No Red Warning (I know this is random, but it was true for me)
Below you mentioned Aggressive Companions conflicts, it actually doesn't conflict for me.
For anyone who is wondering, you will be immediately boosted to the appropriate level for your exp once the mod is active. I jumped from lvl 50 to 77 once I got it working after killing my first monster. I was at 833k exp.
When i re-installed No Red Warning and killed a monster, it said lvl up and moved me back to 50. I uninstalled it and am now back to lvl 77.
Mod Author of Disable red screen HP warnings says in his description "This Mod modifies DataTable file 'ResidentParameters.uasset / uexp'" this is exactly why it is not compatible with my Mod, as it modifies the same file. So only the last loaded file will work. Why it is working with Aggressive Companions i can't say, because the Parameters for AI is also in the ResidentParameters.uasset , probably because gladias9 is using an encrypted ps4 file as base for his mod.
I have found that this Aggressive Companions mod does not conflict with this ATB/EqualAgro/Parameters mod. But it does conflict with No Red Warning for some reason.
As i already stated in my other posts i have moved on to another Game and with that dont have the necessary Tools installed to further Edit or Test this Mod.But if you follow the Guide i linked, it is fairly easy to do so yourself. I never Modded a Gamefile before and it took me only like 30 Minutes until i had the first working version of the mod.Of course some Paramaters in the File have the potential to break the Game and/or potentially damage your Savefile so make a Backup of your savegame.
Is the Equal Aggro Weight and AI ATB version compatible with Limit gauge x2 (https://www.nexusmods.com/finalfantasy7remake/mods/712)? I dont want the parameter edits but I do want the equal aggro weight and same ATB gains from the AI but I noticed you mentioned Limit break is also touched on so I'd like to know if they are compatible or if the Equal Aggro Weight and AI ATB version doesn't included changes to the limit gauge
No worries on the late reply, I'm glad you replied. I'm assuming all your file options have the LB tweaks so could you please, please tweak the LB to be the same as Gantz79's ATB x2 and Never Stop? Since you've already merged Gantz79's and Suckerold's mods together. Its killing me (quite literally) to play without Equal Aggro Weights as anytime I swap to a ranged party member I just get rushed down :(
Gantz79's LB Values are Limit Bar Value Max LV1 OG=1000 MOD=500 Limit Bar Value Max LV2 OG=1350 MOD=675 while your tweaked version are Limit Bar Value Max LV1 OG=1000 MOD=750 Limit Bar Value Max LV2 OG=1350 MOD=1000
I'm asking because I've played the OG release back on PS4 and platinum'd it but I rarely ever got to use LB (without the gotter acc) during my playthroughs. With Gantz79's double LB, I feel that it comes up on just the perfect timings whenever I eat back to back big hits or score a multiple staggers
I'am sorry but i dont have any of the Modding Tools installed anymore as i a have switched my Computer in the past month.
But you can download my Main File "ATB-Aggro Weight and Parameter Edit" and change it with the help of the linked Modding Guide: https://github.com/jordanbtucker/ff7r-data-editor/wiki/Getting-Started Its fairly easy (its basically a Text Editor) the hardest part is to unpack and repack the Mod Files.
ATB-Aggro Weight and Parameter Edits: Table of Edits in this Mod:
ATB ATB Player speed OG=1 MOD=2 (ATB fills twice as fast) ATB PlayerAI speed OG=0.35 MOD=0.7 (AI ATB fills twice as fast) ATB in ActionAI OG=0.25 MOD=1 (same as Player) ATB when Guarding OG=0.1 MOD=1 ("Normal" ATB gain when Guarding) ATB when dealing Damage OG=0 MOD=1 ATB when Dodging OG=0 MOD=1 (ATB does not stop when Dodging) ATB in SuspendAction OG=0 MOD=1
Limit: Limit Bar Value Max LV1 OG=1000 MOD=750 (25% Faster Charge for Level 1) Limit Bar Value Max LV2 OG=1350 MOD=1000 (Charges now as fast as Level 1 does in Vanilla)
Unlocked Parameters Player Max Level OG=50 MOD=99 Enemy Level on "Hard"-Difficult OG=50 MOD=99 Max HP OG=9999 MOD=99999 Summon Max Level OG=60 MOD=99 Battle Menu Slow Speed OG=0.2 MOD=0 - Screen almost pausing while selecting action Materia Scale OG=100% MOD=1000% - You will be able to exceed the limit and use as many Complete Materia of HP Up Materia, MP Up Materia, Magic Up Materia and Luck Up as you want. Strength, Magic, Vitalily, Spirit, Luck max values increased OG=255 MOD=999 except for Dexterity that is at Vanilla 255 (as the Characters would move way to fast). Physical Atk, Physical Def, Magic Atk, Magic Def OG=999 MOD=9999
Aggro Weight Aggro Weight for Player and AI is the same, so no more "Auto Aggro" when switching the Characters. Melee, Magic and Range Attacks have the Same Aggro Weight.
---------- Equal Aggro Weight and AI ATB: Only Aggro Weight and AI ATB changes (see ATB description above)
----------
Dexterity 999 Version: Same as Main File, but you can also Raise Dexterity to 999 (this makes your character move faster if you aceed 255 Dex). The change to max. 999 Dexterity can potentially lead to crashing the game, use at your own risk.
---------- Only AI ATB same as Player: Self explanatory
I will look into this on the Weekend but can't promise or test anything, i dont have the game installed anymore. But this should be a oneliner edit of the already existing Files.
Truly, thank you for putting this mod together! I waited patiently to play this game until the steam launch. I have been loving so much about it but once Aerith joined the party I started really noticing parts of the combat design that I found really frustrating (mostly related to how there is no customization for AI party strategy / behavior and how that couples with other design decisions). Your mod was the closest I found to addressing some of those issues.
I don't actually use your mod currently, but it inspired me to start modding the game myself and try to create the exact experience I'm looking for. I'm infinitely grateful for that and the guide you linked.
If you happen to see this, or anyone else with the knowledge, I'd like to ask for your insight on the aggro tweaks. Would you be able to explain the difference between the Hate1, Hate2, and Hate3 objects? Any other brief information you have on the code objects related to aggro would be much appreciated too, otherwise it's just more tedious experimentation for me.
Thanks again, your mod is the kind of Raise this combat system needed.
Hallo there, first of all thanks for the nice Feedback. As i remember Hate1, Hate2, Hate3, was the Indicator for melee, range, spell Aggro.
So if you set all of them to the same value, every action will have the same Aggro gain.
But to be 100% sure i would need to install all Modding tools again to look for myself.
I 100% agree with you that the combat System is complete Garbage for the AI. In the Vanilla Game the ATB gain is way to slow so they spend 90% time Blocking or Idling on the Battlefield. If you actually want to use their abilitys or Spells you need to swap to them, which also meant you have instant Aggro with them (who the Hell though this is a good idea?). Unfortunatly (at leas this is my oppinion) the Game on "Normal" is already way to easy und using my File (e.g. make the AI not s***) makes the Game even easier. A shame its not possible to use Hard Mode from the beginning.
Uff, cant remember a "Max Damage" value in the File but if it exists, it should be possible (but you Onehit most NPCs with 9999 either way). Its fairly easy to Mod the File just follow the Linked Mod Guide. Basically you just unpack the File, edit it in a "Text Editor" and Repack it.
Even if you didn't said that to me, I'm grateful, that's all I need, managed even to merge some mods like 8 slots on all gear and Buy and sell unique items and materia mods together. :D That guide have all the tools I need atm.
Thanks for the mod! Is there a way to add MP Regen speed up? I have been using a mod that allows 1mp regen per second. And I'm not sure if this is working with the fast cast mod, but I feel like it is. Cheers mate, keep the up the good work
I am sure that the value is present in the file. That means if you use an Mod that changes the Mana Regeneration, my Mod will probably not work (or rather only the File loaded last will work).
As i already stated in my other posts i have moved on to another Game and with that dont have the necessary Tools installed to further Edit this Mod. But if you follow the Guide i linked, it is fairly easy to do so yourself. I never Modded a Gamefile before and it took me only like 30 Minutes to figure out what and where to do. Of course some Paramaters in the File will break the Game and/or potentially damage your Savefile so better make a Backup.
Because of that i created the Mod so, if you delete it, your Savegame will revert to the "Normal"-Paramters (e.g. from lvl 99 to 50) without any crashes or corrupted Data, so you can potentially use it to Import (if there is an option like this) in Final Fantasy VII Remake Part II.
Yes it is, its basicly just a Text File and you can put in the desired values with the right Tools (see the linked Modding Guide). At what point the Game will crash because it cannot handle the values i cannot say, because i have and will not test it. But if you want to exceed the values so drasticly i guess editing the values with CheatEngine is much easier, then actualy leveling the Character or Raise the HP to an ridiculous amount. If iam not mistaking, there is actually a CheatTable for CheatEngine here on the Nexus.
Actually no, maybe it has something to do with the XP Limit of the Charakters. By Raising the XP maximum it could be possible to exceed Lvl 99. But its is also a good possibility that the Game just Hard Capped the Level at Level 99.
41 comments
No Red Warning (I know this is random, but it was true for me)
Below you mentioned Aggressive Companions conflicts, it actually doesn't conflict for me.
For anyone who is wondering, you will be immediately boosted to the appropriate level for your exp once the mod is active. I jumped from lvl 50 to 77 once I got it working after killing my first monster. I was at 833k exp.
When i re-installed No Red Warning and killed a monster, it said lvl up and moved me back to 50. I uninstalled it and am now back to lvl 77.
Thanks again for this mod. Take care.
So only the last loaded file will work.
Why it is working with Aggressive Companions i can't say, because the Parameters for AI is also in the ResidentParameters.uasset , probably because gladias9 is using an encrypted ps4 file as base for his mod.
I never Modded a Gamefile before and it took me only like 30 Minutes until i had the first working version of the mod.Of course some Paramaters in the File have the potential to break the Game and/or potentially damage your Savefile so make a Backup of your savegame.
Gantz79's LB Values are
Limit Bar Value Max LV1 OG=1000 MOD=500
Limit Bar Value Max LV2 OG=1350 MOD=675
while your tweaked version are
Limit Bar Value Max LV1 OG=1000 MOD=750
Limit Bar Value Max LV2 OG=1350 MOD=1000
I'm asking because I've played the OG release back on PS4 and platinum'd it but I rarely ever got to use LB (without the gotter acc) during my playthroughs. With Gantz79's double LB, I feel that it comes up on just the perfect timings whenever I eat back to back big hits or score a multiple staggers
But you can download my Main File "ATB-Aggro Weight and Parameter Edit" and change it with the help of the linked Modding Guide:
https://github.com/jordanbtucker/ff7r-data-editor/wiki/Getting-Started
Its fairly easy (its basically a Text Editor) the hardest part is to unpack and repack the Mod Files.
Table of Edits in this Mod:
ATB
ATB Player speed OG=1 MOD=2 (ATB fills twice as fast)
ATB PlayerAI speed OG=0.35 MOD=0.7 (AI ATB fills twice as fast)
ATB in ActionAI OG=0.25 MOD=1 (same as Player)
ATB when Guarding OG=0.1 MOD=1 ("Normal" ATB gain when Guarding)
ATB when dealing Damage OG=0 MOD=1
ATB when Dodging OG=0 MOD=1 (ATB does not stop when Dodging)
ATB in SuspendAction OG=0 MOD=1
Limit:
Limit Bar Value Max LV1 OG=1000 MOD=750 (25% Faster Charge for Level 1)
Limit Bar Value Max LV2 OG=1350 MOD=1000 (Charges now as fast as Level 1 does in Vanilla)
Unlocked Parameters
Player Max Level OG=50 MOD=99
Enemy Level on "Hard"-Difficult OG=50 MOD=99
Max HP OG=9999 MOD=99999
Summon Max Level OG=60 MOD=99
Battle Menu Slow Speed OG=0.2 MOD=0 - Screen almost pausing while selecting action
Materia Scale OG=100% MOD=1000% - You will be able to exceed the limit and use as many Complete Materia of HP Up Materia, MP Up Materia, Magic Up Materia and Luck Up as you want.
Strength, Magic, Vitalily, Spirit, Luck max values increased OG=255 MOD=999 except for Dexterity that is at Vanilla 255 (as the Characters would move way to fast).
Physical Atk, Physical Def, Magic Atk, Magic Def OG=999 MOD=9999
Aggro Weight
Aggro Weight for Player and AI is the same, so no more "Auto Aggro" when switching the Characters. Melee, Magic and Range Attacks have the Same Aggro Weight.
----------
Equal Aggro Weight and AI ATB:
Only Aggro Weight and AI ATB changes (see ATB description above)
----------
Dexterity 999 Version:
Same as Main File, but you can also Raise Dexterity to 999 (this makes your character move faster if you aceed 255 Dex).
The change to max. 999 Dexterity can potentially lead to crashing the game, use at your own risk.
----------
Only AI ATB same as Player:
Self explanatory
----------
Only ATB and Aggro Weight:
ATB
Player OG=1 EDIT=1.25
PlayerAI OG=0.35 EDIT=0.5
ActionAI OG=0.25 MOD=1
Guarding OG=0.1 EDIT =.25
Dealing Damage OG=0 EDIT= .5
Dodging OG=0 Edit=.5
SuspendAction OG=0 Edit=.25
Aggro Weight
NPCs, same as Player
Use only one File, as all of them uses the same File to insert the Edits.
Could you make a only ATB & Aggo same as player version?
double post.
But this should be a oneliner edit of the already existing Files.
https://www.nexusmods.com/finalfantasy7remake/mods/1001?tab=files
I don't actually use your mod currently, but it inspired me to start modding the game myself and try to create the exact experience I'm looking for. I'm infinitely grateful for that and the guide you linked.
If you happen to see this, or anyone else with the knowledge, I'd like to ask for your insight on the aggro tweaks. Would you be able to explain the difference between the Hate1, Hate2, and Hate3 objects? Any other brief information you have on the code objects related to aggro would be much appreciated too, otherwise it's just more tedious experimentation for me.
Thanks again, your mod is the kind of Raise this combat system needed.
first of all thanks for the nice Feedback.
As i remember Hate1, Hate2, Hate3, was the Indicator for melee, range, spell Aggro.
So if you set all of them to the same value, every action will have the same Aggro gain.
But to be 100% sure i would need to install all Modding tools again to look for myself.
I 100% agree with you that the combat System is complete Garbage for the AI.
In the Vanilla Game the ATB gain is way to slow so they spend 90% time Blocking or Idling on the Battlefield. If you actually want to use their abilitys or Spells you need to swap to them, which also meant you have instant Aggro with them (who the Hell though this is a good idea?).
Unfortunatly (at leas this is my oppinion) the Game on "Normal" is already way to easy und using my File (e.g. make the AI not s***) makes the Game even easier. A shame its not possible to use Hard Mode from the beginning.
Its fairly easy to Mod the File just follow the Linked Mod Guide.
Basically you just unpack the File, edit it in a "Text Editor" and Repack it.
That means if you use an Mod that changes the Mana Regeneration, my Mod will probably not work (or rather only the File loaded last will work).
As i already stated in my other posts i have moved on to another Game and with that dont have the necessary Tools installed to further Edit this Mod.
But if you follow the Guide i linked, it is fairly easy to do so yourself. I never Modded a Gamefile before and it took me only like 30 Minutes to figure out what and where to do.
Of course some Paramaters in the File will break the Game and/or potentially damage your Savefile so better make a Backup.
Because of that i created the Mod so, if you delete it, your Savegame will revert to the "Normal"-Paramters (e.g. from lvl 99 to 50) without any crashes or corrupted Data, so you can potentially use it to Import (if there is an option like this) in Final Fantasy VII Remake Part II.
At what point the Game will crash because it cannot handle the values i cannot say, because i have and will not test it.
But if you want to exceed the values so drasticly i guess editing the values with CheatEngine is much easier, then actualy leveling the Character or Raise the HP to an ridiculous amount.
If iam not mistaking, there is actually a CheatTable for CheatEngine here on the Nexus.
Actually no, maybe it has something to do with the XP Limit of the Charakters. By Raising the XP maximum it could be possible to exceed Lvl 99. But its is also a good possibility that the Game just Hard Capped the Level at Level 99.