(Sorry for late replies)
Found a possible bug related to the mod.
In the temple of the ancients, when you go to the pink pool and see the flashback with Tseng and Elena. Dialog does not come up at all. You can advance the scene but no dialog shows up.
Ah yeah, that's to do with I think a graphical mod.
Hello! First of all I would like to say I really love this mod! I'm playing FFVII for the first time and thoroughly enjoying it. Thank you for the hard work!
Now my problem is: I can't find the Break materia. It says in the Items & Materia Placements document that I can either find it in Midgar Raid Train Tunnel or in Bone Village in disc 3. I've apparently missed it in Midgar, and am now in disc 3 looking all over for it. But I can't find it in Bone Village. I've dug everywhere where there is supposed to be treasure according to guides. I've tried digging randomly as well, but I got nothing.
I have a small suspicion it's a bug, because I found an extra copy of Bahamut Zero by digging, despite already having it. Maybe I was supposed to get the Break materia, but the game gave me the wrong materia?
Anyone have any idea if I'm missing something here?
I checked, it does seem to be there along with Bahamut ZERO and Phoenix; it seems to share the same dig location as the Dragoon Lance.
Hello, im new here running again ff7, im checking about "new threat 2.0 vanilla combat" from 7th heaven, got interested due to the changes mentioned in script and the posible change in the temple scene.
i got a couple of questions about it, where i can find a guide for it and if with the version im using ill get access to the mentioned before, since im not really interested in the rebalance part, just the changes and scenes added. i saw some comments about A and B option, but never saw such option, and also whats the difference between them.
Im a bit lost atm, thanks in advance.
I think vanilla combat doesn't have the Type A/Type B routes because of all the different encounters on Type B, so it just uses Type A I believe.
The Aeris thing at the end of Disc 1 is available on vanilla combat, but was modified to deal with the vanilla encounter; some dialogue appears after the battle to make the decision instead of it being done within the battle itself.
Hi all! I am new here, and just installed the mod yesterday from 7th Heaven launcher. Is the RNG for Yuffie still the same here? I have been trying to get her, and at Mt. Nibel now and she hasn't spawned yet. Thank you!
Yuffie joins in a mandatory cutscene in Kalm, if shes not there then something has gone very awry, or perhaps the mod was installed after this point.
Hey, I've got three questions:
1: which file you have to modify to change a character's innate? E.g. if I wanted to remove "deathblow" from Cloud's innate, or have Tifa "reanimate" with 100HP instead of 1HP.
2: is it possible to change weapon models? Let's say I wanted Cloud to use the Masamune model (Sephiroth's sword) for his Yoshiyuki weapon.
3: how do you change the placement of collectible Materia on the field? New Threat changes around some of the Materia, and Type B even adds completely new placements (like Counter Attack in the first reactor mission).
thank you for the amazing mod, btw. It's really nice to have a fresh experience for the game
Innates are unfortunately handled through Character AI in the Kernel.bin, the tool for which does not have a ready copy-paste function (unlike the scene.bin editor for enemies, which uses the same AI editor but with extra features like that). Changing them will be a case of copying all the values into notepad, deleting them, then manually readding the desired innate one value at a time.
Weapon models can be changed more easily but requires tools like Luksy's ULGP or similar; unpacking the battle.lgp and then renaming some files should do the trick. In this case, you want to make a copy of the file called SACK (this is Sephiroth's Masamune) and rename it to RTCK (cloud's buster sword). The files that go from RTCK to RTCZ are all of Cloud's weapons and can also be replaced in this way, just bear in mind that RTCZ, the Ultima Weapon, applies some hard-coded shading effects to represent its HP property; changing the damage formula in the Kernel.bin will not disable this shading filter.
For materia placements, you use the Makou Reactor tool; there are some steps. The first is to set a group for the materia, this is to store scripts and set a model + anim to. The 2nd is to set the scripts so that the materia model is placed on coordinates on the map, and handles the interact event of picking it up and acquiring it. You can generally copy a Materia's 'group' and paste it onto another field provided there are less than 16 model groups on it already, then update the values like Group Id, add a model, placement coordinates etc. as needed.