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Messages - Robo Jesus

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26
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-03 05:53:37 »
Looks like Robo has been pitching quite a few tents since 1.5 released...
Mythril Miner's are fun and easy to dispatch enemies. That they morph into Tents alongside giving 2000 gil for each one defeated just adds to the fun.  ;D

That said, Sega could probably up the prices of some things, and make players have to hand out the full 30,000 gil for Fort Condor given how much cash a smart player can scrounge up once they know what they're doing.

Though on the topic of prices, I honestly wish most of the battle items had a base price of around 400 (at the moment the majority of them have a base price of 2 gil, meaning they sell for 1 gil). Selling them for 200 each would help, and it isn't 'gamebreaking' in terms of how much cash you end up with them.

Speaking of items though, I honestly wish the Gold Saucer game area had more 'usable' items to buy using GP. The only items worth it are the X-Potion's and Turbo-Ether's. Everything else in that extremely small list of items can usually be acquired elsewhere more easily once you know what you're doing, and some can only be bought once. And there are a number of unused items in the game that Sega could mess around with and stick in there (fourteen to fifteen unused items at this time, if I remember correctly).

So a thousand GP for an "Elixer", for example (and given that it's 10,000 gil for 100 GP, buying it with gil means spending a hundred thousand gil, for 'one' Elixer). Or nine thousand GP for some of the more annoying to acquire relics (even if they're only able to be sold once). Things like that.

27
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-03 05:20:20 »
Are character levels capped at 70?
No, you can take them to lv.99; I'd better check that Readme again, as that was an old thing from 1.1 and early 1.3.
There is one spot where it says there is a level cap of 70. The place where you can fight in the Junon Leagues, with the ghosts who didn't pass on. One of those ghosts says there's a level cap. That's probably what Webbhead08 was talking about.

Anyways, I just encountered two issues with the Costa De Sol save point. One, the text on it is broken. Two, it causes my game to crash when I use it. Here's a quick screenshot of the brokenness bit.

Spoiler: show

28
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-02 20:26:34 »
Another targetting issue. Morph is set to target enemies only. I bring this up as Morph is useful at times as a weak physical attack to knock confuse off of your characters. :shrugs:

29
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-02 06:47:38 »
Ok, I think I may have encountered another Zeigfried issue (am in Junon). He summons Odin as he's supposed to, but it targets the party instead of Zeigfried. The reason I bring this up is because his dialogue text (after summoning Odin) then talks about how he's now a spooky ghost, before then (finally) admitting defeat. Only issue is that the player party just got killed by Odin. So either the targetting is off there with Odin's attack, or the dialogue needs changed.

EDIT; Also, it seems I figured out how to replicate the Zeigfried having no MP issue/glitch I had brought up before. Basically, anytime you fight Zeigfriend, regardless of whether you win or lose, and then you quit the game without saving? The next time you start the game and Zeigfried shows up, he lacks MP.

This just happened to me after I had shut down the game to report the Odin-targetting issue I had spotted.

30
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-02 05:13:48 »
Out of curiosity, is the enemy model for "Bludown" in the Junon Area supposed to be partially transparent?

31
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-01 22:31:21 »
Spoiler: show

It's intended to fight all 3 at the same time in Arrange, but it sounds like I'll need to adjust their positioning a bit. I think Dark Nation is supposed to be unkillable in the arrange fight as well. He'll run out of MP for white wind casts after 2 or so but osmose can speed this up. Enemies that are immune to damage can't absorb/heal either (irrelevant anyway, because their HP can't be reduced).

The Limit descriptions should read as:
C-
C-
C-
C-
C-
C-
COMBO BREAKER!
:blinks:

Uhm, that's set up in a way which makes it easy for players to think that something messed up in their game while they were patching things, or that something got corrupted. I get what you're doing now after you've explained it, but, well, it's easy for misunderstandings to pop up with that as it is.

32
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-01 22:17:42 »
Was the case on my side as well. I though it was intentional since the fight is easy even in Arrange due to the low damage output.
Considering that Dark Nation 'absorbs' HP with his regular attacks, as well as puts Wall on himself and Rufus and heals using "White Wind", the fact that none of these things happened (didn't absorb HP, didn't apply Wall to itself, didn't heal its HP) during the fight made it apparent that this was a glitch.

So make sure to comment about stuff like that when you spot it. It's better to say something in case it is a bug that Sega doesn't know about.

The fight with all three enemies at once during the elevator fight seems normal for "Arrange", but all three models are too large for all of them to all be on the field at the same time (Airhawk and Thunder Gunner are right on the sides of the Thousand Gunner tank mech thingy, so it would likely help to shrink the Thousand Gunner enemy model just a bit during that fight so the three aren't in eachothers model frames).

Anyways, I'm doing a fresh install (as the limit break descriptions for Tifa are still showing "C-"). I have old copies of the game disks I've had for damn near forever, so I'll uninstall everything, reinstall it, and then apply the chobo patch and the MDef bug fix, before then starting a new game. :sighs:

33
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-01 20:21:05 »
On the ghosts issue, this was an issue that sometimes popped up in vanilla as well. Sometimes a ghost would 'vanish' during their normal pattern of attacks, and then would never 'reappear'. I didn't spend too long hanging around to figure out what was causing that hiccup in their AI behavior to do that.

I checked the descriptions for Tifa's Limits and all seven seem to be correct.
...oh dear. Crap, something messed up on my end then. I'll re-download all the files and apply them again. Nothing 'else' has been 'odd' beyond small things like that, hence why I didn't assume it to have been a glitch in the downloads, because usually when things mess up, the problems tend to be much larger than a few lines of text. Hopefully this will be fixed with the patches.

If it's not, I'll uninstall FF7, and then reinstall and repatch everything, then see if that fixes things.

EDIT; Ok, Dark Nation is undamagable in the fight with Rufus as it stands, and the patches did not fix the text issue with Tifa's limit break descriptions. The elevator battle also had Thousand Gunner, Airhawk Gunner, and Thunder Gunner all fighting at the same time (the only reason I bring that up is the enemy models were so large that they were merging into eachother at times due to their sizes as they were all fighting).

I was using the first version of 1.5, along with the current patches. Am downloading the Mk2 download of 1.5 now to see if that fixes things. If not, I guess I'm doing a fresh install.

34
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-01 06:52:03 »
Ok, found another negative oddity. It's not a 'problem' per se, but it does stand out when compared to the other characters.

Tifa's Limit Breaks ALL have the same description. That description? "C-", but without the quotation marks.

That's it. "C-".

I get the feeling that Sega was trying to make a joke or reference one word at a time, but accidentally screwed up with that. Given that there are 'seven' limit breaks total, that would make the word seven letters long. http://www.morewords.com/wordsbylength/7c/

Obviously the secret word that Sega Chief meant to make us suss out must be "Cabbage". :P

35
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-01 04:59:16 »
Goddamn I'm so overlvld spend so much time morphing and stealing.

I killed Jenova-VECTOR so fast, it didn't spawn the nodes to morph, had to reload just to get them  :mrgreen:
Def. need to check out arrange sometime :D
Arrange has tougher enemies (increased HP and stats, better AI, etc.) and more battle 'surprises' (such as expecting to fight one boss, and ending up fighting two. Or one of the characters being 'knocked out' due to a fall and fighting against a boss with only two characters instead of three, among many other things).

Beyond that, Arrange and Normal are the same. :shrugs:

36
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-01 04:31:06 »
I have not encountered the floor 63 glitch that Robo Jesus has.
I also did not have this glitch, might be hard to reproduce.
If it helps any for helping repeat and/or identifying what happened, that glitch only popped up once I went up to the machine to start the coupon side-quest. It disappeared after I had exchanged the coupons. :shrugs:

I have no other mods on my game save for the "Always run" mod (which reverses walking and running, and nothing else). :shrugs again:


My money is on one of the "item bags" model being blown up for some reason or another. Looks just like one to me and they are on that floor. Could be a corrupted patch possibly? Or some weird rendering issue.
Ohh, that could possibly fit for what I saw there with that. I'm having no other problems or issues to make me think any of the downloads were corrupted though.


Hmm, during the Shinra HQ Elevator fight, Barret got hit with something that gave both Silence and Darkness, but the Echo Drops don't cure his Darkness.
Yeah, that got brought up a page or so earlier. The current patch Sega put up fixed that problem (along with fixing the targetting of the MegaAll materia, making one of the other battle items reusable again, etc.). Go patch your game already. :P

37
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-01 02:27:11 »
Ok, found an odd graphics glitch on floor 63 of Shinra tower.

Spoiler: A screenshot of the glitch • show


I suspect that it may be an oversized "Mog" due to one of the things sticking up looking somewhat like a tooth, but I admit I may be wrong there with that. Whatever it is though, it's making it difficult to see what is going on on floor 63.

Is there any kind of stats growth in the Arranged mode, or it is designed to be like a difficult ''low level'' mode with higher HP/MP ? I was shocked when I found that the Rank up feature was disabled in Arrange, and I was looking forward to use it in a higher difficulty setting. Just pass through the Mithril Mine and the random encounter start to be a little time/ressource heavy, and with no stats growth to help, I wonder how the game will feel later on. Anyway I'm really grateful of the the work you did wtih this mod , and will continue to follow it in the future.
That sounds like a glitch. Arrange is supposed to have Rank Up features just like 'Normal'.

38
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-31 22:37:57 »
Ok, I encountered a problem. Unbeatable Ghosts in the train graveyard. Sometimes they go invisible (and thus unhittable) and never 'reappear', meaning I end up facing off with an enemy that cannot be hit by anything and that will continue attacking endlessly, forcing me to either flee, die, or turn random battles off in the Train Graveyard when that happens.

39
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-31 17:33:20 »
I was kinda hardcore into the changing (identity crisis) innate where previous members actions boosted similar actions from Cloud, since it fit so well with what is actually going on with Cloud through out the whole game. Well i got Arrange now atleast so i shouldnt complain, though Cloud will most likely not be in my party ever for end-game content =D.
I honestly had never seen his Inate actually do that in the previous versions though.

That said, thematically it was amusing and did fit from a story and character perspective, but gameplay wise I had never seen it actually do what it was supposed to do.

It's a pity he couldn't randomly copy one of the inates of the members in the party with him, but that would be potentially too game-breaking (either in terms of causing Cloud to be too powerful, or causing the game to crash lol).

40
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-31 17:06:59 »
Damn i hope Second Wind innate is a typo, not a fan  :-\ :-\ :-\
The general premise of it will be a BIG help in battles where the enemy has a lot of HP or things get drawn out for whatever reasons. That said, it's true usefulness will not likely pop up until much later in the game, where-as the usefulness of other character's inates are pretty much set from the second you get them.

So a big help late-game, and kind of helpful with things when a fight gets dragged out for whatever reason.

The prior versions of New Threat didn't even give Cloud an inate ability until after you had claimed him from that resort town (the one that sinks into the lifestream) in disc 2. :shrugs:

41
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-31 15:57:01 »
Ok, encountered two oddities in Wall Market and Honey Bee Inn. In the wall Market, there are two guys standing outside near the Gym. I talked with them, and the text went from the initial things they say when you first show up, to the text changes that happen after the Sector 7 plate falls. This happened well before Second 7 was flattened though.

Second issue is while I was asking the Honey Bee Inn worker to add the makeup, I was able to ask her to apply it three times before she actually applied it. The dialogue options reset after I had hit "Ok".

42
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-30 18:08:47 »
Ok, noticed another thing. I have two savefiles. The first is actual gameplay. The second is me throwing every item and materia into a party and messing around with things to see if I can spot any problems or neat tricks. Already spotted one problem with the "Slash-All" command (it will only let the player target enemies, even when equiped on Aerith with her healing staves), but I've just spotted another issue. The Gospel Spark item? It's not a usable 'battle' item at this point in time. It's listed as a drop in the Battle Square, and its item description is the same as when it was a workable battle item, but the item itself cannot be used in battle.

43
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-30 15:26:43 »
When does the SP system is unlocked ?
The Mythril Mines, right after the Chobo Farm and the Marsh. There's a Side-passage with an 'odd' save point. Make sure to 'activate' it. Do not ignore it.

44
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-30 14:12:42 »
Ok, I spotted an issue. You know how I stated earlier how I like to play around with things early-in to see what they do before then playing legit?

Well, if you give Aeris one of her healing rods (doesn't matter which one either), and then give her a Mega-All materia, she cannot target the playable character(s) to smack them back to health (as that was one of the things I liked doing with her character, as the MegaAll materia worked perfectly with her role as both a spell caster and a healer). So it looks like the MegaAll materia, and maybe the Slash-All, may have their targeting locked towards enemies only at this time. I was physically 'attacking' there when I was messing around with that, but I'll edit in a quick response in a minute to see if spells are locked towards enemies as well here with that (which would be problematic if you're trying to throw a Cure spell at your party), and then compare that with the All materia to see if any issues are popping up there as well.

EDIT; Ok, the problem is with the "Slash-All" attack command. The MegaAll materia gives the player that command along with giving "All" to every applicable spell, but it's that specific command there that's locked on "Enemies Only" at this time. There are no problems with the targetting of spells, it's just the "Slash-All" attack command that's the problem at the moment.

45
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-30 13:23:19 »
Hi@all! I have downloaded the FF7 NT mod 1.4 quite a while ago. Now how do i patch it to 1.5: Do i have to download the main installer and patch it like i did with 1.4 or just the hotfixes?
Main Installer. There are no patches at the moment for version 1.5. If any bugs are found though, then patches and hotfixes will be needed.

If you spot any problems, tell us about it in here. ;D


is magic materia supposed to reduce dex by 5?

... something went wrong didnt it
I just checked my game, and I'm not spotting this situation at all with the magic materia on Arrange. Could you tell us more about your game? Is it steam, or the old CD's, or what? Are you using the program 7th Heaven, or are you using the main installer?

These details help us figure out what went wrong and how it can be corrected. The more info you can give us, the better.

46
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-30 12:18:41 »
Am doing another playthrough with the update. Found an oddity. It's not a bug, but it will need altering eventually. Beginner's Hall is listing the mod as version 1.4 even with the update. So the text there will need fixing eventually.


I like poking through changes and alterations and mechanics when I can, at which point I usually comment about it and what I observe at first glance and all that. One of the changes that stands out for me from 1.4 to 1.5 are some of the item alterations. There are two main observations with that. One, the items now essentially all listing what stat changes they produce is something I appreciate. I mean, I do like witty quotes and sayings, but not at the expense of making it difficult to understand what the item is actually doing. I understand that the space limits kind of force hard choices there in places (as a few of the item flavor texts were things of beauty), but I appreciate you making it easier for your players there with that, especially new players (I've gotten three people to try this mod, so that decision there is one I appreciate). Second, some of the changes make it less 'easy' for players to coast through things without making it 'hard' in itself. The use of "Null" rather than "Absorb" in some places, for example, highlight how players will have to keep some track of what they're doing.

Since the topics of items has been made though, I have another comment, and it's a thought that has been in my mind for some time. While canon made some of the battle items cost 2gil in order to avoid players farming them for extra cash early in-game, that decision really doesn't make much sense considering how Vanilla dealt with some of the early materias. While this mod is not vanilla and has dealt with the materia issue quite adequately, the decision to keep all those battle items that can be stolen/morphed/dropped at being sellable for 1gil though feels like a bit of a waste. Even putting most of them at 400gil (thus sellable for 200 in stores) would avoid giving the players a ton of cash, while also allowing them to gain more than normal as it is earlier in the game.

Something like that might help prevent any future references to the 'poverty mod' jokes that popped up in the past as well. But eh, idle commentary. :shrugs:

Anyways, I'll make sure to report any issues should I spot any. ^_^

47
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-27 10:10:20 »
HP Plus was removed for better balancing as far as I know.
The second apocalypse looks like a bug.

Waiting for 1.5 too....

Hypetrain is arriving ;)
HP Plus is around and claimable, you just have to work for it at the end of the game in the North Crater. :shrugs:

The Speed, Magic, and Luck Plus materias though are found in the Dark Cave sidequests.

48
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-19 02:37:31 »
btw as far as i know.....i have 1.4, but i may have goofed something during installation, idk.
Well, can you tell us more details?

Are you using Steam? Or the older CD's? Something else? And did you install the mod using 7H, or did you use the exe you can download on the first page?

Those details in turn allow us to figure out what is going on, and how you can fix it. That said, when things screw up like what you're describing, there is an extra guy on the airship that was added to give players the items that didn't show up. He's next to the merchant in the black cloak, walking around.

49
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-14 21:21:53 »
Does the Imperial Guard do anything special? The text just says 'advanced protection'... Also, is there something about either the Escort Guard or the Circlet that randomly gives you reflect? It's happened on a couple of fights now and I can't tell what's causing it.

Realise that you're coming to the end of development on 1.5 now so imagine it's too late to do anything about, but it would be great if there was some way of making certain effects (reflect, peerless, lucky girl, shield, resist) more visible and obvious. Majority of my frustrations in the game have come from not understanding what exactly was going on with a certain attack/buff. Otherwise, as always, thanks for your hard work - can't wait to see what you do with FF8!
I believe Imperial Gaurd is just a really good 'regular' bangle with no special features. Really good physical/magical protection and evasion. :shrugs:

Peerless makes the character/enemy effected with that status to glow a nice golden yellow and shiny while it is in play, with magical/physical attacks not doing any damage to that character/creature while it is in effect.

"Lucky Girl" is just critical hits, and the name is based on what it was called in the game data itself. I do agree that it would be nice if Reflect/Shield/Resist made the effected character another color while it was in play like Regeneration and Peerless does. Blue and Purple and Orange as colors would work well for that considering Regeneration uses "Red" and Peerless uses that "Golden Yellow", but it's quite possible that the game data only allows the "Red" and "Golden Yellow" as colors to show up like that (and nothing else :-(). Still, if it can be done, it would be a nice addition.

50
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-13 00:44:41 »

I couldnt tell you which one I am using, this is the first mod I am doing, I considered myself lucky I havent messed anything this far
Alright, let me ask this again. Did you download the executive file in the first page and install it? Or are you using another program called Seventh Heaven (7H) to apply the mod? And is your version of the game from Steam, or the older CD's, or what?

We need an answer with actual details, because the answer(s) you give us changes what we tell you to do to fix that problem.

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