zedorfed66

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Everything posted by zedorfed66

  1. Shadow Hearts: Covenant NTSC - Godslayer v7.4

    Hey Shaggy. It's more than fair if you don't want to continue with the v5.0. It is kinda excessive I agree. I've been working on the new version at least some time everyday but it's still gonna take a lot of time, I'm sorry about that. It was risky for me to announce it so early but I also saw it as necessary to let people know I'm still trying to improve the mod. I've been thinking of making Seals give nothing since apparently you can farm the Seal items from the Solomon trials and make your party members excessively strong making you able to take on the Fusion battles earlier than intended which I don't like. Basically I'm learning stuff about the stats mechanics even now so I'll be able to make the newer version better than v5.0 in many ways other than having to grind less. I want to make this new version as complete and good as possible when it comes out so it's still gonna take time, I'm sorry about that. You too man. Hope you've been well. We have to cope in there. Pretty much all we can do
  2. FF8 Remastered - Extreme v7.6

    Hi Heretic, No, I'm pretty happy with the way the mod is now. The only thing is the refine amount descriptions on some items that are showing incorrectly. Hope you have great time with the mod ^^
  3. Shadow Hearts: Covenant NTSC - Godslayer v7.4

    Thanks for your interest. It's a bit trickier to get the enemies' Agl multipliers right cause they need to be specific for the areas now instead of same multiplier. I'll get this right, I just need lots of testing and I'm currently playing through the game. I actually like being on lower level. You gotta have better control on how you use Cash and Soul energy is lower so you need to do right stuff with the Fusion power upping too.
  4. There's some grinding required in each area but I hope you like it regardless. I have started working on a less grindy version of my Shadow Hearts: Covenant mod and may plan to do the same for SH1 and SHFtNW as well if everything goes well.
  5. Hey, I'm not that good I could mod something like that. I would prefer playing as her as well tbh. Hope you like the mod when you're gonna give it a try. I would recommend reading a faq while playing so you don't miss any items since they're hidden pretty much anywhere in this game.
  6. Chrono Cross Time's Anguish v3.7

    Apparently it's sold by the price of 2880G in Guldove (Home World) and it's common drop from MegaStarky in Sky Dragon Isle (Home World). I got this info from Chrono Wiki. I hope this helps.
  7. Shadow Hearts: Covenant NTSC - Godslayer v7.4

    Hi folks, it's been a while. I've been secretly working on version of this mod where significantly less grinding would be required. It would kinda replace the versions before v5.0 as a more cohesive lower level version. It's still kinda underway and I take a risk announcing it at this point. But I decide to do this for people interested in this mod to be aware that v5.0 is not the last version. As long as nothing too unforseen happens I'll be releasing this at some point. If everything goes well I'll be thinking of doing the same for SH1 and SH3. But this is a long term modding goal. I hope everyone has been well lately btw. It can be hard but as long as we think positively and look into the future we can make things work out in the end. See ya!
  8. Mod Updates

    You may have patched the .cue file instead of the main image file. The other thing, you might've accidentally patched the images with wrong disc patches.
  9. Shadow Hearts: Covenant NTSC - Godslayer v7.4

    Hey elltacko, The mod can be beaten on lower levels for sure if you keep farming for the Seal items. The recommended levels are for those that don't use Seals. I didn't design this mod to be beaten on low levels but I'm glad if you managed in doing so and enjoyed it. I felt upping the exp gained from bosses hit the grinding experience and in cases would make the player be higher level than intended so I decided not doing so. Final dungeon exp is 2x of the og which is the same as the other late dungeons which is ok in my opinion. I hit level 100 pretty quickly when i entered it a bit over 90 levelled. It may be harsher experience low leveled but once again I didn't design this mod with low level challenge in mind. If I changed something that's already there it would also affect the mod when playing without Seals. I'm sure playing through this mod can be tiring and I hope you find something relaxing and nice in change
  10. FF8 Remastered - Extreme v7.6

    I had plans to correct the description of Meltdown spell for a while but didn't have anything else to update so i held it off. It's now corrected with v4.7. Another change is Lion Griever and its Helix now have thrice the original HP. I felt that form fell apart too fast with shared hp with the 2 phases.
  11. Shadow Hearts NTSC-U - Imbroglio v3.50

    Hey, thanks for playing through my SH1 mod. Hope you like my SH2 and SH3 mods as well.
  12. Shadow Hearts NTSC-U - Imbroglio v3.50

    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
  13. Shadow Hearts NTSC-U - Imbroglio v3.50

    Hey thanks Ronlyn. This is great
  14. Shadow Hearts NTSC-U - Imbroglio v3.50

    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
  15. Shadow Hearts NTSC-U - Imbroglio v3.50

    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.
  16. Shadow Hearts NTSC-U - Imbroglio v3.50

    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.
  17. Shadow Hearts NTSC-U - Imbroglio v3.50

    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.
  18. 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.
  19. FF8 Remastered - Extreme v7.6

    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.
  20. FF8 Remastered - Extreme v7.6

    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.
  21. FF8 Remastered - Extreme v7.6

    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.
  22. FF8 Remastered - Extreme v7.6

    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.
  23. FF8 Remastered - Extreme v7.6

    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.
  24. FF8 Remastered - Extreme v7.6

    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).
  25. FF8 Remastered - Extreme v7.6

    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 ^^.