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Messages - Asherdoom

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1
i am very hyped for this mod. Any update? :D

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-23 07:05:41 »
thanks sega chief for reply. can i have discord link please? :D
So i can stay updated on real time basis.

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-22 15:06:31 »
another thing: sorry for double post

I noticed in documentation says Steal materia is in the sewers, but i found  one at the shop right after 1st mission ended and i accepted tifa in party. Is that correct? or is not installed correctly the mod? (i use 7th heaven one)

https://imgur.com/iItufI7


On the other hand i humbly propose a reowrk:
as per your documentation
Quote
Summon spells use a different spell formula to the standard Magic formula, which favours Summon's base power
over the caster's Magic stat. This means that a Summon will always deal decent damage in spite of the caster's
Magic stat, making them more usable by a non-Magic build while not becoming completely overpowered in the hands
of a Magic-focused build.

I propose to put Summon stacking their power over Spirit, instead of magic. This will make the "summoner" archetype class that is more interested in stacking spirit instead of magic to pump a little his damage with summons and, on the other sides, not fighting with pure casters archetype over materias/items with mag stats.

Quote
*) They ignore MBarrier

this is wrong. Mbarrier become very weak spell considering many non elemental spell bypass it already , at least make it so that reduce summon damage by small amount (like 20%)

Quote
Cloud: Set up by using the Defend command, then continue fighting as normal. The next time Cloud is hit by physical damage he will counter it with either
a single physical attack, a Deathblow, 2x-Cut, or 4x-Cut. This works in addition to any other counter materia.

this si too much RNG. make it so that when cloud defends and get critted, it counters with 2x or 4x. on all other cases he counters with deathblow

Quote
Yuffie: If attacked physically while in the front row, she will counter with Mug. After 15 turns have passed, Yuffie's Throwlette will charge and will throw a random shuriken weapon at an enemy when Defend is used (or if already Defending).
this one i do not get... we already have throw materia...

sorry for wall of text, great mod and keep on going! :D

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-22 11:08:57 »
excuse me im quite confused. for play the NT mod classical way with some additiona stuff i need play game A or B?

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« on: 2020-08-04 15:11:53 »
hey sega

I got 2.0.5 installed and 7th ehave give me no updates. Should i download latest version and then remove 2.0.5>install2.0.7? and my save game will be affected? Shall i restart completely?

thanks in advance

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
« on: 2020-08-03 23:25:58 »
maybe  a bugg i dunno i ask here

Barret attack all mobs always.- his initial weapon do so but after that i found another gatlin gun that increments stats and have not reported attack all and such but barret still attack all mobs no matter what weapon i equip to him. is that intended ?

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« on: 2020-08-02 20:35:42 »
sega chief

sorry i checkd documentation and did not understand yet
is normal that materias gives such penalties?

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« on: 2020-08-02 19:13:49 »
started playing with 2.0 FINALLY FUCKING CHANGED CLOUD passive i LOVE YOU sega chief game feels refreshng a VERY WELCOME change on spells and passive. VERY NICE WORK i totally upvote this as best ffvii mod! :D

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« on: 2020-08-02 15:49:08 »
all hail sega chief for 2.0!! yay good work  man!

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-03 11:49:19 »
Heey ega one thing

When in the future you wil release NTmod 2.9 will it be compatible with the 1.5 we actually use or will be needed to uninstall totally nt mod+restart new game? just curious

11
It has an Installer program.  Point the installer to the directory 7th Heaven mods are stored in (usually "<FF7 Install Path\mods\7th Heaven\").

There should be a button labeled "create IRO using PNG".  Use that, and wait.  When its done, the next time you load 7th Heaven, it should be there.  Activate as normal.


this is what looks like th heaven after i imported the field texture only is it sttled as it should be? or in your opinion something conflict?

12
winrar may very well be able to open .7z files, but have you tried using 7zip?
it extract everything except the EXE file (i am using my admin account which is the only one i got in the computer)

13
your antivirus probably blocks it
i got no antivirus buddy installed and windows defender is down

14
sorry for bothering,. when i try extract archive it says "access denied


15
It has an Installer program.  Point the installer to the directory 7th Heaven mods are stored in (usually "<FF7 Install Path\mods\7th Heaven\").

There should be a button labeled "create IRO using PNG".  Use that, and wait.  When its done, the next time you load 7th Heaven, it should be there.  Activate as normal.
thanks for reply gonna test it out!

16
excuse me for my ignorance...  how can i use these textures with 7th 2.0? if i use the package will it overwrite my current 7h mods and stuff?
can someone toss me an help please? :D

17
Team Avalanche / Re: Project Edge (Jusete's field scenes)
« on: 2020-05-21 14:29:18 »
I started using this mod of yours is the best one! looking forward when you end ll the fields thanks for the effort and ,again, good work!! :mrgreen:

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-18 20:49:46 »
I ran the latest IRO to check and it is there:



I checked the var handling it to ensure there's no rogue assignment earlier in the flevel that turns this byte on.

sorry again Chief

Last run i did not see the materia in the sewers but mod seems working (i see no yellow ball and restore materia at game begin is colored blue instead of green =(

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-18 18:59:32 »
For physicals, you want to be using Elemental to 2x the damage they deal; a lot of the Materia had elements added (Holy to Restore/Revive, for instance) to take better advantage of that. Back row should be avoided if the character doesn't have a ranged weapon (and Barret has a case for front row even if using a gun as his innate changes to a strength boost).

In the Bottomswell fight, assuming it was the normal mode one, it's the ideal time to try out the first Summon Choco/Mog as the boss is weak to wind. It can either be used early to skip ahead from the initial phases (tail attacks, etc.) or later on when Waterpolo bubbles are getting sent out as it'll hit both the boss and the bubble.

This boss can also be poisoned; if you have a handle on things defensively, then you can cast Haste on the boss to accelerate the poison damage (whereas Slow decreases it as the ticks proc less frequently).

I think in your set-up that Aeris would have been a better shoe-in for the Bolt Materia as her Magic stat will typically be higher at this point (depends on the rank-up options that were picked, if one was available when it was unlocked). It'd be a good idea to pick up a 2nd Bolt Materia somewhere as there are a lot of mechanical bosses in this game and having it for Elemental/casting is always handy.


I finished the 2.0 versions of these fight recently; I could have a go at scripting Godo to use his 3 forms in sequence with different properties to each, and beating them advances the fight or something to keep it with the theme of the rest of the Pagoda.

Yeah that's right; it's all variables and IDs which stay the same between versions. When I scripted NT I mostly left the vanilla variables alone so there's not much interference between the two.

Not sure what the cause there is; some Accessories and Armour have an effect that prevents the application of Barrier/MBarrier (Amulet accessory, for instance, prevents all barrier-type magic. Ribbon also blocks it). Might be that.

It's in the same place as it always is, the sewers:

then something is wrong sega
in the sewers i found no steal materia =(

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-18 11:56:47 »
question fellas is like 6 months idid not play this mod... anyone managed to find steal materia? I am in midgar after sector7 blow up and i recall in orignial game you find steal in teh sewers after don corneo's mansion,.

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-17 17:29:41 »
so i removed previous NT version and installed the newest one you did Sega. To make sucjh process in 7th heaven i uninstalled your revious mod and installed importing the new one you did . I had a small save at begin of game (prior guard scorpion) so far cloud still have 3 spell mmaterias and scripted POST guard scorpion fight happened (the one with jessie) so mod still work good or is better restart fresh game to avoid previous edition of the mod issues?

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-17 14:20:59 »
It's a bit too vague to say, although I have been seeing users posting about getting persistent crashes when using a lot of high-load texture mods. Something about the memory getting overloaded. If you've stuff like 4k field textures on then I'd suggest downgrading some of them if possible.
Yes chief i use the mod 4k fields

23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-17 12:03:50 »
sp wjhile i was playing the 15&5 version of the mod game crashed with the small window saying "sorry the game encontered an error due to a mod bla blab la" might be a NT issue or anotehr one? and to update safely via th heavn is enough delete old one and import new one and i can keep my previous save game going?

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-17 02:45:23 »
17th May 2020 - Changes an animation with a boss to prevent a texture glitch (also removes some awkward camera angles).

Installer
https://mega.nz/file/m8kAVKYY#KBAM7ZKuJLIXHome9JY2fTEF4ijxQJPZvL13AGGMnQ4

IRO
https://mega.nz/file/Wx1W0Y5b#7wneRJx-Lb5Wh8cd688b-kT_Vlq9gHCkfeiW8B-ZyKo

i must uninstall and reinstall this new one?

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-17 00:39:46 »
I officialy vote for having guard scorpion with me as char! :D

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