Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4838334 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #800 on: 2015-02-27 21:51:00 »
Last post for me today, seems like lucky pill doesn't work unless it doedn't work against the last extra battle. Sorry for giving you more work :'(.

Lucky Pill isn't working? Bit mysterious, it's been working since 1.2 and wasn't changed for 1.3 (also seems normal in the kernel). Did your characters get hit with the Resist status or have Ribbons equipped by any chance? Those would block the status from being applied by the item.

hey sega chief

is there anyway you could enable the save anywhere feature on your mod please

thanks

I think so, would need a bit of testing so I know which screens are safe to have always-save on and which aren't. One problem might be Tents, as they'd become an inexpensive source of full party healing so I'd need to look into that and see what can be done.

Edit: Update just went up with the latest version of the files.
« Last Edit: 2015-02-28 03:28:08 by Sega Chief »

Sayuri

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #801 on: 2015-02-28 08:11:50 »
Ok, my bad, must be that Auto-crit isn't compatible with some other buff, when it "didn't work" agaisnt last extra battle I used Cloud with Force Stealer with Haste + berserk followed by lucky pill in between those two then resist/vaccine (with remedy/esuna when Cloud had been hit by all those negative status).

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #802 on: 2015-03-02 14:43:50 »
hey sega chief

will your NT Mod work with the Reunion mod

thanks

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #803 on: 2015-03-02 14:58:46 »
It most likely won't from what I've seen. I've been cleaning up the NT's flevel though so at some point in the future I might put out a special version of NT that uses the retranslated dialogue from Reunion. I ran it by DLPB and he seemed cool with it. But for now I'm working on the Arrange version of the NT mod which uses an .exe patch.

levantine

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #804 on: 2015-03-02 15:19:36 »
You could work nt mod with reunion thanks to 7th heaven, just need to wait the updating of the 7th heaven's catalog and nomaly the two mods should run perfectly; whereas without 7th heaven, i don't know if it's possible.

ManuBBXX

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #805 on: 2015-03-02 18:46:30 »
7H is so coooool  ;) 8)

indrema

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #806 on: 2015-03-02 19:59:41 »
I have installed Reunion over NT and ATM is work well  :-D.
But Ive some problem to defeat the first Jenova, Ive a lv21 party and I make less damage than energy her can drain.How I can do?

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #807 on: 2015-03-02 21:02:37 »
It most likely won't from what I've seen. I've been cleaning up the NT's flevel though so at some point in the future I might put out a special version of NT that uses the retranslated dialogue from Reunion. I ran it by DLPB and he seemed cool with it. But for now I'm working on the Arrange version of the NT mod which uses an .exe patch.

I'm creating patches for it right now (Wall Market + Proud Clod features). So far I've run into snags, but I think it's because I'm doing it late at night after working all day and doing family stuff afterwards. By that time, I'm pretty tired and lose my focus quick. I'll let you know how things come soon enough :)

Are there any dialogue changes/additions in NT?
« Last Edit: 2015-03-02 21:06:16 by EQ2Alyza »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #808 on: 2015-03-02 21:19:07 »
There's quite a lot of new text, and some changes were made here and there to existing dialogue (most of the story text is intact though). Are you needing a list of which fields have alterations?

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #809 on: 2015-03-02 21:56:21 »
That list would be great, yes.

Have you seen these script fixes from the Reunion mod? Have you done anything with them in NT?

Code: [Select]
                ancnt1 / ancnt4: Corrects Vincent's animation

blin67_2:  Fixes Tifa infinite Love Points bug

canon_2: Fixes story skipping glitch

chrin_1b: Aerith missing dialogue in dream sequence
reinstated Cloud/Aerith no longer turn to face
Reno by accident. Other changes to fix Cloud/
Aerith interaction with Reno

chrin_2: Fixes issue that led to removal of Gongaga cut-scene

condor2: Losing cut-scene properly scripted and localized

cosin1_1: Fixes Barret infinite Love Points bug

del1: Allows player to talk to NPC on boat

delinn: Fixes incorrect behaviour with Barrett cutscene

elminn_1: Inserts missing Barret dialogue
if not in party when receiving PHS

elmin4_2: Fixes old man's dialogue so that all three are shown

fr_e: Possibly to correct animation speed during FMV

fship_4: Fixes menu access bug after talking with Yuffie

gongaga: Tifa/Aerith Love Points
check is now >40 and not >120

goson: Fixes the mayor's dialogue to show up correctly

hyou8_2: Fixes infinite Elixir issue

jtemplb: Aerith/Cloud now correctly exclaim at the same time

las2_1: Removes stupid "secret cow"
             added with 2012 version

lastmap: FMV is now full length and not chopped

min51_1: Some TV dialogues originally
had little chance of being seen

mrkt2: Fixes jittery scrolling on first entry to Wallmarket

mtnvl3: Second soldier's dialogue is now accessible

nmkin_2: Door will now open and shut for Jessie

ncorel: Allows player to talk to NPC at shop

psdun_2: Enables Aerith's dialogue when skipping Kalm

sichi: When proceeding north,
         you are not returned to world map

sky: Scene can no longer hang due to bad async

trnad_2: Missing Cloud scene reinstated

trnad_4: MP Turbo materia is now blue instead of yellow

EDIT 2: I spoke to DLPB about the Beacause portion of his Reunion mod. Toughscript is stopping its field map patching at around 195/729 or 196/729. It's tough to say for sure because it closes too quickly to see the exact number and there is not form of logging. DLPB says that Toughscript will do this when there is an error in the field script. I would like to work with you on getting Reunion Beacause to install over top of it and get it working together with New Threat. If we can get that flevel to be patched correctly, then using WallMarket and Proud Clod to patch the kernels and scene bin files is easy enough to teach you.

Is that asking too much?
« Last Edit: 2015-03-02 23:00:57 by EQ2Alyza »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #810 on: 2015-03-02 23:03:50 »
Let's see:

Code: [Select]
ancnt1 / ancnt4: Corrects Vincent's animation
-) Also fixed

blin67_2:  Fixes Tifa infinite Love Points bug
-) Was aware of it but never got round to it.

canon_2: Fixes story skipping glitch
-) Also fixed

chrin_1b: Aerith missing dialogue in dream sequence
reinstated Cloud/Aerith no longer turn to face
Reno by accident. Other changes to fix Cloud/
Aerith interaction with Reno
-) Wasn't aware these were errors. I've got a big change on this screen as it's used for an alternate ending screen.

chrin_2: Fixes issue that led to removal of Gongaga cut-scene
-) If this is the scene/convo with Barret in Gongaga, then also fixed.

condor2: Losing cut-scene properly scripted and localized
-) I think I reformatted the dialogue here because it didn't fit the windows properly.

cosin1_1: Fixes Barret infinite Love Points bug
-) Didn't know there was one.

del1: Allows player to talk to NPC on boat
-) Nope.

delinn: Fixes incorrect behaviour with Barrett cutscene
-) Wasn't aware there was an error here.

elminn_1: Inserts missing Barret dialogue
if not in party when receiving PHS
-) This was missing? I remember seeing this dialogue naturally. Maybe PS1?

elmin4_2: Fixes old man's dialogue so that all three are shown
-) No, but I've revised the script/text to handle three new battles here.

fr_e: Possibly to correct animation speed during FMV
-) Not done anything here but add Aeris.

fship_4: Fixes menu access bug after talking with Yuffie
-) Never knew that was a thing. Just added the command to fix it now.

gongaga: Tifa/Aerith Love Points
check is now >40 and not >120
-) I think I adjusted that check as well.

goson: Fixes the mayor's dialogue to show up correctly
-) Also fixed.

hyou8_2: Fixes infinite Elixir issue
-) Definitely fixed

jtemplb: Aerith/Cloud now correctly exclaim at the same time
-) Oh! Didn't know they were supposed to :O

las2_1: Removes stupid "secret cow"
             added with 2012 version
-) 1998 flevel so that's 'fixed' by default. Maybe I'll add an actual secret cow level...?

lastmap: FMV is now full length and not chopped
-) Didn't notice it was chopped. Script was adjusted here to handle Aeris.

min51_1: Some TV dialogues originally
had little chance of being seen
-) I'll check those out some time.

mrkt2: Fixes jittery scrolling on first entry to Wallmarket
-) Nothing I noticed.

mtnvl3: Second soldier's dialogue is now accessible
-) Nope.

nmkin_2: Door will now open and shut for Jessie
-) Have not fixed ghost Jessie's ability to phase through doors.

ncorel: Allows player to talk to NPC at shop
-) Not sure what this means; was a talk script busted?

psdun_2: Enables Aerith's dialogue when skipping Kalm
-) Oh yeah, this one. Don't think I fixed that one.

sichi: When proceeding north,
         you are not returned to world map
-) Wasn't aware that you could exit by the north, I always exited via the south.

sky: Scene can no longer hang due to bad async
-) Didn't know it could hang.

trnad_2: Missing Cloud scene reinstated
-) That when he says the line that Rufus and co. are here? Nah.

trnad_4: MP Turbo materia is now blue instead of yellow
-) Yeah, that always annoyed me too so I changed it to blue.

Edit 2: I read the post on the Reunion thread. If it's because of a script change (the scrolling thing) then how would I go about fixing that? That field (195) has some changes on it that are needed for some things to work like party leader swap + a countdown associated with the dark cave sidequest. I could apply the scrolling fix to that field manually, but wouldn't TS just crash there again anyway?
« Last Edit: 2015-03-02 23:26:41 by Sega Chief »

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #811 on: 2015-03-03 00:03:11 »
That's what I'm not sure about. Toughscript doesn't have any kind of error logging, so you'll need to edit it and send that field map to me. I can put it into the flevel and test the Reunion install again.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #812 on: 2015-03-03 00:13:41 »
Ok, I'll compare it to a default field and then prepare a fresh one using the latest Makou tool.

Edit: I just tried running Reunion (the text + script fixes) over an NT data folder and it seems to have patched correctly. Thing is, it overwrites all the NT stuff.

What I don't understand is, how is this installer that was designed for the default flevel going to patch over a mod that has different script and different text without messing things up? One thing for example is how Reunion deletes all the blank/unused entries for text so those are all different, which I've got to assume means that anything added by NT for text is just going to be deleted or at least misplaced too?
« Last Edit: 2015-03-03 16:35:26 by Sega Chief »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #813 on: 2015-03-03 17:32:21 »
I have installed Reunion over NT and ATM is work well  :-D.
But Ive some problem to defeat the first Jenova, Ive a lv21 party and I make less damage than energy her can drain.How I can do?

Sorry bud, missed this post originally. Try using the Earth spell for 2x damage, or combine it into someone's weapon with Elemental for 2x physical attacks.

So NT + Reunion does work? I'm a little curious (and concerned) now; when I patched Reunion over NT, it overwrote all of the NT field code.

Gatchaman

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #814 on: 2015-03-04 10:04:08 »
Hey Chief! I'm as far as Rocket Town now, and on the way past Nibel I noticed that the Nibel wolves' "howling ability" is a lot of fun. Status effects like 'toad' still affect them when they revive, they are still "sense"d and (sadly) cannot be morphed for more tents. They do, however, give more EXP/AP for each KO, and so can be a nice way to grind a few levels if you are so cheesily inclined. With "haste" on the reviving buddy, the process approaches sonic speeds! Now I'm not sure how much of this was intentional, as monster-summoning battles are a staple of the series (for grinding), but I thought I'd share!
Really enjoying the changes, and I've been pleased with the number of battles that have caught me out a bit, but not actually killed me before I could adapt (like Powersoul Keeper), and I LOVE the Force Stealer! (Life steal is one of my most favourite effects ever- I love the Blood Sword)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #815 on: 2015-03-04 13:59:53 »
Yeah, Nibel Wolves (and Bandersnatches AKA Icicle Wolves) have AI that add their EXP onto a value whenever they're killed again. If they're proving handy for farming EXP I could add a new type for the Crater or something.

indrema

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #816 on: 2015-03-04 19:01:16 »
Sorry bud, missed this post originally. Try using the Earth spell for 2x damage, or combine it into someone's weapon with Elemental for 2x physical attacks.

So NT + Reunion does work? I'm a little curious (and concerned) now; when I patched Reunion over NT, it overwrote all of the NT field code.
I'm alteady use Earth but do not remove more than 350hp, I will try it again.
I have apply NT on vanilla installation and reunion on NT, I've assumed it work cause do not crash.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #817 on: 2015-03-04 22:14:16 »
It's not really so much about crashes, but about missing content new to NT. For instance, did you fight the Turks in the Mythril Mines? There should have been a new mini-boss fight with Rude and Elena in there. But if that fight was missing, then there's a good chance that at some point you might encounter either a crash or the wrong boss (Jenova Death for instance).

indrema

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #818 on: 2015-03-05 17:30:15 »
It's not really so much about crashes, but about missing content new to NT. For instance, did you fight the Turks in the Mythril Mines? There should have been a new mini-boss fight with Rude and Elena in there. But if that fight was missing, then there's a good chance that at some point you might encounter either a crash or the wrong boss (Jenova Death for instance).
Yes I've fight with Rude and Elena in Mythril Mines, but fom Reunion I install only some contents (in this case v. 03b):
      Options
         Version
            Old PC (1998)
      MENU OVERHAUL
         Without Break-9999HP patch
         Graphics
            World Map
               Based on original graphic
            Controller icons
               Playstation
            FeliX's credits background
      PATCHES
         Tweaks
            Battle
               Faster animation
               Faster enemy death
               Faster battle numbers
               Increase Sense limit
               No battle boxes
               No command box
            Field
               Default run
               Disable mouse support
               Gypt
         Cheats
            Invincible
            Lucky Cait
            Lucky Tifa
            No random battles
            Save/PHS anywhere
      OTHER
         Script fixes for flevel.lgp
         Fixes field fps to 30, instead of 32
         Change straight apostrophes in text to curly

Anyway for me the first Jenova boss remain too strong...

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #819 on: 2015-03-05 23:25:42 »
I put together a vid guide to give you a hand with Jenova Vector: http://youtu.be/vyK1MT5-42o

The video description runs through her attacks, weaknesses, and methods for dealing with each phase. One key thing to make use of is Barrier, your party's Row (casters should be in the back; only physical hitters with no long range weapon should ever be in the front row), and some of your new(ish) Materia like Gravity and Choco/Mog.

indrema

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #820 on: 2015-03-06 10:05:43 »
I put together a vid guide to give you a hand with Jenova Vector: http://youtu.be/vyK1MT5-42o

The video description runs through her attacks, weaknesses, and methods for dealing with each phase. One key thing to make use of is Barrier, your party's Row (casters should be in the back; only physical hitters with no long range weapon should ever be in the front row), and some of your new(ish) Materia like Gravity and Choco/Mog.
WOW, I do it ;). TNX.

cicadian

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #821 on: 2015-03-08 00:49:06 »
Hey whats the current location of Stilva/Magic Breath? Did a lot of needless wandering in Gaea's Cliff tonight expecting I'd miss it if I pressed on too soon.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #822 on: 2015-03-08 03:04:02 »
Stilva is in the blue interior areas of Gaea's Cliff, specifically he should appear in the room where the Icicles land to form platforms. He might appear on other Gaea screens but that's the screen where he should appear for sure; however, he doesn't have Magic Breath anymore, just Beta. Magic Breath can be gotten from Malboros in the Crater.

varzael

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #823 on: 2015-03-08 19:24:53 »
Hello Sefa Chief! I've run into a crash after installing the new patch and starting a new game. It occurs at the first scene: it crashes right when exit the first area (train station) to go to the next. A message came up saying something about 2 files so I upload them in case it helps (crash.dmp file). Btw, the game is of the classic version (4CD) and no other mod is installed.

PS: Before starting anew I had reached Wall Market. I can't say enough,your modification is blowing my mind away, thank you very much for the work you've put through :D

PS2: what the? Seems I can't find the button to upload stuff here. Once I get through this I'll post the crash.dmp file.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #824 on: 2015-03-08 20:35:28 »
Have you installed any other mods? The 2nd field screen uses a new field model (zzzy), that might have been overwritten/lost if you applied any mods that alter the way they look on field screens.