Author Topic: [FF7PC] Nightmare 7 - Total Game Conversion (1.02)  (Read 275806 times)

Tenko Kuugen

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N7 has been shelved and I have no desire to support it anymore. For the amount of work required to make things work, there just wasn't the motivation to make it for a dozen people.

Code: [Select]
[sse][size=24pt][color=red]Nightmare 7, Total conversion of Final Fantasy VII[/color][/size]

New features, new OST, new difficulty and a lot more! Now with streamlined install.
The custom OST is [color=red][b]MANDATORY[/b][/color]. Your game audio will be a mess if you do not install it.

Main Features:
[hr]
New Scenes ( Ultima Espio )
[hr]
New OST ( Nightmare ) - OGG OST conversion by Covarr.
[hr]
Rotating Battle BGM in fields ( Not world map ). Rotates between 4 BGMs.
[hr]
New Difficulty. This is different from Hardcore. It is a hard mod but it is also completely different from regular FF7. ( Gjoerulv & Nightmare )
[hr]
Jobclasses for everyone. Every main character now has their own, unique stat growth. ( Example: Aerith would be a White / Black Mage )
[hr]
Total overhaul of Items, Weapons, Armors and Accessories ( Nightmare )
[hr]
Total overhaul of Magic, Summons, Enemy Skills and Limits ( Nightmare )
[hr]
Total overhaul of Materia, including completely new Materia ( Nightmare ) (Now able to use Poison Element spells against enemies that are immune to poison status!  Credit to NFITC1)
[hr]
Total overhaul of equip stats of Materia ( Nightmare , NFITC1 )
[hr]
New Mechanics ( No materia split at master, extended stat growth, X-3 Limits, Hidden Items) ( NFITC1 & Nightmare )
[hr]
Total overhaul of Items found in field ( Nightmare )
[hr]
Total conversion of Save Points to a unique style ( Nightmare )
[hr]
Overhaul of Fort Condor minigame ( NFITC1 & Nightmare )
[hr]
Overhaul of world map encounter rates ( Aali & Nightmare )
[hr]
New Start Menu / Prelude / Game Over screens ( White Raven )
[hr]
Numerous bugfixes in Aerith Revival ( Nightmare )
[hr]
Total overhaul of the Gold Saucer Minigame rewards ( Nightmare )
[hr]
Overhaul of the music system ( needs the new OST ) ( Nightmare )
[hr]
Other things I can't remember at this time.

Already Includes these Mods:
Menu Overhaul (9999 Break & Others )
Gjoerulv Hardcore by Gjoerulv ( additional enemy and boss models )
Aerith Revival by Ultima Espio ( Flevel changes and Animations. Includes manual code fixes by Kuugen )


I will post about progress occasionally
CD2 is now being worked on!

Download Links, all files are required.
(Core files - Unrar and paste into FF7 folder )
https://mega.co.nz/#!OZtm0ABI!K9sZUmT0xoHJ855B7wNb5bkhxuGHfeQda8Oi7c8Slq8

(Battle.LGP - Paste into FF7/Data/Battle )
https://mega.co.nz/#!eR8CDRqR!svp3RGI-aI2McpEMUqWRyysLr8rJy65Jbp_7AAR-KTM

(Char.LGP - Paste into FF7/Data/Field )
https://mega.co.nz/#!nAVwjSCS!Ij2Vf1qxQt_LWrvmY5dTxVrwLBAEhkrnYBngiEu3cds

( Nightmare OST ) (Compatible with Steam. Put these in the music/vgmstream folder in the ff7 directory. Also works that way with Aalis latest driver)
https://mega.co.nz/#!6QsBlThS!lRNIHIp5iSXAJRzmV5M-h7R8FnyWotGBJk51CPFQVEQ

(Full Flevel, which is required but I can't link here for drama reasons, on my twitter profile, twitter.com/KuuTenko )

[color=red][b]Custom models: You can run bootleg to install custom models after you installed this mod. But only install models or textures, installing any gameplay or music related mods will cause extreme issues.[/b][/color]


Installation: Unrar everything. Core files comes with it's own folders which you need to merge with the existing FF7 folders.
Char.lgp goes into FF7/Data/Field
Battle.lgp goes into FF7/Data/Battle
Flevle.lgp goes into FF7/Data/Field
The OST goes into FF7/Music/Vgmstream folder
Yes, the .exe from the core files is supposed to replace the game's original .exe

Bug: There's currently an issue with the transparency battle menu that I am looking to fix.

Credits:
[b]Aerith Revival Mod Animations and Scripts by Ultima Espio
Gjoerulv's Hardcore Mod Enemy models by Gjoerulv
Menu Overhaul by DLPB and Kanmer[/b]
Nightmare compilation by Kuugen
Nightmare 7 OST converted to  looping OGG by Covarr

Tools used:
Libre
[b]White Chocobo[/b]
Black Chocobo
[b]WallMarket[/b]
Loveless
[b]Makou Reactor[/b]
[b]ProudClod[/b]
toughscript
XVI32

Detailed changelog would be insanely long, so there won't be one.[/sse]
« Last Edit: 2015-12-09 04:23:06 by Tenko Kuugen »

Timber

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #1 on: 2012-08-20 11:41:44 »
Sounds cool, but then I got to the part that says how Fearsome, Unforgiving, and Brutal it is compared to the Hardcore mod.... and ran away crying and screaming.

Tenko Kuugen

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #2 on: 2012-08-20 12:19:17 »
It's really only for people who know how to kick the game's ass. I mean, know how the mechanics work, willing to experiment with element materia and stuff.
It's HARD.
The Hardcore mod was barely any challenge to me but maybe that's because I grew up with stuff like battletoads
my Brother is significantly less used to RPGs and still manages to get through
He's past the Materia Keeper now and sitting at 28 game overs.

EQ2Alyza

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #3 on: 2012-08-22 16:31:32 »
I would like to test this. I feel a major butt kicking in store.

Tenko Kuugen

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #4 on: 2012-08-31 16:02:11 »
Overhauled the Shinra mansion safe / combination AGAIN
Overhauled the snowfield / gaia climbing / whirlwind maze
Changed details on Vincents limits
Changed the rate at which Vincent learns limits
Fixed two model bugs

ManuBBXX

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #5 on: 2012-09-01 01:24:06 »
So there is the same difference between normal and harcore, compared to hardcore and this, approximatively ?  oO

xLostWingx

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #6 on: 2012-09-01 05:05:30 »
I imagine that this is like hardcore, except you are weaker, enemies are more powerful, items are harder to attain, materia are harder to level,
spells do less damage, exp is harder to earn, etc.  If you can beat Regular VII in 40 hours, hardcore in 70 hours, this will probably take 100+
and you will probably see the game over screen much more often.  You will have to perfect your technique instead of relying on being more
powerful and better equipped than the enemies.  You see a Mechanical Enemy?  You better make sure that every member of your party has
a way of maximizing their ability to do lightning damage without sacrificing your ability to keep your team alive.  Remember the first time you
you played through VII (assuming you hadn't played many RPGs beforehand)?  Probably going to be more difficult than that.  Remember getting
stuck at Jenova Birth and the Materia Keeper and not knowing how the hell to move forward?  Its probably like that for every boss.

Tenko Kuugen

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #7 on: 2012-09-01 13:50:45 »
It is mostly like hardcore in that it is based on the hardcore flevel + scene.bin, except I do my own edits on both files on top.
So this includes the additional battles from hardcore but even harder.
You're not actually weaker I'd say. The enemies are so much stronger than making you weaker than before would make the game physically impossible.
The whole weak/strong balance is built from ground up on my own stat growth curves and monsters. You're more powerful than before,
but the enemies are MUCH more powerful than before.
Materia are much, much harder to level, exp is still increased over hardcore but while you still needed the same amount of exp for lvl 99 in hardcore
( vanilla: 2,1 billion )
( hardcore: 2,x billion )
( Nightmare: between 6 and 8 billion )
you need a lot more exp for levels now.

and old logic no longer applies. Mechanical enemies weak to lightning? Ha, not all of them! Use Sense ( Scan ) to find out. A lot of enemies have been
proofed against elements.

and Jenova really will make you get stuck.

ManuBBXX

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #8 on: 2012-09-02 01:10:04 »
Is ot possible to test a little ?
When approximatively do you plan to release this 'looks interesting' modd ?  :)

Tenko Kuugen

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #9 on: 2012-09-02 01:43:44 »
The first public beta release will be when I'm done with testing CD1. I'm currently up to the key stone event.
If you're interested in beta testing, that means to give me periodic feedback on your playthrough, send me a PM

ManuBBXX

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #10 on: 2012-09-02 14:07:46 »
Sure !

Tenko Kuugen

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #11 on: 2012-09-02 15:27:52 »
Added various changes to flevel script
Includes: Reactor 5, Various Wall Markt fields, shinra HQ 61 and 66, gold saucer battle square, wutai, mythril mines

Wutai quest is now mandatory after rocket town
You cannot proceed to keystone events before you finish up Wutai

several kernel bugfixes
several flevel script fixes

Is there a list for animation IDs for items? Because god knows my custom items could use some of those.
« Last Edit: 2012-09-03 04:42:59 by KuugenTheFox »

Tenko Kuugen

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #12 on: 2012-09-03 20:47:57 »
Complete overhaul of kernel item and magic animations
Changed some effects of items
Changed encounter rates on worldmap.
Complete overhaul of materia elements
Disabled Materia element being displayed in menu
Overhaul of ultimate armor / accessory again because apparently I failed to save it last time
Bugfix on Diamond Anklet, Gold Chocobo Feather
Improved stat increasing items slightly
Improved element absorbing rings slightly

Overhauled Wutai Pagoda
Finished editing the absolute chaos that is Godo's AI

Going to start with the keystone events tomorrow

New Materia bonus stats
01  -4 STR, -4VIT, +3MAG, +3SPR, NC, NC, -3%HP, +2%MP
02 -10 STR, NC, +6MAG, +6SPR, NC, -10LUK, -6%HP, +6%MP
03  NC, +2VIT, -4MAG, +4SPR, +1DEX, +4LUK, +1%HP, NC
04 +4STR, +4VIT, -10MAG, -10SPR, +2DEX, NC, NC, -2%MP
05 +10STR, -4VIT, +2MAG, -4SPIR, NC, NC, +2%HP, -4%MP
06 +1STR, NC, +1MAG, NC, +1DEX, +1LUK, -1%HP/MP
07 -5STR, -5VIT, -5MAG, -5SPR, -5DEX, -5LUK, NC, NC
08 -4STR, -2VIT, -4MAG, -2SPR, +10DEX, +10LUK, NC, NC
09 -6STR, NC, +6MAG, -4SPR, NC, -2LUK, -4%HP, +4%MP
0A -12STR, NC, +12MAG, -8SPR, NC, -8LUK, -8%HP, +6%MP
0B NC, NC, -1MAG, -1SPR, NC, NC, NC, -1%MP
0C +2STR, +2VIT, NC, NC, +6DEX, +12LUK, NC, NC
0D -4STR, -4VIT, NC, NC, -10DEX, NC, -4%HP, +4%MP
0E NC, NC, NC, NC, NC, NC, +20%HP, +20%MP
0F -20STR, -20VIT, +15MAG, -20SPR, NC, NC, -10% HP, +6%MP
10 NC, NC, +20 MAG, +20SPR, NC, NC, NC, +10% MP
11 +10STR, +10VIT, NC, NC, +20DEX, +20LUK, +5%HP, NC
12 NC, NC, NC, NC, NC, NC, NC, +30%MP
13 -12STR, -6VIT, +10MAG, +4SPR, -6DEX, NC, -10%HP, NC
14 -20STR, -20VIT, NC, -20SPR, -20DEX, -20LUK, -15% HP, NC
« Last Edit: 2012-09-24 01:28:02 by KuugenTheFox »

Tenko Kuugen

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #13 on: 2012-09-04 18:31:02 »
Ironed out a literal ton of script errors related to vanilla and aerith revival so stuff works with makou reactor 1.5
jesus christ I want to throw french fries -_-

Added script that automatically changes normal battle BGM at random, between 4 BGMs

TO DO: Music changed appropriate for new Custom OST ( Users may experience odd tracks playing if they don't use it )

Added script piece that lets you rename Red13 when you hit cosmo canyon
imrpoved some materia
Increased weapon prices a lot
adjusted midgar zolom
« Last Edit: 2012-09-08 02:17:11 by KuugenTheFox »

Tenko Kuugen

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #14 on: 2012-09-13 11:54:40 »
Completely overhauled all shops, added over 10 new shops based on game progression
Changed prices of items
Progressed through temple of ancients, adjusted monsters there
Improved Zeta
changed a lot of materia effects
Changed master eidolon
« Last Edit: 2012-09-14 00:54:05 by KuugenTheFox »

adoragon

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #15 on: 2012-09-15 16:47:31 »
Been having a blast playing the Hardcore mod. Would LOVE to help test your Nightmare 7 mod.

Tenko Kuugen

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Re: [WIP] Nightmare 7, Beta Testers wanted
« Reply #16 on: 2012-09-15 18:25:27 »
it's currently undergoing heavy reconstruction. I'll close beta tests for now, sorry.
I'll pm you the latest version ( and the needed OST ) so you can test that but a lot of stuff will change due to cloudiars awesome work

1/3 ( at the church backroom now ) done translating and converting OVA demo ( demo ends when you leave Midgar )
Created new stat effects for materia
Created new system of finding hidden system. If you collect them all, there will be a mega reward at the end of the game.
« Last Edit: 2012-09-19 06:59:35 by KuugenTheFox »

omega res novae

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Re: [WIP] Nightmare 7, Currently including OVA remake script
« Reply #17 on: 2012-09-20 12:27:11 »
what do you think?



one thing i think i should do is make the 7 taller and rotate it so it comes across more.

Tenko Kuugen

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Re: [WIP] Nightmare 7, Currently including OVA remake script
« Reply #18 on: 2012-09-20 18:09:03 »
Ohhh nice work
and I agree, the 7 is kind of hard to see

omega res novae

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Re: [WIP] Nightmare 7, Currently including OVA remake script
« Reply #19 on: 2012-09-20 18:25:16 »
giving it a resident evil feel lol. if youd like to use it as a menu background ill keep working on it. i was bored this morning

Tenko Kuugen

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Re: [WIP] Nightmare 7, Currently including OVA remake script
« Reply #20 on: 2012-09-20 18:29:01 »
Resident evil is a good direction but try for more Terminator / Matrix feel. I would really like a custom background that comes with Nightmare. If you want, you could make the sword bloodstained or even chipped and broken. Nightmare is the hardest mod out there and also the most extensive after all :D

omega res novae

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Re: [WIP] Nightmare 7, Currently including OVA remake script
« Reply #21 on: 2012-09-20 18:33:57 »
i dont know anything about terminator or the matrix. idk if id be good enough with gimp to do bloodstains or chips

Tenko Kuugen

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Re: [WIP] Nightmare 7, Currently including OVA remake script
« Reply #22 on: 2012-09-20 18:44:43 »
Terminator is just resident evil with machines
matrix is resident evil with machines and virtual reality
replace zombies with robots, voila.
generally, it means try a more robotic / mechanic look

omega res novae

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Re: [WIP] Nightmare 7, Currently including OVA remake script
« Reply #23 on: 2012-09-20 18:57:49 »
alright i think i can manage. there are tutorials out there. so a quick rundown
make the 7 visible
more machina (couldnt resist)
other pros and cons?
whatd you think of sephiroths eye

Tenko Kuugen

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Re: [WIP] Nightmare 7, Currently including OVA remake script
« Reply #24 on: 2012-09-21 01:59:14 »
Instead of Sephiroth eye, use the Shinra Logo
They're the real bad guys