I was able to trigger Vincent's sidequest where he gained Chaos while still on disc/part two. I think I was able to do it immediately after getting the submarine. I had visited it beforehand with him for the flashback sequence via a gold chocobo that I had.
That's normal I think, as the behaviour and the scene are unchanged from vanilla; except maybe it's a bad idea to have a boss like that available to fight early on. We'll call that a design flaw I've introduced.
Sega do you have a favourite set piece you designed?
My favourite has to be
Sephiroth / Jenova WAR with the Judgement Day music
It was pure kino
My favourite set-piece to design was the Brass Dragon vs X-ATM fight, that usually gets a good reaction on streams and the like.
Bug
Possible unrelated to this mod (I am using ChaOS and the steam release).
Cloud has no running/walking animation in Junon HQ, 2F. This is the field with a savepoint after the room with all the computers in junon and before the Junon HQ, 1F (the field with the big banner saying CANNON). When handcuffed barret walked through this scene he animated normally.
I'll sort that out, odd he wouldn't have one though.
I checked this yesterday (when you mean the penalty or bonus to the stats like vita, mag def, hp% etc. when you equip a materia) and it was alright with ff7_mo.exe. Maybe this was a problem with earlier versions and this is fixed with this realease of the auto edit hex to the .exe?
Thanks, this will explain many things like the extrem damage reduction of some monster. In Vanilla the max damage reduction via defence/mdefence (when you got 255 def / magdef) was 255/512 = about 49,8% and in New Threat it should be 510/512 = about 99,6%. Its almost god mode^^ But i assume later some enemies will have attacks/magics which ignores defence/magdef.
The auto-patch (aka Hext) added to the IRO means that it injects the code on runtime to the .exe, and as all .exes will usually have the same offset addresses it'll be a lot more compatible than patching over/replacing an .exe directly.
Some attacks do ignore defence but not many. If you can bolster defence close to 255 then you'll get seriously reduced incoming damage, but you need to go for it in the rank options and put the right gear together for it.
Thanks for the work you put into this mod! Looks amazing
Just curious, is there any way to deactivate the innate abilities; I must admit I am not a fan of them.
Thanks!
This is a kernel that has innates removed:
https://www.mediafire.com/file/0g5trtgw68t5ybs/Kernel.zip/fileThe contents of that will need to be either placed in the data/kernel (or data/lang-en/kernel if it's steam) folder. If it's an IRO, then:
1) Unpack the NT IRO using 7th Heaven; it has tools built in for it.
2) Place the kernel files into the unpacked IRO's kernel folder.
3) Repack the IRO using 7th Heaven again; target the folder you placed the unpacked IRO files into and make sure nothing else is in that folder except for the IRO files.
4) Import the patched IRO using 7th Heaven on the Library tab and activate it (don't forget to deactivate the unpatched NT IRO and uninstall it).