Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4928004 times)

Loseless

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4400 on: 2016-11-07 12:45:36 »
I experienced something interesting that maybe related to the mod. The game froze after the party fell in Corneo's trap door. Cloud never jumped. Had to restart the game.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4401 on: 2016-11-07 12:56:39 »
The flevel hotfix patch fixes that problem, available from page 1 of this thread; I'll prob need to update the main installer with the fixes though, it's been happening to a lot of people.

And this is the updated scene hotfix patch for everybody; Disc 3 enemies + bosses take a big HP cut in this one, which should make fights a lot less tedious. The values haven't been fine-tuned yet, but should be a drastic improvement for now.
http://www.mediafire.com/file/r1194n6jvy5duwf/NT_Mod_HotFix_Scene_-_7th_November.zip

Valerion

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4402 on: 2016-11-07 19:54:38 »
Morphin shoulda be a bit easier now. Ty. ò.ó

A question on the Innates. I'm right to assume Cloud and Red's bonuses count towards the 255 stat cap?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4403 on: 2016-11-07 20:40:59 »
When they hit the caps, they should stop rising.

Valerion

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4404 on: 2016-11-07 21:03:03 »
Nice to know. I'll keep it in mind while gearing them. =)

Rasca

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4405 on: 2016-11-08 07:56:03 »
When they hit the caps, they should stop rising.

So, Cloud's innate stacks then?

You can just start doing stuff until both stats cap? Wow  :o

Valerion

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4406 on: 2016-11-08 09:56:19 »
So, Cloud's innate stacks then?

You can just start doing stuff until both stats cap? Wow  :o

Don't think that's the case. It probably works as Yuffie or Barret's. You have one or the other active. At least Cloud has been doin respectable, but no crazy damage for me. :P

Rasca

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4407 on: 2016-11-09 09:07:26 »
Don't think that's the case. It probably works as Yuffie or Barret's. You have one or the other active. At least Cloud has been doin respectable, but no crazy damage for me. :P

If that's the case, it would be a bit underwelming.

Red XIII can get a 50 points boost to BOTH attack and magic, for a total of 100 if I'm not mistaken, (or for a total of 50 between the two?).

If Cloud boosts don't stack, that means he can have at most a 25 boost to one stat. That's, at most, half of what Red XIII gets. Granted, I haven't recruited him yet, so I don't know how long it takes for him to reach those boosts. Maybe it takes so long he never does, I don't know, but even then, he still has his bonus from the beginning, right? Cloud's innate is a very late game unlock, so it would be a bit disappointing if it cannot be at least as powerful as the other ones...


Oh, btw, how does one apply the hotfixes when using the iro version? I don't think I will need them for a while considering the last fixes only apply to CD3. I bet the iro itself will be updated a couple of times before I reach that considering my free time, but still, would like to know.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4408 on: 2016-11-09 10:23:18 »
If that's the case, it would be a bit underwelming.

Red XIII can get a 50 points boost to BOTH attack and magic, for a total of 100 if I'm not mistaken, (or for a total of 50 between the two?).

If Cloud boosts don't stack, that means he can have at most a 25 boost to one stat. That's, at most, half of what Red XIII gets. Granted, I haven't recruited him yet, so I don't know how long it takes for him to reach those boosts. Maybe it takes so long he never does, I don't know, but even then, he still has his bonus from the beginning, right? Cloud's innate is a very late game unlock, so it would be a bit disappointing if it cannot be at least as powerful as the other ones...


Oh, btw, how does one apply the hotfixes when using the iro version? I don't think I will need them for a while considering the last fixes only apply to CD3. I bet the iro itself will be updated a couple of times before I reach that considering my free time, but still, would like to know.

Red's boosts are quite slow; the battle would need to last a while before you saw the full benefit.

The IRO is updated separately; I'll likely have that done over the next couple of days.

Valerion

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4409 on: 2016-11-09 10:34:04 »
Red's innate takes its sweet time to max out. I've seen it once I think. He hits like a truck when it does, thou. He will shine the most on long hard fights. When the clock is against you, and sometimes it will, you may be better off with chars with more immediate damage.

Cloud isn't underwhelming at all, 25 seems not like much, but remember that he has decent overall stats across the board, always depending on how you rank and gear him up, ofc. So he will tipically hit a tad lower than the specialists, while not being too bad in any area. I like to give him Mime and Enemy Skill and whatever else I feel is needed and the other two teammates don't bring already. That gives him plenty of options, while not hindering any particular stat. He fits well on pure physical, magical or mixed teams.

Also take in mind there's a plethora of stat bonuses floating around between weapons, armors and accesories, so you will most likely have your stats where you want them, for the most part. =)

Overall, after I've seen, I'd say the mod is in a very good spot balance wise. Everything feels useful one way or the other.

NeoDraconis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4410 on: 2016-11-09 13:36:24 »
Just waiting for everything  before arrange mode to be done before I jump in. :)

Loseless

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4411 on: 2016-11-11 15:08:38 »
I believe I've found an error with the rank system. When I chose to raise all of Cloud's stats by 5 I got 10 of each source instead. When it came to Barret, I chose to raise Str & Luck by 10, plus Dex by 5, yet I got 15 sources of the first two stats, 10 of dex and 5 of the remaining stats. So unless ranking up grants 5 of each source just by itself, I think the number of sources is correct.

Also, the guy at the entrance of Fort Condor that greets you until you climb up doesn't talk at all. I just got past him like he wasn't there.

GeoFlare

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4412 on: 2016-11-11 15:28:58 »
I believe I've found an error with the rank system. When I chose to raise all of Cloud's stats by 5 I got 10 of each source instead. When it came to Barret, I chose to raise Str & Luck by 10, plus Dex by 5, yet I got 15 sources of the first two stats, 10 of dex and 5 of the remaining stats. So unless ranking up grants 5 of each source just by itself, I think the number of sources is correct.

Also, the guy at the entrance of Fort Condor that greets you until you climb up doesn't talk at all. I just got past him like he wasn't there.

You get 5 sources for each stat at each rank up automatically. As for the NPC he will always be there and won't do anything unless you used to him to teleport back from some other location. Later on he appears in various places to teleport you to and from from Fort Condor

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4413 on: 2016-11-11 18:10:02 »
I'm still trying to get to the bottom of the Fort Condor NPC problem; there must be a logic issue in the way I've set up the switches to prevent players from leaving after using the teleport to prevent them getting stuck.

BelialLion

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4414 on: 2016-11-13 05:11:00 »
Heya Chief!

It's been a while since I've poked around on here! I just recently got the newest version of the mod, and I can't seem to get any music to play! :o All the other audio is working fine, just no tunes. Any ideas, homie? :o

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4415 on: 2016-11-13 13:10:26 »
Heya Chief!

It's been a while since I've poked around on here! I just recently got the newest version of the mod, and I can't seem to get any music to play! :o All the other audio is working fine, just no tunes. Any ideas, homie? :o

Is this 7H or Steam?

BelialLion

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4416 on: 2016-11-13 16:43:40 »
Is this 7H or Steam?

Oh, duh, totally forgot to mention it right off the bat. (after 2 am when you've been birthday drinking xD) So it's the Steam version, apparently the game defaulted to turning the audio in config to 0, so that's sorted but I haven't gotten too far into the new version yet.

Fauve

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4417 on: 2016-11-15 05:05:02 »
I just got Cid on a new playthrough and noticed something strange. For his first rank up, I picked Set #1: +10STR/VIT and +5LCK, but got 15 luck sources instead of 10. Is this supposed to happen?

Loseless

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4418 on: 2016-11-15 21:27:37 »
I just ran into another bug. While on the desert I used lvl5 on the Land Worm. After that, while on its turn, she just stayed there, doing nothing, and killing the game dead.

Guilou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4419 on: 2016-11-16 06:28:34 »
I'm stuck, just reached the tornado labyrinth and have to go through it when it get calmer, but it never does ! It just simply never let me a chance to pass. Is there any things i can do except de-activates mods please ?

genesis063

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4420 on: 2016-11-16 09:56:42 »
Are you using anything from the bootleg version?  That is a big known issue with that one.  Just keep trying to run through and eventually you'll get through.  Had to do that myself.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4421 on: 2016-11-16 15:08:52 »
I just ran into another bug. While on the desert I used lvl5 on the Land Worm. After that, while on its turn, she just stayed there, doing nothing, and killing the game dead.

I'm stuck, just reached the tornado labyrinth and have to go through it when it get calmer, but it never does ! It just simply never let me a chance to pass. Is there any things i can do except de-activates mods please ?

You using any field background mods like Oz's set? NT's script for those fields is the same as the default game so it's likely a problem caused by another mod or the like. The background can also be messed up by opening/closing the menu, or after a battle; you can reset it by leaving the screen and then returning if that happens.

BelialLion

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4422 on: 2016-11-16 18:44:08 »
Heya Chief, your old buddy here again, enjoying the new version of NT so far, but sadly I haven't been able to play it as much as I did 1.3 because of my new job but hey, gotta make that Gil (money ;p).

Just a quick question, the Carry Armor you put in front of the Midgar model room on floor 65 of the Shinra Bldg., is it possible to fight that thing or is it strictly saved for the return later on at the end of Disc 2?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4423 on: 2016-11-17 01:10:38 »
I just ran into another bug. While on the desert I used lvl5 on the Land Worm. After that, while on its turn, she just stayed there, doing nothing, and killing the game dead.

Was meaning to answer this in earlier reply after I'd checked the script but forgot; it's got a dodgy script that needs fixed.

Heya Chief, your old buddy here again, enjoying the new version of NT so far, but sadly I haven't been able to play it as much as I did 1.3 because of my new job but hey, gotta make that Gil (money ;p).

Just a quick question, the Carry Armor you put in front of the Midgar model room on floor 65 of the Shinra Bldg., is it possible to fight that thing or is it strictly saved for the return later on at the end of Disc 2?

I'd have questions if someone beat that thing on their first visit.

BelialLion

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4424 on: 2016-11-17 04:52:31 »
Was meaning to answer this in earlier reply after I'd checked the script but forgot; it's got a dodgy script that needs fixed.

I'd have questions if someone beat that thing on their first visit.


Ahhh, I presumed as much. I was curious because I tried interacting with it, and no matter where I stood, I couldn't seem to trigger anything. I've applied the patches as well.