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Messages - Sega Chief

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2676
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-17 18:10:44 »
While on the topic of morphing for weapons. Is it intended that you cannot run from Ochu in the Ancient Forest?

Edit: And offtopic; did you fix the 4x-cut bug with back row? :>

Probably not, I'll change the escape flag.
Well I feel foolish... Btw, is there really a battle agaisnt 2 safer sephiroths before getting to the actual sephiroth? if that's true, what do you fight in the final battle if you already fought 2 safer sephiroths?

Also, I was thinking about how challenging some of the fights are, I remember getting wiped out by that house-monster thing. Knowing this, how hard are the Ruby and Emerald Weapon fights?

Ruby and Emerald actually have less HP and stats overall than their vanilla counterparts. In the default game, they were specced to fight parties with 9999HP, high stats, and all the trimmings but in NT those caps aren't as reachable so they needed to be brought down a bit. The two bosses that you unlock after beating them, though, are a bit stronger.

2677
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-17 06:38:35 »
Ah, the Disc 3 Morphs. Possibly the worst idea that went in and it's been around since 1.2 or maybe earlier. There was a period of time when Heaven's Cloud was unobtainable because Variablis was immune to physical damage and, well, Morph uses the weapon formula.

2678
WM Scripts would be pretty hype.

2679
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-16 20:23:46 »
Char.lgp handles field models, battle.lgp handles battle models. NT can't be played without its battle.lgp, though.

2680
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-16 19:05:50 »
Thanks for giving me something new to FFVII. :) I've been having a blast with this mod, and -- for the most part -- I think it's the perfect difficulty for me. Until disc 3, there have only been a select few times where I felt stuck, but I always seemed to pull through in the end. I never thought I had to go out of my way to level grind (gil grinding, on the other hand...). Battles depended more on preparation and strategy over raw levels. It forced me to really pay attention to stats and materia I got away with ignoring in the original. I actually made sure not to grind too much since I thought it'd make things too easy, not to mention there's supposed to be a level cap (though not really -- my Cloud's currently around level 80). You made sure magic was relevant for the whole game. It always disappointed me in the original, because physical attacks just outperformed magic by end-game... although I think this mod has the opposite problem: magic is so important that I barely use physical attacks. Oh well. Kudos for letting me see what FFVII could be.

... Theeeeen I got to disc 3.

Yep. The level cap was removed for the 1.35 build and replaced with something more internal that helps keep Level at a 'tipping point' between Magic and physical attacks. If Level rises beyond a certain point, then the physical formula starts to pull ahead exponentially.

The HP curve is a huge problem in the current build, but it's been fixed for 1.4; characters have around 5-7000HP instead of 3000.

Even if I'm getting tired of grinding materia. XD

Not to mention that there's too much grind on Disc 3 at present as well. I've specced enemies to give bigger leaps in EXP and AP going through the game, with the goal being to hit Disc 3 on a natural Lv.70+ with a lot of Materia approaching max level and the stronger ones made available earlier instead of being gated off (Added Cut was restored to it's original position, for instance).

Sega Chief, one last request, is it possible to create a char.lpg file that only changes the models of the main characters? Cloud and company, not for me really, I'm going to wait until 1.4 comes out, but a friend of mine is interested in it. I know its a pain and I don't want to waste any more or your time but I would really appreciate it, cheers!

The only change made to other NPCs in the char.lgp was the removal of the :O mouth texture; was there something in there that I forgot to revert to default?

2681
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-16 06:35:17 »
Ok so following your advice i set about deleting field files from my direct folder, and deactivating any mods that alter field imagery. Started new game and the option to choose normal or arrange kicked in. Thank you so much for all your help and advice. Been looking forward to playing this mode just with the HD graphics lol. I appreciate it!!!!   


One last thing.... thought you should know when i try to download files from your mediafire site, they never download. they go into this forever reloading and never actually download the file. Whether its Google Chrome, Firefox, or IE. I was only able to download via my cell phone then transferring to my laptop.

Well, that's good to hear. I think some download sites cause problems for certain people; I swapped over to Mega for a while but then something happened and I drifted back over to Mediafire. I'll maybe use both in the future, once 1.4 has been updated with any necessary patches (hopefully not many).

Hey Sega!

Found a mistake here I think:



The "it's" may be "its" no?

Another problem:



That window didn't open at the save point but it openned at the moment I climp the ladder.

I have a bad habit of writing it's for the possessive. Part of 1.4 is a sweep of the game's entire text, though, so there should be less mistakes in the new build. As for that script thing, the extended save point scripts are usually stored with Cloud's group model; I must have done it wrong there if his script for climbing that ladder is opening that text box.


2682
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-15 20:50:17 »
The .exe doesn't affect scripts, those are stored on field screens so anything affecting the field like backgrounds, etc. might be to blame. I'd try loading NT on it's own and seeing if a difficulty selection option textbox appears when selecting New Game (if it does, the scripts are installed). Then applying mods one at a time until you see what deactivates them. I'm betting the minigame/world map/Battle/Menu/Music stuff is fine, but maybe Team Avalanche's Fields, Animations, or anything from the field model category?

2683
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-15 20:02:14 »
Looks like Reunion's Beacause; it's not supposed to be possible (or easy at least) to activate NT and Beacause at the same time because they're incompatible with each other. When selecting one, the other should have deselected. In any case, that's the likeliest cause.

2684
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-15 18:57:06 »
Sounds like parts of the flevel haven't been patched, specifically the scripts. Did you combine it with any other mods that affect field screens?

2685
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-15 06:12:29 »
The update is extensive enough in scripting changes that it will likely be a good idea to start a new game when playing 1.4. It's not going to be done for another week or two though.

2686
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-14 18:46:15 »
Alrighty, good luck!

2687
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-14 18:32:44 »
Oh man I'm surprised you know that! :O

So the Original is as difficult as the Arrange?

For the install, I patched the 2012 edition and juste changed the language on "lang" and it seems to be working.

Original is more or less the same as Arrange in terms of difficulty. If you got the option to pick modes when starting a new game then the flevel.lgp must have been patched correctly; if Cloud started with Fire, Ice, and Bolt Materia then the scene.bin + Kernel is patched too.

2688
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-14 18:16:58 »
Hi Sega! Remember me? :D

I want to start your mod but I hesitate between the Original and the Arrange. I like difficulty so I want to take the Arrange but it seems to be incomplete. Do you have an idea of the date it will be released?

And congratulations for your work, it begins to be famous in France. :D

Yo, bud! I saw that Acro was doing a playthrough of the French retranslation + your mod installed, it's looking pretty good. As for NT, I've a new build in development, v1.4, that'll fix up a lot of the balance issues in the current one. I'm hoping to get it finished for the end of this month, as I've got a week's holiday starting on the 21st.

As for Arrange, all this does is add some levels onto enemies, multiplies the EXP they give by 1.5 (but this overflows on Disc 3 enemies/bosses that give over a certain amount of EXP, causing them to give very little EXP instead), and unlocks some alternate attacks for them to use (earliest example being that Guard Hounds will use Poison Tentacle instead of regular Tentacle). If you do play the current version of NT, then I highly recommend playing it on Original; it's not perfect, but it's more balanced than Arrange.

Yeah, a streamer called Ysangwen played through the mod on Twitch and it's generated a fair bit of interest. Problem is that the installer doesn't work on the french version of the game without first renaming one file and one folder; lang-fr > lang-en, and fflevel.lgp > flevel.lgp respectively. Before patching, rename these folders to the names mentioned, apply the main installer, and then rename the folder + file back to their french names.

I'll be setting up different versions of the installer to handle the different file names when I'm putting 1.4's installer together. I think I put the info into the installer itself, but I'd better put the info up on the main thread as well.

2689
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-13 18:52:45 »
It should do. I'd run it all through 7H though to ensure compatibility.

2690
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-13 17:44:53 »
Question, is it worth it to grind, even a little bit, for levels and stuff? I guess since the lvl cap is 70, you lvl up a bit slower right? Btw, I just got my first game over, the house-that-transform-into-a-hellish-robot wiped the floor with me. Far from hating it, I actually loved it, let's be honest, after FF3, final fantasy games are not exactly hard, sure, there are the special bosses, but the meat of the game is actually not that difficult.

I've tried to set it up so a grind isn't necessary, but fighting what encounters you bump into is a good idea; running from everything might leave you underpowered. The level cap has actually been removed in 1.35 so you can hit 99; I added an AI check that caps Level in damage calculations instead.

2691
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-12 14:16:26 »
So I gave in and installed the whole mod and I gotta said it has revived FF7 for me! Couple of things tho, as much as I like the field models of the main party, I'm not so crazy about some of the enemy models, like the turks wearing dark orange or the airbu.. I mean plasmabuster new colors.

Also, I've read that there are a few new sidequests for new weapons and stuff, don't know how to feel about this... Are they mandatory? Could you just play the game without them? Not that I think you guys couldn't do a great job with those but, I don't know, I'm not super crazy about them. Everything that falls off the game's accepted canon is heresy to me (I'm looking at you revived Aerith)

Some of the new encounters I really digged tho, it was awesome to see the Robotic Scorpion Guard thingie attack you a second time, it felt like something they would put in the remake.

Anyhow, these are all petty nitpicks, I'm really enjoying the mod, I love how every character has pros and cons and special traits like Aerith mp regen. This was one of the main reasons I haven't had the patience to go back to FF7, how every character plays more or less the same. I like it when characters have an specific role, it makes you think more before forming a party and just makes the game more fun in my opinion.

From what I read tho, it seems that version 1.4 its close so I don't know if I should just stop playing and wait for it (I just got Aerith so I'm at a pretty early stage in the game).

Nah, that's fine. 1.35 Air Buster is pretty hideous, and the Red Turks are a holdover from the very first build. They were given black uniforms for the 1.4 build (might go back to original blue though), while Air Buster now looks like this: https://youtu.be/r0l1G9bhvq8

The sidequests are more for Lv.4 Limits than weapons, and they aren't very narrative heavy. Usually just a quick scene and a fight; they aren't mandatory in any case.

My rec is keep playing as you will learn more about game mechanics, when 1.4 comes.  :-)


Also segachief some name suggestions: NT Normal/New Start/New Game - NT Arrange/New Game+...
How about putting short description in confirmation box asa can fit so ppl know what they are choosing. Also highlight "No" on confirmation box so they have to think twice and not choose by mistake.
Sent from my Xperia ZR using Tapatalk

I've added a confirmation when selecting a mode, and the Hard Mode has a warning message before selecting it.

2692
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-12 04:27:14 »
Thanks, bud; much appreciated.

One of NT's weaknesses is the documentation for it. I haven't got a change-log, the readme doesn't go over everything/is out of date, the database is a bit shoddy, and the front page of the thread is woefully out of date as far as info goes.

I'm working toward getting all that sorted though; and as someone pointed out, it'd make more sense if I just put all those documents into a folder together with the Main Installer.

2693
Troubleshooting / Re: Chocobo Encounters w/ no Lure?
« on: 2016-02-12 02:04:58 »
I'll check the Materia in WM and see if something got mixed up; thanks for the info.

2694
Troubleshooting / Chocobo Encounters w/ no Lure?
« on: 2016-02-12 01:12:38 »
I was wondering if this is normal? I just encountered three chocobo formations in a row on the Isle of Mideel with no Lure equipped. I checked the effect of the Materia on Caves of Narshe and it said 'increases chocobo encounter rate by 2x; does this mean it's possible to find chocobos without the Lure?

2695
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-12 00:56:29 »
I've already replaced the weather switch with a Random Encounter toggle; it's a new feature in the PS4 version so I figured I'd bring it to NT. Should be handy if people just want to grab loot in an area/back-tracking, etc.

2696
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-11 23:06:00 »
Alright, update on NT; I've a week's holiday coming up that starts after next week so that's almost certainly the time when 1.4 will be finished and released. I've been trickling time into it when I can, and now approaching the last areas of the game (about five left: Underwater Reactor, Ancient Forest, Gelnika, Midgar Raid, and Crater).

I've also got to go through the script and get that Yuffie flag swapped over for Aeris, tweak some of the new sidequests and events, then revise the Arrange AI. I'm probably just going to ditch the Original/Arrange naming because it's confusing; not sure what the replacements will be (suggestions welcome) but the new Arrange description will make it very clear that it is a harder version of the mod w/ a warning confirmation for both modes when selecting.

I'm just worried that people will default to it like last time if I call it 'Hard Mode' :I

But so far everything seems to be holding up. Enemy physical attacks fell away going into Disc 2 but I reinforced them and added some additional tricks to buffer them a bit; EXP gains scale much more sharply now so pushing into new areas should be much more rewarding than stopping to grind up (standard enemies give 7-8k, compared to about 2000 in Temple of the Ancients for an example).

So 28th for release, a mere month overdue  :-X

Sup guys, I Just started playing new threat 1.35 and its been flawless so far. I just realized that aerith has mp regen and ive been searching the forums to figure out what the other characters innate abilities are but to no avail. Can someone fill me in on that or maybe a link to some sort of official 1.35 changelog?

The 1.35 Innates are:

Cloud: Gains boost to Level when hit by magical damage, this raises phys/mag damage, increases Steal/Manip success, etc.

Barret: Gains defence if hit by a physical attack while in the back row, but gains Strength instead if he's in the front row (up to five stacks). He can't have two different stacks though, so gaining a defensive stack will revert all strength stacks to 0 and vice-versa.

Tifa: When Sense is used, she gains a Strength boost

Aeris: MP Regen

Red XIII: As the battle goes on, he slowly gains Attack and Magic up to a maximum of +30

Cait Sith: Rage System, if Morph is used on him while he is either under Poisoned, Silenced, Sadness, or Fury then an auto-AI will kick in with it's own special moveset. Silence has him use Mime, for instance.

Yuffie: If hit by physical damage, she'll gain 255% evasion until hit by magic.

Vincent: Innate immunity to Fire, Bolt, Poison, and Death status.

Cid: When critical HP, his Luck is doubled.

These innates are a bit shaky, though. A lot of them have been revised or changed completely for the upcoming 1.4 build.

That reminds me, I added new text that details a joining character's Innate ability but I'd better add that information somewhere it can be accessed at any time. Maybe Beginner's Hall, Junon's Respectable Inn, and a new guy on the Highwind itself.

2697
7th Heaven / Re: No mods work/game conversion failure?
« on: 2016-02-11 18:23:33 »
7H doesn't work out of the box with FF7 Steam; you need to run a program called Game Converter that'll take the Steam installation and then restructure it into something based on a 1998 installation; remember to unblock/run as admin in the GameConverter's Properties before running. Once that's done, 7H will be able to correctly patch the game once some other settings like the Catalog are set up: Follow this from Step 1 onwards http://forums.qhimm.com/index.php?topic=15520.0

It might be a good idea to uninstall everything beforehand as well, and reinstall FF7 Steam to a different directory (I think I installed mine directly onto the C Drive, rather than in Program Files (x86) which can obstruct 7H from applying mods due to the write protection of those folders).

2698
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-10 18:33:01 »
Yeah, I'm making a char.lgp just now. The thing is that I replaced Young Cid and some duplicate NPC with two new ones before I realised I could make new designations starting from zzzz, so this one I'm making will have those two field models restored for use with default scenes.

2699
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-10 18:07:42 »
You mean the field models? I'll see what I can do.

2700
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-10 06:11:47 »
Well, it's 1.3x pay + an unsociable hours bonus. And I technically don't have to get up early in the morning :I

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