Is it normal that the 2.25x hp and 1.3x file increases the damage as much as it does in my game? I did some testings in Chapter 3 and with the mod the rats did 22~ dmg each hit but without the mod only 2~. I am not sure how the damage calculation works in this game but is such an increase in damage numbers normal in this case? Still love the difficulty this mod provides ofcourse but interested in knowing why the damage spikes this much.
nah that doesnt seem normal, i think even at lv50 with iron maiden rats would do more than 2 damage. did you try using enemy defaults instead of just turning off the mod? wuis12 posted damage formula below if youre interested
it could be that enemies also revert to some different stat table like party does
I should have tested it without all the other mods installed haha. It was equipment rebalance and some hard mod modules that increased my defense stats so much that the rats did almost no damage. So nothings wrong with this mod :P. Currently in C9 and loving the increased difficulty a lot.
Have beaten Weiss on 1.5 HP, 1.3 Stats and Basestats for the Party:
Challenge was fun and reasonable. Increasing the stats fruther would be hard (not saying it is impossible), because Weiss Regens gets buffed and Immaculate End deals more Damage.
Edit: Nevermind Weiss with2.25HP, 1.3 Stats and Partybasetats is also doable. With Basestats i mean unmodded stats.
Hi, could you send me the link to the discord group that teaches you how to make mods in FFVII Remake? I would like to create difficulty mods, they asked me to join discord because it teaches there, I joined but there is no specific page, I asked there more than 9 hours ago and no one answered me.
I can't seem to get it to work, I have music mods that work though so clearly I'm putting them in the right folder. I try assess on the enemies outside the VR room in the shinra tower in chapter 17. They always have 2300 health, which is default for them, whether the mod is installed or not.
i have no idea why it wouldnt be working tbh, did you extract it from zip first? and have you tried hitting them and seeing if it goes down then? assess and enemy intel might work using something else
Yes I got it to work with BlackHammerUlthane's solution, by creating a "~mods" folder since there wasn't one in the "paks" folder to begin with. Might I suggest that you state this on the description page for clarity? That you have to create the "~mods" folder within the "paks" folder if the user does not have one? I've got other mods installed through the "paks" folder and they function fine so it simply confused me when yours was not installing the same way.
Can't seem to get this or any mod that affect enemy HP to work :/ Played in normal and hard mode and i don't think i see a difference. In Normal, enemies died in one hit with Triple Slash abilities. I tried put in in mods and outside of it but still didn't see a difference. Any help?
I can't seem to get it to work either, have music mods that work though so clearly I'm putting them in the right folder. I try assess on the enemies outside the VR room in the shinra tower in chapter 17. They always have 2300 health, which is default for them, whether the mod is installed or not.
0.9 stats in half hour or so? getting lazier the more i do lul. 0.75 a couple hours after or later in the day its not hard really, first need to extract stuff with quickbms and a key, both in openff7r discord #resources https://discord.com/invite/pZRQWuWP?utm_source=Discord%20Widget&utm_medium=Connect theres a tutorial there as well, look for kh3 extraction tutorial
then use jordans data editor, find what you want to change in \End\Content\GameContents\DataObject\Resident and go ham
**then you also need to repak it with unrealpak, also in #resources make new folders for each mod, \End\Content\GameContents\DataObject\Resident you can put a bunch into one but if you want to pick and choose it saves time
it doesnt work with some stuff, and others arent obvious what they are. something i want to mess with is skill potencies and hit timings in BattleDamageSource but dont feel like testing each thing to see what skill or attack they are, that could take months
I got it to work i think. I just had to add "~" in the "mods" folder so it looked like "~mods". I got other mods working when i put it outside so i thought without "~" it would work.
Yep that is what was throwing me off as well. I just figured it could go in the "paks" folder since all the other mods I've got worked by being placed inside of it and the "~mods" folder was non-existent after installing the game. The dev of the mod might want to specify that if you don't have a "~mods" folder in the "paks" folder, you will have to create one and place the mod inside, on the description page, or people can find these comments, either way.
there is an issue with turning off any mods that change party stats so please use the defaults ive uploaded when you are done, just in case ill add weapon upgrade defaults for others as well
enemies and bosses reset like normal, but use it just in case
Hello friend. Can you tell me which tools are used to edit those files after extracting pak files ? I know you can edit uasset with data editor, but still dont know how to edit uexp.
yeah ofc, at first i figured 1.3 defences would be fine on top of the hp but the more i play it the less thats the case,
will get to work on 2.25x hp and 1.6x stats when i get back home later with an option for 0.9x character stats and 0.5x weapon upgrades (except spd dont wanna mess with atb memory)
anything more than that seems like itll be overkill for what i want to use this for tbh but could be wrong. 1.3 vit and spr hasnt made much difference for example xd
2.25x hp and 1.6x stats might be good although I dont know what the damage formula is so Im not sure how much of a difference 1.6x enemy stat would do. Do you know the formula?
i have a rough idea of how it works, with how much str and mag is being added the difference can be fairly big unlike vit/spr where the difference is only a few points, the main factor in calc is dmg stats and you see bigger difference in defence from armour
I'll elaborate here, as I've done a lot of research into the damage formula and combat system
50 points in attack/magic attack deals damage equal to 100% of an attack's power value, AKA each point is 2% of this value. So say with Braver, which has a power value of 500, each point in attack would equal 10 damage, before other modifiers (Cloud has 300 attack, his Braver deals 3000). (300/50)*500=3000
50 points in defense/magic defense reduces damage taken by 50% of an incoming attacks power value, AKA each point is 1% of this value (Cloud uses Braver with 300 attack, enemy has 200 defense. Cloud will deal 2000 instead of 3000). ([300/50]-[200/100])*500=2000
Bahamut has 342 defense normally. In this situation, no modifiers, Braver would deal 1,290 at 300 attack ([300/50]-[342/100])*500. Give Bahamut 60% higher defense, and his defense stat will be 547, meaning Braver even at 300 attack now only would deal only 265 ([300/50]-[547/100])*500=265, basically 20% of what it normally would. Barrett may not be able to deal any damage at all to certain bosses with that amount of defense. This probably wouldn't be noticeable on most enemies, but id hypothesize that many bosses on hard mode might struggle to take any damage at all from either magic or physical, depending on the boss and weapon/character used.
Thanks for the input. If your numbers are correct, a 1.6 multiplier on enemy def stats might be too much then. Probably better to keep it at 1.3 and increase their HP instead.
enemies have such low vit/spr for the most part, even 1.3x only gives 1-4 in most cases until the latter half so 1.6x youd see more of a difference but it shouldnt be crippling
37 comments
Credits and Link to the Mod are in the Videodescription
it could be that enemies also revert to some different stat table like party does
Challenge was fun and reasonable.
Increasing the stats fruther would be hard (not saying it is impossible), because Weiss Regens gets buffed and Immaculate End deals more Damage.
Edit: Nevermind Weiss with2.25HP, 1.3 Stats and Partybasetats is also doable. With Basestats i mean unmodded stats.
in resources, modding tutorials, etc
enemies outside the VR room in the shinra tower in chapter 17. They
always have 2300 health, which is default for them, whether the mod is
installed or not.
and have you tried hitting them and seeing if it goes down then? assess and enemy intel might work using something else
Also, how do you make this? I'd like to change these values myself. Is it too complicated of a process?
its not hard really, first need to extract stuff with quickbms and a key, both in openff7r discord #resources https://discord.com/invite/pZRQWuWP?utm_source=Discord%20Widget&utm_medium=Connect
theres a tutorial there as well, look for kh3 extraction tutorial
then use jordans data editor, find what you want to change in \End\Content\GameContents\DataObject\Resident and go ham
**then you also need to repak it with unrealpak, also in #resources
make new folders for each mod, \End\Content\GameContents\DataObject\Resident you can put a bunch into one but if you want to pick and choose it saves time
it doesnt work with some stuff, and others arent obvious what they are. something i want to mess with is skill potencies and hit timings in BattleDamageSource but dont feel like testing each thing to see what skill or attack they are, that could take months
enemies and bosses reset like normal, but use it just in case
Can you add more options! like 2x, 5x,10x even?
I'm using Fling's trainer right now. I like to do tons of combos (Unlimited ATB/Limit Break) and enemies die on me too quickly.
So having a beefy health and stats will make my run more challenging and more chances to use combos!
Thanks!!
will get to work on 2.25x hp and 1.6x stats when i get back home later with an option for 0.9x character stats and 0.5x weapon upgrades (except spd dont wanna mess with atb memory)
anything more than that seems like itll be overkill for what i want to use this for tbh but could be wrong. 1.3 vit and spr hasnt made much difference for example xd
50 points in attack/magic attack deals damage equal to 100% of an attack's power value, AKA each point is 2% of this value. So say with Braver, which has a power value of 500, each point in attack would equal 10 damage, before other modifiers (Cloud has 300 attack, his Braver deals 3000). (300/50)*500=3000
50 points in defense/magic defense reduces damage taken by 50% of an incoming attacks power value, AKA each point is 1% of this value (Cloud uses Braver with 300 attack, enemy has 200 defense. Cloud will deal 2000 instead of 3000). ([300/50]-[200/100])*500=2000
Bahamut has 342 defense normally. In this situation, no modifiers, Braver would deal 1,290 at 300 attack ([300/50]-[342/100])*500. Give Bahamut 60% higher defense, and his defense stat will be 547, meaning Braver even at 300 attack now only would deal only 265 ([300/50]-[547/100])*500=265, basically 20% of what it normally would. Barrett may not be able to deal any damage at all to certain bosses with that amount of defense. This probably wouldn't be noticeable on most enemies, but id hypothesize that many bosses on hard mode might struggle to take any damage at all from either magic or physical, depending on the boss and weapon/character used.