Author Topic: [FF7PC-98/Steam] New Threat Mod (v1.5)  (Read 1499889 times)

eXistenZe

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2625 on: 2016-02-02 08:56:23 »
Say, can you choose 3 members and stick with them for the hole game, or will NT force me to switch between options? Is the characters guide in the 1.35 read me still valid to 1.4?

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2626 on: 2016-02-02 11:41:30 »
I think I would probably go with an in-universe one. Alright, we'll do that.

If you're referring to the suggestion by Gatchaman, I hope you'll add a confirmation box. I tend to spamclick through some of the dialogue. :>

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2627 on: 2016-02-02 17:21:06 »
Say, can you choose 3 members and stick with them for the hole game, or will NT force me to switch between options? Is the characters guide in the 1.35 read me still valid to 1.4?

You don't have to use every party member, you can stick with the same party of three for the majority of the game like in the default game.

Gatchaman

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2628 on: 2016-02-02 19:04:28 »
Yeah, an "are you sure?" would be essential! Especially if it's post-JENOVA.

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2629 on: 2016-02-03 11:28:33 »
Hello has anyone please got a save game file for new threat 1.35 on disk 2 were they have just got the Highwind please. I accidentally deleted my save file  :( :'( and do not really want to start again till 1.4 comes out.

seijuro

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2630 on: 2016-02-03 19:20:31 »
Hey when the new NT 1.4 comes out, will the catalog automatically update within 7th Heaven? Or do we have to manually update it ourselves?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2631 on: 2016-02-03 20:15:48 »
I think the plan is to update it in the catalog as well. I'll be sending Alyza the new files when 1.4 is finished.

Dark_Ansem

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2632 on: 2016-02-03 20:37:47 »
I'll wait then. But this is going to be 1st mod to install.

By any chance, your modified EXE also unlocks enemy attack visuals? the ones that were unavailable before for modding?
« Last Edit: 2016-02-03 21:08:56 by Dark_Ansem »

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2633 on: 2016-02-04 04:05:13 »
Hey when the new NT 1.4 comes out, will the catalog automatically update within 7th Heaven? Or do we have to manually update it ourselves?

You will get an update message when you open 7H. Then you just click the Update button and it'll download/install it.

I think the plan is to update it in the catalog as well. I'll be sending Alyza the new files when 1.4 is finished.

Will there be any files in 1.4 that have since been removed from 1.35? I have to use the advanced patch tool with 7H if files are removed between updates, and it requires manually typing in file names of those removed. I will need a list of those if so (I know, I know...bleh!). If all the same files are simply edited and/or added between 1.35 and 1.4, then I can use the regular patch tool and won't need any extra work.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2634 on: 2016-02-04 06:36:13 »
I'll wait then. But this is going to be 1st mod to install.

By any chance, your modified EXE also unlocks enemy attack visuals? the ones that were unavailable before for modding?

Enemy attack visuals? I don't think you need to modify the .EXE for those. NT makes use of a lot of unused enemy animations for attacks and spell animations as well (except for that War Cry one, it has a similar effect to the Vincent Mug glitch in that it skips the next animation due to be played).

You will get an update message when you open 7H. Then you just click the Update button and it'll download/install it.

Will there be any files in 1.4 that have since been removed from 1.35? I have to use the advanced patch tool with 7H if files are removed between updates, and it requires manually typing in file names of those removed. I will need a list of those if so (I know, I know...bleh!). If all the same files are simply edited and/or added between 1.35 and 1.4, then I can use the regular patch tool and won't need any extra work.

I've made sure not to remove anything so that it doesn't need the advanced edit; you're safe, for now  :evil:

Dark_Ansem

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2635 on: 2016-02-04 08:58:56 »
Thanks a lot!

Dark_Ansem

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2636 on: 2016-02-05 22:04:43 »
Any chance of the Darkness status being useful against enemies in this mod?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2637 on: 2016-02-05 22:17:34 »
Nah, I'd need to put AI in or something to transfer over the Fury status whenever Darkness is detected. Instead I just made the Ink item inflict Fury instead of Darkness. Bad Breath can inflict Darkness, but only a very few monsters will react to that status in any way.

Dark_Ansem

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2638 on: 2016-02-06 19:56:50 »
I've been reading the XLS. Now apparently flare can inflict "dual": did you actually discover what it does?

Can I also ask why Shadow Flare and Pandora's Box now are of the Hidden Element, instead of being non-elemental?
« Last Edit: 2016-02-06 20:03:51 by Dark_Ansem »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2639 on: 2016-02-06 20:13:17 »
Dual's function has been known for a long time; it's basically an anti-regen that decreases your HP instead of raising it. It's actually two-statuses with an invisible/unnamed one (called Dual-Drain or Seizure) doing the actual work while Dual itself does nothing except appear in the status ailment box when using certain items. But DD/Seizure can't work if Dual isn't inflicted, unless it's in the Bottomswell fight.

Hidden element is a functioning element that was (almost) removed from the original game. To an extent, the game has a limitation where Materia needs to have an element (it can't be non-elemental) so Hidden was used for that. Problem was, a lot of enemy attacks in the JORG version carried this element and some attacks still carry it in the later US/EU releases like Ultima Beam so you could use a 'non-elemental' Materia with elemental to block those attacks.

For NT, I decided to use Hidden as a counter to Holy; every enemy that looks demonic or has some sort of association with Jenova (SOLDIER enemies, Hojo's experiments, etc.) will be resistant to Hidden but weak to Holy. Hidden is effective against all the Weapon bosses like Diamond, etc as well. That means giving the player some Hidden-element attacks for their arsenal, and Shadow Flare/Pandora's Box fit the bill quite well. You can also deal Hidden element damage by combining any non-elemental Materia with Elemental in your weapon.

Dark_Ansem

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2640 on: 2016-02-06 20:16:31 »
Ah, I like that reasoning a lot: perhaps you'd consider renaming it as "Darkness", "Shadow" or "Evil"?

So now the "Dual" status has a purpose in gameplay: I like that. excellent.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2641 on: 2016-02-06 20:46:52 »
I prefer Hidden because it sounds more mysterious  8-)

Mithrain

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2642 on: 2016-02-06 21:59:02 »
Any updates on the possibility of having Shield getting a visual effect? :>

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2643 on: 2016-02-07 06:21:33 »
Sorry, bud; I'll need to ask the dudes who know assembly better than I do. It's beyond me at the moment. I'm betting that Dan's the man for the job, it'd be a good fit with Reunion's scope I think.

eXistenZe

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2644 on: 2016-02-07 07:59:48 »
So... Cofcofetacofcof....

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2645 on: 2016-02-07 16:57:31 »
Not sure, I've still got a fair bit to do. I moved over to night shift permanently at work which changed things a bit. I'm towards the end of the game though.

Dark_Ansem

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2646 on: 2016-02-07 17:00:04 »
Not sure, I've still got a fair bit to do. I moved over to night shift permanently at work which changed things a bit. I'm towards the end of the game though.

only night shifts?

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2647 on: 2016-02-09 20:46:28 »
Not sure, I've still got a fair bit to do. I moved over to night shift permanently at work which changed things a bit. I'm towards the end of the game though.

Only Night shifts, are you mad dude. :-o :?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2648 on: 2016-02-10 06:11:47 »
Well, it's 1.3x pay + an unsociable hours bonus. And I technically don't have to get up early in the morning :I

lionheart82

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2649 on: 2016-02-10 07:44:13 »
If it works for you it works for us! :-)

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