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Messages - YouffieFanFR

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9997)
« on: 2023-12-19 08:30:08 »
Hi everyone, is this mod playable on Steam Deck ? I ordered some and want to try it.

Hi. Did you find an answer ? Cause i'm very interested in playing NT 2.0 on Steam Deck but unsure how to install it.

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Hi. Something is wrong in my game. My team make 0 damage... I don't even see any numbers... But ennemies does damage me.

Edit: Launching the game with the ff9.exe from your files seems to solve my problem...

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-05 10:46:38 »
Thanks!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-04 16:31:06 »
How do we find the ultimate weapons in 2.0? (And which is it for each character?)

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-04 13:34:33 »
Where can i find Mr. Smile in NT 2.0?

You can meet him after Nibelheim Mountain. The game will tell you when your first SP upgrade is available.

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-02 17:15:42 »
I can not do it, I used Ramuh, Odin and Titan as soon as the minions spawned but it only killed two of them. One summon made the boss use his counter move and then the minions attacked in a row so I could no heal myself and died again.


I guess I will grind 5 levels and try again.

Hi i just did this boss like yesterday.
As for Jenova Death i made it the first try.

I play Cloud as an all-rounder invoker tanky with 5600 HP and some 1/2 elemetal defense with "elemental materia" and one of the nice ring
I put Barrier and Mbarrier permanently and he has Life 2 and Phenix in case of KO.

Spoiler: show
Aeris is less tanky with 2500HP, back row and high spirit but low vitality. I launch haste + all at the start of the fight and restore all character if i need or launch high magic.


Barret is physical tank and attacker with high strengh, dexterity and vitality always with "hyper" status to improve limit rate.

When the add pops, i don't remember to received a lot of attack. Cloud has around 120 magic stats and with 2 x Magic Breath from Ennemy Skill materia, all adds vanished... I was around lvl 45 when i did the fight.

I really think you have a problem of defense and speed. Maybe rethink your materia, and equipment to boost defense and dexterity.

I can send you my fitting or check yours if you wish. Don't hesitate to mp me if you want.

Good luck!


@Sega Chief: when can we start the lvl 4 and ultimate weapons quest you created? Where do we find indications to start it?
Via menu, "Renew" doesn't revive, it only can restore

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-28 14:36:26 »
I need help with Jenova Death, I play on normal difficulty and I am Lv 35.
I use Barret(Phy) and Tifa(Mage). I barely do any damage on the boss, between 50-200 with physical attacks.
Tifa does like 700 damage with Laser. But I can't keep healing with so low damage output, do I miss some trick?

Is it NT 2.0? For me it was kinda easy, defeated it on first try.
Spam Comet + MP Turbo with your highest Magic character and support with the 2 others (don't forget to steal the items)

None of her attacks does really high damage, maintain your character full HP and refresh Barrier and BarrierM as many as you can.
I think i managed to slow her too. (and obviously mine was Haste)

@Sega Chief: Where do we find the "Slash-All" materia in Great Glecier?

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-23 18:24:12 »
Thanks for the answers.

Another question: when Aeris leaves the party close to the end of CD1, i didn't get back the armlet she had (Wizard something with a lot of slot...)
Is it normal?

Thanks!

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-22 15:02:59 »
Hi!

Just to report a little issue. When the Yuffie Wutai Quest n°1 launch you lose all your materias, some materia were still in my possession:

1 x Osmose equipped on Aeris weapon
2 x Fire + 1 x Slow on the stock

Is it normal?

By the way i'm not really using Fire, Lightning, Ice, Erath, Poison Materia. It's nice to male them more different but it seems not enough base attack to be worth the slot. (As in the original game) Do i miss something?

PS: Sometimes the game launch in French... don't know why...

PS2:
Spoiler: show
As we don't met Materia Keeper in , where Trine can be learned?

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-22 07:34:43 »
I think the field texture upscale might be responsible here as I remember there being problems with using 4k resolutions in-game where it would eventually overload the VRAM (unsure if this has been sorted out now or not). I'd recommend going for a 2x (2k) option if there is one.

Maybe, i'm trying playing without this mod and it seems fine for now... Don't have 2x choice so for the moment it's old field texture (kinda ugly...)

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-21 08:20:51 »
Hi!

I have few crashs. I have 3 mods activated:
- NW 2.0
- Field Textures from Qhimm Catalog with the 4x Upscale SYW 4
- Enhanced Stock UI-rel2

I have the log of the crash but it's too long to be posted here.

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-19 18:04:52 »

The hex for tifa's slots could be added to the IRO's hext file; open the 7th heaven launcher, then under Tools >IRO Tools select Unpack IRO; select the NT IRO from the FF7/mods folder and unpack it. In the unpacked folder find the hext folder and add this to the notepads (anywhere is fine):

Code: [Select]
6E31E8 = B0 02 90 90 90 90 90
6E34A0 = B0 02 90 90 90 90 90
6E3778 = B1 02 90 90 90 90 90

In the 7th heaven launcher go to tools > IRO tools again and select pack IRO. Select the unpacked folder and save it as an IRO with no compression. Remove the old NT IRO from your mods list and import your new NT IRO using the Import Mod button in the top right of 7th heaven.

...you're genius...
...no more comment...

PS: People who code the 7th Heaven Launcher are genius too... really impressive work

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-18 17:05:33 »
Hi! Thanks for your answer.

In the notes of the 2.0 Version it is said tha Matra Magic will be used in the fight with Sample Opt. I don't have it, maybe killed it before he used it, don't know... Is it a different way to learn Magic Matra?

For the Tifa's slot i tried the square/switch button trick. Yes, i saw that the slot just advance one to one with this trick but i don't succed in confirming the right text. Don't we have a way to mod the game on this only point without creating issue with New Threat?

By the way, do you want some help for NW FF8? Can we help with low skills ^^?

PS: The Qhimm Mod for User Interface seems working just fine but it looks like the same as Chrisalys's


14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-18 10:00:13 »
u can slow the slots down same as can manip the battle square and any other slots.  it will stop on the following reel.

Hi! I checked on web and i'm not sure how i do that.
I read to use the start button and maintain the confirm button when i unpause. Is it that?

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-11-14 17:15:35 »
Hi! Do you have a list of compatible / recommended mod for playing NW 2.0?
I deactivate a lot of mods to stabilize the game.

I just have NW 2.0 and Fiel Textures from Qhimm Mod.
I tried to activate the Gameplay mod from Qhimm Mod deactivating almost everything in it except "Lucky Tifa" Tweaks but it seems to trigger random error crashing the game so i deactivate it and it seems fine.

Do you know a different way to force the limit of tifa always on "Yeah" without this mod?

Thank you very much, and great job by the way!

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-24 06:41:37 »
Shinra Basement: Are you using the catalog version or the IRO on this thread? This issue is related to menu overhaul/an option on stock menu. It makes those dialogs not work properly.

I'm using the catalog version and yes i have an overhaul/option stock menu activated. So to avoid this kind of problem should i deactivate the all mod?

I have another issue but not sure it's NT related: the level of battle's sounds animations are sometimes so low i can't hear it. It seems really random because sometimes by example i had the full sound of the start of animation but not the end... Found out i'm the bigger issue on this... It's stereo sound and i was equipped with only one of my earphones.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-23 18:00:00 »
Some bugs/issues to report:

- Shinra Tower when you look for the password for the mayon in libraries, i found at least one mistake on the password KING (For the N it seems it was noticed #15 but it was #16 or #14)
- During Flashback of Cloud in Kalm after Midgar, in the cave of the shinra house, first part of the dialogs seems buggy. I don't see anything but when i press the X button i saw 1/100 second a window but too fast to read anything
- When i'm using Matra Magic the animation works fine but when it's the monster around Midgar i saw a normal attack animation but i received the normal damage of Matra Magic

Spoiler: show
- After the flashback when team go to sleep, no graphic transition, it just jumps to the scene with Yuffie.
- No collision box with RED XIII i can go across him at the entrance of Kalm before hunting Yuffie
- Strange to pursue someone who steal nothing... Maybe you should put gils to 0 and then give it back?

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-23 17:26:48 »
Will it be possible to use 1.5 saves with the 2.0 version or have we to start a new party?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-23 15:56:13 »
Is it ready or work in progress?

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-23 15:07:44 »
What is the build 2.0? I'm interested.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-23 09:58:53 »
I found some materia modifiers weird...

By example Barrier, what i found useful materia gives:
+3 Vitality
+ 3 Magic def
+ 3% HP
That makes it a must have

In other way Elementa what i found situational gives:
Vitality -10
MDef -10
So for me it makes it a trash materia

The no Magic bonus on classic green attack materia (Fire, Lightning, etc.) makes also weird cause i thought you were expecting us to use them more... not seems so with this malus -3 vitality and -3 Mdef)  and no real bonus (+3% mp, no really care)

What was your point of view on this?

 

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-22 18:19:11 »
So for the first thing, that typically happens if the opening FMV has some kind of trouble or is skipped. You can make the screen appear either by opening the menu or triggering a battle like you did.

The 60fps mod relies on models with interpolated animations, and NT's battle models do not have this interpolation so some of the attacks will have their numbers pop at the wrong time.

Last one I guess is related to an animations mod but unsure of cause.

For the first thing i skipped the opening FMV so seems certain.

Noted for the 60 FPS i deactivated it (for other reason too)

Crash came back with animations mod off, so probably not the origin of the problem. The error message says maybe a problem with cache texture. I tried different options in the "Game Driver" configuration, we'll see... Not really sure it's NT related.

Thanks for your great work.
The "New Hall of Beginners for NT" was really appreciated (even if all answers was in the google docs).
Spoiler: show
The 2 encounters added in the 2 first reactors missions was unexepecting and good surprises.


Thanks too to the 7th heaven creators. Amazing interface for non-professional work, and even the emergency save in case of crash is a nice feature.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-22 17:31:29 »
@Sega Chief:

Thanks for the answer. Researching, i found the google docs with many information so it seems perfect.

I downloaded and installed all Qhimm standard mods and activate Field Models, it seems to work so far (i'm at Don Corneo).
I just had some crash and graphic issues:
- First scene after the entrance movie, i had black screen, but knowing what i have to do, first battle trigger and it comes to normal
- First Boss: Scorpion, one of his attack show the damage before it hits (Venom tail if i remember correctly)
- Few times i had crash just after battle or more preciselt it seems just after experience screen. I deactivate "Animations" mod to test. So far, no more crash.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-22 08:35:35 »
Hi!

First thank you for your hard work and please excuse me if i write something the wrong way. I'm french native so i do my best. ^^

I'm currently exploring the forum to find the precisions in an exhaustive list of modifications you made but so far i did'nt find some FAQ where all answers could be reunited. Does it exists? If yes, please ignore my other techical answers. (I read the general description but by example how far did you modify power of magic materia, etc.)

Else:
- Is normal mode supposed to be more difficult than the classic FFVII?
- How much diffiucl the Arrange mode is than the Normal mode? (If too complex to explain, maybe some examples should show the spirit...)
- How can we find the sidequests you created?
- Are the modification of Limit Break are explained in the ingame description?
- Are they known issues with other mods of the Qhimm Catalog standard?

Thank you

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