Hi, I'm Rex and I'm the new contributor on this mod. I worked with Arthas to update the mod to function with the latest version of the game as of 2024-12-23 Version 1.004.
I have not updated the combo packages that include multiple but not all modules. For those please use the updated individual modules and place them together in your mod folder for now. All packages that were causing issues (Packages 1, 6, 7, and 8) and the full modules have been updated and will no longer cause crashes or missing text. Please report in the comments or bugs for any new issues that are encountered and I will try my best to fix them.
Thank you for your patience and I hope you all enjoy the mod!
Chapter 5 tunnels fight with 2x Flamethrower guys and 2x Turrets seems impossible to beat. I am playing without 2000hp potions. Besides that 10/10 mod so far. Totally different game which I enjoy
Item 5 - Timer Is it intended behaviour it doesn't increase every combat-related timer? For example, there's a combat trial in Shinra Mansion that has original timers. There's another sidequest (forgot which one) with similar issue.
With file 1) x3 enemies hp is too much, instead of mod 1) i used two other mods, "Logarithmic Enemy HP mod" - it does normal enemies x1.75 hp, boss x1.25 hp (or x2 normal - x1.5 boss), and other mod to makes only attak x1.4 and stagger x1.5
With file 6) Posions 350->2000, 700->3500, 1500->6000 is too much , 350->600 , 700->1200 and 1500->2000/2500 hp healing would be perfect potions healing. With file 6) powerful potions it is impossible to die.. too OP
With file 10) minigames are too simple
This is perfect balance, an alternate version of file 1 and 6 with this changes would make this mod perfect and definitive, other files are perfect
Thanks for the mod it is great ! Felt Remake was too easy before that, now it's just fine, could you maybe just make an optional file with a x2 hp instead of the main x3 ? im only at the beginning of my trip, but i fell like im hitting a LOT, maybe it changes with the upgrade of my equipement, i don't know tho.
dude why you didn't include the whack a box mini-game in your mini-games (to make it easier like increasing the points you get from each box or just making even the 1500 boxes to be one-shot) or in your timer (to increase the timer from 2 mins to 6 or even 10 mins) mods ??
Lol, obviously I did thought of it (that and also the pushups mini game) but the problem is I couldn't determine the right file(s) to mod the values. Fingers crossed thar other modders will be able to find out! :)
Thanks for the reply mate, anyway after a long time i replay the game on hard mode and i realized that i already got all the items (from the whack a box mini-game) from my first play through so no harm done BUT i am on chapter 9 now and i would love to have easy time doing the dance mini-game, i wasn't able to find a mod for this particular mini-game in nexus mods so can i hope on you saving the day ?? :)
I don't think that 30s in the end of Chap 12 matters anything. Regardless wether you can make it by the time or not, the cutscenes and dialogues are still the same. That timer seems redundant imo.
3x enemy hp is insane at least for early game. Enemies felt really spongy and it honestly made me appreciate the vanilla balancing. Potions healing more than cure is also something I really disagree with.
Honestly, this. It makes fights too long, and amounts to needless attrition (actual labor is less tedious). Even 2.5x or 2x scaling would work better, without really making it easier. An alternative would be nice, on this specific front. Does anyone have an easy way to edit this value?
Potions could be halved as well, it does make the cure spell(s) feels pointless compared to buying 99x potions. Especially given early game MP, not to mention ether is more expensive. But, that's insignificant to the above problem.
Hello ! Thanks for all this hard work ... I was just wondering : I was using the version of item 1 with no EXP and no mana shards boost previous to the latest update of the game. Are you planning to also update it for a V1.004 compatibility ? Again, thank you very much !
Thanks for the reply ! I can understand :) I tested with the item 1 in its basic version and it's already so good. Maybe without the extra exp + mana shards boost it would be a bit too hard actually xD Your project is amazing, thanks a lot for allowing us to have this experience with the game ! <3
374 comments
I have not updated the combo packages that include multiple but not all modules. For those please use the updated individual modules and place them together in your mod folder for now. All packages that were causing issues (Packages 1, 6, 7, and 8) and the full modules have been updated and will no longer cause crashes or missing text. Please report in the comments or bugs for any new issues that are encountered and I will try my best to fix them.
Thank you for your patience and I hope you all enjoy the mod!
Is it intended behaviour it doesn't increase every combat-related timer?
For example, there's a combat trial in Shinra Mansion that has original timers. There's another sidequest (forgot which one) with similar issue.
I hope whoever created the Jules minigames would have stray cat hair in their meals for every single day of their lives even if they don't have a cat.
With file 1) x3 enemies hp is too much, instead of mod 1) i used two other mods, "Logarithmic Enemy HP mod" - it does normal enemies x1.75 hp, boss x1.25 hp (or x2 normal - x1.5 boss), and other mod to makes only attak x1.4 and stagger x1.5
With file 6) Posions 350->2000, 700->3500, 1500->6000 is too much , 350->600 , 700->1200 and 1500->2000/2500 hp healing would be perfect potions healing. With file 6) powerful potions it is impossible to die.. too OP
With file 10) minigames are too simple
This is perfect balance, an alternate version of file 1 and 6 with this changes would make this mod perfect and definitive, other files are perfect
(sorry for english)
question: is compatible with level 99 mod?
i'm using the following mods.
Invincible Motorcycle (Jessie kiss Scene) at Final Fantasy VII Remake Nexus - Mods and community (nexusmods.com)
100 Percent Steal and Drop Rate (2 versions) at Final Fantasy VII Remake Nexus - Mods and community (nexusmods.com)
Adapting zoomed out Camera at Final Fantasy VII Remake Nexus - Mods and community (nexusmods.com)
Stagger Rate Increased (2 versions) at Final Fantasy VII Remake Nexus - Mods and community (nexusmods.com) (x2 stagger increase)
Most Combative Team Members at Final Fantasy VII Remake Nexus - Mods and community (nexusmods.com)
Instant Respawn Enemies at Final Fantasy VII Remake Nexus - Mods and community (nexusmods.com)
Rebalance at Final Fantasy VII Remake Nexus - Mods and community (nexusmods.com) (1.5 health and 1.3 enemy stat)
EDIT: I found the issue. if you're using a stagger increase mod it negates your item mod
Thanks for the mod it is great ! Felt Remake was too easy before that, now it's just fine, could you maybe just make an optional file with a x2 hp instead of the main x3 ? im only at the beginning of my trip, but i fell like im hitting a LOT, maybe it changes with the upgrade of my equipement, i don't know tho.
Potions could be halved as well, it does make the cure spell(s) feels pointless compared to buying 99x potions. Especially given early game MP, not to mention ether is more expensive. But, that's insignificant to the above problem.
I was just wondering : I was using the version of item 1 with no EXP and no mana shards boost previous to the latest update of the game. Are you planning to also update it for a V1.004 compatibility ?
Again, thank you very much !
I will see if I have the time to do so but for now, my priority is on Rebirth.
Your project is amazing, thanks a lot for allowing us to have this experience with the game ! <3