Sorry about the confusion, I am trying to figure out which files govern which aspect of the Mod, for instance is it the char.lgp that affects the character models, and flevel.lgp = storyline? I was wondering if you had a list somewhere of what the main files are and the different portions of the mod they apply. I currently have the main files for the new threat mod from a patched steam version, but I was wanting to possibly add some higher res backgrounds and avatar models.
You have done a amazing job on this mod and I am sure you probably have answered this question before on this thread.
I'll write a quick break-down of what NT needs:
Field folder
char.lgp: Field models and their animations; some new models were added that are referenced in the flevel so if these are missing the game will unfortunately crash.
flevel.lgp: Field screens & their related event scripts + dialogue
Battle folder
scene.bin: Enemy data and their formations/attacks
battle.lgp: Battle models for enemies + characters + Battle environments; new models are contained so if this is missing there'll be crashes upon loading certain battles as the model data won't be found.
Kernel folder
kernel.bin: General information such as character stats, equipment/items attributes, Materia, spell data, etc.
kernel2.bin: Specific to PC version, this contains text strings for equipment names + descriptions.
Menu folder
menu_us: Contains character portraits and various UI assets (optional; this is for button icons; if missing, then some strange icons will appear instead but they'll at least be colour-coded to PSX buttons and the original PC prompts appear beside them).
wm folder
world_us: Contains world map models and textures (optional; only one model was colour-tweaked slightly for consistency so this can be left out).
The .EXE also has changes but this being a mobile version it could be the case that replacing this with a modified version may encounter issues. If this is the case, then the .EXE can be left unpatched. This means that certain features and balancing such as formula changes to mitigation effects, some QoLs like cure magic ignoring mbarrier, and things like the stat bonus/penalty of equipping Materia will be reverted back to how the default game handles them. The mod will be fully operational but your experience on the battle side of things will change a bit because of that.
You can get a copy of all these complete archive files + modified .EXE by patching a 1998 or Steam copy of the game with the Regular Installer.