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Gantz79

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Gantz79

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21 comments

  1. a7530703
    a7530703
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    sonon included?
    1. Gantz79
      Gantz79
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      No, this mod does not affect Intermission DLC.
    2. a7530703
      a7530703
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      Can you add sonon?
    3. Gantz79
      Gantz79
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      It is not possible because the data is encrypted and there are no tools to modify it, the files of this mod were extracted from the PS5 version.
  2. a7530703
    a7530703
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    Is it possible to add block to main story characters? since yuffie can block in Intermission story.
    1. Gantz79
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      I'm just a fanmodder, I don't have the knowledge to create a new mechanic.
  3. kidoshuuya
    kidoshuuya
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    1. Gantz79
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      YES
    2. kidoshuuya
      kidoshuuya
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      Thank you! mega fast reply <3
  4. udah33
    udah33
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    Wish you could make a similar mod for Rebirth, especially for the ones not in the current party so it could be like a full team instead of just 3 vs x enemies
    1. Gantz79
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  5. focusingfoundation
    focusingfoundation
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    so i've been trying to mod the ai, but I can't make heads or tails of the file. do you have any idea if actions such as charge attack, abilities, unique, limits or summons can be added to the ai actions?
    1. Gantz79
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      It is not possible to do so complex things modifying these files that are extracted from the PS game, the assets of the PC game are encrypted.
      I can't give you the link to where I got them because I can't remember where I got them from....
  6. samsunggear5
    samsunggear5
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    Just curious what separates this from Aggressive Companions: https://www.nexusmods.com/finalfantasy7remake/mods/418?tab=description ?

    Is it trying to accomplish the same thing but in a different/better way? Are they meant to be used together or completely incompatible?
    1. Gantz79
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      Aggressive Companions use the same PS4 assets so they are not compatible.
      As far as differences are concerned I have been checking the Aggressive Companions mod and it seems that this mod modifies the start time of the first attack to be 0 something that creates that sometimes the first attacks do not give them time to almost be seen at the beginning of the change to battle screen, the combat distances that is x100 greater which makes them stay farther away from the enemies and completely eliminates the caution distance and the time in which they remain on guard which makes them defend themselves much less and risk more life, my V2 mod does not modify any of these types of mechanics except for reducing a little the time in which they remain on guard and star time.

      I guess it's a matter of taste whether you like them more aggressive and attack without consideration or more combative attack more frequently and combos but keep their defenses and supports.
    2. feikof97
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      Sorry, my English is not good. What you mean is that your mod makes the companion have both offensive and defensive effects, instead of blindly attacking like the Aggressive Companions mod?
    3. Gantz79
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      Yes, that is the difference.
  7. bob21897
    bob21897
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    I am not sure why but my Aerith keeps getting into melee range, especially when the enemy is staggered (or not, she seems to just do it whenever). It is rather frustrating when I had set up an Arcane Ward, park her there, switch to another character to make use of Synergy materia, only for her to quickly move into melee range again.
    1. Gantz79
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      The problem is not with the mod but with the behavior of the game mechanics that force the companions to be close to the character you control during the battles, this mod does not modify the attack distances of Barret or Aerith.
  8. ElCansado
    ElCansado
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    Is this mod compatible with: Equal AI ATB - Aggro Weight and Parameter Edits?
    1. Gantz79
      Gantz79
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      Surely yes, because this mod modifies some assets that were extracted from the PS4 version.