Author Topic: [FF7PC-Steam] Final Fantasy VII Definitive Edition  (Read 3872 times)

mav

  • *
  • Posts: 239
  • The Sauce team
    • View Profile

Final Fantasy VII Definitive Edition
by mav & death_unites_us

What it is:

This point of this mod is to add some quality of life changes to Final Fantasy VII while keeping the game mostly vanilla.
We have fixed and altered parts of the game that were considered the most annoying by players, while keeping all core mechanics intact.

What was changed:

Spoiler: show
- New Game starts on fastest battle/field speed by default
- All movies are skippable by pressing [START] button
- Darkness status now properly applies to physical enemy attacks
- Following scenes are now skippable:
  - Jessie’s train explanation
  - Cloud & Tifa's flashback in 7th Heaven
  - Elmyra's story about Aeris
  - Nibelheim flashback in Kalm
  - Cid’s backstory in Rocket Town
  - Gold Saucer date
  - Cloud and Tifa in Lifestream
- Fixed glitch after Schizo fight where you couldn't escape
  battles afterwards
- Fixed glitch after Shinra HQ 59th floor fight where you
  couldn't escape battle afterwards
- Fixed glitch after Turks fight during Midgar Raid where you
  couldn't escape battle afterwards
- Chocobo breeding assistant - Billy will now tell you how many
  races you need to win with your chocobos before there is
  a guarantee to get higher tier (e.g. green from yellow,
  black from green & blue) chocobo
- Priscilla's CPR minigame takes only one full breath to complete
- In Junon after the parade and presenting in front of Rufus you
  get to choose which reward you want to get (from the ones that
  match your score)
- Fixed walkmesh in Nibelheim reactor so you can’t go off screen
- GP seller in Gold Saucer would appear randomly, now he always
  appears (on Disc 2 after getting Cloud back). He also can sell
  up to 300 GP at a time and doesn’t disappear after
  a transaction
- Temple of Ancients clock room mechanics were changed so you
  can adjust hour and minute clock hands independently, making
  the room easier to use
- Bone Village treasure map - lists every rare item you didn't
  dig up yet and shows you where to dig for it
- Bone Village digging is now faster when you don't hire
  staff - in this case it skips the bomb detonation animation
- Added Cut materia in Great Glacier is now darker and easier
  to spot
- In Holzhoff’s hut you can pick up a “heat pack”, which will
  make you immune to cold so you can explore the Glacier freely
  without passing out
- When guessing the passcode for the Huge Materia Cid will now
  give hints that are actually meaningful, instead of misleading
- Diamond Weapon approaching Midgar now walks 4x faster
- Fixed ladder scripts in several places which could cause
  soft locks
- In North Crater after you send Tifa off she no longer stalls for
  several seconds
- Fixed few instances of Save Points causing soft locks in
  North Crater (in Sector 8 during the raid, in Rocket Town
  and in the North Crater)
- Added a crew member at the bottom of the North Crater who can
  warp you back up to Highwind. After that you can also warp
  back down
- Fixed typos in “Received” text boxes: “Glow Lance”, “Mithril”


Installing / Uninstalling:

This mod currently only works with English version of the PC Steam release of Final Fantasy VII. Support for other versions may come in the future.

To install the mod just download and open the installer. This mod may overwrite any other mods you may have installed, so it's best to just have a fresh install of the game before installing it.

To uninstall the mod simply go to Add & Remove programs section of your Control Panel, find the Final Fantasy VII Definitive Edition item and click "Uninstall". The uninstaller will revert the game files back to their previous state.

Change Log:

version 1.0 / 13.03.2020
  initial release

Credits & Mentions:

Field scripting, engine changes:
  mav

Mod conception, ideas and planning:
  death_unites_us

Beta testing:
  Zuloph, death_unites_us

Darkness status bugfix, help with engine code:
  DLPB

FF7 Tooling, incl. Makou Reactor and Black Chocobo:
  myst6re, sithlord48

lgp/unlgp tools:
  Aali

FF7 reverse engineering and engine documentation
  Qhimm's community

Other tools used:
  Cheat Engine - for real-time data & code inspection
  IDA - assembly source code analysis
  HxD - editing binary files with hex values

Special thanks to:
  3ssjay - for the logo
  petfriendamy - cutscene skip direction

Koby

  • *
  • Posts: 20
  • Beyond the Grave
    • View Profile
    • Kametsu
Re: [FF7PC-Steam] Final Fantasy VII Definitive Edition
« Reply #1 on: 2020-03-13 18:17:49 »
Is this possible to add with 7th Heaven and the mod library that comes with it?

mav

  • *
  • Posts: 239
  • The Sauce team
    • View Profile
Re: [FF7PC-Steam] Final Fantasy VII Definitive Edition
« Reply #2 on: 2020-03-13 18:40:52 »
Is this possible to add with 7th Heaven and the mod library that comes with it?

At the moment it's a standalone mod, but I look into adding it into 7th Heaven. It would probably still not be compatible with some other gameplay mods, because it modifies a lot field files in flevel.lgp.

Agravaile

  • *
  • Posts: 108
    • View Profile
Re: [FF7PC-Steam] Final Fantasy VII Definitive Edition
« Reply #3 on: 2020-04-08 07:48:24 »
Is it possible for this mod to be compatible with The_Reunion framework? Perhaps approach DLPB if he's interested in some of these fixes? The Reunion mod tends to keep the game vanilla as possible too, so it would be nice to add some of these tweaks in there as well.

LordUrQuan

  • Alpha testing your worst nightmares
  • *
  • Posts: 557
  • LOAD "FF2J",8,1
    • View Profile
Re: [FF7PC-Steam] Final Fantasy VII Definitive Edition
« Reply #4 on: 2020-04-08 13:22:34 »
Is it possible for this mod to be compatible with The_Reunion framework? Perhaps approach DLPB if he's interested in some of these fixes? The Reunion mod tends to keep the game vanilla as possible too, so it would be nice to add some of these tweaks in there as well.
Except re-translating all the dialog and whatnot also requires extensive modification of the flevels, so integration with Reunion would entail the same level of headache as 7H, possibly even more.

Dark_Ansem

  • *
  • Posts: 315
    • View Profile
Re: [FF7PC-Steam] Final Fantasy VII Definitive Edition
« Reply #5 on: 2020-05-06 20:48:10 »
Is this going to take advantage of Sister Ray?

topopox

  • *
  • Posts: 3
    • View Profile
Re: [FF7PC-Steam] Final Fantasy VII Definitive Edition
« Reply #6 on: 2020-05-07 00:52:34 »
I like this changes, would you consider to replace the effect of Super Nova to behave like in the Japanese Version? In the Original Japanese release Super Nova Instead of doing Gravity Damage, it can kill the party if not careful.