One thing that crossed my mind regarding the EXE patch.
If possible, i think it would be better to adjust how you gain each limit break. Personally i think you should lower the amount of monster kills (pretty low 10-20 kills) and increase the limit break usage needed for receiving new limit breaks. This will allow low level runs to actually have limit breaks past Cross Slash.
I can change Limit Break kill/usage requirements and the HP% damage needed to fill them at each level through the Kernel; the actual damage/effects of the Limits themselves are stored in the .EXE so I can make these changes if needed. As far as kills go for a low level run, I could help out by adding an enemy here or there that gives 0EXP; Mango Fangs on the Temple Area (wasteland areas on the tip of the isle) already give 0 EXP for instance (I think). I'd be reluctant to just lower the kills needed specifically for low level games, as there was another player on ID saying he had Limit Level 3 for Tifa by the time he reached Junon or thereabouts (though that might have been a grind heavy run).
Well, I've never found the way to change texts in Wall market, can you tell me please ?
Also, you have a custom exe for your mod right ? I'm not sure how I can translate this thing...
If you double-click the name of any item, spell, etc. in Wall Market then a text box should appear allowing you to change the Name and Description. Note that the 'save' function in this tool is called 'Create Kernel & Kernel2.bin'; the wording is a little different to what you'd normally expect.
This, I think, is a really bad idea to have built into the mod for everyone. As someone who does a bit of grinding when he plays, lowering the kill count for gaining limit breaks will mean access for super-powered lvl 3's way early. Like, it wouldn't be difficult to have access to Meteorain, Meteodrive, or Angermax before I left Midgar with those kill counts.
I personally feel the same way the FF6 BNW guys (and I'm sure a number of others) do about this--balancing a mod around LLG's basically makes your mod a LLG mod and kind of ruins it for everyone else.
A potential solution to this problem is making an item causing 0 XP gains accessible from the beginning, and then LLG players could grind kills for limits and level where they felt they needed to. This is what BNW did (they actually eventually instituted a "No XP" switch in the options menu), and it's worked fairly well from what I understand.
Yeah, thats why i talked about the exe patch, not the NT mod itself =). And by applying it to the EXE patch, Sega can actually balance the limit breaks for utility across the different levels and not just have straight dmg boosts. So gaining early Lvl -3 limit breaks might not be that OP.
Another thing is, after playing FF7 NT like 7 times until the end, i am not a fan of 0 XP items just so i can keep my lvl low, we kinda have the no encounter setting already. And am not a fan of grinding +100 mobs at midgar then another +100 at choco ranch and ano... (you get the point) if more limit breaks offer variety to combat.
The plan with the .EXE patch as far as Limits go is to lower base power but add effects like the previous one. The problem with the previous model though is that it lowered base power too much and left Limits underpowered. Off the top of my head, this is what I'd be looking to do for Cloud:
Braver: Normal Damage
Cross Slash: Slightly less base power, but inflicts Paralysis (100%)
Blade Beam: Multi-target damage, long range
Climhazzard: Lower base power, but Piercing Damage (ignores defence)
Meteorain: No crits, long range
Finishing Touch: No change, but base power might be adjusted for Non-KO hit if it's too weak
Omnislash: Not sure, need to test damage threshold and compare it to other Lv.4s
I'd also be making Sled Fang Long Range this time, to avoid a potential problem in the Hundred Gunner fight. But I'd be willing to drop range and just keep all Limits long range if it doesn't feel right (I don't think it felt right the last time I tried it). If the .EXE is made into a part of the mod and not just an optional extra then I'd be able to adjust the Limit reqs/charge accordingly but I'm still on the fence about that.
Yes you have to keep it balanced. It is not a LLG mod (AFAIK). The balance and difficulty should be based around playing it normally... IMHO.
So far I am enjoying the mod.
And ultimately that's what I need to be focused on; I can sneak a bone in here or there for LLG players, but it can't be anything that would undermine a first-time normal playthrough.