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About zedorfed66

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  1. Shadow Hearts NTSC-U - Imbroglio v1.3

    Hey, thanks for playing through my SH1 mod. Hope you like my SH2 and SH3 mods as well.
  2. Shadow Hearts NTSC-U - Imbroglio v1.3

    Bad Ronlyn, bad Keith's Hecatoncheire is 5th ability so he learns it at lvl 31 Apsaras lvl 67 Larva lvl 77 Gift lvl 88
  3. Shadow Hearts NTSC-U - Imbroglio v1.3

    Hey thanks Ronlyn. This is great
  4. Shadow Hearts NTSC-U - Imbroglio v1.3

    The ability list the other guy posted here is obsolete since back then I had the chars learn their last 3 abilities x 2 later while now it's x 1.8. I'm too lazy to make a complete list. You can check out the ability list here and then just multiply the last 3 abilities by 1.8. https://www.ign.com/faqs/2003/shadow-hearts-level-and-skill-listfaq-433738
  5. Shadow Hearts NTSC-U - Imbroglio v1.3

    What abilities do your characters have? This mod changes the levels the last 3 skills are obtained. The last 3 skills are obtained x 1.8 of their original levels. So for example Alice learns Arc at level 63 instead of 35. If your characters have learned some skills earlier they shouldn't have I'd like to know since I don't think there should be a problem like that.
  6. Shadow Hearts NTSC-U - Imbroglio v1.3

    Hey, no probs. Shadow Hearts is one of those games that are very easy to mod. Just access the image file directly using a hex editor.
  7. Shadow Hearts NTSC-U - Imbroglio v1.3

    Hey tacticalcraptical. I hope you've kept yourself safe and that you're having a good day. I'll try to help you understand how the enemy stats are stored in Shadow Hearts NTSC-U. Let's look at 'Yamaraja: Earth', the final boss of Zhaoyang village. The enemy values associated with the boss start at address B38244EA. Here's what comes up: _________________________________________________________________________________________________________ 2C 01 90 01 11 12 3C 00 1D 00 12 00 12 00 00 00 2C 01 - HP value which is 300 here. 90 01 - MP value which is 400. 11 12 - 11 being the agility value which is 17 and I forgot what 12 was for. 3C 00 - Strength value which in this case is 60. 1D 00 - Magic value which is 29 here. 12 00 - Defense value (18) 00 00 - Magic def value (0) ___________________________________________________________________________________________________________ This stuff is often differently stored in other games so you'll need to do some research before you'll be able to figure out how and where the data is stored. You can for example use Cheat Engine to figure out how much health enemies have and possibly find out other stats too. Then search for the values with hex editor. This data is stored as hex values so you'll need to convert them to hexa from decimals. You can use windows calculator to do this. One thing to note is the data is stored "upside down". 256 in decimals is 100 in hexa and it's stored as 00 01 instead of 01 00.
  8. Mod Updates

    Hey Landon Ray, I recall the og P4 and Undub having the enemy sections in precisely same place. So I wonder if you changed something else than just the enemy strength values? Keep up the good work.
  9. FF8 Remastered - Extreme v4.6

    I've done some more testing and I've realized the bosses can actually be beaten with halved Str & Mag Junctions (even though it can be really hard). Even the timed event bosses can be barely done. This was an important realization for me. So v4.6 goes back to the previous harder setup while retaining enemy Str & Mag at +2 / level and more. Basically bosses take longer to kill while normal encounters are defeated pretty much as fast as previously due to them having og HP instead of doubled. Final bosses and Omega are harder cause of lowered healing. Auras are back so it doesn't take ages to beat them. Here's everything that was changed from v4.5 to v4.6: - Str & Mag Junction power halved. Str+% & Mag+% halved. - Magic Draw Resistance halved (since Mag stat is lowered this helps to prevent situations where casting enemy's Protect for example whiffs cause of low Magic stat). - High level Potions heal for 4000. Auras and Aura Stones are back to original. v4.6 has correct descriptions except the Refine amounts which can be incorrect.
  10. FF8 Remastered - Extreme v4.6

    v4.5 corrects the descriptions of the changed stuff. The only descriptions that remain incorrect are the Refine amounts. I'll see if I'm able to change them in the future as well.
  11. FF8 Remastered - Extreme v4.6

    v4.4 lessens the effectiveness of some Refines granting less spells in the outcome. However, since I haven't changed the item descriptions some items say they grant 20 spells as the outcome and may for example grant only 5. To make sure you know the amount you're gonna get try Refining the magic without actually finalizing it. I may update the descriptions at some point but it's not the time for it yet.
  12. FF8 Remastered - Extreme v4.6

    In my previous update I was trying to cater to the final boss, making her as ultimate as I could possibly do. However, doing so actually nerfs some other stuff which I don't like. I'm moving closer to the truth with v4.3 which gives enemies and the player more power. This is what I've done before but I've done other changes too so it's still a step forward. The final boss is still good with these changes from what I can see. So the changes with v4.3: -Str & Mag Junctions are now original (like before). -High level Potions again heal for 5000 health. -Auras and Aura Stones again grant Protect & Shell instead of Aura. -Enemy str & mag power is back to +2 / level. -Enemy hp is again doubled. There are exceptions where it's original hp instead of x 2. This is what I like to continue moving forward with.
  13. FF8 Remastered - Extreme v4.6

    I'm sorry about all these frequent updates but I feel like I'm living uncertain times right now. I've now learned the hard way not to mess with the enemy med/high level. This game puts me in my place everytime I change them, so: v4.2 changes enemy lvl2 & lvl3 skill levels back to the original. Boss levels remain at x 1.5. Now Str and Mag junction power is halved just like the other 3 stats. With the nerf to healing high level Potions heal 4k health again instead of 5k. Aura and Aura Stones get back their Aura effect. Enemy Str & Mag +1 / level. I'm running a playthrough of this mod again with this new setup and i'll change things if I see something that doesn't feel right.
  14. FF8 Remastered - Extreme v4.6

    v4.1 changes the effect of Auras and Aura Stones. Now they grant Protect & Shell on 1 party member instead of the effect of Aura. With this change now the final bosses are locked to level 90 again and the final dungeon bosses' levels go with x 1.5 formula, as the rest of the bosses. Omega Weapon is an exception. He is still locked to lvl 100. Final bosses and all soldiers now go with doubled health (same as all the other monsters).
  15. FF8 Remastered - Extreme v4.6

    I feel like I made a mistake in my previous update by having double the EXP and AP from battles. I've been doing lots of testing and I've come to the conclusion I have to revert them. v4.0 reverts EXP and AP gained back to the og with boss levels and enemy lvl2 & 3 multiplied by 1.5. There are some exceptions: Ifrit is now locked to lvl 12, Fake President & Gerogero lvl 21 and Brothers lv 25. and after that everything goes by x 1.5 (Iguion, Seifer 1, Biggs & Wedge 2 still scale). The final dungeon bosses remain the same as before. Another change is Card Mod is now learnable by Alexander GF instead of Tonberry. It replaces Alexander's Elem Atk Junction. I feel like forcing players to tackle Tonberry early wasn't a good idea. Tonberry has now Move-HP Up learnable again. I'm sorry for jumping all over the place with this mod. I'm trying to make this as perfect in my eyes as possible and I won't stop until I succeed or end up in early grave ^^.