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Messages - Superbledur

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Releases / Re: [FF7 Steam] Tifarith Mod
« on: 2025-06-13 15:55:54 »
And here it is... Not really an update but a different version of Tifarith Mod.
Thanks to Zakudosukin's feedback in Discord about NT 1.5 and 2.0, there is now the Casual Mod (links in original post)
If you don't feel very accustomed to FFVII mechanics there is now a possibility to play this mod without too much trouble.
All of Tifarith stays the same except that the monsters/bosses :

-Have a little less health (no need to downgrade that much, most of Tifarith's original mobs are not HP bags).
-Do less damage.
-Inflict less nasty status effects (or have less chance to inflict them).
-Have sometime less deadly spells.

Yet, this a casual mod, not an easy one. The strategies for bosses are still here but you have way more room for errors.
There is still the difficulty progression, it just starts and ends easier. Overall, just think it as a translation.
The difficulty is roughly similar to OG until Cosmo Canyon, after it is still somewhat harder than OG especially at the end, but not by too much.

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Releases / Re: [FF7 Steam] Tifarith Mod
« on: 2025-05-23 17:31:14 »
And here is the first small update!

-Now Cloud can carry the REAL Masamune (replaced the Yoshiyuki's sprite)!
-Some boss battles mecanisms are now more explicit as they could be hard to guess first time.




3
Hello,

Would say to summarize that NT2.0 is a lot easier than NT1.5, has original content (different bosses, different game events, interactions with your characters in town and effects of healing spells/barrier/sadness/back row modified) yet has less challenging and original/strategical battles. No ancient cave too. Would recommand NT2.0 for casual players who want a different experience whereas NT1.5 is more for experienced FFVII players who want some battle challenge (but not too much, I would rate it only as a-bit-more-than-moderate difficulty, not hardcore or very hard except for some optional battles).

But in fact, you can choose your difficulty in NT2.0 so the battles could get harder.

As I recall, there is no level cap, just indeed an xp gap at 10x+1 levels (11, 21, 31...). You can reach to level 99, it requires more xp than OG, way more. Yet the mobs make up for it and the xp gap between weak and stronger mobs is also quite high.

Have a nice day

4
Releases / [FF7 Steam] Tifarith Mod
« on: 2025-05-10 14:40:12 »
Direct installers
(These ones will erase any version of FFVII you have on steam, so save your old files before applying it)

Original Version:
https://mega.nz/file/AkwjnCCC#_a-zUc_ACIawT9V8NZ8FfgCWtQxTzs317XVmOK5gpaU

Casual Version:
https://mega.nz/file/AgogyKSB#TkVAlSddRjLd00EB-pi3KfELAaxu-MaNBq-ljrCi8YU


7th Heaven iro file:

Original Version:
https://mega.nz/file/8twxFS6I#KaTvYokHZr1b-AP8JpMnmQ1R7Ar4IvTViZ5SNkLML6Y

Casual Version:
https://mega.nz/file/cwAmmBLR#M59tT5h8TFIDmDL3ONLRH6Y5BpahiyNIrxB-2vfsuSU

Hello everyone

First, please excuse my possible writing mistakes. English is not my native language.

I made an FF7 mod inspired by NT. The story remains unchanged. There are some notable field changes though, but they do not change the whole plot.
Modified and added some dialogue as I feel it too, but again no revolutionary change.
Yuffie and Vincent are easier to obtain, even if they're still missable. Also, for both personal tastes and mod convenience, some side quests are delayed until disk 3.
Just for fun : added some love points for Tifa after Gold Saucer date if she is in your team at some moments. Consequences : love points needed to have the more romantic scene -a bit modified- under the highwind is a bit higher (but not hard at all to get).
I really hesitated to make a possibility to save Aeris but chose finally to do not, as it may edulcorate the story too much. She make some apparition after her death though, and not only in the sector 5 Church...
For the mod's name, it is just that mixing everyone's favorites waifus seems more appealing ;)
But it is also because the field changes I made mostly expands their roles/friendship a bit...

Yet the focus is more on combat features. The main spirit here is to render this mod accessible for both beginners and veterans.
For this reason, you'll not see much difficulty change from OG at the beginning but as the game progresses it will be more and more complex/difficult.
This becomes visible at the 2nd part of Shinra tower, evident at the Temple of the Ancients.
Still, the difficulty progression is not totally linear, there are some "local" difficulty spikes -prepare to suffer before each Jenova/Sephiroth encounter- and hollows to break the routine.
The last 3 bosses are hard, especially Safer-Sephiroth himself. Still possible to beat without much grinding but part 3 is where you are really encouraged to do some sidequests.

It is not meant to be absurdly hardcore though, just sufficiently for the player to use his brain. Especially in boss battles where most have unique features, yet are not (except for the latests) HP bags.
That is, if you got swept by a boss but analyzed it, you should be able to prepare for next try and beat it without problem (you can even sweep a few if you're REALLY well prepared strategically) as theorically you have all the necessary stuff.
Grinding will help of course but that's not a sina que non condition. If you take the stuff on your way and do not flee all the normal battles it'll be OK.
But of course, I need some feedback because as I know my own game, I can't be totally neutral.

So, here are the main changes

New materias/spells:
-no more HP/MP pluses, replaced by def+/spirit+.
-Some materias have a slight change in stats bonuses/maluses. For example Barrier/Heal does not drop your attack/def/HP and enhance your magic/Mdef/MP since they does not use the magic stat (you're thus encouraged to give them to other than magic users).
-No more Exit, Poison, Mystify and Seal materia : most alterations can be now inflicted by enemy skills. There still are the "Transform" & "Time" materias.
-Cure and Regen are now separate materias.
-Some materia location/obtention changes, including early Enemy Away materia if you want to avoid annoying battles. Be careful to not abuse it though.
-Like NT, 2-Cut and 4-Cut are separate materias. Same goes for Slash-all and Flash.
-No more contain but now Ice4, Fire4, Quake4 and Aero4 spells. Contain is replaced by "Mako" materia with 2 new spells (PU239 and Nuke).
-Shield grants you a 50% boost in def/Mdef in addition of the statut.
-Wind, Water, Light (Holy spells) materias added.
-No Poisona spell : the Heal materia now contains White Wind (Laundry).
-Invocations now ignore defense (except for KoTR) and many cause stats drops (from slight to consequent) in order to rise a bit their usefulness.

New enemy skills : nearly all enemy skills are changed or replaced in order to be useful yet not game breakers.
-Some enemy skills ignore defense (but NOT pandora's box which works differently).
-Some physical enemy skills with different physical element (shoot, weight, shout) some monsters/bosses may be weak against.
-Some status inducing enemy skills (even Sadness/Fury, and many bosses can be afflicted by Fury...)
-Some stats boosting ones (i.e : big guard now rises your def/Mdef by 20% and gives you Death Force instead of granting you barrier/MBarrier/Haste)

Normally you SHOULD be able to learn most of them without searching a lot, as many ennemies/bosses got them.
Just keep the E.Skill equiped but theorically you should do it naturally as there is a battle where you are forced to learn one to defeat the boss and the spell is quite powerful for the beginning and learn rapidly other useful ones short after.

Character "roles" :
Even if I tried to keep the original spirit (you can equip anything to anyone), character's weapons give them some specific boosts (Vitality/Spirit for Barret, Strength for Tifa, Magic/Spirit for Aerith, ect.). Slight change for stats curves, too.
Some weapons diverge from the "normal" rule and may give some other boost (i.e. the umbrella gives strength/vitality to Aerith). Final weapons have some shuffle (i.e : now Yuffi's conformer -now materialist- depends on materias)
and their localisation are changed, except for Vincent one. You cannot obtain them until disk 3 (except for Cid's) but they're not difficult to obtain... Like NT you can obtain the Masamune, though only Cloud can equip it (can be considered his true final weapon) and the mean is different.

Limits Breaks:
Most stays the same, except for Mindblow (Magical inflict Confu) and Planet Breath (Regen/Wall).

Armor/accessory changes :
Changes were made to armor/accessory, generally to protect from an element or status. Some also protects from physical elements.

battle changes :
-Bosses remain but their stats, attacks, AI, weaknesses are changed. Bosses/minibosses added. All the bosses are more difficult than OG, from barely (Guard Scorpion, air Buster), to very, very frankly (The Jenovas, Hojo, etc.).
-Most normal enemies location are changed to feel more "logical", for example in the sewers you do not encounter Sahagins/Cesars, they are now on the Kalm/Chocobo farm beaches. Or now Gargoyles are encountered at the Temple of the Ancients.
As a consequence, many have now different stats, attacks and sometimes AI. Some are also rendered resistant to magic/physical attacks and got some weakness but they are not as complicated as the bosses, of course. New enemies sprites based on NT 1.5 added, too.
More "fair" rewards, difficult enemies grants more xp/ap and good items whereas weak ones stays the same.
-Special Battle in GS is changed, quite difficult but with 3 characters now. The reward worths it, though.

Other :

"Fight" is now a physical element replacing "Cut", as some enemies may be specifically weak to this. All melee attacks get this element.

Incoherences :
-For some reasons, replacing Barret's/Youffie's/Vincent's melee attacks elements by "Fight", even with long range weapon they're still unable to reach some far target. That's no big deal for the game, and the Long Range materia still makes up for it.
-For Cloud, the Masamune's sprite is just the Yoshiyuki one. <= Fixed!
-And probably some bugs or bad writing I didn't saw, do not hesitate to tell.

Feel free to formulate any (constructive) criticism or suggestion. This is my first mod so I guess it's far from perfect.
Even if you don't like it, I would appreciate your feedbacks.

Special thanks to

-Qhimm forums/wiki : soooooo many useful informations found there. To be frank, without it I would have given up long ago.
-Sega chief : His awesome NT mods inspired me to make my own. Many ideas from this mod comes from NT 1.5 and 2.0. The new enemy models comes from NT as well (I lack talent/patience to make them). He also assisted me with some obscure bugs in my AI programming and gaves me many useful files and tools (and always answering in short delays).
-Myst6re : Makou reactor is just a wounderful thing, simple, easy to use... At the beginning I was only intending to only make battle/kernel modifications but the tool was so cool to use that I finally did more.
-NFITC1: Proud Clod is also one of the most useful tool I've ever seen, changes are easy and even the AI is easily editable with some patience.
-NFITC1 again : Wall Market, same as Proud Clod, editing Kernel with feels so easy that... I corrupted Kernel2 sometimes because I was careless!
-petfriendamy : Scarlet is a very promising, user-friendly tool. I used it mainly for .exe edition but later I think I'll use it for battle/kernel edition too.
-Borde : Even if I lack talent with regards to graphism, his Kimera tool allowed me to easily adding some new monsters. In itself the tool is quite intuitive.
Credits for Neo-Midgar for the "comical" song modified based on one of his tune, he's a real artist. If you didn't know his channel : https://www.youtube.com/@Neo-Midgar
Credits for Iwannabethatspamguy for the artwork. Don't know him well but he seems good at it.

For now, there are no guide. If you have questions, you can ask me on discord, I'll answer when I can.
I'll make a guide later maybe.

Have fun!






5
Same as Vodane here. Works also for modifying a spell or an enemy attack, doesn't seem to work.
Also seem to be quite buggy when modifying kernel data (esp. Kernel2, some texts are replaced without warning).

Despite this, your tool is user friendly and easy to manipulate, I think that if you manage to correct the bugs it could be very useful.

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