Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4838472 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #900 on: 2015-03-16 17:10:07 »
for the guns just annote them "LR" instead of Long Range, im sure most players would know what that means

heads up special battle crash #2 this time with the robot golem guy after mongo
http://www.twitch.tv/cicadian/c/6333795

I guess Battle Square isn't stable enough with a full party. I'll set Special Battle to be a regular 'boss-rush' kind of thing without the reels or BP; it'd be a bit tough for a solo character.

hey sega chief

while i was fighting bottomswell in the dark cave sidequest yesterday

my game softlocked on me on that boss fight

I'll check it out.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #901 on: 2015-03-16 17:13:06 »
hey sega chief

it did not freeze for me with that full party at the special battle arena side quest

i went all the way to the champion without the game softlocking

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #902 on: 2015-03-16 17:16:57 »
hey sega chief

it did not freeze for me with that full party at the special battle arena side quest

i went all the way to the champion without the game softlocking

Yeah, sometimes it'll be fine but sometimes it'll crash. I can't figure out what the cause is, and it seems that it can happen at any time, so I'm assuming it's got something to do with how Battle Square works with the party (some odd effects have been going on when the full party is there instead of just a solo character). I can easily set it up so that the reels aren't present which would likely eliminate the issue altogether. I can set a fixed BP prize for the end as well.

As for the dark cave boss, I found the problem. A 0102 should have been a 0101. I'll upload the patch just now.

Edit: That's the hotfix patch uploaded with the Jormungandr fix in it.
« Last Edit: 2015-03-16 17:21:02 by Sega Chief »

Lionsmane

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #903 on: 2015-03-16 22:03:11 »
Has anyone had luck using this mod after installing with bootleg?

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #904 on: 2015-03-17 00:02:17 »
hey sega chief

after beating mirge weapon 1 last time at the final end of your dark cave side quest

it softlocks and nobody appears at the battle scean at all, after mirge weapon is dead

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #905 on: 2015-03-17 02:06:55 »
Fresh new game started. I'll be taking my time with this run.

Testing out morph and was surprised at the morph item for Aero Combatant. Just to make sure, are they supposed to morph into Bird Wing? That's a pretty amazing item to be farm-able so early in the game.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #906 on: 2015-03-17 03:39:20 »
hey

I need some help on how to get past the glitch part at the end of the dark cave side quest please

cicadian

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #907 on: 2015-03-17 07:06:00 »
on a whim i got convinced to check out the dark cave thing off camera, if you select no when you get the choice to go in or not the sequence bugs out slightly but will still go through, i didn't get further than the first like 2 minutes though so i look forward to doing it soon

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #908 on: 2015-03-17 07:18:37 »
Has anyone had luck using this mod after installing with bootleg?

I'm not sure, I think most of the time it doesn't work properly.

hey sega chief

after beating mirge weapon 1 last time at the final end of your dark cave side quest

it softlocks and nobody appears at the battle scean at all, after mirge weapon is dead

I thought I'd gotten that fixed. There's a handler in it to make him fly off the first time, but to die properly the second time. I'll look at it again.

Fresh new game started. I'll be taking my time with this run.

Testing out morph and was surprised at the morph item for Aero Combatant. Just to make sure, are they supposed to morph into Bird Wing? That's a pretty amazing item to be farm-able so early in the game.

That is a bit too good; not sure why I've went with that. I'll change it to something a little more appropriate for that stage of the game.

on a whim i got convinced to check out the dark cave thing off camera, if you select no when you get the choice to go in or not the sequence bugs out slightly but will still go through, i didn't get further than the first like 2 minutes though so i look forward to doing it soon

I'll check the 'No' handler again.

Edit: New scene patch is up.
« Last Edit: 2015-03-17 07:35:15 by Sega Chief »

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #909 on: 2015-03-17 10:19:10 »
hey sega chief

is the mirge weapon fixed now on your dark cave side quest

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #910 on: 2015-03-17 15:07:02 »
i just need to know if the mirge weapon battle is fixed yet

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #911 on: 2015-03-17 15:35:58 »
am i doing something wrong on his mod

because it keeps on breaking on me all the time now

Covarr

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #912 on: 2015-03-17 18:20:47 »
Zara9, Sega Chief hasn't even logged on since you posted your question. He hasn't seen it yet, no need to keep asking.

If you have anything to add to a post, please use the edit button instead of posting again.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #913 on: 2015-03-17 18:44:17 »
I already posted a new scene.bin patch that should fix the problem.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #914 on: 2015-03-17 19:46:12 »
hey sega cheif

now the third form of mirge weapon is not showing up and it softlocked on me again

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #915 on: 2015-03-17 19:51:30 »
Aw man, really? I wonder what's happened to that fight. I'll need to take a more thorough look at it.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #916 on: 2015-03-17 19:52:59 »
hey sega

how many forms does that boss have

and is there anyway you could put that boss to have 1 form for now temp please

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #917 on: 2015-03-17 19:59:55 »
They're actually two separate bosses, not forms.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #918 on: 2015-03-17 20:01:47 »
hey

is there anyway you could just put that 1 mirge weapon on here, without the 2 separate bosses temp please

because it would help me out alot

thanks

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #919 on: 2015-03-17 20:46:37 »
how can i beat this mirge weapon when it keeps glitching out

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #920 on: 2015-03-17 21:05:54 »
Just be patient. I'm fixing it.

Edit: Nearly there; just giving it a test run. There'll be two patches this time, one for the scene and one for the flevel. They'll be up in 10-15mins.

Edit2: Upload for the flevel patch is uncommonly slow for some reason just now, it'll take a little longer.

Edit3: New patches are up, hopefully they put these issues to rest. Make sure to use both the scene + flevel hotfixes.
« Last Edit: 2015-03-17 22:29:48 by Sega Chief »

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #921 on: 2015-03-17 23:15:45 »
hey sega chief

its all fixed and working now

thanks for your help

and sorry for my outburts today on here

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #922 on: 2015-03-17 23:16:53 »
Don't worry about it.

Edit: For the guy who asked before (and anyone else who wants to use it), this is a patch for the world map to use Kalderasha's chibi models on it instead of default ones: https://mega.co.nz/#!W90i1KxY!O1mwV95WXfviT_1kfydv-PirfVrZlvNgbmWFwb6pQI0
« Last Edit: 2015-03-17 23:28:09 by Sega Chief »

Lionsmane

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #923 on: 2015-03-18 04:39:58 »
idk what it is, but I always find it impossible to install the game properly without bootleg or 7h.

I've been trying the last few days and it looks like im going to have to throw in the towel until alyza can configure the 1.3 iro.

Looking forward to it, what i played of 1.2 was awesome!
« Last Edit: 2015-03-18 04:47:41 by Lionsmane »

Proxy

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #924 on: 2015-03-18 07:44:19 »
I was gonna hold off on a reply until I had a bunch of stuff, but one thing has been irritating me greatly.  The encounter rate.  Way too many enemies.  I just visited Rocket Town and have not seen Enemy Away yet.  This is probably a materia that could be dropped early on in the game to ease enemy encounter woes without any drawbacks.

A couple other things:
1. Palmer's step mine never did anything, it just said "but there was no step counter" or something to that effect.
2. I fought Palmer twice, and stealing from him in the second fight yielded a different item.  I don't know if this is a bug, I just don't recall enemies having different potential items you could steal.
Hopefully if it's not a bug, then the items you can steal aren't good, because it would suck if you lucked into stealing a bad item instead of a good one.
3. I'm not sure how sense works, but I think it gives misleading results.  Many times I base my attack on what sense returns, and it yields poor results.  I think I have seen enemies take no damage (or worse, heal) from elements they are supposed to be weak to, and Titan seems to miss against guys who are weak to earth (Titan just misses a lot in general).
4. The Materia Keeper, or whatever his new name is, cast a spell which caused several effects on himself, one of which being death sentence.  After his time was up it was revealed that he is immune to death.  So what was the point?  I had kinda thought it was a "You win this fight by not dying for a period of time" situation, but nope.
5. Vincent did a crazy jig upon seeing Sephiroth/Jenova at the mansion (He was supposed to walk calmly like my other companion).  This one was amusing.