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Messages - ProRevenge

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So I really like the new UI that 7H offers with the enhanced stock UI mod, but I don't really like the changed font that it uses, would it be possible to use that UI but with the stock font, or rather a different font of my choosing?

I have a lot of modding experience in other games so I understand how mods work at a good level but I don't really know much about FFVII modding at its core, is this something id be able to do myself or would it need work from the mod creator?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-02-12 18:21:37 »
Hey Sega,

Quick question.

Do we know if "A New Threat" cooperates well with the recently released HD Upscale mod for all of the pre-rendered background?

I know both mods can be loaded in with 7th Heaven, but both also affect the IRO

Any thoughts or feedback?

Thanks!

Im playing through with New Threat and ReMako together, through 7H, with zero issues, you should be good :)

Saw the above comment about the field models too, how possible would it be to use those with the 7H IRO? I like the NT ones but not the 7H "upscaled" ones, plus its kinda awkward with stuff like the Turks having blue suits in the field and black in battle

Also, I know this has been pointed out countless times before, but im unsure if its due to using 7th heaven or any of the graphical mods ive got enabled alongside NT, but my sources are only giving +1 instead of +5, so im getting minimal stat boosts from the rank ups, is there something I can do to fix this short of using a save editor after every rank up? For reference, im using the IRO from the first post of this topic, dated July 2018, is there a more updated IRO I should be using?

It is also worth noting that I got 7H and the mods to work by simply moving the game files myself out of program files, Steam still has a copy of them in program files/steamapps etc that is unmodded, I get errors when trying to use any ff7_en launcher but launching through 7H is fine, this is because for some reason the option to move the files through Steam was just not there for me for some unknown reason, and 7H doesn't work with a program files directory, or so it says.

The only issue im encountering is the +1 instead of +5, so everything else seems to be in order

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-18 22:49:34 »
Getting through a lot of the extra content and its proving a lot of fun.
With W-Magic, Magic Plus and Princess Guard Aeris is able to pump out 30,000 damage per turn doublecasting Comet 2, this is making a lot of fights easier using her as the main attacker and the other two as constant support, Got myself a Master Magic too which is only helping things. Slash All and Princess Guard is a nice way to heal 1500 odd and give Shield to all in one turn, VERY useful for crater random encounters, this combo makes me somewhat like Shield since it being single target usually lets it down.
Having a lot of trouble with Yuffie's Ultimate Limit Break battle though, I dont want to outright be told the way to win, but maybe a couple pointers wouldnt hurt?
To avoid Yomi Burial im currently using Bad Breath to Confuse/Sleep the side enemies, then Regen to keep their HP topped up, however even with the side enemies incapacitated the main boss is still handing my ass to me, Limited to single target attacks as not to hurt the side enemies and trigger Yomi Burial is hurting my damage output alot. I can doublecast Comet for ~3500 per hit, and Pearl will hit for about the same, however I am unable to keep up with her attacks, with them dispelling Wall/Regen/Sadness all at once and constantly inflicting slow im either constantly combatting statuses and maintaining buffs OR dealing damage, I cant seem to do both.
Is the fight supposed to be a one character battle and should I just accept Yomi Burial will happen, or am I on the right lines of keeping them alive to keep 3 characters in the game?

Also ran into a bug in Gongaga, after visiting Zacks Parents house with Cid was the leader whilst looking around for his quest item, I became unable to leave the house, the door would not open and Cid would just walk "over" the door and could not leave the house under any circumstances, locking my game, luckily I had saved a minute ago. Unsure on how to replicate this or what caused it or even if its down to Cid being leader at all, but it happened

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-16 23:37:39 »
I played NT 1.4 through last year and after hearing 1.5 was out decided to run through it again recently.
Having beaten FFVII 30+ times and being a seasoned modder myself (albeit of a completely different video game franchise) I will try and give a list of feedback.
For reference, Ive just got to the bottom of the crater in 1.5, got a game over to Jenova and will try again soon, then I will of course move on to all the new content.

There are a TON of positives to this mod id like to point out:
- Very creative use of game mechanics in fights/bosses, I know the game inside and out but this mod was keeping me guessing the whole way through, never had so many game overs before this mod and I had to constantly rethink my strategy and approach to each boss, I couldnt just use the same setup and just upgrade weapons as I go ala vanilla VII
- Comet 2 hitting more times? Yes Please! Always bugged me about the original
- LOVE the script re-write, it does a much better job of explaining many events than the original, and even made me understand areas of the story I didnt before (Hojo using Nibelheim survivors for the Jenova Project being one). I elected to not skip any of the flashbacks/sequences just so I could see how the new script explains things.
A couple bits really made me laugh too, namely Yuffie at the first visit to battle square: Cloud - He's Dead... Yuffie - Bummer
- Loved the idea of X-ATM "chasing" you throughout the game, seeing him grow in strength as I grew was also fun, and his appearance as an Ally in the Temple was beautifully done
- The "Ally" battles in general were expertly done, although the allies appeared in multi target attacks attacking enemies, but I understand this is probably down to how they have to be coded in and couldnt be avoided
- The materia changes were extremely well done, Osmose saw a lot of use from me and elemental spells remained strong throughout the game whereas even level 2 spells drop off VERY quick in vanilla.
- Good balance between physical and magical attack power until the end game (I will discuss this later)
- Amazing selection of weapons that each had their niche, with some having very situational uses
- Mr Smile's Emporium was a great idea to handle stat growth, having each character being truly different and their stats sort of being representative of their story character was great, and their innates reinforced this
- Battle items were much more useful this time around, Morphing Aps into Dragon Scales to then one hit the Airhawk/Thunder Gunners was a sight to see. Also Chests now containing them was a nice addition, the only battle item in a chest in vanilla VII iirc was the Swift Bolt in Wutai.
- Mandatory Yuffie recruitment was handled well and the scene made perfect sense
- Great script/storyline workarounds for Aeris' survival
- Loved how Cait Sith's personality was sort of changed after it was revealed he was a spy, his dialogue was on point throughout all of Disc 2 and I thoroughly enjoyed it.
- Limit Breaks werent overly powerful, but retained their usefulness, I am yet to obtain any Lv4's so ill see how they go.
- Summons were done perfectly, had their use, 100% status affliction was great but not OP due to the MP cost/once per battle.


Now onto some things I noticed:
- Around level 87 my characters stopped gaining anything from level ups, stats were ofc gained through Mr Smile and HP/MP seemed to stop increasing, im level 97 now and HP hasnt moved a bit since 87 afaik, Ive fully read the documentation so I understand the changes made to levelling/power creep but it seems these last few levels are completely redundant? is this the case or am I missing something?
- XP Gain seemed to be massive towards the end of the game, I went from level 60-80 odd without breaking a sweat, Seemed to level every battle post Gaea's Cliff, Not sure if this needs to be looked at or if its what you were going for.
- Physical/Magical power balance fell off completely late game, Anything post Gaea's Cliff my Physicals capped out at around 1200 damage on my strongest attackers, whilst my magic could consistently hit for 5000+, I ofc read the documentation you wanted magic to be more of a longer time spent and MP use = more power but physicals became pretty much useless in the crater. This was amplified by the massive AP gain and Planet being extremely easy to master, With Added Cut my spell would hit for 4000+ and the physical for around 500 in the front row, it just seems off. Midgar Raid onwards the most efficient strategy was just to load Planet=MP Turbo on each character, Magic Counter=Comet 2 on one and just spam spells and Turbo Ethers. Physicals were next to useless, Im unsure how the endgame content and new weapons will amend this but for the storyline enemies magic is extremely unbalanced late game, in my opinion. Through Disc 1/Early Disc 2 though balancing was spot on, a level 2 spell hitting for 500 odd and a physical for 250 odd seemed perfect through the Gold Saucer-Nibelheim segment.
- A lot of status effects had no visual indication they were present, Dual only had the HP drain, then the battles where characters were rendered immune to barriers/healing had no indication this had happened until I tried to Wall my party and see it didnt land on one, although I understand visual effects for these would be extremely hard/if not impossible to code. Same for the status menu screen, Dual wasnt present there likely due to it being a non-stock status effect.

- Few minor bugs I noticed too:
Life only heals 25% of HP when casted out of battle, unsure if intentional or not

If a character ends a battle with Dual, their HP will drain to 0 and they will "die" during the victory animations, and be "dead" in the results screen but still gain XP, and after battle they will be alive with the HP they had when the finishing hit was dealt, this is a purely visual bug but thought id raise it.

Not sure if you're addressing typos in the script, but I noticed 2, When Scarlet is discussing the Sister Ray with Rufus, and he asks will it reach the northern border, she responds "off course!" Which should be "of course!".  And when Aeris meets Zack's Parents in Gongaga on Disc 1, Zack is referred to as a "Lady's man", Should be "Ladies man"


Overall this mod was absolutely fantastic, kept me on my feet the whole way through always wondering what was going to come next, gave completely new life to FFVII and a whole new experience of it for me, Gonna run through the final bosses tomorrow and have a crack at all the new endgame content, which I thoroughly look forward to! Amazing job on NT1.5 :D

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