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Messages - natepley

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1
Strange.  I'll try it again in the future - maybe whenever Finishing Touch or ESUI is next updated.  For now I'll just use ESUI with Finishing Touch's background art and avatars.

2
I see.  Thanks!  Installing ESUI fixed almost everything.  Unfortunately, the Battle Help box is still messed up somehow.  If I select the option for No Box Text Only, the box still appears off to the right and the text appears in the center of the screen (not even in the box).  Any idea what could be causing that?

3
I've been having issues with Finishing Touch since I updated it on the 10th.  I hadn't played for several days before then so it's possible the update causing the issues happened anytime in the beginning of October.  Before this, everything worked fine.
Now, some parts of Finishing Touch work while others don't work correctly or don't work at all.

What works:
Dialogue font
Battle font
Optimized Battle UI (though it seems to be placed too high on the screen)
Avatars
Background art

What doesn't work:
Finishing Touch Battle View crashed the game
Transparent Dialogue boxes
Help Box Transparency
Menu font and spacing is all messed up
Menu background color

I've tried deleting and reinstalling this mod and the whole game and 7th Heaven and all my mods.  Nothing has worked.  On the 10th, I updated lots of stuff - 7th Heaven, FFNx driver, several mods, Windows 11, Nvidia drivers, etc. so it's hard to tell which update broke it.  Installing an old version of the mod seems to exhibit the same issues as the latest version, and disabling all mods except Finishing Touch also doesn't fix anything.  It seems like maybe the latest Windows, Nvidia, or FFNx updates broke compatibility with Finishing Touch.
As a side note, could you share the RGB values you used for the 4 corners of the menu background?  I like the color!

4
No. There are several technical reasons for why. Among which; a few of the fields have a stock ambience, so if you used the vanilla sounds, you'd have some fields with super high def ambience and some with crushed midi ambience. Secondly, I don't want a hodgepodge mod where you'd have real recordings of birds etc. and all the other battle sfx are staticy-midi... But most importantly, Cosmo Memory is a sfx replacement mod for the 724 vanilla sounds first and foremost. The other features like ambience, footsteps, etc. are just bells and whistles to go on top of them.

I see.  Thanks for the explanation.  I really do think the "bells and whistles" are so fantastic that they warrant their own mod, though.  A standalone mod that just replaces all ambient noises and adds footsteps would a great option and would leave Cosmo Memory intact as a sound replacement mod.  I understand if you don't want to do that, though.

5
This mod is fantastic!  Thank you for making this!
I would really appreciate an option to disable the replacement of all the sound effects, while still having footsteps, ambient sounds, and attack voices.  I really want to hear the original sound effects because they have a special place in my heart, but I feel like I can't live without the footsteps and ambient noise now.  Would that be a possibility?  Thanks again!

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-25 02:48:13 »
A few questions:

1) Is New Threat compatible with menu overhaul and Beacause?  I always thought they were incompatible but you include the ff7_bc.exe in the download.  Does that mean that both are compatible?  Or is only menu overhaul compatible?  Or neither?  I at least really want to not have menu boxes in battles, but the other stuff would also be pretty nice.

2) Are you still working on this?  Is a 1.6 planned or is this the final version?

3) I read somewhere that you're working on an FF8 mod now.  Where can I follow the progress for that?  I'm excited to see what you can do with it.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-15 16:55:44 »
That's definitely an advantage of break 9999; you can push certain otherwise underpowered attacks right up and make them viable again. On the other hand, working within the confines of 9999 let's me keep a better handle on %-based damage reduction effects and shrinks the amount of variance I have to keep in mind when speccing attacks/enemy HP & stats.

So break damage  limit can't be applied selectively?  It's all or nothing?  Like, in FF8, certain attacks could break the limit, like Quistis's best limit break, but most attacks were capped at 9999.  Could All Creation break the limit, while demi remains capped at 9999?

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-14 15:01:28 »
I personally like doing more than 9999 damage with hits, but I know you designed your mod without break damage limit in mind.  I was wondering, though, if break damage limit could be applied to some attacks but not others.  For example, if Red's, Yuffie's, and Vincent's level 4 limits could break damage limit, they would be closer to the power of other characters final limits.  Bahamut Zero could break damage limit making him much more powerful than the first Bahamut.  Not sure if that's possible, but maybe it could be useful.  Also, would it be possible to make the damage limit 10,000?  That would be so much more satisfying than 9999 without throwing off the game balance.

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-21 15:18:31 »
A while back I had an idea related to the issue of making physical attacks with elements or added effects.  What if weapon and armor slots already had elemental and/or added effect built in.  So if you put an ice materia on your weapon, you'd gain the ice element on your attack or if you put ice on your armor, you'd have protection from ice damage but maybe weakness to fire.  This would eliminate the need for elemental and/or added effect materias.  Or maybe this would only work in some slots or some pieces of equipment.  I'm not sure if this is possible or could be balanced, but it might be interesting and would make the player more conscious of what materia they equip where.

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-27 02:22:49 »
I had an idea and a question.  Idea first:

To make sure no one gets confused about "original" and "arrange" you could instead call them "new threat" and "new threat + arrange".  That might make it more clear.

My question is: why is it called "arrange"?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-14 13:54:53 »
Hey Sega Chief!  I'm back!  Thanks for your help!  I'm enjoying reading about your progress and once 1.4 is out and I've got some time on my hands, I'll start another playthrough.

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-27 10:05:14 »
The SP thing sounds pretty cool.  I like the idea of characters with very different stats and I also like the idea of characters strength not being determined by how much grinding a player has done.  (Sorry if I'm bringing this up too often, but) I think a similar system could be used (at least sometimes) for materia growth.  You gain some kind of points through story events and then at the special save menu, you can receive leveled up materia once you have enough points.
Also, I was thinking that since morphing seems to be quite important in your mod, increasing the HP limit of Sense might be nice.  I feel like if you're going to spend both a materia slot and a turn on Sense, then it should actually work on enemies strong enough that you'd want to Sense them in the first place.  In the original game, I always felt Sense was so useless because Sensing weak enemies was a waste of time and Sensing strong enemies wasn't possible.
Anyways, I'm enjoying reading your updates, and I'm looking forward to 1.4.

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-10 14:30:12 »
Quote
In Karifean's Super Boss Rush mod, he tried to set up a field-script check that would look for banned Materia in the player's inventory and remove them but I don't think it worked (the commands seemed to be there, but it was non-functioning or had been interpreted wrong by the tool). So I think the only way to make instanced fights for AP work is to 'trust' the player, but if they make a mistake or keep their other Materia on then it's going to fall apart.

If it's possible for the game to check for materia that aren't supposed to be equipped, perhaps the NPC that you fight could eject you from battle like the Zolom does if you equipped materia you aren't supposed to.  If he sees you've equipped fire in addition to bolt, he ejects you (or even kills you!).  Or possibly, he could have an attack like Emerald Weapons big move that deals damage based on how many materia you have equipped.  If you're supposed to equip a bolt and cover on each person, that's a max of 2 materia per person.  Maybe his attack could kill anyone equipped with 3 or more materia.

Not sure if these ideas are possible but if they are, it could be cool.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-10 04:43:41 »
Hi Sega Chief,

I had an alternate idea for how players could get new spells without having as many materia equipped as possible all the time.  The idea of finding materia with ap already on them would work, but requires players to replace their existing materia.  So I thought of a way that would allow the player to level up his or her own materia without equipping it when they don't want to use it.  You could set up either  forced optional events when you think a player should gain a new spell.  I'll give an imaginary example because that's easier to communicate:

You decide that before fighting bottomswell is when players should gain bolt 2, and level 2 cover.  You put an NPC in Junon that tells you he can upgrade your magic, but you have to do what he says.  He tells you to equip your lightning materia and cover materia but remove all the others.  Once you do that, you enter a battle with him in which you just cast bolt on him or something and then the battle is over.  He gives you the exact amount of AP to level up those 2 materia.  Done.

To make it a little more interesting the NPC could be like a Magic Pot enemy and demand that you give him an item.  This item could be something that you have to win from a tricky or difficult normal enemy.  Maybe buff the Zemzelet a bit and make his drop the item you need to give the NPC.  That would make it kind of like a mini-quest to upgrade your materia.

The weakness to this solution would be that it relies on trusting the player to actually remove his or her other materia (a reward of 1500 ap would be hard to pass up).  But if players wanted to cheat and make it easy for themselves, I kind of feel that that's up to them.  They can choose whether or not to follow the rules and really play NT like it's supposed to be.

Anyways, I think that either solution could work.  I hope this latest idea is helpful, and I'm looking forward to seeing what you do with your mod.

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-14 13:59:52 »
Sweet!  I'll keep reading the forums to see what happens!  Thanks!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-14 06:13:26 »
I'd quite like a way of having Materia/spells be learned without player's feeling a need to load up on Materia, but we only have one set of files to work with on PC rather than three discs (or nine, if I remember what I read on Roden's thread correctly) like the PSX version. We do have 7H, though so it's not impossible to buff spells as you go through the game.

As far as learning spells through events go, I don't think I can add AP to a Materia from the field. I can have Materia be picked up with a pre-set amount of AP already on it (there's a Lv.3 Destruct Materia in the dark cave sidequest, for instance) which can maybe offer something.

Thanks for your quick answer!

I guess if I knew that, whenever the author of the mod felt it was time for the player to have bolt 2, I'd receive/win/find a level 2 lightning materia (then maybe later a shop that sells level 2 materia), then I wouldn't need to always have my lightning materia equipped unless I wanted to use bolt or pair it with Elemental materia.  Once I get my level 2 lightning materia, I could either save my level 1 materia to raise with AP later or sell them.  This kind of system could make a physical tank with slotless equipment much more useable without the regret of missing out on AP.

As for the summons, I really don't know anything about 7H so I'll take your word for it.

From your answer it sounds like something similar to what I imagined could be possible.  That's exciting.  I'll keep following your progress till I'm ready to pick up a controller again.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-14 02:09:05 »
Hi Sega Chief,

I've talked with you before on the Insane Difficulty forums.  I was the guy with a long list of ideas for modding FF7 including adding some elemental spells, reintroducing tonberries and ochus, displaying weapon bonuses, etc.  I played your mod up to Junon, but I haven't really been playing games at all since then.  Life is taking me in other directions for now.  But I do get on these forums and read about the progress you're making.  I can't wait to play the mod again soon!

Last night I woke up with another idea about how to change AP growth so that players can only equip materia that they want to use and don't have to worry about loading up on materia for AP grinding.  I'm not sure if it's possible, but it seems like it could be cool.  It's related to your idea for changing how characters grow their stats through events rather than experience.

What if players gained/upgraded new spells (Fire -> Fire2) through events or quests, rather than having to keep Fire materia equipped for the entire game to keep leveling it up.  If an event leveled up the materia, then players would only equip Fire when they really wanted to use it.  Events could also be used to power up summons.  At least in the PSX version, I assume that different discs of the game could have different strength levels for the same attack, so in disc 3 Choco Mog could be stronger than in disc 1 (I think this is the case) so it could still be a viable attack throughout the game.  Not sure if something like this could be used in the PC version.

Thanks for being open to hearing my ideas and I hope they're helpful!  I don't know if they're possible or would be popular, but I think they'd be pretty cool!

Nathan

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