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Messages - GilgameshGG

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-09 18:44:33 »
I'm climbing Wutai Pagoda, and looking at the NT Item List, it seems Shake can be morphed into Sprint Shoes. The only problem is, how the heck do you hit him physically, without using a Limit Break?!

I can't seem to hit him with any physical attack, let alone Morph. Granted, Yuffie is only lvl 38, with 118 W.Atk% and 126 Dex... But how high exactly is Shake's Evasion? Can you even hit him physically at all? What's the threshold...

-EDIT- : Oh my God, I just hit him.. Once in 20 hits. This is gonna be fun...
-EDIT 2-: Nevermind, I did it!

Yuffie Lvl 38
WPN: Twin Viper (Attack% 118)
ARM: Carbon Bangle (+15 Dex)
ACC: Bolt Ring (+35 Dex)

Pumping up my Dex to 126, and I could hit him every 7-8 hits. When I was under 100 Dex, I couldn't hit him once. Sweet Sprint Shoes are mine :D

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-08 04:13:50 »
Interesting, I didn't know his level changed as you fought him.

I tried fighting his Physical form, boosting Tifa with a Fury Ring and a ton of physical damage, but when he turned into his Physical form, his healing spell turned me off of that strat (seriously? 7500 heals every couple turns? I couldn't even come close to putting a dent into him.) so I tried his Magical form, with the Tifa '6 Yeahs' Limit Break, and cleared him out easy, also stealing a Razor Ring off him in the process, so I'm happy with the way my fight went. It was pretty easy, since I made sure to level up Tifa's Limit along the story, and you can't really turn down a 12k+ attack.  :mrgreen:

How does Lvl 5 Death work? Lambda Calcule's level changes during the fight?

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-07 22:35:15 »
Spoiler: show
- Pick your date:...

Aw, really!?! I skipped all those Aerith moments to be with Tifa for the first time ever, all for naught!

Also, ..."Prepare to get REKT!!!"
My sides = launched into orbit.
 


I'd be pissed, but this is actually great, it lets me experience all of them without doing so many playthroughs. Cool thing you added in there, Chief! Also, after doing all options, I'm happy that 'Nope' still leads you back to the intended result, just for confirmation that everything I did this far worked out to the correct result. Nice catch!

on to the Work Glove

Finally, as a follow-up to my Boxer strat to Morph him for Work Gloves, this weapon is freakin' amazing. There is definitely a great window to Morph it off Boxer before it's actually picked up later in-game.

It has huge Attack power, and also has a single 2-link materia socket. That means you can just link an Elemental + whatever element materia you need to destroy most enemies real fast. For example:

1) I used a ton of summons to drop Lambda Calcule's HP low enough so that he would transform into a Magic type.
2) Then, I just used a single Tifa Limit Break to annihilate it, doing 2k+ per Limit Break wheel, because I had Work Glove + (Elemental+Earth) equipped on it, and Lambda Calcule is weak to Earth.

You can also just Berserk her (with something like a Fury Ring), and watch her go to town with her awesome speed, and basically shred through any monster.

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-04 02:07:06 »
Alright, my strat worked, but I had to use a calculator to do it right.

OBJECTIVE: We want to figure out how to Poison an enemy, and have its remaining HP be lower than what your Morph attacker does, so you can kill the enemy and Morph them!

That means we have to hit Boxer a couple of times before his HP drops too low, to have him take enough damage so that Poison can take its course and have him left with low enough HP that Morph can kill him in 1 hit, before he kicks you out of the fight!

I'm going to do a little math here, but it's extremely simple, so don't tune out. I'll break it down. For those unfamiliar with it, there's a mathematical operator called 'MOD', which works like this, Let's take, for example, the expression:

9 (MOD) 4

- Mod gives you the remain after you subtracted a number by the dividing number, numerous times, until you can't anymore, and then, it gives you what is left. In the example, 9 / 4 works like this : You take out 4 as many times as you can, until you can't anymore.

The remaining number is the 'mod' result.

- 9 mod 4 basically does this: it will take out 4 out of 9, and check if there's anything left. 9-4 = 5. 5 is greater than 4, so you can remove 4 again out of it. 5-4 = 1. 1 is smaller than 4, so that means that you can't remove 4 out of 1 anymore. So, the result of (9 mod 4) is 1. It essentially equates (9 - (2x4) = 1).

- The Poison effect always does the same damage to the enemy. Morph also always does the same damage to the enemy, if you ignore crits.

- That means that you can use a monster's HP and do a (mod) of its HP by Bio's damage. That'll tell you how much HP it will have when it's used the Poison damage until just before it ticks 1 more time and kills the enemy.

- So the process is this:

1. Poison the enemy (Dirty Bomb, or Bio)
2. Check how much HP the enemy has
3. Check how much damage the Poison effect does every tick
4. Check how much damage your Morph attack does
5. Check (Enemy's HP (MOD) Poison Dmg)
6. Hit the enemy with any attack so that the (MOD) result is lower than the Morph damage).

For example, You check Boxer's HP (2250). You poison a Boxer, and it does 144 dmg per tick. You do this equation: 2250 MOD 144. Just type '2250 mod 144' in google, it'll give you the result : 90 HP.

1. After a few poison ticks, Boxer's HP will be at 90 HP.
2. Tifa's Morph attack does 35 dmg.
3. So, what's an easy way to deal damage to bring a monster with 90 HP below the damage that Morph does?

Any way is good. The simple way here, is just to hit it twice with Tifa's Morph, which does 35 dmg.
90HP minus (35 dmg x 2), to lower it's HP to 20.

That way, when Boxer takes that last Poison tick of 144 damage, it's HP won't be 90, it'll be 20. Then, you can just last-hit it with Tifa's Morph again, and take it out before it knocks your party out of the battle.

The (MOD) operator will save the day in a situation like this, to calculate the last hit of a Morph. Learn it, love it, use it :)

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-04 01:02:11 »
Boxer is literally cancer to Morph :x

After many tries just trying to wear him down, I tried poisoning him with a Dirty bomb and hasting him, so that he stays small, and trying to get the poison damage to do the right amount of damage so my Tifa can morph him, but he always has just enough HP so that I can't morph him, and if I hit him, he just wipes me out of the field every single time...

25 fights later, no Work Glove -.-
I'm gonna try hitting him randomly with one of my characters and see if Poison ticks bring him in Morph dmg range... Seriously, I don't even know what Work Gloves do, yet I spent the last hour trying to get them ._. I really think there should be a database giving the new weapons' stats, it would really help people informed decisions on what to grind for, but at the same time, I do enjoy finding SOME things out on my own. This Boxer is just REALLY frustrating to morph. Good job Sega  :evil:

Maybe there's a better way? A Morph strat that I didn't think of?

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-03 01:47:28 »
Periodically checking up on this thread, it reminded me of something that perplexed me. I was climbing Mt. Corel, and when I got to the Mako Reactor up there, monsters that I killed on that screen would pop up the 'SP GAINED' message as I killed them. I didn't think twice about it, thinking that it was only past that point that SP gains were unlocked. After progressing a bit more and not getting the SP gains, and reading the last msg's in this thread, I'm wondering if that was supposed to happen.

IIRC, the 'SP GAINED' message only showed up directly on the Mako Reactor screen, and nowhere else. Sadly, I can't tell you if the monsters did give me SP or not. I wasn't really in a beta testing mindset when it happened, I thought it was a feature. lol

7
I just got to Gold Saucer for the first time in disc 1, and I went to check out the Wonder Square.. and this is what I see:

http://imgur.com/a/w0nCf

Basically, there's an overlay of white squares trailing in diagonal directions over the actual screen. You can tell, because Cloud's arm is being hidden by it. The only thing that pops up over it, is the Battle Simulator mini-game's fighter models (as seen in the pics)

It's not buggy or crashy or anything, but it's a bit.. distracting and immersion-breaking. It's the only place so far where I've had a graphical bug.

Has anyone had this glitch before?

Anyways, here's my 7th Heaven mod loader log file.
I tried deactivating 'Wonder Square' in the Minigames Collection, but it didn't change anything.

Spoiler: show


Miscellaneous - Dynamic Cloud Weapons
ID: 5d6a46f7-b0b0-43b1-88cb-f54de763c5b1
Version: 2.33
CloudSword = 1
Sword = 3
Dynamic = 1

Miscellaneous - Jessie Mod
ID: 1e2e93b2-5e26-4364-9b00-d316c618813b
Version: 2.3

Miscellaneous - Team Avalanche Fields
ID: 72152e09-7b5c-4942-8465-afa154e20b08
Version: 2.0
field_ta = 1

Battle Models - Weapons
ID: fe92e17c-f60d-4cf5-9c79-889f93d1edcb
Version: 2.1
weapons_aerith = 3
weapons_caitsith = 1
weapons_cloud = 2
weapons_sephiroth = 1
weapons_yuffie = 1

Field Models - Objects
ID: 7f1274cf-3bf8-4ae6-a722-d2f374c902fc
Version: 2.1
huge_materia = 1
materia = 2
potions = 2
save_point = 3

Animations
ID: 653bb2b6-3999-4bb0-bc21-2ae299bb7b87
Version: 2.1
f_animation = 1
w_animation = 1
60fps = 1
fba = 1
fbn = 0
fed = 1
fs = 1

Battle Models - Characters
ID: 1917178d-5ef1-42e2-9c5c-58045588b3f4
Version: 2.1
models_aerith = 1
models_barret = 5
models_caitsith = 1
models_cid = 1
models_cloud = 7
models_redxiii = 1
models_sephiroth = 1
models_tifa = 2
models_vincent = 3
models_yuffie = 1

Battle Models - Enemies
ID: 267ef1d2-599c-4f4d-860c-b838f402c587
Version: 2.1
models_diamond = 1
models_frogs = 2
models_scorpion = 1
models_jenova = 1
models_joker = 1
models_life_form = 1
models_motorball = 1
models_ruby = 1
models_soldiers = 1
models_sweeper = 1

Battle Textures
ID: ad83c8b5-249d-41f9-84a4-cd35200da6af
Version: 2.0
battle_bg = 2

Field Models - Main Characters
ID: efe1b0ec-6ce3-43f7-9659-f1bc9d36f60c
Version: 2.2
models_cloud = 0
models_aerith = 2
models_barret = 11
models_caitsith = 1
models_cid = 2
models_redxiii = 1
models_sephiroth = 4
models_tifa = 3
models_vincent = 1
models_yuffie = 2

Field Models - Non-Player Characters
ID: d329bc05-3dc0-4f35-94aa-632986f47194
Version: 2.34
models_base = 1
models_biggs = 1
models_jessie = 1
models_wedge = 1

Field Textures - yarLson
ID: 339ca282-645f-4053-83d1-de8777f8b1bc
Version: 2.3
field_bg = 1

Gameplay - Difficulty and Story
ID: af709876-588e-4865-84e3-0ac0bd662fb2
Version: 2.391
gameplay = 6

Gameplay - Tweaks and Cheats
ID: 3dbdfa3b-d97f-4cfc-9db8-223dbe0152bc
Version: 2.2
ar = 1
cf = 0
dm = 0
isl = 1
i = 0
li = 0
lcs = 0
lt = 0
nrb = 0
spa = 1
sc = 1
sbo = 1

Media - Music and Sound
ID: 2bdd4a94-4b06-46ca-af0a-37b9dfef25aa
Version: 2.1
music = 4
sound = 2

Media - Movies
ID: 4f61f4cf-6733-4503-93f4-ed7fdfee21a6
Version: 2.1
movie = 2

Menu - Avatars and Backdrops
ID: aec06415-0f12-410b-ac43-f4e89e363729
Version: 2.1
avatars_aerith = 1
avatars_barret = 1
avatars_cait_sith = 1
avatars_chocobo = 1
avatars_cid = 1
avatars_cloud = 1
avatars_cloud_young = 1
avatars_red_xiii = 1
avatars_sephiroth = 1
avatars_tifa = 1
avatars_vincent = 1
avatars_yuffie = 1
game_over = 1
prelude = 2
start_menu = 10

Minigames Collection
ID: ee718ab3-0aa5-43b2-b7bc-82c69fcd19d0
Version: 2.31
chocobo_models = 1
condor_models = 1
motorbike_models = 2
chocobo_textures = 1
coaster_textures = 1
condor_textures = 1
motorbike_textures = 1
snowboard_textures = 1
wonder_square = 1

Spell Textures
ID: b97373a2-aa9f-40e3-9a3d-aeaa846391d4
Version: 2.1
magic = 2
coin = 21
limit = 2

World Models - Characters
ID: a5b9a2f3-c9e3-4cbb-947a-1489ebeeb921
Version: 2.1
cid_world = 2
cloud_world = 5
tifa_world = 4

World Models - Enemies
ID: 0d0cc481-4cc3-4e7e-9529-fa7077b38615
Version: 2.0
diamond = 1
emerald = 1
ruby = 1
ultima = 1

World Models - Vehicles
ID: 0e056cf4-7b37-49e1-aa9e-c57bc73db954
Version: 2.0
buggy = 1
chocobo = 1
highwind = 1
submarine = 1
tiny_bronco = 1

World Textures
ID: 35e0906d-7da4-4da2-b10d-87149d291a38
Version: 2.0
world_bg = 2


8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-30 04:34:08 »
Check your PMs please. I hope what I sent you will resolve the issues :)

I PMed you back (twice) but it shows my 'Sent Messages' as empty, just let me know if you got them.
The jist of it:
- 7H 1.56 beta + MO 3.0 beta work and eliminated the 'No Battle Boxes' bug
- My PHS is still fucked
- I tested by removing everything lower than NT in the load order except for MO, and so I was lazy and didn't test by removing everything except NT and MO, and I'll do that tomorrow probably

PM me if you need more info

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-29 02:34:39 »
1. Good!
-snip-

2.1: I meant Catalog 3.0 - Menu TEST that you sent me! Sorry xD ...which I tested with only Menu Overhaul activated, and/or With MO + No Battle Boxes. With your 'Catalog 3.0 - Menu Test', 'No Battle Boxes' has never worked for me, and just activating it caused constant crashes on boot, and the 2 times where it did boot over 30 boots, there was no change in-game.

2.2:  I use 7H_1.54.zip that I got from the official 7H post. http://forums.qhimm.com/index.php?topic=14490.0 - ficedula version

3. Here are my details:

Spoiler: show

Miscellaneous - Dynamic Cloud Weapons
   ID: 5d6a46f7-b0b0-43b1-88cb-f54de763c5b1
   Version: 2.33
   CloudSword = 1
   Sword = 3
   Dynamic = 1
Miscellaneous - Jessie Mod
   ID: 1e2e93b2-5e26-4364-9b00-d316c618813b
   Version: 2.3
Miscellaneous - Team Avalanche Fields
   ID: 72152e09-7b5c-4942-8465-afa154e20b08
   Version: 2.0
   field_ta = 1
Battle Models - Weapons
   ID: fe92e17c-f60d-4cf5-9c79-889f93d1edcb
   Version: 2.1
   weapons_aerith = 3
   weapons_caitsith = 1
   weapons_cloud = 2
   weapons_sephiroth = 1
   weapons_yuffie = 1
Field Models - Objects
   ID: 7f1274cf-3bf8-4ae6-a722-d2f374c902fc
   Version: 2.1
   huge_materia = 1
   materia = 2
   potions = 2
   save_point = 3
Animations
   ID: 653bb2b6-3999-4bb0-bc21-2ae299bb7b87
   Version: 2.1
   f_animation = 1
   w_animation = 1
   60fps = 1
   fba = 1
   fbn = 0
   fed = 1
   fs = 1
Battle Models - Characters
   ID: 1917178d-5ef1-42e2-9c5c-58045588b3f4
   Version: 2.1
   models_aerith = 1
   models_barret = 5
   models_caitsith = 1
   models_cid = 1
   models_cloud = 7
   models_redxiii = 1
   models_sephiroth = 1
   models_tifa = 2
   models_vincent = 3
   models_yuffie = 1
Battle Models - Enemies
   ID: 267ef1d2-599c-4f4d-860c-b838f402c587
   Version: 2.1
   models_diamond = 1
   models_frogs = 2
   models_scorpion = 1
   models_jenova = 1
   models_joker = 1
   models_life_form = 1
   models_motorball = 1
   models_ruby = 1
   models_soldiers = 1
   models_sweeper = 1
Battle Textures
   ID: ad83c8b5-249d-41f9-84a4-cd35200da6af
   Version: 2.0
   battle_bg = 2
Field Models - Main Characters
   ID: efe1b0ec-6ce3-43f7-9659-f1bc9d36f60c
   Version: 2.2
   models_cloud = 0
   models_aerith = 2
   models_barret = 11
   models_caitsith = 1
   models_cid = 2
   models_redxiii = 1
   models_sephiroth = 4
   models_tifa = 3
   models_vincent = 1
   models_yuffie = 2
Field Models - Non-Player Characters
   ID: d329bc05-3dc0-4f35-94aa-632986f47194
   Version: 2.34
   models_base = 1
   models_biggs = 1
   models_jessie = 1
   models_wedge = 1
Field Textures - yarLson
   ID: 339ca282-645f-4053-83d1-de8777f8b1bc
   Version: 2.3
   field_bg = 1
Gameplay - Difficulty and Story
   ID: af709876-588e-4865-84e3-0ac0bd662fb2
   Version: 2.391
   gameplay = 6
Gameplay - Tweaks and Cheats
   ID: 3dbdfa3b-d97f-4cfc-9db8-223dbe0152bc
   Version: 2.2
   ar = 1
   cf = 1
   dm = 0
   isl = 1
   i = 0
   li = 0
   lcs = 0
   lt = 0
   nrb = 0
   spa = 1
   sc = 1
   sbo = 0
Media - Movies
   ID: 4f61f4cf-6733-4503-93f4-ed7fdfee21a6
   Version: 2.1
   movie = 2
Media - Music and Sound
   ID: 2bdd4a94-4b06-46ca-af0a-37b9dfef25aa
   Version: 2.1
   music = 4
   sound = 1
Menu - Avatars and Backdrops
   ID: aec06415-0f12-410b-ac43-f4e89e363729
   Version: 2.1
   avatars_aerith = 1
   avatars_barret = 1
   avatars_cait_sith = 1
   avatars_chocobo = 1
   avatars_cid = 1
   avatars_cloud = 1
   avatars_cloud_young = 1
   avatars_red_xiii = 1
   avatars_sephiroth = 1
   avatars_tifa = 1
   avatars_vincent = 1
   avatars_yuffie = 1
   game_over = 1
   prelude = 2
   start_menu = 10
Minigames Collection
   ID: ee718ab3-0aa5-43b2-b7bc-82c69fcd19d0
   Version: 2.31
   chocobo_models = 1
   condor_models = 1
   motorbike_models = 3
   chocobo_textures = 1
   coaster_textures = 1
   condor_textures = 1
   motorbike_textures = 1
   snowboard_textures = 1
   wonder_square = 1
Spell Textures
   ID: b97373a2-aa9f-40e3-9a3d-aeaa846391d4
   Version: 2.1
   magic = 2
   coin = 12
   limit = 9
World Models - Characters
   ID: a5b9a2f3-c9e3-4cbb-947a-1489ebeeb921
   Version: 2.1
   cid_world = 2
   cloud_world = 12
   tifa_world = 4
World Models - Enemies
   ID: 0d0cc481-4cc3-4e7e-9529-fa7077b38615
   Version: 2.0
   diamond = 1
   emerald = 1
   ruby = 1
   ultima = 1
World Models - Vehicles
   ID: 0e056cf4-7b37-49e1-aa9e-c57bc73db954
   Version: 2.0
   buggy = 1
   chocobo = 1
   highwind = 1
   submarine = 1
   tiny_bronco = 1
Catalog 3.0 - Menu TEST
   ID: c0cc6846-ec72-48c3-971a-a276c69b8830
   Version: 1.0
   beacause = 0
   menu = 2
   icons = 1
   nbb = 1
World Textures
   ID: 35e0906d-7da4-4da2-b10d-87149d291a38
   Version: 2.0
   world_bg = 3


Reminder : the rest of the game is perfectly fine (0 crashes so far) with this 7H mod setup. It only starts messing up when MO is turned on :(

I had un-installed your IRO, and after re-importing your IRO with No Battle Boxes on again, it never booted in 7 boots. So, I gave up on further tests.


With ONLY Menu Overhaul option active, it was crashing when I tried PHS from the World Map yesterday (Maybe because Yuffie joined the party : I tested it right after walking out of Kalm with her in my party), so I'm gonna turn it back off for now, trying to play the game a bit :p But I'm making backups of all my saves, so if we want to test any particular area, I will probably have a save for it.



10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-28 02:45:21 »
Alright, I'm dropping the MO for now.. I just left Kalm with the new party member, and now any PHS use just freezes the cursor over the active party member and crashes to desktop, everytime.

It was going well for a while, but I have to get over the fact that if the game crashes 5+ times before it launches, it will probably crash in-game too.  :-[

Menu Overhaul looks so nice, too. I'll help beta test whenever you need it, EQ2Alyza! I'd love to be able to give some help getting it to work with NT :)

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-27 23:13:12 »
If I were to upload a new MO IRO for testing only, would you check these issues for me? It will be with the new hext edits, so just enable them in the Configure and set your Workshop -> Settings -> FF7 EXE to use the ff7.exe installed from the 7H Game Converter.

I have screenshots here: http://imgur.com/a/KzabY

Alright, I tested it, here's what I got from the test (using FF7.exe and not FF7_mo.exe): It works, but not fully. Keep in mind that this is with every iro activated and in the 7th Heaven boot order, and the game was running perfectly stable so far, with 7H MO, with the exception of Long-Range stuff being all f*****.

1. Great news, The Menu Overhaul iro you sent me works fine, compatibility-wise, with New Threat.  There is no 'Long Range' conflict (ex. Red XIII can use Sled Fang in the HQ elevator fight, and damage is effectively dropped by 50% from the back row). The icons mod works too!

2. You cannot use the ''No Battle Boxes'' mod with it (even with plain Menu Overhaul). No matter where I put 'The Reunion - Beacause and Menu Overhaul' in my boot order, it would not work.

3. On top of #2, the game would simply crash on startup if ''No Battle Boxes'' was activated, unless it was at the very bottom of the load order, with only ''World Textures'' under it. That's the only place between New Threat and the bottom of the Load Order where the game would even launch, but even then, with ''No Battle Boxes'' on, it just didn't work: you get the regular MO battle menu.

4. The game crashed on startup a few times after install. It behaved strangely:
- 1st boot: was an 'Oops' error
- 2nd: 7H just launched the game without loading any mods (Square Enix logo blinks at the beginning)
- 3rd: 'LoadLibrary failed with error -1073741795: (null)'
- 4th: it just gave a regular Win7 '...is not responding' error.
- 5th boot, it worked.  ???
- 6th: 'LoadLibrary failed with error -1073741795: (null)'
- 7th: It worked again  :-\

So it's definitely shaky. Probably a lot of errors trying to load the mod library and getting either an empty one or a null object.... But I don't know how the mod interacts with 7H so it's just an idea.

5. You were right, the text sometimes doesn't fit the textboxes well. I caught an example (see attached screenshots), in the Load Save menu, top-right corner, 'Game 05' doesn't fit the box.

I'll keep running with New Threat and this Menu Overhaul, and keep you guys updated if anything else shows up, compatibility-wise. Thanks for sending me it! Beta-testing ftw.

Small question, too: I was also wondering if the battle materia menu was looking normal to you guys? (there's a screenshot of it in my imgur link) Is it going to change appearance once I get Tier-2 magic?


12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-27 02:31:07 »
Sure thing, just tell me what/when to install and I'll give it a whirl.  ;D

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-27 00:29:43 »
If Menu Overhaul is being used, it could be from the ff7_mo.exe that's currently in the Catalog. I have removed all that and switched completely to hext edits in the next update, so I really hope that resolves these random clashes in compatibility we've seen reported. I can never test these things through a full playthrough due to time, so it's up to the public to catch them and report it.

Just waiting for NT 1.5 and Reunion R06 to push out the next Catalog update :)

That was exactly it! I turned off Menu Overhaul in 7H - "The Reunion - Beacause and Menu Overhaul" and set the .exe to the original "ff7.exe", and now my Sled Fang works and I take WAY less damage from the back row!

I was essentially dealing 1/2 damage from back row, and still taking full damage.. No wonder it was so hard. Thanks so much for being so quick again, guys!

The funny thing is the game still felt fair up to this point, these guys are the first where it becomes almost impossible to keep up with the damage. I ran from 3-4 encounters, but I was doing alright. xD

However, now my battle menu is just completely black, with only the text visible. I don't really mind, I'll just wait for the new versions to rollout, and re-activate Menu Overhaul then: it's not exactly a problem :) ... Unless you guys know how to fix that too?

Here's what it looks like.
http://imgur.com/a/GknJ0

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-26 22:40:42 »
I'm getting slaughtered by Thousand Gunner, Heli-Gunner and Thunder-Gunner...
I'm looking at videos of people playing 1.4, and for some reason, these bosses deal way more damage and take way less.

Here's an example. In Sega Chief's 1.4 Thousand Gunner video on Youtube, the whole party is in the back with Barrier on, and Crown Artillery deals about 40 damage to the party. In my game, I'm taking 100 damage.

As for damage, my Barret deals about 45 damage with a regular attack from the back row, and the one in Sega Chief's video deals 85.

Also, Red XIII can't use Sled Fang in my game, because I'm out of range, whereas people use it for over 300 damage in those videos...

And I remember clearly, Cloud was hitting like a total wimp too, like 30 damage.

Is this normal? I tried playing around with materias and give my magic casters all the +Magic I could find, and my fighters all the +Str materia, but it seems to have very little impact, and I take so much damage from both Heli Gunners that I barely have any time to ever attack, and even if I try constantly healing, they deal more than I can manage  :-o

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-26 03:04:07 »
Thanks so much for the quick answers, both of you. Chief, i'm psyched that you care so much about this project! I'm a programmer; just got my first job after getting the diploma, and I'm working solo on some project. It's really motivational to see people like you creating wonderful things for everyone to enjoy. It's inspiring me to care about this project I'm working on and hopefully make others happy to use my software! So much ambition in this, and it makes this game infinitely more interesting! I hadn't played it since I was a kid, and it gets everything right while not butchering my nostalgia factor.

Well, back to the game, I'm about to meet Nanaki now :)


16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-26 00:06:36 »
Hey, sorry, really amazing mod! I watched Xero play it on his first time around, and I remembered it so I could play it when I had the time. Well that time is now, and I love it! I'm almost out Shinra HQ.

I've been looking around for a while for info on the new weapons. I'm fighting the new X-ATM scorpion boss on floor 59 and trying to decide which weapon I want to steal, but I can't find anything on what stats the new weapons have... Or if I can actually buy them some other place. Considering you can only steal 1 weapon from that boss... It's giving me a headache.

I love finding things out on my own, and I've been using the files in the Documentation folder of the standalone mod .zip, but I also don't want to miss out on anything new the mod offers, and try to plan what weapons my party'll use before I miss them.

Is there any info on this somewhere?
...Or has someone written some form of mini walkthrough for this mod?

Thanks!

*EDIT*: Oh, and final question.. I am using the 7H version of the mod, what would be the best way to get this latest patch working for my game? Can I just uninstall the 7H version and install the standalone version on top of my game without losing all my progress?

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