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    • Kaffe Myers

      Nowea 03/19/90 - 11/23/2022   11/25/22

      On November 23rd 2022, Nowea, a prominent member of this community, passed away suddenly and unexpectedly. He was a good man, a close friend to many of us, loved helping others with games and sharing his passion for gaming with anyone that would listen. To help his family with the unexpected costs of his passing, a charity stream is being planned. The link can already be accessed if anyone wish to help out: https://streamlabs.com/llandrastall/tip He will be missed dearly.


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About zedorfed66

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  1. Shadow Hearts: Covenant NTSC - Godslayer v6.05

    This is somewhat important announcement from me: I'll be getting back to modding after being sucked into the toxic soup that is the popular online games. I'll not be stopping them or anything but I'll be putting at least 1 hour everyday for my modding efforts from now on. It really wakes me up after looking up my mediafire stats. You guys are really downloading my mods. I feel like I have responsibility to perfect them as long as I'm still interested in the games and I still can. Thanks for all the interest you've shown in my creations over the years. I'll start working on my Shadow Hearts 1 improvement mod and then get to SH: FtNW.
  2. Shadow Hearts: Covenant NTSC - Godslayer v6.05

    Yes since that mod is even more simple than Covenant one. I simply altered enemy stats in that one. I'm terribly sorry about the stop to my modding efforts. There's room for improvements in these. Competitive online games keep taking all my freetime right now. I'd like to get back to modding again at some point.
  3. Shadow Hearts: Covenant NTSC - Godslayer v6.05

    I believe everything i've changed are the type of changes that get rechecked and changed immediately when loading a memcard save. savestates are different though. I think even the Asmodeus Crest price gets rechecked whenever loading a save. I'm not entirely sure about that though and if you find something opposite i wish you could inform on it here. Have fun!
  4. FF8 Remastered - Extreme v7.1

    v7.1 is a small update on top of 7.0 that has following changes: - Gesper's 'Degenerator' can miss. - Esthar Soldier's 'Boomerang Sword' and punch attack nerfed. - Elastoid's 'Beam Laser' buffed. - Few enemies that had their og Mug items changed into 'M-Stone Pieces' and 'Magic Stones' on lvl 1 and lvl 2 now give more of them when using Mug on them. I'll be doing more test runs whenever I got time for it and updating this mod if I see something that should be changed. But at this point the mod looks pretty good.
  5. FF8 Remastered - Extreme v7.1

    Ok v7.0 is finally out! I've done so much testing on it already i felt it was about time to release it for you all. To be honest there's so many changes I don't know if I wanna delve into it all specifically. I listed the changes on 1st page and I hope it's not just a pile of gibberish to you! I'll be more than happy to answer all possible questions here if you have them.
  6. FF8 Remastered - Extreme v7.1

    This mod is getting huge update that will change much more than what I've done with previous versions. But I want it to be as perfect as I can possibly do and I prefer to not having to update it much after that. I'm currently working on that and try to avoid the hook that is League of Legends. There's no estimate when it will come out but it will at some point unless something bad happens to me. Hopefully not. Shadow Hearts is on hold until I get this out, sorry FF8 and SH:C are my most favorite games so this mod means a lot to me.
  7. Shadow Hearts: Covenant NTSC - Godslayer v6.05

    Well yeah I replayed the mod again and felt it was too grindy this time around and took the advice. This version of the mod is basically the best version with everything better and more together. Characters have their pros and cons and using Seals just removes that balance. Of course I can understand those who want to use them, it was just my decision to remove their effect. Having the best Fusions before the end of disc 1 is way overkill for this mod imo. You can still do that but not while my mod is on. You can leave feedback on the mod if you want. I'm not really expecting anything though. Just have fun xd. In bosses I use the party members best suitable for them (with everyone equally leveled). I use all the buffs that work well for the bosses. Gale, Shield, Barrier, Rage is the basic deal for many bosses. In wolf bouts I often use Gale and Shield. As for the bosses that use Energy Charge I only use Gale and Rage. Using Energy Charge can be a waste unless you're sure you are able to attack on next turn. Basically I use that only on the pit fights since they're easier and I can destroy fast. I don't use Mind's Eye since I like seeing the strike areas. And Keys take turns away so you gotta be careful not to overdo it. I think I started using 3rd Keys in King Solomon and the bosses after that.
  8. Shadow Hearts: Covenant NTSC - Godslayer v6.05

    Hey Shaggy, hope things will go right for you with the studies. There will be extra grinding required at the optional dungeons, but it's still way less than in v5.0 since the dungeons give 3x the exp instead of 2x. Manmariana Island enemies give 3x exp so getting 3 levels there should go pretty well with the exploring. I hope you like the new changes I made and that you enjoy the mod more overall.
  9. FF8 Remastered - Extreme v7.1

    v5.6 changes the "max level mod". Now Ifrit and the Sorceress bosses after Adel have max level while scaling to player's level instead of having fixed level. With this change now the only fixed level fights in the "max level mod" are the bosses in the final dungeon.
  10. FF8 Remastered - Extreme v7.1

    v5.5 is an important update: Hit, Eva & Luck Magic Junctions and Ability Junctions halved. Zell's 'My Final Heaven' finisher buffed and Rinoa's 'Invincible Moon' now grants Protect, Shell, Regen & Aura. 'Defend' command no longer denies physical damage, but instead grants 'Protect' on all characters. This is very useful and works well for example vs Omega Weapon and also on random encounters where you would have to use 3 turns to cast Protect on everyone. Omega Weapon's 'Terra Break' power halved, now dealing a little over 1k per hit on characters with Protect applied. I noticed Quistis' 'Degenerator' kept missing a lot so i nerfed all enemies' Expulsion resistance and it should be better now. 'Cover' changed into doing nothing for now. I have plans to make the characters with that ability receive full damage instead of half but I haven't figured out how, so it's on hold for now.
  11. Shadow Hearts: Covenant NTSC - Godslayer v6.05

    I'm glad you've found enjoyment amidst all the brutality. I still need to make a peace with my Shadow Hearts demons before I can rest in peace. I now focus on my SH1 mod again while pending help for my ff8 project on another forum. Hope you like my new SH:C edition too btw. Haven't gotten any comments on it yet so I don't know what people think about it.
  12. FF8 Remastered - Extreme v7.1

    Another ff8 update: v5.3 makes Rapture & LV? Death probability abilities instead of 100% hit/miss. Since enemies have high death and expulsion resistance these abilities now sometimes work and sometimes don't. I also upped enemies slow and expulsion resistance by 5 %. Also removed 'Vit 0' effect from Quistis Bad Breath (yeah I noticed it only just now, baka me).
  13. FF8 Remastered - Extreme v7.1

    Hi again. I've been busy updating my ff8 mod lately. v5.2 makes the final dungeon enemies scale above player's average level (same deal as Deep Sea Research Center) making the fights more exciting and give out more exp. Another change is Granaldo and Raldo are now weak to Gravity damage. They're really almost impossible to defeat at high levels cause of their crazy Vit and Spr values so now they're fixed. I looked up all other enemies and there shouldn't be any more problems like that. Another past boss the sorceress from the future likes to throw at us is Oilboyle which does have high Vit but can be dispatched with magic.
  14. FF8 Remastered - Extreme v7.1

    I've noticed bosses have started missing their ailment inducing abilities cause of the changes I made to the offensive status magic in v4.8. v5.1 fixes that by returning the status magic and items back to 100% effective state. This makes bosses hit with status effects everytime when there's no protection. To contrast this change I upped all enemies' status defenses.
  15. FF8 Remastered - Extreme v7.1

    I'm sorry for making another update almost immediately, but I accidentally upped the early bosses hp when they should've remained untouched. v5.0 fixes that. I had to make the update to live with myself. Weekends!