Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4957956 times)

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1100 on: 2015-04-24 00:31:13 »
hey sega chief

you forgot to add in the bug fix i told you about knights of the round with bottomswell in your dark cave sidequest

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1101 on: 2015-04-24 00:32:56 »
I added that in, but forgot to mention it; that summon will now hit that boss properly. Unfortunately, the missing name of the summon attack when it's used is something I couldn't fix. Not sure what's happened there.

By the way, if you downloaded the installer already then hang-ten for a bit. There was something wrong with it (forgot to add the battle.lgp) so making a new one just now.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1102 on: 2015-04-24 01:15:00 »
hey sega chief

can you also upload that file to mediafire please

because that mega download site takes forever for me to get your NT file

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1103 on: 2015-04-24 03:05:36 »
I'll set it up.

Mirenheart

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1104 on: 2015-04-24 05:43:25 »
Ultima weapon is still supposed to be Cloud's ultimate weapon right? cause I seem to have stolen it from the Proud Clod ( or whatever the name you gave it was) boss...

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1105 on: 2015-04-24 13:56:23 »
It's his rare steal; can give a bit of a head-start on gathering up ult weapons.

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1106 on: 2015-04-24 17:50:35 »
Right, so thinking about it the best explanation that comes to mind for it is that, like the kernel, the scene is 'chunked' in some way and if Enemy AI is separated from enemy formations then that would mean there could be extra/reshuffled enemies on the field with no AI (meaning there's a problem or conflict with the 7H installation/mod order). NT adjusted some of the enemy formations to account for time + enemy strength. When an enemy is present with no active AI, they are visible on screen but are treated as 'dead'; do these extra enemies attack or do they remain passive throughout the battle?

There's always a chance that the graphical mods (or something inside one of them) has caused a clash somewhere if it affects other files like the scene or kernel but that's probably much less likely.

They attack, but it only happens when there are 3 or more foes on screen it does not happen with anything less. So I kill 2 in a 4 enemy battle win the battle but still 2 foes left and aquire the exp and ap as if I killed all 4.

Also can this latest update Mr Chief be made into a IROS file for use with 7th heaven.
« Last Edit: 2015-04-24 17:53:46 by Yuffie1983 »

Doully

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1107 on: 2015-04-24 18:26:25 »
Woohoo!

Thanks for the update! Managed my way out of the rest of the dark cave and even took down ? ? ? ? ? ? ? at the battle arena earlier today. Success!

Funnily enough I had a much rougher go with the bosses at the bottom of the crater than anything else. Might need to go back and level some folk up for the bizarro fight as I barely scraped by, having to separate my main party out. Made for an extremely lengthy final fight!

Unfortunately I ran into a similar bug as the Dark Cave side-quest after the Safer fight with only half the party showing up after the fight and a  running loop of just Aeris running off the screen and Cloud unable to move (just before the 1 v 1 fight with Sephiroth). Venus Gospel was also unobtainable for some reason despite having all the ingredients (two of each required lance just in case).

Was essentially finished the game anyway so it's not a big deal for me and I hate to bring up bugs right after the update.

Might have a go at the new expert mode over the weekend! Keep up the good work :>

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1108 on: 2015-04-24 21:59:14 »
They attack, but it only happens when there are 3 or more foes on screen it does not happen with anything less. So I kill 2 in a 4 enemy battle win the battle but still 2 foes left and aquire the exp and ap as if I killed all 4.

Also can this latest update Mr Chief be made into a IROS file for use with 7th heaven.

So it's not that then if they're attacking as normal. Very mysterious. As far as an IRO goes, I'll have a look into it but I'll need to learn how to chunk the scene + kernel. Hopefully there's a function for it in 7H, like with the flevel.

Woohoo!

Thanks for the update! Managed my way out of the rest of the dark cave and even took down ? ? ? ? ? ? ? at the battle arena earlier today. Success!

Funnily enough I had a much rougher go with the bosses at the bottom of the crater than anything else. Might need to go back and level some folk up for the bizarro fight as I barely scraped by, having to separate my main party out. Made for an extremely lengthy final fight!

Unfortunately I ran into a similar bug as the Dark Cave side-quest after the Safer fight with only half the party showing up after the fight and a  running loop of just Aeris running off the screen and Cloud unable to move (just before the 1 v 1 fight with Sephiroth). Venus Gospel was also unobtainable for some reason despite having all the ingredients (two of each required lance just in case).

Was essentially finished the game anyway so it's not a big deal for me and I hate to bring up bugs right after the update.

Might have a go at the new expert mode over the weekend! Keep up the good work :>

I think the ending might have been messed up by me moving Aeris to a different location; she was standing too close to Barret originally and I was meaning to move her somewhere else on that screen for a while. Slipped my mind to check if the new location was okay, but I guess it isn't ._. Thanks for letting me know; I'll fix it up ASAP and double-check Venus Gospel's item conditions.

Congrats on clearing the game though; hope you enjoy Expert.

Mirenheart

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1109 on: 2015-04-25 09:11:10 »
so, I went to mess around in the battle arena, and found that I can only fight the first battle of the normal battles, and then I go through the victory screens and leave the battle, only getting 10 BP.

fighting in the special battle (which unlocked as soon as I got there), I ran away from it and instantly gained 20000bp. fighting through the whole battle however seems to work fine

not sure its meant to work like this...
« Last Edit: 2015-04-25 12:27:24 by Mirenheart »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1110 on: 2015-04-25 12:23:30 »
It's, ah, not supposed to go like that, no. Well, I better fix that pronto.

Mirenheart

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1111 on: 2015-04-25 12:27:40 »
Is there a trick to morphing Extra Battle bosses like Gil Turtle? because beyond a bunch of number crunching and no use of damage over time types, or just getting extremely lucky, it seems extremely unlikely that i'd be able to morph them without the use of sense.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1112 on: 2015-04-25 12:33:42 »
There are certain weapons that ignore the Morph damage penalty which simplifies it a lot. Conformer is the well known one, but I was told that the 'Ancient' weapons (Nail Bat, Rocket Punch, etc.) also ignore the penalty.

Think I fixed the Battle Square problem; the updated installer + hotfix patches will be going up later today.

Mirenheart

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1113 on: 2015-04-25 12:56:58 »
I know that, I had Cid equipped with the Mop, but even then, he'd only do like, 200 damage to the gil turtle.
« Last Edit: 2015-04-25 12:58:37 by Mirenheart »

Tom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1114 on: 2015-04-25 12:57:42 »
Ive run into a problem with the dragon fight in Temple of the Ancients area.  After X-ATM Scorpion appears and you finish the fight the game crashes while loading the field you were in for no apparent reason.  It says something about progtam tried to reference memory x at 00000000x0 "The memory could not be read.
Have tried multiple times and it crashes every time

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1115 on: 2015-04-25 13:03:21 »
Ive run into a problem with the dragon fight in Temple of the Ancients area.  After X-ATM Scorpion appears and you finish the fight the game crashes while loading the field you were in for no apparent reason.  It says something about progtam tried to reference memory x at 00000000x0 "The memory could not be read.
Have tried multiple times and it crashes every time

Are you running 7H or the Main Installer? Are there any other mods installed?

Tom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1116 on: 2015-04-25 13:07:27 »
Main installer with no other mods installed
(I did install the hotfixes that were available like Gongaga Turks HP fix)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1117 on: 2015-04-25 13:15:49 »
Alright, I'm investigating it now.

Edit: I didn't get the error going through the fight, unfortunately. I've not had any error reports about it from other players either. Maybe it's something to do with the way the old hotfix patches were applied?

A problem here is that it'll take time to test whether the fix works or not because of the length of the battle. So what we could do is, if you download and apply the recent NT update (should just patch over your current install; doesn't need any hotfixes yet) I'll prepare a special scene hotfix that'll set that battle to be over very quickly; that way you can check to see if the field screen is still malfunctioning or not without having to go through the full fight every time.

Edit 2: So if we give that a try, here's what to do: Download the latest Main Installer and install it; it should patch over the previous NT build with no issues (but let me know if any errors pop up, particularly with the flevel). Once that's in, apply this patch: https://mega.co.nz/#!P1NT0CbJ!jzo2X7b0XusedUdRybJP9FzCg9_unDiUjwW6q-Yp2_M

That will set the 2nd Brass Dragon form's HP to 286, so you should be able to one-shot him. That'll end the battle much quicker and let you check if the field/script is working properly again. If not, then there's a few work-arounds we could try instead.
« Last Edit: 2015-04-25 13:42:36 by Sega Chief »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1118 on: 2015-04-25 14:32:31 »
I know that, I had Cid equipped with the Mop, but even then, he'd only do like, 200 damage to the gil turtle.

I missed this post. Yeah, it's maybe a bit too much of a pain to be number-crunching some of these guys. I'll have another go at it myself and if I can't find an effective morphing strategy with the current assets then I'll consider moving these to item drops instead.

Tom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1119 on: 2015-04-25 14:41:02 »
It works!  Updating with the latest main installer must have fixed it.
Other than that bug, it has been a great mod with the bosses being much more strategy based with weakness/strengths.  Another part I liked was X-ATM scorpion and how he appears throughout the game. :D

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1120 on: 2015-04-25 14:47:58 »
That's a relief; one of the old hotfix patches must have done something screwy. Glad you're enjoying the mod, bud; Scorp is my favourite FF7 character but you maybe guessed that already :3

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1121 on: 2015-04-25 15:28:39 »
Alright, got the hotfix patches done. In addition to patching to the latest version, they also introduce a few additional fixes:

Scene: https://mega.co.nz/#!L9VHyBBC!n_STdP9vaHlMLE3Qo_jl0lPv_K0B-1vuqNeOhvlbl98
Field: https://mega.co.nz/#!W08A1QbK!eQAYOb4noFC1C71i-pvYBx1OeIdDiT5gpJZ_Kpwdbsk

Fixes (25th April)
-) Aeris position/walking fixed for last screen in North Crater
-) Fixed up Battle Square & Special Battle

Stuff to do:
-) Fix Venus Gospel craft

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1122 on: 2015-04-25 23:55:47 »
hey sega chief

i have a neat request add for your mod

my request is you should add a early metaria keeper boss fight in the sewers on your mod after don drops the party members into the sewers after the aps boss fight

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1123 on: 2015-04-26 00:22:06 »
That might be a bit much; besides, I've got the boss there later on in Disc 3.

Loseless

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1124 on: 2015-04-26 10:15:54 »
Hey Chief, just a dumb question: if the birds need to be down to 1/32 of their HP, and L4 Suicide is now L5 Suicide, does this mean we have to randomly hit every bird until we, by chance, leave it at critical to get it to cast Chocobuckle?? The only chocobos I know to be at a level multiple of 5 are near Wutai.
« Last Edit: 2015-04-26 11:22:10 by Loseless »