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Messages - Aynath

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1
Okay, so I've managed to finish the game, and beat both Weapons... What an adventure ! Thank you for that rebalance mod, it made the game a lot more challenging ! A bit frustrating early on because attacks miss a lot ! I've also played with the Martial Law and Succession mod so I believe the sidequests content weren't there but that's fine.

I'll redo it soon enough, FF 8 has an addicting battle system and the mod feels like each battle can be the last.

2
@Callisto Yes indeed , I downloaded the mods (Succession, Ragnarok and Martial Law) from nexusmods. I uploaded the kernel into my drive, can you try the link I've PM and see if you can download it from there ? Thank you ! Also, I've managed to defeat Abadon before he tries to cast Arm Slash, I'm wondering if they are other enemies that have this attack.

3
@Aynath: A quick file check showed that the Tonberry King battle seems to be in order. The Arm Slash attack does not exist in the current version and is replaced by an attack called Scourge, which is also used by Tonberry King. So your issue likely stems from the Martial Law compatibility version. If you extracted the kernel.bin file from main.fs archive via the Deling tool and sent it to me, I could fix it for you.

Also thanks a lot for all the feedback lately. The Triple spell is scheduled to be removed in the next version and Renew will be nerfed with Protect and Shell reducing damage by only 25% each. Darkside will be left as it is, as it stacks will critical hits, damage to the back and elemental attack damage, making it a very potent command that can compete with multi-cast spells easily (damage penalty is 20% of users max HP by the way, not 33%).

As for enemies attacking too fast, I don't really see the issue as long as ATB speed isn't set to max in the Config menu. Looking at Nesouk Kefka's video above, you can see that he manages to perform most of his actions in time, even against the strongest enemy in the game. Ifrit using his AoE multiple times in a row should be no problem either as it deals considerably less damage than his single-target attacks at that point.

Sadly, I don't have the time to address all the other arguments made, but everything has been noted and evalutated for inclusion in the next version of the mod. I can't come up with a release window, but it will come sooner or later.

Hello Callisto, thank you for your reply, I did get Tonberry but reinstalling the game and defeat it, then reinstall the mods to unlock myself. I may need to do the same against Abadon (the boss in The Great Salt Lake) as when he's standing up; he also tries to do the same attack Arm Slash in vain ! I'll take a look with the Deling Tool. How can I send the kernel file to you ?

I am always having trouble installing this mod myself, it always crashes on me so what am i doing wrong then

I've also had that problem, my game kept crashing. What I did is :
1) do a clean install of the game (delete the Final Fantasy VIII folder from steam)
2) install the FFNx driver https://github.com/julianxhokaxhiu/FFNx, it's compatible to FF VIII Steam 2013
3) install the mod Ragnarok by following the documentation

Unfortunately, I can't seem to install graphical mods so the game looks like the original, at least I don't have crashes and the mod is functional most of the time.

4
Hello there, I've been playing FF VIII 2013 with standard Ragnarok mod mixed with Martial Law (with compatibiity) and Succession.
I'm enjoying it so far, despite the difficulty being at times unfair to me. I've reached the Ruins of Centra, where you get Odin, it was a surprise when he started to attack with Heaven's Wrath but I still got it after a few tries.

Now, I get soft locked against Tonberry King, he tries to do an attack called Arm Slash but he gets stuck with his casting animation, the game doesn't crash, but the battle doesn't continue. I don't know what's happening but my guess is that the Arm Slash doesn't exist so he won't move on. I wonder if anyone had that bug before ?

Thank you

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2023-03-06 21:27:40 »
Thank you a lot for your answer, I also made a few playthroughts on 1.5 and 2.0 but never could test combat only so far. In the meantime, I'm enjoying Echo-S as much, the voices are actually good and gives more depth to the game; it can also be improved due to the new mechanics. I can hope for a blend of NT and Echo-S one day :)

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2023-03-06 12:07:48 »
This may come a little late, but I've found that NT 2.0 Combat Only works just fine if you disable Echo-S day/night cycle (that seemed to be the one responsable for the crashes) and if you place NT above Echo-S in the priority list.

Thank you a lot, it's never late to have more info :) I'm already at Disc 3 so I'll stick to the normal game for now. Do you know how much the NT mod combat only affects the game ?

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2023-03-01 09:27:24 »

Lovely !! I'll try it immediatly, thank you !!

Unfortunately, the game crashes after a few minutes of gameplay, especially in battles. I also noticed that Ice and Bolt have the same Mp cost (4 MP) despite having the description "Efficient MP Cost" for Ice; seems that Bolt should have higher MP cost instead. I'm not sure how limited the combat only mod is, I'll stick to the normal echo-s for now, hoping NT will be fully compatible one day

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2023-02-28 19:05:58 »
It always seems to be broken though I'm sure I've fixed it a couple times now; I'll try again.

I could give it a go when I've some more free time; I made one for 1.5 I believe so 2.0 should probably get one too.

I've just fixed this today, will update the DL links + catalog for it imminently; sorry for the delay. I think the issue was with the combat mod rather than Echo-S, as one of the flags was not toggled for 2x-cut and 4x-cut.

That's a pick up for long range materia if it was missed earlier on (I hid it in the rocket launch site itself); problem is, it appears even if that Materia was picked up, misleading players. Should be fixed once I've got the latest patch together (it's a big one, lot of fixes and improvements).


Lovely !! I'll try it immediatly, thank you !!

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2023-02-20 08:05:45 »
Hello there,

I'm starting yet another game of FF7, trying the insane echo-s mod but I see that it is not compatible with the NT mod, which is understandable; the 7th Heaven mod manager automatically disables the mod.

But it's not the case with the NT 2.0 combat only mod, which I was hopeful to use it as I love the balancing of the characters here. Unfortunately, the game crashes whenever I use the Defend Command, I think it's because it would trigger the characters' Innate command but it's not compatible with the Echo-S mod somehow.
I'd love to see the NT Combat only mod to te fully compatible with the Echo-S mod (weapon, armour, materia (new and rebalanced), innate commands, SP upgrades (disable source drops), etc...), think it's doable ?

Cheers

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-07-04 17:15:13 »
It used to be the Long Range Materia, but it's no longer here. It's only visual; Sega Chief may remove it on a later patch

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-06-20 16:46:43 »
    So I just finished the game in Hard Mode Type B after almost 80 hours according to the game timer but I'd say about 100 hours instead. I loved it, the subtle dialogues are nice and fun, the QoL changes are a blessing and I loved the gameplay changes; I can't play the original game now, the mod is too good for me :)

    I'm going to give my feedback below, there are also some bugs which fortunately aren't fatal, the list is not exhaustive, it's more of a hot take :
    • Restorative spells and attacks are supposed to ignore barriers but it isn't the case for MP restoration it seems; Cait Sith's MP restoration with his Weapon (can't remember which color) is halved with Barrier and the party can dodge his healing ! It is an intended counterplay ?
    • With his MP restoration weapon, Cait Sith single handlely carried me through farming sessions
    • In hard mode, you cannot gain Gils from Battles so it makes the Materia Gil Plus not usable; I think it would be nice to gain gils again but like half or maybe less
    • I would change the scaling of Red XIII's Limited Moon, it currently scales with Limit but I feel like it is not suited for him (or for anyone), if I want to go a Physical build, I'd prefer a more stable weapon, but even with a Magic build, the weapon is not that good
    • During the Emerald battle, it seems it sometimes enter in a Limit mode, there's a message saying : "Carmine enters Limit Mode !" I believe it is a relica of NT 1.5
    • There's no music once you reach the cave at the end of the Ancient Forest
    • I revisited the old man cave and he mentions something about a giant flower at the at the end of the Ancient Forest (Ho-chu ?) then he mumbles "gloves", I don't know what it is supposed to mean, Morphing it gives a Megalixir, so no gloves
    • In the North Crater, when you have to climb back to the entrance by pressing O, the leader jumps back automatically, sometimes multiples times
Spoiler: show
  • After beating the Chocobo in the Glacier, if there's a battle in the same scene, the chocobo music is played instead of the normal battle music
  • I haven't use the SP system because I wanted the supposed easter egg when you beat the game in hard with no SP, I don't know how it supposed to show, I had a screen with the party in the church with a thank you (no refunds), is it this one ?
  • I have beaten the Secret Boss at the North Crater (finally !!) but nothing happened after the battle; the leader comes back into the 4 save points room which are still awoken and my ?_?_?_? item is still in my inventory. I've beaten it without killing the tentacles, then did it again but killing the tentacles first. While the battle itself is intense, having basically no rewards (massive amount of EXP and AP but I maxed out the party) for it feels bad for me
  • The Party focused Side Content feels unbalanced; for Yuffie we have to defeat basically two bosses and has some cool dialogues, but on the other hand Cid has basically no side content(Highwind being automatically obtained, and Venus Gospel is the gold saucer battle rewards), Cait Sith has a funny boss to beat but the reward (Dark Matter) has no utility as far as I know (a relica of NT 1.5 I believe ?)
  • I still haven't find the usage of the Red DragonScales (reward from 3D Fighting Game in Gold Saucer)
  • In the battle against Bizarro Sephiroth, despire having all 9 characters, you still have to choose 8, I ditched Vincent (sorry), is it possible to add the possibilty to use all 9 characters in this battle if we saved Aerith ?
  • Safer Sephiroth's Super Nova seems bugged because most of the animation is dark as if it has no texture. I remember from the PS1 game seeing the planets getting obliterated one by one with their names displayed. I tried disabling all textures and 60 FPS mods to be sure, it's still the same
  • Contain + Elemental affects the Hidden element despite not being displayed as such in the game, it took me time to understand what makes my Cloud to absorb Pandora's Box's damage, I thought Contain would help to affect Fire, Ice, Wind and Earth elements instead
  • In the same reasoning, I'd love to see the Core materia to have this multi element effect
  • I wonder what a Shout materia would look like
  • I'd love to see a return of the Dark Cave side quest that was present in the 1.5 version; maybe less bloated, but with new bosses instead, or another Battle zone, maybe a mirrored version of the North Crater that would give lots of XP and less AP (or the contrary) than the North Crater
[/list]

I'll replay the game again after some updates, it was truly a great experience !!

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-06-20 15:36:38 »
I agree with you there. Overall the mod is great, I just don't like the unrewarding experience and "test my limits". Grabbed for example the Knights of the Round materia only to find out each hit does 2k damage! And the matera is already at maximum level. With MP Turbo (and perhaps more Magic?) you can at least reach "decent" 4k+ dmg per hit. Also read all patch notes and saw endgame weapon Masamune was nerfed so I were curious about it and cheated it and it does not impressive damage indeed. Far from what you can do in the vanilla game.

The feel about unrewarding and only challenge is just not for me. But otherwise the mod is great which other will love.

Masamune was way too overpowered; given that most bosses don't have much HP, I read on the forum that Emerald had 165000 HP for example, which is far less than in the original game, but they are far more tough/more defense, so ignoring the armor is really valuable. But it is actually possible to reach high amounts of damage (relic ring, SP system, some materias combinations etc.), it's just more difficult to do so due to the overall balancing (crit damage reduction, level influence on attack damage, etc.).


Can anyone recommend their setup and others mods running along NT2.0?
I am not looking for a total overhaul but maybe upscaled graphics like menus, battle fields etc.

I want to play NT2.0 steam today and looking for some hints what else is working along the NT and fits the overall game theme.

I'm using 7th Heaven mod manager to install the mods, here's my setup if you're interested, the list below is in order from top to bottom (mod order is important, there's a button that auto sort the mods but here's mine anyways):
  • Cosmo Memory: Overhaul of Sounds effects and added sounds like footsteps, ambiance sounds etc. It makes the game more immersive imo
  • SYW V6 60 fps: FMV scenes are in 60 FPS, which is really nice, there's the 30 FPS version as well if you prefer
  • 60/30 FPS Animations for New Threat 2.0: A fix to have 60/30 FPS on new enemies added in NT Mod (without it, the enemies' animations are sped up in a goofy way, need the 60 FPS Gameplay mod to work
  • 60 FPS Gameplay: A mod that modifies almost every animation up to 60 FPS, or 30 FPS, makes the game a lot smoother and is a lot more stable than it used to be
  • NinoStyle Models: By order : Battle, Field, NPC Fields, Vehicle, World, Bike Minigame, those are models with the art style of Nomura, there are other styles but this is my favorite
  • SYW V5 Battle Textures: Textures of Battle scenes remade in HD, it's really close to the original
  • Limit Break Textures - Jinkazama2k7: Color change of limit break activation texture to be light blue instead of orange
  • SYW V5 Field Textures: Textures of Fields scenes remade in HD, it's really close to the original
  • SYW V5 Spell Textures: Textures of Spells remade in HD, it's really close to the original
  • Coin Skill Spell Textures: Textures of the Coin command animation remade in HD, you have several choices
  • Combined HD World Textures: Textures of the Overworld remade in HD, quite different from the original, if you prefer the original style, go for SYW V5 Worldmap Textures instead
  • SYW V5 Minigames Textures: Textures of Minigames remade in HD, it's really close to the original
  • New Threat 2.0 : ;D
  • EDMusic FF7 Soundtrack: Some musics of the soundtrack is replaced by other versions made by Enrico Deiana, for example Let the Battles begin, Jenova and others
  • Phoenix Tail Avatars: Avatar replacements in the menu, there are several choices in the mod option, including the FF7 Remake avatars
  • FF7 Remake ESUI Theme: Redesign of the UI aligned with the looks of FF7 Remake
  • Enhanced Stock UI: Needed for the FF7 Remake ESUI Theme mod to work
  • Gameplay Tweaks - Qhimm Catalog: Allows you to activate some interesting tweaks, like Lucky Tifa (her Limit Break reeks will always display "Yeah!"), Save/Phs Anywhere, or Always Run

That is for mods, but there are Driver Settings as well :
In Graphics Tab:
  • Graphics API: Auto
  • Resolution : Your internal resolution
  • Window Mode: Borderless is now available, but I personally stick to Fullscreen
  • Aspect Ratio: Stretch to Fill
  • Antialiasing: 8x MSAA (depending to your PC configuration
  • Anisotropic Filtering: On (depending to your PC configuration
  • Vertical Sync: Off
  • Advanced Lighting: On, enables real-time lighting, it's up to your preferences
In Advanced Tab :
  • Music Option: VGMStream (Recommended)
  • Movie Option: AutoDetect (Recommended)
  • Analogue Controls: On if you have a joystick/Gamepad
  • Internal Resolution Scaler: Auto
  • All the other options are Off since it's more for debugging

I hope this helps you :)

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-06-18 08:30:58 »
Parts of New Threat I like
The area music continuing into battles
No :O face characters
Additional dialog/story/character interaction
Ability to skip flashbacks/cutscenes
A few additional enemies and new enemy mechanics

And that's about it. I've just beat diamond weapon and ultima weapon and found the disappointing changes made to Cloud's Ultima Weapon. The absence of 2/4 Cut and Ultima materia have also been disappointing. I've ended up in a strange party arrangement with Nanaki just casting Comet and Tifa and Cloud just on support, its interesting, but not fun or cool. Is it possible to just mod in the elements I live and leave out the rest?

As mentioned by another answer, 2x and 4x Cut and Ultima still exist, they are in different locations. I agree that Ultimate Weapons are overall underwhelming but you can still reach high amounts of damage depending on how you build your party. New Threat pushes you to try different builds and strategies by nerfing the strategies from the original game.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-06-02 22:02:37 »
What other mods did you have on?

I have several mods like Cosmo Memory, 60 FPS mod, NinoStyle models, Tsunamods Textures pack and NT mod. After some more testing, I enabled all mods I normally use but the Mouth Texture replacer. Since I use NinoStyle models, it was irrelevant to let it enabled and thanks to that, I no longer had the crash and could fight the boss !

Other question : It is normal that Cid's ultimate weapon, Venus Gospel has a 0 base attack ? All other ultimate weapons have 50 base attack.

EDIT towards the question : Actually some of the weapons have in deed 50 base attack and some have 0.

I do find the ultimate weapons really underwhelming, stat wise they are somewhat decent, making them good stat stick but damage wise it's really bad. I use the next tier of weapons (like Spring Gun Clip, Startlight Phone, Ragnarok etc...)
Spoiler: show
[spoiler]instead, I no longer feel guilty of using Masamune thanks to the nerf (ignore defense removed). I just defeated Emerald, it's a tough one but satisfying to end. Had to use cleverly Mime + Counter Command, to either heal or offense. That poison it self inflicts really helped too, as it dies in a pathetic way by a tick of the poison haha.
[/spoiler]

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-05-27 20:52:33 »
Thank you for your answer !

I'm taking this opportunity to signal a consistent crash when I'm about to
Spoiler: show
fight Safer Cait Sith at the Temple of the Ancients
. I'm afraid due to that bug that I can't
Spoiler: show
fight Safer Sephiroth as well since it uses the same background iirc
.

The crash message just says Game Crashed :( and to visit the FAQ of the FFNx driver

EDIT : Had to disable all mods expect NT mod to proceed further, playing with 7th Heaven Mod Manager.

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-05-26 21:02:44 »
Hey there, I've been playing FF VII NT for a long time. I just reached CD 3 in hard mode, No SP upgrade and Type B. So far so good and I went into Rocket Town
Spoiler: show
to talk to the old man to obtain a lance for Cid
but I come across what it seems to be a purple materia near the former rocket location but I can't pick it up for some reason. I can't find a way to put a screenshot here to show it though  :(

17
Ah well I'm using NT mod v2 as well, in deed Cid and Aerith share a few weapons. In my case though, Cid and Cloud are using the same sound for some reason. I'll try to reinstall the mod on my side, praying that it will work. In any case ever since I've played with this mod, I cannot think of ever going back.

EDIT : I tried to disable, then reinstall the mod, actually the bug doesn't come from it. Cid's Attacks do the same sound as Cloud's. I also disabled the NT mod to check up; Cid still has Cloud's sounds. It's weird because the mods that alter the sounds whatsoever are Cosmo Memory, NT Mod (due to weapon swap) and EDMusic.

EDIT : Well it seems to come from the 60 FPS mod. Disabling it restored Cid's Sound Attacks

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Hi Bonez,

I've been using the Cosmo Memory mod along side other mods as well for a complete new experience of the game. So far so good, until I got Cid. I was hyped especially mainly for the voiced attacks. I don't know why but Cid's Voiced Attacks (and Attack sounds) are the same as Cloud's. It's not gamebreaking fortunately but it sure feels very weird to hear Cloud twice as much while in battle. When I use Boost Jump from Cid, he seems to have another voice though so maybe it's just a bug... Is it a known bug ? How can I fix this ?

Thank you so much for the mod !

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Thanks again for your answers obesebear and DLBP :)

I'll try to redo the installation, and tell you if I managed to install it clearly :)

By the way I'm very impressed that you answer really quickly :) <3

Aynath

-EDIT-

After some researches on my files and all, I found that I hadn't the Aali 0.8 driver or highter version, but the 0.7.
So
Quote
*Requires Aali's driver version .8 or higher* Open ff7_opengl.cfg and add line battleswirl_framerate = 60. Then set Vsync to no. Save.
Simply couldn't work (I suppose that's the reason...).

What I've done to have my ff7 version (I may have done bad but it worked well).
          I have the re-release 2012 version (downloaded from the SQ-E Store), and I converted it to a FF7 1998 version thanks to a software. And then I modded it with Bootleg (Tifa's package), vanilla version, overhaul etc... With that, I patched it in order to play the New Threat Mod (Which I love it <3). It works but it's kinda slow as a I said before (I saw that it's actually normal, battles are at 15 fps, but it ran at 9-10 fps...) That's why I wanted to boost up in 60 fps.

I know that I should not use bootleg if I want the NT mod, but if I don't use Bootleg, I can't make FF7 work, weird huh...

Maybe those will help you to find what's wrong, thanks a lot <3 <3

Aynath

-EDIT 2-
After several tries, I actually managed to make the battles faster... But several animations were weird to see (Barret's Attack animation), and some were simply not animated (Cloud's Braver)... So I just give up this time, I actually managed to get the 14-15 fps like before so I'm OK with.

Thanks a lot <3

Aynath

20
Hey hey! :)

Thank You obesebear for your answer, I finally managed to make it work (to follow all the steps). But when I launch my game (with HextLaunch, with admin rights or not). I receive a message "You have an error in your config file, some options may not have been parsed. (no such option 'battleswirl_framerate).

I press OK, the game launches. I start my first and then... Holy. Battles are even more slower !!  :cry: :cry: But I see that the animations are smoother but everything is so slow, like in slow motion or something... Did you ever met this problem? How can I resolve this? :(

I reinstalled FF7 recently, and even before I felt that the game was slower, than before I don't why though... (I got a really good PC Config, I got a integrated graphic card (Intel) followed by NVidia GEFORCE 840m, Intel Core I5 Hawshell).

Looking forward for your answers, many many thanks <3

Aynath

21
Hello everyone,

I must already thank you for all the great work you did so far! I follow this forum for so long, but for some reasons I just subscribed now...
I was modding my FF7 everything is working nicely, but I found the battles very slow, and thus I realized that battles were actually always like that (15 fps), so I just downloaded the "60 fps" patch, so far I followed the instructions given on the folder... But I'm blocked on a step, probably because of my limited understanding (I'm not English, even though I understand most of it). I'l copy paste the blocking part.

Quote
7.  Create the folder C:/battle and put your battle.lgp in there.  Create C:/magic and put your magic.lgp in there

8.  Put lgp.exe in the main folder of your C:
    -> Do I have to put the lgp on the "C:" Disk? freely? (need Admin rights, which I have, but I still questionning myself if this is the right way to do)

Quote

9.  Put copies of unlgp.exe in both of your new battle and magic folders and drag/drop your lgp's onto it.  Once it finishes extracting the contents, delete unlgp.exe and the lgp files.
-> This one, I don't understand at all, can you please enlight me?

I think I understand the remaining part, I'm looking forward of your answers, many thanks and wow... Good Job!! <3

Aynath

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