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Messages - LVaulth

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This looks good, thanks.

nice stuff, thank you.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-29 19:45:04 »
Sweeet thanks Sega Chief! So let me get this straight. The original 98 exe has a disc check. You modify the exe to add your own stuff, but you don't remove the disc check. Ooooh! I get it now. Cool. I thought when you guys are modifying the exe, you're also removing the disc check. I gotchu. Makes sense.

That'd be up to me to figure out how to get rid of the disc check, while preserving your changes. Hehe. Need to beef up my programming skills!

You know I thought any modifications of the exe would be removing the disc check, since it seems to be a pretty outdated DRM. You know with steam and all. And you can't buy the 98 version from official retailers anymore. Huh.

Just use the Seventh Heaven mod engine for mods, I believe it gets rid of the disc check.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-18 03:52:19 »
Yea, that's for pre-rerelease tho...
can you port it to the Remastered?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-18 00:48:33 »
Yo, Segachief.

Any chance of summoning you over to the FFVIII:Remastered board and modding?
How bout a New Threat for FFVIII:R or "New SeeD", it's dead over there with no gameplay mode alternatives for FFVIII...  :-X

Releases / Re: [FF8:Remastered] Squall / Rinoa Retexture
« on: 2021-03-17 08:44:29 »
The in-battle models are fantastic, Squall's upper lip looks kind of unnatural outside of combat tho, but only under certain lighting in some hallways.

Releases / Re: [FF8:Remastered] Squall / Rinoa Retexture
« on: 2021-03-15 01:49:54 »
Wow, are you serious? this is amazing. ;D

Squall no longer looks like he has a hangover and Rinoa looks more focused in than with a blank stare.
Good job, well done.

Hey, this edits the gameplay right?
Can you add in some side quests or cult scenes between Squall and Quistis?? XD

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-05 22:53:05 »
there is no need to cheat :) nor even actually use witem glitch at lvl7 type b hard mode play through :)

i think the the single usage summons are good,  there is ways around the single usages, such as magcounter-summon cmdcounter-mime being equipped in that order.
the mime will still succed.

Flash works on some powerful enemies in game. good example is to use to level up some AP (if wish to) grinding is not really required.
Spoiler: show
Moovers suspectable to death is one, alongside a couple of bosses flash is superuseful in grindable area in the hatercy at northern crater

love the idea of 'darkside' :)

Yea. Maybe you're pro, for newb-ish players they're gonna have a very hard time...  :?
I did that materia setup but that makes 1 or 2 characters have to keep waiting to repeat the summons, and it's just hairy...  :(

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-05 18:14:47 »
Hey, so I beat the game on Type B and replaying Type A now.
I believe one charge for all summons isn't gonna work for a full game that is not an abridged-playthrough.

At least set it so that summons can be 5 charges for Type A Mode, else New Threat would not be friendly for normal player.
Especially with Emerald and Ruby weapons in standard game, there's no way in hell anyone can defeat them without using cheats and not level 99.
The summon commandcounter-mime trick requires you to be attacked to counter with the summon, and you can't do any other actions except wait to use the same mime action... (and if vs. Ruby Weapon, ur dead after 1-2 hits, can't keep miming... without having to heal in between...)
And this 1-charge setup forces the trick in order to summon more than once.

(You could maybe change it to 5 charges for ChocoMog, Ifrit, Shiva, and Ramuh; 4 for Titan, Odin, Leviathan, and Bahamut;
3 for Kjata, Alexander, Typhon, and Neo-Bahamut; 2 for Phoenix, Hades, and Bahamut ZERO; and 1 for Knights of the Round, on Type B.)

In Type B Mode, the Golden Chocobo can be obtained easier, that means KoTR on disc 2. (turn off all mods temporarily before entering so the materia caves don't crash.) However, KoTR only has 1 charge... which makes the great WEAPONS impossible without the mod that allows invincibility.

With the classic 5 charges, you can't use KotR until late disc2 anyway, and with high MP cost, noone really uses more than 2 charges,
with this current setup, even if you're on disc3 and there's enough MP, you still can't use more than 1... of any summon.
It forces a player to have to obtain all summons before getting Master Summon for the possible multiple charges, and by the time someone gets all summons, it's already almost end game. It's very limiting and counterproductive.

Next conflict, the altered locations of the materia placements are very odd in early game and late game. (except for the unchanged ones like Alexander)
For instance, why put HP-Absorb in the restroom in the slum, (a ghetto joke?) (and it's on both modes too)

HP-Absorb is late disc1 or disc2 in Wutai iirc, having it at very-early game is kind of op yet ineffective, and why in the bathroom...?
Are there no other dignified locations to place it?

And then, in Type B, Ultima Magic is right before final boss... So a player would have to backtrack all the way up from the end of the Northern Crater if they'd just want to roam in the world map testing out Ultima or do side quests...
Why not switch Ultima's placement (in the green glowing area in Northern Crater) with Pearl, and have Ultima materia appear earlier;
with that it would make more sense lore-wise to have a Holy magic like Pearl appearing right before the final boss.

Also, gone is the thrill of grinding 2x-attack into 4x-attack,
you'd have to farm everything until the end and manage to beat the two great WEAPONS in order to get 4x-attack.
By then however, there is really no point for it, because at that time for the most part, there's only... final boss left.
And players already have had turned on invincible cheat with NT in order to beat those two WEAPONS, lol...

Moreover, if players have to cheat to beat the WEAPONS, they're not going to need the multiple charges on summons, and it defeats the purpose of that Master Summon's multi-charges exclusivity in the first place.

So yea, it's like a series of loops that screws itself...
Just constructive feedback for polishing because I really liked the mod and it has great potential. Hopefully these things are solved in the next release...

- No monster has ever used Trine in the whole game in TYPE B, except one in the Battle Arena.
- If possible, Flash should be reworked to do [a percentage of high dmg and/or k.o. while sacrificing character HP to do it, like "Darkside" in FF8]
Currently Flash is supposed to only work on weak monsters during random encounters... (if the character with Flash equipped would attack first to even use it) (and if most players don't already have Enemy Away materia equipped while going through non-grindable areas, lol... and in grindable areas, the current Flash don't work.) x_x

Finally, the cheapening of entry costs in-game by a whole decimal screws the finance-scarcity-challenge quite a bit, you just took away one zero from the big fees iirc.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-04 13:05:13 »
Cool.  Oh yea, and Cloud's name changes back to Cloud during disc3 regardless of what you name him. :<

Releases / Re: [FF8:Remastered] Project Maximum FMV
« on: 2021-03-03 15:12:40 »
Excellent work.
How do I merge these vids using zzzDeArchive?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-03 05:11:25 »
Awesome, awesome.
Most importantly, I believe a few lines dialogue where the characters be like, "yo, Jenova used some form of necromancy magic on Aeris! She may be saved but we'll need to deal with Jenova first!!" lol, something like that.
Btw, the summon materia cap is only in Type B right or is it in Type A Mode too? and you can save in Aeris in Type A also?

I've seen that name change thing, I was hoping that Slash-all would work with added-Steal too, and Flash doesn't seem to do anything yet.

Hey, I can sense that making other Weapons could be doable, you already got everything figured out,
you could just clone pieces of dungeons and put them together, on the map, and add Omega Weapon as a boss with some robot model and it'll work. XD

Com'on, what if it doesn't have to end with Sephiroth?? The game could go on, or an arena battle mode with very difficult monsters and has 10-12 rounds.
Additional equipment weapons after Ultima Sword, etc...

Yea, you just HAVE to add those Sapphire, Jade, and Omega WEAPONS man, because...
those guys is sick!!!

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-02 09:24:18 »
Ok, I figured it out, the Weapons seem to be the reversed versions of themselves... I had to use invincible cheat to kill them, lol.

Btw, the first form of Sephiroth takes 20 years to make an attack, he's still slow at 3x speed boost, you should speed up that animation for next launch.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-02 01:53:36 »
Hi, thanks for upkeeping with answers to comments!
Wait, so Aeris can only be saved by insta-death at the moment...? what if the player doesn't attack her during that fight and kill Jenova first?

I'm on disc 3 now, where is the Glacier Chocobo that holds the W-Item materia? I searched the entire Great Glacier but cannot find it...
also, the doc says the X-Attack(4x) materia is from the Kalm Traveler, is that the same guy that asks for Desert Rose, Earth Harp, and Guidebook?

I'm level 65ish, and in Type B Mode, there is no Underwater Materia to fight Emerald Weapon, and Ruby weapon is immune to dazers, can swirling sand the remaining character away while the other two are K.O.'ed, and kills party with Cometeor and the other attack. KotR only has 1 charge, how do you beat this guy...? need level 99?
These Ruby/Emerald Weapon versions are not in Type A Mode right?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-28 03:27:05 »
Hi, this is a wonderful mod and I've a few questions and suggestions.

I'm playing the newest version with the Seventh Heaven mod, the light dialogue changes are integrated in NT 2.0 right (either standard or rearranged)?
I don't have to download The Reunion mod (since I don't like the retranslation) ?

The rearranged events mode is definitely 'how it should be'  plot-wise, very well done, and the saving Aerith feature is absolutely smooth.
I watched a video section on it, and to save Aerith, I used the Odin Summon to remove her from that battle. Does it also work if you defeat Jenova in that battle while not attacking Aerith?

What's missing to make it perfect is some internal dialogue during that battle, (similar to in-battle dialogue tips in FF8), where the involved characters say a few lines on what to do in a situation.

I found a funny bug where during the Shinra execution scene, Aerith's model is still miniature while everyone else's was different.

With the HD graphics, this is definitely the ideal Remaking, if not better than the REMAKE itself.

Finally, if you could design some additional WEAPONS bosses in the world map, it'd be awesome and epic.
Like an actual fight with Sapphire Weapon (the one that attacked Junon), and then Jade and Omega as additional optional bosses.

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