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Messages - Robo Jesus

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76
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-19 04:39:11 »
also .. are the junon leagues available on your first arrival or do you have to come back at a later time to access them.. they say im too grean at the beginners hall so I am guessing its because I have to come back later on (buggy\tiny bronco?)

2 more questions about costa del sol... (firstly wow I love the new scenes here... (and the restored content had an  awesome punch line.)

so yeah can you buy the villa  if you already spoke to the guy and didnt have enough money? (he only says is this some kind of joke now with no  choice to allow me to buy it...) (and do the items in the villa basement change if you buy it before opening them?
The Junon Leagues are available once you get the Bronco. The Villa becomes purchasable once you have enough Gil. The Villa items, last time that I checked at any rate (so this 'may' have been changed, but I'm doubtful about it having been changed), remain as they are throughout the game. That said, once you buy the Villa, there is a chance NPC's will show up to hand off new items and all that, but it's been a long while since last I thought of that, so I've kind of forgotten what exactly they handed off to you when they show up. :shrugs:

77
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-17 12:12:22 »
I've caught these for 1.5; Vincent/Cait's innates were swapped, but the text wasn't updated in 1.4.
Gotcha.

Anyways, another minor problem with regards to text. You need to mess with the text box size for the "Ahh, but I already have" line Sephy has near the end of the Temple of the Ancients after it's been shrunk. That line is unreadable as-is. I'll keep doing my thing here and reporting anything that stands out in my play-through here incase someone didn't mention it before. ;D

78
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-16 11:33:46 »
Ok, so I got to the ATM Scorpion fight in the Nibel mountains. Spotted problems right away, which I am now reporting.

First, the "Area" for the battle is showing the Corel Prison, and NOT the Nibelhiem Mountains.

Second, the text with Barret talking about "That damn thing showing up again" (though with more "$%#&^!") appeared even though Barret was not in my party (this earlier aspect made sense when the fight was in the Corel Prison where Barret was a 'locked' party member and sure to be in the fight, but it doesn't work here). That said, changing the name from "Barret" to "Cloud" would fix 'most' of the issues with that there (as Cloud is the party leader at that point with the fight being moved to the Mountains), and would be annoyed at it showing up as much as Barret would be.

Third, the Shinra mooks who show up on the map near the ATM Scorpion do not show up in the battle itself.

Fourth, you may need to raise the ATM's level and stats, as with it being the "Prison" battle moved elsewhere at the moment, the fight does not take long at all, and is not very difficult/challenging. :shrugs:


Edit; Also, on a seperate note, when I went and did Yuffie's scenario with the stolen materia and all that, I got a chance to grab all the pub fliers and then talk to the bar owner. One of the items he handed over however is notable due to it being spelled as "X-Mine". Not "S-Mine", but "X". Probably a misspelling (or the name of a much earlier item that was changed and the name of the item handed over by the turtle's paradise pub owner not being changed with it), so I had to say something so you know about that Sega.

Second Edit; When I got Cid, the text for his Innate ability showed something very different from what is listed in the "Readme" text file. Also, the "Readme" talks about how the Fort Condor materia shop has had its contents changed earlier in-game, but I'm on disk one, and that has not actually happened.

Third Edit; Speaking of issues with "Innate", Vincent does not gain MP as is stated in either the readme or the game. I'm not sure if his "Innate Ability" is actually doing anything at all to be honest. I'll test out Cid and Cait Sith in a few hours.

Also, in the Temple of the Ancients, you're gonna have to mess with Tseng's text box when he tells the party he doesn't need their help, as the text-box breaks with its current size.

Fourth Edit; Cait Sith has Vincent's MP regen, which means that if this is 'right', then the in-game and readme descriptions for Cait Sith (and Vincent's) Innate Ability need changed and updated. Cid's "Reactive Guard" Innate Ability has shown itself to work like the 'in-game' description says it should, but the readme text file for Cid will need updated here with that (as it doesn't show what Cid's Innate has been changed to at all).

Fifth Edit; Sepiroth's line of "Listen Well," before then going on about the ancients in the Temple of the Ancients is unreadable. The text box is far too small for the text being displayed there. The first "Wake Up" line is somewhat too small as well, though not unreadable like the "Listen well" bit.

79
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-15 23:42:53 »
is there a list of morph\steal items for this mod somewhere I can find.. I know it may be kind of cheating but I prefer to know this kind of thing so as to not waste time testing morph/steal a thousand times ( especially for the rares) .. it's too tedious for me and I would rather know beforehand, it's something I've always researched in games to know where the good steals/morphs are... 

I tried using proud clod but it only shows the vanilla morphs and steals , not the New Threat Ones.
As I've never dealt with IRO and don't know if it came with the text documents, I'll give you instructions for how to grab those text documents from the main installer instead. In the download link for zip file for the main installer on the first page, included in the zip file are the sort of documents you asked for, along with other various details. So download that (it's on average around 150MB~), unzip it, and then open up the folders for those text files.

80
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-15 19:44:32 »

I was under the impression the IRO version (April 2017) already came with these hotfixes applied or am I wrong?
Usually you can tell which one is the 'most recent' by its date, but the "Scene.bin HotFix" & "HotFix Flevel" downloads deal with fixing very different things in the game (hence why one of them is over a 100 MB, and one of them is less than a single megabyte).

When the "Main" installer has a date that is more recent than the two fixes, that's when the various 'fixes' have been integrated into the main installer and you don't need to deal with the Scene.bin or Flevel fix updates.

As I've never dealt with the IRO version, and the date you have given is more recent than the links provided in the first page, you probably are ok, but anytime the listed dates change with the patches (I.E. they become more recent, and are more 'new' then the main installer), you might want to install the patches anyways as new bugs were found/reported/patched. :shrugs:

81
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-15 09:03:13 »
EDIT: HEH, as soon as my characters reached level 11  I saw a huge spike in experience required for next level...... so my guess is these huge rises are saying you have grinded enough for this part of the game. please proceed to the next area/dungeon/boss

EDIT2: Okay so Level 11 to 12 required 1.1k experience , but level 12 to 13 requires  only 500 exp.. is this correct or is there a problem?

That is correct. The game has sharp level requirements at certain levels. Mostly for ensuring that characters are the appropriate levels for the areas they are fighting in, as the amount of time it takes to pass those spiked level requirements are usually the same amount of time it takes to get through various areas.

Also, as a new player, I felt I should tell you that the game makes use of common, uncommon, and rare steals with some of the creatures in the game. If you want a list for that sort of thing, the main zip file includes various documents talking about what those things are and where you can find them.

Also, make sure you have also applied the two extra 'fixes' on the first page. The "Scene.bin HotFix" & "HotFix Flevel" downloads. They address various mistakes and bugs that can be found in the game that wasn't corrected in the main installer (most of us posting in this thread are doing the bug reports for Sega Chief so he can fix those things once he knows where the problems are).

82
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-15 06:37:35 »
Oh most definitely. I've already seen how well Cait Sith, and Yuffie do on my first run. I'll definitely be trying out Cid, Red XIII and Vincent at some point.  However you'll have to make some pretty good adjustments for me to take Aerith out of my group, at least for early game. Her healing staves are too good to pass up. Also question about those, does the healing on them scale off her magic or strength? Cause I've been tempted to make a strength build on her just because of those staves. Them with a Lvl 1 Slash-all is so good. And hey, even if it levels to Flash, now she can insta-kill things so it's K.
I use the "Mega-All" materia with Aerith when I get hold of it. As she is also a strong magic user, it's quite useful for her in either role, and the Mega All doesn't need to be linked to any other materia in order for it to do its work.

As for her healing staves, they're physical attacks, so Strength does benefit her there with that.

83
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-15 06:13:35 »
You bump into it on Mt. Nibel now instead, or will do at least.

Ahh, I thought maybe I had accidentally messed up somewhere while playing, or a glitch had happened. Good to know that wasn't the case. ;D

Asking for a higher elevator cost is probably the oddest request so far. I'll adjust the price.
Thank you. :D

84
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-15 02:09:44 »
I kind of know what I want for 1.5.

First, for one of the magic materias, such as the Sleep/Silence materia, to be given the "Wind" element, so I'm not stuck using the summon materias for giving weapons/armor that element when and where needed.

Second, for Sega Chief to use some of the leftover 14 "DON'T USE" items (#10 through #23) that are currently un-used for Relics and Armor, along with maybe an item that 'causes' fights to happen when used. That sort of thing.

Third, for the guard you have to bribe to get into Junon to actually ask for a 'serious' bribe. A thousand Gil at the minimum, with the prices getting higher from there.

85
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-14 22:29:12 »
Out of curiousity, was the optional fight with the X-ATM Scorpion removed from the Corel Prison, or is there now some requirement needed for it to be able to happen? I ask as it has been some months since last I did a play-through, and there have been changes since then, and this detail stood out to me since it's apparently now missing.

86
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-14 00:25:04 »
Hey Sega, any chance you could explain to me how this extra currency you got works?
For you level up thingy.

It's fine if it's a trade secret though, i think i may be able to use a simmilar idea for a full class systrm
I'm putting details in a spoiler box (you will have to click on the box for those details to show), but here you go. Details, as requested.

Spoiler: show
The character stats are 'set' in this mod, and in order to increase them, Sega Chief used the "Dating Pool" setup and tied it to ALL of the characters. The more those characters are used, or depending on some of the dialogue options picked, those characters get point increases in the stat pool. Anyways, while going through the Mythril Mines on the road to Junon, there is an 'odd' save point you can touch. Doing so makes ALL of the save points after that give you options for using the save points to talk with 'salesman' who can give you the items for point increases after the pool points reach a certain number. I believe it's "100", but it could be "200". Either way though, the pool has a limit of 250 for each character, and after 'using' it, it drops the pool point by a certain amount. After that, you have to build it back up by having the characters defeat certain types and levels of monsters and participate in certain optional events.


And that should explain things for you there. ;D

87
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-12 05:32:03 »
Just wondering, is there a particular reason why New Threat does not combine with Because Retranslation by DLPB?

I was under the impression that New Threat does not really change the text of the game (except perhaps cleaning it up...) but if one was to use both, couldnt you modify the load order so that all changes from new threat take priority over the ReTranslation , and use the retranslation for wherever is not affected by new threat... or is that not how it works?
New Threat adds a lot of new content, and that in turn creates the need for text for some of that, which is then listed somewhere in the textfile lists and data. So it's likely the two mods are having a bad reaction to eachother due to both using the same list in different ways, creating conflicts as a consequence.

88
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-12 02:37:41 »
Oh, good idea. You happen to know it works with NT saves, then?

That worked. The choices don't increase by the old values anymore.
Well, I'm pretty sure that Sega Chief used the "Dating Points" system in the game for dealing with and increasing character stats, and messed around with the coding to allow him to tie it to all the characters. :shrugs:

The "Gold Saucer Date" you get is optional, and not tied to that point-system. :shrugs again:

That said, the early choices that were tied to the date in the canon game does benefit various characters in New Threat, allowing them to increase their stats if done right.

89
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-12 01:41:41 »
Hi SegaChief,

Thank you for the worthy new game.

I would like to track the Gold Saucer/affection point values as in days of yore. I'm on the NT Steam version, and since I understand they can change in other ways under your systems, I'm trying to isolate the characters' current affection values' address with Cheat Engine. Cheat Engine scans a running program for values, then can do further scans to narrow them down.

So, for instance, I searched through here and found that everyone starts out at 0. After a number of failed experiments, I thought maybe something I said before meeting Tifa might have moved her value from there. So I have scanned all values between -10 and 10, then scanned those for values increased by 5 after the flower and "Gimme something hard." There are, apparently, no values which meet these criteria. Could you provide any info which would help me find and track these values with Cheat Engine?

Thank you for your time!
I would suggest you use the "Black_Chocobo" program (it modifies savefiles). :shrugs:

90
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-11 05:28:04 »
Ok, so it has been a while since last I played. RL and all that. Anyways, I downloaded all the appropriate DL's, and installed them in the order of "NT 1.4 Build Download - 6th January 2017 (Mk.2)", "NT 1.4 HotFix Flevel - 25th March 2017", and "NT 1.4 Scene.bin HotFix - 18th January 2017".

Started a New Game to see if I could spot any issues. Found one pretty much right off the bat, though it was minor. The 'Guard Hound" enemy that appears alongside the MP's right after the train in the New Game? The model for that enemy is missing, and it moves the "Enemy Arrow" to Cloud (meaning attacking the hound will result in Cloud taking damage). Thankfully that does not last for long, especially after the MP is dead, but yeah, had to say something. Not sure if it was an issue due to installing the "HotFix Flevel" before the "Scene.bin HotFix", but yeah, that's a thing apparently.

91
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-17 04:06:45 »
This is a default game bug; after beating Schizo, any encounter on that screen will also have the no-escape flag. I'm going to try a couple of things to fix it because a few people have ran afoul of an unescapable Gaea Dragon after beating the boss.
Not sure if this would help, but have you considered having the menu open up afterwards maybe? Would that be enough to fix that issue? :?

92
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-01 05:51:33 »
Ok, hit another game-crash area. Disc 1, right about to climb up the wire to reach Shinra HQ. After you pass the area with the kids talking about how Avalanche dropped the plate as you're climbing up the wire, the game screen turns black, it starts playing battle music, and it freezes. Again, no other mods on my setup beyond New Threat. And yes, I am using the June 30th patch you uploaded here.

93
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-29 06:59:34 »
I keep encountering a soft-freeze at the Church Roof. I'm utterly unable to move Cloud and Aeris to the wodden beam that leads to the church roof. I'm unsure if this is an issue due to the patch, or one of those random things from the vanilla game I've just had the bad luck to encounter (this is the third encounter I've had with it though, hence why I'm making a post about it now). And no, I have no other mods to my game here. Just New Threat and the latest patch update.

94
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-21 05:57:46 »
Oh my god ... you better implement Cid as a date after tricking me like that.  :-[
Sadly it appears we aren't up to Cid's high standards. ;) :P

95
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-13 12:47:33 »
I am in the Mythril Mines and I think laser is bugged. I was able to kill one of those solo flying enemies with demi followed by laser. It deals over 1000 damage against them... something like 3/4 max hp.

The attack worked against the turks too. 1/3 max hp damage. Seems very powerful...
Nope, Laser is working perfectly. Laser was changed to be able to kill what it hit. Creatures weak against Gravity can also be killed by the "Demi" spells. ^_^


Anyways, I seem to have encountered a bug on disk three. The Weapon Master guy who crafts said weapons seems to state that he's unable to make Cait Sith's "Ultimate" weapon due to lacking the required items, even though the three listed items are things I have. I think that the "List" in the coding is different from what's being stated in the text or whathaveyou. I haven't encountered this issue with any of the other "Ultimate" weapons though (still haven't gotten the items needed for Yuffie, Red, Cid, and Barret's weapons yet, though if I find any issue I will speak up), only seem to be having this issue with Cait Sith's HP Shout.

96
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-08-09 17:42:56 »
Just updated the .EXE patch; it revises the Materia Bonus/Penalties and corrects an issue with the 1998 one where some of them were glitched.

Yes, that does fix a large number of issues there. I like some of the changes, but the sheer number of materia that have "VIT -10" is a bit daunting (Poor Aeris, zero Vitality, no wonder you died ;D :-P). Also, some of the materia, such as the Master ones, do not list any stat changes, even though they definitely do have a number of them there, though fixing that is likely to be a pain in the butt.


Anyways, I just noticed that there are about 13~ unused items still left to be used. And the game has no "Mass healing" save for Restore+All, Megalixers, and certain Limits. Would it be possible to add in an item that acts like a Hi-Potion for the entire party?


And I have to ask, is it normal for my party's HP to only be in the 2500~ range (before Materia usage) when at level 60? I haven't been cheating, but I'm unsure if you tied HP growth to VIT or changed the HP growth formulas or whatnot. And given that, I'm left wondering what exactly is going on with things there.

97
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-08-08 14:12:16 »
I've found with that many of the random encounters, the Transform materia, along with the Frog Song and the items that make critters small/frog, are damn useful. And using the Added Effect with materia like Transform, along with some other materia/bangle/accessory setups are damn life-savers with those random encounters and certain bosses as well. Added Effect and Element Materia remain so damned useful, so long as you use them intelligently for the situation.

I do need to check to see if the Battle Square gives out anything interesting/useful in disk 1 before/after getting the airplane-boat and compare it to what's given out on disk 2/3 though, as that was something I didn't bother too much with due to the low levels on my characters/materia, and a lack of certain accessories at the time. :shrugs:

98
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-08-03 00:37:08 »
Haven't seen/found a use for the Relic Ring yet, what's the story on it? ;p
You can test it out in normal battles. Try casting some spells or element attacks on the character wearing it and see what it does. ;D :P

99
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-30 18:36:33 »
I'll explain my position on this and why the event turned out the way it did. When I approached this part of the game during my initial run/development of the first NT build, I had a thought that it would be a nice surprise to have Aeris tag along going into Disc 2 and that it would let players have this character to use against the myriad of new bosses and other challenges in the mod. The work involved + the damage it could do to the game's story should have put me off, but I eventually convinced myself to do it when I read through the game's Disc 2/3 script and realised that only one scene in the game would actually prove to be problematic from a story perspective; others only needed a word changed here, or a sentence restructured there. The rest were just tough mechanically due to the way the script is organised seemingly at random for different fields but that proved to be a good learning experience because I was still very shaky with field scripting at the time.

So after that was done I had to tackle the remaining issue of the actual 'revive' event. I'm not given to mushy scenes, and I didn't want to cook up some cringeworthy nonsense either. Ultimately, NT is a celebration of the game's diverse battle mechanics which I've always enjoyed exploring and the quirky story that was produced in a different time. Like Gatchaman said, I wanted the mod to be 'for fun' and a lot of the off-beat moments in it like the third battery (a dilemma in perfect games), the Boxer enemy's final dialog, etc. were put there as small nods to old rumours and other things that have popped up in the time that the game has been around.

I've never personally been a fan of the whole 'just use a Phoenix Down' thing itself, but I knew it would catch people out and there was a great moment when I was watching someone stream NT at that point of the game, with the chat 'suggesting' that the streamer use a Phoenix Down on Aeris; the reaction when Cloud actually did this moments later was quite fun to watch. On the whole, I think it's a nice way to do it; no fluff, no fuss, no amateur-hour dramatics. No creepy alien people hanging around with the party. Just a straight shot when you're least expecting it.

As for vanilla dialogue, I've actually been (discreetly) working through the flevel on a field-by-field basis. Some of the more eagle-eyed players might have noticed that certain scenes have had their dialogue redone slightly. The goal with that is just to make it 'click' better without straying too far, and repairing some of the weird text boxes along the way. I guess at some point I'll reach the field screens where this wee scene takes place; I can consider my options at that time, though I think I promised a few people the option to make the entire thing optional at some point. That'll likely affect things.
Makes sense, and yeah, I have noticed a few of the text tweaks here and there. And this isn't a major issue, more of a "That one scene makes no sense, but the rest is fine" sort of comment. It's not a big issue, but when you do get to it, it goes need some tweaking so it, you know, doesn't seem so... odd.

Your mod has actually made me smile and laugh throughout it at various points (I literally cackled like a loon during the Scorp appearance before fighting Dyne). I damn well love what you've done here, and the battle aspects are fun as hell (I started the game in full NT conversion mode because I wanted to see what you did). I wouldn't be speaking up or spending time going through things and commenting if I didn't feel it wasn't worth it (and I'm sure as hell not going to complain for the sake of complaining). :-D

100
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-30 16:57:38 »
I think the way Aeristh is handled in this is fine, myself - we've all played the game before, we know the 'true' story. This mod is just for fun, not a replacement of that.
It's not worth trying to justify it beyond "we wanna keep her around for gameplay /fun", messing with pseudo scientific reasons would just raise more issues. JENOVA impersonating her sounds pretty horrible, too.
I have enjoyed the little in jokes. Things like "This guy be sick" and the W-item materia. I see the abrupt revive as another one, it's just lampshading! :)
With the changes made here, it's not handled fine at all. The scene used here is fine in vanilla, because Aeristh remains dead. Here, she doesn't, and because she doesn't, and more importantly how it's handled here, it makes the scene come across pretentiously. How it's fixed isn't as important as the fact that it is an issue that needs fixing.

And useful constructive criticism involves pointing out what's wrong and a few suggestions for how to fix it. The stuff in the spoilers is just the story-teller in me musing, but the scene needs tweaked in order to fix the issues in it. And likely all that is needed is just some dialogue changes in that scene so it's not so, well, pretentious. Because that scene was just too ridiculous with how it tried to keep both the vanilla dialogue and the change made. It doesn't work well here. At all.

So, Sega needs to get rid of the vanilla dialogue and replace it with something else, or, if he wants to keep that vanilla dialogue, he needs to use the situation differently so the scene actually works (like what I pointed out in my spoilered musings).

Because many of the scenes and alterations and references he's made so far have worked, and worked quite well, because all they required is a working knowledge of the English language. This particular scene though? Yeah, it doesn't quite work here.

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