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Messages - unclebiggs23

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-05-11 02:25:42 »
I've looked everywhere after playing the piano at the mansion, but I still have no idea what was released. Does it actually exist, was it lost number, or is that a placeholder?

     Try going to the reactor in Mt. Nibel. There should be a figure in a black cloak right in front of the door to Jenova's room. You may wanna save before you do it tho. Just a heads up  :wink:

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-03-15 08:32:37 »
i'm trying to install the latest mod but i get this "this program cannot update the installed version of FF7 new threat mod v1.5 - 10th march 2018 because of the following reason: the destination directory doesn't contain any files to update" and i'm using the "main installer" in the mod folder on the "data" folder of the FF7 game

i have windows 10 (i hate it XD) if that means anything

just wondering but will this "direct patch" i saw from some yt comments (on the installation Tutorial vid) work for this problem? i'd figure i would get a faster response here than on yt lol
     
Actually, you only need to direct the mod to main FFVII folder now, so the data folder isn't needed for the download. That should make the mod work.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-08 06:33:55 »
This may have been discussed already, but I got Bahamut Zero and KOTR Materia and Steam isn't acknowledging it, so i don't have the achievements. Does the mod conflict with the achievement system in anyway, or do you have to actually master the materia in order to get them? I know you can miss out on the achievements for finishing Parts 1 and 3 due to actions in the mod, but i don't see how the mod can conflict with materia at all.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-10-24 02:10:14 »
Just watched your video. You're using the exact same tactics I am using apart from the fact that I am just focusing Cloud and Yuffie on bolt magic with Aeris being healer/buffer.
Just tried it a couple more times with the last attempt going as follows:
-Match starts, ATB gauge fills for Yuffie
-Go items and scroll to pick spider web to inflict slow
-During this (ATB is set to wait), Jormungandr uses 'Serpantarious', doing roughly 400 damage and inflicting Stop on Yuffie
-Instantly followed up by a tail attack which hits for 500 and kills Yuffie
-ATB gauge fills for cloud
-Jormungandr uses 'Cyclone' then 'Tail Attack' killing Cloud before any action can be taken
And after that I thought there was no point even trying that fight.

Couple more things to add about my game after watching your video.
- I'm playing the latest 1.5v on 'Arrange'
- Boss' name is different
- Texture seems to be missing for the body (all black)
- The damage I'm taking is roughly twice as much as you are taking (with all members in back row and barrier cast)
- Dirty Bomb almost never hits (don't know how my first one actually hit)
- 'Tail Attack' heals boss for damage taken and is only used against one character (usually as a follow-up skill)
- 'Serpentarious' skill being used which inflicts 'Stop' and a number of other status effects
- Never seen the boss 'basic' attack, thought it was all skills XD
- 16k health (don't think you ever sensed the boss in your video to see his health)
- 'Selenostrike' does health damage not MP damage

I've not had too much difficulty with the encounters after figuring out their weaknesses but this boss makes me think that the AI has been un-intentionally tweaked with the removed boss you mentioned. The battle itself feels like the boss is bypassing the turn order and unleashing mid-game skills and combos.

Just spotted the hotfix below download
'-) Arrange Mode: Bottomswell replacement boss fixed'
Ummmmm... Maybe that's why I'm having so much difficulty XD will report back once I've patched.
Ok. Nvm. It gives me the message 'Nothing to do! Files are already updated'. But I wanna say that this hotfix for the bottomswell boss isn't actually implemented in the new release.

   So I have the Proud Clod editor that can allow you to see enemies' stats, weaknesses, immunities, etc and it seems that Jormungandr has a Strength stat of 170, which could explain why he's doing so much damage to you. He's also at Level 33, so if your level is lower than his, then he will do even more damage, as the formula for calculating damage depends on the user's level and the target's level. Perhaps this was a stat that Sega Chief missed out on toning down? Not sure. But if the boss is doing so much damage that must be the reason why.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-05-26 07:58:26 »
So I just tried to fight Zangan in the Nibel Reactor for Tifa's Level Four Limit quest, but the game is acting as though the encounter already happened. When I go up to him to talk, he says "Just be careful. Until we meet again!" and nothing else. This is the first time in this playthrough that I have attempted to do this quest, so it's definitely odd that it won't trigger.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-05-13 02:39:45 »
So I've been trying to fight the Kaktuar boss in the purple materia cave and I'm stuck. I know the mechanics necessary in order to defeat him, as I beat in my last playthrough, but now that I'm doing a no SP run, things are much different this time. Since physical attacks are the way to go, I figured I could give Tifa a chance to shine and load her up with Water Element and the God Hand with 255 accuracy. However, because of his high evasion and more importantly, luck, Tifa can't land a lot of hits on him. I tried giving her the Amulet, which raises her Luck by 75, but even that really isn't doing much. Since all of the characters are now super-fragile because of No SP, and the Amulet's penalty of preventing barriers, Tifa can't really survive very long. I do have some SP Mines and Fletch Rockets that deal a decent amount of damage, though, and I've been using them with my other two characters. Kaktuar is also not susceptible to any noteworthy status ailments, either. My question is: do I have no other choice but to rely on those items, or is there something I'm not thinking of??

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-05-09 00:37:55 »
I was fighting Protoroth a few days ago, and I saw something odd happen. He used one of his magic attacks that turned Aeris into a Frog, and when I went to cast a spell, I noticed that Pearl was the only spell that she could cast. I know that Frog is supposed to disable magic and limits, so it seems a little weird. Is this supposed to happen??

On another note, in regards to the mod you're starting on for FF8, did you know there's an unused enemy called "Dummy"? Do you think that enemy can somehow be restored for the mod as an optional superboss or something?? Just an idea I had.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-05-04 01:21:45 »
It's going to be like a house of cards; if one thing is wrong then it'll all be wrong. The new FF8 tools allow for a greater degree of editing than before, but some things like Cards will need to be done via Hex. I'll have an alpha build up of it fairly soon after 1.5 is released so I can get some early feedback. The main ideas of it are:

Tackling Low Level
-) GF abilities are locked behind GF level rather than abilities learned, meaning that the characters will have to level to see them.
-) Bosses give EXP, potentially with a system to revive characters at end of fight so that it can't be dodged with KO.
-) Randoms don't give upgraded magic when they hit Level thresholds, the stronger magic is gated further into the game with later monsters/items
-) Stat growth weighted more on level arcs instead of Magic junctions

GF vs Magic
-) Like FF7 NT Summons, they'll ignore Spirit/Magic Defence whereas Magic is more conventional. However, GFs will LOSE affinity when used meaning they'll become less and less efficient if they're spammed too much. Magic, on the other hand, will greatly improve GF affinity. The idea would be you'd 'charge' the GFs using conventional attacks and then save them up for a tough fight. GFs, with the exception of some Support GFs like Carbuncle, also have much less HP on the whole so timing is needed when using them to avoid getting them KO'd.

Character Builds
-) FF8 has 'sources' like FF7, meaning I could script something similar to Rank Up assuming I'm able to do so using the field editor (most of the field op-codes aren't deciphered yet though; it's not as supported as the FF7 one). I'll likely hold off on this feature for the alpha build but I'd like to try and implement it at some point.

Items/Card
-) You can break the game's balance very quickly with items and refine abilities. I don't want to remove or gate card-mod/refine abilities as they could be used to eliminate stock grinding, etc. so getting the relationship between card/item availability & refine results correct will be a big step forward.

Enemy Balance
-) Like you mentioned, level scaling is a big challenge because it's much tougher to adjust than static stats. There'll be a lot of trial and error with this; I'll probably go with several 'sets' of stats that I'll apply to all enemies so I can properly judge how they develop late-game and where the attack strength of their abilities needs to sit at. I'm not sure yet if I'll remove the max level cap from bosses for scaling or not as doing so would prevent a player from grabbing a few extra levels to push through a tough boss and potentially get them stuck.


I actually have the Requiem Mod for FF8 installed, and I found it rather enjoyable for the most part. However, one of the major problems that it runs into later in the game is that because physical damage was significantly nerfed and magical attacks were greatly buffed, it relies far too much on magic. It eventually becomes a tedious process of casting Meltdown on the enemy (oftentimes several times as the hit rate is reduced), casting Double/Triple on your party and spamming Flare, with healing sessions in between. You can use limits for damage if you really want to, but they've pretty much have all been nerfed in a significant way, and magic is the better means of dealing damage. The spell Aura doesn't always land, and even has a chance of causing Death if it does. There really is no other viable alternative, so it gets extremely uninteresting once you realize that's pretty much the only thing you can do. I know this is probably a "Duh" thing for you, given how balanced you made this mod, but having one strategy completely outclass everything else just doesn't make for a fun mod. Making it so that there is something you need to do differently with almost every boss battle/random encounter so that one strategy isn't completely favored over another is what makes the experience more enjoyable.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-29 11:32:18 »
One quick question; does the Added Effect materia work on Summon Materia?? I want to fight Omega Weapon repeatedly to farm a couple of Gospel Sparks and I know that he is susceptible to Paralysis, so I wanted to pair Ramuh with Added Effect to see if it would work. I went to the status screen after pairing the two together and I didn't see the Paralyze status lit up in the Attack section, but when I paired Added Effect with Time Materia the three statuses Haste, Slow and Stop were highlighted. I'm wondering if Added Effect-Summon Materia can be paired together.

On another note, I remember you saying that using the Defend command negates Terra Break, but I tried it and it didn't work. Is this a bug or was this feature removed?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-27 10:33:01 »
The trick to Powersoul Tifa is the Curse Ring, which you can get from the Disc 1 Battle Square.  Saves you the trouble of Death Sentencing her, and gives her a significant boost to all stats that would probably be even more noticeable without rank-ups.

I didn't know that the Curse Ring boosted stats, nor did I know where it was. I've been wondering where to find it for awhile now. I'll try it and see what happens.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-27 06:10:36 »
While we're on the subject of optimization, there's something I've been needing a little help with, myself. I'm now doing a no SP run and it seems as though using magic attacks are the only reliable form of damage. Putting Tifa or Cloud in the front-row just seems to be a sure way of getting them killed, since they have no stat boosts from the SP system to help them. I've been using Elemental Materia to help with the physical damage a bit for specific fights, but it still doesn't do as well compared with magical damage. The only way I can think of utilizing physical damage is by giving Tifa the Powersoul, but given how fragile the party already is, it takes awhile to set up the barriers, use Slow on the enemy (possible Haste on the party), and then set up Tifa w/Death Sentence and maybe Berserk. Having her at critical health just doesn't seem like an option. So, is there something I'm missing with this set-up, or is there no other way but to abuse Tifa's weapons? If it helps, I am right before getting the Mega Materia at Rocket Town.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-26 22:10:24 »
I just finished the Mega-Materia mission in Fort Condor, and something strange happened. I was talking to the old man after the mission and my party, comprising of Cid, Yuffie and Aeris, started talking about wanting to go see Cloud and Tifa in Mideel. Yuffie said her line, and then Vincent said something, even though he's not in the party. It seemed like he took Aeris' place for a second, but she eventually said her line in the end. Does Vincent have a hidden talent of voice-throwing?


By the way, was the term Huge Materia changed to Mega Materia for the mod, or is that present in the vanilla version as well?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-25 01:25:45 »
I stumbled upon a little oddity while the playing the mod again the other day. During the Weapon raid at Junon you have the ability to change you're party members at the new save point that you put in right before fighting X-ATM Scorpion again. I went to change Yuffie out for Aeris and I saw Tifa as a choice for the PHS!! I wanted to put her in to see what would happen but I figured it would just soft-lock the game, so I left her out. I'm sure that was just an oversight, though.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-13 02:35:01 »
I found something odd that occurred in Mt Nibel the other day. I was fighting a group of two Screamers and a Twin Brain. I went after the Twin Brain first and all of a sudden when I tried to target it I could not. I assumed that maybe he died without doing the death animation. I tried using a multi-target attack like Antipode to target it, and sure enough he was not shown as a target since no cursor appeared on him. The two Screamers died like normal, though, and the battle ended when they died.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-10 09:40:54 »
Maxed Elemental for Absorb.  Did you not get the Powersoul from Mount Nibel?  You're unfortunately too far at this point to get the Curse Ring/Power Soul combo going, but you can kind of fake it with Death Sentence.

If you hit Jenova with Level 5 Suicide, she has a pretty unique counter sequence.  It's fun to watch, but it's pretty much a guaranteed wipe unless you're very lucky.

     I just have to say that I tried this method as well, and WOW does she NOT like that, at all. Miraculously, though, I managed to win, but just barely though. The last character standing, Yuffie, had only 154 HP left at the end. And sorry for the empty post just before this one; I must have pressed the wrong key and it posted.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-09 04:41:13 »
Hey Sega chief!! So I just got back into the game and just got out of the Corel prison. But the area right before dyne, the one with the save point and the broken down cars, did not have the guard scorpion. Was this encounter removed from the mod?? I was actually looking forward to fighting it again, since I am attempting a walk through without using SP for sources.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-15 20:43:20 »
So after this, are you moving onto FF8 and doing a mod for that as well??

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-12-24 23:09:51 »
Really??? That's interesting... i haven't heard it in the game and I've already finished it. It must be played in an obscure area, or I wasn't paying any attention at all when it played. Could you give a hint as to where it might be played??

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-12-24 21:25:02 »
I have a random question. A few weeks ago, I found out that there is an unused song that lies in the original Japanese versions code, called comical. Is there a way to actually include the song in the steam version? Or would it be too difficult or downright impossible to do so?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-25 00:54:19 »
Yeah, it does seem as though having a message when Cloud is standing over Aeris' body saying something along the lines of "Use Phoenix Down?" would totally destroy the scene. I was thinking that you would require the player to choose Aeris for the date at the Gold Saucer, since I believe this mod allows you to choose who you want for that scene. That's the best I could come up with, at least.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-24 18:30:56 »
Hey, Sega chief! I was wondering how you were going to handle aeris,specifically how you were planning to make her an optional character past disc 2. Were you going to just give an option for the player to use a Phoenix down on her when she's dead, or will you have the player fulfill a certain condition in the game prior to that event??

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-05 06:36:21 »
I don't have a picture, but I feel as though I didn't explain this properly, so I'll rephrase. There are times when an enemy attacks, and the character will face another character, do the animation for taking damage from the attack (or the dodge animation if the attack missed), and then go back to facing the enemy. So, if there is a fight with a team consisting of Cloud, Tifa and Barret battling Jenova Life, for example, there may be times where Jenova may attack Tifa with Blue Light. When that happens, sometimes Tifa will face one of the other characters, like Barret for example, do the "take damage" or "dodge" animation, and then face Jenova again. It's almost as if Tifa thinks that Barret was the one that attacked her, but in reality he didn't. It doesn't happen frequently, but it does happen enough for a lot of players to have seen it. This could happen with other enemies, as well.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-05 02:55:41 »
There's been something about this game that goes all the way back to the original version that has been bugging be for awhile. When one your characters is attacked (normally by a magical attack, but can happen with physical attacks, as well), sometimes they will face one of your other characters as though that other member hit them, even though that is not the case. Is there a particular reason why this happens? Is it an issue with how attacks and targeting were coded?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-03 01:02:40 »
So a couple of weeks ago I was messing around with the tool Wall Market to edit some text for certain attacks, abilities, summons, limits, etc. and I ran into an Overflow error message when I tried saving and exiting out of the program. I saw an earlier post that you made a few months back saying that you were thinking of editing the text for the limits but that the kernel was already pretty fragile. Did that overflow message occur because I edited too much text, in relation to how much text was edited for this mod, or did I edit something that wasn't supposed to be changed?

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