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All Hunts from the start


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There's 4 mod ideas I've been keen on since the original ps2 days and this one was actual accomplishable through gameshark back in the day via some tricksy work arounds I messed with.

All hunts activated from the start. I don't just mean accepted and you still have to talk to the hunt giver (tho that option is probably a good idea, especially for very specific petitioners like balzac incase that caused a game breaking glitch. I'd like to be able the fight ALL the optional bosses the firstime I enter a dungeon.

This direclty ties into my second mod idea which was also partially doable via gameshark back in the day: open all sluice gates, have all giruvegan gates open and generally just make all the advanced portions of dungeons accesible from the get go. think of it. in the case of the lhusu mines it might only mean you get to panelo from going the long route through the mines and sneaking up on everyone in which case the last boss in the mines would a be a combo of the bounty hunters and the rock tortoise hunt.

 

with the great crystal you'd fight omega and ultima and then complete that part of the story, with the pharos you'd fight the pylraster with that other boss, then go into the basement murder everything and then complete that part of the story aka penthouse explosion. It would make the game rediculously harder and likely require special work arounds just to survive, but hey the big dungeons would still be optional, but now you'd have the choice of going doing the advanced portion whenver you want. all the backtracking is annoying to me.

as far as barheim goes, maybe just make the gate crystal auto add to the destinations section at which point one could go to the south shore village and gate back in and complete the dungeon without messing up that post mimic queen cut scene sequences and reenter rabanstre via the waterway which would all be dry and open and one could try agan to kill everything there. I've thought this through a tad.

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  • 1 year later...

well, it's nice to see that troll left the forums. Anywho I found sluice gate and giruvegen gate cheat tables. I don't know if they work as I found them quite some time ago and haven't played this game in a spell.

This is the original ps2 code material I or someone else should definately see about converting for cheat engine use
http://www.ff12sector.com/ff12_gameshark_codebreaker_codes.php

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some of that code is already accomplished of course. If I get the hang of what gate values look like then maybe I can figure out what lhushu mine gate, that barheim gate code looks like. I feel like enabling the subterra is going to be the trickiest thing to do since the elevator originally goes up, but once the upper levels are kersploded it only goes down. I'm not sure how easy it is or not to add extra destinations to the elevator.

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