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Messages - Walter253

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1
No PC version.

FFIX will have his PC version soon, so I was wondering, what now ? :)

Sorry necropost but I won't make a new thread only with that single question. Don't hesitate to delete this post if you think it's inappropriate.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-06 19:57:40 »
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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.

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.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-05 20:49:03 »
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

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-20 06:25:27 »
Hey SegaChief!  About Yuffie;

What the point with Yuffie's Affection value (usually 30+ in original after recruiting) for the Date Event?
Maybe I'm missing it, but would be nice to let the player choose the scene and get ride off these affection values, don't know.

What did you change about her level's recruitment? Same as original (she got level/stats from the enemy)?

That's probably only me but I don't really like the 5vs1, she has no chance. Why not just make Nanaki mandatory for this fight?
(EDIT: another random idea : make that only Nanaki caught up Yuffie so it 'll turn into 1vs1 and then Cloud&Cie comes after the fight)

Also since she's mandatory, if you remove the extra character and then the other Mystery Ninja you can gain some place in your scene.bin .

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-10 20:27:23 »
PNJ is the french acronyme for NPC. My mistake, sorry, i'm more familiar with PNJ then NPC.
It means Personnage Non Jouable as NPC means No Playable Character :-D

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-10 06:36:12 »
Gold Saucer's Event Square

The theater for movie and music is good idea!
(can be an issue for original 1998 version since the movie are played on different Disc. but not a real problem I think).
Make a Boss at Disc 2 on this Event Square, like after Junon's Escape before the team know where Cloud is.
Then after defeating this new boss the player unlock the theater and 100 GP or maybe a cool armor/items.
Make movie free to watch but they 're unlocked after seeing them in game. Music could cost GP to unlock but are free to listen.
Also, you can add some PNJ like the one for Boss Rush in the Highwind. Plus why not a save point?

The auction ala FFIX why not :D

Another suggestion about Event Square:
Would be fun if the player can re-play the date scene but with a "new threat scenario" at Disc 3 before entering North Cavern.
The participation would cost GP (or Gils?), and give a reward depending of the player's choice.
The Dragon could be a new threat enemy too :D


About Save Point :
A mini-quest that consist to find all the Save Point in the game (except from North Cavern).
It's mostly for the fun of the completion, a reward is not necessary, maybe an useless key-item :P
In the mythril cave the PNJ give you information and say how many Save Point the player is missing.
Then hide some Save Point in the game and/or make one that attack the player on contact.
Not a hard battle ofc and the fake Save Point become a real one after the fight.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-07 10:32:30 »
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I'm surprised it's not been implemented already, tents are a waste of time, its like 'buy a tent for 10gil and fully recover at any save point' for ff1-9, then when 10 came along it finally realised how stupid they were and just gave everyone full recovery at all save points.

I'd like to removeTent from all shop, so that they're only available on chest/enemy drop.

Quote
I noticed you can change encounter rate as well, which I like, I will need to look into the tool, but I wonder how my changes would affect other mods, wont anything I do conflict with NT mod, or would I install NT mod then I open up the files with makou, then edit the new fields with my extra changes then save that.

You can do lot of thing with Makou. The only thing you have to be worried if you change yourself the flevel.lgp from NT mod is that for next release/next hotfix all your change 'll be canceled since SegaChief doesn't know about it.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-07 07:17:57 »
yes you could simply change the boss fight so you need to destroy his minions first, that would also solve it, although I was under the impression that he resurrected them if they were destroyed?

It is the case. So ye the fight would be more intensive if we have to fight these guys for hit him with short range attack.
Would be crazy to add him a magic counter too but it's sound trash . ;p

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-) Reduced encounters and disable run away options

I had enemy away, it didn’t make much of a difference I found, only when it was mastered, in which case it made too much of a difference, I think I may request this mod elsewhere as there is a tweak in 7th heaven to switch off encounters, but not reduce.

I personaly edited this myself to set only 1 level for Enemy Away/Enemy Lure (like Underwater Materia)
To remove the AP needed you have to set this at 65535 or more and the Wall Market tool will set it to blank by default if you click on another Materia.
Then remove all Materia Type Modifier expect the 1 and 2 and set the 2 at 100 (assuming it's not in hex i don't know, otherwise 63 should be the right value?).
 You should never see any encounter like No-Enc in FF8. To half the encounter rate then set it to 50?
See the screen for the exemple: http://image.noelshack.com/fichiers/2015/19/1430984400-enemylure.png
Not sure if it's work since I only tested with a value at 14 like the original purpose. I have to try it for the sake of knowledge.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-07 06:48:46 »
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A fourth category exists however that will always appear at the bottom regardless of sorting. I've tried configuring that before but it resulted in missing spells. As for hiding/showing certain spells, that's not happening.

I've an idea about it, I've to try it now but there is :
Let's use these 2 dummied magic 54 and 55. Add them for exemple to Comet in modifier 1 and 2, change original attack to modifier  3 and 4 instead then set the AP required for level 2 and 3 to 0 so that Comet start with 3 spells but 2 are missing in the battle menu.

Not a problem the idea is to call the attack with Comet and Comet2 with the Additional Effect 18h then 54 to Effect Modifier for Comet.
Since the materia Comet contain the 2 dummied magic, the game would not crash to cast them after Comet.
And yeah the 55 dummied magic should be a clone of original Comet2 so that we don't loose the original multiple hits effect and then the Comet2 become a huge meteore that hit every one before casting multiple comet.  :lol:
Or do it on any other spell to add a cool attack. Can be nice.

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Memory for targeting:
Memory is out of my hands, but I can shuffle enemies in certain fights so that important targets are the initial placement for the cursor. I'm not sure if his Row position will affect this though, so no promises.

Like if there is Cloud A/Cloud B/Cloud C. The cursor start on Cloud A. So if you change Cloud A by Sephiroth, the cursor start on him. Thats it? The row position definetly not change the initial cursor. You can make Cloud A/Sephiroth row 3 or whatever it 'll always be the first targeted. It's just about the position of the enemy in the formation.

 But as for the Sample fight, I don't like the idea to do that we target him first, the player has to focus him, I think it's a part of a gameplay mecanich.
A good idea to make this battle more hard is to make the Sample impossible to hit with short range attack until we get ride off his minions.

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-) HP regenerates by walking
Interesting idea; I think it can be done but again some strategies depend on low HP like Powersoul/Masterfist.

Heh the accessory Cat's bell already do this. We don't need to have this all the time, do we?


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-) Victory fanfare only at boss fights
This might be a good option to give people especially if we make the victory screen a one screen entry.
Actually it's a little weird to have the fanfare when at the start of the game we choose the field battle music. The weird thing is that the fanfare don't come all the time.


Quote

-) heal HP/MP at save points ala FFX

Okay that’s fine, I might request this mod elsewhere, maybe it will work with NT.

You can still do it with Makou, it's not hard at all to do. Just add a simple commande like this :
http://www.noelshack.com/2015-19-1430982759-hpmpsave.png
to the whole save points, find them easily with search function with SAVE. And that's it you got your FFX save point.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-06 17:59:45 »
All right then.

Oh for the Sweeper issue, it's different then Mighty Grunt, since they use Search Scope, they keep in memory with a Local Var the last target, but in the AI the mistake is that you call another Local Var instead of the used one. (something like 1B0 instead of 1C0 , didn't remember well, I did fixed it)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-06 16:05:44 »
Hi SegaChief!

I've noticed few issue with AI in order:
Sweeper in reactor 1 and 5 , Combatant Grenade, Mighty Grunt.

These guys attack themselves with Machine Gun attack.
The issue is in the targetmask, they search for an opponent with near-death statut, so with a team full HP they just don't find a target.

Also another issue (maybe not?) is the fact I can see the yellow materia drop after Sample:H0512 fight (usually E.Skill) but when I go for it the materia is not in the next screen, so I can't loot it.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-14 22:12:33 »
I just noticed that I did not uptaded the ff7.exe , not sure if it is needed too , actually I'm running it with the ff7.exe from gjoerulv - mostly for the change he made for the limit break - so I don't know, did I need a new ff7.exe for the shops?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-13 00:31:54 »
I'm glad that my "problem" give you some new information  :-D
Im going to start a new game and enjoy your mod aswell, cya bud' :)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-12 23:49:14 »
Don't worry for my custom scene, i'd backup.
The folder location is the same. C:\Games\FF7\data\field
In fact all the folder got english name.

Also forgot to said that i'm with an Original 1998 game version, so I don't have the folder lang-en /lang-fr etc .
There is a screen of what my FF7 folder look like with Aali custom driver

http://image.noelshack.com/fichiers/2015/16/1428882528-sans-titre.png

EDIT: just noticed that you call the file flevel.lgp
In C:\Games\FF7\data\field my file is named fflevel.lgp

EDIT2: so yeah I did rename my file fflevel.lgp in flevel.lgp and It did the trick, the installer got it and patched it.
This is the issue.

EDIT3: the game crash now with the file named flevel.lgp  , but just had to rename it in fflevel.lgp and it work.
You should notify this on the first post, in case someone get the same problem. : X

EDIT4: the hotfix patch for the flevel have the same issue (well it's not really an issue, just some unexpected stuff), it won't patch a file named "fflevel.lgp" but he is fine with "flevel.lgp"

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-12 23:09:41 »
So I tried to make a fresh installation, in C:\Games\FF7 then did make sure all files are not in read only and got the writting permissions.
Then I downloaded Firefox for Redownload the installer on it, in case Chrome just fkced up.

Then I tried again and same problem the fflevel won't patch, It look like the installer don't recognize the fflevel I got.
I won't say stupid things but maybe it's cause I've the fflevel designed for french version? But in this case it should not success on other files, it's odd.
Unfortunaly, I don't have an english copy of the game to check if it's the issue.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-12 19:41:09 »
Was going to edit . The PC reboot did not change anything.
I never install games in Progam Files for this reason. My FF7 is on C:\Square Soft, Inc\Final Fantasy VII

Quote
  to set writing permissions, go into properties then security tab and for Users, edit the permissions for full control.

Let's try.

EDIT:


So I did notified this option (I've never seen this before) and clicked on unlock.



Then I did check this.



Also got a look for data. I did the thing you adviced , put the files in desktop. I also desactived my antivirus in case he was the thing that break. (you can see on the screen the avira is closed).



But It won't patch fflevel anyway.

EDIT2: same result by putting the installer and the data folder in the public deskop.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-12 19:20:56 »
Hm, somehow the installer won't patch the fflevel.lgp . It patched scene.bin kernel.bin kernel2.bin battle.lgp char.lgp as well.
I did try all the link provides in the first post, I'll try to restart my pc right now maybe it's the problem (my bad there is some windows update that wait for a restard damn : d )

At first it said me some files was protected in writing, I did double check, there is none file that are in "read only" .
Going to reboot the PC.

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What the point with Chrome? It can actually break some .exe ? ???
signed: a Chrome-User a little worried : x

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-11 23:49:33 »
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I wasn't ignoring you

I did not said this, it's a misunderstood, look like I've to work my english more. Sorry about that.

Anyway thanks for the answer.

1)Ok it was I tought, so basically when a crash appear due to this, the thing to do is to check the encounter call with Makou Reactor and then check out on Proud Clod.

For example if you call the battle 1008 with Makou, then I've to check the scene, which is 3F0 in PrC and make sure that scene is a working battle. Right?

2)Well I tried this, it don't crash the game, the item are just "dummy" and are unusable but sellable in shop :D
In fact I already made custom item to replace the blank space in wall market. It could be funny to see what item I can found.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-11 18:45:56 »
Hi SegaChief
What kind of issue can happen if I mix your patch with my own scene.bin/kernel.bin ?
My guess is that some battle would be broke since the scene.bin are different, but I could still edit the scene that make problem.
But maybe there is some other issue that can be expected.
I've look the Let's play from LetCreativityPlay on Youtube; your mod is very well made and Im wondering if I can mix up your fflevel and battle.lgp with different scene/kernel
My main reason is that I won't loose the change I made on kernel/scene but still want have the stuff you made :d (the lazyness ll kill me a day)

PS: i got the french version of the game in case that help.

EDIT: well I'm aware this request sound "egoist" and you probably don't had the time before for try this and maybe you don't know what can happen. I'm going to experiment it anyway and give you feedback about if you want.

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Troubleshooting / Re: Looking for a list of Model ID
« on: 2015-04-11 05:44:46 »
Ok I guess I've to experiment now.
I'm tempting to let the infinite MP for this enemy anyway, it add some diffilcuty.

Just posting this for myself and/or people that are like me: there is the index in hexadecimal for model ID.
1CD RTDA: Cloud
1CE RUDA: Tifa
1CF RVDA: Aeris
1D0 RWDA: Red XIII
1D1 RXDA: Yuffie
1D2 RYDA: Cait Sith
1D3 RZDA: Cid
1D4 SADA: Sephiroth
1D5 SBDA: Barret (Melee)
1D6 SCDA: Barret (Shoot)
1D7 SDDA: Barret (Cannon)
1D8 SEDA: Barret (Alt Shoot - Microlaser)
1D9 SFDA: Vincent (Handgun)
1DA SGDA: Vincent (Shotgun)
1DB SHDA: Vincent (Rifle)
1DC SIDA: Cloud (Hi-res)
1DD SJDA: Galian Beast
1DE SKDA: Death Gigas
1DF SLDA: Hellmasker
1E0 SMDA: Chaos

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Troubleshooting / Re: Looking for a list of Model ID
« on: 2015-04-11 04:40:57 »
Hey thanks Sega Chief

It worked !



I've noticed something odd about the MP, by default he has enough MP to cast only one Shadow Flare, but in battle it look like he don't use MP for cast Shadow Flare. Is this due to the script?
Another thing, is there a way to make him disapear (when die) in the flashy red defade? Plus since you gave me the model ID (01D0) for Nanaki battle model, did you know the model ID for others characters? It would be nice to got them :)

Thanks so much again Sega Chief!

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Troubleshooting / Re: Looking for a list of Model ID
« on: 2015-04-10 23:46:50 »
Thanks man! Your list is exactly what I was looking for ! :) IT have the whole enemy in the game with their model ID
unfortunaly it look like i can"t make an enemy with Nanaki model right?

My idea is to make that we fight somehow Seto for Nanaki's 4th limit, I always found that fact we win this limit against Lost Number doesn't make sense in my mind.

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Troubleshooting / Looking for a list of Model ID
« on: 2015-04-10 19:21:38 »
Hi people, there is a screen for asking you more easily what I want:



I'm planning to make an enemy that look like Nanaki (maybe it's just impossible lol)
Thanks in advance!

EDIT: I found this thread http://forums.qhimm.com/index.php?topic=15412.msg216312#msg216312
and then this link https://docs.google.com/spreadsheets/d/1OnCCU0OfV4khZ5eDOyBv-TADnWmvxGnqM3BV-KRqf7g/pub?gid=3
but there is not the ID reference (0077 on my screen) or I just miss something?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-08 16:43:16 »
Hi Sega Chief, I've noticed your message but I can't answer, I'm not allowed to send PM.
So I come there to thanks you and... not asking other question here i won't spam your thread.
Your answer in PM is sufficient for now I'll experimente

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