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Messages - Sega Chief

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3451
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« 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

3452
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« 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.

3453
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-17 19:59:55 »
They're actually two separate bosses, not forms.

3454
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« 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.

3455
Good to see someone tackling the game's damage formulas and making defensive stats a bit more tanky; I tried it but I've not got the know-how to do it properly.

3456
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-17 18:44:17 »
I already posted a new scene.bin patch that should fix the problem.

3457
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« 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.

3458
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-16 17:16:57 »
hey sega chief

it did not freeze for me with that full party at the special battle arena side quest

i went all the way to the champion without the game softlocking

Yeah, sometimes it'll be fine but sometimes it'll crash. I can't figure out what the cause is, and it seems that it can happen at any time, so I'm assuming it's got something to do with how Battle Square works with the party (some odd effects have been going on when the full party is there instead of just a solo character). I can easily set it up so that the reels aren't present which would likely eliminate the issue altogether. I can set a fixed BP prize for the end as well.

As for the dark cave boss, I found the problem. A 0102 should have been a 0101. I'll upload the patch just now.

Edit: That's the hotfix patch uploaded with the Jormungandr fix in it.

3459
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-16 17:10:07 »
for the guns just annote them "LR" instead of Long Range, im sure most players would know what that means

heads up special battle crash #2 this time with the robot golem guy after mongo
http://www.twitch.tv/cicadian/c/6333795

I guess Battle Square isn't stable enough with a full party. I'll set Special Battle to be a regular 'boss-rush' kind of thing without the reels or BP; it'd be a bit tough for a solo character.

hey sega chief

while i was fighting bottomswell in the dark cave sidequest yesterday

my game softlocked on me on that boss fight

I'll check it out.

3460
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-16 16:35:05 »
Hey, Sega! Let me just thank you for this awesome mod! I have noticed some issues that may or may not have been mentioned before:

1) There is a new npc in the first area of fort condor (cave section as soon as you enter from world map) that cannot be interacted with. Is this intended?
2) There is a dialogue typo that does not exist without this mod. The infamous "this guy are sick" when Aeris talks about the guy in the pipe. Your mod reads "this guy am sick" with unmodded steam it is "this guy is sick".
3) When you beat the guard scorpion in the corel prison junkyard screen (fight that triggers after examining the dead guy on the ground), the music you used for the fight continues to be used for normal encounters afterwards insead of regular battle music.
4) I like the new chibi models you used, but cloud's model on the world map is still the vanilla one with light purple clothes rather than the dark purple ones on the kalderasha model. Can you possibly correct this?
5) This may be my fault, but I can no longer tell (without prior knowledge) which of Barret's weapons are long-range. It doesn't say in the weapon description anymore from what I can see.
6) This is just a general question. When you release a patch, do they include prior fixes or just new ones? Example: you put out patches on the 11th and 13th of march, and again on the 16th of march. Do the 16-3 patches contain the fixes released on the 11-3 and 13-3 or do I need to keep the old patches too? Sorry if I haven't explained myself very well  :(

Thanks and keep up the great work!

Alrighty-

1) This guy is a placeholder for something I want to implement in the future; basically, it'd eliminate the need to back-track to Fort Condor for each iteration of the mini-game (basically you'd talk to an NPC set in a town to be warped back to Condor and this guy will warp you back to where you were once the minigame is done). I should have probably set him to be invisible until this is completed.

2) But these guy are sick.

3) Aye, that's me forgetting to set the battle music back to the regular theme. It corrects itself if you leave the screen and return.

4) I basically didn't add the world map in order to keep the installer size down + avoid potential conflicts with people using world map mods. But I could make a small optional patch for it; I'll try and upload that today.

5) If it has any suggestion of a projectile in it's name (i.e gun, bazooka, Launcher, Ray, etc.) then it's long range. That being said, a few are a little ambiguous to an extent. Heavy Vulcan or Missing Score for instance. The thing is, I removed the Long Range from the text in order to clear space in the kernel for other things. I might have some head-room left to add it back in, though.

6) Aye, all the fixes are compiled together. It's basically the latest version of the files that're being patched in, rather than just individual fixes.

3461
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-16 00:32:13 »
Ah I just saved my save files but did a fresh install before running your nt main installer so I should be fine. Thanks for the quick replies man you rock

No prob, bud. Hope it works out, but get in touch if there's problems.

hey sega chief

you forgot to update your patch files with the new keycard changes and stuff

I haven't finished with all the fixes yet; I want to get them all done in the one go. You can still complete the Dark Cave sidequest without the patch; look for Hojo on Floor 68. In any case, the patch will be complete soon.

Edit: That's the patches up:

Fixed the following:
-) Talking to Cloud as Cloud in his house (...): Fixed for good this time  :x

-) Vanishing Tifa in her house: I couldn't find an issue here, so we'll need to see what happens.

-) Icicle Inn Thing: The helter-skelter now leads back to Icicle Inn directly which avoids the weird 'blocking' problem and also acts as a nice short-cut. Tifa and Cid can no longer access the Great Glacier while Cloud is out of action.

-) Spell Order: This has been fixed + tested; it appears that spell order doesn't update until the menu is closed and then re-opened which is what tricked me the last time.

-) Keycard Fiasco: Fixed it up & tested.

3462
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-16 00:23:28 »
Save files should work with anything, unless the format for them have been changed by 7H somehow (the installer shouldn't touch them one way or another, but keep a back-up folder of them just in case). One thing though, I don't know if the regular NT installer will be able to correctly patch an installation that's been converted by 7H (I think the folders are laid out differently).

As for compatibility, they should be okay. You might see some visual glitches with EXP if you're high level (40+) that will resolve themselves when you level up with that character once.

3463
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-15 22:22:41 »
I'm playing 1.3 from your installer- not using 7th Heaven.

That's very strange. I made changes there and tested them; I guess I missed something?

Status Report  :-X

-) Talking to Cloud as Cloud in his house (...): Should be fixed, I imported a default field screen and ran around in there.

-) Vanishing Tifa in her house: She appears to be visible on Disc 2 & 3 in my game; not sure what could have happened.

-) Icicle Inn Thing: I'm doing two things here; first, I'm restoring the handler that prevents Tifa and Cid from going down to the Great Glacier while Cloud isn't in the party. The second thing is setting up the big ice helter-skelter (the one that lets you leave Great Glacier immediately) so that it drops you inside Icicle Inn instead.

-) Spell Order: This has been fixed; I found a set-up that's not too disorganised and which uses the original's numbering. One oddity I learned about the default game is that while the game lists three types of magic, it actually groups them into four. The fourth group is the 'extreme' magic, Contain, Ultima, FullCure, Comet/Comet2, and Shield. No matter what spell order you pick, these remain at the bottom. What I'd tried to do with the previous patch was place these spells in the three groups that are moved around (Attack, Restore, and Indirect) which is what likely caused some spells to vanish with certain configurations. I've learned my lesson and put them back to how they were  :|

-) Keycard Fiasco: While it's possible to progress through here as-is, it's confusing as all hell so I've made the following change.
When heading up through Shinra HQ, Air Buster now gives Keycard 66 AND 68. This unlocks the doors for the stairwell. I've also added the handler for the elevator so that can be used too.

When defeating Hojo on Floor 68 (he's in the specimen container where Sample HO512 is fought), Floor 69 is unlocked. Unfortunately, there's no actual key-item called Keycard 69 so instead I've added a message and chime informing the player that all floors have been unlocked. That should take care of it.

3464
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-15 22:09:14 »
I watched the VOD; you have to talk to Hojo inside the capsule (where you fought Sample HO512 and met Red XIII). Beating that boss unlocks the stairs for Floor 68 and 69.

3465
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-15 21:50:52 »
Can you reach it from the stairs instead of the elevator?

3466
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-15 21:48:54 »
It's actually Keycard 66 he drops, but I've made a mistake with the text (just changed it); you should have access to Floor 66 which will let you reach Floor 67 through the stairs. When you get there, take the elevator at the very back to reach Floor 68 (like you did originally when playing through the Shinra HQ for the first time) and look for Hojo. Beating that boss should open up Floor 69.

3467
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-15 21:32:15 »
They're more or less the same; just some teething problems to iron out.

hey sega cheif

big error glitch, when i use the summons on your NT mod

the summons names do not show up at top of the screen when the party members summons them

I'm testing summons now but they're displaying the name of their attacks correctly.

3468
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-15 20:30:56 »
Another bug! Still running around as Tifa during Cloud's lifestream surfing time, I've gone upstairs in Tifa's house in Nibelheim to get the Elemental materia from the piano, which all works fine- but Tifa isn't visible while upstairs.
 Piling on the work for you! (As stated before, and as you can guess from the fact I'm still playing, I'm really enjoying your mod, Chief!)
EDIT: Also, I just got spooked by a model of Cloud standing in his house! Talking to him, he says "It's just like my house, But something's off." Yeah, dude, you're not supposed to be here!

Are you playing 1.2 of 7H? I think I fixed that for 1.3.

3469
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-15 19:57:56 »
About 1.3 message from alyza :
I wanted to get Reunion Beacause to work with New Threat and all the other gameplay mods, but I'm having difficulty getting the battle scenes to show the correct encounters. I think I'm going to put this project on hold and keep working on that for another update down the road. So you should see the Catalog update as soon as this weekend.
Weekend passed but no news, but it seems that 1.3 will coming in a couple of days in the catalog now :)

Thx for answer about limits, hope i will unlock fast limits for cloud and aerith now lol, and hope that you reduce kills needed for unlocking in 1.3 :p
In other hand, my tifa is at 3.1 limit and she fern all bosses as hell x)

About some character, are there still useless in end game with their limits ?
(Vincent is uncontrolable, red 13 have only 5 hits dmmage and caith sith´s roulet is useless too in my opinion in end game)

Thanks for the info; I need to try and learn more about how 7H works these days so I can help out more with it and avoid causing problems.

Tifa's reels are part of what people don't like about the character, hence the 'Lucky Reels' mod for her limits. For NT, they have a very short charge to make up for it and thanks to her boosted strength it seems they've done the trick.

The other characters, however, are a bit trickier without hard edits. Red's Cosmo Memory has the shortest charge of any Lv.4 Limit but it'll never be as useful without changes. Vince I tried to set up his limits so all three were on each Limit level with different charge times but it didn't work out as each character can only have so many Limits. Cait Sith I gave him his Transform Reel outcome as an extra Lv.1 Limit but Lv.2 and beyond seem to be hard-coded to start up Slots, unfortunately.

(Old quote, I know) ;)
Just popped in to say this caught me out- wandering around with Tifa as party leader doing odd stuff [[EDIT]: Cloud is in the lifestream, this wasn't clear when I first wrote this], decided to go back to Great Glacier to get the materia I'd left behind, and I managed to ignore the villager's warning about not going boarding, and do it anyway (as Cloud). The bouncy wall stopped me from getting back to Icicle Inn on the way back. I was able to enter the Glacier through boarding, obviously, but once I left I couldn't get back inside. (Holzoff did successfully stop me from going up to the Cliff, though)
Luckily I've been keeping regular saves, so this wasn't a big problem!

Oh-ho, looks like I forgot to do something about that. It's very peculiar, I can't really think why there'd be a handler on the world map to prevent access to a town for a particular party member (unless it's accessing some script accidentally like, say, the wee script that runs to move you away from the Highwind when Diamond Weapon is about to surface).

What's supposed to happen is that the dude outright prevents you from boarding when Tifa or Cid are party leader, but this was changed to cover the Disc 3 stuff. It'd probably be unusual for players to try and get back to the Glacier during that period of time, but I'd better do something about it (and I'll actually do it this time :x)

Hmmm now I'm torn between doing a fresh install and running the mod exe with other mods by hand or waiting for the 7h update. Sega, does nt include any character or npc model upgrades? 

Thanks again

It comes with an unreleased field model set for the story characters that Kalderasha made. They're basically the original chibi-style, but edited to look a lot more closer to their promotional art (for instance, Cloud's outfit is darker rather than a light purple and Kald cut some details into it like the belt, an actual shoulder pauldron, etc.). As for battle models, they haven't been changed.

But about the mod's .exe, that's a prototype that hasn't been specced to the mod properly. In other words, the game will likely get very hard due to the Materia penalties. Arrange is going to be a properly specced mod that works better with the .exe, but that's a few weeks away from being released.

3470
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-15 18:51:08 »
The .IRO is handled by Alyza in her catalog; last I heard was that there was a problem getting Reunion's translated script to compile properly on it but because Touph Script doesn't have error-handling I've no idea what the actual problem is that needs to be fixed, just that it crashes when it reaches certain field screens.

After install March scene hotfix I cant spell recovery magic anymore. The materia are correctly configurate but are not usable in game or in menu.

Someone had this problem recently, it appears that using certain spell orders can cause them to vanish from menus. Try using the default spell order setting for now while I look into getting it fixed/setting it back to normal.

Hey,
i just beat jenova death, but cloud and aerith have still their 1.2 limits is it normal?
In other way, tifa have already her 3.1 limit
i'm still in nt 1.2, maybe do you change that in 1.3?

It's normal, but I should probably change it. When I was looking at ways to 'balance' limit breaks without the .exe patch, the only thing that came to mind was adjusting how much HP damage is required to fill the gauge and adjusting how many kills are needed to learn each Limit level. Unfortunately, I've probably set the count for Cloud and Aeris too high, but I think I reduced it again for 1.3.

hey sega chief

how can i lower the price then

what program do i need to download to do that

You need Makou Reactor. Download the program and then right-click on the program's .exe and set it to run as Admin. Then open the game's flevel (located in the field folder) and go to field 496 (called 'gldst'). The Group NPC No. 15, called 's1' has the gold ticket price. Click on her talk script, and then click 'expand the tree' to show the entire script. Go to line 65 (should be blue) and double-click it; change that 30,000 to whatever price you want and click OK. The next thing to change is line 72; double-click this and change that 30,000 to your new price as well.

The dialog will read the same (30,000) but mechanically the game will check for and extract the new price. Click the save icon and hopefully it should save the changes.

3471
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-15 16:48:57 »
I suppose so.

3472
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-15 16:27:39 »
Looks like a countdown timer interfered with it; I'll restore that scene to an earlier version and block access to the stores for the event it's related to.

3473
For example, already I have made swords and punches worthless against mechanical enemies...  and firing weapons half effective.  But I want that to be 1/4 effective.. so half damage is likely going to become 1/4 damage to be more significant.

I'd be wary about doing that. Cloud, Barret, and Tifa (who use cut, hit, and shoot weapons) are your party for a majority of the Midgar Escape and a lot of enemies in the Sector 4 access, Reactors, and Shinra HQ are mechanical. You've also got early mechanical bosses like Air Buster whose main mechanic is that you try and hit him in the back; his AI sets his magic defence to 300+ or something like that (you'll need to adjust that if you enforce those weapon elemental immunities/resistances here).

I reckon mechanicals should just have higher physical defence as opposed to resistances for weapon elements; gives you that to fall back on if you don't want to burn all your MP on them. All that being said, it depends on how much HP these enemies have. If they're only taking 1-2 Bolts to put down, or if they can be mopped up with Barret's gun after a Bolt, then it should work out okay. Anything more would probably drain out too much MP to make it worthwhile.

3474
I am currently working on Weapon...  it's a daunting task, because I am altering pretty much everything.  The first step is to reduce all HP and corresponding stats by 4x for both allies and enemies.  From there I'll reconstruct the game.

This is the part of Reunion I've been looking forward to. A lower HP pool is a good idea, it's much easier to get things balanced up when there's less high numbers getting thrown around. I dunno about using multipliers to adjust stats though; I reckon you'd be better off re-doing them all from scratch, doing a 'rough draft' for an area's monsters (i.e. Midgar Escape) and then fine-tuning them as you do a playthrough of the 'draft' area.

But I got a question, what's your plan for the formulas and damage reducing effects like Barrier? Any changes there?

3475
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.45)
« on: 2015-03-14 17:31:14 »
I plan to make a basic tutorial for 7th Heaven because the current documentation isn't well sorted at all and makes the tool less accessible for new moders.

That'd be handy; I'm a bit lost with how 7H works these days.

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