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Messages - Sega Chief

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3976
Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-06-28 04:01:22 »
Sorry to bump this thread, but the overhaul of this mod is finished. Details are on the updated front page. Apologies in advance if that image used needs to be taken down due to size. 7th Heaven version tomorrow. Must sleep now.

3977
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2014-06-27 21:44:43 »
Oh yeah, I forgot about that. I'm sitting with the Highwind but took a break to finish an update to a mod I'm making. For the lv.1 challenge, I'm predicting that my team of ne'erdowells will meet their end at Bizarro in that run at the very latest. Otherwise it'll be one of the other bosses like Carry Armor that does me in; depends what Materia and equipment I can get my hands on.

3978
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2014-06-27 18:19:06 »
The Gelnika monsters all still give the sources they originally gave (Unknown 1, 2, and 3 as well as Serpent all drop the remaining types of Sources). Problem is, they're even tougher and you're only getting one each time. The other enemies that used to drop Sources from Morph, like the Heavy Tank, were changed so I think it has to be from the Gelnika now.

3979
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2014-06-27 12:42:53 »
Congrats on the Hojo fight. Except there's worse to come, unfortunately.

Movers are king for AP now, they give something like 8000 each so 21000 for a group, tripled to 63000 (or something close to that). Problem is staying alive to farm them, it's risky to fight in that area especially with the Allemagne pincer formation. If you run into that and they attack physically then you'll easily lose two party members. Having Exit equipped/Smoke Bombs can help but it'll be very risky all the same.

Here's something you could try; it'd make AP farming not only safer but much, much faster:
Get two Sneak Attack Materia (preferably mastered) and have Vincent in your party. Have him equip Sneak Attack + Mug; now when a battle starts, he has an 80% chance to use Mug and the next battle animation will be skipped due to a bug caused by Vincent's Mug attack. This is where your second Sneak Attack Materia comes in. Attach your strongest summon, Bahamut ZERO or KOTR, to it. Due to the Vincent Mug glitch the lengthy animation for these spells will be skipped but the damage will be calculated as normal. For MP, Tents if the save point is on that path or Magic Breath should do the trick. For some extra speed, grab Enemy Lure and Pre-emptive from the Saucer.

By the by, for the final battles and Omega I'd recommend paying the Gelnika a visit and getting your Luck and Speed stats up to around 100+. That way you can boost them up to 250 using Luck and Speed Plus if needed. It takes up Materia slots, but the evasion, accuracy, and crits that these two stats offer make it well worth it. It'll also make fighting general monsters much smoother. There's a few methods for it, but I'd recommend putting Ice+Elemental in Yuffie's Conformer and making use of Demi2 and W-Magic (if you don't mind the counter attacks); the reason for Ice is that the Basilisk enemy added to the Poodler and Bad Rap formation is a pain in the ass that halves Gravity damage; but he's weak to Ice so the extra attack from Ice + Elemental should (hopefully) kill him. As far as statuses go, you can Confuse the Basilisk and Stop the Bad Rap/Poodlers. You could also use the Vincent Mug glitch with Sneak Attack again to skip the Demi2/3 castings.

The Battle Arena's special battle can be a pain. You want to keep your character's set-up as simple as possible with the option to apply healing/Barriers from Enemy Skill, Magic, and Items (so if either Materia or items get locked you can still protect yourself); counter-attacks all the way (maybe use Mega-All for the regular battle so that counter-attacks can sweep the enemy formations). The trick is the handicap reels; it's best to practice manipulating them to get the result you want, avoiding the 1/2 HP results; if you get too many of those you'll have trouble fighting Proud Clod at the end.

By the way, if you're going to stick with 9999 damage/HP limits then you need to be aware that Bizarro and Safer will be very tough fights. I'd recommend getting everything together first before fighting them; it'll be nothing but a headache otherwise.

3980
Releases / Re: [WIP] Red XIII werewolf mod
« on: 2014-06-27 03:07:25 »
Not sure how useful this might be, but you could use Gallian Beast's idle animation as a point of reference for where to have each part of the skeleton be for every frame of the idle animation. You'll be working with a lot of numbers so starting with that and then tweaking it so that the parts are moving together could be a way to start, assuming it works. Only problem is Gallian doesn't have a neck, it's just the head connected to the torso (but I think I read somewhere here that the neck was being omitted?) In any case, might be worth looking at.

3981
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2014-06-27 02:54:00 »
Wish I'd had Command Counter.

I think first off, having your counter-attack tank equipped with a Mystile is a bad idea. If Combo misses I'm fairly sure there's no counter-attack made, and you want to be hitting him at least once per hit. Replace it with the Imperial Guard; it has 0MEvasion and the tank can't afford to miss healing. If the damage is too high, then consider the Ziedrich. The tank will also be dealing with Paralysis and Dual Drain so they have to be protected, as Paralysis will prevent them from doing their job and Dual Drain needs to be kept off them for high HP.

So here's what to do; set Cloud up like this:
Ragnarok (it has a great Vit/Spr bonus)
Imperial Guard
Ribbon

And give him this:
All the Counter Attack
Command Counter + Steal (but only if it has Mug; otherwise, use the unreliable Deathblow)
Long Range, Cover, HP Plus, etc.
If Imperial Guard: Added Effect + Destruct OR Time (Recommend Time; he needs to be active to Cover in case Stop gets through).

He'll be hitting for 1500-2000 damage for each time he gets smacked with Combo (the fourth hit of Combo can't be covered unfortunately) so that's a reliable 6000 damage + whatever the low level counters add on. The tank should Defend for the entire fight, as this reduces physical damage by 50% and stacks with all other forms of damage reduction like Sadness (it can be used during Combo to make the subsequent hits deal less too). It also has them on stand-by to use items in an emergency. You could add on Magic Counter with Comet (or healing) but slots will be too tight if you're using the Ziedrich.

So you're dealing more damage than Absorb (provided you don't attack physically and I'd recommend against it unless it's Meteorain). That means you can turtle him. Basically, you devote every turn to healing damage or statuses. It's slow, but it'll do the job as Lifeform's arsenal of attacks are fairly limited. The only problem left is MP, Stop, and Death Sentence.

You've figured it out, but Magic Breath is king for MP restoration. But if memory serves, Reflect bounces it away. I think items have to take the hit here (but watch out as Elixirs can and will be Covered by your tank unless used on him or by him) but you could maybe try applying Resist either through the spell or the Vaccine (if you have a lot of them) and then re-applying it when Absorb hits someone. That would take care of Stop and Death Sentence, and let you keep using Magic Breath for MP. If the tank doesn't require MP then that can cut down on the cost of Vaccines/Resist.

But yeah, turtle him. Only damage from counter attacks, use every turn for healing. The tank should use Defend and then sit with a turn ready to use an item if something goes wrong. Resist can prevent Stop (and Death I think), but if worst comes to worst then consider using Active ATB on full speed. It makes Death Sentence worse, but it makes Stop (and Paralysis) much less dangerous as it'll wear off after 2-3 turns (I think, depends what attacks he uses).

Dunno if you've seen this, but it's basically this strategy but don't use Comet2 at the end (made things faster but riskier): http://www.youtube.com/watch?v=6KWx58F86W8&feature=share&list=PLHycnnWEuVLzv55BKJ88g3h75qmuyU_gJ&index=54

Sorry if I've missed an important mechanic or forgot something like the way Resist or Ribbons work, it's been a while since I fought the guy.

3982
I just realised that this is likely Battle Mode warping. There's a special battle mode active for the Nibel Dragon flashback fight and that probably triggers the warp. Something similar is done here: http://youtu.be/SR_f0XyFKxo

3983
As far as I know, you can't lose the battle with the Nibel Flashback dragon under normal circumstances because Sephiroth is immune to physical/ magical damage and the battle mode is set to disable game over just before this fight starts. So I'm thinking you might have had Gjoerulv's Hardcore mod installed when this happened?

3984
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2014-06-22 20:53:26 »
Congrats! Good feeling, isn't it?

What you've got left is Jenova Synthesis, Bizarro, and Safer. There's a new save point between Jenova and Bizarro so no worries about having to beat all three in one sitting; just Bizarro and Safer need to be killed consecutively. Only thing I'll spoil is that Jenova has that Dual-Drain 'arena effect' that the purple cave plant boss had so be wary about going into that fight with Active ATB on a high speed setting.

It's up to you what Bizarro fight you go for (one party, two party, or three party) but to get the one party fight you need to let Jenova have more than 13 turns and to get the three party fight you have to trigger her countdown in less than 13 turns and not let the Countdown run out (assuming the AI is the same). Using KOTR also adds HP to Bizarro and Safer so that's another thing to consider.

And take a vaccine with you. That's all I'll say.

3985
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2014-06-18 16:24:47 »


You could set battle dialogue to it's fastest speed, that'd make it slightly less likely to happen again  :wink:

3986
Releases / Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
« on: 2014-06-16 12:08:21 »
The 1.1 Beta is only modded up until Dyne, but the 1.1 release I'm hoping to finish by the 21st will be complete.

This mod adds new monsters to the game and adjusts the stats and AI of each monster like Gjoerulv's mod but it has a few extra features on the side like mini-scenarios to unlock a character's Lv.4 Limit and Ultimate Weapon (usually by fighting a new boss I've made), an Extra Battle for the Battle Square (where you unlock tough monsters to fight by trading in items), and an option to change your party leader to Cloud, Tifa, or Cid from the Highwind's Operations Room. There's a surprise waiting in the middle of the game too.

This time I'm aiming for something that feels different but not as punishing as a Hardcore mod. Random encounters don't inflict as much damage as the Hardcore mod encounters do (you can have your team on the Front Row and pincer attacks aren't guaranteed death), but they're stronger than default game fights and they have new attacks to keep you on your toes. All the story bosses were given new attacks, a new look, and most have new AI. Some might be quite challenging the first time around but there's some new save points dotted around to cut down on back-tracking. Everything gives more Exp, Ap, and Gil too so the game goes by faster and your spells are stronger and cost less MP so that magic isn't as useless toward the middle and end of the game.

But I'm planning on making a much harder version of this mod after 1.1 is done.

3987
Releases / Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
« on: 2014-06-15 21:19:40 »
Really? Sorry about the wait; I've been working on it when I can but I fell behind with it this week because of a bout of flu and some new ideas I've had for it. I'm aiming for the 21st now for the 1.1 release. If there's anything you want to see in the mod then let me know and I'll see what I can do.

3988
Releases / Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
« on: 2014-06-11 02:31:52 »
Righto; I'll hopefully have it all together by then.

3989
Releases / Re: [REL/FF7] New Threat Mod v1.0.5 [BETA]
« on: 2014-06-10 22:52:04 »
Hey there,

Nah, you're not blind; I took the links down because I've nearly finished a big overhaul for this mod. It was too buggy and difficult before, so I reworked the whole thing. I'm aiming for the 15th June for release but there's a Beta that goes up to the boss fight with Dyne if you're interested:

v1.1 Beta 1998/Old PC version: http://www.mediafire.com/download/gdlhtvdmahbaks6/FF7_New_Threat_Patch_Ver_1.1_Beta_1998.exe

v1.1 Beta 2012/Steam version: http://www.mediafire.com/download/az17oslzhuu01ol/FF7_New_Threat_Patch_Ver_1.1_Steam_Beta.exe

Just run the installer and point it at your version of FF7's data folder when prompted. It has special writing permissions so you might need to run it as Admin if there's security issues. The demo goes up to the boss fight with Dyne; once you have the buggy, I'd recommend saving the game and not continuing as the flevel will be referencing enemies and formations that don't exist. Save files made on the Beta can be used with the finished version without any problems.

One thing to note, the opening cutscene skip doesn't work for the Steam version (it crashes the game when you fight the first set of soldiers) so if you download that version then select 'No' when asked if you want to skip the opening (it's being removed from both versions if I can't figure out how to get it working properly).

Finally, if you run into any issues with the mod or have suggestions for stuff to add or ways to improve it then let me know.

3990
FF7 Tools / Re: 7thHeaven
« on: 2014-06-02 14:28:43 »
@cmh175
Oh, it's two dots instead of three. That's where I've went wrong. Thanks for the heads-up; but is Iros gone? I thought there was a summer update planned for this tool.

@Genesis063
I'll put a model together and put it in with the others. But important question: have you modded in Sephiroth by changing the flevel or by replacing the char.lgp files?

3991
FF7 Tools / Re: 7thHeaven
« on: 2014-06-02 11:46:55 »
Alrighty, I made a set of winter gear for the default field models (scarf physics not included): http://tinypic.com/r/24plwf9/8

I've set a conditional for these field models to be loaded only on specific fields, but I'm wondering if there's a way of specifying the fields from 650 to 700 without having to type out each individual value? Tried a couple things, like ellipses and dashes, but not had much luck.

3992
That's a shame. I'll tinker around with Debug strings for a bit and see if anything happens; thanks for the info.

3993
Hi folks,

I'm having a go at re-designing the Lost Number battle and my idea was to make the fight revolve around a mathematical riddle. The player has to make the value of the variable land on a certain number to trigger one of his two transformations (if 'killed' in his composite state, he revives and resets the variable).

Thing is, a fight like this could be quite awkward so if I went with this prototype I'd want the player to have an easy way of keeping track of the variable. Is there a way to have the game read and print the value of a variable as a text string? I'm not sure how to represent the variable in the string.

3994
Bootleg Questions / Re: Battle hangs in shinra hq
« on: 2014-05-31 18:47:54 »
That makes more sense if it's just the fight with Sword Dance and Hammerblaster; the default game has no encounter where these enemies appear together. There's two ways you can fix it on your end; if you can use Proud Clod, you could go into the scene.bin, find scene 107, and go into it's Formation data and change formation 01AC so that Hammerblaster doesn't appear (you'd be changing all the numbers in the rows belonging to 0035 and 0036 to FFFF; that should get rid of him).

Otherwise, you can try doing it using the field editor Makou Reactor. Open the flevel with it and go to field 248 (called blin65_1). Under the Tools tab (or by pressing Ctrl+N) you can edit the encounters found on that field. Battle 5 (428, with a probability of 10) is the fight with the Hammerblaster + 2 Sword-dances. Change that to any of the others, 424, 425, etc. and that should make the battle never appear. If Makou can't save the changes, then try moving the flevel out of the program files/steam folder and then editing it before putting it back where you found it.

As for the actual cause, I'll bet it's to do with the Var: 0000, 0020, and 0040 that both Hammerblaster and Sword Dance use in their pre-battle. Might be that Hammerblaster is trying to store formation data to synch with his No-Name part and it's being scrambled by Sword Dance using the variable for something else. I'm not an AI expert but I've had trouble with things like that in the past.


3995
FF7 Tools / Re: 7thHeaven
« on: 2014-05-31 17:01:52 »
Thanks again; I extended out the script you sent me to include different characters and other lgps so now I can group together all the loose mods I've made (gonna release them once I've made tweaks, I can't imagine there's much demand for non-HD battle/field models but the novelty might appeal to some people).

But yeah, this program definitely beats decompiling/recompiling lgp files.

3996
Bootleg Questions / Re: Battle hangs in shinra hq
« on: 2014-05-31 16:41:53 »
It's strange, I looked at the enemy's AI, formation, animations, attacks etc in Proud Clod and it doesn't look like there should be anything wrong. I even compared them to a default scene, down to the camera data, but besides stats they're the same (unless I've missed something).

Another thing is that the last two formations in scene 107 have an extra enemy sitting in them (but it's just the enemy ID, no position data, etc). Odd that they'd be there; maybe these two scenes got corrupted somehow?

3997
FF7 Tools / Re: 7thHeaven
« on: 2014-05-30 21:19:44 »
It's okay Sega Chief. This tool is not very user friendly at first, and directions to using its features are spread throughout many pages. For the purpose of learning, we'll start simple and work our way up with questions you may have as we go along.

Many thanks, Alyza; that did the trick. I can make a start rearranging the mod's files now so it works with this program better (my battle.lgp and char.lgp is a bit all over the place because I foolishly decided to replace duplicate models in the old version). The Boolean feature for check-boxes sounds like a good idea too; how would I set it up?

By the way Kalderasha, I noticed this while reading through the thread; was the issue of having to refresh the field screen to reflect in-game swaps for field models ever resolved? I had an idea for a temporary fix that involves adding a button input (for example, holding R1 and L1 at the same time) that has the game memorise your character's position and then refresh the field screen, keeping you in the same place. It wouldn't be appropriate to use for certain field screens, but it could be useful for most other screens if used sensibly? If you're interested, I could cobble a prototype together and see how it works.

3998
FF7 Tools / Re: 7thHeaven
« on: 2014-05-30 19:31:07 »
Hey all,

I've got a revamp for a mod I made in the works and I wanted to boost it's compatibility with other mods by making an .IRO version of the patch. Thing is, I've been reading through the thread and I'm still not 100% sure on what I'm supposed to be doing exactly. I tried importing a test folder with a basic battle model change for Red XIII (just the RW files sitting inside it) but the game doesn't read these files when started through 7th Heaven and it's still plain ol' Red XIII appearing in the battles. I tried packing the folder into an IRO and then importing it but that was a no-go as well.

From the look of other people's posts, I need to include a set of instructions that tells the wrapper when to intercept the game's .lgp and read the activated mod folder's files (an XML maybe? Notepad++? Not sure) but I couldn't see any instructions on how to get that set up or where I should put a file like that. Apologies in advance if I've missed something fundamental here.

3999
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2014-05-08 02:49:09 »
I use Fraps; it seems to be loss-less frame capture because if you speed up the videos to 2x and something gets hit with Slow they appear to be moving normally, which can be a bit confusing. Problem is, it's heavy on the computer and tends to be 4GB for 10 minutes of footage. I only recommend using it if the free/trial version doesn't lag your machine out; a decent processor and multiple cores is definitely what you'll need for good Fraps performance.

4000
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2014-05-07 23:46:38 »
If you raise a stat to 170 then you only need one Speed/Luck Plus to max it instead of two but it's a tough grind to go back to. I think you should keep trying, you're landing heavy hits so it's a case of getting a good run where you can land just one or two more. You could always boost stats a bit using accessories like Amulet or Chocofeather; it means Omega Disaster/Nuclear Devastation is a bit riskier and you might need to use Remedies to heal the ailments it causes but it'd potentially save time.

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