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翻訳の問題を報告
- 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.
- 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.
Let me finish the damn dungeon!
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.
You may want to try this, it makes all areas (expect the ones game forces) at least 8 levels higher than you.
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
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:
can i ask when you release mod of other vol ? :D
- 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!
THIS! 0th Form!
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?
would be nice, get around quicker in dungeons, and not just the fields.