Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Pure_Mind_Games

Pages: 1 [2]
26
7th Heaven / Re: FF7 Modding Idea's
« on: 2021-01-08 08:09:23 »
Both of those are built in to 7th Heaven 2.0

27
I want to use the Remake boarders and menus, but I'd like to use the coloured Items and Shiny Materia from ESUI but there's no option to turn them off under the Remake theme.

28
Even when I set Limit Breaks to 'No change' it still crashes.

29
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-20 16:36:49 »
Is there a way to have the last selected Rank Up highlighted? I wanted to do a 'single job' run, but it turns out my memory sucks and after having a day away I'd forgotten which I'd selected for some of the characters.

30
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2019-06-18 10:31:16 »
You should nerf a lot the cards, because before going to Deiling city, I managed to get all the really good cards and transform them in good magic like tornado and curaga and have all my char to have 3.5k hp, >100 str and just spammed Mad Rush (to get haste + protect + berserk) to get my way to all the bosses until the end of disc 1 so I think you should really nerf the cards or Mad Rush.

Counter argument, when selecting New Game have a message that tells people to use self control if they don't want to 'break' the game.

31
Gameplay / Re: Fight Summons to collect their Materia
« on: 2019-06-14 07:40:45 »
Cheers, I'll look into them.

32
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-14 06:47:24 »
Is it possible to get a second Mythril for the Weapon Smith near the Gold Saurcer?

33
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-13 01:17:33 »
Hi i read elsewhere about  "mod documentation (zip file). It contains a text file showing the stuff locations and an Excel file showing what you can steal, morph and loot and on which enemies."
and I can't seem to find this could anyone point me in the right direction?

I wouldn't worry about it, it's out of date right now anyway.

34
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-12 22:35:41 »
Nice, I'll check them out once I finish 1.5.

Thanks.

Oh, would it be possible to show Inate abilities somewhere in the menu? as I keep forgetting them.

35
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-12 19:54:21 »
-) I want to scrap Dark Cave and replace it with something else. I had been looking at a 'floor-based' dungeon that goes through lots of fields with punishing encounters and a boss/change of theme every five floors or so; make it more of a battle-based thing like that Ehrgeiz dungeon game or the FF Advance post-story dungeons.

Please no, they're so annoying.

-) I'm not too sure about ultimate weapon crafting; I think people probably find it more of an annoyance as the requirements are going into the Crater and farming for drops/steals/morphs from the enemies inside. What I'd like to try and do is get them put behind something that's a bit more actively engaging for the player. I think that crafting thing would be better suited to a sister ray version where the number of possible weapons + items is increased, meaning that weapon variants/upgrades could be produced.

I don't mind how I get them but if it's annoying they damn well better be OP lol.

-) I forgot that I put in the barrier thing until I was shown it recently by Uprisen and Caleb, I can't really remember the rationale for doing it either; it was one of those careless throwaway changes. I've kind of put myself in a corner with it as well because a few people are speedrunning the mod now and this change is used for a majority of the fights to make them more feasible at low level. I'll probably give Uprisen and others a prototype so they can see if it's possible to do within a reasonable timeframe without it, and if it is then I can give it the heave-ho.

Wait, what's this about Added Effect Barrier?

Reading your post makes me wanna play the earlier versions too to see how it evolved.

36
Gameplay / Re: Fight Summons to collect their Materia
« on: 2019-06-12 19:49:22 »
No, the tool(s) to make a battle, I'll use the Restore at the beginning of the game to test with.

37
Gameplay / Re: Fight Summons to collect their Materia
« on: 2019-06-09 10:14:38 »
Doesn't bother me mate.

I'll rephrase, I'm guessing making a battle would be a good place to start before trying to put a summon model in a battle. So where would a good place be to start for that stuff?

38
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2019-06-08 20:56:27 »
I always thought that if the game was ever remade it would be cool if they let you switch between your cloths and SeeD uniforms if it's possible I wouldn't mind seeing it here.

39
Gameplay / Re: Fight Summons to collect their Materia
« on: 2019-06-08 20:49:21 »
Cool, I'm new to this whole modding scene, the most I've done is add an OP weapon to Skyrim and renamed spells and Materia, which programs would I need to learn to give it a try?

40
Gameplay / Fight Summons to collect their Materia
« on: 2019-06-07 23:02:42 »
While mods like New Threat and the upcoming Final Mix have added fights to Materia's they're just random Bosses and not the actual summon, how feasable is something like this? I can't imagine no one hasn't thought of it before now.

41
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-01 20:50:43 »
don't follow that file, it is heavily outdated to the current version of the mod

Ah, OK

42
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-01 16:22:55 »
Loving the mod, just wondering if there's already or plans for a Steals/Drop/Morph list?

Never Mind, there it is in the Zip file lol.

Pages: 1 [2]