I think it's better that the two mods stay separate; if the enemies appear in both, then it makes the experience of playing through one of them a little less unique. Mashing them together wouldn't be a good idea anyway; hardcore enemies would need downtuned to go into NT, and NT enemies would need tuned up to go into hardcore. Not just the stats, but the attacks and AI.
But, some of them would be perfect for the New Threat Mod. You know which ones i listed right? I don't understand why certain enemies in the Hardcore Mod shouldn't be in the New Threat Mod instead! I was actually suggesting you switch some of the content. The Hardcore Mod was originally supposed to be a difficulty mod while New Threat Mod was supposed to be about new enemies. Because of that, it makes perfect sense to add custom enemies from Hardcore Mod to be in New Threat mod instead while moving difficulty settings in New Threat Mod for enemies in the original game to the Hardcore Mod. I was actually suggesting you switch certain content from the Hardcore Mod to be in the New Threat Mod instead in a newer version. Why would some of these examples such as yellow bugs & red gargoyles & etc.... from the Hardcore Mod and the blue mantis & red hungrys etc.... for the New Threat Mod any different? They belong together, i just don't get it.
Also, it would be also important to actually use certain recolored enemies, (in which i have only two examples for,) to be normal enemy encounters rather than being a part of a boss. I was suggesting you would switch the rainbow colored squids/octopi with the new color scheme in the Hojo fight and add the blue Octopi that appeared with Jenova as a new encounter to be either a boss in a materia cave or a new enemy encounter.
Only thing I'd change about hardcore mod is maybe lowering the number of pincer formations in random encounter lists. That one in Ancient Forest with the spectres is deadly.
I'm pretty sure at least the Hardcore mod added them. I tried to do that myself before, but it turned out to be a failure. It would be a perfect idea to add them to the 'Ancient Forest' in both mods.
My response in purple and blue, i'll bold the most important parts. I'm going to argue about this, because it makes no sense why you would choose to put certain custom enemies that would be perfect in the
New Threat Mod into the
Hardcore Mod instead. Is it because those enemies were rejected from the
original game?; if that's why then your decision would make sense.
Also, it would make sense
to use certain recolored enemies as new enemy encounters rather than just be a part of a boss, and i had only two examples that combine to three different recolored enemy sprites. Switching the sunken airship rainbow colored enemies with the new colors should be simple to understand, while the ones that appear with Jenova could have appeared as regular enemies or their own boss battle somewhere else.
Get it? I was suggesting you switch content for new enemies from the Hardcore Mod to the New Threat Mod, and difficulty mods from the New Threat Mod to the Hardcore Mod.
Oh, i almost forgot to ask:
Unfortunately, i was unable the FF7 model program known as Kimera to work. Can you help me get it to work? Would i need a different computer
(i can give you the error message if you ask me to, i just don't want to waste my time if you cant help)? If i got it to work ....
Would i have your permission to use certain content (mostly new enemies) from your two mods for my own mod to make it what i think it should be? If so ....
I have made a difficulty mod before on my laptop, but my current attempt is not working even after i replace the Kernal.bin file; and this happened because i used Proud Clod this time, and Hojo the last time.
My simple difficulty mod would be:
-New ability names rather than "2" or "3" for stronger magic abilities such as "Mega" or "Giga"
-Increase MP costs for a few earlier abilities by '1'
-Make the 'Enemy Skills' materia give -10% to HP and MP because it's overpowered
-Certain summons, which would be; Shiva, Ramuh, & Titan require a level up before being usable
-The summon 'Nights of the Round' requires a 1000 MP so you'll need the HP/MP switch materia
-Sources can no longer be morphed from common enemy encounters other than in the sunken airship
-Rename "Mind Source" to "Spirit Source" because the two names "Magic" and "Mind" are confusing
-Rename "Full Cure" to "Recover"
-Increase power for under-powered enemies such as the Shinra Soldiers by a large amount
-Make certain annoying enemy encounters less common than better ones
-Switch the prize "Omnislash" with the price "Final Attack"
-Change certain accessory abilities so that none of them either become obsolete or overpowered
-New items, and modified item abilities; including double healing in battles from potions
-Much harder boss fights for the last two fights before the final boss
-Add some of the difficulty modding from the "Hardcore Mod" to my difficulty mod
All of that, i can do myself as long as somebody tells me how to fix the Kernal.bin file to make all the battles work.
My hope for a perfect mod would be:
-Most of the custom enemies from both the "Hardcore" and "New Threat" mods appear as new encounters
-Most of the custom attacks from both the "Hardcore" and "New Threat" mods
-Add new areas to the game, especially replace all the extra black screens with new maps
-Change enemy encounters on the world map, and add more places in the world map to enter
-Bring Medeel back once you get to the Disc3 part of the game
-Remove the Areis' Death CGI scene if you get to keep her in your party (would it be possible to have it as a second variable?)
-Expand the game by adding certain maps more than once like they do in the "Great Glacier"
-Change certain sprite usage in the Chocobo races, player replaces the pink rather than the green chocobo
-Replace the Gold Chocobo with the White Chocobo, and add new colors red and purple
-New abilities split between the two materia : Ultima and Full-Cure
-Make it possible to escape the crater just before the final boss and only fight the final boss after you jump down again
..... it actually should be possible because of all the other weird stuff you did......, should i explain it differently?