Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4968872 times)

Smashgunner

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8125 on: 2019-07-03 21:18:38 »

The sliding thing is to do with Barret running around with an alternate idle/walk/run cycle, which I think gets applied to Cloud. Cloud doesn't have those anims but he's getting set up to use them is my guess.

As for the Cave of the Gi, that's a bit more serious as the scene intended to play is for Red XIII's Lv4 Limit boss fight. Are you on Disc 3 and is Red XIII in your party when you get access to the cave again?



I am indeed on disk three, and I did have Red XIII in the party when I unlocked the cave, but when I actually went down to the cave itself I did not have Red in the party.

Frost_Bytes

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8126 on: 2019-07-03 21:32:05 »
No, this is either a thing that can be caused by 7th Heaven not being set up properly (or the installer failing to patch the kernel due to file security) or it might be a mod conflict that's enforcing the default encounter table (Playable Jessie in the Reactor can cause this).

If NT works fine on its own, then it's a mod conflict. For the most part the graphical mods should be compatible but I think things like Grimmy's Jessie mod enforces default encounters which causes issues through the 1st Reactor.
I am using Grimmy's Jessie Mod. I'll try disabling that one first and see how it goes. and If not... I'll uninstall everything and start over.

Thanks, Chief!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8127 on: 2019-07-03 23:35:56 »
Hey Sega, loving your mod so far! Just wanted to report a bug, not sure if it's been posted here already. I just reached the underwater reactor at Junon, well the short section right before it anyway. Whenever I encounter a Soldier 2nd Class enemy, there's something he does that's causing a softlock. I assume it's something to do with an error in his AI script, I'm not sure what exactly he tries to do that causes the softlock but I know for a fact the problem lies with him. He comes with two other enemies, these pink robots (forgot their names) if that matters. Anyway, thanks for this amazing mod and keep up the great work!

I've had that bug pop up repeatedly, but not fixed it yet. I'll sort it out.

I am indeed on disk three, and I did have Red XIII in the party when I unlocked the cave, but when I actually went down to the cave itself I did not have Red in the party.

That might be it then, I'll check the script so that there's handlers in place for red not being there to prevent a crash.

I am using Grimmy's Jessie Mod. I'll try disabling that one first and see how it goes. and If not... I'll uninstall everything and start over.

Thanks, Chief!

If you want to use jessie mod, I adjusted the IRO for it slightly to be compatible:
http://www.mediafire.com/file/825mu1w33g83ruh/Jessie_IRO_Compatability_Patched.iro/file

7h can import IROs on the 2nd tab, after which they can turned on just like the catalog IROs.

Batcow

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8128 on: 2019-07-03 23:40:01 »
Awesome, thanks for all the support Sega, I can carry on playing with peace of mind. I'll drop a few pounds in your donation box. :)

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8129 on: 2019-07-04 08:38:01 »
I am using Grimmy's Jessie Mod. I'll try disabling that one first and see how it goes. and If not... I'll uninstall everything and start over.

You don't have to uninstall everything unless you've modified the files in your game folder (installer or manually replacing). 7H is an injection tool and NEVER touches the files in the game folder. Everything is applied to memory as the game is playing and dumped from memory after the game closes.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8130 on: 2019-07-04 12:51:00 »
Awesome, thanks for all the support Sega, I can carry on playing with peace of mind. I'll drop a few pounds in your donation box. :)

Cheers for the donation, bud. Also, thanks to Bowser9 for his donation.

Fauve

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8131 on: 2019-07-04 20:35:32 »
I have some questions in regards to character tanking.

a) How much VIT/STR does Barret get per stack with his innate ability? Also, is there a way for Aerith to block magic damage for other party members? Trying to get mileage out of her Geo-stance.

b) Which characters are best suited for evasion tanking? And I know DEX and LCK play a role in evasion, but is one more important than the other? Also, does LCK increase both physical and magical evasion?
« Last Edit: 2019-07-04 21:19:19 by Fauve »

Smashgunner

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8132 on: 2019-07-04 22:17:41 »
Are the Leviathan Scales obtainable after the Junon Reactor? I assume that they were moved because of all the quality of life things and new content. If they were moved I kinda wanna find them myself but if not, well guess I just don't get Yuffies Limit break. Ah well.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8133 on: 2019-07-04 23:25:16 »
I have some questions in regards to character tanking.

a) How much VIT/STR does Barret get per stack with his innate ability? Also, is there a way for Aerith to block magic damage for other party members? Trying to get mileage out of her Geo-stance.

b) Which characters are best suited for evasion tanking? And I know DEX and LCK play a role in evasion, but is one more important than the other? Also, does LCK increase both physical and magical evasion?

It's +5 for Strength and +5 for the Vit/Spr stacks, 5 stacks of either for +25 max. Aeris can't block magical damage for the other party members, but she can block physical attacks that have an elemental alignment using Cover.

Luck and Dex are checked for separately so it can be difficult to say which is more important; both only influence Physical attacks. Luck is handy for physical attackers as a Lucky Hit check of Luck/4 will result in an undodgeable critical hit that cancels any other evasion checks. They can also dodge incoming physical hits with the same chance, Luck/4.

Dex corresponds to evasion, accuracy, and turn speed. It combos well with armour that gives a high evasion% and can let you run the rule over enemies if you have a few high dex characters in the party (but not on Active ATB).

The best characters suited for Luck-based evasion tanking are Cait Sith and Cid as they have very high natural Luck stats. The characters best suited for Dex evasion are Tifa and Yuffie for the same reason, only for the Dex stat.

If you want both stats high, Aeris has reasonable Dex and Luck stats that could be built up a bit faster than the other characters. But it might be better to push Cid or Cait down a Dex-based route to take advantage of their naturally high Luck stats.

Are the Leviathan Scales obtainable after the Junon Reactor? I assume that they were moved because of all the quality of life things and new content. If they were moved I kinda wanna find them myself but if not, well guess I just don't get Yuffies Limit break. Ah well.

Seems they are missable, though I'd assumed the chest was visible from the submarine exterior. I need to make a patch for saving before the motorbike minigame so what I could do is set up a new treasure chest on the Gelnika that allows for the scales to be grabbed if they weren't picked up in the sub pen.

Smashgunner

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Bug Report!
« Reply #8134 on: 2019-07-04 23:29:19 »
Selecting "Cancel" when selecting a rank for the Junon Leagues has frozen my character. I am incapable of moving and it has softlocked the game.

pearpoke

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8135 on: 2019-07-04 23:39:16 »
Was the Corel Prison Scorpion fight removed or did i miss something?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8136 on: 2019-07-05 00:00:19 »
Selecting "Cancel" when selecting a rank for the Junon Leagues has frozen my character. I am incapable of moving and it has softlocked the game.

I forgot about that one, I'll get fix that up before I put this patch up; sorry about the lost progress.

Was the Corel Prison Scorpion fight removed or did i miss something?

It was moved a little later on, was a bit of a pain speccing to fight that then having to respec to fight Dyne 1v1 right after.

Smashgunner

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8137 on: 2019-07-05 00:18:00 »
I forgot about that one, I'll get fix that up before I put this patch up; sorry about the lost progress.

Don't worry. If you think about it it's a good thing since I've reminded you of it. Besides at least I know about the prizes now! Time to farm up Elixers, Turbo ethers and X-potions.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8138 on: 2019-07-05 00:24:51 »
Don't worry. If you think about it it's a good thing since I've reminded you of it. Besides at least I know about the prizes now! Time to farm up Elixers, Turbo ethers and X-potions.

Installer
https://mega.nz/#!q8dTySST!-cR-QePTJf9qtQOAcRQLoG42aw5LawUSfWGqJy6q_CY

IRO
https://mega.nz/#!e9cxjKoS!J2dWPR1KyYBvRJm6o3_d4pYsxqTSm0UPpPvFqtop15I

Issues
-) Added a menu open to prior the Highway boss battle, couldn't replicate issue where boss battle would start immediately after loading a save file made at the Highway prep screen so this has been added as a catch-all.

-) Leviathan Scales can be collected from Gelnika (room with Hades Materia) if it wasn't picked up at the sub pen.

-) Fixed logic for Junon Leagues Cancel option (there was another check for the option further down that jumped further up the script, causing a loop).

Smashgunner

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8139 on: 2019-07-05 02:18:27 »
So I read on the installer that apparently there's a boss that nobody has found in the five years this mod has been out. Guess I'm gonna go meticulously look at every area of the game in hopes of finding it. I wonder what it is? C'mon everyone let's find it and take its loot!

Smashgunner

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8140 on: 2019-07-05 03:02:34 »
Unsure if it's a bug or a mistake or what, but the Comet 2 spell says that it does 6 hits, but it will only do 4 hits. Thus making it weaker than what it says on the box.

Fauve

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8141 on: 2019-07-05 04:31:03 »
It's +5 for Strength and +5 for the Vit/Spr stacks, 5 stacks of either for +25 max. Aeris can't block magical damage for the other party members, but she can block physical attacks that have an elemental alignment using Cover.

Luck and Dex are checked for separately so it can be difficult to say which is more important; both only influence Physical attacks. Luck is handy for physical attackers as a Lucky Hit check of Luck/4 will result in an undodgeable critical hit that cancels any other evasion checks. They can also dodge incoming physical hits with the same chance, Luck/4.

Dex corresponds to evasion, accuracy, and turn speed. It combos well with armour that gives a high evasion% and can let you run the rule over enemies if you have a few high dex characters in the party (but not on Active ATB).

The best characters suited for Luck-based evasion tanking are Cait Sith and Cid as they have very high natural Luck stats. The characters best suited for Dex evasion are Tifa and Yuffie for the same reason, only for the Dex stat.

If you want both stats high, Aeris has reasonable Dex and Luck stats that could be built up a bit faster than the other characters. But it might be better to push Cid or Cait down a Dex-based route to take advantage of their naturally high Luck stats.
Sweet thanks for all the information. I think I’ll go with Cait Sith as my evasion tank. Would focusing mostly on his Top Cat  build (+15 DEX, +10 LCK) be overkill for evasion? I also wonder if focusing on that build will leave him pretty weak in the damage department.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8142 on: 2019-07-05 09:49:37 »
So I read on the installer that apparently there's a boss that nobody has found in the five years this mod has been out. Guess I'm gonna go meticulously look at every area of the game in hopes of finding it. I wonder what it is? C'mon everyone let's find it and take its loot!

Just a disclaimer on that one, there was a change made to the way Dark Cave ends which makes this boss inaccessible. I'll update the installer text to something else next time I do a patch.

Unsure if it's a bug or a mistake or what, but the Comet 2 spell says that it does 6 hits, but it will only do 4 hits. Thus making it weaker than what it says on the box.

Is it only 4 now? I'll check into that, but I may have changed it back to 4 for balancing (or forgot to set it to 6, not sure).

Sweet thanks for all the information. I think I’ll go with Cait Sith as my evasion tank. Would focusing mostly on his Top Cat  build (+15 DEX, +10 LCK) be overkill for evasion? I also wonder if focusing on that build will leave him pretty weak in the damage department.

It probably will, but the high Luck can give him a good supply of critical hits for 2x damage. I think Cait's ultimate weapon doesn't use strength though, it uses a MaxHP - HP formula similar to the ???? enemy skill.

***
Big thanks to Loveless for the donation, I really appreciate it bud; I've got a lot planned for the final update, particularly the Arrange mode.

Smashgunner

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8143 on: 2019-07-05 11:15:29 »
Just a disclaimer on that one, there was a change made to the way Dark Cave ends which makes this boss inaccessible. I'll update the installer text to something else next time I do a patch.

Oh no.....Well then in that case, is it ever going to be added back in? If not, can we (Or I) know what it was and what it would give? My curiosity has a mild want to be sated.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8144 on: 2019-07-05 12:49:01 »
Oh no.....Well then in that case, is it ever going to be added back in? If not, can we (Or I) know what it was and what it would give? My curiosity has a mild want to be sated.

I'm not sure if it'll be reimplemented.

Spoiler ahead:
Spoiler: show

The current secret boss, Ozma, has two versions. The 'regular' one is fought by playing the piano theme on the Shinra Mansion piano (some of the keys are missing, making it trickier to play by ear). This unlocks the encounter in the Nibel Reactor, at the Jenova door; this one is still in the game. The other version, the Shade version, was in Dark Cave's Diorama room during the countdown sequence. They were going to be linked to each other, beating one would have an effect on the other.

Smashgunner

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8145 on: 2019-07-05 12:55:57 »
Wow that's really interesting! I must say that your mod is incredibly neat! It has some incredibly oldschoolish secrets in it from what I can tell. I absolutely love it! I never would have suspected to do that. Incredible. I don't think I could praise enough just how cool this mod is by the time I turned 50. I MIGHT be able to do it by 60. I don't know.

Loveless

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8146 on: 2019-07-05 18:43:02 »
Big thanks to Loveless for the donation, I really appreciate it bud; I've got a lot planned for the final update, particularly the Arrange mode.
Don't mention it, it is my pleasure :)

Really looking forward to it!

Fauve

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8147 on: 2019-07-06 07:40:58 »
Big thanks to Loveless for the donation, I really appreciate it bud; I've got a lot planned for the final update, particularly the Arrange mode.
Will the next update revise only arrange mode or the mod as a whole?

Also I just found out that each character has a 5th option to choose from in the rank up menu. Is there a place that lists all the builds for the characters? The current readme only lists 4 rank up options for every character.

« Last Edit: 2019-07-06 10:07:11 by Fauve »

Maziac

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8148 on: 2019-07-06 09:11:53 »
Think I found an error;

After recruiting Vincent I went to rank up characters. Didn't check his stats before I started ranking so I look at his stats from the rank up menu option. After going back to choosing which stats to get, I found only options with reduced rank points. STR +2, VIT +2 and so on. I hit the stats menu again and went back to choosing stats. This 2nd time every stat was at +0.. I picked up the upgrades and went to look at his stats screen, indeed, there was 0 improvement to his stats. Thankfully I had saved right before ranking :D


Also, I'd like if you implemented a visual for which rank the characters are, I see the characters SP but not always sure who is which rank. I rotate my team around to keep everyone roughly the same level and rank, except Cloud who is forced in the party, he's got a bit of a lead.
« Last Edit: 2019-07-06 10:06:22 by Maziac »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8149 on: 2019-07-06 12:40:19 »
Will the next update revise only arrange mode or the mod as a whole?

Also I just found out that each character has a 5th option to choose from in the rank up menu. Is there a place that lists all the builds for the characters? The current readme only lists 4 rank up options for every character.

It'll be the mod as a whole, but I'm doing field scripting for Arrange.

The readme is a bit behind s:

Think I found an error;

After recruiting Vincent I went to rank up characters. Didn't check his stats before I started ranking so I look at his stats from the rank up menu option. After going back to choosing which stats to get, I found only options with reduced rank points. STR +2, VIT +2 and so on. I hit the stats menu again and went back to choosing stats. This 2nd time every stat was at +0.. I picked up the upgrades and went to look at his stats screen, indeed, there was 0 improvement to his stats. Thankfully I had saved right before ranking :D


Also, I'd like if you implemented a visual for which rank the characters are, I see the characters SP but not always sure who is which rank. I rotate my team around to keep everyone roughly the same level and rank, except Cloud who is forced in the party, he's got a bit of a lead.


Is that the randomiser? There seems to be some sort of logical bug in it where the generated rank up is reduced when checking the menu.

I could try and add the current rank to the SP checker at save points. I was planning to drop SP altogether from the next update and just have ranks unlock at specific points in the story/after certain fights but in the meantime I could try and add that.