Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4965497 times)

Lionsmane

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #900 on: 2015-03-16 22:03:11 »
Has anyone had luck using this mod after installing with bootleg?

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #901 on: 2015-03-17 00:02:17 »
hey sega chief

after beating mirge weapon 1 last time at the final end of your dark cave side quest

it softlocks and nobody appears at the battle scean at all, after mirge weapon is dead

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #902 on: 2015-03-17 02:06:55 »
Fresh new game started. I'll be taking my time with this run.

Testing out morph and was surprised at the morph item for Aero Combatant. Just to make sure, are they supposed to morph into Bird Wing? That's a pretty amazing item to be farm-able so early in the game.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #903 on: 2015-03-17 03:39:20 »
hey

I need some help on how to get past the glitch part at the end of the dark cave side quest please

cicadian

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #904 on: 2015-03-17 07:06:00 »
on a whim i got convinced to check out the dark cave thing off camera, if you select no when you get the choice to go in or not the sequence bugs out slightly but will still go through, i didn't get further than the first like 2 minutes though so i look forward to doing it soon

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #905 on: 2015-03-17 07:18:37 »
Has anyone had luck using this mod after installing with bootleg?

I'm not sure, I think most of the time it doesn't work properly.

hey sega chief

after beating mirge weapon 1 last time at the final end of your dark cave side quest

it softlocks and nobody appears at the battle scean at all, after mirge weapon is dead

I thought I'd gotten that fixed. There's a handler in it to make him fly off the first time, but to die properly the second time. I'll look at it again.

Fresh new game started. I'll be taking my time with this run.

Testing out morph and was surprised at the morph item for Aero Combatant. Just to make sure, are they supposed to morph into Bird Wing? That's a pretty amazing item to be farm-able so early in the game.

That is a bit too good; not sure why I've went with that. I'll change it to something a little more appropriate for that stage of the game.

on a whim i got convinced to check out the dark cave thing off camera, if you select no when you get the choice to go in or not the sequence bugs out slightly but will still go through, i didn't get further than the first like 2 minutes though so i look forward to doing it soon

I'll check the 'No' handler again.

Edit: New scene patch is up.
« Last Edit: 2015-03-17 07:35:15 by Sega Chief »

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #906 on: 2015-03-17 10:19:10 »
hey sega chief

is the mirge weapon fixed now on your dark cave side quest

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #907 on: 2015-03-17 15:07:02 »
i just need to know if the mirge weapon battle is fixed yet

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #908 on: 2015-03-17 15:35:58 »
am i doing something wrong on his mod

because it keeps on breaking on me all the time now

Covarr

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #909 on: 2015-03-17 18:20:47 »
Zara9, Sega Chief hasn't even logged on since you posted your question. He hasn't seen it yet, no need to keep asking.

If you have anything to add to a post, please use the edit button instead of posting again.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #910 on: 2015-03-17 18:44:17 »
I already posted a new scene.bin patch that should fix the problem.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #911 on: 2015-03-17 19:46:12 »
hey sega cheif

now the third form of mirge weapon is not showing up and it softlocked on me again

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #912 on: 2015-03-17 19:51:30 »
Aw man, really? I wonder what's happened to that fight. I'll need to take a more thorough look at it.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #913 on: 2015-03-17 19:52:59 »
hey sega

how many forms does that boss have

and is there anyway you could put that boss to have 1 form for now temp please

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #914 on: 2015-03-17 19:59:55 »
They're actually two separate bosses, not forms.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #915 on: 2015-03-17 20:01:47 »
hey

is there anyway you could just put that 1 mirge weapon on here, without the 2 separate bosses temp please

because it would help me out alot

thanks

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #916 on: 2015-03-17 20:46:37 »
how can i beat this mirge weapon when it keeps glitching out

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #917 on: 2015-03-17 21:05:54 »
Just be patient. I'm fixing it.

Edit: Nearly there; just giving it a test run. There'll be two patches this time, one for the scene and one for the flevel. They'll be up in 10-15mins.

Edit2: Upload for the flevel patch is uncommonly slow for some reason just now, it'll take a little longer.

Edit3: New patches are up, hopefully they put these issues to rest. Make sure to use both the scene + flevel hotfixes.
« Last Edit: 2015-03-17 22:29:48 by Sega Chief »

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #918 on: 2015-03-17 23:15:45 »
hey sega chief

its all fixed and working now

thanks for your help

and sorry for my outburts today on here

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #919 on: 2015-03-17 23:16:53 »
Don't worry about it.

Edit: For the guy who asked before (and anyone else who wants to use it), this is a patch for the world map to use Kalderasha's chibi models on it instead of default ones: https://mega.co.nz/#!W90i1KxY!O1mwV95WXfviT_1kfydv-PirfVrZlvNgbmWFwb6pQI0
« Last Edit: 2015-03-17 23:28:09 by Sega Chief »

Lionsmane

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #920 on: 2015-03-18 04:39:58 »
idk what it is, but I always find it impossible to install the game properly without bootleg or 7h.

I've been trying the last few days and it looks like im going to have to throw in the towel until alyza can configure the 1.3 iro.

Looking forward to it, what i played of 1.2 was awesome!
« Last Edit: 2015-03-18 04:47:41 by Lionsmane »

Proxy

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #921 on: 2015-03-18 07:44:19 »
I was gonna hold off on a reply until I had a bunch of stuff, but one thing has been irritating me greatly.  The encounter rate.  Way too many enemies.  I just visited Rocket Town and have not seen Enemy Away yet.  This is probably a materia that could be dropped early on in the game to ease enemy encounter woes without any drawbacks.

A couple other things:
1. Palmer's step mine never did anything, it just said "but there was no step counter" or something to that effect.
2. I fought Palmer twice, and stealing from him in the second fight yielded a different item.  I don't know if this is a bug, I just don't recall enemies having different potential items you could steal.
Hopefully if it's not a bug, then the items you can steal aren't good, because it would suck if you lucked into stealing a bad item instead of a good one.
3. I'm not sure how sense works, but I think it gives misleading results.  Many times I base my attack on what sense returns, and it yields poor results.  I think I have seen enemies take no damage (or worse, heal) from elements they are supposed to be weak to, and Titan seems to miss against guys who are weak to earth (Titan just misses a lot in general).
4. The Materia Keeper, or whatever his new name is, cast a spell which caused several effects on himself, one of which being death sentence.  After his time was up it was revealed that he is immune to death.  So what was the point?  I had kinda thought it was a "You win this fight by not dying for a period of time" situation, but nope.
5. Vincent did a crazy jig upon seeing Sephiroth/Jenova at the mansion (He was supposed to walk calmly like my other companion).  This one was amusing.

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #922 on: 2015-03-18 09:25:19 »
@Proxy
It is explained in the readme that you can steal 1 of 2 common items or a rare item from almost every enemy (at the cost of not getting an item drop in the results screen). The higher your level relative to the enemy you're trying to steal from, the higher your chances of obtaining a common item, and the lower your chances of obtaining the rare one. You can combine Steal with Morph to ensure a constant stream of good items at the expense of your time and effort. Do note that you can morph bosses for interesting and/or powerful items as well.

I've been regulating my level by running away from fights I don't care about and have seen moderate success in obtaining rare steals. This is no replacement for power leveling, though, so most people concerned only with beating the game can ignore steal for the most part. Sense hasn't actually failed me, and there is a list of enemy types and how their resistances interact with each other in the readme.

@Sega Chief
You changed Suicide lv4 to Suicide lv5, so I'm a bit confused as to how to obtain Chocobuckle from the lv16 Chocobo. Will keep cracking at it a little longer, but I'm running dry.
« Last Edit: 2015-03-18 09:49:52 by Bowser9 »

cicadian

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #923 on: 2015-03-18 12:31:46 »
@Bowser9 hey i ran into that when i was streaming, grab a south wutai island chocobo, they're 30, SC knows chocobuckle is currently hard to get early on despite it being a low level wind attack now, it was an oversight and might get changed later.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #924 on: 2015-03-18 15:57:19 »
I was gonna hold off on a reply until I had a bunch of stuff, but one thing has been irritating me greatly.  The encounter rate.  Way too many enemies.  I just visited Rocket Town and have not seen Enemy Away yet.  This is probably a materia that could be dropped early on in the game to ease enemy encounter woes without any drawbacks.

A couple other things:
1. Palmer's step mine never did anything, it just said "but there was no step counter" or something to that effect.
2. I fought Palmer twice, and stealing from him in the second fight yielded a different item.  I don't know if this is a bug, I just don't recall enemies having different potential items you could steal.
Hopefully if it's not a bug, then the items you can steal aren't good, because it would suck if you lucked into stealing a bad item instead of a good one.
3. I'm not sure how sense works, but I think it gives misleading results.  Many times I base my attack on what sense returns, and it yields poor results.  I think I have seen enemies take no damage (or worse, heal) from elements they are supposed to be weak to, and Titan seems to miss against guys who are weak to earth (Titan just misses a lot in general).
4. The Materia Keeper, or whatever his new name is, cast a spell which caused several effects on himself, one of which being death sentence.  After his time was up it was revealed that he is immune to death.  So what was the point?  I had kinda thought it was a "You win this fight by not dying for a period of time" situation, but nope.
5. Vincent did a crazy jig upon seeing Sephiroth/Jenova at the mansion (He was supposed to walk calmly like my other companion).  This one was amusing.

Okay-doke:

The encounter-rate wasn't changed for the mod, it's standard for FF7. I could place a new Enemy Away in, say, Mythril Mines where it can be retrieved by players who have already passed through that area.

1. All of Palmer's attacks are derivatives of FF6 Lore abilities (that game's blue magic). Palmer himself is generally considered to be something of a joke boss, so I had a bit of fun with it. The Step Mine attack is a wee joke; in speedruns, encounter manipulation is often attributed to the 'step counter' but the game doesn't actually track steps, it uses a 'danger value' to trigger encounters.

2. The majority of enemies have a 'Drop, Common Steal, Common Steal, Rare Steal' set up for their four possible items, with certain bosses having a roulette of four steals. The only time steals won't be set is if a boss has a missable item that I want the player to get (like the unique Fairy Tale weapon for instance).

3. I'll check out Sense to make sure it's giving the correct information for elemental weaknesses.

4. Powersoul Keeper, who drops the Powersoul weapon, uses Powersoul mechanics on two of his attacks (the beam and Soul Combo). The Powersoul formula on these attacks multiplies damage by 4x when he's under the Death Sentence status ailment, which is why he inflicts himself with this status midway through the fight.

5. The PC game has a fair few instances where the wrong animations are used for some characters. There's the infamous one on the Altar when Vincent goes a bit crazy because he's been given Cloud's animations. Cid also uses some of Cloud's anims which makes his feet flap up at a 90' angle. While I fixed most of the ones I saw during editing, there's still a few lurking about; I'll take a look and change it to something a bit more...appropriate.

@Bowser9 hey i ran into that when i was streaming, grab a south wutai island chocobo, they're 30, SC knows chocobuckle is currently hard to get early on despite it being a low level wind attack now, it was an oversight and might get changed later.

Yeah, I was intending for Chocobuckle to be available when you first get to the ranch but I clean forgot about the change to L5. I'll have a look at the Chocobo's AI and read around; it's hopefully not related to the grade of chocobo (wonderful, great, etc.) and if not then I can just change all their levels to be a multiple of 5 without incident.
« Last Edit: 2015-03-18 16:00:29 by Sega Chief »