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Messages - Drayenn

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-02-24 08:37:24 »
i just started playing this wonderful thing , just got to the chocobo ranch, and i have a question. is it possible to get beta from midgar zolom at this point?. i only ask because i have tried several times now. and i'm successful in surviving the attack ..(barely..lol) . but EVERY time the zolom then expels the character that has learnt the ability, leaving me frustrated and confused lol

It is, it's hard

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2022-01-17 14:47:52 »
So, am I a bad person if I say that this mod runs better than FF7 Remake?

Did you fuck a dog during the statement?

If not, you probably just said something extremely normal.

To be a bad person, you'll have to try a lot harder

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2022-01-03 03:56:11 »
Please remove Morph completely. 

It adds nothing but an additional layer of tedium and grind that the game absolutely does not need, and as a mechanic it's redundant experience with steal around.  Plus, desirable morphables on bosses?  This forces the player to shift their focus from beating the boss to contriving a scenario where they waste x turns whittling down the last few slivers of HP.  It obligates the player to constantly alt tab to the morphable guide instead of enjoying the game.  It punishes the use of the counter materia, damage over time effects, and anything that takes the late stages of fights out of the "pokemon capture" window.  It generally disrupts the flow of combat and story.  It made the original game worse, and it worsens your mod, which is otherwise a blast!

I think you'll find this solution is actually closer to "make morph less essential" rather than "remove morph entirely" because this "pokemon capture window" as you call it, is a reasonable challenge to have for people who want it, the problem is that the rewards are way too high and force people who don't even enjoy it to have to partake.

On that level tho, what are you really missing if you just choose not to morph? That's on you.

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-26 00:10:08 »
is it also true that Ruby weapon's AP for beating him, has been reduced to 3500-4500 ??

i noticed that only Emerald weapon gives you 50k AP now.

So not the TV ratings, the Rufus ratings? That makes more sense I guess, since you have way more control over them.

Also yes, I guessed that type A, the version that stuck closer to the main game, in fact, stuck closer to the main game

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-25 04:50:02 »
Yeah blew my mind when I didn't have to do any of the crossdressing stuff. Kinda sad tho, I enjoy the silliness, but was just too damn good at battling I guess. Now I just gotta score 0 on the TV ratings apparently, but that's harder than it sounds

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-23 04:18:30 »
Is there a major difference from 1.5 to 2.0?

I finished 1.5 and did everything I could.

Only thing I really didn't dwell on was the Chocobo Races.

Anyone played both?

I believe there are patch notes

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-20 01:10:21 »
lol ok that was easy. I hadn't hanged her materia so didn't notice.

Enemy Away isn't normally available until Gold Saucer, wouldn't have even though to check that.

Randomly putting this on a char without warning isn't great. Some dialogue to say something about it would be helpful.

Dunno, first thing I do is change up people's loadouts when I get them, probably expects most people who are downloading a mod to be in a similar level of experience and mindset.

Now you'll know for next time

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-19 00:37:42 »
I tried New Threat. Got as far as Wall Market, and found random encounters had been turned off. Went back to sector 6, did sewer, train graveyard. Only battle was the boss fight in the sewer. Disabled New Threat, used Ctrl+B a few times to turn random encounters off/on. No difference, random encounters have just not come back at all. Probably will have to drop New Threat and start a new save game if I can't resolve it. Kinda weak. All of my other mods are just graphics mods so nothing else should be touching gameplay.

Back in 2018 Sega Chief posted:

Have to wonder if heading south after being in the park with Aerith caused this. Was it assumed that the only time the player heads south is after the plate falls?

How can I get random encounters to come back on? Would prefer not to restart a new save.

Did you take Enemy Away off of Aerith?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-12 10:58:40 »
not pretty at all was quick n dirty initial draft done whilst playing live on stream with a few revisions as each new version came out.  I've sucessfully completed several hundo 100% runs (all bosses all items) in sub 24 hours. (with exp on, which is default).

Yup and if I could just get a list of where everything has been moved to, I could also attempt something like that :3

I hate missing out on stuff

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-12 07:54:40 »
https://docs.google.com/spreadsheets/d/1UXnqC_AOEVEUEKx6ABYyzGBJ2a29qA7cS2rdk02nbFo/edit?usp=sharing

will be a new tab monday or tuesday, containing just 'missible keyitems/items' for game typeb

Well it ain't pretty, but it certainly has info in it. Hopefully I can use it to get all the good stuff early, just like I enjoy. Plus you know, not missing anything or skipping anything on accident.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-12 05:02:42 »
think my spreadsheet is one of the most accurate ones you can find a link in within this thread, containing uniquely missible items, however its spoiler heavy an example:
Spoiler: show
you can intentionally get 0 points for the junon march mini game which will give a key item in return for getting beat up :)
i'll try get some time to go through it and list any missible keyitems / items in a seperate spoiler free page for you for gametypeB.

Sorry, where exactly is this list?

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-11 08:22:10 »
Hey, I know we have a drop/steal/morph table, but is there a missable items table? Or perhaps a list of what changes have actually been made to the story and items for B mode, perhaps ordered chronologically?

I really hate missing items

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-08 02:31:20 »
tried config the controller within 7th heaven? :)
regards saves, try disable cloud sync

Cloud saving was disabled, it would literally create the save file locally and then delete it when I closed the launcher, was insanity

And yeah, 7th Heaven solved most of my problems, I have attributed it to Steam being fucking weird

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-06 10:05:57 »
Seems like my save data doesn't want to exist. Is this a known New Threat thing or should I just go ahead and reinstall the entire game and mod? Luckily, I'm on a new playthrough so it's not hard to start again, but also, I don't want to start again.

EDIT: Fixed with a reinstall, now if I can just solve my controller issues

EDIT 2: Unfixed, my saves are still deleting on close of the game, which is mildly frustrating to put it lightly.

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-08 08:31:47 »
I saw that the Rank Up system is getting tweaked (or at least when the rank ups happen is getting changed), and am curious what changes you have in mind for Ranking Up in 2.0.

I hope it offers more freedom than the current system in 1.5, since it very heavily strong-arms some characters into certain roles, such as Yuffie getting Strength in all of her Rank Ups pushing her into being a physical fighter, while having very few options for raising her defenses (especially her Spirit) or focusing her into being a Mage.

To be fair, that's kinda the point to differentiate the characters a bit more. You're not supposed to be able to make anyone do anything, but have them be focused on a few different things. Yuffie isn't meant to be able to be raised as a tank.

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-04 04:35:30 »
There is a route back up, but it depends where you are. I would find one of the save points and disable random encounters while you look for the route up, it can be a bit of a round-about way to go. If you reach the bottom there's also a teleport NPC to get back to the Highwind if needed.

As for the white added effect, might either be a missing texture if field model mods are installed or the shine effect on the flevel code messed up.

Yeah but I can't seem to trigger Cloud's jump at like, any point on that screen. Got locked out and had to restart.

Also I think the white shine on the materia is just how it looked.

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-03 14:23:13 »
Had an issue in the Northern Crater, the room with the save point after you go left and then down iirc, also has an added effect materia that looks really white??

Anyways, I couldn't get Cloud to jump back up after a certain point, no matter what I did. Any ideas?

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-31 10:02:16 »
I'm doing the Dark Cave sidequest, and I've just retrieved Cid and gotten out of the sewer. I have everyone in my party now except Yuffie, but I have nowhere else to go. There's no way up from Wall Market to the Shinra Building, which I'd intentionally left for last since I assumed it'd be last.

How do I progress from here?

Did you pick up the Sense materia from the giant hand?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-30 05:07:46 »
Are Stardusts supposed to deal that much damage? Having a stock of them has quickly invalidated a lot of fights.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-28 07:23:12 »
Did something change? I can't seem to change party leader on the Highwind, have I missed a trigger somewhere or has that feature been removed?

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-27 01:49:46 »
2.0 is delayed, will make a post about it in more detail.


What were you using to play the game (1998, Steam, R06, 7h 1.0, 7h 2.0) and are there other mods in play? It's likely some issue with memory or the driver.

Playing on steam, no 7H or anything like that.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-26 14:01:05 »
Got an error while doing the Safer Cait Sith fight. An unknown exception occured a while into the fight as I was casting Ultima on it. Very frustrating. Any ideas why?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-25 06:04:27 »
Hey, so i just started playing this again with the most recent update, but noticed that I am not actually gaining any stats from the rank up system. I'm level 4 on all characters and nothing.

Example, I did 4 runs of slum drunk 2 and aeris's base attacknis 47

Are you using the sources that it gives you?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-23 04:20:17 »
I think you can make 3 if you gt the materials together.

Thanks Chief, I appreciate the response

Also this mod has singlehandedly reinvigorated the game for me and if we weren't in the middle of a global crisis that was otherwise occupying all of my resources, I'd happily throw you some donations and will likely do so as soon as said crisis abates.

Also do you have a planned changelist for 2.0? I really liked the customization aspect of SP in 1.5 and I saw someone mention it was going away?

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-23 01:11:16 »
It's a Masamune; in NT this weapon can be equipped by any character. Its battle model will use the first weapon model of each character rather than the actual Masamune model (it's to do with IDs; if Barret equipped Buster Sword for instance then it'd look like Gatling Gun in battle). You can make a Masamune in the same place as the Ultimate Weapons using certain materials (blue house on world map near Gongaga, Disc 3).

Oh okay, so if you win the first one, theoretically you can have 2 in a playthrough?

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