Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4924891 times)

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2075 on: 2015-09-17 19:28:52 »
I've had an odd report from a few people where it seems that certain files are out of date despite being double-checked in the folders used by my patch generator to be 100% up-to-date. Given that I had some memory trouble recently that affected one of the other tools I use recently, I'm wondering if something similar isn't happening.

To anyone who has a save file just before the Corel Train sequence, could you boot it up with the latest NT patch and check that the field screen where Cid operates the levers to catch up to the train is loading correctly? Apparently, a new animation file used there couldn't be found for one user but when I checked the char.lgp + loaded it up myself it was all working correctly. It might just be a security thing affecting the installer, but I'd like to make sure that the new installer that's up is patching the game as intended.

Gatchaman

  • *
  • Posts: 84
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2076 on: 2015-09-17 20:50:00 »
Just tried to run through... but "Time wasting action" was indeed, too successful- I ran out just as the driver went down! >.<

Let's have another go...

EDIT: Got it! Wait, you said "to catch up to the other train"...
D'oh!
Well, I can confirm that BOTH train lever-operating scenes work OK on the latest patch (including .exe patch) on my copy, downloaded 13th September.
« Last Edit: 2015-09-17 21:17:43 by Gatchaman »

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2077 on: 2015-09-18 02:29:12 »
Strange, but if that's the case then the cause must lie on the user's end. Not entirely sure why it would happen though; I would think that a security issue would stop the installer altogether rather than just certain files. Or maybe they're running the installer compressed in it's zip folder? I can only guess.

Naitsir

  • *
  • Posts: 1
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2078 on: 2015-09-19 22:34:27 »
Hey Sega Chief,

I'm really enjoying your mod. Nice balance so far (just got the tiny bronco), morphing enemies feels so rewarding. I just have a small question regarding Ziegfried, I fought him once but couldnt morph him, so I reloaded, but now I cant spawn him again (No Mp Plus for me..), I nearly tried every forest. Shouldnt he replace the Yuffie event and as such more likely spawn in later forests?

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2079 on: 2015-09-19 23:42:08 »
He should do, but it works differently on the world map. The in-game timer supposedly has an effect on what fight you get which can make some encounters seem much rarer than they actually are if you're unlucky.

Yapt

  • *
  • Posts: 6
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2080 on: 2015-09-20 00:24:23 »
Is there a  guide on the ultimate weapons? Ive been looking for the 7777 needles for the conformer? I have beaten the pagoda and the mystery guy in the sparkly room
« Last Edit: 2015-09-20 05:41:15 by Yapt »

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2081 on: 2015-09-20 12:44:37 »
The 7777 needles is won from the boss in the Purple Materia Cave. A lot of the other ones come from the Dark Cave sidequest.

Azuredragon653

  • *
  • Posts: 3
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2082 on: 2015-09-22 05:32:06 »
I'm clearly missing something, but I don't know what. My characters are all in the mid 60s prepared to fight the last Jenova but they have only 3000 health with no materia equipped. I went into the fight and got demolished before I could cast anything. I looked up some videos of other people and they have well over 6000 health at the end of the game (though they don't show their levels). I'm sure you have done changes since they made their videos, but I still can't imagine that my health should be that low.

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2083 on: 2015-09-22 15:18:39 »
There was a change made to the HP arcs, but it sounds like they might be coming in too low on that Lv30-70 bracket from what I'm hearing. I could tweak it up a bit higher; the change would take effect as soon as the character levels up once. I'll have a patch for it soon once I've ran some tests.

Azuredragon653

  • *
  • Posts: 3
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2084 on: 2015-09-22 15:36:24 »
There was a change made to the HP arcs, but it sounds like they might be coming in too low on that Lv30-70 bracket from what I'm hearing. I could tweak it up a bit higher; the change would take effect as soon as the character levels up once. I'll have a patch for it soon once I've ran some tests.

Without a patch, will my health start to go up quickly once I get above 70?
« Last Edit: 2015-09-22 15:50:31 by Azuredragon653 »

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2085 on: 2015-09-22 19:48:37 »
From my tests, it seems that only Barret & Cait Sith will start to gain more HP. The others seem to peak at 3500-4000 even at Lv.99.

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2086 on: 2015-09-23 14:17:09 »
Just wanted to say thanks to ML, SA, and JP for the donations.

Edit: That's the new HP/MP values done. After patching, characters will update to the new arcs when they level up once (the game is quite robust when it comes to this sort of thing, thankfully). I'll put the patch up once I've made sure they're working.
« Last Edit: 2015-09-23 15:52:47 by Sega Chief »

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2087 on: 2015-09-23 23:41:46 »
Alright, here's the patch: http://www.mediafire.com/download/n1ald6c47hsd335/NT_Mod_HotFix_Scene_-_24th_September_2015.zip

That's an adjustment of HP/MP values for all the characters, which will take effect once the character levels up once with the patch applied. They seemed a bit low once heavy Materia set-ups were involved so this should provide a bit more freedom for what can be equipped/used.

Azuredragon653

  • *
  • Posts: 3
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2088 on: 2015-09-24 04:41:28 »
Alright, here's the patch: http://www.mediafire.com/download/n1ald6c47hsd335/NT_Mod_HotFix_Scene_-_24th_September_2015.zip

That's an adjustment of HP/MP values for all the characters, which will take effect once the character levels up once with the patch applied. They seemed a bit low once heavy Materia set-ups were involved so this should provide a bit more freedom for what can be equipped/used.

Before Materia penalties:

Cloud (level 66) - 3084 health
Tifa (level 70) - 2576 health
Red (level 62) - 3031 health

Cloud (level 67) - 3234 health
Tifa (level 71) - 2576 health
Red (level 63) - 3054 health

So Cloud gained a good amount, but Tifa didn't gain anything and Red's amount was pitiful.

I've double checked that the patch is applied; when I try to apply it again, it says it's already been done.

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2089 on: 2015-09-24 17:29:48 »
That's odd, the values should be for Lv.70:

Cloud: 5651-5343
Barret: 6413-6024
Tifa: 5586-5275
Aeris: 4990-4686
Red XIII: 5633-5315
Yuffie: 5005-4728
Cait Sith: 6143-5799
Vincent: 5067-4785
Cid: 5921-5560

I'll check the patcher.

Edit: The files seem to be correct, and the installer's put the right files in when I tested it out. That being said, the patchers have been a bit erratic for a couple of people recently. I'll PM you with a potential fix.
« Last Edit: 2015-09-24 17:37:36 by Sega Chief »

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2090 on: 2015-09-24 23:26:39 »
After testing, it seems that leveling up doesn't adjust HP in the same way it does for other stats/EXP, etc. The only solution I can think of in that case is to apply the new scene patch and then use a save editor like Black Chocobo to level down/up each character by 1 in order to get their HP/MP onto the appropriate arc (the new ones use the default HP/MP arcs as a base up to Lv.70). Not ideal, but I don't think there's any other way short of a new game.

Edit: Except that plays havoc with the EXP arc. Not sure what to do; we might be stuck with the current HP/MP values for now until the next build. I'll need to pull the patch down too.
« Last Edit: 2015-09-25 01:06:22 by Sega Chief »

Sethiiroth

  • *
  • Posts: 26
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2091 on: 2015-09-27 19:05:11 »
Softlock during cutscene in dark cave after opening chest with sector 5 key in it. Any patch for this issue?

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2092 on: 2015-09-27 22:41:56 »
Which version of the mod is it; the regular installer or the 7H one? When did you download it?

Sethiiroth

  • *
  • Posts: 26
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2093 on: 2015-09-28 02:32:05 »
Just the basic installer, no 7h. Freezes looking at the black materia.

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2094 on: 2015-09-28 13:31:21 »
I just checked it, and for whatever reason the wrong event is triggering which is interfering with the actual one. It must be some variable change that's snuck it's way in, I'll get to the bottom of it and put a patch up once I've fixed it.

Edit: I think I've fixed it, just testing it now.

Edit2: http://www.mediafire.com/download/11apu0lz43b4n43/NT_Mod_HotFix_flevel_28th_September_2015.zip
« Last Edit: 2015-09-28 14:14:24 by Sega Chief »

Sethiiroth

  • *
  • Posts: 26
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2095 on: 2015-09-28 15:44:19 »
Fixed, thank you very much.

Sethiiroth

  • *
  • Posts: 26
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2096 on: 2015-09-28 16:02:31 »
Alright hahaha so 10 seconds later, found another issue. The second form of the following boss is not immune to petrify. Quad cast break stoned him, nothing happens. Soft lock haha

Zara9

  • *
  • Posts: 559
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2097 on: 2015-09-28 16:52:43 »
hey sega cheif

I was thinking you could add in a mini boss fight when someone gets the keycard in the chest at the sierra building

and how is the ultros adding into your mod coming along

rkarker08

  • *
  • Posts: 2
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2098 on: 2015-09-28 19:41:39 »
Enjoying the mod a ton right now :). Noticed a slight oversight that I'm not sure is a known issue yet. During the DC sidequest where you get the micro engine. If you go into the model of midgar room after getting the micro engine and examine the model, it will ask you if you want to place the "midgar parts". If you say yes it removes the micro engine from your key items. Was this intended?

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2099 on: 2015-09-28 21:48:35 »
Alright hahaha so 10 seconds later, found another issue. The second form of the following boss is not immune to petrify. Quad cast break stoned him, nothing happens. Soft lock haha

Ah right, was it an actual soft-lock though? You see, that boss is unique because it has several 'invisible' versions of itself using different attacks/support abilities autonomous to the 'visible' main form. Did the ATB gauges freeze or were you still able to attack?

Enjoying the mod a ton right now :). Noticed a slight oversight that I'm not sure is a known issue yet. During the DC sidequest where you get the micro engine. If you go into the model of midgar room after getting the micro engine and examine the model, it will ask you if you want to place the "midgar parts". If you say yes it removes the micro engine from your key items. Was this intended?

That's an oversight. Some of the new key items replaced the old Midgar Parts ones but I clean forgot that the code for placing the 'parts' is still there. You might need to reload the save, I'm afraid; or I could add a special temporary handler to add the lost Key item(s) back to your inventory?