Thank you for these awesome mods! I really appreciate them and all the work you've done. I've been using them as well as others, and have a question/request. Could you add a limit and ATB gauge at double the speed? I really love the option of a 3rd gauge, but all 3 gauges at double speed would be nothing short of sublime! Another modder actually already did it here: ATB X2, but doesn't have the option of a 3rd gauge. Or if you don't want to for whatever reason, could you point me in the right direction on modding it myself? I'm still a novice, but if given decent instructions I would give it a try. Either way, thanks again and have a great day!
Hey, I could add this, but first I need to know if you want it combined with any of my other tweaks, or if you just want the (3) gauge and limit speedups.
Oh wow, that would be awesome! I'm currently using the ATBless instant magic, 3 ATB Bars, and 1 sec mana regen with base tweaks to unlock leveling to 99 and red HP removal. I also like the Limit at double speed and that the ATB gauge never stop on actions Caution, Action, Guard, Damage, Dodge or SuspendAction. But if it's too much trouble to implement this other stuff, no big deal. I really appreciate any help you're willing to give.
THANK YOU SO MUCH! I wasn't expecting all these tweaks, especially so quickly! If you got a way of accepting donations, let me know as I would definitely "buy you a beer" or whatever I've seen a lot of donation buttons say. Gonna try it out now, and once again thank you.
Hey, just started playing FF7R, and love what your mod adds to it. However, I was wondering if it might be possible for you to add different versions of this alternate (2xATB) for the different timings of MPRegen? Alternately, if they touch different files, could you upload a version of this alternate that does not include MPRegen to use with the already existing MPRegen-only file?
BTW, it appears that some of the other alternates are missing the different timings of MPRegen (i.e. there is only one file, instead of the 6 various timings). Again, assuming it doesn't touch the same file(s), it might be easier to move MPRegen to it's own optional file? If nothing else, it would reduce the number of mod files you'd have to maintain.
Also, wanted to let you know I'm using it on Steam via Vortex, and it works fine so far (once I figured out how to get Vortex to actually deploy the mods).
Thanks for making this, Viridescence. I started using it in my playthrough, and I've had a much more fun, active, and dynamic experience with battles. Also, I won't have to worry about MP conservation in hard mode. :)
hello, thanks for the nice mods. I'm looking for ways to make the game more challenging... can you provide an mp regeneration only and only when IN battle? not outside, that would be great. thanks a lot anyway
It seems like there's a conflict with this mod and https://www.nexusmods.com/finalfantasy7remake/mods/586?tab=description : Gameplay Enhancement , which is wild because I feel like there shouldn't be! I noticed with this mod, my fights are actually a LOT harder than they should be?? Idgi...
hello. love the mod. just having a little problem. for some reason, cloud wont level up to 99, he stops at 88. is there something I'm doing wrong? (I've been modding ff7 remake for a while now, haven't ran into any problems up until this). Any help would be appreciated. thanks.
ok, I have found that with this mod on (with base tweak), Cloud and Barret are super weak from the start but tifa remain the same strength I dont know is it a bug that C and B are weak or tifa didnt recieve the nerf
Hey, I had the exact same issue with Barret and Cloud have lower stats, and being overall weaker.
I combined this mod with this one - Gameplay Enhancement at Final Fantasy VII Remake Nexus - Mods and community (nexusmods.com), and used the difficulty mod labeled 1.1. When using these mods combined, Cloud and Barret both had 50% less HP than default, and were doing almost 3x less damage than they were suppose to (when comparing to a run with using only the difficulty mod I listed above). Hopefully the creator sees this and can see what the issue is.
Just noticed this too. Currently at chapter 8 with Cloud and Aerith and he's now dealing single digit damage when attacking. Current mods I'm using alongside 3 ATB Bars and Enhanced MP Regeneration & Instant Magic are ATB Never Stop and Stagger Rate x2. I'm playing with the Steam version.
Hello, before starting a playtrough, i try to make things easyer, yes...
Game modes : Classic is turn based (a no go for me) Normal & Easy are realtime (yes, okay)
Extended ATB and Enhanced MP Regeneration// (1 magic point only by chosen time interval ?) OR ATB Bars - 1s MP Regen - Freeform (Experimental) // (same (but 1s only) but with twice ATB gauge charge speed !??! This is the one making the game the easyest ?) AND ATBless Instant Magic
i hope steam version will not break mods. Perhaps some things have been fixed, i read they used most recent SDK, but if it's too different compared to Epic, how will modders do to make mods compatible ?
EDIT: that's good if i add :
Item 11 - Enemy AP and Chadley Materia Item 8 - Materia Item 5 - Timer Item 3 - Colosseum-VR and Rewards
If those mods change anything relating to PlayerParameter.uasset, ResidentParameter.uasset or BattleAbility.uasset, then they won't work with these mods, but try them out and see if they work.
If the steam version does in fact break mods, then I'll have to change things, but I don't currently own it just yet.
85 comments
I shall work on this soon.
BTW, it appears that some of the other alternates are missing the different timings of MPRegen (i.e. there is only one file, instead of the 6 various timings). Again, assuming it doesn't touch the same file(s), it might be easier to move MPRegen to it's own optional file? If nothing else, it would reduce the number of mod files you'd have to maintain.
Also, wanted to let you know I'm using it on Steam via Vortex, and it works fine so far (once I figured out how to get Vortex to actually deploy the mods).
thanks a lot anyway
I want to make the game a bit more challenging than it is.
I dont know is it a bug that C and B are weak or tifa didnt recieve the nerf
I combined this mod with this one - Gameplay Enhancement at Final Fantasy VII Remake Nexus - Mods and community (nexusmods.com), and used the difficulty mod labeled 1.1. When using these mods combined, Cloud and Barret both had 50% less HP than default, and were doing almost 3x less damage than they were suppose to (when comparing to a run with using only the difficulty mod I listed above). Hopefully the creator sees this and can see what the issue is.
before starting a playtrough, i try to make things easyer, yes...
Game modes :
Classic is turn based (a no go for me)
Normal & Easy are realtime (yes, okay)
Extended ATB and Enhanced MP Regeneration // (1 magic point only by chosen time interval ?)
OR
ATB Bars - 1s MP Regen - Freeform (Experimental) // (same (but 1s only) but with twice ATB gauge charge speed !??! This is the one making the game the easyest ?)
AND
ATBless Instant Magic
Am i right ?
Thanks mate, for all. Any update in the scope ?
i hope steam version will not break mods. Perhaps some things have been fixed, i read they used most recent SDK, but if it's too different compared to Epic, how will modders do to make mods compatible ?
EDIT: that's good if i add :
Item 11 - Enemy AP and Chadley Materia
Item 8 - Materia
Item 5 - Timer
Item 3 - Colosseum-VR and Rewards
From Gameplay Enhancement MOD ?
II:
and now i read "launched with version 1.0.0.0" (Steam), is that possible (in posts) ?
If the steam version does in fact break mods, then I'll have to change things, but I don't currently own it just yet.
OKay !!
alphabetical order (1-2-3-4)