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Messages - UpRisen

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26
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.0.1
« on: 2020-03-08 18:34:29 »
Im up to the Tomb of the Forgotten Soldier with no other major issues. Ill keep all of my notes about the balance until the end to make sure its the best possible feedback and as to not warp my experience of the mod.

list of bugs.
several encounters have enemies that are off camera. inside timber vs 2 red guard. outside timber vs a mushroom and snake
outside of Deiling has an encounter with the beach field with a Thrustavius
Maybe misunderstanding the post about Kamikaze being the source of vit 0, but Grand Mantis Melting Bubble attack applies vit 0 to my characters.
Still on Disc 1 you can fight Adamantoise on the beaches outside of the desert prison. Way to early to get Blizzaga, protect, shell, and quake. weak to stop so can just stop him and draw 3-4 times and run away. I didn't farm him for sake of balance testing.

27
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.0.0
« on: 2020-03-05 13:32:54 »
Got through Dollet but cant continue due to a 100% crash.

thoughts and bugs so far.

bug:
when meeting quistis naming screen for shiva appears twice, the a third time after the tutorial, and every time you enter and leave the garden and quistis joins
game not responding in catchapillar fight after getting it low hp, appears to be ultra wave. Ultra wave works with quistis
Crashes when transitioning to Cids Office to recieve your first seed rank.


Balance:
every enemy in beginning had a status, including a petrify, berserk, and a confuse. its a little oppressive.
T-rexaur in balamb forest should not be reliably beatable by squall + quistis before fire cavern. Either needs to hit harder or be immune to sleep
ifrit a litte whimpy overall. just a few cast of blizzard while chain drawcasting cure is more than enough to win with tons of time left over.
Dollet was fun and well balanced.

28
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.0.0
« on: 2020-03-04 20:28:46 »
I do believe I am now going to have to set up and give this a try.

29
Support / Re: ?7th Heaven - XML Limit >
« on: 2020-02-27 01:36:33 »
Theres no set limit to mod.xml files. if removing those lines causes it to work again then you have an error inside of that section of the code.

30
There is no rule against posting iro links, the rule is against ripped content. posting a link that has a link to ripped content is still posting ripped content and is a violation of the rules.

and NOBODY made those models in 2003 considering that they are from crisis core which didnt release until 2007.

31
I dont personally see the need for an external site to house subscription links considering most mods are added to either the Official or MoTR subscription links or can be found on the mods thread/nexus directly. A sticky forum post would accomplish the same thing and would be easier for people to access than having to discover or direct to a seperate site. Some people are also cautious about their net travel and having to leave the modding community to download a mod is a turn off.

also if im remembering correctly from a screen shot the "best enemy model" subscription you have on your site contains ripped models and violates qhimm ToS so if you want this link to stay active that link will have to be removed.

32
havent really done much in terms of ff7 modding recently but the full rebuild and re texture of the battle fields in full 3d is still going to happen after echo-s gets kicked back into full gear and tsunamix has time to make the stages for me.

33
Bahamut can do that http://forums.qhimm.com/index.php?topic=18071.0

you will still have to use proud clod to adjust some aspects but the brute force can be done in bahamut

34
This is a scene mismatch issue with the kernel. to fix this put the scene.bin and kernel.bin in your Data folder and run the tool proud clod to open the scene.bin. then just save the scene and it will ask to check the kernel, itll tell you that they are mismatched and correct the issue for you.

35
to use New threat you need to unpack the iro with 7h unpack tool. take the scene.bin and kernel.bin from the NT iro and randomize those. then put them back in the NT folder, repack it, then reimport and activate

36
do you have any iros active in 7h that affect gameplay? because those would be loading their own scene and kernel instead of the randomized one.

37
Releases / Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
« on: 2020-01-20 13:01:09 »
changing backgrounds wont have any affect on any fight except for Safer Sephiroth i believe. The problem was with one of the boss fight filters but the update from yesterday should fix it so if you are on twitch make sure the streamers are using the 0.2.0 patch

38
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-08 11:01:16 »
Anyone else tried speedrunning this in Arrange mode?


I run normal mode and its already 10-11 hours average. The boss changes in arrange mode makes it very unlikely to be possible without farming, which would add hours to the time.

Main issues with Arrange speedrun:
1. In the normal speedrun we turn off random encounters. arrange mode would almost certainly mean farming is required which just adds too much time.
2. All enemies have increased level in Arrange so unchanged bosses and any random encounters you have to face will be more difficult. the most notably being Aps. In the aps fight we morph him in order to get dragon scales for the elevator boss in shinra tower. With a higher level he will 100% 1 shot Aeris who will be level 1 due to the Guard Skip.
3. Guard skip is basically non skippable (combine with issue # 2 is enough to invalidate this as a legit category already). Plasma buster x2 is a very difficult fight that would end runs 90% of the time .I cant think of any reliable strat to beat it at base level with as few healing items as youd have in the run.
4. Shinra tower boss rush. This just isnt viable in a speedrun scenario. The elevator bosses come all 3 at once and they just annihilate you. This is avoidable by copying the speedrun strat which is to use the dragon scale you can morph from aps to end the fight instantly. Once you are past that you have to fight Rufus with an immortal Light Nation. This will be a difficult and tight fight but possible. And the hardest part is vs the Motor Ball boss at the end of the high way. In arrange he does not heal you, can confuse your party, and goes invincible late in the fight.

Those are just the major run enders inside of midgar. basically every boss after that is the same problem. even with the Shield Trick you just do too little damage and when its not active you take too much damage to reliably beat the bosses with no prior farming.

so TLDR would be too hard, would take farming which would make it too long. But if you want to attempt go ahead. I can send you my notes for the normal speedrun and you could tweak from there (hell after 2.0 is released and i reroute i might try an arrange route myself)

39
you can work from an unchunked flevel while making changes, and have the entire mod in a folder then in 7th heaven go library tab -> import -> from folder. select your mod folder, enter a name, and hit ok. you will have to reimport the folder every time you make a change, but this atleast saves a few steps.

40
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-11-18 22:03:31 »
I havent played in a few updates but last time I did was the no rank up and with 100% cover yuffie I was barely ever taking physical hits. It didnt feel like it was broken after using magic on her, but I avoided doing it myself and maybe the bosses just didnt hit her often. But i was using the chocobracelet the entire time so perhaps for the first time in history i stayed on the positive side of rng.

41
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-11-18 20:00:18 »
clouds innate is one that is much more viable early game than it is late game and a change wouldnt be the worst thing, but its purpose is that its an instant burst of power, Every other innate requires time in the battle before they become relavent but you can turn 1 limit and give cloud the instant boost.. but you are absolutely wrong about Yuffies. Dodge tank yuffie is the best way to play her. She keeps herself and her party safe from physical attacks. 100% cover + protect ring and all normal fights, and several boss fights are over before they even truly begin.

Also rank ups occur 8 times per character and there are 0 other ways to obtain sources outside of the rank up system. It puts the characters much more powerful than required aswell. I have completed the game and most of the optional content on Arrange with 0 rank ups and only 2 materia equiped per character.

42
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-11-09 21:27:28 »
All characters get the SP after joining regardless if they are dead or not. Theres no good way around this due to the way SP is tracked. Cid, Cait, and Vincent come with multiple rank ups when you obtain them to make them even with expected rank of the party at the time. Cloud does not gain ranks faster than the rest of the party (actually slower because of the time he is missing durihng the huge materia quest] unless you do a massive farm and are rank 5 before getting cid or vincent.

As for party selection after you reach the bottom of the North Crater you can then go back to the Highwind and change the party leader to Tifa or Cid. This isnt done earlier in the game for 2 reasons. 1 is that it doesnt make sense story wise, and 2 is it would be a ton of work to adjust all the dialogue and animation options to make the other characters fit into it.


43
General Discussion / Re: Export FF7 Battle models
« on: 2019-10-29 18:00:03 »
https://mirex.mypage.sk/index.php?selected=1

The program you are looking for here is Biturn.

you will first have to extract the files from your lpg files with ulgp  https://forums.qhimm.com/index.php?topic=12831.0

44
Releases / Re: [FF7PC] The Barret Mod
« on: 2019-10-28 15:57:01 »
That image is a true nightmare LOL :)

That image is the only brief reprieve you will receive when moving through this mod

45
Releases / [FF7PC] The Barret Mod
« on: 2019-10-28 10:45:45 »
So right about now you are thinking to yourself "O boy, do I ever so wish I could play FF7 the way that it was originally intended"?
Well, strap the $&@# in because I recently found a time machine lying around and went back in time to Square HQ and swiped an original unedited copy for use!

THE FOLLOWING CONTENT MAY BE FOUND DISTURBING, VIEWER DISCRETION IS ADVISED!


Presenting The Barret Mod

What is this mod?:
  • This mod is the byproduct of the sick minds of Uprisen and SegaChief.
  • A complete graphical overhaul where every model in the game have been "Barretized"
  • A perfect gift for loved ones of all ages

What this mod isn't  :
  • Your grandmas FF7 experience.
  • 100% complete

What this mod will become:
  • The HARDEST difficulty mod available, with tons of new story and battle related content and dialogue changes (im tied up in another project at the moment so creation of the gameplay portion has yet to commence)
  • 100% complete (if you find missing models or bugs of any kind post and I will patch them out)

Misc information:
  • Since most Player Battle Models use Barrets skeleton limit breaks do not preform the proper action. All limit breaks have been tested and do function properly even if they dont appear to.
  • Due to the limitations built into the game Tifa and Vincent use their original skeletons. Their character id's are tied to their limit breaks and changing the limit breaks or using a non-original skeleton causes the game to soft lock.
  • Red XIII's field model will match his battle model upon release of the "Barret Difficulty"
  • Mini game models are in process of being created and will be released as a separate IRO ( these are alot of work, and putting minigame models in a packed IRO has some odd results sometimes)
  • Graphical portion is not fully compatible with gameplay IRO's such as New Threat or the Hardcore mod. Those mods add custom enemy models that share the id's of some of the models in the Barret mod. I have no current plans to remedy this, but if you would like to I will explain the process.

SPECIAL THANKS:
SegaChief for doing 80% of the work... and for reformatting for me while i was reformatting it ;)
Tsunamix for minigame models (when they release)
Strife98 for the intro FMV
iDerek759 for his enemy IRO so I didnt have to manually seperate all the enemies into folders myself

Patch Notes
25 September 2021
Various bug fixes
Added missing models
Added Choco/mog Ifrit and KOTR models
20 October 2021
All summons added
missing models updated (for the last time i think)
25 March 2022
Compatible with New Threat 2.0 by default
Compatible with 60FPS mod via config option in The Barret Mod IRO

check back every couple of weeks for more summon model updates as i wont be making new post for them.

DOWNLOAD DOWNLOAD LINK

To install place the IRO into your ff7/mods/7th heaven folder with the other IROs. Launch 7th heaven and activate.
Do not use any other model or gameplay overhaul mods to achieve the intended results.

46
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-10 17:14:32 »
I got a question Sega Chief: you get summon materia master level, however, you can only do one summon per battle with them, is this intended or?

Yes that is intended. Summons have a high base damage and apply status effect 100% of the time assuming the enemy can be affected. They are very powerful 1 per battle moves. You can still pair them with quad cast though.

47
A new WR has been obtained for the full run by Calebhart42.


A major route change will be taking place over the next week or so and with more running the mod now it is going to get exciting.

48
there is no 1.57. I think that was put in as a test to make sure the update system worked and it was never removed.

49
The game was "marketed" for teenagers back in the late 90's. Most mod users today are going to be those same people who want to relive the experience and enhance it to where it should have been on release. Dumbing down or simplifying the dialogue because you are trying to meet a "target audiance" is a disservice to yourself and the game.

The subtle nuansces between what you and DLBP have is enough to destroy the information that the scene is portraying. The purpose of that line in particular is to hammer home the fact that above the plate is so much better than under it that its nearly impossible to "move up in the world"

50
7th Heaven / Re: 7th Heaven and DS4 D-Pad
« on: 2019-05-01 13:02:31 »
you only need to use Ds4windows with a DS4, no reason to use Jtk. Ive been using a DS4 with DS4windows for a few years now in FF7 .I just set my buttons to the default button config in game and it works perfectly.

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