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Messages - Sega Chief

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3176
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-16 13:40:09 »
Yeah, there's a lot of uncertainty about this. Nomura is the director this time, so I'm expecting a clusterfuck in terms of story + scenario when he inevitably leans on people to shoehorn in whatever new obsession he picks up during development (Gackt, leather jackets, etc.) As for the actual gameplay itself, I can't see them making the same battle system again so it'll probably be an ARPG/modified version of FF15's engine but you never know; I've got this curiously optimistic feeling that it might be turn-based. Not sure why.

Anyhoo, I'm having second thoughts about Cloud copying the other character's innate; it gets tough to keep track of who has what. Any ideas for a replacement?


3177
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-16 03:13:06 »
\\Update//

So FF7 got a remake announced.

Fuck.

That being said, it's not hitting until 2017 or later and we've no idea what shape it'll take. Might be an updated version of the current engine, or it might be something brand new. Either way, I'm going to finish NT; I'll be damned if SE are going to make a better FF7 than me.

3178
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-14 10:27:03 »
leave my mod's blood alone D:

Cait's rages are:

-) Poison
Gains absorb Poison flag (poison status will heal him instead of damage)
Uses Bio2 on all enemies

-) Fury
Gains Auto-Barrier
Uses 2x-Cut on random target

-) Silence
Attack & Magic drop to 10
Uses Mime command each turn

-) Sadness
Gains Auto-MBarrier
Uses physical attack, random target
Uses Defend command immediately after

Although when checking that, it seems that Cid's AI got corrupted in some way. Bit worrying. I deleted it and seems to be okay now, but I'll need to figure something out or pare down the script size maybe so it can fit.

3179
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-12 14:24:10 »
Unfortunately not, I'd experiment with making a pre-action script for it but the space just isn't there.

Edit: New flevel hotfix patch is up; fixes an annoying issue on Floor 59 with the save point there.

3180
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-12 05:01:20 »
I'm going to have a go at making an .IRO for use with 7H when the 1.35 update is complete; hopefully, I'll be able to make a proper one this time now that I've got 7H itself working properly on my PC.

@Sega Chief
Thank you and good job. It's going to be interesting testing everything, especially to make sure Cloud mimics properly. If Yuffie can hit herself to trigger perfect dodge, it's gonna put a smile on my face for all of time.

Unfortunately, actors can't trigger their own counter-attack scripts :p

3181
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-12 00:38:27 »
I managed to get the Rage prototype working; when hit by Morph under the Poison status, Cait Sith swapped to his auto-AI once his current turn had been picked and processed.

The way it'll work is that when hit by the Morph command (which has had it's target data updated to enable ally targeting), Cait will pick up an auto-buff or two, gain unlimited MP, and then start using several attacks based on the Rage. With the exception of his 'default' Rage, each one requires a status ailment to be present to activate, with a descending order of priority to handle multiple ailments. Here's the Poison one:

-) Poison Rage
Gains 'absorb Poison' flag; poison ticks will heal him instead of damage
75% chance: Uses Bio2 on all enemies
25% chance: Uses Bio3 on one enemy
Physical Attack against Random Target

I'm running dangerously low on script-space, but the other innates are done so it's all about getting as much in there as possible and streamlining the others where possible.

Edit: That's it up to the hilt on space. I added four Rages which should be quite interesting.

3182
Hey. Made an account pretty much for this. I really want to use these mods, because the model's mouths make me laugh. I can't take the end of Disc 1 seriously when Sepiroth looks like that. So, I tried to install these mods... but they aren't working. The error just says "unknow version". Any idea why?

I think this mod was created before the Steam version + 2012 SE version was released, so it can only detect the original 1998 PC version. I'll make a new patch tonight that can cover the Steam game.

Hello. What version are you using of FFVII? I was having the same issue with the Steam version but solved it by using the original char.lgp that comes with the game. By original I mean that it has not been tampered with by mods at all (in my case the Reunion mod). You can follow Sega Chief's short guide above if you don't have a backup of char.lgp. Happy modding!

Not sure what you mean by the original char.lgp; all the PC releases have the :o mouth texture for NPCs by default.

Edit: Here's an updated one, tested with 1998 & Steam release. It'll remove all the :o mouth textures from NPCs, and will work regardless of other mods previously installed. But note that any char.lgp mods previously installed with be overwritten.

3183
Is the 1900 damage coming from the Physical form's Lost Blow? I always found the Magic side to be easier to fight, both in this mod and the default game. What you could try though is a Poison strategy; use Sense on Lost Number and then Poison him. Your team should bring him down close to half HP, and then stop attacking. After 16 or so ticks from Poison, he should die without transforming. If you don't use Poison, then Slow + Stop can give you a significant edge. Going in with Seal Evil or some Hourglasses (I think you can get them from Kimera Bugs in Gongaga) should give you some breathing space.

3184
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-09 19:45:23 »
It's not in yet, no. I had to dummy out that command and removed the script where it sends you to the SP screen.

3185
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-09 03:09:11 »
Thanks you two, I think I might have an idea for something. Just need to see if it works or not.

3186
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-08 03:57:45 »
Having serious trouble getting the game to compare MP with MaxMP, which knackers Aeris' innate. Tried doing it with variables instead but they don't seem to be picking up the value from it. Might need an alternative.

3187
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-07 20:06:19 »
So it has to be entered manually, can I type values in order I see them or is there an order to do?
In the worst case, I still can redo what I've done, doesn't matter.

As for space issue, did you tried to shortcut names and description? I think (not sure about that) 1 letter is equivalent to 1 byte, so if you need like 100 bytes more, then remove some text ?
Example: some magic has "LvX - " in their description, you can remove this.

I'd type them as you see them, line by line. One thing though, If strings are updated automatically so it's best to think of them as pointing at something. If the 70 #### points to the end of the script, then input the current number that points to the end of the script. Otherwise they'll be directing to the wrong places.

As for space, it seems that the kernel AI has it's own 'segment', though I'm not sure.

\\Cloud//
Flexible
Is this set on battle start and does it change during battle? Do we get a notification which one he has?  I'm assuming it only picks from the 2 party members you bring with you and not the ones recruited.

\\Tifa//
High Spirits
I really don't like this one. Is HP Plus materia in the game? last i played it wasnt avaialable. unless im remembering wrong damage values are pretty high in NT. almost everything would give the bonus and immediately cancel it. I'd have to save scum to make sure her HP, Vit and Spr always fall on the highest point of the curve and using high slot low defense armor just became worthless. Gaining stacks when she avoids an attack above 3/4 health, not losing the stacks, and having a cap is better. Alternatively change the passive to work off of half health with no cap but stack slower. As it stands, Barret simply has a flat out better passive entirely. You'd spend the entire battle healing her. Fun, fun.

\\Barret//
Cool Under Pressure
sounds broken as fern. would help a lot early game when phys doesn't scale well, but mid game when we start getting the high str armors he will be a monster. 40 vit and spr don't mean much overall for most of the game anyway, but attack scales exponentially.

\\Aeris//
Focus
2x healing woulda been a bit strong, anyway. this is a much better choice

\\Red XIII/
Warm-Up is good
I like this, gives incentive to using +dex stuff

\\Yuffie//
PD is also good
Would be a neat thing, lots of enemies have magical attacks, and im pretty sure every boss has a magical all hitting attack to keep it from being too broken

\\Cait Sith//
Should Just ferning Die
Can we just remove the ferning guy? >_>

\\Vincent//
The Monster In Me
He's passively immune to fire, lightning and poison? and i still won't use him lol  fern uncontrollable characters

\\Cid//
Desperate Blows or Second Wind
Not a very good one overall statistically or thematically imo .  he's not a very lucky guy if you think about it. plus I always figured him to be a tough son of a buttercup type, something like a free auto life once per battle if he dies would be cool.


-) Cloud
I'm still working out how to do it properly. Ideally I want it to be someone in the current party but I'm having trouble getting their ID over to the appropriate script without it getting too large.

-) Tifa
I'm still working on getting something organised that reduces the target's defence but it's been tricky due to Subtraction not seeming to work correctly. Past the update though, there will be no changes in stats when leveling up; that's instead handled by the Rank-Up system where the player assigns stat growth instead (so there's no need to min-max levels, except maybe for HP/MP). Setting it to be triggered by an evaded attack would likely make it very difficult to gain consecutive stacks too. Long story short though, this one doesn't seem popular so it's not going to appear in the update. If I can't get the defence reduction to work, then I'll put some more ideas to people here.

-) Barret
Defensive stats were buffed recently, and are now twice as effective. +40 on Vit + Spr should make a tangible difference, but I wanted the front row one to be tempting enough to have players pull Barret to the front sometimes. Due to the change in the way stats are grown, I can now balance things up much more easily so hopefully I can avoid it getting too overpowered when combined with other +STR gear and a STR focused build.

-) Cait Sith
Let's do the opposite: https://youtu.be/OJ9zEqHxLZE

-) Vincent
I think it'll come in handy for situations where there's maybe a few too many things to defend completely against later on in the game, or for freeing up armour/accessory/slots that would otherwise go to elemental defence. As for the Limits, there's not much I can do; although I've been meaning to try out kernel spells on the Limit bar to see if he can use them. Could cast, say, Flare instead of handing control over to Galian Beast for example. I'm fairly sure it'd still require MP though :l

-) Cid
I've actually got Cid pegged as a luck-orientated guy because of that Lady Luck emblem he has on the Highwind. It's also a great stat for a front row fighter because of the crits + additional evasion it gives. It was a toss-up between Tifa and Cid for who was going to get the high luck stat, but in the end I figured Tifa would have Dex and Cid would be a lot slower (although I'll admit that the idea of a Dragoon-esque fighter with low Dex doesn't sit too well with me).

Hey there. It's me again. I found a dangerous bug wich could remove all your Materia :P

It's about the new saving feature.
you should not try to "unequip your party", this would result in lost materia :D


Dammit, I didn't even think of that. A warning message could maybe help with that, but it might be that I have to remove that particular option and replace it with something else instead. Not sure what, though; maybe an SP check to compliment Rank-Up?

3188
:-* :-* :-*

You are a genius! Thank you so much!!! I walked right through the gate like "idclip"    if you get that reference.. :)

Iddqd.

3189
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-06 12:28:31 »
I wanted to give Tifa the defence-reduction on her attacks but the flag for it was missing from WM's weapon settings (so I'm assuming it's not possible to do it that way). I could do it through a formula though, I think. Problem is, % might be dangerous due to the game rounding up on any decimal (so enemies with very little defence could end up with a lot more) and I don't think subtraction works properly; it just seems to add the value on instead.

3190
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-06 06:43:31 »
Cheers for the name suggestions; some of the innates might need pop-ups to indicate that they've triggered or worn off. I'll have the battle overhaul done soon, just sidetracked myself slightly with the rank-up + innates but I'm using DLPB's Ochu tool to get through field screens much faster than normal.

3191
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-05 22:49:48 »
Sup SegaChief.

Did you make these innates things for characters with WallMarket in the AI ?
Since I changed lots of things on kernel.bin (the one that NT uses) for my personnal liking , can I just copy-past the AI script or is there a special trick to do before?

Little suggestion: Add an innate for Sephiroth too :D

I'm afraid WM has no copy-paste function like Proud Clod, values need to be entered manually. I'd add an innate for Sephy maybe for fun, but space is a serious issue.

*Small Bug: Hey Chief, after disc 1 concludes and it asks if you want to save the game on the in-between disc 2 screen, the hand cursor was set to 'no' below 'yes' with no ability to move the cursor upward to 'yes', but the cursor could move down and point to nothing... No big deal. I hit 'no' not the blank and it skipped to the next screen without offering a save option. Thought I would point it out -

No worries, I just misaligned it. I'll correct it for the next patch.

3192
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-05 18:55:54 »
I like all of these ideas for innates, two questions: Does Cloud copy a current party member's (1 out of 2 battle party characters) ability, or a random team member (1 out of 5 or 7 or however many total char's you have)? And how would you know which char's ability he's picked up?

Ideally it'd be whoever is in the battle, that makes it a little less random and eliminates a problem of copying innates from people who haven't joined the party yet.

hey sega

are you taking out the limit breaks on your Mod

Nope.

3193
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-05 17:58:20 »
If it doesn't work then let me know and I'll set you up with a special patch that directly bypasses the issue + skips the demon gate fight. That way you can progress while I sort out whatever the problem is. I'm fairly sure the hotfix should sort it out though; it turns the var off to prevent the looping.

\\NT News//

So I'm just about done coding in the new innate abilities. Was hit by a bit of a curve-ball when the script size turned out to be half what I thought it would be (seems to be 4000-ish for Scene, 2000-ish for kernel) but it made me consider other things and I ended up with some neat alternatives. Let me know what you think of these:

\\Cloud//
Mimesis: Copies one party member's innate ability at random. I thought this one would tie in with Cloud's character; you could even go a step further and say that it ties in with Zack's gimmick in CC where he'd 'copy' other people's limit breaks for his DMW reel and that Cloud is copying Zack's ability to copy- never mind.

\\Barret//
Conflict stacks: When Barret is attacked physically, he gains one of two different stacks depending on which Row he's in. If he's in the Back Row, he gains a defensive buff of +8 to Vit & Spr (up to a maximum of 5 stacks for 40 Vit/Spr). In the Front Row, he gains stacks of +4 Attack (again, maximum of 5 stacks for +20 Attack). If Barret gains a stack of one type, it nullifies all stacks of the other type. So if you have 5 Defensive stacks and then move to the front and gain one Attack stack, he'll lose all his defensive stacks.

\\Tifa//
Focus stacks: When above 3/4HP, Tifa will gain a stack of +3 attack every time she takes physical damage (no limit on stacks). These stacks are lost, however, if her HP dips below 3/4. It's supposed to be a counter to the critical HP mechanics that two of her weapons have; Powersoul and Masterfist.

\\Aeris//
Afterburner: When Aeris' MP falls into the last 1/4, she gets a temporary buff of +20 Magic which is reset whenever her MP rises back above 1/4. I couldn't find the AI flag to enable for 2x Healing :l

\\Red XIII/
Warm-Up: As the battle progresses, Red's Str and Mag will very slowly increase (+1 each time) for a maximum buff of +15.

\\Yuffie//
Perfect Dodge: Whenever Yuffie is hit by a physical attack, she temporarily gains 255% evasion against physical attacks. This is cancelled if she is hit by any kind of magical attack, including healing spells.

\\Cait Sith//
Rage System: When under the influence of a status ailment, Cait can have a special AI script 'Rage' triggered by using the Morph command on him. The Rage used depends on the status ailment. (This is still up in the air, because of the size limitation that's reared it's head. I've got a hefty chunk of space to work with, so hopefully it'll be enough to get this working; I don't think I'll be able to make a Rage for every status ailment, just the more common ones).

\\Vincent//
Chaos Link: A passive innate, Vincent enjoys Fire, Lightning, and Poison immunity as well as starting each battle with the Deathforce status. These represent his four Limit forms (where Chaos utilises instant KO attacks and Hellmasker inflicts status ailments like Poison with Nightmare).

\\Cid//
Highwind Luck: Whenever Cid is knocked down into critical HP, he gains a temporary boost of 2x to his Luck stat. This wears off and resets when he is no longer at 1/4HP or below.

Let me know what you think of these. You may have also noticed by now that I have trouble naming things. Please help.

3194
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-05 16:18:26 »
That's the new patch up, flevel 5th June Hotfix.

As for steam saves, they tend to be here:

C:\Users\Sega Chief\Documents\Square Enix\FINAL FANTASY VII Steam\user_3960564

Your user number + name will vary, naturally. One thing though. This game has a terrible save verification 'feature' that will delete save files if they don't pass a check with the FF7 Launcher. To get around this, make sure to have the FF7 Launcher open BEFORE copy-pasting in new save files, save-editing, etc.

3195
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-05 15:45:23 »
I dunno if it's a good idea to skip work, but that'd make for a good tag-line: 'NT; it'll make you stop going to work'

While the patch is uploading I'm going to set up a special jump so I can quickly test the fix. That way I can be 99% sure it's okay.

Edit: Just given it a test, and it looks like I've caught what it was. Basically, when the save point is used on the Highway minigame, it flipped a variable so that if the game is closed/game over'd and reloaded it displays the bike menu again properly. Problem is, it didn't account for players continuing on without closing the game/wiping to the boss and in testing I reloaded the save to make sure it was working so I missed it completely. The patch I'm uploading should solve it, regardless of where players are in the game.

3196
I've seen that problem before. You could try the following:

1) Download the save editor tool Black Chocobo and then open the FF7 Launcher. Modify the save file so that you're on the next field screen (the one with the base of the pillar where Biggs is hanging over the railing). It's important if playing with the Steam game that the launcher is open when you do this, to avoid the save verification crap that Square put in. If a save file is edited while the launcher is not open, it'll delete the save file altogether the next time the Launcher is started. If that field screen doesn't work out, then try placing yourself on the top of the pillar; that should be a little more stable.

Note, if you're playing the 1998 version and/or there is no FF7 Launcher then there won't be any save verification so don't worry about it.

2) Download the field editor tool Makou Reactor and open the game's flevel.lgp, located in the FF7/Data/Field folder. Make sure to set Makou to run as admin, write-permissions, etc. (if you cannot save your changes to the flevel, try dragging the flevel out onto the desktop, editing it there, then putting it back into the folder).

When you have opened the flevel in Makou, go to field 156 (called mds7plr1). You'll see a listing of groups, etc. Click on No. 4 'Stagedr' and then click on S0 - Main from the small list on the right. This should display the script 'Deactivate the triangle #260'. Double-click on that and change the boolean '1' to a '0'. The command should change when you click okay, and now read 'activate triangle '260'; this is the walkmesh that prevents entry through the gate.

But we're not done just yet; there's NPCs in the way too. Go to Group 19 (man2) and select his Script 3. Select his 'activate contact with the field model' and change that boolean to a '1'; this will deactivate his contact script and let you walk through him. You can now walk through this guy + the gate to reach the other side. Hopefully.

3197
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-05 15:10:13 »
Sounds like there's a flaw in the field script I've made; the game uses several 'black' (debug) screens to handle certain transitions and bits of script. I'll check it out now and make a fix.

Edit: I think I've figured it out. Just going to test it now.

Edit2: Y'know, just realised that my save files for that area aren't current so I can't actually test if this works or not. I'm reasonably confident that it does though, I added the missing variable trigger both to the highway scene and the demon's gate scene as well. I'll get the patch generated just now.

3198
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-04 13:45:56 »
That'll be Cripshay, it'll likely be a new attack that he's not had an animation set for. I've been introducing a fair few new ones for Arrange and whatnot. I'll get a patch together.

As for getting Load Game onto the extended menu, I don't know. I'll check the menu commands, though I can imagine it'd play havoc with the game's RAM issues.

Edit: Scene patch is up.

3199
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-04 00:57:19 »
I'll see what I can do. I think I need to chunk the kernel and maybe the scene or summat.

Edit: @Bowser, that's kind of interesting. I might try it myself then.

I'll need to have a look at the .exe and see what kind of shape it's in. It might be ready to go as-is, but it's likely a tweak or three is needed.

3200
So THAT'S what's going on. I thought it was odd that everyone was suddenly saying 'off course' all of a sudden, but I figured it was just some trend that had caught on 'cause of that Battle Square typo. Should it be changed, though? No, way!





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