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Messages - iDerek759

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226
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-27 23:35:49 »
I really really like this idea actually, it makes sense in a story based way.

I can already think of the perfect place to include it.
Spoiler: show
When Cloud gives his speech to the entire party about what really happened to him 5 years ago. After they all agree, "there ain't no gettin' off of this train we on!" When he does that silly stretch animation would be perfect! lol

227
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-13 05:43:08 »
You da man SC!  8-)

228
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-13 01:33:32 »
The X-ATM Core comes from Dark Cave.

I messed up on this flevel; it has a few problems in it, like that placeholder fight still being there for Gold Match.

I'll deal with Time Attack Storm by giving it an element or something; or maybe a low accuracy. At the moment it's a physical attack so it can be dodged using the Luck stat. I like that slow/haste idea though.

This mod is going to be the death of me. Both those bugs are NT specific.

So the first bug is probably because a line of code pre-loads the FMV which somehow carries over into the next screen. That means I'll need to get rid of it, which is easy enough to do.

As for the second one, that's out of my control. I can't tell that pesky machine what to do anymore (I'll make it invisible).

I probably moved it for some reason or other. It'll turn up eventually.

So it's NT specific, alright cool. Cause yeah, no other graphic mods are conflicting with it. I love 7th Heaven like you can't believe and being able to have NT coincide with it is like the best thing ever.

229
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-12 22:52:16 »
I guess the other option I could try doing would be is to deactivate all mods and just try running NT 1.4 on it's own and see if the bugs remain present. It may be Reunion though, not sure, since I know Reunion alters the materia equip effects I believe.

230
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-12 22:12:14 »
Okay, so I actually came across 2 bugs relatively close to each other. 1st right after the Plasmabuster fight, when the scene supposedly plays out with him exploding on the bridge, the FMV immediately cuts to the 1st reactor video explosion right when AVALANCHE is escaping. The field models and everything remain intact, but the entire background is replaced with that 1st reactor explosion sequence. I thought that was pretty interesting lol.

2nd, After Cloud plummets to the sector 5 slums and lands in the church, I wake up...and to my surprise, find this lovely friend greeting me when I wake up.  :-D


Now I double checked by playing through the same area of the game twice to see if I could duplicate the same bugs again, and sure enough, they are still in there. This is the updated IRO from April 11th so I'm not sure if these bugs are even present in the main installer, but I just thought I'd let you know.

These are the current mods I have loaded in 7th Heaven as well, just for reference.



Sorry for the uber long post Sega Chief!

231
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-12 06:56:36 »
So with this new IRO that's being included in the main installer, should I report any bugs/glitches I find in it?

232
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-12 03:35:06 »
Looking at the timestamps on the files, it looks like he's updating the IRO files before the standalone patch.

Oh nice, alright cool. I wasn't sure since I strictly use the IRO version to test with graphical mods inside 7th Heaven.

233
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-12 02:04:14 »
I updated the patches + Main again; I try to avoid making updates so close together, but the two issues were quite serious.

Just curious Sega Chief, these patches/hotfixes that get rolled out, I'm assuming these are also being applied to the IRO version inside the main installer also correct?

234
7th Heaven / Re: ff7_mo gives cloud 1 dex
« on: 2016-04-04 20:45:36 »
Unfortunately, I'm not going to spend any time on .exe files until NT 1.4 is bug squashed and SC sends me the work. In the mean time, please be patient and refrain from posting anything snarky. We all work very hard on these forums, but despite that effort, we're almost all working as one person teams, so it takes time to get everything done that people report. It especially takes time once you begin combining mods together and get slight compatibility issues.

I know you've heard it over and over again, but we appreciate all the work you guys' do in making all these things work together, it truly is amazing!  ;D

235
Hello,

a little bug for me with the Menu Overhaul feature.
Anytime I activate it, the letter of the fonts of any dialogue text and the menu text are smashd into each other, as if the letter-spacing was reduced too much. The text of the battles is displayed correctly though.
I run FF7 on Steam, on a PC with Windows 10, and installed it using the latest 7th Heaven program, and have only installed this mod, the others were deactivated. I have deactivated the postprocess and cache texturing, with no results. Can someone have an idea what is wong ?

This has already been covered in the FAQS and Tutorial section multiple times in the 7th Heaven thread, Try looking there.

236
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-12 01:13:42 »
Oh I see, that's pretty cool. Nice addition!

237
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-12 00:04:03 »
Alright, update on NT; I've a week's holiday coming up that starts after next week so that's almost certainly the time when 1.4 will be finished and released. I've been trickling time into it when I can, and now approaching the last areas of the game (about five left: Underwater Reactor, Ancient Forest, Gelnika, Midgar Raid, and Crater).

I've also got to go through the script and get that Yuffie flag swapped over for Aeris, tweak some of the new sidequests and events, then revise the Arrange AI. I'm probably just going to ditch the Original/Arrange naming because it's confusing; not sure what the replacements will be (suggestions welcome) but the new Arrange description will make it very clear that it is a harder version of the mod w/ a warning confirmation for both modes when selecting.

I'm just worried that people will default to it like last time if I call it 'Hard Mode' :I

But so far everything seems to be holding up. Enemy physical attacks fell away going into Disc 2 but I reinforced them and added some additional tricks to buffer them a bit; EXP gains scale much more sharply now so pushing into new areas should be much more rewarding than stopping to grind up (standard enemies give 7-8k, compared to about 2000 in Temple of the Ancients for an example).

So 28th for release, a mere month overdue  :-X

The 1.35 Innates are:

Cloud: Gains boost to Level when hit by magical damage, this raises phys/mag damage, increases Steal/Manip success, etc.

Barret: Gains defence if hit by a physical attack while in the back row, but gains Strength instead if he's in the front row (up to five stacks). He can't have two different stacks though, so gaining a defensive stack will revert all strength stacks to 0 and vice-versa.

Tifa: When Sense is used, she gains a Strength boost

Aeris: MP Regen

Red XIII: As the battle goes on, he slowly gains Attack and Magic up to a maximum of +30

Cait Sith: Rage System, if Morph is used on him while he is either under Poisoned, Silenced, Sadness, or Fury then an auto-AI will kick in with it's own special moveset. Silence has him use Mime, for instance.

Yuffie: If hit by physical damage, she'll gain 255% evasion until hit by magic.

Vincent: Innate immunity to Fire, Bolt, Poison, and Death status.

Cid: When critical HP, his Luck is doubled.

These innates are a bit shaky, though. A lot of them have been revised or changed completely for the upcoming 1.4 build.

That reminds me, I added new text that details a joining character's Innate ability but I'd better add that information somewhere it can be accessed at any time. Maybe Beginner's Hall, Junon's Respectable Inn, and a new guy on the Highwind itself.


Yes! So looking forward to 1.4! You the man SC!  8)
Now I had a suggestion regarding the character's innate text details, is it at all possible just to integrate it into the Extended NT Save Menu itself? I only ask this cause I remember you saying you'd be scrapping the weather effects for the next build because it was a bit of a hassle managing the effects in all the fields without any bugs and whatnot. Having someone in the Highwind isn't a bad idea either, I was just spit-ballin' another idea lol.

238
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-02 05:57:25 »
I'd say just put a question in at the very beginning of the game, if that's possible, like the arrange/ normal mode. That way the choice is "out of universe".
If that's not possible, I guess you could have a dialogue box during the event with something like -
"There's no saving her... (<Aeris> Dies)"
"She's still breathing... (<Aeris> Lives)"
That seems to be 'gentle', as well as making the choice very clear.

I actually really like this idea.

239
ff7_nt.exe is the EXE you set for New Threat. As long as you have the Gameplay - Difficulty and Story Mod and The Reunion - Beacause and Menu Overhaul mod loaded up in 7thHeaven you should be fine.

This is actually covered in the 7th Heaven Modding Tutorial as well, just for future reference.

240
Oh wow! These look amazing! Very well done indeed, everything from the color palette to the shading, it's just spot on.

241
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-18 07:40:39 »
Sega Chief, your ideas never cease to amaze me! I love New Threat so much I can't even go back to playing on Vanilla anymore.  :-D

242
Pretty much.  All I have been doing to build my own soundtrack (for use with 7H) is dropping the .ogg files in music/vgmstream folder.  I'm not using any of the pre-assembled soundtracks that come with the 7H Music mod.

I'm doing the exact same thing, custom tailoring my own game soundtrack.

243
7th Heaven / Re: 7th Heaven Catalog Items won't download
« on: 2016-01-17 21:33:29 »
Oh, so catalog 2.0 was indeed in there, great! Yeah, catalog 1.0 has been taken down so none of those mods will work anymore.

244
7th Heaven / Re: 7th Heaven Catalog Items won't download
« on: 2016-01-17 21:19:39 »
Hmmm, then I'm stumped. Alyza knows more about this than I do lol. Just wait for her to reply back and see if she can give you any new info on what to do, sorry I wasn't much help  :|

245
7th Heaven / Re: 7th Heaven Catalog Items won't download
« on: 2016-01-17 21:09:33 »
There might be one other thing you can try doing, go to C:\Users\username\AppData\Roaming\7thWorkshop and delete catalog.xml. Open 7H. Select Workshop -> Check subscriptions now. See if it displays the right catalog then.

246
7th Heaven / Re: 7th Heaven Catalog Items won't download
« on: 2016-01-17 20:51:45 »
Yeah, that's the correct link. Your catalog should be displaying version 2.0 for all the current mods available.

247
Catalogs / Re: [FF7] Update Reports and Mod Requests
« on: 2016-01-17 20:46:04 »
Mod Request: Hey Alyza, would it be at all possible if we could try to include the 2D menu sprites by AbyssWolf? I always thought those avatars would look so cool to use in-game!  :P


248
7th Heaven / Re: 7th Heaven Catalog Items won't download
« on: 2016-01-17 20:39:11 »
Did you check to make sure your subscription link is up to date? Because judging by your screenshot, it looks like you're trying to download the mods from the 1.0 catalog which is now obsolete, so that may be your issue.

249
Support / Re: BitSymphonie Chapter 2
« on: 2016-01-15 22:08:35 »
Oh wow, these sound absolutely amazing. I can never get enough of Tifa's theme!  :D

250
7th Heaven / Re: Yuffie's shoe textures missing in battle
« on: 2016-01-12 16:42:41 »
So far I've only tested with the default model and Kaldarasha's model. Haven't tested whitERaven's yet. I switched my load order around like you said so Battle Models - Weapons will take priority over Battle Models - Characters, but still no dice it seems lol. Everything is running flawlessly otherwise!  :D

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