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Messages - Sega Chief

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Hey there Sega, been a long fan of this mod so wanted to come on and root for ya.

Did think of something for this Vincent thing though if it's possible. Would it be possible to create a Materia that just gives the attack command as if it was a command materia like the others? Vincent does kind of have Protomateria built into him as lore which could sort of fit. It would seem a little silly perhaps since it's a guaranteed used slot on him and only effective if he's saving Limits for something. Just a thought though I'm curious if that sort of Materia could work. Thinking on it it'd be nice on multiple characters if you wanted to save limits and MP for certain fights.

Keep up the good work man, hands down the most refreshing thing I've played and it's really hard to go back to old 7 now.

I dunno if it is; Attack occupies a certain slot on the menu and Limit overrides it.
Interesting, and informative!

The "Set #2" Rank up for Vincent highly benefits physical damage builds, but hmm. I guess I have two questions then, both tied into eachother.

If you were to mess with the the level gauge like that (and in doing so make the 4th limit break a naturally learnable one), would the "Chaos" item that gives the limit break still work? And if so, the second question is can you alter the number of enemies needed for learning the fourth limit? Because it seems that if both of the answers to these questions are 'yes', you could set up "Chaos" to be learnt either after having Vincent kill the max number of creatures the kill count goes to, or just using the item like 'normal'.

That in turn would mean that even though it becomes 'technically feasible' for a player to 'naturally learn' Chaos, in reality the kill count needed being so extremely high makes it all but impossible. :shrugs:

The game has no kill check for Limit Level 4, but if I went this route I'd be putting Chaos onto the lower Limit levels where it could be learned just like any other limit and remove the Chaos item. It'd likely look like this:

Limit Level 1: Galian Beast & Gigas
Limit Level 2: Hellmasker & Chaos
Limit Level 3: Dummy Command (with name '[No Limit]'; if filled by an effect like Fury Brand and used, the gauge depletes and no action is taken)

Sorry I've not been as responsive the last few days.

About Vincent's attacks, they do get locked down when his Limit gauge fills and Deathblow is a bit haphazard as a replacement. Added Cut was swapped with DB for the new build but this still requires that an initial command be used to get a physical attack out of him.

I could revisit a plan I had in an older build to set different rates at which the Limit gauge would build for Vincent but this involves working around a limitation in how many Limits can be learned by any one character. The idea would be to have a Limit level that 'never charges', leaving his attack command free for use. This means shuffling around Limits though and would likely mean having Chaos be learned naturally rather than through an item.

The Vincent Mug glitch only occurs with a specific weapon-type equipped. There's actually several separate models for Barret and Vincent in the game files to handle the different weapon types, and the one Vincent uses for certain rifles doesn't end correctly when reading the Mug animation, causing the next animation to 'skip'. It can be fixed, so I might look into that although it can be handy for skipping a certain Summon animation :3

There's also an enemy attack that does this skip, which I think is used by Screamers on Mt. Nibel (their war-cry attack).

I'll check out Ziegfried, but that scene should be functional. Maybe something's changed since then, or other mods are conflicting. I've taken a note of the other issues people have raised as well.

Ahoy Segabro!
Been having this FF7-itch for a while, that I've been wanting to scratch, but I'm trying to hold out for 1.5, any ETA on that? :>

I'm on the last 3 bosses; Synthesis, Bizz, and Safer. I've some time off until Saturday so I'll see about trying to finish it up, if possible, but there's some Arrange testing needing done.

Ok, so I got to the ATM Scorpion fight in the Nibel mountains. Spotted problems right away, which I am now reporting.

First, the "Area" for the battle is showing the Corel Prison, and NOT the Nibelhiem Mountains.

Second, the text with Barret talking about "That damn thing showing up again" (though with more "$%#&^!") appeared even though Barret was not in my party (this earlier aspect made sense when the fight was in the Corel Prison where Barret was a 'locked' party member and sure to be in the fight, but it doesn't work here). That said, changing the name from "Barret" to "Cloud" would fix 'most' of the issues with that there (as Cloud is the party leader at that point with the fight being moved to the Mountains), and would be annoyed at it showing up as much as Barret would be.

Third, the Shinra mooks who show up on the map near the ATM Scorpion do not show up in the battle itself.

Fourth, you may need to raise the ATM's level and stats, as with it being the "Prison" battle moved elsewhere at the moment, the fight does not take long at all, and is not very difficult/challenging. :shrugs:

Edit; Also, on a seperate note, when I went and did Yuffie's scenario with the stolen materia and all that, I got a chance to grab all the pub fliers and then talk to the bar owner. One of the items he handed over however is notable due to it being spelled as "X-Mine". Not "S-Mine", but "X". Probably a misspelling (or the name of a much earlier item that was changed and the name of the item handed over by the turtle's paradise pub owner not being changed with it), so I had to say something so you know about that Sega.

Second Edit; When I got Cid, the text for his Innate ability showed something very different from what is listed in the "Readme" text file. Also, the "Readme" talks about how the Fort Condor materia shop has had its contents changed earlier in-game, but I'm on disk one, and that has not actually happened.

Third Edit; Speaking of issues with "Innate", Vincent does not gain MP as is stated in either the readme or the game. I'm not sure if his "Innate Ability" is actually doing anything at all to be honest. I'll test out Cid and Cait Sith in a few hours.

Also, in the Temple of the Ancients, you're gonna have to mess with Tseng's text box when he tells the party he doesn't need their help, as the text-box breaks with its current size.

Fourth Edit; Cait Sith has Vincent's MP regen, which means that if this is 'right', then the in-game and readme descriptions for Cait Sith (and Vincent's) Innate Ability need changed and updated. Cid's "Reactive Guard" Innate Ability has shown itself to work like the 'in-game' description says it should, but the readme text file for Cid will need updated here with that (as it doesn't show what Cid's Innate has been changed to at all).

Fifth Edit; Sepiroth's line of "Listen Well," before then going on about the ancients in the Temple of the Ancients is unreadable. The text box is far too small for the text being displayed there. The first "Wake Up" line is somewhat too small as well, though not unreadable like the "Listen well" bit.

I've caught these for 1.5; Vincent/Cait's innates were swapped, but the text wasn't updated in 1.4.

Out of curiousity, was the optional fight with the X-ATM Scorpion removed from the Corel Prison, or is there now some requirement needed for it to be able to happen? I ask as it has been some months since last I did a play-through, and there have been changes since then, and this detail stood out to me since it's apparently now missing.

You bump into it on Mt. Nibel now instead, or will do at least.

Spoiler: show

And that concludes the adventures, of Quasicloudo, and Ray-Tifa. Man that was so good. It brought back a lot of the feel I had when I beat the base game for the first time, and threw in some more as well. It really makes you think of strategies you never thought of before. At the end, the team that became the most useful was: (This spoiler is a break down of the build and main strategy I went with when fighting most of the bosses with a few tweaks here and there for specific bosses, if you don't want it don't click. WARNING: It is a wall of text.)

Spoiler: show
Tifa with Premium Heart and a Shinra Alpha or Zeidrich makes things a LOT easier. 4x cut with like 6 or 7 Counters, Restore + All, and a Bahamut ZERO (or KOTR) + Final Attack which plays well with her Grit ability. Then throw on an MP Plus so that her MP is maxed out for maximum damage. Have someone cast Dragon Force on her and she'll tear through most things like paper. Thanks to the Auto-Crits from Dragon Force, her basic attack from 4x Cut does more damage than all 7 parts of her Limit Break sometimes. And run if you hit her cause she'll come back with at least 3 or 4 Counters and follow it up with another 4x Cut combo. Even without Dragon Force she is definitely a force to be reckoned with. Only struggle is keeping her alive, but that's where the other two come in.

Super Tank Barret with either a Warrior Bangle to further bolster his stupid high defenses, or a Fourth Bracelet to reinforce his low magic defenses and a Ribbon. He's the one that'll stay alive, and without any negative status's, or any for that matter, but his defenses more than make up for that. Give him the Masamune so he can keep up with Powerhouse Tifa, then throw on Heal + All to make sure the rest of the team gets all fixed up if you are hit with some nasty status's. You could throw on a Restore + All, but I feel Enemy Skill is a much better replacement. White Wind will keep everyone generally at max health thanks to Barret's super high health. Then, throw on a Revive + All cause he'll normally be the last one standing after a group attack (unless it's a spell, then you better hope you have Wall up, and the other two healed to tank it and then bring Barret back lol). Add on two Covers so that he'll take every single target phyical attack, and then fill the rest of the empty slots with counters so he can hit them right back after the Cover and you got yourself a damn fine tank! Careful of his MP though, those Enemy Skills drain his low MP super fast so have some Ethers/Turbo Ethers at the ready.

Now, this next one is per choice if possible. I prefer to have my 3rd character be Aerith. Her high magic, and Final Limit break are a fantastic edition to the roster. Give her her Princess Guard for those 4 double slots, and a Zeidrich or Shinra Alpha for even more fun 4 double slot fun. Princess Guards ability to give shield seems amazing at first, buuuut, in most fight's it ends up being a negative since most boss's can attack through shield. You are better off having her use Cure to heal. Master Magic + MP Turbo with a Mega All thrown in somewhere is the greatest thing for her. Throw on Restore + Sneak Attack and Barrier + Sneak Attack for quick full buffs at the start of the battle so you'll be set. Don't want her to deal with many status effects but want her to keep good buffs? Throw on Hades + Added Effect on her Armor, and you have yourself a weak Ribbon. But what to do with those other three double slots? Hmm, oh I know, how does cheese sound to you? Throw on Planet + Quadra Magic, Planet + Mp Turbo, and Planet + Magic Counter, and BOOM instant Chedder. You could sub out Magic Counter for Mp Absorb for even better cheese, but at a risk of crashing thanks to an engine bug that I've recently found out about. I also liked subbing Planet + Magic Counter with a Summon + Quadra Magic for that extra damage in case I run out of Quadra Magic on Planet, or if I wanna start a fight with a BANG. After all that magic her health is looking a bit low, throw on that HP Plus you have, and she'll have HP that is a bit more than Tifa's

Unfortunately you can't leave Cloud out of everything. Sometimes you get stuck with him, and that's alright. Him and Aerith are easily tradable. His magic isn't as high as Aerith's, but it's good enough for what you need to do. Throw on an accessory that boosts his magic a bit if you feel it's just not doing enough.

With this set up, I was able to take down Pinnacle without an MP Turbo'd KOTR + Great Gospel, and without switching party's. Tifa straight brute forced through the healing doing 9999 per 4x Cut hit while Cloud Quad Ultima'd the head down whenever it came up. I was about to start setting up to switch to another party when Pinnacle used Stigma hitting everyone. Next thing you know, Barret Countering 3 times doing about 3k each, Cloud countering with Ultima doing about the same, then Tifa Countering about 5 or 6 times doing 9999, then following it up with 4x Cut right to the jaw of Pinnacle knocking him right out! So good. 

I can't wait till 1.5 and to try out all the new stuff you've got planned. I'll be looking forward to it!

Congrats! Hopefully I can tempt you away to some of the other characters for the next run, I made some adjustments.

I kind of know what I want for 1.5.

First, for one of the magic materias, such as the Sleep/Silence materia, to be given the "Wind" element, so I'm not stuck using the summon materias for giving weapons/armor that element when and where needed.

Second, for Sega Chief to use some of the leftover 14 "DON'T USE" items (#10 through #23) that are currently un-used for Relics and Armor, along with maybe an item that 'causes' fights to happen when used. That sort of thing.

Third, for the guard you have to bribe to get into Junon to actually ask for a 'serious' bribe. A thousand Gil at the minimum, with the prices getting higher from there.

Asking for a higher elevator cost is probably the oddest request so far. I'll adjust the price.

I'm not sure if it's because Tifa's Premium Heart (or just Tifa) is so strong, or Barret's Missing Score is underpowered or I don't understand how it works, but His damage is nowhere near Tifas. She has 166 Strength and he has 160, but she is doing 5k per hit with 4x cut, and he's only doing over 1k. The only way I can get it to be useful is if I fill Barrets Slots with All Materia's. But for a tank that's not very useful at all. The only really useful build I can see him with is 2 covers, 4 Counters, Restore + All, Double Cut, and then either another Counter or an All for more damage. Honestly Masamune so far is a much better choice over Missing Score. He doesn't match up to Tifa in damage, but he's doing 3k on 4x cut instead of 1k.

There appears to be a bug in the Dark Cave where if you go in with Tifa as your leader, it won't let you take her out of your party once she's rejoined.

Also, is there not supposed to be a working save point in the entirety of Shinra Tower? It's just super irritating to go through 3 save points without any of them working properly, fighting and FINALLY beating Curator, and then go through the last boss fights in Shinra Tower, getting killed cause status affect overload, and now all that progress is gone. I'm just going to jot that down as Dark Cave being super buggy as I've heard that it is so.  Not fighting Curator again though, knowing that I beat him is good enough for me.

The boss after the last boss of Shinra Tower (the one near the end during the countdown) also soft locked after using Quadra Ultima on him. It went off 3 times before he stopped moving and the game soft locked.

Hmm, I've also found something interesting. Not sure if it's been a thing as I've never had to deal with Resist so much in any other version of this game, but you can get through Resist to put a buff on if you start the battle with Resist (like with the Goldberry fight.) The set up I had when I found this out, was Sneak Attack Restore then Sneak Attack Barrier. Regen gets blocked, but Wall goes through perfectly fine (pretty sure Wall normally gets blocked by Resist.) So it seems like Resist only blocks one buff per characters turn before blocking another one, or something to that effect.

Also Also, I have to report a huge bug that has been prevalent through the entire game, and even more so in the Dark Cave. I think there is some sort of memory leak, cause while I was playing it last night, I looked at my clock, and somehow it was 4 hours since I started. I don't feel as if I was playing through Dark Cave that long, but suddenly it's 4 hours later and I'm a bit worried. If you could patch that that would be great.

I'll review Missing Score and do some tests with it. The soft-lock you got is an engine problem with the game when using Ultima + Quadra & Ultima + MP/HP Absorb on anything with multiple parts:

I've went through Dark Cave and fixed the long-standing issues in there, including the save points and some other things.

The Resist thing sounds interesting, not heard of that one before.

It's intended for time to go by faster while playing NT; this is so Carmine Weapon's Kcatta Emit Storm will result in an instant wipe when you fight him :3

Thanks Sega, you are very responsive so please don't take my reports as being complaints, I am just trying to help you as much as possible because I think your project is awesome.

In the documentation it says that Jersey can be morphed into a turbo ether, but he only can be morphed into an ether so there is a bit of discrepancy there. Anyway I was able to get omnislash from the npc, I will just get the oversoul shard from battle square. Cheers

There's a spreadsheet I'm planning to fully update for the new release that'll list all the drops, etc. Same with the other document that lists where important stuff is.

How do you get your battles to full screen  than? Or you prefer to use the Command Boxes?( Menu Overhaul crashes when used with this mod and 7th heaven for me.)

I don't use the full screen mod, it throws me off a bit.
Oh, i appreciate that but i didn't quite mean an explanation of it in game, i meant more the coding side of it.
How it works behind the scenes and such.

There are some global vars that can be read/written within the battle module and then used by the field module (and vise-versa).

One var is used to store SP obtained in battle. When a Save Point is accessed, the value held in this is added onto 9 separate vars, one for each of the characters. The battle SP var is then reset to 0.

I have a bug to report. When doing Cait siths side quest and you talk to him infront of the bridge, if you select 'leave it for now' the game crashes and will not accept any input. Pretty minor but just so you know...

Thanks for letting me know, I'll check it.
hey sega chief, do you know how to make the battle scenes fill the entire screen , im not sure if its incompatibility with your mod.. but no matter what I do I cant seem to get it to happen..

It's an .exe edit (?) so it should work with NT; I've never used it though.

A suggestion for end of disc 1 to make the fight harder and more interesting, you should lock the party to have Cloud and Aeris and let the user to select the 3rd party member and start the battle with Aeris on 0 HP so it sort of forces you to use Life spell or a phoenix item to get all 3 characters and then start attacking.

This would make the boss harder since you get sent in to the boss fight with 2 characters that are alive and is slightly cooler for the story than using a phoenix item after...

I don't like that idea for several reasons:
1) It interrupts the scene for a menu to equip Aeris/chara select
2) Starting KO'd isn't really a mechanic, it's just something that slows you down at the start of the fight
3) The fight shouldn't be too hard, as there's a lengthy scene beforehand and I don't want to use a Retry script there.
4) The following scene then needs to be skipped which would make for an abrupt transition

I have another bug to report... I just beat Zack but I did not get the cutscene afterwards where he gives you the oversoul shard and omnislash D:

Is there a way I can just save edit those items into my inventory? Does black chocobo work with new threat?

There should be a Debug NPC on the Highwind outside the chocobo pen that can hand over Omnislash (he's the one moving around doing squats). If he doesn't give you it, or doesn't appear, then let me know. Black Chocobo does work with NT but take care not to adjust character Levels or Materia as the values used will be messed up.

Did you use the regular installer or is it the 7H IRO version? If it's the regular one, try applying the scene hotfix patch to the game (same install method).

You know Sega, I've seen a lot of things in this mod. The Cait Sith Tank, Fluffles MKII, Omega Weapon and Nemesis, however all of that pales in comparison to the New Threat Temple of the Ancient boss. I...I don't know what was going through your head when you made that, but you are a sick, twisted, beautiful man, and keep that up cause that was the best thing I've ever seen. It was just so good actually started laughing when I saw it. And the story before it just fit so well. Just beautiful.

I've a few new faces joining the roster for 1.5; hopefully they give the older ones a run for their money.

okay thats too bad, i really liked the Re-Translation.. but  new threat is basically a game overhaul . ive played using the retranslation before, i never had a chance to play new threat so ill have to go with that...  new threat  because of all the changes and new content to gameplay...  perhaps sega chief can find a way to incorporate the re-translation into his mod if its allowed in a  further update ... having both of these together would have been awesome! :P

thank you for clarification

I'll sort that out once 1.5 is out and Reunion is finished. We found recently that Touph Script works with NT after all, so it might be easier than originally thought.

It wasn't intended to keep Master Blending for the current build but it snuck in when I restored the field at some point. The plan for the new build is that you can blend for Master Magic without consuming your current Materia but that it can only be performed once.

Ok, so it has been a while since last I played. RL and all that. Anyways, I downloaded all the appropriate DL's, and installed them in the order of "NT 1.4 Build Download - 6th January 2017 (Mk.2)", "NT 1.4 HotFix Flevel - 25th March 2017", and "NT 1.4 Scene.bin HotFix - 18th January 2017".

Started a New Game to see if I could spot any issues. Found one pretty much right off the bat, though it was minor. The 'Guard Hound" enemy that appears alongside the MP's right after the train in the New Game? The model for that enemy is missing, and it moves the "Enemy Arrow" to Cloud (meaning attacking the hound will result in Cloud taking damage). Thankfully that does not last for long, especially after the MP is dead, but yeah, had to say something. Not sure if it was an issue due to installing the "HotFix Flevel" before the "Scene.bin HotFix", but yeah, that's a thing apparently.

Very bizarre, I fought the enemy and saw what you mean. It's like a teleporting shadow.

I finally did it!!! I'm so freaking happy. I beat Omega Weapon just barely. Once I got his pattern down it was just a matter of, "Defend until he uses Tera Break." I had to prepare a lot beforehand though.

Spoiler: show
I'll tell ya, having Tifa's and Barrets Ultimate Weapons helped a TON. Tifa's more so, cause once I maxed out her MP She did TONS of damage, and combined with 4x Cut she was doing over 5k a hit with Barret following up with a modest 1k+ per hit (all my maxed all's were being used for other things or else he'd have nothing but alls and counter attacks.) Then Aerith went from being my original damage dealer with Mp Turbo, Magic Counter, Quadra Magic Comet 2, and Quadra Magic Bahamut ZERO, to hey, just kinda chill while they kill Omega, and heal once your ult gives way, and try to keep everyone alive, and that worked fantastically. I just barely survived Tera Break thanks to Tifa, used Life 2. Omega then uses Ultimate which Aerith barely survives, and uses Life 2. He physically attacks which double Cover Barret takes to the face like a piece of paper gently caressing his nose, and then Megalixers. Tifa Walls, and then we continue. Tifa finished him off right after he used Meggido Flame the second time, and I was so dang happy!

Such a good fight, good job on that. Now I just have to deal with his big brother in Platinum Cup!

Congrats, Nemesis is similar in that he has a pattern. Checking the wiki for FFX Nemesis' AI, attacks, etc. should help.

No problem Zaruen, I like to help when I can.

Hey Sega, trying to figure out some strats for Omega Weapon (not asking for strats yet, I got some pretty good ideas.) Just want to check something, if I have a character with the max amount of Counter Attacks, and I start the fight defended, does he stay defended through Counter Attacks, or does countering negate the defense state?

They stay Defending; the same should be true of all counter types.

Maybe theres something else that needs changed. I'll look at it tomorrow.

The red sub scene tends to be off. As for the midgar skip, invisible cloud is normal; its an oversight in the original game script you're using remember.

I wasn't able to replicate the error, whatever it was.

-) Remember to avoid tabbing out of the FF7 window as this can cause crashes from time to time.

-) If any other mods have been applied then these may affect the game as well; is 7H or any other mods installed?

-) As far as save editors go, only trigger this scene when Cloud, Barret, Tifa, Aeris, Red XIII, or Yuffie are in the party; if any characters not normally available by this point are present then a crash will occur. Try changing your party as well, just in case.

That's an oversight with the save points; I copy-pasted the scripts for them across all of them which resulted in a few non-PHS points gaining PHS by accident. I'll sort that out, well-spotted.

Uh...ok interesting thing here. Not sure if it's New Threat related or not, but in this video if I stand in a specific position and hit OK Cait Sith kind of does...that. This is during the date section by the way.

lol, I bet that's because of something I did to the pipe scripts for party leader. I'll leave that in for a chuckle, I think.
hey sega chief

when i first started my playthrough on your mod today, i battled a invisable enemy today on my way to enter the starting reactor on your mod

Maybe it's a kernel synch issue. I'll re-do the scene patch just in case.

I upped it to 200 as random enemies now give varying amounts of SP; I don't think the documentation was updated to reflect that info though so sorry for that.

Winrar should be fine too; it's just that it bugs you whenever you use it about the free trial.

.zip is a way of compressing folders/files so that they're a bit easier to transfer. You'll need to extract the contents. 7z is a good tool for it; once you have 7z installed just right-click on the compressed .zip folder and choose 'Extract' that should get the contents out.

The FMVs are wrong because Dark Cave swaps the game back to Disc 1 for some FMVs, but doesn't correctly swap it back to Disc 3 when its done which causes the wrong FMVs to be played in the Crater. I'll check the save option down there.

Hi there, first time poster. Really enjoying your mod but I need to ask you something. I was in the forest of the Ancients looking for a Ho-Chu. I stepped into all the Venus fly traps thinking that might trigger the fight and the last one did but I found myself face to face with a giant ball/sphere thing named "Ozma" in what seemed to be Safer Sephiroth's battle arena. I was really confused about the whole affair but I was able to beat him. When he died he turned into Safer Sephiroth and did Safer Sephiroth's fading death animation.

He also gave me a blank item (literately blank, no text) with the the description of ????. I'm a bit puzzled by the whole encounter and I don't see any threads on it so I was hoping you could tell me if that whole thing was intentional... oh and I never did find a Ho-Chu.

Edit: Lol, the text description is ?? ?? but yeah that was my face the whole time. ;)

In the scene.bin, enemy formations can appear next to each other and in this case Ozma was added to the slot next to Ho-Chu. I got the fight number wrong by 1 when adding the Ho-Chu encounter to fly-traps (this has been dropped for 1.5, should have been removed in one of the 1.4 hotfixes), so it loaded that fight instead of the other one. I think the one you got was the prototype of the fight if it used the safer death animation; it'll being using the same AI. The blank item is a placeholder.

Edit 2: WOAH WHAT. Mindblow does status effects too? Wow it's actually useful now!?!? Also am I missing something with Sled Fang? His physical attack does more than Sled Fang, so it's pretty worthless.

Sounds like you've got the .exe edits active; they aren't intended to be part of NT anymore because of balancing problems. I think they get activated when NT and something like Menu Overhaul are used together in the catalog.

That's going to be tough to test; the 1998 game barely works without that driver.

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