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Messages - coredumperror

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-01 05:07:44 »
Is Princess Guard supposed to also grant Resist? Because it seems like it does, which really f&*ks you over if you're using Aeris with Princess Guard and Mega All, and she gets confused. Because the first thing she does is attack the whole party, which then makes it impossible to remove her Confusion.

In fact, I think Resist causing you to be unable to remove status effects, or add positive ones, makes it almost completely worthless. I've found myself using Ribbons for all of one fight in this entire game, because not being able to buff your allies really sucks.

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-31 07:19:05 »
I'm doing the Dark Cave sidequest, and I've just retrieved Cid and gotten out of the sewer. I have everyone in my party now except Yuffie, but I have nowhere else to go. There's no way up from Wall Market to the Shinra Building, which I'd intentionally left for last since I assumed it'd be last.

How do I progress from here?

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-24 08:58:41 »
Is the Micro Engine for Tifa's ultimate weapon still supposed to drop from the Item shop fight in Wall Market? I saw it mentioned in a really old comment on this thread, bit I ask because it didn't drop for me, and now I have no idea how to get Tifa's Premium Heart.

Also not sure where to find Spring-Gun Clip to make Red XIII's Limited Moon. Or the LuvLuv G for Cid's Venus Gospel.

Making their Ultimates is the last thing I need to do, besides Extra Battle Platinum and Dio's sidequest. Plus Special Battle, I guess. But I haven't a clue how to find Cloud's ultimate limit to unlock that, either.

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-23 06:39:16 »
I'm completely stumped on how to the last two Enemy Skills. "Where is the thing.txt" is out of date, saying several things that don't appear to be true any more.

Where are "Alpha" and "Pandora's Box"? After finding Dragon Force on Dark Dragon (rather than Magnitude8, which appears to be gone, now?), and getting Shadow Flare from Tyrant, and Deathcharge from Tsarcat in North Crater, I have everything else.

EDIT: Speaking of the North Crater, I'm extremely underwhelmed by the materia rewards in there. Outside of the Shield materia, which you get right at the start, and the HP Plus right near the end, I've found Added Effect twice, and Planet, all three of which I already had. Is the ability to get Planet earlier that North Crater a bug? It's so powerful that I can understand that being a possibility. But the two Added Effects are just weird. Why would you put those there?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-21 20:12:59 »
Just got the Hades Materia, and discovered that it also suffers from the hard lock bug that you get from Lagomorph + Added Effect. :(

Hades + Added Effect is so great, so I really hope this gets fixed.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-21 08:12:20 »
I just got the Leviathan Scales, and went to Da-Chao to get the loot. The materia won't let me pick it up without Yuffie in my party, and while I see Yuffie standing there, talking to her doesn't do anything. She just says "Lets pick up the loot" and then nothing happens.

I'm assuming that's supposed to trigger PHS, so that I can swap her into my party. But that doesn't happen.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-18 07:47:40 »
Is the Gold Chocobo you get from the Guidebook item supposed to be worthless for racing? I gave mine a ton of Silkys Greens, and it can't even win in A class, let alone S class.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-18 04:11:06 »
Sega Chief has mentioned that 2.0 is a complete overhaul. IIRC, he's even managed to patch out the entire concept of leveling up from experience. Character strength will instead be determined by stats granted from story milestones.

So if you're about to start a new game, I'd definitely suggest waiting for 2.0 to drop.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-17 05:54:34 »
What method did you use the play the mod? Was it the installer, the Qhimm Catalog IRO (1.X or 2.0), the thread IRO, or the R06 version? It sounds very unusual that this would be missing but the rest of it isn't. If you still have a save file just before the altar/Jenova 2 boss fight, do me a favour and trigger the scene. When you press Confirm to advance Cloud through the stages of lifting his sword, do you see a dialogue option appear at any point during it?
I play NT 1.5 using the 7th Heaven IRO. Unfortunately, I don't have a save from that far back. I don't recall there being any dialog options during the "Cloud lifting his sword" segment, but my memory is not the greatest.

Resist locks the toggling of statuses; it needs to be Dispelled before statuses can be inflicted/removed again.
Ohhhhh, you can dispell it! That'll be good to know, thanks.

Ribbon is based on the Hardcore mod's version of Ribbon which had it block statuses but at the expense of buffs. I'm reverting to the original Ribbon for NT Final though as the other accessories have a wide enough range of stat buffs and effects on them that it makes them much more competitive against it.
Agreed about the buffs to other accessories. Even if Ribbon worked like the original, I'd still only use it when I *know* I need status immunity (like Junon Leagues Tier 3), since other accessories are so much more powerful now.

I'm not sure about EXP Plus, I think it can be won at Chocobo Races but unsure.
I'll keep at eye out at the races, then. Thanks!


In other news, I just got Cloud back from his little trip to lala land, and I'm running through all the sidequests I can do before continuing. I just got the Midgar Sector 5 key, and went to the "Item" building in Wall Market in to get Tifa's Premium Heart, but the thing's still "broken" according to Cloud. Am I missing something?

EDIT: Uhhhh, what is a "fecking terrible" chocobo, and why did I just get several of them while farming in Mideel? Also, why can't I board the Highwind while mounted on a chocobo?

EDIT2: Is there supposed to be a mechanic in the Shinryu/Omega fight where one of your characters can become permanently dead? Late in the fight, Aeris died, and giving her a Phoenix Down would stand her back up for a moment, before she just fell over dead again. This happened twice before I gave up and hoped I could finish off Shinryu before he killed my other two party members. A few turns before that, she got hit by Level ?? Old, which may have done it. Maybe it set her MaxHP to 0 or something? Her max still showed as 3600something, though, and she lived for several more turns after that. Her magic was super gimped, though. Ultima was hitting for ~120, after previously hitting for around 1200.

I ask because Aeris staying dead screwed her out of that 1mil EXP and 100k AP, which really sucks.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-16 04:40:10 »
There's a dialogue choice before the FMV, then a Phoenix Down is used, and then the scene after should have all the characters present. It sounds like the flevel is changed (otherwise it wouldn't have re-added the character to PHS) but only partially. That or the option to not keep her around is adding her to PHS anyway.

Huh. I didn't get this at all. I was only able to get Aeris back once I had the Highwind, and could talk to the NT Debug Tech, who let me turn the "Aeris Dead" flag off.

EDIT: Hmmm, is Resist supposed to work against the Mini and Frog statuses applied as Battle Square handicaps? Because at least for Mini, it doesn't. But it does prevent you from removing Mini. That was a fun find...

And speaking of "Cannot change status", does anyone else think that NT's change that makes this apply to positive statuses as well completely destroys the usefulness of Ribbon? Not being able to apply Regen, Barrier, MBarrier, or other positive statuses really makes Ribbon more of a liability than anything else. I get that this was probably done for balancing, but there's a reason there aren't very many Ribbons in the game. It's supposed to be the best accessory. Making it a near-endgame thing that you can only get one of, instead of nerfing it into the ground, would be better, imo.

EDIT 2: Is there any way to get a third EXP Plus material? I got the early one, and the one for 2000 GP, but when I came back to the Wonder Square vendor with another 2000 GP, I discovered that it was a one-time purchase. D'oh! At least I didn't waste a damn hour on getting a second 2000, as I would have had NT not made the GP vendor a 100% spawn. That's a nice QoL improvement!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-16 00:07:10 »
Is the MP Plus materia supposed to sell for 540,000 gil? Seems like that's probably an oversight, since all the other pre-mastered materia has a sale value of 1 gil.

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-15 12:40:38 »
Only took...8 or 10 tries to morph that evasive little butt.

Huh? I wanted those Sprint Shows, too, and managed to kill Shake with a Morph, but he didn't turn into Sprint Shoes. He just said "NO WAY!" and the battle ended. What'd I do wrong?

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-14 22:07:18 »
What does the Relic Ring do? I can't seem to find any information about this. It appears to provide +15 STR and +15 MAG, and immunity to regen and Manipulate, but... why? What is it supposed to be doing? Why would you want a character to wear it?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-13 05:38:55 »
There seems to be a bug with the EXP requirement to reach Level 62.

https://imgur.com/yT1aPST

Note that Cloud just reached level 66, and needs just over 80k EXP to get to 67. Nanaki recently reached level 60, which seems to need about 60k EXP to get to 61. But Barret recently reached 61, and needs a whopping 300k EXP to get to 62.

What's going on, here? I noticed it when Cloud got to 61, as well, but didn't think to screenshot it.

EDIT: Another bug: The Blaster attack from Cuahls in Gaea's Cliff appears to be a "remove the character from battle" attack, but it doesn't visibly push them out. They sit there with their ATB bars not advancing, but otherwise appearing to be OK. They're definitely not there, though, since you can't give them items (if you target them with one, the item gets thrown to a character who is actually still there), and once the magic cat Blasters all 3 of your party, it's Game Over.

EDIT 2: Here's a weird one. Talking to the "dry goods vendor" in the Wirlwind Maze generates an MP Turbo materia in your inventory every time you shop with him. I've got like 6 of them now, after trying to figure out why a fresh one appeared at the end my list when I went to sell him my extra materia, despite Nanaki having been using that materia since I found it in Great Glacier.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-08 04:38:26 »
I'll be keeping both versions so backporting bug fixes will happen to an extent, but it'll probably be limited to critical things only.

OK, that's fair. Here's a critical one I just found, though:

Transform + Added Effect in a weapon = hard lock

I first noticed this happen about an hour after my last save, so that kinda sucked... But I went back to test it, and I confirmed that every time I triggered Lagomorph through Added Effect, the game locked up. The problem seems to be that the tiny frog can't take it's turn, so combat gets stuck, though the game itself isn't actually frozen. Any characters who have yet to have an action chosen can choose one, but they'll never perform it. I can pause, and I can try to run away, but while the animations play, nothing ever happens.

I confirmed that this happens on both Dorky Face and Nibel Wolf, though only if triggered through Added Effect. Casting Lagomorph normally caused no issues.

And just in case it's relevant, the character I was using Added Effect + Transform on was Barret, with the materia slotted into Enemy Launcher or Heavy Vulcan. Both caused the lock. I'm also using the 7th Heaven version of NT.

I thought I'd come up with an absurdly OP combo of Transform + Added Effect + Enemy Launcher, turning Barrett into a debuffing monster. This bug really put a damper on my fun, lol. Fortunately, swapping in Seal for Transform seems to work well.



EDIT: Could you please add a menu option that lets you change your mind for a Rank Up choice? Right now, once you choose one, you're locked in. You either accept it (even if you chose it by accident because your controlled presses "OK" at random sometimes when using the D pad...), or you give up that rank entirely. It sucks that there's no "Whoops, I picked the wrong one!" option.


EDIT 2: Is the Fort condor guide supposed to appear in Rocket Town, the first time you get there and the Fort Condor battle triggers? I couldn't find him anywhere, so I had to go all the way back to Cosmo Canyon to take his shortcut to Fort Condor.

EDIT 3: Are Hippogryffs (in the area outside Mideel) supposed to be worth 0 EXP?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-05 07:46:15 »
Ohhhh, OK. I missed that in the docs. Makes sense, I guess.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-05 06:01:37 »
Is the second Enemy Skill Materia supposed to be somewhere other than the tutorial area in Junon? Every walkthrough I've read says it can be found on the floor there, but I searched and could not find it.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-05 03:45:57 »
Bug Report

I see you've changed Super Dunk's "Double Chance" to "Triple Chance" in the Gold Saucer, but two of the original pieces of text have not been updated to reflect that.
"You may continue after you successfully double your GP."
"NOW PLAYING DOUBLE CHANCE"

Those both should say "triple".

Speaking of bugs, are you back-porting bugfixes to 1.5, or are they just going into 2.0? The fact that 1.5 saves won't be forwards-compatible with 2.0 makes me hope you are. Yhough obviously the ones I've been reporting aren't a huge deal.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-04 07:22:58 »
More info on the "Let's make a deal" bug. The Save point on the railroad track on Mt. Corel is *partially* bugged. It looks right when I finish ranking up Cloud, but it's broken for everyone else you can have at that point in the game (Barret, Yuffie, Aeris, Red XIII, Tifa).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-03 06:36:36 »
Super super minor bug report: The bikini girl on the Costa del Sol beach, who passes on Hojo's message to you after you sleep at the inn the first time, has a grammar error in her dialog:

"What you're looking for has went west." should be "What you're looking for as gone west."

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-03 04:50:43 »
The Mr. Smile dialog has a small display bug. His line "And that concludes the deal." gets placed in a box that's slightly too short, which puts a linebreak after the "e" in "deal".

Think it slipped my mind, been a while since I heard about it though.

It might only affect some early game save points. I started from the beginning, and I saw it on the original "save point" that starts the SP system, and also in Fort Condor. But on the ship from Junon, it's fixed. Maybe it stays fixed throughout the rest of the game? That could explain the lack of reports.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-02 03:39:50 »
I'm not sure if this has already been reported, but the Mr. Smile dialog has a small display bug. His line "And that concludes the deal." gets placed in a box that's slightly too short, which puts a linebreak after the "e" in "deal".

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-02-27 07:42:48 »
I think the Shinra HQ Library puzzle, with the Mayor, has a bug. I can tell from reading a walkthrough that you've messed with it for the mod, and now if the password is BEST, the hints from the improperly filed books in the library actually spell BEHT.

#1 Biological Characteristics of the Ancients
#3 Special Peacekeeping Law
#14 The Ancients in History
#5 Reactor Construction Chart

Is the #14 supposed to be #11, perhaps?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-02-11 08:28:00 »
Apologies if t his has been discussed before, but I am quite perturbed and have no idea how to proceed.

I'm using New Threat with 7th Heaven, and have the following mod install order:
Miscellaneous - Dynamic Cloud Weapons
Miscellaneous - Jessie Mod
Miscellaneous - Team Avalanche Fields
Battle Models - Weapons
Field Models - Objects
Animations
Battle Models - Enemies
Remako HD Graphics Mod v1.0 - Battle Textures (battle)
Field Models - Main Characters
Field Models - Non-Player Characters
FF7 NT IRO
Remako HD Graphics Mod v1.0 - Pre-Rendered Backgrounds (field + char + minigames)
Menu - Avatars and Backdrops
Minigames Collection
Spell Textures
World Models - Characters
World Models - Enemies
World Models - Vehicles

Unfortunately, as soon as this scene (https://imgur.com/rkX82Kf) happens, things start going wrong in very strange ways. Notice the bizarre text box. That's the second broken one (the first belongs to Jessie), and the rest of the boxes in this scene in the elevator are broken in similar ways.

I don't know if any more text boxes are also broken, because I've never gotten to the next dialog after the elevator, because the other bug has giving me multiple game overs. The second encounter in the zone after the elevator has twice been a super high level monster that one-shotted all my characters. One battle was in the Rocket Town background against something I didn't recognize, while the other seemed to be in a warehouse of some sort, against a guy named Zangan, I think.

Since this happens before I reach the first save point, and it takes a solid 10 minutes to go from "NEW GAME" to this scene, it's pretty annoying... lol

Aaaaand while I was writing this post, I decided to try a hunch I had, just in case. I disabled the Jessie Mod from 7H, and yup, that fixed it. No more broken dialog, no more incorrect spawns.

Which means this is probably a well-known issue. But even if it's not, perhaps a note in the original post about this wouldn't be amiss? I just blew well over an hour trying to figure this out. :(

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