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Messages - Ashiel

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-02-10 00:07:33 »
Feel free to use NT as a base to make your own mod. When unpacking the IRO, there should be a Kernel file in there; the only thing that can't be used is the flevel as this is chunked. I have actually made a tool that can recompile the flevel, but it requires all 9 chunks presently which NT doesn't use (because it only affects certain chunks in the flevel).

Your best bet for a full set of files is to instead make a copy of your Data folder in the FF7 folder and then install NT through its Main Installer. That'll get you all the files you need: scene.bin (enemy data), kernel.bin (character data), kernel2.bin (text strings for character data), flevel.lgp (field script), battle.lgp (battle models), char.lgp (field models).

The .EXEs will also be patched, meaning they'll have NT changes when you modify them in Libre (Limit Break editor) and White Chocobo (shops). NT has no shop edits made, so these are still default values.
Thank you so much! In hindsight, I feel silly not thinking to install it directly to FF7 before trying to mod it.  :P

I have to concur with Kade as well. I've very much been enjoying this so far. Thank you again for this amazing mod and the incredible work you have put into it.   ;D

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Releases / Modding the Mod?
« on: 2020-02-09 05:49:06 »
I wanted to make some mods to FF7, mostly out of experimentation or tweaking things for my own purposes, but think that New Threat already has so much I like that I'd really like to toy with modding a new threat rather than starting from scratch. I mostly wanted to make adjustments to some things like weapons/armor, starting equipment, shops, etc. (wallmarket and whitechocobo type stuff), and figured I could probably find the kernals inside the .iro files, but when I unpacked them to edit them, I noticed there were no such files (only the scene.bins and a lot of hex-based text files).

Any advice on how to make simple mods to work with this amazing overhaul mod?  :D

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I see. :o

I just recently got FF7 for PC off of Steam. I knew there was a modding scene for FF7, but I've only ever played FF7 for the PSX either on an unmodded PSX, or on an emulator with my vanilla FF7 game. When I got the PC version recently, I figured it was about time to try some mods. When I found the Qhimm forums and the very impressive toolsets here, I realized that it might be feasible to do a little modding of my own. (^_^)

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Quote
And finally, when editing flavour text for equipment keep in mind that there's a size limit for the kernel so keep it as compact as possible. Abbreviations for stats would be a good idea.
Is that just for the PSX version or the PC as well? :o

Also, thanks for the feedback on everything else. :D

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Hi there. I've recently discovered the FF7 modding community here on Qhimm and I'd like to ask some opinions on a mod I'm doing currently for my own use in hopes of improving it through the wisdom of those more experienced than I. If I get the mod developed far enough, I'll drop it on my google drive for everyone to use as they desire.  :)

Mod Concept
In Final Fantasy 7, weapons and armor are for the most part just strait upgrades or downgrades from previous pieces, at least through most of the game. There are a few special snowflakes among the weapons and armors but you'll generally just forget about previous pieces of equipment as you get to a newer piece, never having any real reason to pick and choose.

What I hope to accomplish with this mod is to make weapons and armors more balanced with each other. Tweaking their statistics, special abilities, and stat boosts to give reasons to use different weapons throughout the game. This way what you choose to do, and how you play, will be a little more interesting. It will also keep weapons more relevant if you want to use a weapon for its aesthetic appeal.

Current Projected Changes
At the moment the mod is mostly in the drawing board stages. Here are some current ideas.
  • Decide on a standard for materia slots for weapons and armors, which will determine which weapons stand out for their unique slot values. Currently I'm leaning towards 5 slots being the standard, giving a deviation of 3 slots in each direction for weapon uniqueness. Projected standard is 4 linked + 1 single, though 2 linked and 3 singles have also been considered.
  • Weapons (and armors) with fewer slots will generally have better materia growth, with the best materia growth weapons probably being the iconic starter weapons, such as the Buster Sword & Gatling Gun, which will all have 2 linked slots.
  • Weapons will be brought closer together in terms of offensive power, which is more or less a strait nerf to most of the weapons in the game since the expected range for weapon attack power will be more like 29-59 or so (I might narrow the gap further) with emphasis on tweaking other statistics such as stat modifiers, elements, materia slots and growth, and so forth.
  • Similar changes for armors intended. Generally speaking, 5 slots will be the average with variations. Armors with poor defenses will typically have better evade-% stats, while more tanky armors will have lower evade-%s, some armors will be better at resisting certain elements, and so forth. Notes will be included on the item descriptions such as "Resists fire".

As I progress with this mod, I'll likely need to learn how to edit merchants and item prices to further balance things, because it might seem a bit terrible to pay such massive price differences between things like Hardedges and Crystal Swords but it not be such a phenomenal upgrade between the two, but that's not super relevant right now. Right now, I'm more interested in getting some feedback and ideas from everyone.

Any thoughts?

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