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Messages - EmperorSteele

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1
Am I a bad person for wanting to mix and match for hilarious results?

But no for realz, I was JUST thinking about this yesterday, as I have Nino's chibis installed and was all "The FMVs look lacking now". What a time to be an FF7 fan! You rock!

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-21 02:44:06 »
Glad to see this is coming soon! I better finish my 1.5 playthru!

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-11 01:46:50 »
Hey, silly question, but are Cait Sith's weapons considered ranged?

Because I had Cloud try to use 4X cut on a flying foe, but he couldn't reach. I had Cait Sith mime the 4x cut (I put the command in before I saw it wasn't going to work, except...), and he was still able to hit the foe. Or is this a bug with Mime?

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-08 00:21:12 »
https://www.youtube.com/watch?v=c7X81crXEdY

Am I wrong in thinking Venus Gospels life steal is a little too strong?

I think you need to update your version of NT, last I checked there's supposed to be 4 special matches!

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-07 04:23:46 »
You won't want that. I don't know how far in you are, but after the Mythril mines, the question marks become the only way to increase your character's stats. Sure, you'll have more HP as you level up, but that will be IT, and your Strength, Vitality, etc will all stay at their default values, which will make anything after the midpoint of disk 1 VERY difficult.

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-05 16:34:51 »
It's basically a bragging rights/troll boss! I know that seems harsh, but it'd be even harsher to hide something useful behind him when he's that hard to put down!

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-03 12:10:11 »
You da man, Sega Chief =)

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-03 00:55:08 »
So, I gotta ask if something is an intended feature, or an oversight (wouldn't be a bug, but...)

I'm hunting chocobos. When I face off against Valorons (sp?) near Rocket Town, the bad guys themselves scare the choco away when they case Wall +All. Combined with the low encounter rate of chcobos in that area, and the number that end up not being "great", this is a bit maddening. I know I can get Greats from Mideel, but I've always had better success with breeding/racing chocobos when they're from different regions (So a great male choco from Mideel and a great female from Rocket Town seem to produce a better racer than 2 greats from Mideel. I don't know if it's actually coded like that, but just something I noticed once).

In any case, is there a way to either a) not have chocobos spooked by status change or b) remove the +all component from the Valorons' self-buffs? Or is this intended and trying to figure out how to kill both valorons, without hitting the chocobo, before their first turn, an intended challenge?

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-02 03:28:20 »
Are you going to still have the auto-tent and check SP options available? I like those =)

Also, how about a way to set Party leader? I saw on some streams (I have a guilty pleasure of watching people flip out every time X-ATM comes back!) that people started doing the disk 3 sidequests, only to realize that the required party member wasn't the leader, and they had to backtrack to the Highwind and switch it up. Might be a good QoL thing. Maybe that can be D3 only, and of course Cloud is required for the North Cave section, or would that be too much work?

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-31 17:46:09 »
Oh, wow. I used to consider myself an expert at this game and had no idea that the two armors were gender-locked. Then again, there's a lot that I'm realizing that I didn't know!

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-31 04:34:47 »
Hey Sega, is there any specific reason why Aerith can't equip the Escort Guard? I have it, and it shows up for other characters, but when I try to equip it it to her, it's not in the list!

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-31 02:42:30 »
I think the little guys want you to be the correct level where it would have the most effect. The ability in question has been edited so that it does earth damage, but bonus damage if the opponent is the same level (it seems to have gotten rid of the "mini" effect). So I would "sense" one of the Mus, and if they're a higher level than you, try to level up a bit until you match. If you're already higher than them, maybe revert to an earlier save, or pull in a character who might be lower level if you haven't been using them.

13
So, I tried following OatBran's guide, and unfortunately FF7 now looks and runs like garbage =/ The screen is stretched (even though I have preserve aspect ratio set to "yes"), and everything is low-rez and pixelated (even though I can tell it's loading the high-res texture packs). The AA isn't working, even though I have that set, and even the music now sounds worse =/ It takes extra time to loads scenes (field to battle, battle to EXP up screen, exp up screen to field, field to menu, etc). It's displaying the version number and rendered in the top left, which is distracting... Any idea what I may have done incorrectly? The only thing I can think is that I'm running windows 7, but you said that shouldn't be an issue, so....

14
Yeah, the "catalog" doesn't give a lot of info. Each of those mods has a dedicated thread around here somewhere (usually in the "finished releases" subforums for graphic modding, gameplay modding, etc, respectively), so you should be able to browse around and look for more info on the various mods =)

15
Oh! Yeah, that's what I was confused on, too! I'll try the whole kit and kaboodle, then!

16
Quote
FFNx will allow you to use up to 3.5GB of RAM space for Mods, by using the 4GB Patch on your ff7.exe file. Remember that this feature works ONLY on Windows 64bit.

Can I apply this patch without using FFNx? I only ask because apparently FFNx doesn't work with Win7. The page that is linked there is very... generic and didn't mention FF7 by name.

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-26 12:30:22 »
I dunno if its just been me missing them but I have not seen a single Echo Drop in any shop and I'm now at the point of remedies.  I had to spend a lot of time farming steals for echo drops as silence can be a quick killer if my heal person got silenced.  Basically had to keep them equipped with silence proof the entire time as there wern't any echo drops being found or able to buy them.  Saw basically every other status healing shops, just not the echo drops.

You can steal them from various enemies, usually ones who cause either darkness or silence. Custom Sweepers near Kalm, Madouge's in the Mythril mines, and Cappawires in the forests near Junon all provide Echo Drops =)

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-26 12:26:36 »
I seemed to be able to download it, did you try deleting the previous NT IRO?

Yeah, but even that didn't work. I had to unsubscribe, go into the ff7 mods folder, manually delete the NT mod info in there, restart, and it still gave me that error when I tried to import. However, when I resubscribed, it seemed to have downloaded the newest version!

That said, I figured out the commands thing: It's a bug with ESUI when combined with NT, it's not able to show the enhanced icons. Apparently that's being worked on!

Oh, and since you wanted to change all the commands, you should know there's one point in early disk 2 (after the City of the Ancients but before Gaia's cliff) where it asks you to hit [ok], and this wasn't replaced by a psx button command. I just remember seeing it and figured you'd wanna know =)

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-26 00:48:20 »
Same here, here's the error:

20:34:19|INFO|SeventhHeaven.ViewModels.ImportModViewModel|Mod import progress: Parsing information from mod.xml | 50.00%
20:34:19|INFO|SeventhHeaven.ViewModels.ImportModViewModel|Mod import progress: Copying .iro file to library | 75.00%
20:34:19|ERROR|SeventhHeaven.ViewModels.ImportModViewModel|System.UnauthorizedAccessException: Access to the path 'G:\G-Steam\steamapps\common\Final Fantasy VII\mods\7th Heaven\debe4027-3b07-4fab-a45b-d7acb444973a_FF7 NT IRO.iro' is denied.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost)
   at System.IO.File.Copy(String sourceFileName, String destFileName, Boolean overwrite)
   at _7thHeaven.Code.ModImporter.Import(String source, String name, Boolean iroMode, Boolean noCopy)
   at SeventhHeaven.ViewModels.ImportModViewModel.TryImportFromIroArchive()

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-24 23:06:09 »
I'm back with another "problem"! I put that in quotes for 2 reasons: 1) I'm still using the catalog version of the IRO so I'm not 100% sure if it's up to date (I uninstalled and reinstalled), and 2), I feel like most people would see this as a good thing.

Anyway, Yuffie seems to be maintaining Perfect Dodge even after the message says she's lost it. I'm trying to limit-train her, and I cannot for the life of me get anything to hit her more than once with a physical attack! I can switch to magic-wielding foes, but for right now it seems like her stats aren't actually resetting upon being hit with magic.

[edit] Party members can hit her just reliably, it's just foes that can't hit her. Seems weird to me, either she has 255% evasion or she doesn't. Or do the party's evasion numbers not count against one another?

Also, speaking of secrets, any hint about the secret 10th party member that's teased in the party list when you're checking your SP?

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-23 16:02:24 »
Hey SC! Sorry to be a bother, but I have NT set to auto-update from your catalog, but it doesn't seem to have downloaded the last couple of updates (such as the clock room fix). I'm unable to tell if it's an issue with the catalog, 7H, or something on my end. Any ideas would be appreciated!

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-22 03:08:05 »
So I'm at the temple of the ancients, and the buttons/commands aren't showing up for the clock room! I don't know if its this mod or the EUSI (or whatever it's called), but could ya take a look?

23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-20 02:32:54 »
The thing that kills me about elements in this game, especially NT, is, let's say I'm planning on fighting a big heavy boss, so I put Earth elements in my weapons. But on the way, I get into a random battle. That random battle will almost always have flying enemies who I then CAN'T HIT because they all ignore Earth attacks. Or if I put lightning in my weapons, I end up against things that ignore or absorb that!

I really think that common, run of the mill enemies shouldn't be able to ignore or absorb elemental damage (unless it really really makes sense), just reduce it (25% or 50% for stronger things). Though maybe there are some things the game just can't handle. Like, I understand why flying enemies wouldn't be affected by Quake, but that doesn't mean they should be able to ignore Earth-powered bullets... but maybe the game can't differentiate between damage coming from a spell or an attack.

The cheesiest thing I can recall is during the Shinra building escape. First boss you fight is weak to bolt and earth... not that it matters because you're already fighting him by the time you realize that. But whatever, let's say you anticipate this and have bolt and earth ready. The next fight, which happens immediately as a second phase, not allowing you to switch things up, are two fliers (so earth won't hit them), one of whom absorbs lightning! On one hand, I can respect keeping people on their toes and throwing them curveballs, and you can't just let people abuse the same materia combinations over and over, because that would be boring. On the other hand, I feel like this mod actively tries to low-key punish you for using elemental damage. It's a tough balancing act! I think SC generally does a good job with this, but it'd be nice if I could just set up an elemental combo and not worry that something in the area is gonna no-sell me. One of the most satisfying places in the game for this is the Gi cave. Set up Holy element in your weapons and you're good to go!

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-18 04:11:10 »
I removed all the Morphs from the Pagoda fights because they're much more difficult than normal to Morph (and Chekhov I think can't be morphed). Sorry about that.
Ah, no, that's fine! And yeah, Chekov wouldn't be possible to morph since she's immune to physical damage.

Though, while we're on the subject, maybe do a difficulty pass on Godo or the other Pagoda people? He was legit the easiest of the 5 fights. The others all had a gimmick where you had to think in order to win (Checkov I beat only by constantly having reflect up, Shake I had to item-chump and then wait until I got a lucky last shot in, etc), but Godo went down with a few castings of Trine and some basic attacks (though I did have to debarrier him a couple times).

Either that, or maybe make the preceding fights a touch easier? Maybe allow Shake(s) to be debuffed in some way so the player can reduce his evasion, at least temporarily (maybe make Shakes B through G more able to be hit, and as they die, Shake himself becomes more vulnerable? Like each "afterimage" give him +25% evasion, so as they die, his evasion goes down? And he can re-summon them if they all die! Or is reducing his evasion on the fly like that not possible?). Also, give Chekov SOME kind of elemental weakness that'll show up on Sense. She's way too tanky for a mage! Perhaps instead of blanket physical immunity she has Wall, Regen and Reflect up, you know, things that can be countered and dispelled, and can even use peerless for a small number of turns when she's in trouble (assuming it can be dispelled and the duration on it can be edited on your end).

Just some ideas, not criticism. The mod is great and I hope to play 2.0 when it's released =)

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-18 03:06:22 »
Hey, so I managed to morph Shake, but I didn't get any Sprint Shoes. Was that removed?

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