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Messages - KittyJaws

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Monomod seems really fun so far!

Edit: made my way out of midgar, and i love everything except for the fact that W-item almost completely renders most magic usless, because you can use 2 items per turn, that can either heal for 100+, revive a character, or use grenades dealing way more than magic, without the limitation of low mp.

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General discussion / Re: List of FF7 Challenges.
« on: 2018-09-05 00:07:36 »
There's a new one Gjoerulv made recently called Monomod, where:

-) All character stats are fixed to 1 and cannot be increased using levels or sources; HP/MP can only reach around 270/90 base respectively (can go higher with materia).

-) Player starts with one copy of each unique piece of armour & accessory

-) Player also starts with 1 copy of each materia, excluding summons. Enemy Skill starts mastered, and Plus materia gives +50% at 1 star.
Added!

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General discussion / List of FF7 Challenges.
« on: 2018-09-04 23:45:15 »
I've been trying to compile as many ff7 Challenges as i can and here is the list. First however, they will be sorted into 3 categorys: Mods, Custom, and Vanilla. Mods are challenges that are impossible to do without a patch for FF7 (New Threat Mod, Nightmare mod). Custom Challenges on the other hand can be done with black chocobo, or any other game data editor(Jenova, Ochu). Finally Vanilla challenges are challenges that can be done on any version of the game, without any 3rd party programs (No black chocobo, game shark, ochu, mods, etc.).

Challenges that are not listed i either: Forgot, Didn't see a big enough difficulty difference to include, or change very little overall.

Mods:
                                                                                                                                               
Reasonable Difficulty Mod http://forums.qhimm.com/index.php?topic=4759.0
   Slightly changes 99.9% of encounters to create a slightly more difficult and challenging experience overall.

New Threat Mod http://forums.qhimm.com/index.php?topic=14938.0
   Completely removes most annoying parts in the game as well as adding a huge amount of content and increasing the difficulty to enrich the game. 
                                                                                                                       
Hardcore Mod http://forums.qhimm.com/index.php?topic=6818.0
   Keeps the Original FF7 feel, but makes the game much harder.   

MonoMod http://forums.qhimm.com/index.php?topic=6818.0
   Fixes all your stats to 1, and lowers your hp/mp, but as a silver lining gives you access every accessory and armor in the game, and 1 of each materia (excluding summons) along with other tweaks to make the mod more fun/intuitive.
                                                                           
True Necrosis Mod http://forums.qhimm.com/index.php?topic=17008.0
   Every Character starts with 9999 health, 999 mp, and cannot heal. This creates a challenge where you must spread your hp and mp out throughout the entire game, and making sacrafices, so that you can beat sephiroth without ever healing.

Lost Wing Mod http://forums.qhimm.com/index.php?topic=10958.0
   A large gameplay mod that changes everything from the difficulty (of course) to the spell names. It is described as moderately difficult until the huge materia quests, then transcends into a mod so unbalanced that hacking in every item/materia is encouraged.
                                                   
Nightmare Mod http://forums.qhimm.com/index.php?topic=13468.0
   A difficulty mod discontinued after disc 2 that seems to have had the goal to make a mod so difficult that playing the damn thing is annoying.

Level 1 Mod http://forums.qhimm.com/index.php?topic=15155.0
   Every character is level one, and cannot gain XP.

Custom Challenges:

Curse Ring Challenge
   Every character starts with a curse ring and cannot remove the accessory at any time. (Set it up with Black Chocobo or Jenova)

Hp <-> Mp Challenge
   Every character has the Hp<->Mp Materia equipped at all times, and cannot remove it. (Set it up with Black Chocobo or Jenova)

Level 99 Enemies Challenge
   Every enemy is L99, which increases almost every stat from evasion to damage to critical hits.

1OEDDI Challenge (1 of every damage dealing item Challenge)
  I made this challenge up, and the point is to see how far you can get while only being able to use these items: https://gamefaqs.gamespot.com/boards/197341-final-fantasy-vii/67161202 To set this up use Black Chocobo or Jenova. You can sell anything, and use the magic tab outside of battle, but you can only deal damage with Those items. (tell me if you have a better acronym)


Vanilla Challenges:
Most are listed here: https://gamefaqs.gamespot.com/boards/197341-final-fantasy-vii/57200418
Although some are not, such as:

Limits Only
  You can only use limits.

Necrosis' MO Challenge
  Quote from sega cheif's description: Challenge Conditions
-) No Items
-) Initial Equipment
-) No Accessories
-) No Physical Attacks/Limits
-) No Non-Mandatory Inns
-) Allowed Materia List: http://pastebin.com/cHJs2BLH

Tell me what i missed, and my apologies for any bad sentence structure or misspelled words.

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Gameplay Modding / Re: Help installing the nightmare mod
« on: 2018-08-15 00:59:59 »
AH i got it workin. too bad the text is weirdly spaced and the timer for the boss fight is 10 minutes instead of the 30 minute timer i see on you tube videos.

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Gameplay Modding / Re: Help installing the nightmare mod
« on: 2018-08-12 21:43:28 »


(sega cheif quote)
Alright, so start by getting the R02 Reunion mod and running it. Only select the Menu Overhaul (deselect everything else). This'll move all your data folder files + .exe into a back-up folder inside the FF7 folder (get rid of these if you have back-ups already, but maybe keep the .exe if you don't have another copy).

Now you need a Hardcore mod battle.lgp. Grab that and replace the one in your data folder with it. While you're at it, put the Nightmare scene, kernel, and flevel.lgp files in as well (note that you need the full flevel; the 'slim' flevel is more of a placeholder than anything else). You'll also need the Nightmare .exe. Get that stuff from the links on the Qhimm thread.

Now we need to add some files to the char.lgp. Download the Aeris Revival mod and it'll come with some loose char.lgp files. Decompile a char.lgp and stick the new files inside, then recompile it. You'll need ULGP for this.

Last things aren't strictly necessary; the title screens, custom music, etc. Download + place them in the necessary folders if you want them. If you don't put the custom OST in then the wrong music plays in certain places, making for some odd scenes according to the mod author (but I play with no music).


 i have no idea how to do any of this.

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Gameplay Modding / Re: Help installing the nightmare mod
« on: 2018-08-02 20:36:44 »
o u replyed before i posted thx

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Gameplay Modding / Re: Help installing the nightmare mod
« on: 2018-08-02 20:36:03 »
ok so i think it needs tifa's bootleg, but

"Will this work with Intel HD Graphics? No, they don't support enough video RAM. There will be frequent crashing and/or freezing throughout the game."

is there anyway to use it on 7th heaven?

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Gameplay Modding / Help installing the nightmare mod
« on: 2018-08-02 05:37:39 »
So i believe i found the nightmare mod core files on https://drive.google.com/file/d/0B9SObtzlUtB2NmZ5RWhXdnZ3dnM/view  ;D
and i have no idea how to install this on 7th heaven or straight on the steam ff7.  >:(
also i cannot launch it straight from the ff7.exe because it "please insert ff7 disc 1,2, or 3"  :-P

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if i open my master save file of this mod (to reorder my characters) while not having the mod downloaded will anything be damaged?

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Gameplay Modding / FF7 nightmare mod Links dead.
« on: 2018-07-24 23:17:39 »
Is anyone able to upload the files for the FF7 Nightmare mod?

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Hi, I just beat the mod in normal and arrange mode because of how much i liked it and from my experiences my advice for some troubles i had: the mime materia cave goes from incredibly difficult and extremely remedy heavy without KoTR to winning is one turn with it, i'd say that boss fight should have less creatures but with much more health and speed or something along those lines. Also unless i missed it, the first boss in disc 2 with the guard scorpion has no places to grind with which meant i had to skip it in both runs using Ochu which never felt right.

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Gameplay Modding / Mod idea for ff7, would it be possible?
« on: 2018-05-30 23:47:56 »
Pretty much my idea is that if a character dies, there is no way to revive them, and if you lose a battle, or try to leave mid-battle to save your character's life, the save file is deleted.

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Hey i found something funny in north crater. You put your own save points in, and i found a way to access an old chest you replaced with a save point

https://steamcommunity.com/sharedfiles/filedetails/?id=1398840198

in the previous screen you see the chest, but you go through to the next room and it shows the save point instead, but you can menu buffer through the trigger, and access the chest, that is normally impossible to get. You still get nothing, but i found this funny.

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Death did more than just beat the mod, he beat it with 1 character

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So I was grinding for diamond weapon, and seeing how hard the fight looked i decided to see if i could handle any materia caves... I tried the desert materia cave for hp<->mp and the boss was incredibly impossible to beat at that point in the game for me, but then i realized when i tried to run no message came up, but i could never run away. I then flew to rocket town, bought exit materia, tried it in the battle, and it worked. I got the mega-all and hp<->mp materia, without even needing to fight the boss. Is this a glich?

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My game lost all its data when i installed new threat mod, and when i beat that mod i installed The hardcore mod without deleting my past data. So what i have right now are some NewThreat mod files in case i feel like revisiting the mod, along with my saves from this game. I also want to say that i didn't combine these two mods, and there seem to be 0 remnants left from new threat except of coarse the save files, and the names of certain custom magic such as pearl from new threat mod, but it is  shown in game as the normal spell names, and i can only see the old magic names from the Wall market application that can be used to change what certain spells cast (I havn't saved anything i have changed on that application either.) I used the patcher thingy that has that loading bar, and i started a new save file for this game. Now i feel like mabye i screwed something up with black chocobo idk

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So then i guess i should just mod in the limits, sense i'm over half the way to limit level 3, but haven't gotten level 2

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Hi, i've been playing the mod and i checked on black chocobo and cloud currently has 270 kills, yet is stuck with his level one limit breaks. Have you changed the amount of kills it takes for cloud to get a limit level up, or have i broken cloud?

19
I have a question. I have new threat installed but i beat it and want to die alot more so i want to down load this. If i copy the ff7 folder and paste it somewhere else will it backup my saves so i can delete local data and start over with this mod, or not. I want to be able to return to my old new threat mod save if i ever feel so inclined, but i also want to try out this mod

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Hi i just beat your mod and i was wondering what your opinion is on the meta for the final few bosses in the game.

I struggled my way through the pincer battle for Knights of round materia and it gave me an instant win doubled with W-summon on the other materia caves. Have you considered nerfing the accuracy of multi hit limits or summons or Magic spells to change the end game meta? It seems kind of overpowered that you can master as many mime materia as you want and then cast knights of round 8 times and only pay for it twice. Do you think making mime's accuracy that of deathblow would make end game bosses impossible, or more strategic than just omnislash/KotR + mime + counter. I'd also reccomend giving the pincer boss guarding KotR more turns.

I also was wondering about your opinion on the contain materia. In this mod you get it far after both comet and the upgraded planet materia which severely limits its uses throughout the mod. I was excited to get contain materia but found it underwhelming for so late in the game when planet materia now exists and only used it to get quadra magic. I think it would be better if the diorama guardian in the raid on midgar dropped Planet materia, which would allow people who are dedicated to get the materia still quite a bit before the north cave, and just before contain materia. The other reason i think it would be good to change how you get planet materia is because you receive it for beating the train mission that already rewards you with the ability to get the overpowered master materia. Mabye have the reward the child gives you be a lucky pill or something along those lines.

This is just my opinion and i know your busy, just glad to share my opinion. Please correct me if I said anything stupid. Thanks!

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