Kingdom Hearts III

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dOgE x Tylom

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dOgExTylom

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  1. Coen77777
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    This mod is insanely cool. I give it a Smokin' Sexy Style out of Smokin' Sexy Style.
    1. dOgExTylom
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      Thank ya! Glad you like it!
  2. nairryl115
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    I really do like the idea of this mod but so far the execution is awful not awful but annoyingly awful
    u lose money for getting hit is god awful mechanic it just gets annoying. and don't spit that dumb oh get good stuff cuz getting hit by a random ass heartless is gonna happen no matter what. you should make it lose money in stages like get hit once you lose 10% twice 20% and ect, or make it health based instead of hit-based.

    I don't know what devil may cry you played because the system you put in there is awful like it needs some tweaking. IMO the combo stops come WAY to fast you can't even make it through a whole combo before you lose points, changing keyblades should have a new combo, and using different magic should result in a new combo. like in dmc5 using Dante each weapon and gun has its own time limit before you stop making style points.

    you should have that be the case cause as it is it feels more like it is a dark souls clone pointlessly difficult than DMC-like creative, that is one of the best things about DMC's style meter it allows you to be creative and string together some pretty cool attacks. instead of just doing the keep enemies airborne stuff.

    you should name this soul like DMC style meter cause that's how it feels. getting up to b should be REALLY EASY but going past that should be where you get more creative and difficult. 
     you should have fun getting to a then feel like a badass when you hit sss not trying to worry about losing Munny
    1. nairryl115
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      the mod is cool but just annoying feels likke dmc 2, games cool but annoying.
    2. dOgExTylom
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      I'm sorry you feel that way. But, please consider trying the older version (1.0) if it really is that difficult for you. 

      Is it inspired by DMC? Of course. Does that mean that I'm able to implement every single mechanic from DMC into KH3 via a *mod*? No, of course not. The game simply does not give me enough to work with to do so. The fact that I was even able to get something like this to work astounds me tbh.

      The Munny loss was intentional (obviously) after a few modders in the Discord liked the idea. I felt that it would be best because your *still* gaining munny through killing enemies, and I wanted to encourage the player to not get hit. You can *absolutely* get hit a few times but still rise your rank high enough so that you don't have to lose Munny. I had thought of your kinda idea of slightly increasing the amount of munny lost each time you get hit. But as of now I just don't have the motivation to work on changes after receiving comments like yours. It can be incredibly discouraging.

      The "combo stops" are intentionally made to be "short". Except, they're not really short. Because my system works off of button inputs I didn't want the average KH player to simply button mash like usual and boost their rank up super easily. Hence why they're called "BUTTON MASH" counters. The cap for regular attacks is 10, I believe. So, with two combo plus abilities equipped and YOU'RE NOT BUTTON MASHING, BUT PRESSING THE ATTACK BUTTON 10 TIMES AT THE CORRECT TIME, then you should be able to nearly get a combo and a half out before it locks you off. BUT AGAIN, SWITCHING KEYBLADES TAKES YOUR BUTTON MASH COUNT OFF BY TWO. Like I said in the description, I want you to interchange the use of attacking, and using magic to build your points up, then switch keyblades occasionally to take your counter down so you can keep building the points up.

      Now, why don't I do what DMC 5 did with Dante and his multiple weapons? Well, I can't. Because of how KH3 works with the different formchange states. While some have their own unique attack state, not all of them do. Alright, well how about checking for attack animations and such? I had thought about that, but there would simply be too many animations for me to account for, on top ENTIRELY NEW ones via mods like some of Trueblade's and my New Base Combo Modifers, for example. I'd have to constantly update the Blueprint and mod to account for these new animations, which I simply don't want to deal with. And even if I were to do that, I couldn't see how I could convey to the player that they've hit the button mash caps when I have to then account for multiple pieces of Attack cap UI.

      To think that I've put no effort into the balancing, or that I just threw in random numbers is just simply incorrect. I've spent countless hours testing in both mob and boss fights. Keep in mind, every time I had to make a tweak I had to go into UE4, make changes, cook the files, add them to my mod folder, package them, load up the game, THEN test them out. It takes a lot of time to make lots of tweaks.

      I'm sorry that this mod wasn't up to your standards. But I personally am very happy with it. It's one my favorite mods that I've made. And I'm very proud of myself that I was even able to make something like this against seemingly impossible odds when you consider how difficult/convoluted modding this game is. It's important to remember that at the end of the day I'm just one guy, with a life outside of modding. I've got way more important things to worry about than the balancing of this mod.
    3. Nox13last
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      I wouldn't be nearly as caustic as the OP (their attitude sucks and they absolutely need to sort themselves the fuсk out before they participate in any kind of criticism), but it's really a shame that the player is docked Munny for taking hits.
      It's not even a little Munny, either. It can be thousands because an enemy had super-armor and put a combo through you (that you had no choice but to eat the entirety of because you don't have super-armor). That's bad. And it's also a shame. Growing up with this series, I was button-masher-4-lyf, and this mod was encouraging me to branch out and rely on the other parts of my toolkit. But now I need to unload the mod or else I'll constantly be poor.

      The difficulty is fine. Git gud or don't, whatever. But the punishment for getting hit is already there - you lose health, you're moved on to your back-foot, and you feel uncool. Screw up too much, and you have to redo the fight. Being whipped for thousands of Munny on top of that is just vindictive and cruel. And this mod feels less like it's rewarding competence and style, and more like it's harshly punishing otherwise-mild mistakes.

      I'm OK at this series. I beat every Sephiroth, I beat Enigmatic Man, I beat Kurt Zisa, I beat Neverland Phantom. I beat Julius (both sides). (I've beaten most of the KHIIFM++ Garden of Assemblage. I've not beaten Lingering Will or turbo Vanitas.) But the idea of "I *am* expecting you to be "an untouchable god"." just feels unrealistic and petty. If I wanted to be punished for the hubris of existence, I'd turn on Critical Mode and as many Pro Codes as the game will let me. But I was hoping to be rewarded for being skilled and fairly punished for blunders. And right now, it feels like a hyper-tuned box that only hates everyone who doesn't fit into the narrow perspective that sits behind the keyboard that coded it.
      I'm glad that you feel like you've made a banger (although I hope it would be fair to assert a measure of bias towards something you worked hard on), but it's not...fun. It doesn't tolerate improvement - it punishes anyone who isn't already perfect.

      It's not fun. I'm sorry, man. I had hopes for it. But for as good as I feel I am, and no matter how well I can do, this mod will be waiting after every fight to tell me that it mugged me dry again. And that's a miserable, demotivating experience.
    4. dOgExTylom
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      You do make a good point about it being too narrowed down to my playstyle. I'll see about removing the Munny loss. But, yeah, it can be hard to design a system when you're the only one testing it out before release, lol. 
    5. Nox13last
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      I get it. And, if it means anything, I wouldn't demand you compromise your artistic vision for this mod. You're proud of it and you think it's perfect based on how skilled you are and - from what I've read elsewhere in this tab - rigorous testing that you haven't been able to source from a wider audience. It sounds like the players who do like ruthless challenges (godspeed those crazy bastards on their way) really like this mod. And that's awesome.
      Personally? I would welcome (without any implication of entitlement - it's your hobby time, after all) an "easy version" with the numbers fudged around a little. Maybe a shallower penalty for taking hits, maybe a shallower slope for climbing ranks. *shrug*

      Good luck. I'll keep watching this space.
    6. dOgExTylom
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      Alright! You no longer lose munny when getting hit, and I've added a Normal and Hard mode! Hard mode is the same as the previous versions, and Normal Mode (obviously) is an easier version. Lemme know what ya think!
    7. Nox13last
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      I gave it a try. Absolutely a more easygoing experience, and I definitely feel that any complaints I had, I could mitigate by changing my playstyle - the staleness indicators, and what-have-you.
      Took a couple of hits at one point, and still got out with 300 Munny. So, yeah, it ticks a box for those who are experimenting but don't want mistakes to be catastrophic. The reduced payout is a great compromise.

      Any mechanical suggestions I would have would be nit-picky - one or more finite points between Easy Mode and Normal Mode ("what if you made it a little less easy by implementing x?", "I think x is too generous, make it x/2 instead.", "make it so doing x action docks your SP by y.", "if you get x Munny from Style, enemies should drop x/2 Munny so as to make Style more integral.", etc), and the slope becomes slippery.

      So, yeah, it's excellent! And when I've progressed through the game a little more and expanded my toolkit again, I know Hard Mode will still be an option for me, and that I might or might not be ready for it.
      Thank you.
    8. dOgExTylom
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      Cool! The general idea I had for Normal Mode was to kind of make it like a "training mode" of sorts. Which is why I tried to not mess with any of the Button Mash counters or the amount of SP you gain for certain things. I'm glad to hear that it's a step in the right direction, though!
    9. Nox13last
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      I've found an anomaly with the "Normal Version". Assuming that it's not supposed to deduct Munny for performance.
      In instances where Sora never directly engages with battle, it's still possible to lose Munny. The case I've seen this happen is while controlling a Gigas in Toy Box. A battle was started and ended in the cockpit, not leaving the Gigas at all.

      A "No Damage Taken" bonus was applied, and 6 Munny was deducted.

      (PS: I've added this to the Bugs page.)
      (PPS: You should market this as a Gigas Tax. 'Giant' Robots aren't stylish.)
    10. dOgExTylom
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      Ah, I know what you're talking about. I honestly don't know what causes it, because it resets your SP at the beginning and end of every fight, and I haven't found a fix for it.
    11. Nox13last
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      It's only 6 Munny, and I doubt it will fluctuate much beyond that.
      C'est la vie.
    12. dOgExTylom
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      Oh, hey. Before I forget, (if you've tried it) what do ya think about the latest update and the new hit detection stuff? Took a lot of planning, but I really like how it turned out and it now feels much closer to DMC. I also tried to apply the hit detection for Gigas, but unfortunately the projectiles don't seem to count as Sora (the player controller), though the melee attacks do add SP!
      I *believe* there's also a way to detect whenever Sora gets hit, so I'm having some ideas of revamping the damage system, though it might be a bit finicky. Like for example I think even successfully guarding *technically* counts as taking damage (thanks, SQEX) so if it works out like I'm hoping then it'll take some workarounds and planning lol.
    13. Nox13last
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      I stopped playing for a couple of weeks. Don't get much free time this season. But when I get back into it, I'll come back and let you know.
    14. nairryl115
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      Hey F u man my attitude was not bad at all I gave mans a lot of kudos if you think my attitude is bad then you should stay away from steam and especially Reddit.

      but all jokes aside, I gave genuine feedback and I'm curious where u got i had a bad attitude from, the only thing I can think of is me say not to say the annoying get good bs because getting randomly hit is gonna happen and u would be surprised how many people say git gud or skill issue so yeah I had to put that. if that's a bad attitude then damn, u still didn't have to come at me like that. kinda rude good sir
      All though u pretty much said the same thing I said but without any references to DMC, which is the whole point of this mod to bring the DMC style meter to KH3



    15. nairryl115
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      It's kool that u changed it I would love to try it but amazing ol epic games decided it would be cool to delete my games because y not lol
  3. CultivatorDaemon
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    It's a neat mod. 

    I am curious if you plan to change the names of the style ranks to ones that fit more toward Kingdom Hearts or keep the names of the style ranks the way they are.
    1. dOgExTylom
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      Nah, I'm gonna keep the Style Rank names as they are. Goes with the default announcer, and it *is* a mod based off of a system from DMC, lol.
  4. Madatek
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    So apparently I'm bad at this, I always seem to trigger the anti-spam function, what's a good timing to attack, because I don't feel like I'm spamming at all, I am also using the Base combo modifier, improved movement, light v darkness (Light mode), the chain snatch and the manual rising spiral and falling slash
    1. dOgExTylom
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      A good one that I love to use to time out my inputs is the Re-Style mod. Or any of Trueblade's mods for that matter. They can be a pretty good trainer for getting out of the habit of button mashing. Also, keep in mind you can still hit the button mash thresholds even when timing out button presses. It's just how I designed it lol.
    2. Madatek
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      Oh yeah, sry, I use Restyle too. I see in your videos, from the controller image, that you seem to press A once and Sora does a flurry of attacks, is it just the video not displaying correctly?
    3. dOgExTylom
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      Nah, those are just custom moves from some moveset mods. The controller overlay I had is 100% accurate to what I was doing. (Used OBS to record that video)
  5. Sozdorferz
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    So after testing it against some of the data fights, I think maybe dropping 2 ranks when hit (or down to B regardless of how high you are above S) is a bit extreme given how long they can keep you stun locked in a combo (especially with the LvD mod). I know DMC has a system where you drop a little bit if you get hit but not knocked back, and you drop a lot if you get staggered, thus basically making hits taken while in devil trigger not drop your meter much, but hits taken normally drop it by a good chunk, with heavy hits essentially knocking you from SSS to a D rank.
     
    Would there by a way to simulate this varying degree of stagger DMC has here by say, tying the points lost to the HP lost? For every 1 point of HP lost, you lose... idk... 200 points? Rather than being in X-rank, and losing 7000 points in a single second because you took a single stray hit? If that's too much work to implement, totally understandable and if you don't like it, that's also totally understandable. Just an idea to consider to make it more compatible with mods like Light vs Darkness (as you mentioned it in your description) because getting ANY decent score on LvD Larxene or Marluxia without cheesing them would take an astronomical amount of work.
    1. dOgExTylom
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      Not a bad idea at all! I definitely see where you're coming from. Something that I could maybe do is just check if you're in the small "flinch" animation, then just reduce the SP if you are, rather than *set*. I'll definitely give it some more thought!
    2. Sozdorferz
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      I look forward to seeing how you update the mod over time! I know it's only a day old atm but I love this mod. Anything that can make KH3 more like DMC is a winner in my book even if you decide to just keep this 100% as is right now.
    3. dOgExTylom
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      Hey, thought I'd give ya a li'l update. I tried out the flinch animation idea. It worked, but the problem (at least compared to KH3 and DMC) most of the time when Sora gets hit he plays his flinch animation. This actually kinda made things worse, because it threw off all the balancing that I had set, making it too easy, and at times it was just hard to tell what was going on. So, long story short, I scrapped that idea. However, I still wanted to make the amount of points you lose when getting hit in X Rank a li'l more fair. So, now instead of setting the points when getting hit, it basically just takes around 50-60% of your Style Points away from your current score. So, this'll make sure that when you get hit at 10,000 points, it'll still set you back to A Rank (keep in mind my idea for this kind of punishment is that you should have a high Style Multiplier at this point, so it'll help you climb back up.) but if you're at, say, 50,000 Style Points you'll be set back to around 20,000 SP. My goal with this is to ensure it's not too easy, and to enforce extreme punishment when getting hit. Anyways, that's what's up so far, on top of quite a few different additions/changes for the next update! 
    4. Sozdorferz
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      I definitely approve of the change, it sounds about as close as you can get to what DMC has with what KH3 has given you to work with. Good stuff!
  6. DarkRoxasXlll
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    Loving the mod. Makes me feel like I'm actually actively working on getting better at the game more than ever. It would be cool if there were a version without the bonus munny. I feel it's too easy to stack loads of munny off of small, easy no hit mobs. Even without purposely abusing it like that, I feel like I'm getting too rewarded when I gain like 1200 munny off just a couple lower tier heartless. (Using with LvD Crit Plus Mode)
  7. AkiyamaGameing
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    Now, i really enjoyed the 1.0 version of the mod, but the 1.01 has improvements... but also a few steps back. I do not agree with the ammount of bonus money lost when getting hit (especially during giant group fights in mods like the Coliseum and a few fights in Light Vs Darkness Light Edition.) It feels like this is expecting me to be a untouchable god at all times, having all the upgrades unlocked, be an incredibly high level, etc. I went into this mod thinking "Oh sweet, that selfie mechanic sounds cool!" Only to get punished every single time i use it. If you try doing this in a group fight or a Data Fight, you will get hit. Also, the button mashing timers feel really inconsistent as of the latest update. They were inconsistent before, but now they are even more inconsistent.  I really do enjoy this mod, but i feel like it's going in a direction that doesnt work for absolutely everyone.. the mod now feels like it's pandering towards a very small crowd of people who play this game who are absolute gods, with no room for anyone else.

    Everything else in this update was great though. Loved the fact that you actually need to take a selfie now.. would like the selfie camera to be buffed a little though. That turn speed is horrendous.. Just buff the selfie camera turn speed, and reduce the ammount of money lost when getting hit.. so often I lose like 1750-2300 money, which has put me in dire need of money ever since i started using the 1.01 version with Light vs Darkness.
    1. dOgExTylom
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      Keep in mind, I *am* expecting you to be "an untouchable god" when using this. This mod isn't meant to be easy, and its not going to hold your hand to get easy Style Points/Munny, lol. If you're taking too many hits and losing munny, then be creative, come up with new strategies, etc. Still, I am glad to hear you like it, and I hope you can understand my position on the difficulty!
    2. AkiyamaGameing
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      I have gotten a lot better since this post. I dont get hit nearly as much, but i still believe i am losing a bit more money than you probably should.. but i'm not going completely negative, losing about 1750-2500 money anymore. Now i only get some money subtracted from my total (which still kind of sucks but hey what can you do). I believe the timers for the button spamming is still a bit inconsistent, but honestly, that might be because of other factors. If there was like a bar underneath the icon for the buttom spam logos telling me how long it was until the cooldown was off, that'd be nice so i could actually tell why it's taking so long. Anyways, cool mod still. Enjoying it more.
    3. dOgExTylom
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      Glad to hear it! 
      If the timers are feeling too inconsistent it's possible you're attacking in the middle of the cooldown. Basically, the way I have it set up is so that every time you press the button it adds to a counter, that will then trigger a timer to reset that counter. However, if it detects you've pressed a button then it'll reset the timer. That's basically the core of the button mashing system. So, if you're 1 second away from the resetting your counter and you attack, it'll reset the timer/cooldown. What I like to do personally is during the cooldown if I've hit all of the button mash caps is do a quick shotlock, or something that has a long animation.
      Yeah, having meters/bars for the Style Ranking and the button mashing cooldowns is something I've thought of trying to do, but I'm actually not sure how possible it is rn. 
    4. AkiyamaGameing
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      I still kind of feel like that 375 money (and potentially a lot of style points if your rank is high) is a bit too much punishment if you make even the slightest mistake, getting hit once. Most fights i go in and get hit once (sometimes 15  times  if it's a fight thats filled with projectile blasting enemies like Snipers or Gigas or those STUPID DRAGON ENEMIES, all of which are buffed in Light vs Darkness.) I dont necessarily know if this is really possible, but maybe have the money loss and point loss scale depending on how many times you get hit throughout the fights, progressively getting more and more point/money loss as you get hit. Start at a number like 125 money getting lost as you get hit, and multiply it by like 1.5 or 2 or something every time you get hit (for example, if i get hit 2 times, i first lose 125 money, then i lose 250 the second time, and then if i get hit a third time, i lose 500, etc.) Apply a similar effect for Point loss, but on a much larger scale, also scaling with how high your rank is (But doesnt take away like 2-3 ranks at S or SS or SSS. Far too brutal for most players to be doing REALLY WELL but then get hit by a barrage of projectiles or incredibly fast attacks, losing a lot of bonus munny and Style points. Before i'm posting this, i was doing a fight in San Fransokyo and then like 2 Snipers blasted a bunch of Projectiles at me, and i went from SSS to D, and when the fight was over, i lost 4500 money. Screen got cluttered so i couldnt see the projectiles in time to react. Curse you, LvD mod.)
    5. dOgExTylom
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      Not a bad idea at all! I could definitely do something where it starts out small with the amount of bonus munny lost, but each time you get hit it'll slowly increase a multiplier to that reduction.
  8. poochika278
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    Hell yeah I gotta try this out now that you can get bonus MP!
  9. StarGold102
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    When you say it's incompatible with C-Mod, do you mean if we try to use C-Mod, or if we just have it in the folder?
    1. dOgExTylom
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      If you try to use it. If you use C-Mod (and close it at the very least) the UI for the Style Meter won't appear.
  10. Sozdorferz
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    Just when I thought I was done with KH3 for a bit, having finished the Light vs Darkness mod... this comes out to draw me right back in. Time to redo the data fights and see how high I can get my score xD