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Messages - SirBlackMage

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I've just had a really strange thing occur. I had just finished the concert at FH. Squall was called up to the bridge and was congratulated on his promotion. I mashed through all this dialogue, talked to Nida, and mashed some more. I apparently got the option to head to the White Seed Ship and immediately clicked it during mashing. At this point I had just Rinoa and Squall in my party. I talked to Zone who went off on Squall for not protecting Rinoa despite the fact she was standing behind him. At this point I realized I was accidentally sequence breaking so I reloaded my save as to not mess anything up. During my second time mashing through the dialogue, I wasn't presented with the White Seed Ship option and the game continued as normal.

2
I'm more worried about equipment not being available past disc 2 because, for some reason, there's like 3 points where you arbitrarily get locked out of buying that stuff for the rest of the game. For Disc 3, it's only Mythril Swords, I believe. I guess I'll just play it safe and assume the things that are normally missable will continue to be.

Wish I had known about the festival thing beforehand. Maybe I should've considered that the mod might change something about it, but oh well, it won't really matter in the long run. Is there any indication of this change, besides the scripts readme? I'd assume a lot of people are defaulting to letting Freya win because they have no clue about this change, as I did. Changing the dialogue slightly to indicate something is different would be a good idea. I do think it's a pretty neat addition, though and I definitely would've let Zidane win had I known.

And before I keep spamming this board with questions, I'll just ask in advance; is there anything else like this that I should know about? I'm very OCD about missing things in games like these so knowing if I need to do anything differently than normal to see all the content would be much appreciated. The last thing I would want is to somehow miss one of the required items for Excalibur II.

3
Quick question, sorry if this has been answered before.
Is there still any permanently missable equipment from shops in this mod? Should I be prepared to buy, like, 15 Chain Mails halfway through disc 2?

Edit: I just noticed this in the scripts readme...

Quote
L. Castle/Royal Chamber  -> Added "Learn Free Energy" as a reward for the hunt

So you get Free Energy for winning the Festival? I had no clue this was a thing so I just let Freya win, as always. I assume there is another way to learn this?

4
Ah, that explains it. For some reason I remembered the friendly monsters working the same way, probably because they use the same battle music. But now that I think about it, I have read that you can set battle music on a per-encounter basis in this game. And the Ragtime Mouse showing up in every forest would warrant its own encounter type whereas the friendly monsters each only appear in one area anyway. Makes sense, thanks for the quick reply!

Obviously I'm very early in the game, but I'm definitely enjoying the mod so far. Went into Plant Brain with everyone at lv1 and Black Waltz 1 at lv4 and the difficulty felt just right. One thing I was wondering about though, is the below-deck battle vs. Steiner when escaping Alexandria. Him inflicting Death with his regular phyiscals was a big surprise and I'm not really sure why it's a thing. Did you just want to have fun with that fight because losing doesn't affect anything? I'm playing your mod in co-op with a friend and I had to assure him repeatedly that this is not supposed to be some dumb hardcore mod where everything one-hits you haha.

5
Hello! I have a question; I'm wondering if the friendly monster encounters have been changed in any way. I've been running around outside Dali for a looong time (like, 20 minutes), both in the forests and plains, and I haven't encountered the Friendly Mu yet. I was stutter stepping the whole time which worked perfectly for the quizmaster, giving me all four possible encounters in ~10 minutes. At this point it seems statistically improbable for me not to have seen the Mu. Has its location been changed, or was it added to the regular encounter pool so encountering it is only possible with normal movement? I didn't see any mentions about either of this in the documentation, leaving me puzzled.

Edit: I tried running around normally for a while and eventually found the Mu, but it took over 20 encounters for some reason. I guess I just have the shittiest luck? So considering that, I guess results are inconclusive about the idea of stutter stepping not working for friendly monsters anymore. My hands are tired from the tapping, but maybe I'll try to ascertain this later.

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-28 01:31:40 »
Oh yeah, I've seen that happen before in Garland's rare monster attacks video. It never occured to me that you actually had to set a berserk command, I just thought the enemy would automatically use a regular physical attack. So you could make an enemy that screws the player over by casting something like Ultima if you berserk him? That's kinda cool.

EDIT: By the way, I've read in an earlier post that you have to be level 30+ to fight the Alpha Zolom. Is that still true or has the level requirement been changed? Because I'm doing a run which pĂșts me at levels I really shouldn't be at (level 20 before temple of the ancients) because of drastically reducing experience gains through the use of Hojo. I'd like to know when I can actually fight the Zolom so I can plan ahead.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-27 04:50:22 »
Just encountered an interesting bug while fighting Shake in the pagoda. After berserking him, the game constantly told me that he was out of MP. He was trying non-stop to use some spell that costs too much MP, while under the effect of Berserk no less. So yeah, He was basically doing nothing for the entire rest of the battle. I was forced to throw stuff at him to kill him because he couldn't charge my limit gauge.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-24 16:01:56 »
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Wow, this'll be useful for me too; saves me going through every enemy in PrC to see where specific items can be acquired from in-battle :3. There might be some tweaks to item lists before 1.45 goes out (nothing dramatic, mostly Crater enemies); what I'll do is, I'll DL this spreadsheet and update it with the changes and send it back to you.
Great to hear that even you are finding it helpful! That sounds like a plan, I won't complain about less work for me. :P

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-22 22:57:28 »
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I just wanted to give you a big thanks for this excel file. It is organized perfectly and it is a great help. Thanks for all the effort that you put into this.
No problem, I'm glad you're finding it helpful! At first, I did this list mostly for myself and my brother, but after a while, I figured that I might as well upload it once it's finished. Good to hear that it was worth it. If you you have any ideas for improvements, say so. I'll probably do some more slight changes in the future like sorting the enemies' names for each area alphabetically to make it more easy to find the ones you need.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-22 22:20:27 »
Hey Sega, just wanted to drop by to tell you I've made a list of all the enemies' steals, morphs and drops for people that are interested to know what items they have or are looking for a specific one. It might be slightly out of date since I created it before the Proud Clod hotfix. I have noticed that the Corel Train items have changed, as well as the X-ATM fight while escaping Junon and have updated the list accordingly. I'd appreciate it if you'd tell me if anything else has changed, because It'd be annoying to go through every enemy in Hojo again (And tell me what the 'Autograph' item was changed into, please, because I kinda forgot to write that down). This list might be a bit redundant with the area names and possibly formatted badly since this is my first time really using Excel for anything halfway important, but I tried my best and I think it turned out good enough. If you think anything needs fixing, tell me so. Also, if you want to add this to the main post, that's cool, if not, that's also fine. I just want you to know that I like the mod you've created enough to have spent quite a few hours typing this all into Excel and making sure everything is the way it's supposed to be. Keep up the good work, Chief!

Link below:
https://www.dropbox.com/s/yaq74qa9rwbm8ww/NT%20Item%20List.xlsx?dl=0
(Thanks to my brother for helping me with the steals early on before I discovered the magic that is Hojo.)

Edit: While you're at it, information for what Ultima Weapon battle has which steals would also be great, as I didn't encounter them all while doing the quest.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-21 09:16:27 »
Hey, I was wondering if it would be possible for you to play the Weapon Raid theme for Ruby and Emerald weapon instead of the regular battle theme. I think it's kinda underutilized it and would fit those battles well.

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-03 00:02:37 »
I'm trying to get all the enemy skills and I'm only missing a single one: L5 Death. As far as I know, the Parasites still have it, but they just won't use it no matter what I do. Does anyone have an idea how I can learn it?

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-01 15:22:41 »
Tifa has to be party leader, and go to the shrine room in godos house for yuffie

Thank you. I just realized that there was actually a new airship worker in the cockpit who tells you this stuff. I was going off the "where is this thing" file the whole time, which is kind of sad considering I've done almost all sidequests.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-01 13:16:04 »
I'm having trouble initiating two of the Limit Break sidequests. I went to Nibelheim with Tifa in my party and played the song multiple times, I even looked it up to confirm I was playing it correctly. Cloud always says "I've heard this melody before. Dunno where, though", then he scratches his head and that's that. I also went to Wutai with Yuffie in my party and talked to Godo. I have picked up the Leviathan Scales at the Submarine Dock but Godo doesn't have anything different to say. I got all of the information on where to find the Limit Breaks in the "where is this thing" file. Have the requirements changed and is it not up to date anymore? Because I don't have any idea what to do.

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-30 02:42:31 »
Could somebody tell me where you get the Planet materia? I've already done a lot of the endgame sidequests but haven't found it yet.

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-28 16:36:45 »
Just came here to say that I really enjoyed the Zack battle. It actually took me three tries to beat it, and even with proper preparation it definitely wasn't easy. The tension was real the whole way through (The battle actually took a little over 20 minutes, since I thought every action through carefully and started playing very defensively just before his Apocalypse counter), and it was awesome once I finally beat him. I haven't tried any other of the post-Northern Cave sidequests, but I hope that the battles will also be this thrilling. Great job, Chief!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-24 23:16:31 »
After watching a video of the Turks fight in Midgar, I got reminded that I never actually fought them. They just didn't appear for me. What's up with that?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-19 22:50:04 »
Another mystery then, because the defence I set Proud Clod to is actually lower than the adjusted value that the armour would set it at when killed; if damage went up, then that means there's some kind of oddity with the opcodes used to adjust defence.

The Sister Ray is about two screens in length and encounters there are usually missed so I set them up to be above the usual curve as pseudo-optional encounters. Morphing with high HP is a problem that's going to be tackled; my plan is to add a script that displays the max HP (and possible steals/items) of enemies with over 30,000HP in response to the Sense command itself.

Good to know about the morph thing, thanks for the answers!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-19 18:02:25 »
I'm currently at the raid of Midgar and I've applied the new hotfix for Proud Clod. I was dealing about 6000 damage with Bolt3, but after destroying his armor, I was dealing about 7500. I guess destroying the armor does decrease his defense after all.

Also, what is up with enemies on the Sister Ray, right before Hojo? They all have insane amounts of health, deal big damage, and the SOLDIER dudes come in groups of up to three. Are these enemies for level grinding or something? Because they seem way too strong for normal random encounters and take ages to kill. And while I'm at it, how would you go about morphing these guys? Using sense doesn't work because their health is too high, so would I just have to keep track of their HP outside of the game if I wanted their stuff? That seems pretty convoluted.

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-16 05:40:57 »
I've found a minor bug in the Materia Caves. After saving in front of the Purple Materia Cave, I tried fighting the Kaktuar and got annihilated. I loaded my save and went to the Yellow Materia Cave, and found the purple materia from before, floating in the air, unobtainable. You can't see it in the screenshot, but I could pass under it. When I first entered the yellow cave, I saw it lying there, but ignored it for the time because I wanted to see the Yellow Materia Cave boss. After dying (of course), I loaded my save and the fake materia had disappeared. I tried re-entering the cave a few times because I thought this was some kinda rare thing like the GP selling guy in the orginal FF7. After that didn't work, I experimented a bit and I was able to replicate the bug easily, so this wasn't a one time thing. It's also possible in the Blue Materia Cave (and probably the Red Materia Cave as well), using the same procedure as before. Although this isn't a serious bug by any means, I thought I'd report it, because why not.

Screenshots: http://puu.sh/qCZjn/7e31759c6a.jpg http://puu.sh/qD0FK/7a5602871a.jpg

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-12 00:27:39 »
I've encountered a minor bug when ranking up at the save point in Holzoff's cabin. After leaving the rank up screen, Cloud lays on the ground unconscious for a few seconds before waking up, same as when you pass out in the snow at the Great Glacier.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-23 16:32:25 »
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The rank up is working as intended. You get 5 of each source every time but can choose additional sources in specific stats.

Ah, good to know. I don't think the explanation stated anything about getting sources for every stat as well as the ones you choose, so I assumed it was a bug.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-23 16:23:49 »
I found some bugs in the Mythril Cave. First of all, when fighting Elena and Rude, I scanned Elena before attacking only to find out she had a measly 41HP. I beat her with one attack before taking on Rude. Afterwards, I went north to the Rank Up room. After reading the explanation, I chose upgrades for my characters. Whatever I picked, I always got five more sources for every stat then I should have. For example, I picked Cloud's +5 to all stats option and got ten sources of each type. I tried not using the extra ones because that seemed cheap, but the game didn't let me progress until I  'drank my medicine'.

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I also had that idea and removed it, didn't change anything, though.

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I've placed all the files in their respective folders. If that's what you mean, then they should be located in the right place. I checked to see if anything was missing by copying all the texture files into the textures folder again, but everything was already there. Do you know what files I'm missing?

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