.hack//G.U. Last Recode

.hack//G.U. Last Recode

データを表示:
Mods and adjustments wishlist.
I'm a casual mod creator and have worked on mods for Dragon's Dogma Resident evil 5 and Tales of Berseria.

If you have an idea for a mod or tweak to the game you'd like to see please post it here!

And please read through the previous requests before making a duplicate. If somone has a request similair to yours quote them and tact on your personal adjustments.
< >
76-90 / 196 のコメントを表示
If it's already been posted sorry, but not reading through 5 pages -.-....

- Take doppelganger's ai/type, where it's always 8 levels above you, and use that for all monsters, to make sure they're all moderately stronger/always a decent challenge (Beatable, but no more "one punch man". A real fight).

- A books mod/add on. By the "books" (trying to come up with a clever name) with the data, an area (for items, and monsters), and a search option...or ctrl f would work too...but this would make it easier to find certain things/rather then looking through old gamefaqs.
You could also add a checkbox for spoilers (to unlock or lock), and show things like affection results/email chains in vol 3, unchecked (default) mails won't show..just "affection" rest blanked out.

- A flyer radar for Vol 1....goes without saying.

- A gallery viewer for outside the game (So you can delete the game, but keep the pics...unless someone makes a guide with it) - with all the desktop images, and cards.

- A weapon gallery. Chances are by volume 2, you'll have a set of weapons you'll use (and be able to) for the rest of the game..but some like to see the looks of other weapons (even if they're not using them) so - a weapon gallery to see what each weapon looks like. Something like one of those close up tubes (Carleon medb) to scroll through? ..or a close up of being equipped on a character (a guide with screenshots would work just as well.)

What I'd like to see, but CC won't do.. A hard mode/newgame + -> After beating everything, unlocking everything etc.
A mode you can go through the game, where everything is 4 levels (Reasonable, and not impossible) above you (Your level is maxed) And you keep all the weapons, items, guild upgrades and quest completion you've had before (So for example, you don't have to do bikmin's annoying quest again). Pk is reset however, given the 4 levels higher...more of a challenge. This way, we may actually be able to enjoy all the weapons, armor..leveling aspect of the game...granted putting in vol 3 weapons in vol 1......Who knows. But this would fix a good portion of problems i think.

Again sorry if these have already been posted - if they have kudos to those who posted something similar and insert anonymous credit here :D If these are possible i think it'd help.
raise the inventory space
Another two ideas
- Remove the customization notification when you gift customization components to a party member. It gets real tiring real quick to constantly deal with that message when you send multiple components to multiple members.
- Cursor Memory in the alchemy lab. So.. so much scrolling...

Edit: Have a third:
- Replace character models with those used in non-FMV cutscenes, of those that are available of course. The ones they use in those cutscenes are of higher quality, texture and model. And while it wouldn't solve the issue of the lack of lip flapping during non-cutscene dialog. But it would look nicer.
最近の変更はSora Hjortが行いました; 2017年11月13日 14時48分
Dunno if this can even be fixed with mods, but I'm a little annoyed they didn't remove Haseo's dumb habit of leaving dungeons while on Quest Shop missions.

Let me finish the damn dungeon!
Here is experimental difficulty rebalance mod for Vol1 after few nights of disassembling and figuring out wtf the game is doing.

What it does:
It replaces physical and magical damage formulas boosting overall damage dealt, but also removing the bias where few levels or few points status difference makes you or enemy deal no damage, buffs and debuffs are actually useful now as well. When you use retry you restart with 1hp and 0sp, the idea is to make you to actually use items, and give up when you run out. Area levels scale with your level, however this doesn't seem to work with all areas, many main quest ones and arena for example. Not sure if I work on this more, but if someone is interested in improving, some ideas: Fix the level scaling for all areas, and especially main bosses / special enemies, increase SP cost perhaps, and maybe make lower level enemies AI more agressive.

The result is pretty interesting anyways and makes normal area runs bit more challenging. I may try another approach of removing levels completely from the game and turn it totally gear based assuming CC2 used somewhat sane base values for enemies, since the level scaling is utterly broken in this game. The result could be intended difficulty for story bosses and other special enemies, with the added need of actually doing dungeons to obtain better gear.

Here's link to the xdelta patch for vol1:
https://my.mixtape.moe/jyaobk.xdelta
You need to apply it to hackGU_vol1.dll with xdelta3

If you have access to bash, sed, hexdump and xxd through linux box or WSL, here is bash script you can apply instead (and it may work on other vols too, but I haven't tested), it assumes that you use it on file ending with .bak, and writes to file without the .bak extension: https://ptpb.pw/zvMo.bash

You can also see the fingerprints on that script for areas of code changed if you are interested into disassembling it as well and have some pointers to look for.

- Take doppelganger's ai/type, where it's always 8 levels above you, and use that for all monsters, to make sure they're all moderately stronger/always a decent challenge (Beatable, but no more "one punch man". A real fight).
You may want to try this, it makes all areas (expect the ones game forces) at least 8 levels higher than you.
最近の変更はCloudefが行いました; 2017年11月14日 5時34分
- Replace character models with those used in non-FMV cutscenes, of those that are available of course. The ones they use in those cutscenes are of higher quality, texture and model. And while it wouldn't solve the issue of the lack of lip flapping during non-cutscene dialog. But it would look nicer.

IIRC those "HQ models" are actually just faces slapped on top of original model, thus don't think you can achieve it with just model swap. Needs actual code change. You can try and dwelve into the game files with this though https://github.com/esperknight/CriPakTools
NotAfan 2017年11月14日 11時08分 
I'm just waiting for some kind of texture mod before buying the game, so yeah.
Soulgain 2017年11月15日 16時00分 
Cloudef の投稿を引用:

Thanks for your reseach, Sir. I really hope that someone will finish all vols difficulty adjusting, so we can actually play the game, and not just blaze through it with no challenge :feelsdabman:
Cloudef の投稿を引用:
Here is experimental difficulty rebalance mod for Vol1 after few nights of disassembling and figuring out wtf the game is doing.


You may want to try this, it makes all areas (expect the ones game forces) at least 8 levels higher than you.
nice, kudos for you bro
can i ask when you release mod of other vol ? :D
最近の変更はUranus Queenが行いました; 2017年11月15日 23時21分
I haven't read through it all but here's what I'm thinking.

- Being able to play as any other party member
- alternatively, being able to switch Haseo's classes
- being able to do Avatar battles as the other Avatars?
- being able to move and fight in first person view, ideally with models still rendered so I can see my weapons swinging, which leads me to my next one...
- VorpX support? Or some way to play this in SteamVR? The ultimate .hack immersion!
最近の変更はSuperIchiが行いました; 2017年11月16日 13時33分
Saber_Breaker の投稿を引用:
Not sure if anyone has brought it up, but I would LOVE it if someone could recreate Haseo's original demo model to be used in the game. You know, the one with the cool cloak/poncho? Yeah, that'd be neato.

THIS! 0th Form!
Player7 2017年11月18日 12時31分 
* Original difficulty and hard difficulty. I WANT THE HARD DIFFICULTY, PLEASE. I don't want to be overpowered by doing everything.

Bonus:

* Can you add the "Talk" voices in vol 1? I know they were not supposed to exist, but I feel empty without hearing Atoli say "Y-y-yes? what is it, Haseo?"

* More detailed models

BTW, wouldn't be cool to be able to change forms depending on the weapon?
- Bikes Usable in Dungeons
would be nice, get around quicker in dungeons, and not just the fields.
Jayla 2017年11月18日 21時40分 
I'd like to use my native resolution 1366x768. It was mentioned in another thread, but no replies.
Kytsurai 2017年11月18日 21時42分 
Darxohr の投稿を引用:
I'd like to use my native resolution 1366x768. It was mentioned in another thread, but no replies.
Try using Special K. I believe it has some ability to force down a borderless window to any resolution.
< >
76-90 / 196 のコメントを表示
ページ毎: 1530 50

投稿日: 2017年9月23日 23時03分
投稿数: 196