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Messages - Cozzer

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I don't know if it will be useful to you, but I did play the whole game (no sidequests) with all the Reunion mods (and no other mods) active and it never gave me any problem at all.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-09 16:17:00 »
I did use poison, but just turtling wouldn't work because the panther uses White Wind once in a while.
Anyway, after switching Cloud to the back row I was able to manage a good enough offense and kill it without having to use Sadness too.

Now I just defeated the flying boss on the beach at Junon. For now my strategy mostly works, and the battles are just difficult enough.
Physical attacks are basically useless against bosses, though, so I may switch out Barret for a better magic user and demote Tifa to full-time healing+support.

Really enjoying the mod, I'll keep giving feedback as I go on!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-08 21:54:42 »
Yeah, I was already using both Barrier and Wait ATB (I kept the battle speed around the middle) but without using the back row I just couldn't hurt that goddamn panther fast enough to overcome her White Wind.
I like how having more materias in the early stage of the game makes the battles more strategic.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-08 07:07:48 »
I can finally give you some feedback.
The Midgar part went smoothly (except for Air Buster: the increased difficulty made the fact that I couldn't see where it was actually facing quite annoying).
Normal encounters have their strength increased so that you can't just mash attack and heal between battles, but are still quick enough to avoid becoming tiring.
Boss battles are VERY long. They're boss battles, so that's ok, and they force you to use some ethers, but still sometimes I found myself slightly bored towards the end; for example, during the battle against the scorpion on the Shinra Building.
I really like the new miniboss battles, though. They generally make sense and keep you on your toes. Also, I liked how you made the scorpion a recurring miniboss; I'd actually like if it kept showing up until the end.

I defeated the bosses in the elevator (they were pretty hard) and now I'm stuck at the Cloud vs Rufus fight. I tried it a few times, and I really can't see how I can win this without loading a previous save and grinding...

EDIT: Ok, I had forgotten that I could just put Cloud in the back row; after doing that, the Rufus fight was challenging but doable. Now I've just gotten out of Midgar.

For now the mod has been very enjoyable. The "main" battles keep you on your toes, but never give you the feeling that the game is "cheating" or that it requires grinding.

For now I think I'll keep Tifa as a healer (high dexterity and the armor that gives her even more), Barret as a fighter/support/tank with cover materia and protect vest and Cloud as the main attacker with magic.

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Quote
Visit any form of social media now a days and that "Your" would be deemed correct.

Barrett does strike me as the guy who keeps spamming post about global climate written in caps-lock and full of spelling errors on every social media.

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This can only be done with 7H. Actually I think it already has with the Final Heaven Catalog.
Hmm... I tried using 7th Heaven, but I don't see Beacause or Reunion in the catalog. :/ Thanks anyway!
For now I think I'll do a "story" playthrough with Reunion and a "gameplay" playthrough with the New Threat.

I'm at Junon Underwater Reactor of the "story" playthrough, and I can say that the story feels WAY better with the new translation! You really did a fantastic job! The sentences make sense, the characters show their personality through dialogue...
I realized just now that playing with the original translation I basically had to translate from Awkwardish to English as I read, and while it was not a dealbreaker it was a constant distraction that lessened the experience. It's like removing background noise that has been there for so long that you forgot it was there.

There are very few awkward moments and a few bugs here and there (some inverted yes/no choices) but I guess these are what has been changed in R02. So, well... seriously, fantastic job.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-01 14:27:52 »
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There's a new(ish) mod manager being developed called 7th Heaven (7H) that handles stuff like that. Basically, my installer is a bit of a brute that just overwrites the game's core files but with 7H it could be possible (to a certain degree) to have both running together. I'd need to break the mod down into it's constituent parts first though, and I'd like to wait at least one week for initial bug reports and to get this locked sidequest debugged.

Thank you! I'll wait, I'd really like to manage to have both your gameplay and their translation.

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Hi, I tried about an hour of your retranslation and now I want to never see the original translation anymore. Fantastic job!

I just wanted to ask if there's anybody here who has managed to install both the beacause retranslation and the New Threat Mod by Sega Chief.
I'd like to make a playthrough with both mods, but I can't get them to work together...
If I install beacause first, I think the NT mod overwrites it; if I install the NT mod first, the retranslation doesn't install properly (I guess it can't edit the files since they have already been edited...?).

I already posted on the NT thread, I hope this doesn't count as double posting.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-01 11:58:10 »
Hi. FF7 is probably my favorite game from the PS era, and when I found this site I've been hit by a ton of nostalgia.
I managed to get this mod working, and I really like the idea of providing a difficult but fair challenge to the "average level" players since I dislike both grinding and low level runs.

I just wanted to ask... has anybody managed to get this mod and the "beacause" retranslation working together?
I tried installing both of them on a clean installation of the old 4CD version (without other mods and without using bootleg or other managers), but I'm still seeing the old dialogues.
(I used the Reunion installer to install beacause, unselecting everything else)
I've seen that this mod adds new lines of dialogue, so maybe it sort of overwrites the retranslated dialogues too?

Thanks for any help, I'll give feedback on balance and things as I go on with the New Threat playthrough. For now, I can just say that the bombing mission is spot on for a "introductory dungeon". I really liked the guard scorpion surprise. :P

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Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2012-07-04 07:21:20 »
During the fight against Schizo, I found something strange. I don't know if it's a bug or it was intended, but I'll write it just in case.

Schizo's breaths remove a bunch of statuses, mostly positive but which include Stop (I confirmed it with ProudClod); but if a character absorbs the element of a breath (for example, my Tifa had a fire ring), the breath will inflict all those statuses instead.
I can't say if it makes the battle easier or harder (I found myself with a fully buffed character that was rarely debuffed, but she was also out of commission for a while because of Stop), but it doesn't seem "natural"...

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Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2012-05-31 13:24:51 »
I understand.
For now, I solved the problem by reinstalling bootleg without the mode switching.

Loving the mod so far! Had a few difficulties with the first boss, but after I went back to the first area and gained a few potions, I defeated it without many problems.
Now that the materia system is open, I'm looking forward to a more strategic gameplay!

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Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2012-05-30 23:09:16 »
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In Bootleg 0038, Hardcore mode switching is broken when using Menu Overhaul.
This is fixed for 0039.

Thanks!
But... it's probably me, but I can't find a download link for version 0039...  :-[

Also, do I have to make a new clean install of FF7 and then use Bootleg 0039 on it?

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Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.5
« on: 2012-05-30 18:30:25 »
I'm having a strange issue with this mod, somehow similar to Kelios' one.

I installed it with Bootleg 0038, using the "multi-mode" option.
So, I started BootLoaded and started a new game with the "Hardcore" option selected. But the game was normal (Cloud starting at lv06 and the normal weak enemies in the reactor). So, I saved, closed the game and restarted.
The encouters were strange: I met red panthers and other enemies I'm pretty sure I shouldn't have found until later. I assumed the higher difficulty was part of the mod, but they still felt "off" (the enemies models were completely differen from the ones you normally find: even the first scripted encounter with the two soldiers somehow turned into a fight against four red panthers).
Then, I suddenly met Air Buster as a random encounter.

I closed the game and started a new one, and again it's completely normal, as if I didn't select this mod.

I don't know if it's an issue with the hardcore mod or bootleg, so I'm posting this here hoping the problem has already been found and resolved by someone else...

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