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Messages - Sega Chief

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2301
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-25 19:31:28 »
If I had to guess, it's maybe the char.lgp files? Let me check my IRO files.

Edit: ZZZW.hrc is in the IRO I put together, so not sure. I'll play the IRO itself to that point and see what happens.

Edit2: 7H has died for me again; can't even get it to boot up for whatever reason it's broken this time.

I'm suspecting it's not finding that new field model when it loads the entire field (the model itself is supposed to be invisible and isn't used until later, but the game still looks for it when loading the field). It's in the IRO files I put together though, so I would have said it had something to do with conflicting cosmetic mods; except they use unique designations so a) there wouldn't have been a clash, and b) you've tried it without other mods installed so I don't know why it's having the problem.

Other possibility is a corrupted field. I'm going to need to fix my copy of 7H again to find out.

Edit3: I'd appreciate it if anyone with the current 7H version could load up a save before air buster and see if that church field loads up for them after. Might take me a few hours to get this install of mine sorted out.

Edit 4: Forgot to mention; I've fixed the issues reported thus far (scripting, typos, etc). The biggest change was that I ditched L3 Def-Less and replaced it with an attack called Mustard Bomb instead; this is a strong non-elemental spell that affects a single target and inflicts Haste + Dual-Drain (100% chance). Figured it'd be a handy end-game spell for quickly killing standard mobs (but the MP cost is high at 188). That particular spell slot, to replace Angel Whisper, has always been a bit problematic but I'm thinking this'll settle it.

I also repaired that scene at the start of Mt. Corel; there weren't enough handlers for different party compositions (I didn't account for Red XIII), but I've added all the possible party combinations in now.

2302
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-23 18:32:07 »
It seems L3 Def-Loss only triggers when you use a Limit technique against her, and it always locks the game when that happens on my end. Guess not using any offensive Limit is some way to avoid this.

Besides, I've looked up in Proud Clod, L3 Def-Loss isn't even present in Salta's skill pool.
And I can't drive her to use Stasis Lock. Could it be that Salta was meant to use Stasis Lock instead of L3 Def-Loss as a counter to Limit Techniques ?

Edit : Indeed when I used Manip. on her Stasis Lock appears in the window, but once I select it, it's L3 Def-loss that's performed.

That's interesting it appears as Stasis Lock in the manip. window. What happened was, I changed the kernel spell entry for Stasis lock into L3 Def-Loss and because the attack is looked up in the kernel, I didn't see a reason to change the scene entry for the attack. I guess it checks the scene for the manip. box name. Def-Loss is the intended counter though; it replaced Stasis Lock.

Ah, good to know. I don't think the explanation stated anything about getting sources for every stat as well as the ones you choose, so I assumed it was a bug.

I figured it'd be a good way to stop some stats being left rock-bottom if they all got a base-line boost. I'll try and update the info in-game.

2303
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-23 09:25:35 »
Couldn't you use Solder 2nds? I recall those being made weak to Holy. Bit of a hack, but pretty much everything in FF7 is a hack of some sort. Since you can get X-potions from Gold Saucer for 80GP and Cait gives you 100, and you'll likely have some elixirs or x-potions at this point...

There are scenes within the scene.bin that hold info for three enemies; I inserted Lich GT into the one containing Attack Squad so I'd need to move it + all the attacks elsewhere then re-do the flevel for a different encounter number. That being said, it's not impossible so next time I'm in there I'll check to see if there are any spaces kicking about with the SOLDIER enemies.

When fighting the enemy Pollensalta in Northern Crater, the game soft-locked after she used the skill L3 Def-loss. I got a continuous red-flashing screen and no more inputs could be made.

Got this 3 times total in one hour of gameplay. Is it something due to the PC version like with Beta and Hyper Jump, or anything else ?

Might be; some animations don't like being used with certain target criteria (Drain/Aspil won't work properly with multi-target for example). I'll get this sorted.

2304
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-22 09:05:34 »
Yeah an NPC saying that element+restore > Jenova's monsters would be a lot simpler. Now for some bug reports.

AI bug: If you poison a land worm in the corel desert, it repeatedly tries to counter with Psyche Up, but as it doesn't seem to work (works as intended on Dyne) it traps it in an AI loop, making it an easy kill.

Typo: When Aerith calls you after the Chocobo race, she says "We'll be waiting outsider, Cloud."

Also, in the southernmost area of the Train Graveyard, a barrel in the top left contains an "Echo Screen" instead of an "Echo Drop".

Another bug: When heading to the rail tracks, a PHS call doesn't seem to function properly, Cloud just answers the phone and nothing happens, and the game progresses normally. My party was Yuffie and Red XIII.

Minor inconsistency: The zombie powder spell of Lich GT doesn't impose a weakness to Holy despite it turning the enemies "undead".

I'll sort those out, the Holy weakness on Attack Squad might be trickier though as I'm using the Wutai ones and I can't set weaknesses through AI (only absorb or null, the former of which is what's needed for taking damage from restorative).

2305
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-21 12:14:14 »
Downside to the first is that people who don't freaking read will think "This boss is bugged nothing hurts it". Downside to the second is that people will come to the conclusion of "Restore = Element only hurts undead".

I can guarantee this will come to pass.

I'll add a couple of freaked out soldiers during the monster break-out in Shinra HQ and have them mention it; new NPCs tend to stick out to most players, and there aren't really any during that particular segment so they'll be hard to miss.

2306
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-21 07:30:27 »
Makes sense. You definitely know what you're doing with the design choices in this, especially the idea of consistent and uniform elemental affinities. I just beat Jenova Vector and it took me a good while to bring her down because of her massive HP and my pitiful damage. I'm certain that two Elementa=Earths would've made short work of her, but I have a bad habit of ignoring my options unless something completely pastes me, which I predict within the next few hours of play.

One thing about all Jenova-type enemies (SOLDIER, Jenova bosses, anything demonoid, etc.) is that they're all weak to the Holy element. Normally this isn't available until much later in the game from Alexander, but I added the element onto Restore/Revive Materia and some others so that it can be used with physical attacks at least. If you're short an Earth, then you can use Restore + Elemental instead to get that 2x physical damage going. The problem is that this isn't well advertised; I might need to try and add something in-game to call attention to the element being assigned to Restore Materia at least so that players know it's there.

2307
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-20 20:00:05 »
Pretty much; the idea is that enemies in an area won't be able to easily push you past those caps but enemies/bosses in a later area will. You can still get through it, but it makes more sense time-wise to keep going than to stop and grind.

2308
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-20 09:05:04 »
It would probably be easier to just make them suceptible to instant death.

Also, the installer and the OP are contradictory. The OP says you require the hotfixes yet the hotfixes say that certain patches have already been put into the main installer. When I reinstalled this morning and checked Elena's HP each step I noticed it said that on the installer itself. Might want to clarify which takes priority.

Another issue I noticed. When I killed the Midgardsormer for the fun of it (Yes Mrs. Puff, I cheated by having Peerless, I just wanted to see it in action), the XP TNL started acting oddly. As I'm aware, it jumps up very sharply at around Lv20 to requiring around 14k. When I killed him and gained the XP, the TNL dropped down to a few thousand allowing me to gain 2-3 levels across the party per kill. I was fairly close to leveling at the time. Is this caused by a second XP lookup table only invoked when large amounts of XP are gained?

I'll check the text. The main installer is currently quite old so the patches are needed to get it completely up-to-date.

There are spikes in the exp curves every ten levels or so (11, 21, 31, and so on); they're combined with increasing exp from enemies area to area with a big increase starting up from Temple of the Ancients onwards to act as a safeguard against grinding that can occur when exploring, etc. They also let me judge where a party's level will roughly be for balancing purposes.

2309
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-20 06:14:23 »
For some reason, Elena appears to have an unusually low amount of HP in her first battle, 41 instead of what I assume is meant to be 4100. Is this on my end? Only other mod I have installed is the 60fps battles mod which only edits battle animations and never touches the scene.bin.

I reinstalled FF7 to double-check and it remains the same. To go step-by step of what I did...

- Installed the PC version, then the 1.2 patch
- Set up Aali's Open GL plugin
- Backed up the Data folder
- Ran the new threat installer and both hotfixes, pointing at C:\PROGRAM FILES (X86)\SQUARE SOFT, INC\FINAL FANTASY VII\DATA
-- Installer was taken from the original post in this thread
- No warnings over write-protected files
- Open up Proud Clod to check, Elena still has 41HP
- Everything had admin permissions as far as I'm aware, and this instance didn't have the 60FPS mod data.

So I'm sure that something is going wrong somewhere along the line.

No, no; I've done something silly again. If I'm testing an AI or a post-battle scene then I'll sometimes set HP to a lower value (so 41 instead of 4100) and then forget to set it back again. I'll sort it out.

2310
Releases / Re: [FF7PC-98/Steam] - True Necrosis Mod
« on: 2016-07-19 19:38:43 »
I read in a FAQ a long time ago that if a dead person takes damage from the spike traps in Cosmo Canyon and/or the damaging traps in the Ancient Forest, the game brings them back to life. Possibly a side-effect of mechanics meant to prevent killing the person.

Not verified it myself (You'd have to "die" to those on purpose honestly) but I could see someone using it to get extra uses out of dead party members.

I sorted that out; same with the plants in Ancient Forest and a few other places. This reminds me though, I was supposed to update this mod to fix the kinks in it that Kynos found ^^'

2311
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-19 06:35:30 »
I already decided to do a full reinstall since Reunion's absolute minimum install was likely causing some other problems and to just live with the menu issues (I don't think that it was right to be Lv22 at Rufus considering I didn't grind and a showcase vid stated that you were expected to be around 20 at Jenova, and some battles felt far too easy), but I'll keep that in mind for next time. Reason I was thinking "intentional" was because of Scorp's refusal to leave the Church and that you turned it into a more extreme running gag but you picked the wrong scorpion.

To make you feel better, when I reflected a cure/all onto the guys at the reactor, I didn't think "bug", I thought "That's genius". Then I realized that the triple reflect trick was nerfed when I interpreted that as being the proper tactic. The amount of thought you put into this mod is quite exceptional. Especially Cloud's level in Nibelheim. If he had those stats in the original game, it would've been one of the best foreshadowings of the generation.

Triple Reflect shouldn't be nerfed in any way, I think it's just that some spells work better than others (and Air Buster traditionally has high magic defence from the original game, the highest of any enemy in fact; but maybe I could remove that and give him normal magic defence so double reflect can be used there?)

Cheers, bud. I was thinking to myself that it'd make more sense if Cloud was a lot stronger during his initial re-telling of what happened. A little easter-egg for people playing through the flashback instead of skipping it.

The hard way seems to have solved the issue. I'm now able to see the Lost & Found guy.

Thank you again Sega Chief for your help !

Let me know if there are any other problems. I'll need to find a new patching method or something, the current one just seems to be failing more and more recently.

Hello, can i find somewhere a full guide, or a list of all things that changed from the original game?

Really good work Sega Chief!

In the Main Installer folder there should be a document called Changelog; that's an (incomplete) list of as much as I could remember changing. Some will be a nice and hopefully welcome surprise, others might not be; let me know if anything catches your eye that you don't like.

2312
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-18 17:53:07 »
On the subject of Guard Scorp, when I was protecting Aeris in the church, a much more powerful version (As in 2k damage) of Guard Scorpion attacked me during one of the random battles in the attic. I had to go through this part (and the boss prior to it) three times before I could get it.

Is this a bug, intentional, or do I have a conflict from when I installed Reunion for faster enemy death animations and menu cleanup (and only these, nothing else)? I understand it changes a few things and it might've affected random battles, but this is the only conflict I've seen so far, so I'm blaming that but also double-checking.

To be exact, it's one where Cloud says "Yeesh!" when the fight starts. I don't know how to check the individual instances of formations so I can't give more info just now (that and I'm running out the door to go to work but I can use the internet at work).

It's a bug, he's not supposed to appear there. If the kernel has been changed in some way, then the wrong encounters will start loading as the look-up tables are out of synch. Might be interference from Reunion but I've no idea if what you've installed from it alters the kernel (or scene.bin). Something you can do though is download the PrC tool (proud clod) and open the game's scene.bin in the lang-en folder (or battle if it's a 7H/1998 version) and then clicking file/save (or 'create' if it's an older version); it'll give you a prompt to check the kernel (direct it to the one in the lang-en folder if needed) and will offer to resynch them if they're incorrect. Make sure to run as admin:

http://forums.qhimm.com/index.php?topic=8481.0

This is what I did :

- Moved the FFVII folder to a different location (as Program Files is quite security-heavy) and unchecked the Read-only box for everything
 - Temporary deactivated all agents of my anti-virus program
- Swapped both files with their backups
- Ran both patchers as admin.

I still got the same message


So it's not security and the paths are probably fine too if it's the English version. I've no idea; I'll send you a PM.

Sorry to bother with this again. I've been to the bottom of the crater, I went to the altar in the Forgotten city and beat the new boss down there. I didn't get Planet materia afterwards and I clicked around to see if it was on the ground but still found nothing. :(

Edit: noticed the new patch on the front page. Will I have to re-load and beat the boss again for it to drop?

Double edit: ughhh. I done goofed and saved over the wrong file, my next closest save is 4 hours away. I don't think I can get it now.

I made a mistake, it seems to have been moved to the Gold Match in Extra Battle (I just checked the files).

2313
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-18 06:14:31 »
Maybe a security thing? The patches tend to fall afoul of security more often because they're newer than the main installer one and won't be as trusted by anti-virus software. If you kept back-ups of the default flevel + lang-en folders then you could try swapping those in and then trying to run the patchers again (mind to unblock + run as admin in Properties for both of them). If that doesn't work, let me know.

2314
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-17 18:56:08 »
Could you maybe PM me with what exactly all of this means and how to do this? I'm still very much a noob at FF7 modding and doing stuff of this level.


Also another noob question: When am I able to start being able rank up my characters?

I sent a PM; as for rank-up, that becomes available once you finish the Mythril Mines.

2315
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-17 11:48:35 »
You can rest easy SC, I went back to that area again using the lastest IRO file, and sure enough, Guard Scorp is nowhere to be found!  8-)

Thank God.

I assume this isn't supposed to happen? Lol


If you haven't, use the latest flevel hotfix patch available from the front page (it's installed in the same way as the main installer). But let me know if this is installed and the scorp showed up ._.'

2316
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-17 06:34:18 »
I'm not able to send you a PM, but I've got it fully working. I didn't update both kernels at first, so i got another fight, but now it fully works, and I can now fully enjoy this awesome mod.

So, changing the kernel now with Wallmarket should be okay now and shouldn't mess up the game?


Also, if I change the sword models to all be the Buster Sword, will this battle (not going to say it just in case it may be a spoiler) https://i.ytimg.com/vi/0HQZQmNqj5E/maxresdefault.jpg , will both swords end up being the Buster Sword, because although it doesn't make sense in canon, it'd be kinda cool.

That battle model is separate from Cloud's files, so no worries; it'll still appear like that even if you change all of Cloud's weapons into buster swords. However, you can change that one into a Buster Sword as well if you replace the model part NXBA with a Buster Sword (just delete NXBA, then copy-paste RTCK and rename the copied file to NXBA).

I assume this isn't supposed to happen? Lol


That better not be with the latest flevel patch applied ._.

2317
The Wall Market tool can edit kills/uses to learn limit breaks; it's under the Initial Data/Character Growth tab. You might need to install some dependency files/visual basic powerpacks to get the tool working if it fails to launch.

2318
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-16 18:28:00 »
This happened before recently for another user; for whatever reason, certain files wouldn't patch correctly (usually the kernel). I'll send a PM.

2319
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-16 05:08:16 »
Any changes you make to the kernel need to be checked against the scene.bin. To do this, you need to run the PrC tool (proud clod) and open the game's scene.bin in the lang-en/battle folder. Without making changes, click File then Create/Save and it'll prompt a check of the game's kernel. Confirm and direct the tool to the kernel (I think the default is for the 1998 FF7 PC kernel location but it should let you direct it to the Steam version's kernel if it can't find this). If it finds that they're unsynched, then select yes and it'll adjust them.

2320
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-16 02:22:14 »
I have the Square Enix version of the game, the remaster released, bought directly from Square's website. I downloaded NT just a few moments ago, had no issues with the install. However, as i was encountered by the first two enemies, it sent Cloud to a battle field that was outside, on a grassy plains, with three very powerful enemies (that are not the MP) that kill me in one attack. I don't understand why it's doing this, and I'd like some help so I can enjoy this mod.

That's a kernel - scene.bin synching problem. Most likely cause is that one or the other hasn't been patched (probably the kernel) due to either some kind of security issue or maybe a different language installation (an extra step is needed to make it work with French, German, or Spanish versions). Are you running the main installer unblocked + as admin, and is it the english version of FF7 you have?

Edit: New IRO is up.

2321
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-15 17:38:09 »
Returned to Corneo's Mansion with Cid as party leader and I saw Cloud standing in Corneo's desk.

http://i.imgur.com/rWZ6Eq8.jpg

Heh, forgot about that one.

Is there a new NT IRO? im only seein the one from May

Not yet, been having trouble with 7H.

2322
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-15 10:06:43 »
I'm not sure if this has already been discussed, so be safe I'll bring it up now. When trying to fight Lucrecia behind the waterfall in Disc 3, the game would softlock when approaching Lucrecia with Tifa as party leader. Tifa will walk up to her but nothing else will happen. I did this twice and both times it softlocked. When I switched my party leader back to Cloud, the scene progressed as it should, and the battle began. I'm not sure if this happens with Cid as the leader (as I didn't test it), but I'm assuming so.

I think it was mentioned, but I didn't get around to it. Must be similar to the Priscilla thing; I should be able to fix it.

2323
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-13 08:27:31 »
Yeah i think the manipulate is what caused the lack of turns, though it lasted much longer than i expected. Once i hit 0 hp i never healed, just let it ride and death never happened.
About chocobo racing, sometimes, maybe 50% of the time the races move at super speed. Is there any way to enable that so it always happens?

Not that I know of, but people were trying to fix this bug so maybe they'll be able to make it always happen as well.

2324
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-12 21:09:52 »
Where could I find Iron Men? I'm trying to gather things for ultimate weapons and can't find him. In the vanilla game he was only past the point of no return according to the wiki.

Also where could I find the Planet materia? IIRC the where is the thing doc said it was won from the silver match at gold saucer but I got final attack instead.

Iron Giants were added to the encounter list of the Left-Down path in the Crater (the screen where you used to have to jump/grab Mega-All).

Planet Materia's location was moved; it's obtained from the Forgotten City altar in Disc 3 (need to visit the bottom of North Cave beforehand though, to set the Game Moment to 1998). I don't think I intended to put Final Attack in for the Silver Match though, that should be for the Special Battle. I'll have a look.

2325
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-11 06:10:59 »
I'm assuming what I just encountered was a bug but I'm not certain. I was doing Junon League Brawler Cup and the first enemy uses Obsession first turn. I was using Tifa and her health dropped from dual insanely fast, but when she hit 0, it said grit was triggered though she remained at 0 hp and now the battle appears to have soft locked. for several minutes, I have been at 0 hp, getting no turns, but still alive.The enemy keeps acting, but nothing kills me.

Edit: The dual effect finally ended after an extended period of time and now I'm at 0 hp but am not dying, and still getting turns, so it seems I'm unkillable in this scenario.

Interesting, I've experimented with 0HP characters in the past and they tend to be invincible until their HP is raised past 0 again. Were you getting no turns due to the Manipulate status? That attack also inflicts this status which might account for the no turns. As for the invulnerability, I'll test if this is always the case due to Dual-Drain and add a line to remove this status if Tifa gets KO'd.

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