[FF7PC] Nightmare 7 - Total Game Conversion (1.02)

  • Thread starter Thread starter Tenko Kuugen
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Rewrote the entire Kalm flashback (excluding the last few goddamn scenes since MR crashed on me) for new story because I was sick of difficulty balancing for today
 
I can not wait for it to finish the entire game with nightmare difficulty, but to make the game more cool maybe you can add some other weapon to fight (maybe omega weapon XD) ...... however for my personal opinion I do not like the fact that it has reduced the save points (indeed seen the difficulty and not knowing what you are in absolutely better to put in more or not?) however i would be very glad to help you if you need some ideas for new boss and / or the monsters :)
 
Omega Weapon (from Gjoerulvs Hardcore mod) is alreada a thing
I once owned a red diamond weapon model that I think WhiteRaven did for me but I seem to have misplaced it.

Savepoints are reduced to encourage careful play and not just saving, storming in without a care in the world and then re-doing the section while knowing all about it

It'll take a good amount of time before I have finished CD2 since there are lots of things to do on CD2
 
Is this the Nightmare conversion included in the Bootleg 040 ?
 
what kind of progress have you made since april? This is amazing work. :lol:
 
Not much. I haven't heard from more than a handful of people that played past Midgar and I was hoping to gather some feedback from the release.
(That and I've gotten completely absorbed into Kancolle)
 
Hey Kuugen, would you like some help with this mod? I'm pretty much free all the time.
 
Any one of the following is helpful and will enable you to help. More than one is even better.
1) You can write custom enemy AI
2) You know your way around field script code in makou reactor and you can get to a goal with minimal instructions
3) You can edit models
4) You can edit music (proper looping .ogg of the custom OST)
5) You are very knowledgable about the .exe and can do advanced hex edits
6) You have lots of time to proofread custom dialogue and bugtest the mod in general as well as provide feedback of the game experience.

In any case, there are lots of things I'd like help with.
 
Any one of the following is helpful and will enable you to help. More than one is even better.
1) You can write custom enemy AI
2) You know your way around field script code in makou reactor and you can get to a goal with minimal instructions
3) You can edit models
4) You can edit music (proper looping .ogg of the custom OST)
5) You are very knowledgable about the .exe and can do advanced hex edits
6) You have lots of time to proofread custom dialogue and bugtest the mod in general as well as provide feedback of the game experience.

In any case, there are lots of things I'd like help with.
I can definitely revise and edit your story and bug test the mod for you. I'm a grammar Nazi and I have a job as a beta tester, so I'm well equipped. ;)
 
I'll send you my beta Flevel (that has most if not all of the Nibel flashback rewritten)
I'm busy right now so I'll get around to it later this evening. You do follow me on twitter I think, (twitter/KuuTenko) so you don't need to ask on the forums.
Playing through that, fixing grammar and spelling as well as textboxes that do not fit(remember to use menu overhaul because that is required and I adjust the text for that) would be step 1
Step 2 would be to play through the rest of the mod (that is, up to the end of cd1) and give me feedback especially on item placement, random battles, bosses as well as stolen and dropped items. What is broken. What makes it too easy. What is pointless. And so on.
 
You're doing the same thing that I always do by revising the work that you've already done before finishing the rough draft. Keep working on Disc 2 & 3. If you can stay ahead of me, I promise I'll give you enough feed back to release a real nicely polished mod.
 
Updated scene.bin that fixes a lot of exploits
link on first page
Updated flevel.lgp too, link on my twitter
 
Corsair, i mean, Covarr(Please get swarmed my soccer moms VGR), has begun creating looping .oggs of the custom OST
Once they are complete, ff7 music will no longer be required or distributed with this mod and it will simply use Aalis latest driver to make use of the .ogg music
 
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Excellent.

Core Files 1.02
Scene.bin (7.20.2014 update)
Flevel.lgp (7.20.2014 update - Twitter)
OST (waiting on .ogg format)

Those are the files I will have once I get the .ogg music. Is that everything up-to-date?
 
Started up a second playthrough for debugging, etc (something I'll work through slowly now and then) and checking the flevel as I go. The dialogue for Kage in Tunnel_4 may be screwed up, the text boxes aren't big enough to hold his lines from what I can see in Makou. Haven't seen it in-game yet because of the kid asking about his cat in Sector 7. He didn't spawn so I stopped to look at it in the flevel. He seems to have a second variable condition besides Game Moment; what were the in-game conditions for making him appear? I'm assuming we gotta do a certain thing before this point to trigger it.
 
Any updates for the looping .ogg music? I've finished the catalog and will release N7 with it, so unless I can get the music files within a week, I'll just wait to update it after the release.
 
I'm about 60% done with the new loops. I'll be done for sure by Saturday.
 
Any updates for the looping .ogg music? I've finished the catalog and will release N7 with it, so unless I can get the music files within a week, I'll just wait to update it after the release.
 :-o I haven't updated my model pack for 7th Heaven, but there is a bit time before Saturday. I think I will also update the weapon mod... nah I need to make a to do list there is a bit more to do.
Time for a coffee..
 
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