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Messages - Sega Chief

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3151
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-06 22:35:01 »
Not sure, I haven't tried it yet. I still have the default check in there; I'll have a look at it just now.

Edit: Alright, here's what I think it does (you were right, it seems like; it doesn't directly check for limits). It checks for if you bought Omnislash (bit 5 set to 1 in var 3-[79], and it's bit 6 for W-Summon) and then checks your inventory for an Omnislash book. If you don't have the book in the inventory, and it has it on record that you bought it, then it assumes you have learned Omnislash because you can't sell the thing and I'm assuming it can't be stolen by an enemy either. So it's a work-around rather than a direct check.

If you bought Omnislash and got rid of it somehow without using it, the teller would act as if you've learned Omnislash. If you got Omnislash from Safer, then it wouldn't count; in fact, I don't think you'd be able to unlock Special Battle at all (unless you can just use the book anyway). Could be wrong about all this, but that's what it looks like. I can't think of another reason why it would check to see if you had 0 Omnislash books in your inventory before unlocking Special Battle.

I guess in my case I'd have the game check against every variable I set up to deactivate the 9 sidequests. Bigger priority is locating the cause of having three party members in the regular battle though so I might leave it as is for now. But I better track down this missing shard; I thought it'd be Tifa's boss because it has multiple parts and only one gives the exp/ap & item.

3152
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-06 19:48:56 »
There should be 9, and checking the drops they're all in place. If you have all 9 Ult/Lv.4 limits then the only drop I can think of that might have went wrong is Tifa's boss; can you remember if that one gave any EXP/AP?

The shards are technically missable in any case if the player doesn't take them on the rewards screen; so what I'll do is add a drop to one of the random enemies somewhere so they can be obtained that way. If you opt to save-edit the missing shard into your inventory, then it's the Tissue item you're looking for (the mod's kernel renames this item but it'll appear as 'Tissue' in Black Chocobo).

3153
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-06 17:31:33 »
Ah, that's a good point (I'm the same, I usually finish games without Lv.3 learned). I'll maybe keep the trigger as it is then.

3154
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-06 16:32:01 »
Thanks, bud. Glad they've worked out...most of them, anyway.

So for Cid's quest, he heads for Midgar and fixes the automated shop with the turret (there was originally a scene here where having Cloud, Tifa, and Cid would trigger this scene when examining the console; I adjusted this scene slightly and it now only requires Cid as party leader). Tifa's quest is in Nibelheim and is triggered when she plays the piano successfully. But it sounds like you've went to the Turret Shop with Tifa instead; is that the case? If so, it seems like the old scene is interfering or conditions to handle another party leader examining the console weren't added. I'll get it fixed up in any case.

There are four mystery sets: Edgar's Item Set, Shadow's Throwing Set, Guy's Source Set, and Dio's Special Set. The Source set is probably the most valuable.

The Special Battle should work to the original trigger of having Omnislash learned and W-Summon Materia in your possession. I'll double-check the trigger in case either of these are actually tripped by a variable rather than an inventory check and fix it up. Actually I might change it to require all character's Lv.4 Limit Breaks being learned (which would require that all the sidequest bosses have been beaten). I'll have it updated by tonight, along with any other bugs and suggestions reported in the meantime.

3155
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-05 20:58:08 »
That's a bad one, right at the end of the area too. That save point used to be for a boss fight but there's no fight there now (so I'll probably just remove it); thanks for letting me know.

3156
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-05 20:21:18 »
I must have punched in the wrong number for Devil Gate; I'll fix that up in the next update. I better double-check the variable trigger for Aeris' Lv.4 though; most likely thing I can think of is that the old trigger is still being used there (which would have slipped by testing because I used a v1.0.5 save file to test the Lv.4 bosses). A new variable trigger will sort that out and it'll be fine with existing save files too.

I couldn't think of a good replacement for W-Item there and I knew people would go all the way down there looking for it, so I figured I may as well have some fun with it :-D

3157
Bootleg Questions / Re: [Tutorial] Tifa's Bootleg
« on: 2014-07-05 14:52:29 »
Did you start a new game with the Hardcore mod installed (or similar) and then swap after making a save file? The Buster Sword in the Hardcore mod is unique in that it now has Vincent's Death Penalty effect (more kills = more damage). Thing is, to set it's initial power to what it is usually for the start of the game (40-50 damage) Gjoerulv set Cloud to have something like 1000 or so kills when starting the game, with the limit kills required adjusted to compensate. That means loading up most other mods with that save file will have Cloud instantly learn all three levels once he finishes a fight.

3158
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-05 14:48:27 »
Thanks for that; it gave me one character for the regular battle square during testing but there must be a loophole somewhere. I'll try something else.

The Armored Golem in the North Cave (left-down path) should drop batteries, decent chance but not guaranteed. It's something like 60%.

3159
Troubleshooting / Re: Please Help!!
« on: 2014-07-05 14:26:52 »
The 1280x960 window resolution might be slowing it down. I usually run the default game windowed at 640x480, or full screen at the same resolution from Intel HD Graphics (which is apparently equivalent to the card you have installed there). That said, my PC is a desktop with an i3 Quad which I think picks up the slack; an older netbook would maybe struggle a little.

3160
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-05 14:14:37 »
I'll get those sorted, but I think the Battle Square handicap thing is beyond me. By the way, was it regular battle you had a party of three or special battle? I set it up so that the Special would use three while the regular uses one.

The other two things I can fix though. I'm wondering if it's Ho-chu or Diablos; I'll know when I have a look at it, I guess. Patches will be up, along with the other slight tweaks and changes I'm making, within the hour.

3161
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-05 09:06:14 »
It's possible to do most of these things with and without 'hard editing' of the game's .exe, but a successful hex edit would presumably allow you to set the actual damage reduction of each thing and/or the behavior of certain commands and statuses.

-) Back Row: There's a formation setting that disables the 'Change' command, and presumably disables your Row too. It's used in the Pagoda for Yuffie's fights and in the Final Battle. No idea if it's stable or not.

-) Sadness: If this was removed from all enemy attacks and the Tranquilizer item then Sadness would be effectively 'dummied out' of the game and only available either by loading a pre-existing save game where a character had the status or through save-editing. It might be possible to add character pre-battle AI to remove the status to prevent this.

-) Barrier/MBarrier: I think editing to the .exe is the only way to alter these, maybe changing the damage reduction they provide or the speed with which they deteriorate. Wall and Big Guard could be removed to reduce their utility maybe but W-Magic and W-Item get around that. You could perhaps set these spells/Materia to not be compatible with All. It made a surprisingly big difference in the Hardcore mod when Big Guard only affected one person instead of everyone.

-) Dragon Force: The effect of this spell can be altered easily using Wall Market, either reducing the stat% gain it gives or changing the effect completely. Same thing goes with Hero Drinks.

-) Defend: Now I've never tried this, but I'm assuming you can change this in Wall Market again. You could set it to have the same effect as 'Attack' and change it's name, that way you have the option to attack even if the Limit Break bar pops up or maybe even if you have Slash-All, Mega-All, or Double Cut equipped (assuming they only affect the normal Attack command). Haven't tried actually doing any of this though.

-) Materia: A lot of Materia can have their levels reduced, which blocks off either the more potent effects (like Wall) or limits their effective use (like Final Attack).

Thing is, I wouldn't implement any of these for this mod (except Final Attack, I reduced it's max level to 2) because they're part of the mechanics and I didn't want to dictate to the player how they should play the game. You should be able to swing by without going full out with Sadness, etc. but it's there if you need it. This isn't a hard mod in the strictest sense, just something to have fun with. I'm planning to make a ridiculously unfair version of this mod in the future though, probably when I learn how to edit the .exe and the weather isn't so sunny and cheery.

3162
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-05 00:34:13 »
Cheers, bud. If you run into any problems or have ideas for ways to improve the mod then let me know. There's an update due up tonight or tomorrow which makes a few tweaks to the mod; they're optional, but should improve things later on in the game (it's mostly tweaks for the Icicle Area and onwards, with a few enemies like the Midgar Zolom also getting a retune).

3163
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-04 15:01:07 »
Yeah, the actual won items are handled by the field script of the chocobo racing cell. (And boy, there is a lot of possible outcomes) The displayed item in the race is linked to that but uses text from the .exe - It was such a gigantic pain to make this fit in N7.  The other minigames are pretty self-contained but item rewards and GP rewards are always handled via the field script.

That's why I left the chocobo prizes alone; I'd planned to move Magic Counter and Counter Attack but that would leave the wrong prize names in the minigame itself. Hex editing's/.exe editing is something I've not gone into yet though I'm wanting to do that before I start another project.

I probably did not let Harpy enough turns to cast Aqualung.

Harpy should cast Aqualung every 7th turn that it has.

EDIT: I'm revising the enemy skill locations for Beta, Aqualung, Trine, and Magic Breath so they fit in better with the regular spells (otherwise they just replace both them and summons at that level). New locations for the next update will be:

-) Beta: Jemnezmy (Temple) + Maximum Kimera (Battle Square)

-) Aqualung: Acrophies (Forgotten City) + Calamantra (Ancient Forest)

-) Trine: Garuda (Da Chao) + Godo (Pagoda)

-) Magic Breath: Malboro (Crater, not the Icy Oscar on Gaea's Cliff) + Abyss (Battle Square)

3164
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-04 13:23:42 »
It's sounding like I back-pedaled on the HP Plus shops and then forgot about it. They'll be fixed for the next update.

The Goblins now morph into Zeio Nuts, with the Materia for that coming from completing the Kalm Traveler's stuff so I think the progression is: Weapons -> Kalm Traveler -> KOTR Cave. The Kalm Traveler doesn't give a Gold Chocobo anymore, but he does give a Chocobo of sorts. Make sure to take some E. Skill Materia and maybe an assortment of Greens with you.

Speaking of E. Skills, I think Trine is available from the new Thundercracker enemy on Mt. Nibel and Harpy's AI is to use Aqualung after a certain number of turns. I'll look at all these and Zolom again; I specced him quite quickly when I realised he still had default stats during the 1.1 Beta so he can maybe stand to be either tougher or maybe just a little smarter.

Congrats on the cave fights, the purple cave gives Mega-All which can be handy.

3165
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-04 00:29:56 »
Thanks for the heads-up, Kaldarasha. The installer doesn't go near the .exe anyway, it's just overwriting files in the data folder (unless changes to the kernel or Field can influence it in some way; the Kernel, Field, and Minigame modules are linked, right?)

In any case, if Class C is dispensing Megalixirs as a prize then I've got no problem with that; it's tough to bet on a winner in the CPU races. The only thing that'd be an issue is if the prizes themselves were bugged in some way but I think the actual inventory additions are handled on the related field screen and those weren't changed.

3166
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-03 22:11:13 »
Don't know anything about that; I left chocobo racing alone. In fact, I think prizes are only handled on the field screens when it dishes out the rewards. Have you installed any other mods through Bootleg that could have made alterations to the game's .exe?

3167
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-03 21:27:40 »
Nothing major there, I just put Seal there instead because you end up with another Transform (which has more AP) when Cait Sith joins (and I can't edit his starting materia + equipment very easily). So I figured I may as well swap the 0AP one out for a different materia; besides, Sleep can be handy for Dyne.

3168
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-03 19:31:54 »
I could rein in Choco-Mog to roughly the same power as Fire, Ice, etc; it has that Stop status on it which is very powerful so that should balance out the decreased power. I had high MP costs for summons in the previous version but it didn't seem to help. For the summons you're about to get, Shiva and Ifrit come in roughly around when magic materia starts to level up for tier 2 spells; they have less base power than those spells overall but the damage isn't 'split' over multiple targets and they all have a status ailment attached to them so I'm hoping that'll square them off against Fire2, etc. All that said, the animation of a summon cast has to be taken into account because it takes time to sit through them.

Of course, the unholy trinity of Beta, Aqualung, and Trine outstrip summons and spells at the moment. I'll probably need to move them deeper into the game, maybe Mt. Nibel, Wutai, and the Temple. I think tier 2 spells start flagging a little by Gaea's Cliff so they'd be a nice buffer between them and tier 3 spells.

That's unfortunate with the double waves, but I'm thinking that's a good trade-off for Poison; it leaves you with less control over when he dies.

Rune Armlet replaced Force Stealer as the top prize, and I think you get an accessory (probably Silver Glasses or a Silver Refractor as it was changed to) while the HP Plus prize was removed altogether. I think. I better double-check.

3169
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-03 16:19:22 »
The Exp & Gil Plus were exceptions to it (forgot about those two); I added Exp Plus early because I like to keep my party levels roughly equal with each other and it's a way of getting a character back up to speed if they haven't fought in a while.

I'm the same, I'll only fight what I run into. But that was the level of difficulty I was aiming for so I've maybe missed the mark slightly. It's easily fixed, a little boost of 5-10 to the enemy's level might sort it out. I've got an experimental pre-battle AI I might implement though; it would set the enemy stats higher if the player has a party member over a certain level. It needs to be tested though.

Stat-maxing shouldn't be necessary, very few bosses have more than 200 strength/magic. Dragon Force is in there too, but that might be overkill. One thing is that some bosses have very high/max defence and there's a trick to beating these ones. That said, there's some defence-ignoring attacks like Shadow Flare you can use to get around this though. I picked areas that had bountiful enemy formations like Mt. Corel and Cave of the Gi for source morphing, to make it less of a chore.

I haven't gotten to the rest of that yet, but for me the Long Range materia in Mythril Mines was replaced with a(n enragingly useless) Gil Up.
Ah, so it was changed. Must've been the 1.1 Beta it was a (much more useful) Long Range Materia. I think the purple Materia around the back exit of Forgotten City was still a Long Range though. But it looks like I have a few more things to change; thanks for the info, folks.

3170
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-03 15:43:39 »
Aw hell, you got a HP Plus? Did you get it from a shop or from the Junon harbour send-off? I was trying to keep Plus Materia in the Crater and specced story bosses for a non-Plus team. Looks like I've missed a vendor somewhere.

Balancing enemies gets tough from around the Icicle area and onwards because that's roughly where differences in play-style hit a point where it's tough to accommodate everyone; there's roughly three kinds of players: people who only fight what they run into, people who grind up for things like Lv.3 Limit Breaks, and 'rush' players who run from most random encounters. It's about that area where I think the widening gulf between these three types reaches a critical point and it gets worse from there on. If you spec up to handle the heavy grind players, everyone below that suffers as a result. I was aiming for that mid-range with the old version of the mod but I miscalculated; it's perhaps made me too cautious but better they're too weak than too strong. I'll test them out with a 'low' team and push their stats/attacks a little bit if they're still lacking firepower.

I don't think there's any Scorpion encounter between Dyne and the Junon escape from what I can remember. There were, counting the two in Reactor No.1, seven encounters with it in all although Fight No. 6 is technically optional.

The Materia like Full-Cure (which now has an Esuna affect attached to it), W-Item, etc. are all being kept either in the Crater or as prizes in the Extra Battle. Once you've beaten a monster from the EB roster, talking to the middle NPC will have him check for which monsters are dead and he'll dispense the Materia associated with them. Comet should be tied up with the Corel Train scenario but failing it means having the find Comet elsewhere.

Morph is being kept by the Kalm Traveller for when you get all three items for him; I set up an area for each source, so every enemy in Mythril Mines for instance will morph into a Guard Source (although I imagine if stat-maxing is going to happen it'll be done through Black Chocobo but I figured it'd be an idea to have a way of doing it easily in-game).

For Cloud, Tifa, and Cid, make sure to have them as party leader when going for their Lv.4/Ult.

3171
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-02 22:54:49 »
I've been following a Youtuber's progress and I saw that the Motorball fight was too much; the combination of Monoxide Smog and Slow Burner is too dangerous if MBarrier isn't up, especially with Rolling Fire on the way. I tuned the damage down on those attacks today, and on Rolling Fire too. It's a lengthy segment to sit through after each Game Over so there needs to be more slack there. But the Gunners fight could maybe stand to be tuned up somehow. I was a little tentative because of the second Air Gunner but I'll look at it again.

I think it's just a regular Snow enemy guarding Alexander, like in the original game. I'll have a look just in case that one still has vanilla stats.

I'll get on that right away; it'll be the wrong enemy IDs in the enemy formation, it sounds like. Easily fixed, but I should have caught it at the time.

EDIT: The patches and installer have been updated. I also put together a char.lgp that should be usable with ULGP (it was compiled with ULGP and then decompiled with it as a test). I'd recommend maybe having this patch to a default char.lgp as it'll be almost identical to the NT Char.lgp: http://www.mediafire.com/download/zih6bb94528ne0w/NT_Mod_char_lgp_3rd.exe


3172
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-02 16:17:26 »
No, Proto-Turk Light was just supposed to be a regular attack that he throws around, like Electroprod. I actually saw this in action this morning, when watching someone's playthrough. The Pyramid enemy moves around but the 'effect' stays on the original Pyramid target, from what I can tell. Seems (sort of) harmless but it's too confusing so I'll probably remove the attack.

EDIT: I'm currently making a char.lgp using ULGP that'll hopefully be able to decompile through that program. Could you let me know if you were able to decompile and recompile the battle.lgp and flevel.lgp?

3173
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-02 11:52:21 »
I was referring to the turning animations of Air Buster. 

Ah, that's a relief. On the PC he's just like that, moving and shaking all over the place. Got an update for the char.lgp though; very odd thing happened, I can't decompile past a certain point (it seems to stop when it reaches the file that has a name before char.lgp, almost like it's blocking it). So I renamed char.lgp to zhar.lgp and decompiled again; this time I got all the files out...and they'd changed into default files. No idea what to make of that, it was like a magic trick.

In any case, I'll be looking into ULGP and using that to make a new char.lgp that can be decompiled and edited. I read in the past that Aali's LGP tools had some kind of problem but I can't remember what it was.

If you guys like Chibis then this is for you: https://mega.co.nz/#!rV8gAaTB!H_h0zCI07K8wVyR22zyGVgErANuyxQTkaYsezEzTVfs

These are altered versions of the original models. I have also fixed some missing polygon's (Barret, Cid and Vincent), but I haven't completed all alternate versions of them (Cloud in the wheelchair for example). Feel free to work on them I have put my color notes within.

Hey, these look kinda cool. I'll see if I can't contribute some work to this, once I've sorted out my char.lgp woes.

3174
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-02 01:58:48 »
The facing bug is quite bad (can't remember how it is on PS1); I had to learn the trick to it when fighting the Hardcore mod Air Buster. Usually, whoever attacked him last is who he is 'facing' but this'll sometimes be subverted when he attacks (but not always, which is annoying).

But I don't think I intended for Reflect to be used on Air Buster; just the player party. Might not be possible due to it being a pincer so maybe I went with having it affect everyone in the end. Might not be the best way, because it's pointless with all the bouncing. I better review the fight. How it is with Reflect is that it'll just keep bouncing until the Reflect is gone from a valid target.

The animation for Reflect is in the magic.lgp file so the mod installer should leave this alone, but what do you mean by a crazy animation? Was the spell animation messed up? If it was, perhaps it was related to a battle UI mod? I've seen graphical glitches occurring with stuff like that when things like Countdowns are present. If this is off the back of a Bootleg installation then it might be something has 'invaded' the magic.lgp file; have you installed any mods in the past from Bootleg that affect magic/spell textures?

A little more serious is the char.lgp. I haven't run into any ill-effects with the field models yet, but I don't like the idea of leaving alone some kind of hidden issue with that file, especially with a Bootleg release coming up. One thing I noticed is that, when patching a copy of the game that already has the NT patched to it, the char.lgp will always be 'updated' even if the same one was used to create the patcher. I've been using Aali's LGP tools up until now but I read they weren't as reliable as the ULGP. I'll need to look into this. If my char.lgp doesn't open with ULGP then I might re-do it with a fresh one using the new tools, just to be on the safe side.

3175
FF7 Gameplay Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-01 21:55:49 »
I always seem to spend way more time creating the perfect experience than I do actually playing the games *cough*Elder Scrolls*cough*.  Eh, I find it fun.

Edit: It was the field backgrounds I noticed.  Couldn't tell with the battle backgrounds.

I can relate; I usually spend more time modding TES games because I can't actually stand playing them.

With the field models, the only three to watch out for are Young Cid and the two red-hair NPCs who run the weapon Shop in Sector 7 and who appears with Tifa's Father on that white screen during the Mideel sequence. I replaced one of the red-hair NPCs with a new Shinra soldier. The game will run anyway if these are replaced but it'd be eerie to have Cid clones wandering about.

The battle.lgp can probably be modified too, I think the only monsters that were replaced were mostly duplicates not used by the game's enemy formations. CMD. Grand Horn is an exception though, so be careful if you have an HD model for him. Possibly the Turks too, double-check them with Kimera before replacing them. You might notice that the files go past Chaos all the way to VDDA; these are all extra monsters added to the game so take care not to remove/lose any of these or you'll run into a soft-lock crash later on.




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