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 - fimra000

Pages: [1]
1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-07-14 03:36:19 »
It's default enemies and a default kernel (so default character stat curves, spells, equipment, etc). The flevel still uses the NT stuff though, minus the new battles (except for one used in Kalm but that's not really a battle). SP system is still in there but because characters are leveling up with default stat curves you can safely ignore it.

I think the Lv.4 limit sidequests were disabled in it though, they're just obtained in the original places. I had to cut all the new fights out to get a default scene.bin in there nice and quick.


My understanding that it was Absorb + Ultima, Ultima + Quadra or similar. Maybe it was a bug after all? But it definitely sound the same thing, the enemy freezing rather than the battle freezing.


There's a weird thing going on with Haste and Slow; if you have immunity to one, you have immunity to the other. I think it's because their effect can cancel out the other, unlike the other conflicting spells (Regen and Dual-Drain can exist at same time and will wear off independently, though HP won't move up or down until one wears off).

If it's an IRO, then you need to unpack the IRO first using the 7th Heaven launcher tools; there should be a workshop button somewhere on the top that can do it.

I think I wanted to avoid Manipulate being used on attacks rather than through the command because it would ignore its formula (I think). So unfortunately that means it can't be used for defence either; I don't think any of the command materia as a general rule carry statuses on them though so it's consistent in that sense. It's one of those weird fringe cases. Manip protection can be acquired I think through the use of Hypnocrown accessory.


The top exit was disabled, but for some reason it has become active again (which places you back at Ancient Forest). The bottom exit is the intended one. I think if you save the game, then use a save editor (Black Chocobo is the name of the current save editor) it can get you back to the area outside of the dark cave which was the intended exit point (make a backup of saves before doing this).


That got left in by accident, it was for testing.


You'll need a sneak glove to steal anything from the Crater, you can acquire one from Wall Market (same vendor who sells Batteries on Disc 1). It's to do with a level modification I made; it unfortunately left a lot of steals unobtainable without it, but as the mod had been balanced around the level modification it's not been something I can fix easily. I'll be sorting it out in the final update though. Also, same goes for manipulating; have a hypnocrown equipped for it.


I think the problem will be that the variables were changed between 1.4 and 1.5. They used to check for bit-switches, but now they just check for a value instead. This means that the check always resolves false, however. I'll need you to send me your save file so I can run it through a script and correct it.

Thanks! :D

I changed the location of Cloud on the world map and things are working fine now, though it'll take a few trials to get the correct coordinates.

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-07-13 16:45:07 »
Hello Sega Chief,

I made this account specifically for this problem i encountered playing NT.

I just finished the Dark Cave and looted the dead body, I then took the top exit and end up at the Ancient Forest. The problem is that I'm now away from all transportation means and stranded on the west island:\ I did some search and it seems someone had the same problem back in 2017.

Do you think there's any way this can be solved?

Thanks.

Pages: [1]