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Messages - Robo Jesus

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-06-10 20:51:50 »
This happens for a small % of players but never found out the cause because the scripts appear to be fine, so I suspect it's something else. Are you playing on a regular Steam version (as in, no cracks, etc.) and are there any other mods involved? It's very close to a disc check/achievement hook so I'm wondering if it's to do with that.
The only things that can maybe count as extra mods would be the YAMP MDef fix, the "Always run" YAMP mod that switches walking and running, and the Chocobo Fix patch. I still have the old game discs from the ancient olden days (along with their inbuilt problems that need to be fixed via the 'mods' up above) that had been sitting around in a box in my room before I learned of NT. :P

Every time you do a new major update, I uninstall and reinstall and start from the beginning to see if issues pop up as I go along, because you're not going to get good feedback otherwise. Never had this particular issue before. :shrugs:

The YAMP mod for the MDef fix was by the user dziugo on this site, and the AlwaysRun modification was by Kruci. Dunno if that helps you any. :shrugs again:

I would have installed Aali's driver, but DL links for it were down pretty much every time I looked, so I stopped looking. :shrugs like sir shrugsalot:

Second Edit; Huh, after checking for when I last checked on Aali's stuff, that was three years ago. Damn, where does the time go? Anyways, since they finally put up another DL link for Aali's driver (because I had checked over the course of months way back then with no fixes for the broken DL links) I'll uninstall and reinstall everything (while saving the save files) using that and check to see if I'm still having the same issues.

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-06-10 06:36:35 »
Game is crashing at the fight after Aeris' death in the Ancient city in disc 1. As I saved right before that point, I will edit in more details regarding what I'm experiencing on both paths here. Hopefully this is something that is a 'maybe it will crash' issue here so I can get past it, otherwise I'm stuck. Anyways, will be back with edits and details.

EDIT; Ok, I tested four times. Twice on saving Aeris, twice on letting her die. The game crashes before it asks for me to load disc 2 on both options. With the "Wait-" option, it crashes after Cloud uses a Pheonix Down on her (before the next part after that can load). On the "Wake Up" option, it crashes right after the water burial.

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-06-07 03:06:33 »
I think Debarrier/Dispel should be able to get rid of Peerless, I set them up to ignore status defence.

I can confirm that Dispel removes Peerless, though I have not tested Debarrier against Peerless as I figured that only effected Barrier/MBarrier/Wall/Shield.


I'm in the process of removing all Level-based attacks; was never a fan of them.

Hmm, it'll be interesting to see what you do with "L5 Suicide" then. ;D


Satan's Gate is a disappointment; not sure how I managed to mess up making it a tough boss, I guess it's been such a long time that I played the game actively that I lost my touch a bit. I'll be playing a bit of Gjoerulv's Hardcore mod soon to get myself back into shape.
Given the name of the enemy, having the party face off against two of them, and having them focus on targeting and locking down Aeris (who is usually the main party healer and/or spell caster given her equipment and builds) would be nice places to start I think. Given that "Satan" is also a "Fallen Angel", you could have one of the gates focusing on the offensive and party-locking while the other is focusing on the defensive/healing/buffing.




Anyways, I encountered a 'problem'. So, Temple of the Ancients is gone and Aeris has left the party and all that fun stuff. I went and dealt with the Fort Condor battle before going over to Junon to play the Junon League fights to get hold of some of the fun items. While doing so I spotted a "Problem" in Under Junon.

Aeris is there next to Tifa commenting on how "Gloomy" the place is.

So yeah, that needs tweaked I dare say. :P


EDIT; Found another problem. Three of them in fact. Junon fighting leagues. First, when the guy asks you what League you want to chose, "Cancel" is listed as an "Unavailable League". So yeah, that needs tweaked. Second, Boris/Borith introduces him/her/(it?)self by both names. Third? "Gun" uses Tseng's "I got careless" line (with "Tseng" in the line rather than "Gun") after you defeat her.

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-06-06 04:28:56 »
Bit of news, I'm about to finish my 2-year college course on Friday (or following Friday if I miss deadline/need to make adjustments to my submitted project). This means I won't be bouncing between college and my job in the mornings & evenings and have a bit more time for modding again. I'll be sorting out the current crop of issues with a big patch and getting to work on FF8 NT a mere year and a half over-schedule s:

Congratulations. And yeah, I know that feeling all too well. :P


I know the issue, it's the 'giant model' problem that usually only affects Cloud and which can occur on the default version of the game in places like Mt. Corel, Planetarium, etc (usually where FMVs with characters appear). What's interesting though is that this usually only affects the controllable character, and in that particular scene you get limited control over Aeris/Yuffie/Tifa to make them interact with the passing planet models, etc. I think it's an intermittent issue with an unknown engine cause but I'll defo take a look.

Huh, well, good to know that we know what the issue is at least. I'm kind of kicking myself for not testing that scene further to see if it was having similiar issues with the other characters as well.


I checked recently and found that the March 10th EXE doesn't have Limit Break adjustments applied to it; bit of a bummer but it's been long enough that I'll prob hold off on adding them until I've done the full patch for 1.5. The other .EXE features are in there though.

A pity I'm having issues getting Libre to work, otherwise I would have changed the Limits to match their descriptions already. Oh well, I'm patient, and it's not causing glitches in its own right, plus I am doing focusing on doing quick play testing and error finding for you. ;D


I know why that is, but I'm kind of too ashamed to say why so here's the half-truth answer: something in the damage adjustment work-around is affecting that attack. The attack itself is functioning correctly, there's just something working behind the scenes that I added which makes that attack land. I wouldn't worry about it in any case.

Heh. Honestly, unless that coding function affects L5 Suicide, I'd just rename the "L2 Confu" to something else. Easiest and laziest way to address that. :P



Anyways, just got to "Satan's Gate", and while I'm glad to see that the Powersoul item was moved there as a stealable item, in previous versions of Arrange the fight involved two versions of the Gate surrounding the party, which given I only fought one, I had to comment on given it was not as expected for Arrange and ridiculously easy to kill. :P

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-06-02 16:10:52 »
Cosmo Canyon, the planetarium segment. Aeris' sprite goes 'invisible', but I think what's happening is the sprite is appearing below the entire 'ground' in such a way that players can't then see her (as there was a point where it looked like a moving lump of 'brown' rocks was on the ground before Red 13's grandpa started talking about the nature of worlds and lifestreams and all that fun stuff and then her sprite was gone entirely). Unfortunately I forgot to take a screenshot. >_<


EDIT: Aerith's "Planet Protector" limitbreak is not working as described. Actually, I'm pretty sure that NONE of the Limitbreaks are working as described at this point if they've been changed from their vanilla effects. :shrugs:

Second EDIT; Ok, Mideel Area. The Hippogriff (I think that's what it's named) enemy used a "L2 Confu" spell, which effected my level 57 character. Looking at it via ProudClod, the "Attack %" is "2%", the "Chance" is "63/252", and the "Attack Damage" listings are set at "8X Magical, Hit Chance MOD target level = Hit, no def." and "X3, Unknown". So yeah, something funky going on there with that.

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-06-01 17:08:58 »
Guidebooks restore 50% of a KO'd characters MaxHP as opposed to the 25% of a Phoenix Down.

Huh, I'm probably too low-leveled atm then when I was testing some of the items out (was level 24/25 for the Lich GT fight). When there's not a lot of HP for the character, that sort of thing becomes difficult to notice. :p

I think I'll go fight Death Machines and Soldier-M's in Junion and bring my levels up to 50~.


Battle Square reels 'force' status ailments onto a character which is problematic when status protection is in play as removing these statuses becomes problematic due to the way the engine handles statuses and resistances.

Poison tick damage was changed to non-elemental with the executable changes; the fights where Poison ticks are used by bosses as a source of healing haven't been updated yet to account for this change (Gelnika Reno & Lich GT).

Interesting to know, and thank you for that explanation.


I'll be retiring the scripted Ziegfried fight and making it more straightforward to get rid of the ongoing issues with it.

FF7's Ziggy being a goofball badass would probably be more amusing than just a goofball. ;D


Hero Drink IIs are working as intended and not for use against enemies; it is possible to use them on enemies by way of the old Hyper exploit by confusing a party member who has the item queued for use but that's not the use I have in mind for them. On a surface level, it's a joke item that takes the potent Hero Drink and turns it into something very bad; but past that the statuses that it inflicts are all used by Tifa's Master Fist weapon which can result in short windows of massive damage if managed correctly.

What are you talking about? The items weren't 'messed up', I reverted the Greens to their original effect by choice and IIs have never been a directly beneficial item to use on your party in any build of the mod; the only benefit for party use is to buff Master Fist. There was an item called Hero Drink Classic in the early versions that had something resembling the default Hero Drink effect but that has since been removed.
Huh, then this is probably an uncommented on aspect (and unintended glitch given your intentions) of NT that people probably didn't think was an issue, but the Hero Drinks in the older versions were able to be used on both allies and enemies, making the item very useful at times when and where needed. The "Cauldron" item effects ALL the enemies, and the older versions of the Hero Drinks were single target, giving players options. That players had to work in order to get hold of the Hero Drinks balanced that out. :shrugs:

Of course, now I learn that it was supposed to be a joke-item and only useful for Tifa that got glitched in the earlier versions with the targeting, rather than an actually useful battle item. Heh.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-06-01 14:46:11 »
The Hero Drink II is supposed to be party only, in fact it's designed to be used with Tifa and her Master Fist weapon as a way to quickly buff it's damage. If you want to use them on enemies though there is a way to do so. If you confuse the person using it before they throw it then they will have a chance to throw it on the enemy. Still though, they're better used for Tifa.
Previous NT versions of the Hero Drink II's were able to be selectable for both enemies and the party, and the fact that they had nothing but negative status effects made them incredibly useful in a lot of difficult/annoying fights against certain enemies.

As there had been other items that had been messed up and made like their canon vanilla versions, and given that the "II's" were originally a canon beneficial-status-and-only-party-selectable item, I had to speak up.

=/

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-05-31 21:04:51 »
The Choco greens effects were removed, but the guidebook should be restoring KO (battle only, not in Item Menu).
Huh, a pity to hear about that on the Chocobo Greens. It was kind of interesting having them give various status effects, both good and bad.

The Guidebook restore effect is about the same as Pheonix Downs. That's why I commented on it, given previous versions were full HP(and MP, I think?) restores if KO'd. :shrugs:

Also, hmm, is the Battle Arena supposed to ignore poison absorption/negation effects?

Also, I got some "Hero Drink's" to use, and they were "Party only" in their targetting while having all the various negative status effects that they have. That needs fixed

EDIT; Found an issue with Zeigfried, again. Fought him near Zack's hometown of Gongaga. Once again, Ziggy lacked enough MP to play out his battle script, resulting in a LOT of ": |" results/comments in the battle from Ziggy's end of things. Tried throwing Ether's his way to see if that would fix things, but sadly it didn't.  Once I defeated him, the game crashed. :sighs:

Ok, got the battle a second time. Ziggy doesn't summon Odin and I'm still getting that ": |" response, but was able defeat him and have things not crash.


Second EDIT;
The Boss fight near the ruined Gongaga reactor? Both the Boss (Lich GT I think) and his two helpers do not absorb Poison, meaning they're doing damage to themselves in the process the entire fight.

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-05-31 20:40:18 »
I checked the folder, and the Limit changes haven't been applied. Guess they were vanilla limits this entire time  ;D
I've noticed a few other "Vanilla" things as well. ALL of the Chocobo Greens lack the various things they had before in NT, and the Guidebook no longer fully restores those KO'd.

This may also explain the fact that the Jenova boss-fight on the ship lacked her two helpers she usually has in Arrange as well.

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-05-31 17:58:27 »
Likely an already pointed out problem, but Aerith's "Breathe Of The Earth" limit is not healing HP like it says it should. :shrugs:

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-05-28 23:19:57 »
That's his Arrange Mode AI; he can only be killed on Normal difficulty.
That is good to know. Speaking of which, Jenova-Vector (I think), the Boss fight on the ship before you get Ifrit? Jenova's HP is 12,000 in that fight, and she's not bringing up the two 'helpers' she normally does in Arrange. Considering her HP is usually above 15k and she brings up the (morphable) helpers in Arrange, I'm marking that down as a potential issue here.

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-05-27 18:07:07 »
Welcome back, I'll be making fine-tuning to the materia bonuses/penalties fairly soon when I start work on the mod again in early June. There's a lot of other bugs and things that need sorted out as well, so let me know about any you find.
Understood.

Speaking of which, Dark Nation is utterly invincible again. No damage can be done to him, he can't be healed, he can't be morphed, etc.

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-05-27 05:40:21 »
Arrange has some balance issues end-game at the moment due to the .exe modifications to materia bonuses/penalties.
It's been a while since I last played, and I just installed everything and noticed that. Amusingly this was enough for me to mess around with WallMarket to try and fix some of the unyet-fixed issues I spotted (mostly things with the armors), but most of it was forgivable.

I think the biggest issue is how the stat reductions are used at the moment heavily encourage physical damage builds over magic builds, which isn't an issue early-game, but a serious problem late-game given how steeply a lot of the materia reduce physical and magical defense. The magic-materia have no issues with how they are set up, it's the support materia where this is most problematic from what I can see.

Magic casters NEED support materia in order to be useful as casters, and some of the best support materia are too negatively stat-reduction heavy at this point in time to be of use for those types of magic builds.

Thus it means that you should be considering alternative stat bonuses and reduction setups to deal with that. It's one thing if the reductions also give some useful bonuses, but that isn't really the situation with the support materia at this time (the command materias are also almost in the same boat, with all of them being too similar to eachother from what I can see).


That said, what you did with the "HP <> MP" materia is quite honestly genius, and works nicely for both Cait Sith and Vincent given their abilities. Amusingly were there a Relic that could allow characters to lose MP in place of HP when they take enemy damage, it would make it worth using that materia and relic, and would make Vincent and Cait Sith have some fun uses given what could be done with it. :evil: :-P


Anyways, I'm starting up a new play-through, and I'll give commentary and screenshots as I go through things and if I spot any issues. ;D


EDIT; Ok, first issue found. Right after the Reactor 5 mission, when you get Aeris/Aerith as a party member, the innate ability description for her contradicts itself. Here's a screenshot showing what it covers;

Spoiler: show



And here's a screenshot showing what it does not.

Spoiler: show



Second Edit; Pretty suspicious indeed (broken text box). :P

Spoiler: show

14
Hey, a quick note. ALL of the older versions of Wallmarket are missing from the DL links. All of them 404. You may want to consider uploading them as "Optional older versions" in the same zip file for the 'current' version in case anyone is having issues and needs/wants to use the older versions. :shrugs:

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-07 21:58:24 »
I'm not sure if I'm keeping Osmose yet, or what the numbers are going to be for MP, AP, etc. Esuna should have a fairly high cost though, something you'd only use once or twice in a pinch early on if the status items aren't available but then a bit more later on.
I personally would prefer it remaining a spell in the game, as there are some points (Battle Square and the Junon fighting tournaments especially) when it makes a battle easier to survive and/or winnable, but if you do remove it, I would suggest making Turbo-Ether's a buyable item in the Wonder Square of the Gold Saucer using GP. :shrugs:

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-06 13:13:33 »
I hadn't considered that; Esuna would be a bit much as the 1-Star spell, unless it had an MP cost to match.
Esuna honestly probably should have a large MP cost (or what it's already costing, as I kind of forgot what its MP cost is atm) for an 'early' spell, as it would be the party's main status healing option for statuses they can't heal with items, at least until they can get hold of Remedy's (which don't appear for a while in-game).

So let's say the materia is made 100,000 AP until it's Mastered and spits out a replacement, and made from a three-star materia to four-star materia. The first star isn't going to do anything, and will take anywhere from 500~ to 2500~ AP before "Esuna" becomes available (it should only really become 'available' as a spell by the time the party is in Shinra Tower for the first time basically is my reasoning, given the amount of status issues that pop up there). Esuna would fix anything, but its MP cost should be kept relatively 'high' to prevent it from being used for 'every' minor status issue, which means players will only pull it out for the big stuff or the multiple-status attacks.

Resist should be around the midway point of the materia (50,000~ AP), and Osmose around three-fourths into the materia (75,000~ AP), with the last bits of AP left over for Mastering the materia. Osmose also should probably be increased MP-wise now that I think about it. 10~ to 20~ MP for the spell cost would work best, as it would make players have to be a bit more intelligent about what monsters they're using it against and would prevent players from spamming it every battle needlessly. :shrugs:

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-03 07:18:50 »
-) Osmose would have to be either scrapped or pushed later
You may want to consider having the spell itself on the same materia (and the materia itself being available as it normally is), but have the spell pushed back to the end of instead of it being at the front. You may also want to consider adding in something like a small hump AP before "Esuna" becomes available (so the materia goes from three levels to four. I.E. 1 nothing, 2 esuna, 3 resist, 4 omose. Also, you could make the AP hump from the spell resist to osmose much larger to delay when players get hold of osmose in normal play). Of course, you could also change the order of some of those spells around as well (1 nothing, 2 esuna, 3 omose, 4 resist). :shrugs:


18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-05 10:19:05 »
It did, thanks - didn't realise that Mk2 still needed the patches. Is it intentional that the first 'level up' requires 200 SP in Arrange? I think it was 100 previously.
It's likely a response to the fact that it's easy to farm SP if you know what you're doing, and some Disc 1 players were getting some of their characters Rank Ups maxed out. And I'm pretty sure one of the players commented on that being the case in "Normal", but I admit I may be mistaken on that.

Anyways, upping the limit needed to 200 points cut down on players getting too many Rank Ups so early in the game. :shrugs:

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-05 08:20:28 »
so....when i do finally upgrade to 1.5, should install the main mod AND follow it up with the patches?
Yes.

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-04 04:22:48 »
So that Goblin in Gongaga just used a move that ejected my party, causing the game to crash.

"An unknown exception has occured."
if you poison him to death he will never use it. you should morph that goblin if you are using tifa. it gives you her work glove which is super duper op for the stage of the game you get it
"Sleep" was also very effective and useful in 1.4. Try it here as well, as it should be useful for helping keep that damn gobbo from doing that to you trance7.

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-04 03:57:38 »
EDIT; ...the hell?

How the hell did a second post happen?

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-04 03:56:35 »
@Robo Jesus
Spoiler: show
 Pretentious? 1 gil? That word doesn't mean what you think it means. Well, let's leave it at that for this thread. Further conversation on the ins and outs of an additional gameplay input, the actual pay grade of rank and file grunts, and why a gil is abstract and probably not the lowest denomination of currency in a setting (fictional or not) can be left to private messages. That is, unless you actually are trying to request that Sega Chief change it to a non-negligible sum.

I used the word in its intended meaning. Especially when the subject being talked about is 'bribes'. In those contexts, the word's meaning is used quite correctly, and exactly as intended.

I'm not insulting Sega there. I'm pointing out what it wrong with that scene. Calling the '1gil passing fee' a 'bribe' is what makes the entire interaction and use of the word 'bribe' there pretentious.

It does not fit from a setting, character, or financial standpoint, and that's before bringing up the subject that the ones being allowed to 'pass' for a '1gil bribe' are 'enemies of the state', which can easily turn what the guard there into a gauranteed death sentence from the Shinra Military were they to ever learn that one of their gaurds was letting enemies of the state in through monitored areas for '1 gil'.

The fact that it's '1 gil' makes it look like that gaurd is purposely aiding and abetting enemies of the state. Ergo, if his surperiors were to ever find out, that shinra grunt would be facing military execution.

So it can't honestly be called a bribe, the explanations for a '1 gil bribe' do not work from a character/setting/financial/story standpoint, and it creates no problems or issues for the characters to have to deal with in regards to it.

Making the bribe a thousand or more gil would make sense and at least make them have to consider the financial implications and aspects of walking in and out of Junon willy-nilly. Making the players have to fight against an enemy would work and make sense, and at least cause them a justified annoyance and problem they have to deal with as well.

But a 1 gil bribe?

That's insulting. It's not even 'silly' or 'funny', and it gets worse the more you look into the situation with that there.

23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-04 02:04:04 »
You know, I'm probably the only person disapointed by the '1 gil' bribe. It's pretentious.

Silly is one thing, but pretentious is another.

Here is a Shinra grunt, accepting bribes, bribes he will be imprisoned for decades for if his superiors ever found out about them, taking them from people he doesn't even know (most of whom are enemies of the state), and at its most expensive, that bribe might buy a single potion, before then being lowered to such a point that it doesn't even cover that?

What. The. Hell.

It makes no sense internally from a setting/story/character standpoint, and gameplay-wise it's a 'pretentious' annoyance rather than one that makes the player actually have to account for their finances or whether they'll have to fight some annoying battle or anything else like that.

That's why I'm disappointed at it. :sighs:

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-03 08:29:08 »
I also noticed that Gil Plus gives 44 Strengh.
I just tested this, and I can confirm that the Gil Plus materia is giving characters extra strength. It did not give "44" extra points of strength for the character I tried it on, but if it's improving strength by 25% or 30% (the character I tested it on would seem to imply it's using a 30% bonus), it would explain things there with that.

That said, a Strength Plus materia is something to consider, and could potentially be used to replace things like the "Long Range" materia. That said, if it is used, it should be earned, and only claimable late game. A vitality or spirit plus materia would be so sweet at well, though sadly I doubt we will see those due to coding issues. :(

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-03 06:29:23 »
Ok, I think I figured out why the game crashes in Costa De Sol. Barret is in the Inn talking after the cargo ship. Whenever that happens, it causes something to screw up when you also have the Save Point options open.

Honestly, I think the save point is going to have to be moved somewhere else due to that. Putting it on the beach would work, along with putting it in front of the hotel, in the bar, or in front of the entrance/exit for the town.

EDIT; Ok, I went up to the Correl hills, then backtracked to Costa De Sol to see if things changed with Barret gone from the hotel room. They do. Before, right after the Cargo Ship pulled in and Barret was in the room talking, it caused the save point option text to mess up and the game to crash. Once Barret is no longer in the hotel, the issues disappear. And Barret will show back up in that hotel later on in the game when you're in the town.

So yeah, the save point needs to be moved, especially for players right after they leave the cargo ship. Leaving it inside of the hotel causes problems. Move it someplace else and the issues should disappear.

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