Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - rc2112

Pages: [1]
1
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2020-01-23 20:57:57 »
Hi,

A few questions.

First, and foremost, how much different will this be than the Ragnarok mod? I have played your NT version of VII and loved that so I just wanted to gauge if I should just wait for this to be completed or if I should check out Ragnarok too if I get time.

To follow that, was wondering if there was an expected date for this to be finalized (at least fully playable). It looked like the last update was in March of last year, but the thread is still active so I assume it's still moving along.

And I don't think I saw anything about it, but are there any changes to Triple Triad at all? Including what cards are held, their locations, difficulty, A.I., etc.

Thanks so much for this work. If anything I asked has been answered elsewhere I am sorry. I just wanted to check on the status of this project but am currently in a meeting at work haha.

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-03-24 18:51:32 »
Real questions:

It seems like some of the items you need for the ultimate weapons are located at the bottom of the northern crater (Heaven's Cloud, Synthesis Cell). Is there an option before the final battle to return to the world map or something?

Also, are all the HP modifiers for Safer Sephiroth still intact? Or have then been modified too?

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-03-24 18:09:47 »
What gives? I've been chasing Ultima Weapon for over an hour and he won't stop over Cosmo Canyon. Is there something different I have to do?

Nevermind, ignore. I forgot how the mechanics worked for those fights.

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-03-24 17:13:45 »
What gives? I've been chasing Ultima Weapon for over an hour and he won't stop over Cosmo Canyon. Is there something different I have to do?

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-02-19 22:31:48 »
Spoiler: show
So I lost the fight to Zach a few times and decided to call it quits. When it respawned me back in the Shinra Mansion basement, my party just consisted of a KO'ed Cloud. And I had to get back to a save point and PHS to get the rest of my party back. I revived Cloud as soon as I noticed so I am not sure if there would be an issue if you got into a battle with just a KO'ed Cloud,
 but just wondering if this was designed this way or not.

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-02-10 21:42:05 »
sources still get consumed even if you are at maximum stats.

Awesome, thanks for the heads up.


Also, so I just got Cloud back in my party and went back to Nibelheim to view the Zach/Cloud flashback where they break out of the Shinra Mansion.
The scene did not trigger when I went into the basement room. Was this removed to be viewed later during one of the added side quests?

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-02-10 17:29:13 »
Just a random question.

It seems like  I am close to hitting 255 in some of my stats (Granted that is with materia and equipment modifications).
What happens if I hit 255 while leveling up with the sources, but I still have some left? I know you can't exit until you use them all.

Is it set up so that this won't happen? Just want to be sure before I get stuck. Thanks!

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-02-09 13:10:23 »
I think it blocks or even absorbs Restorative as well. It's best combo'd with a drain HP weapon or some kind of elemental-absorb healing (for instance, absorb fire and use fire attacks to heal the character).

oh cool! That's pretty neat.

Thanks!

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-02-09 00:47:09 »
It's been a while but I've finally gotten back to this.

So I just picked up the Relic Ring and I just want to be clear on it's attributes (I can't find anything in the files that came with the mod).

Looks like it prevents regen and manipulation, while granting auto-Barrier/M-Barrier. That's all I can tell. Is there anything else I'm missing?

Thanks!

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-20 18:34:58 »
I mean, he makes a similar statement in the original release (something along the line of like "Even if another Cait Sith comes along or something). But I see your point.

Also, yeah the Reunion mod adds the accent back and it makes way more sense in the scene where Reeves gets found out.

Also in Advent Children he has the Scottish accent too.

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-20 15:19:20 »
Not a huge amount, there was a rebalance done to it; was mostly tying up loose threads.

Did I remove that? I wasn't aware that scene was gone.

Yeah, Cait Sith never shows up after you give Sephiroth the black materia. Maybe it's a PC thing?


Well, while being a little awkward it kind of works honestly. Since
Spoiler: show
Cait Sith is controlled by Reeve (or something to the effect of controlled cause he seems a bit autonomous) I'm sure He knew that Cait Sith 1 was gonna disappear once the plan set to action. So he sent out Cait Sith 2 to meet up with Cloud and the gang to be there when 1 disappeared. With Shinra's resources at his disposal, it wouldn't be that hard of a thing to do.


Oh, I mean, in that sense it makes sense. But the scene leading up to it,
Spoiler: show
where it's posed at a redemption scenario for Cait Sith and he sacrifices himself for the party, and it's all emotional with the music. Then, bam you get him right back haha.

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-20 13:17:55 »
I don't want to sound like I'm nit-picking, so hopefully it doesn't come across this way haha.

So I liked how you removed the scene after Temple of Ancients where Cait Sith 2 shows up and is just like "Yo, I'm back, I'm #2" cause I always found that pretty odd.

But I thought it would have been a cool change to have him missing from the party for a bit and get the new model later (though I can't think of a part that would really work).
It just seemed odd that the second one got no introduction this time around and is just still in your party after Temple of Ancients.

Just some food for though! Would love to discuss!

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-20 13:15:24 »


The Hyper Jump problem, like UpRisen says, is an issue with the PC version in general. The exact cause is unknown, but its suspected that the way in which the OpenGL driver handles alpha blending is to blame. Under certain conditions (currently unknown) the animation can cause the game to crash; DLPB is looking into it and I've been supplying him test fights but we've not been able to replicate it reliably yet. I've ran into the crash a few times, but don't know myself why it'll hang the game sometimes and not others.

Ah, understood, I guess back to Limit Level 1 until I get Level 3!

Thanks both for the info!

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-18 02:10:55 »
Game crashed when I was fighting Rudra in the Great Glacier (awesome model by the way).
I used Hyper Jump on her when it crashed.

Any ideas?

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-09 20:22:58 »
A question on the dating sequence. I selected "Nope" twice when given the option to select my date. Then I got the "Microlaser" item and a date with Barrett.

Is that because I was able to get the affections scores correct to get the date with Barret, or is this default in NT? Also, do you get a different item for all the different possible dates?

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-11-27 14:53:43 »

Soft-lock; probably a script clash. I added a save point in there that's caused all sorts of trouble. I'll restore the field and move the save point outside I think.

Gotcha. I was literally about to save then said "Nah, I'll save after I rest". Now I have to fight JENOVA again >.<

But cool. Also, when you update the Mod, how do I go about installing the latest version? Or is it safer to continue my playthru on the version that I started on? (This is my first time ever using a mod for any game).

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-11-27 01:44:29 »
I had just arrived in Costa Del Sol, went into the Inn and talked to the guy shooting pool. No text box ever popped up and I could not move Cloud anymore/bring up the menu. No button was doing anything. The music was still playing, the the guy at the pool table would still blink, but basically the game crashed.

Screenshot added for viewing.
https://imgur.com/a/YrQE4

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-11-25 01:18:50 »

Air Buster has that problem in the original game as well, I've tried fixing it with AI but it's apparently an animations file problem. The way to tell is to ignore his visual facing and assume that whoever attacked him last, he is facing them (or if he attacked, then he is facing that target; even if it is Rear Gun).

I'm not sure either about why Cloud would be taking more damage; it could be variance, Sadness, or something else. If anyone is taking noticeably more damage later on in the game let me know.

Understood. I'll keep an eye out for it.


19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-11-24 15:31:39 »
Hello!

I just started playing NT this week and I have a few things that might be bugs?

So first thing. Cloud has a defense stat of 60 (I'm early on, reactor 5) and Tifa has a defense stat of 44. Both are in the front line, yet Cloud is taking more damage for some reason. Am I not understanding something with the new rules? I had the Chocobelt equipped to him for a couple battles but switched back to the armor you but in sector 7 (Iron?). Not sure why he is taking more damage.

During the Air/Plasmabuster fight, the boss seemed to keep glitching back and forth so you could never really tell which way it was facing.

And I gotta say I loved the "F-it.Close enough" line right before that fight when you have to hit the switch. Been playing for almost 20 years and I still can never get that timing right. Glad that was improved ;)

Pages: [1]