Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4977014 times)

Cybj

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9675 on: 2020-06-06 08:19:23 »

I think there's an upper limit on what AP received can actually be; it's a 2-byte value initially so the max I can set on my end is 65535 per enemy. But the max range for the value when modifiers are applied, and when all enemy AP is counted together, I'm unsure. So what might be happening is, the value is hitting the max that can be stored for calculation and then overflowing back to 00 and counting back up from there.

I'll need to go through and set AP for the end-game bosses so that this can't occur.

Yeah that actually makes sense. Tifa got (100,000 MOD 2^16) = 100,000 AND (2^16)-1 = 34,464. Cloud got that before modifiers, which then got tripled. This was the Round Island boss, so technically it's two bosses. Does that mean they are both worth 50k to stay under the 2^16 limit? In that case, is it possible to resolve the AP of each enemy separately instead of accumulating it first and then evaluating? And since it's possible for the accumulated value to exceed 2^16 (as shown by Clouds final AP gained), is it not possible to count large values as a multiplier?

Either way, thanks for the insight. I'll continue playing now :)

hasterdis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9676 on: 2020-06-07 03:51:12 »
Hello Sega Chief, thank you for this awesome project, it is the best in gameplay. Can I ask you if you can tell me, please, if there is a form to delete de Enhanced Save File? I like to play with the normal save mechanic, can it be possible?

EmperorSteele

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9677 on: 2020-06-07 04:23:46 »
You won't want that. I don't know how far in you are, but after the Mythril mines, the question marks become the only way to increase your character's stats. Sure, you'll have more HP as you level up, but that will be IT, and your Strength, Vitality, etc will all stay at their default values, which will make anything after the midpoint of disk 1 VERY difficult.

hasterdis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9678 on: 2020-06-07 04:28:41 »
Oh I didn't know that, then I will keep as it is, thank you Emperor for the tip.

Ozscar

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9679 on: 2020-06-07 13:17:51 »
So I have just done the side quest at Da-Chao statue, but when the battle is over I don't have the materia... it's not in my inventory anywhere. Not the most important materia by any means, but just a heads up.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9680 on: 2020-06-07 14:13:31 »
Hello Sega Chief, thank you for this awesome project, it is the best in gameplay. Can I ask you if you can tell me, please, if there is a form to delete de Enhanced Save File? I like to play with the normal save mechanic, can it be possible?

Not sure what you mean. The process to save is the same between vanilla and NT, taking the same amount of time. When you bump into a save point just open the menu and save the game.

So I have just done the side quest at Da-Chao statue, but when the battle is over I don't have the materia... it's not in my inventory anywhere. Not the most important materia by any means, but just a heads up.

The script seems to be in order, it has a check if materia inventory is full and the dropped Materia is the listed one. You're sure that Steal As Well isn't in there somewhere?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9681 on: 2020-06-07 16:57:19 »
I've updated everything; I added a new IRO that is a stand-alone for costume/model swaps. If it works, then I'm going to remove it from the NT IROs, makes more sense that way for it to be its own IRO.

Changes - 7th June
-) Adjusted Mu's LV Suicide Chance
-) Valron only self-targets with Wall when a Chocobo is present.
-) Double-checked Aeris flag for Midgar

Vanilla
-) Corrected battle IDs for Corel Train
-) Double-checked Aeris flag for Midgar

TheTallMass

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9682 on: 2020-06-07 18:06:59 »
I've updated everything; I added a new IRO that is a stand-alone for costume/model swaps. If it works, then I'm going to remove it from the NT IROs, makes more sense that way for it to be its own IRO.

Changes - 7th June
-) Adjusted Mu's LV Suicide Chance
-) Valron only self-targets with Wall when a Chocobo is present.
-) Double-checked Aeris flag for Midgar

Vanilla
-) Corrected battle IDs for Corel Train
-) Double-checked Aeris flag for Midgar
What's the Aeris flag for Midgar?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9683 on: 2020-06-07 20:07:20 »
What's the Aeris flag for Midgar?

She was appearing somewhere she shouldn't be.

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9684 on: 2020-06-07 22:18:13 »
https://www.youtube.com/watch?v=c7X81crXEdY

Am I wrong in thinking Venus Gospels life steal is a little too strong?

EmperorSteele

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9685 on: 2020-06-08 00:21:12 »
https://www.youtube.com/watch?v=c7X81crXEdY

Am I wrong in thinking Venus Gospels life steal is a little too strong?

I think you need to update your version of NT, last I checked there's supposed to be 4 special matches!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9686 on: 2020-06-08 00:23:01 »
https://www.youtube.com/watch?v=c7X81crXEdY

Am I wrong in thinking Venus Gospels life steal is a little too strong?

Nah, it's been brought up a fair few times. I need to do something about the drain flag in general, it'd be nice if it was 10% or something.

hasterdis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9687 on: 2020-06-08 01:37:54 »
Not sure what you mean. The process to save is the same between vanilla and NT, taking the same amount of time. When you bump into a save point just open the menu and save the game.

I was meant by the design, I just don't like a lot of pop ups messages to invade the screen everytime I touch a save icon, but as Emperor says it is necessary to make my characters stronger later in the game so it is good :)
By any means if you don't bother about a comment or request, if you could make an alternative save mechanism in the term of pop up messages I would really appreciate it. Like only pop up the upgrade characters and delete the ones that modify random battles, tent, and music preferences. But it is just an opinion, in any case thank you for this awesome work.

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9688 on: 2020-06-08 01:59:48 »
I think you need to update your version of NT, last I checked there's supposed to be 4 special matches!

It's an old file. Once I beat the remaining two super bosses (a certain underwater creature and a certain white chocobo) I'll be doing another play through on an updated patch. Hadn't experienced Mr. Smile prior to this file so a few characters stats are a bit messy anyways.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9689 on: 2020-06-08 02:16:19 »
I was meant by the design, I just don't like a lot of pop ups messages to invade the screen everytime I touch a save icon, but as Emperor says it is necessary to make my characters stronger later in the game so it is good :)
By any means if you don't bother about a comment or request, if you could make an alternative save mechanism in the term of pop up messages I would really appreciate it. Like only pop up the upgrade characters and delete the ones that modify random battles, tent, and music preferences. But it is just an opinion, in any case thank you for this awesome work.

Fair enough; in my 2.0 build that I'm working on I've actually went back to the original Save Point message with a prompt inside it to open the extended menu options. That way it behaves like a vanilla save point unless that button is pressed.


hasterdis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9690 on: 2020-06-08 04:15:34 »
Thank you so much Chief, and keep the good work, thanks again.

OLKv3

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9691 on: 2020-06-08 09:14:24 »
It's an old file. Once I beat the remaining two super bosses (a certain underwater creature and a certain white chocobo) I'll be doing another play through on an updated patch. Hadn't experienced Mr. Smile prior to this file so a few characters stats are a bit messy anyways.
Are you putting that run on Youtube as well?

hasterdis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9692 on: 2020-06-08 16:37:12 »
Hello again, sorry to ask Sega, but I was wondering if you could please make the enemies harder in terms of stats, can you increase their stats? I just have many easy battles, can you agree that please?

If not, is this mod compatible with the Hardcore to match in a same playthrough?

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9693 on: 2020-06-08 17:43:53 »
Are you putting that run on Youtube as well?

Uuuh... Maybe? I'm kinda terrible at the game so if you're looking for guides on the bosses there's better videos out there for that. Maybe I'll run it on Arranged mode next time, I'm not against the idea. Was streaming this file to a couple people because they wanted to see the Old FF7 story after Remake came out.

Hello again, sorry to ask Sega, but I was wondering if you could please make the enemies harder in terms of stats, can you increase their stats? I just have many easy battles, can you agree that please?

If not, is this mod compatible with the Hardcore to match in a same playthrough?

You'll have to tolerate being as strong as you were upon leaving Midgar in disc one. For the entire game. But you can just NEVER take sources from Mr. Smile, if you want more challenge in raw stats.

If anything I'm glad one of the super bosses has such little HP, due to his RNG chance to just wipe your party with no way to stop that. He almost did it to me here; https://www.youtube.com/watch?v=_p-ppY7zNU4
« Last Edit: 2020-06-08 17:50:25 by Saberfrost »

hasterdis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9694 on: 2020-06-08 18:03:52 »
Thank you for the answer, maybe I need to finish the game until I make an opinion, it seems this mod is going to be harder later, hope it does.

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9695 on: 2020-06-08 18:14:29 »
Thank you for the answer, maybe I need to finish the game until I make an opinion, it seems this mod is going to be harder later, hope it does.

Yeah the only thing leveling up does is increase max HP / MP. But exp is so plentiful you can hit level cap before starting disc three. So unless you run away from every single fight you'll probably be gud. At worst you might need to grind a little AP here and there to get better materia setups.

Meical

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9696 on: 2020-06-10 01:38:05 »
I've updated everything; I added a new IRO that is a stand-alone for costume/model swaps. If it works, then I'm going to remove it from the NT IROs, makes more sense that way for it to be its own IRO.

Will this make it compatible with the Resizer mod?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9697 on: 2020-06-10 03:22:19 »
Will this make it compatible with the Resizer mod?

It's battle models so it's got nothing to do with a resizer. If the resizer overwrites the model loader chunk of the flevel then it's unlikely to ever be compatible unless someone manually goes through the NT flevel and resizes everything in there and adds it as an option to the NT IRO. Not going to commit to that without fully knowing what the time constraint would be, perhaps for 2.0 after it's released.

EmperorSteele

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9698 on: 2020-06-11 01:46:50 »
Hey, silly question, but are Cait Sith's weapons considered ranged?

Because I had Cloud try to use 4X cut on a flying foe, but he couldn't reach. I had Cait Sith mime the 4x cut (I put the command in before I saw it wasn't going to work, except...), and he was still able to hit the foe. Or is this a bug with Mime?

Hank with a Q

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9699 on: 2020-06-11 18:02:53 »
Hello! Loving this mod. Haven't played FFVII for more than a decade, so this is a great way to revisit.

I am having a problem with the Dark Cave quest. I think there is an issue causing it to crash related to the music. My copy of the game is the 1998 PC version using 7th Heaven 2.0 for my mods. It seems like any time I try to transition through an area in Reactor Number 1 the game starts playing the music that plays during the original bombing mission and crashes a couple seconds in. The first crash is when I move Cloud into the screen where the T shaped bridge is (where you fight Airbuster in Reactor #5). I'm not using any music mods (couldn't get them to work) and am playing using the original MIDI sound driver. When I changed the sound driver to VGM stream in 7th Heaven the game lets me progress through the reactor (albeit with no music since I don't have the .oggs). When I save at the bottom of the Reactor and turn MIDI back on, it plays the new music for that part of the reactor, but then when I move into the Guard Scorpion area it plays the original Mako Reactor music a few seconds and then crashes.

I disabled all other mods to test and make sure it was not a compatibility issue. Probably the problem will get fixed if I can get modded music to work (I'll probably buy the Steam Version when it goes on sale and then also benefit from the better music), but I figured you might want to know about this bug.