Major release, and I will split this release into several parts, part 1 which is today (2025-4-26), part 2 (and possibly part 3) will be coming up hopefully in these few days!
Changes: 1) 4) WorldIntel - The timer is now set to 1 hour for Shinra Manor VRs. 2) 7) Mini Games - Added more mini games, see mod description for more details 3) 12) Player Core Skills - Fix Moogle Vanguard skill not buffed up!
Thanks for the great mod. I was wondering how to view the changes you made in your WeaponUpgrade.uasset. I'm using FModel but all I can see is an empty DataTable.
would you mind sharing the mapping file you used to view this? or better yet, could you share the json file for WeaponUpgrade? This will be for personal use only.
It seems the minigame mod interfers with the dolphin part in under junon. I couldnt beat it regardless of how much time I had left, after removing the mod, it worked normaly.
The junon Parade also was buggy, I got 3 perfect rounds with all three formations on max difficulty and still didnt get the 100k likes. After removing the mod, I got 101k likes even though I missed a note during the last formation.
Still, thank you for the mod! F those stupid minigames
I have the 6 8 11 combined version, Materia seem to display the modded amounts in their text yet only increase stats by their default amounts. For example, MP Up gives Aerith +4 MP at 10% when she has 104 MP. HP Up at 10% also only gives like 150 HP when the character has 3000 HP. Any ideas as to why this happens? I only have your mods downloaded + FFVIIHook, Fast ATB and Ultimate Engine Tweaks.
With all the new additions we are adding to weapon skills, weapon abilities, equipment, you don't need fast atb, game would be too easy with all the changes on top.
The weapon max slots thing gives max slots from the start. The armors having max slots already breaks the game too much imo. It's basically a cheat mod, and i don't want it.
But i do want the other gameplay interesting changes.
Cheating? That depends on the context of your gameplay. If you are playing with vanilla difficulty, any mod that you install other than mods that would increase the enemies' stats are considered "cheating" then since it would make the game easier, which by the way vanilla difficulty is already too easy to begin with.
But for players who are playing with enemies' stats mod installed like for my case, I am playing at 6xHP 1.6x attack 1.5x stagger resist, that is by no means a walk in the park.In most cases, players would need to have more slots of materia to survive.
If you find it too "cheating" to your liking, you can just play it such that you limit yourself on how many materias that you want to equip on weapons / armors. It's not that you HAVE to fully utilize all the slots. If for example in vanilla the armor gives 4 slots, then you can just limit yourself to use up to 4 slots.
Different players have different play styles and skills. You may find it too easy but for other players who are struggling in the game, they would need these kind of mods to help them in their gameplay.
I have my reasons on why I pack them together, mainly it is down on how I am able to create some cool abilities for the accessories and weapon upgrades. I do plan to decouple them but that means I have to nerf some of the skills. In the meantime, if it is too OP for your gameplay, then just do as what i have suggested above.
Excellent mod. I much prefer mods that enhance gameplay like this than graphic/character mods. I do have a suggestion. I think it would be cool to make combo materia like the vanilla fire and ice but with more than 2 and/or with other materia. Like an omni-elemental materia that has fire/ice/lightning/wind in one or merging percision defense and steadfast block in 1 materia since most people including me use both. Possibly even a master magic like in the OG. Is this something that is possible that you would interested in adding?
This is a cool idea, but unfortunately I am not sure if this can be done. Adding an entirely new item (materia in this case) is something that the modders have been trying to figure out. I hope we could eventually figure it out so that we can implement the master materia like in OG.
There is a way around that I think. If you were to add spells/abilities to an existing materia, Then you could use the now reudunant materia to make a bran new one. Example: the re-raise materia only has the re raise spell on it. If you were to add this spell to the regular revive materia so revive has raise, arise, and reraise, (logically makes sense too), you could use the ID from the re-reaise materia to make it into a master magic or whatever materia since it is now redundant because the re-raise spell is on the regular revive materia now. I did something similar with og Ff7 materia through mods. I am not sure if it possible here. Just an idea. I am also liking your gameplay enhancement 2 mod as well btw.
That is certainly one of the ways but the issue (at least from what I have tried so far) is that there is a limit on how many abilities that we can give to a materia. I have tried something like expanding the HP Up materia so that it will have up to 10 levels, each level giving 10% HP increased, but unfortunately, it gives me error when launching the game. So yeah, if this can't be done, then I would say with almost certainty that I won't be able to add all of the green materia abilities into a single materia since the modding work of adding abilities would be similar.
354 comments
Major release, and I will split this release into several parts, part 1 which is today (2025-4-26), part 2 (and possibly part 3) will be coming up hopefully in these few days!
Changes:
1) 4) WorldInte
l- The timer is now set to 1 hour for Shinra Manor VRs.2) 7) Mini Games - Added more mini games, see mod description for more details
3) 12) Player Core Skills - Fix Moogle Vanguard skill not buffed up!
Thanks for the great mod.
I was wondering how to view the changes you made in your WeaponUpgrade.uasset. I'm using FModel but all I can see is an empty DataTable.
[
{
"Type": "EndDataObjectWeaponUpgrade",
"Name": "WeaponUpgrade",
"Class": "UScriptClass'EndDataObjectWeaponUpgrade'",
"Flags": "RF_Public | RF_Standalone | RF_Transactional | RF_WasLoaded | RF_LoadCompleted",
"DataTable": {}
}
]
would you mind sharing the mapping file you used to view this?
or better yet, could you share the json file for WeaponUpgrade?
This will be for personal use only.
Really appreciate if you can help.
The junon Parade also was buggy, I got 3 perfect rounds with all three formations on max difficulty and still didnt get the 100k likes. After removing the mod, I got 101k likes even though I missed a note during the last formation.
Still, thank you for the mod! F those stupid minigames
But i do want the other gameplay interesting changes.
So why pack those together?
But for players who are playing with enemies' stats mod installed like for my case, I am playing at 6xHP 1.6x attack 1.5x stagger resist, that is by no means a walk in the park.In most cases, players would need to have more slots of materia to survive.
If you find it too "cheating" to your liking, you can just play it such that you limit yourself on how many materias that you want to equip on weapons / armors. It's not that you HAVE to fully utilize all the slots. If for example in vanilla the armor gives 4 slots, then you can just limit yourself to use up to 4 slots.
Different players have different play styles and skills. You may find it too easy but for other players who are struggling in the game, they would need these kind of mods to help them in their gameplay.
I have my reasons on why I pack them together, mainly it is down on how I am able to create some cool abilities for the accessories and weapon upgrades. I do plan to decouple them but that means I have to nerf some of the skills. In the meantime, if it is too OP for your gameplay, then just do as what i have suggested above.