ is still worth a slot ,s right?
  22. The patch is designed for a .bin file, so .mdf is no good. But if you're using Vagrant Story(U).bin, it should work. Does the rom load and play normally without the patch? Is it the US version of the game? If yes to both, then I'm not sure what is the issue. Have you tried opening some other psx ISO with ppf-o-matic, just to see if it recognizes it?
  23. Last week
  24. A quick search gave me nothing on Steam other than graphics mods. I am guessing that being a PS2 game originally makes it cumbersome to hack along with the lack of support from Square-Enix, although at least a lot of the mechanical stuff is documented.
  25. I'm running into a problem patching the game. When I select the ISO and ppf in ppf-o-matic and click Apply, it says it can't open the specified image file. I also tried with another rom that had 2 files; .mdf and .mds which worked fine as the vanilla game but when I applied the patch it would crash when starting a new game or loading an existing save. If you need to know I'm playing with ePSXe, I have the latest version of the mod and ppf-o-matic. Edit: I've also tried using ePSXe's ppf auto-load to no avail.
  26. Out of curiosity, are there any other FFX gameplay mods/hacks out there? Given how popular the game is and the fact it's been on PC for years now, I'm shocked I can't find more mods that overhaul the battle system to make the game different and more challenging.
  27. I'll definitely have to look into this when it happens. I really loved ROTDS but I liked BNW restricting Espers a lot. Combining the two be perfect.
  28. I just grinded Yuna up to Reflect for Natus, because the enemies give godly amounts of AP on the Highbridge. Elemental resistance setups would work for the first phase, but Break and Flare could care less about those, so I prefer just casting Reflect. Actions have a Rank value, with a lower rank being functionally faster. Most commands are Rank 3, but Flare is Rank 4 so your observations are not that far off. (If you are curious, Quick Hit is Rank 2 in the International version, but it was Rank 1 in the NTSC version.) Yunalesca is brutal, but I just used Sentinel Auron because her counter in the second and third stages gets rid of buffs except for Reflect. The hard part is making sure Absorb does not screw you over when setting up Double HP (as it is based on maximum HP), and since I was not using Overdrives, that meant I had to time the usage of Stamina Tablets correctly. (Luckily, Yunalesca has it as her steal.)
  29. So I wanna talk about Seymour Natus as earlier it was noted the game was fun or properly challenging up to him. I consider him the most fun and challenging boss in the game. Unlike Yunalesca who was just...ugh. Anyway, the main problem with Natus is the Mortibody and its Desperado. So far as I could tell, Desperado triggers if everyone in the party is buffed. He'll still do it on occasion if they aren't but it only immediately triggers if everyone has a buff on them, especially Shell. Natus always starts with ice spells so I could protect against that with my Arctic Winds or whatever creating three sets of Iceproof armor. The problem is, how to survive if we can't have Shell on everyone? My solution was Mega Vitality. I had 2 Stamina Tablets from grinding Rikku up to decent levels on the Moonflow because there's no other real choice. Anyway, my buf layout was this: Haste on Tidus and Auron because Rikku doesn't really need it. And Shell on Tidus and Rikku because Auron with 8000 HP doesn't need Shell. Incidentally, this has been my boss team ever since. I've given up on everyone else except for Yojimbo because physical attacks don't work there and a mage team can actually survive his attacks. Anyway, this was my setup for victory. Auron even Overkilled him with a Crit. I noticed the first phase is substantially harder than the second or third phase. I figured it had something to do with the way X's battle system works. Certain actions elay your next turn more, right? If the same is true for bosses, than Seymour Natus casting Flare and the Mortibody casting Cura cost them more turns than when they were doing the elemental spell attacks. It just felt like Seymour especially was getting less turns once the final phase kicked in.
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