Hey there! I am actually just now trying out FF7 on PC because I was tired of using the psx emu on my comp and I saw your new threat mod and loved 98% of it. I was wondering if you might add a feature to NOT save Aerith? to me the game doesn't feel right with her alive. I was also wondering how I would go about putting the turks back to their blue outfits. Very new to the modding thing xD
It's been requested a fair few times and since I started re-doing the PC game's text I've been seeing the need for it more and more. It'll probably materialise along with Arrange mode as I'll be going through field event scripts.
For blue Turks, you need to decompile NT's Battle.lgp and a default battle.lgp, then transfer over the default battle model files for Reno, Rude, and Elena (overwriting the NT files) before recompiling the NT battle.lgp for use with the game. Luksy's ULGP tool can handle all this. As for the files you need:
BWAA~BWDA
LMAA~LMDA
LKAA~LKDA
LLAA~LLDA
That should cover all of them; there were some more in the default game but I shrunk the number used down by a bit.
Hey there! I am actually just now trying out FF7 on PC because I was tired of using the psx emu on my comp and I saw your new threat mod and loved 98% of it. I was wondering if you might add a feature to NOT save Aerith? to me the game doesn't feel right with her alive. I was also wondering how I would go about putting the turks back to their blue outfits. Very new to the modding thing xD
It's been requested a fair few times and since I started re-doing the PC game's text I've been seeing the need for it more and more. It'll probably materialise along with Arrange mode as I'll be going through field event scripts.
For blue Turks, you need to decompile NT's Battle.lgp and a default battle.lgp, then transfer over the default battle model files for Reno, Rude, and Elena (overwriting the NT files) before recompiling the NT battle.lgp for use with the game. Luksy's ULGP tool can handle all this. As for the files you need:
BWAA~BWDA
LMAA~LMDA
LKAA~LKDA
LLAA~LLDA
That should cover all of them; there were some more in the default game but I shrunk the number used down by a bit.
Now, got something to ask everyone. The Materia placements are a bit all over the place at the moment, so I was looking at revising them. I was considering Added Cut and/or Slash-All for Disc 1 so that hybrid builds could make use of it a bit sooner, and setting placements for the remaining Stat Plus Materia. I also want to move Materia like Contain and Shield away from their current places.
\\Materia Placements//
-) Command Counter: Mt. Corel Train Tracks
-) Magic Counter: Cave of the Gi/Chocobo Racing
-) MP Turbo: Jenova Death drop (Whirlwind Maze)
-) Final Attack: Special Battle prize (Gold Saucer) [X]
-) Added Cut: Great Glacier -> Cargo Ship (replacing All Materia)
-) Quadra Magic: Blue Materia Cave [X]
Command Counter is easy to place because for a lot of the game it's mostly harmless (you can only really combine it with Sense or Steal initially, with Deathblow coming in as an infrequent counter-attack). Magic Counter as well doesn't proc often and like all the Counter Materia in NT is capped at 50% chance when mastered. Final Attack seems fine too, using it's original drop location and Quadra Magic is safeguarded by a boss. MP Turbo could maybe stand to be moved elsewhere, but I'm not sure. Added Cut is the big question mark here.
-) Neo-Bahamut: Whirlwind Maze
-) Typhoon: Ancient Forest
-) Hades: Gelnika
The Summons are all in their original locations, albeit with a couple of script adjustments to make them more unmissable like Ifrit and Ramuh. A couple stand out in my mind as just lying around at random though; the three I've mentioned above could stand to be dropped by a boss instead. So Jenova Death for Neo-B (means moving MP Turbo elsewhere), a Hochu at the exit of Ancient Forest (something needs to replace the original drop up in the canopy), and something like 'Unknown 4' for Gelnika's hangar.
-) Mega-All: Purple Materia Cave
-) HP Plus: North Crater
-) MP Plus: Mystery Encounter (World Map forests)
-) Speed Plus: No placement
-) Magic Plus: No placement
-) Luck Plus: No placement
-) Long Range: No placement
-) Underwater: White Chocobo (Mideel)
-) HP/MP Swap: Materia Keeper (Nibelheim)
There's three unplaced Plus Materia that can be used here; I was thinking of using at least one for Junon Leagues. Long Range is something I'm not 100% about including at all.
-) Slash-All: Ancient Forest -> Gongaga
-) Double-Cut: Silver Match, Gold Saucer
-) Deathblow: Gongaga -> Forgotten City (replacing old Enemy Skill placement there)
-) W-Magic: Crater, Left-Up Path -> Silver Match
-) W-Summon: Kalm Traveler, Earth Harp -> Gold Match
-) W-Item: Platinum Match, Gold Saucer
-) Mime: Yellow Materia Cave [X]
Deathblow is quite powerful, and I was wondering about moving it further back into the game and placing Slash-All down for it instead (but not sure); otherwise, could keep Deathblow where it is and place Slash-All in Forgotten City instead? I was thinking of placing W-Magic, W-Summon, and W-Item down as the prizes for each Extra Battle match so there's a little more consistency; then I'd put Planet/Ultima down in the Crater and Double-Cut with the Kalm Traveler.
-) Full Cure: Cosmo Canyon
-) Shield: Diamond Weapon
-) Contain: Hojo
-) Comet: Corel Train
-) Ultima (Planet): Gold Match, Gold Saucer -> Crater, Left-Up Path
Shield and Contain could stand to be moved but I could live with them staying where they are, Full Cure as well.