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Messages - Sega Chief

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76
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-06-28 13:45:57 »
I have sunken into the mod, playing original story (type A) for now and have encountered an error while visiting Prof. Gast house.
After playing first interviev video of Gast and Ifalna about Jenova going after ancients, after the video:

Spoiler: show
Aerith character spawned and she has a dialogue which is probably from type B story when she visited the lab house and she doesnt want to watch videos about her or her parents


It's a flaw in my script handling that I forgot to fix; the video scenes toggle characters on/off for the duration and it doesn't check for the appropriate flag when making characters visible again. I'll add it to my notes now so it doesn't slip my mind again.

77
Sounds like the field (scene) and battle models are working, but the world map models are kaput; I remember something about this popping up in the past before. If the world map models are in a separate IRO then it may be that they have to go elsewhere in the load order.

78
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-06-23 23:14:44 »
Hello Sega Chief,

Firstly, thank you very much for your hard work over the years. I've played this mod some time ago and enjoyed it very much - it's a masterpiece and truly a heartfelt homage to, and brilliant extension of, the original design philosophy.

I'd just like to ask please, is it possible, or could it ever be possible, to play your mod with Reunion's Beacause submod enabled? I had decided to replay again with Reunion for the first time, but the core game mechanics are just too simple to really find thrilling these days, and as such would very much like to replay it with both New Threat and Beacause combined.

Thank you for your time, patience and hard work.

Baji

What I could do is combine in the battle part of NT into Reunion's translation part, that should at the very least get a mix of the two (I have a combat-only version of NT 2.0 that I've not released yet which is currently undergoing testing). I'll put that together over the weekend once testing is done as it should bolt right in without issues.

I see. I don't think Alpha Zolom was "garish" looking but better look than the vanilla Zolom and impressive skills (harder with 60k+ hp as well). I had to be a bit above lvl 30 to be able beat it and it was epic :)

I didn't expect there be bosses for the materia because I obtained the Gold Chocobo early. I thought damn and tested Smoke Bomb item which worked. So I got the summon materia but missed on great loot. Didn't work for other materia bosses though.

Fair enough; I kept 1.5 because I felt it was different enough that people would prefer it to the 2.0 build.

79
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-06-23 00:24:58 »
so this issue isn't about new threat, BUT, it's your mod and it's listed on the front page so here goes lol
7h is telling me the battle model swap og style mod has an update. but each time i try to update it, it simply won't. like, it'll download but not install. is there a way to manually update it without 7h? like do you have a site where you host your mods? apologies if this is in the wrong area :)
Cheers

It doesn't have its own page so here is fine; recently it seems all of them are getting this issue though it was a couple of the other ones that were affected; there's no actual update it needs, something to do with version numbers. Unsure why this one is now acting up. Best thing to do is delete the mod from the library then re-download it from the catalog; I'll check them all out in the meantime and will update the version number for any affected.

Edit: The XML for each IRO didn't match the version number held in the catalog managing them so I've updated them all to a new version number to get rid of the update available issue.

80
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-06-22 02:32:06 »
Hey Segachief

I have been enjoying this mod a lot and managed to get up to the temple of the ancients on type B, I went to load it up and now its saying file is invalid when trying to load my save. Previously when i played I was farming some missing enemy material skills and I saved it at the save point in the gold saucer entrance ( bout to do date scene and get keystone ) Any help would be appreciated as I don't wanna start over again if It can be helped

It's maybe too late, but I'm not sure if it can be recovered or not. It may be worth trying to open it with the save editor Black Chocobo and seeing if it can be copy-pasted over into a new save file in case that helps fix it.


Parts of New Threat I like
The area music continuing into battles
No :O face characters
Additional dialog/story/character interaction
Ability to skip flashbacks/cutscenes
A few additional enemies and new enemy mechanics

And that's about it. I've just beat diamond weapon and ultima weapon and found the disappointing changes made to Cloud's Ultima Weapon. The absence of 2/4 Cut and Ultima materia have also been disappointing. I've ended up in a strange party arrangement with Nanaki just casting Comet and Tifa and Cloud just on support, its interesting, but not fun or cool. Is it possible to just mod in the elements I live and leave out the rest?

I've a plan at some point to make a vanilla combat version of the mod (similar to what 1.5 had) where the equipment, enemies, etc. are all vanilla-spec while keeping the mod's other aspects intact where possible.


Hello, have you tried making it work with the MS Store version or it is not possible/not planned and I should stick to the steam version?

I bought it and managed to get at the files (after a lot of wrangling with permissions and the like; they're locked up to an extent), but it seems I'm not able to patch them as changing the size of the files results in an error and not being able to run the game. That's as far as I was able to get with that.


So I've got all of Tifa's other limit breaks, I've met all the conditions, I've got the Final Heaven item, but she still won't use the item to learn the final limit break, anyone have any ideas why that might be and how to get it to work? Thanks.

There shouldn't be any other requirements other than she has every Limit learned at each Limit level like in the vanilla game (Beat Rush + Somersault, Water Kick + Meteodrive, Dolphin Blow + Meteor Strike).


I agree with you there. Overall the mod is great, I just don't like the unrewarding experience and "test my limits". Grabbed for example the Knights of the Round materia only to find out each hit does 2k damage! And the matera is already at maximum level. With MP Turbo (and perhaps more Magic?) you can at least reach "decent" 4k+ dmg per hit. Also read all patch notes and saw endgame weapon Masamune was nerfed so I were curious about it and cheated it and it does not impressive damage indeed. Far from what you can do in the vanilla game.

The feel about unrewarding and only challenge is just not for me. But otherwise the mod is great which other will love.

I feel that these things are being compared to their vanilla counterparts, which left everything else in the dust. The only way to balance around things like that is what's seen with vanilla's Ruby and Emerald Weapons where the bosses have massive HP pools. When that happens, all other options just go out the window. There wasn't any setup to them either, you just picked them up and that was everything outside of Ruby and Emerald basically moot.

But I'd say that KOTR in NT still does a tonne of damage, to the point where it almost achieves the same effect. 4k per hit on KOTR isn't as much as 10k per hit in vanilla, but that's still 52k damage per cast. The final boss, Safer, has 100k HP vs. the 80k of the original so he can only stand up to two casts of the NT KOTR. As for the single use, that can be circumvented either with Mime or getting a Master Summon materia (which is a lot easier to get in NT due to the Summon Materia all being 1-star and not being consumed for the Master Summon materia like they are in vanilla; this confers infinite uses for each summon).

Ultimate Weapons have been a pain to balance though due to their special damage formulas, which I've tried to keep. They should be dealing more damage than regular weapons though, I'll check again to make sure that's the case. Perhaps there just needs to be a point where


    So I just finished the game in Hard Mode Type B after almost 80 hours according to the game timer but I'd say about 100 hours instead. I loved it, the subtle dialogues are nice and fun, the QoL changes are a blessing and I loved the gameplay changes; I can't play the original game now, the mod is too good for me :)

    I'm going to give my feedback below, there are also some bugs which fortunately aren't fatal, the list is not exhaustive, it's more of a hot take :
    • Restorative spells and attacks are supposed to ignore barriers but it isn't the case for MP restoration it seems; Cait Sith's MP restoration with his Weapon (can't remember which color) is halved with Barrier and the party can dodge his healing ! It is an intended counterplay ?
    • With his MP restoration weapon, Cait Sith single handlely carried me through farming sessions
    • In hard mode, you cannot gain Gils from Battles so it makes the Materia Gil Plus not usable; I think it would be nice to gain gils again but like half or maybe less
    • I would change the scaling of Red XIII's Limited Moon, it currently scales with Limit but I feel like it is not suited for him (or for anyone), if I want to go a Physical build, I'd prefer a more stable weapon, but even with a Magic build, the weapon is not that good
    • During the Emerald battle, it seems it sometimes enter in a Limit mode, there's a message saying : "Carmine enters Limit Mode !" I believe it is a relica of NT 1.5
    • There's no music once you reach the cave at the end of the Ancient Forest
    • I revisited the old man cave and he mentions something about a giant flower at the at the end of the Ancient Forest (Ho-chu ?) then he mumbles "gloves", I don't know what it is supposed to mean, Morphing it gives a Megalixir, so no gloves
    • In the North Crater, when you have to climb back to the entrance by pressing O, the leader jumps back automatically, sometimes multiples times
Spoiler: show
  • After beating the Chocobo in the Glacier, if there's a battle in the same scene, the chocobo music is played instead of the normal battle music
  • I haven't use the SP system because I wanted the supposed easter egg when you beat the game in hard with no SP, I don't know how it supposed to show, I had a screen with the party in the church with a thank you (no refunds), is it this one ?
  • I have beaten the Secret Boss at the North Crater (finally !!) but nothing happened after the battle; the leader comes back into the 4 save points room which are still awoken and my ?_?_?_? item is still in my inventory. I've beaten it without killing the tentacles, then did it again but killing the tentacles first. While the battle itself is intense, having basically no rewards (massive amount of EXP and AP but I maxed out the party) for it feels bad for me
  • The Party focused Side Content feels unbalanced; for Yuffie we have to defeat basically two bosses and has some cool dialogues, but on the other hand Cid has basically no side content(Highwind being automatically obtained, and Venus Gospel is the gold saucer battle rewards), Cait Sith has a funny boss to beat but the reward (Dark Matter) has no utility as far as I know (a relica of NT 1.5 I believe ?)
  • I still haven't find the usage of the Red DragonScales (reward from 3D Fighting Game in Gold Saucer)
  • In the battle against Bizarro Sephiroth, despire having all 9 characters, you still have to choose 8, I ditched Vincent (sorry), is it possible to add the possibilty to use all 9 characters in this battle if we saved Aerith ?
  • Safer Sephiroth's Super Nova seems bugged because most of the animation is dark as if it has no texture. I remember from the PS1 game seeing the planets getting obliterated one by one with their names displayed. I tried disabling all textures and 60 FPS mods to be sure, it's still the same
  • Contain + Elemental affects the Hidden element despite not being displayed as such in the game, it took me time to understand what makes my Cloud to absorb Pandora's Box's damage, I thought Contain would help to affect Fire, Ice, Wind and Earth elements instead
  • In the same reasoning, I'd love to see the Core materia to have this multi element effect
  • I wonder what a Shout materia would look like
  • I'd love to see a return of the Dark Cave side quest that was present in the 1.5 version; maybe less bloated, but with new bosses instead, or another Battle zone, maybe a mirrored version of the North Crater that would give lots of XP and less AP (or the contrary) than the North Crater
[/list]

I'll replay the game again after some updates, it was truly a great experience !!

For Cait's weapons this is the physical-damage formula doing its thing where it allows the target to roll for evasion, regardless of whether the effect is positive or not. I'll see if I can get around that somehow; there's some physical formulas that negate evasion which may help with one half of that issue.

There's been a lot of feedback on hard mode, and I think the gil aspect is generally the one thing that consistently comes up as a negative. It may be time to review the 0gil thing but if I did that then I'd maybe want to more properly revamp hard mode in general. Time's a factor though, I need to work on FF8 NT a lot more currently.

I should probably stop trying to retain the special Ultimate Weapon formulas as they are a bit unreliable in general. Balancing them tends to be a wild swing as well; people have said they found them disappointing a few times over the last year or so since 2.0 went out (and in 1.5 as well where the approach was more or less the same with these weapons). I'll review them again for the next patch and see what I can do.

No music in the cave is likely from 1.5 or something, will fix. As for the ho-chu hint the old man gave, it was probably to reference the location of a weapon like Master Fist maybe. Probably changed that at some point but forgot he had that dialogue (unsure when it was added; one of those things I don't remember even doing).

You get the church screen if you beat the mod on Hard Mode without toggling it off from New Game, there's a small easter egg for also not using SP and with No Exp toggled on from the start as well (you can thank wdx for that one).

That optional fight originally just shuffled the player off to the ending as there wasn't really much intended to be done past that; what I could do is set it up with something to make it more worthwhile. It wasn't supposed to be repeatable either; I thought I'd addressed that in the last patch so I'd better check it.

For the side content, I basically went about streamlining it as much as possible. The goal was to redo all of it, but I only did one or two before deciding to just scrap the rest as I had no ideas for what to give to the other characters and I didn't want to end up with 9 cheaply made sidequests like the 1.0-1.5 builds had. I get that some people liked them, but I think more people disliked them and I was one of them. The Dark Matter dropped from the Cait one should probably be given some sort of function (it was planned to be either a component for the secret boss in the Crater, or for triggering the boss in the Shinra Mansion, or for producing Masamune but in the end I just relegated it to a cosmetic key item).

The two key items from Wonder Square, from the snowboard minigame and the 3D-Battler minigame are just cosmetic key items with a description that references other games (Coolboarders and Legend of Dragoon); I didn't want to put anything with utility behind those minigames as one is difficult to master, and the other is just a series of coin-flips.

I tried a few times to have all 9 party members there for Bizarro but it would often crash soon after starting up; I may revisit it and see if there's something I've missed (perhaps some memory needs to be set aside for the 9th person) but that was basically why it stayed at 8-max.

Unsure what's went wrong with Super Nova; NT doesn't touch the magic.lgp (and the other loose files that handle this fight + attack) so the issue is likely coming from something else.

Hidden element is a bit of a pain because while it can be set freely on attacks, equipment, etc. the Materia has a limitation where it can't be set as non-elemental; I stuck with the vanilla approach of setting Hidden as the element though this isn't an ideal solution. Usually I'll set Hidden if the Materia has no obvious element or has multiple spells of different elements like Contain/Core do (maybe I could change this by setting Contain and Core to both use Holy instead).

I think the Bahamut summons should have the Shout element on them, given that they all use a breath-based attack. Their Materia also has this element. If it isn't appearing in-game then it may be that some elements aren't set to visibly appear; I think I remember seeing something that could add them back to the status menu, unsure about the Materia menu but I could look into it.

Type B harvested a lot of the Dark Cave scripts so it's unlikely to make a return (as that would be having 3 scenarios all living in the same space which likely wouldn't be able to fit). There has been stuff recently where new fields are added so a mirrored version of North Crater, while maybe a bit cheap, would be a nice little extra thing; bit like those extra dungeons added in the GBA versions of some of the FF games.


I see. Just a weird and new way balancing the game which I didn't notice. Actually I played 1.5 before (the one I mentioned about can exploit the Knights of Round bosses and use Smoke Bomb to flee). And I LOVED some aspects about it for example the new Midgar Zolom so it's strange that he was reverted back to normal one in the 2.0.

I felt that some of the enemies were a bit garish-looking and wanted to go back to be a bit closer to the original game.

Oh right found another "exploit" in the 1.5 version and idk about 2.0 which may be intended or not. In the battle challenge at Junon you can steal endless amount of Megalixirs from the Train Driver and simply retreat the battle after to keep stolen Megalixir. So it was the best farming place for free Megalixirs.

I'll check the available steals of the enemies used in Battle Square for 2.0; and I'll check the escape thing in the red materia cave as well; the flags are set to prevent escape in the scene.bin, but perhaps they're being overriden by the encounter type and something else needs to be set there. Will investigate.

81
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-06-01 00:52:56 »
So I'm in the Hojo fight and the battle starts with big guard so I thought of using the classic strategy of casting reflect on myself to bypass the enemies' reflect and got stuck in a loop of the spell reflecting over and over from one character to the other.  Don't know if it matters but the spell was hydro.

If the spell is bouncing then it should eventually resolve but it'll take a bit of time; each person has 4 'charges' of reflect. In situations where it's infinite and a final target can't be determined (there was a way to make this happen with Reflect Ring but I forget how) the game crashes.

82
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-05-29 14:21:09 »
Thank you for your answer !

I'm taking this opportunity to signal a consistent crash when I'm about to
Spoiler: show
fight Safer Cait Sith at the Temple of the Ancients
. I'm afraid due to that bug that I can't
Spoiler: show
fight Safer Sephiroth as well since it uses the same background iirc
.

The crash message just says Game Crashed :( and to visit the FAQ of the FFNx driver

EDIT : Had to disable all mods expect NT mod to proceed further, playing with 7th Heaven Mod Manager.

What other mods did you have on?

***

[NT 2.0 - Combat Only version]
A while back someone requested a combat-only version of the mod, which I've put together; it's all the battle rebalancing but paired with a default flevel (field script, dialogue, etc). But there's one thing to figure out and that's whether or not to modify the flevel slightly to include the Hard Mode/No-Exp options and the Source System which was used when balancing the enemies.

On the one hand, if the flevel is left unmodified then this means it can be combined with any dialogue/flevel-altering mods with less fuss as it uses the same encounter structure as the default scene.bin (I made some tweaks where needed so it'd conform to it, like re-adding the Mystery Ninja encounters and things like that). On the other, balancing might be tougher on the player without access to the Source System and won't be able to leverage the hard mode or no-exp options.

What I could try to do is set it up so that hard mode is toggled through the IRO rather than in-game, and tweak the character stat growth + equipment bonuses to compensate the lack of sources. Does that sound like a good plan?

***
I think someone else also asked for a 2.0 equivalent to the 'Vanilla Combat' variant of the 1.5 build as well (which would be the customised field scripting but using vanilla battles & balancing; the opposite to the above); I'm not sure how much work that'd involve yet, but the encounter table is (mostly) intact unlike the 1.5 build where that all needed to be restored so if it's a quick turnaround then I may get that together soon too.

83
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-05-27 13:28:46 »
I play type B too, but the enemies (a least up to midgar sewers - Don corneo) are exactly the same as normal.

I turned the hard mode on and off, reinstalled the game, started a new game, same issue.
 

It'll be more noticeable later on; the calculation used for level for instance is /6, then * 7 (around 15-16% increase) with the game always rounding values down. So for lower level enemies this parameter likely won't visibly change. One way to check would be to find a Devil Ride enemy outside of Midgar (the red motorbike enemy) and use Sense on it; should be Lv.20 on normal, Lv.23 on hard. Other parameters like strength, etc. get adjusted too but these are trickier to check directly due to damage variance.

Hey there, I've been playing FF VII NT for a long time. I just reached CD 3 in hard mode, No SP upgrade and Type B. So far so good and I went into Rocket Town
Spoiler: show
to talk to the old man to obtain a lance for Cid
but I come across what it seems to be a purple materia near the former rocket location but I can't pick it up for some reason. I can't find a way to put a screenshot here to show it though  :(

That's the location for long range if it was missed earlier by the rocket itself, will check it out.

84
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-05-08 23:41:04 »
EDIT: never mind i'm an idiot lol. i thought that the one on the front page would look similar to the 1.5 one.
i was wrong lol

so i'm now on NT 2.0 and i can NOT for the life of me find any sort of guide that resembles this one for 1.5 https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit#gid=1941162602
is there a 2.0 version of it somewhere that i'm just too blind to see?
all i found was a drop guide or whatever on on the front of this mod page :(
nowhere near as informative.
any help would be appreciated :) thanks!

There isn't a 2.0 version of the spreadsheet Karsh put together for 1.5.

It sounds like you found the enemy drops spreadsheet but not the DL for the folder containing the 2.0 docs; it's above it:



Hello, so i'm new to the modding scene and absolutely loving this whole new feel to the game as i've played since the games core release its a breath of fresh air!
however i have just reached the cave after midgar zolom and after talking with elena and rude for some reason i'm getting "unexpected error" when i leave the cave. is there a reason for this and a fix please? i have attempted twice without success which it is very offputting sadly.

This issue was reported way back but I was never able to replicate it; my best guess is that there's some condition that needs to be met to cause it. Save file would be handy and a list of any mods or setup information, or the applog.txt that 7th heaven outputs (FFNX also has one if using that); it can be found either by clicking the bottom of the 7th heaven mod loader (will open the applog.txt file) or the FFNX.log file in the game's installation directory.

85
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-05-04 10:43:53 »
Really enjoying it and loving it much though I think steal and morph are very OP and trivialize the whole game's difficulty even on Hard mode. By the way anyone tried the "Hard mod" in Releases? Is it any good?

I also want to know if I could use 60FPS battle with Reunion build of FFVII NT? Would it cause problems?

60fps compat for NT is in the works for 7th heaven; I could try using the 60fps interpolated animations for a 60fps version of Reunion; I'm assuming it'd work. As things are right now, if you use NT with Reunion's 60fps it'll mostly work but any new enemies will seem very sped up.

86
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-04-21 13:25:49 »
Thanks a lot, I have updated it.

P.S.: I went "New Game" to verify if the latest version successfully installed or not - it still shows 2.0. I assume you forgot to change the script for it (Because yes I did change change the Mod_id).

Yeah, I don't update the in-game text with the version number though I should probably start doing that.

87
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-04-20 10:42:12 »
I am using only it and The Reuinion. I did use Cloud's Finishing Touch on the two Shinra tropes but the X-ATM had normal boss death animation. I will try tomorrow without using that Limit Break then.

UPDATE: Not using "Finishing Touch" fixed it. I guess it has to do with KO/Death like you said..

I've identified that this is actually an issue with Reunion itself; the Finishing Touch limit disables the processing of death counter scripts (I've passed that info onto Dan after performing some tests and he's working on resolving it). Usually it would only be the 'eject' part of the Limit that would disable death counter scripts, but it seems to not be re-enabled when moving onto the physical damage part of it if the target is KO immune.

Edit: v2.0995 is up:

Spoiler: show

2.0995
-) Fixed looping issue in North Crater script
-) Fort Condor: Multiple item reward issue & changed to a clean variable
-) Removed an old flag-altering AI fragment from an enemy
-) Corrected flag for a Hard-mode only drop that wasn't resetting for another drop if on Game Type B
-) Updated Shinra HQ Floor 68 Boss to have same drops/steals/morphs as Type A Boss (had none previously)
-) Fix for receiving EXP & Gil when under No-Exp and Hard Mode for a certain enemy
-) Updated conditions for Cait Sith to appear in Costa Del Sol (prevent appearing too early)
-) Updated ability name for Cactuar's 'escape' ability
-) Removed test battle BG (replaced the train chase battle BG and snuck its way into a release)
-) Issue where multiple Bahamut ZERO Materia could be dug up in Bone Village
-) Adjusted condition needed for alternate scene on the hill with Tifa (Disc 2)
-) Da Chao Type A/B dialogue for Tifa was flipped around
-) Adjusted Type B Junon scene to prevent dialogue showing if a certain character isn't present
-) 3D-Battler minigame in Gold Saucer changed to be first to 5 hits instead of 10
-) Adjusted seating positions for characters on the Submarine (both variants)
-) Improved Save Point position for Whirlwind Maze & SP Upgrade teleport coordinates
-) Added a Triangle ID check for picking up HP Plus Materia to prevent it being picked up from below


Reunion version was renamed slightly to reflect the version; mind to update your Mod_Id in the options.cfg with the same name (New_Threat_Reunion_20995), or rename the NT mod folder to match what you already have in the options.cfg if you prefer.

88
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-04-11 15:06:41 »
is there a hp cap in this mod, different amount for each character?. i was leveling to take on the weapons , and hit a ceiling.

Yeah, each character has a kind of prospective 'max' stat threshold they can reach through level growth; they're not guaranteed to reach that max before they reach lv.99 but on average they'll tend to be very close to it.


no i don't mean the 9999 cap, my party is well short of that, as you can see no change in 9-12 levels. Tifa is obviously no problem lol although she does steam roller everything taking the challenge out.

Is that a natural 7777 or is that with Materia equipped?

I'm quite sure now it has something to do with the w-attack. I noticed that the fight sometimes froze right between the 2 attacks and tried to remove the materia. No freezes since then, although now I have the problem of dying^^

edit: After beating Emerald Weapon, I reequipped w-attack for the Ruby Weapon fight, same problem here. I guess I have to play the game without this materia.

So W-Attack is the problem; there may be an issue with its targeting flag or something, I'll check into it.

Thanks for the reply.

Apparently, its 2.0 version.

Spoiler: show
I beat all four levels 1/2/3/4 but a 5th mission doesn't seem to appear...maybe I have to go to Junon and do another mission down there?

Dude I can't believe it. I finished all 4 missions and wanted to try the 3d battle minigame and the game got stuck/froze! Now I gotta do the missions again if I need them for the 1/35 soldier  :-( :-( :-(


Wow dude, this one was crazy, thanks a million for the advice :)

I'll check the 3D-Battler but it's not been changed recently (though I am planning to shorten the points needed to win on it from 10 to 5 for each match). Did you get stuck on the geometry when activating it or did it freeze during the minigame? There are any model/animation mods active or anything?

89
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-04-05 00:44:48 »
was there a reason that aerith is able to use cid's schimitar? . i dont mind it looks cool just wondering

I figured she needed some extra weapons as she has less than the others; those were closest in style to hers so I set it up that she could use a few of them. I tried to go with the more halberd-looking ones rather than the spears.

No, this is the only mod on the steam edition of the game.

In that case I'm not sure of a possible cause, I'm afraid.

i just started playing this , i think imissed the aded steal materia...can I still get it ? .

I think so, if you go to Yuffie's house then it should be lying on the bed toward the back of the screen; if it isn't, or her house is inaccessible, then let me know and I'll set it to be open if the wutai sidequest wasn't done.

90
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-03-31 16:14:19 »
I missed the Comet materia...can I still get it?

As of patch 2.092, Comet can now be obtained if it was missed from the North Crater (think it's in the left-down path).

Hey,

thanks for this great mod, I'm having a lot of fun playing one of my all time favorites with a decent difficulty and so much new content! I'm nearing the end (playing Type B hard), but now I have a problem: In the Emerald Weapon fight, the fight always freezes at some point. I think it is right after Emerald Weapon starts a countdown (3). No character does any action, neither mine nor the Weapon, the timer keeps ticking though. I ran into a similar problem with the gargoyles in the North Crater, where I just used the Enemy Away Materia... Any ideas what might cause the problem?

If all action stops but the battle is still technically going that usually means an attack ID has been referenced in the AI that the enemy has no set animation for. However, it looks like all attacks are accounted for with Emerald and the Gargoyles from what I can see in the AI and animation data (ran a test of them too to check all their attacks/anims and wasn't able to replicate a softlock). Are there any other mods enabled? These two have special behaviour in how they transition between one form and another (gargoyle) and interact with each other as multiple parts (Emerald) so there may be something tripping it up.

91
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-03-25 00:44:32 »
Playing Type B of 2.0.994, and for Aerith, the Prism Staff and Aurora Rod say they restore HP and grant Barrier/MBarrier respectively, but the barriers don't seem to be applying.  Is this expected behavior?

I'll check them, they should apply but I think it's not 100% chance.

Found a bug, not sure if is NT2.0 fault but it seems the likely culprit.

In the Whirlwind maze Location 704 in save editor (if that helps) if you use SP upgrade after the Seph/Jenova battle you get stuck on the save point.   I was able to reproduce it and run back and forth through the save point but if you use SP upgrade it pops you back out on the save point and your stuck.   Turning mods off didn't fix it.

Fixed it and saved my game by changing my location in Chocobo save editor.

It is possible to wiggle your way out of it but I've updated the coordinates so that it's not as janky; this'll be in the next patch.

I think I might have found a small bug or sequence break thing in mode B... or is this intended?
After you escape sector 7 with Aerith but before getting to her house you can go back to Wall Market and buy an umbrella weapon for Aerith from the battery npc in the weapon shop. (also some npc in the Honeybee entrance mentions Cloud crossdressing even though he doesn't do it in this mode)

This is more of a personal opinion... But, why is 0 gil tied to hard mode? Imo, this only either incentivizes players to grind steals/morphs/drops for cash or to ignore a lot of equipment because they can't afford it, which goes against the fun customization that is so core to the mod.

An oversight with the Umbrella, but might leave it as it is; I think that weapon is strong but it shouldn't be game-breakingly strong due to the character being mostly magic focused until you can start upping their stats.

For hard mode the idea was to make gil more scarce and have items/equipment be managed to either use or make gil with; the 0 gil thing has been a bit mixed though so what I'll probably do is separate it out into its own option or drop it from hard mode entirely.

not sure if i'm overlooking something, but i can't get New Threat to work with Reunion at all. i followed all the instructions up to "Remember to disable the new_translation option however as it is incompatible with NT", but there isn't a setting to change that in the options.ini file that Reunion provided. i'm assuming the Reunion team has changed some things since the install instructions for New Threat have been posted, but maybe i'm just messing something simple up.

i installed the "Reunion R06 Version" of New Threat, changed the custom mod_id to "New_Threat_2.0" in the .ini, and own a legal copy of the game. i think I did everything right up to this point, so any help would be appreciated. :)

There should be a line in the options.ini that reads:

[MAIN]
New_Translation = y

change the y to an n; if this line is missing entirely from the newest version then you may need to check in with the reunion discord to find out how to get custom mods to work.

The other thing to watch for is that the name of the mod folder matches what is written in the options.ini:

[CUSTOM]
Mod_ID = New_Threat_2.0

92
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-03-08 08:57:55 »
Hi Sega,

I have just completed Type B of version 2.0994 and I have noticed some issues that may need your clarification.

1. I still have Tifa's dialogue at the Da Chao statue during Yuffie's sidequest swapped around with Type A.

2. No change to the EXP/AP awarded by defeating Ruby Weapon. It is ostensibly the same with previous versions.

3. After the battle with the Calamity in Disc 3, I was brought back to the screen where the battle was triggered in the first place. However, without using the ???? item the second time, the battle simply restarted and the cycle just continued indefinitely. Also, there was no EXP/AP or item reward for defeating this boss.

Thanks.

I'll check the dialogue trigger.

I looked at Ruby's rewards in the scene.bin and they're set to 50k exp (slightly more if on hard mode), 50k gil (0gil if on hard mode), and 50k AP. Previously, AP was at 5k or something like that.

wdx told me about the looping problem and I've sorted it out, so that'll be fixed in the next patch (2.0995).

93
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-03-05 15:09:15 »
It was recently moved there, if it's missing then I'd better double-check it.

94
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-03-01 08:16:28 »
First time trying to play FF7 with mods here, got every mod to work EXCEPT the NT, just the one I am really interested in! I'm getting the same message, but it shows when I enter in the first battle... Also tried to disable all mods except for NT 2.0, and still crashes with the message as soon as I enter the first battle, tested with NT 1.5 and happens the same.
I'm using the Steam version and Windows 7 if that matters.

Please help, I'd love to play this awesome mod

Edit: Finally got it to work, using the patch version. Simply didn't work trough 7th Heaven catalog or importing the nro files, wonder why?

The cause is most likely the easyhook injection being blocked from doing its thing, which is what 7th heaven uses to inject temporary .EXE modifications at runtime to get some of the stuff to work (like MBarrier ignoring Cure magic for instance). A workaround for it is this: https://twitter.com/DubReno89/status/1498346351628800002/photo/1

95
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-02-22 21:15:08 »
I am deeply saddened by your reply, but I accept the reality for what it is, though and brutal at times. I'm sure I'll cry it out overnight and tomorrow I'll feel a little better, maybe.

(obviously kidding)

After it releases, I'll ask Cloudiar for permission and attempt to add it in if it gets a green light but not added fields before so no promises.

So, playing through Type B,
Spoiler: show
Aerith is still dead, but she talked in a Junon area cutscene.
Also, she showed up earlier in the Icicle Inn area, by the recordings of her mother. I'm, not sure if this second one was intentional or not, as she could be a ghost.


I'll sort that out, needs a conditional check added around it.

96
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-02-18 09:15:07 »
That's amazing Sega, thanks for that last version! :)

I was wondering, do you plan to add the excellent work done by cloudiar on the Honey Bee Mod (link -> https://forums.qhimm.com/index.php?topic=21062.0)? I find that quite amazing and I think it would be an excellent addition to your mod - making it even more the "perfect" gameplay mod to be used.

Those new fields will be in Cloudiar's FF7OR mod (large-scale overhaul mod) so I think it'd be best for people to experience it there along with all the other new events and content that's been added into that mod.

97
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2022-02-16 21:58:58 »
Hello Sega.
Could you tell me what program you used to make extracting 1 or 99 spells the same? I like to mess around with the FF VII programs, but I have no idea about the FF VIII ones, however I want to play FF VIII again, but the issue of using magic weakening me pulls me back and I really like your idea, however I'm Spanish and I can't play your mod like I did in FF VII because of the language, so even if I have to play FF VIII I would like to edit the extraction theme, thank you very much.

This was done in assembly rather than with a tool, which means either using a hex editor on the FF8.EXE or injecting hex script using something like Roses & Wines (which modifies the FF8.EXE at runtime). The issue may be that the spanish FF8.EXE has different offsets to the english FF8.EXE and I don't know what the differences in offsets are I'm afraid.

The hex addresses and the changes needed to be made for the english exe were:
#HP
963CB = B3 64 90 90 90 90 90

#Primary Stats
966E5 = B2 64 90 90 90 90 90

#Secondary Stats
96788 = B2 64 90 90 90 90 90

#Elemental Attack
969D1 = B0 64 90 90 90 90 90

#Elemental Defence
96AAE = B1 64 90 90 90 90 90

#Status Attack
96BC1 = B0 64 90 90 90 90 90

#Status Defence
96C9D = B1 64 90 90 90 90 90
(Credit to JWP for these)

If you're lucky these may be at the same offsets in the spanish exe. Sorry I couldn't be more help. As for what hex editor to use, I personally use something called XVI32 hex editor, but there's likely other free hex editors out there.

98
Troubleshooting / Re: New Threat 2.0 possible bug
« on: 2022-02-16 09:25:52 »
Will take a look just now.

Edit:
I ran through that part on Type B and Cloud loads into the correct place. What I think may have happened is that the field-background mod you're using hasn't got the correct background state loaded; notice that the elevator in your picture is currently at ground level rather than up high for the player to use.

When entering, the field is supposed to look like this:


I think this may be a purely visual bug (backgrounds are 'painted' onto a walkmesh and don't have their own inherent collision). It should be possible to advance by interacting with the location where the control panel (the golden box) would be if the elevator were 'raised' in order to advance things (may take a bit of moving around and mashing the confirm button). Otherwise, you may need to temporarily disable your field background mod in order to get the correct background state in order to advance.

99
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-02-16 09:21:58 »
Updated to 2.0994

Spoiler: show

2.0994
-) Added many missing button prompts to in-game text
-) Added missing model files for 7th Heaven & Reunion versions (Great Glacier enemy affected)
-) Ruby Weapon EXP/Gil/AP values set to match Emerald Weapon EXP/Gil/AP values
-) Chocobo Ranch: Updated conditions so that characters do not appear early before visiting Kalm
-) Added Long Range pickup if it is missed before launch (Rocket Town main area, by entrance to launch site)
-) Adjusted drops for Eligor (increased chance for Mute Mask & Dream Powder, X-Potion drop removed)
-) Issue where enemy would give EXP under No Exp mode
-) Jenova DEATH: HP reduced by 4000 to 36,000, defence deterioration when attacked increased
-) KO immunity added to Shinra Mansion mini-boss (Type B); Morphs added to both parts to make consistent with Type A boss drops
-) Battle Square: Updated prize text where Fire Veil was listed but was actually 8-Inch Cannon
-) Added No EXP toggle to Game Start menu
-) Adjustment to item 'Synthesis Cell' (removed most of the detrimental effects)
-) Masamune adjustment: base power decreased to 55, defence ignore property removed
-) Minor text revision to Mystile and Curse Ring descriptions
-) Added a random prize-set of items to replace Megalixir 'catch-all' prize used for various Fort Condor battles:
   Astral Curtain
   Lucky Pill
   Hero Drink Classic
   Dragon Fang
   Dragon Scales
-) Added minor easter egg when beating the game under the following conditions (must be activated at New Game and left enabled throughout):
   Hard Mode
   No Source Upgrades
   No EXP
-) Tweaks made to a Disc 3 boss; rewards added and game no longer proceeds to ending scenes after the battle

100
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.993)
« on: 2022-02-11 09:28:49 »
Hi guys, Chief,

Does anyone have a save file for Type A just after clearing Midgar / before Kalm? I was getting some weird crashes so reinstalled FF7 from Steam out of frustration...and of course my save files got cleared. I'm enjoying the mod and would like to continue where I left off. Would be much appreciated, and thanks!!


This is from the test run of NT 2.0; it has a save out in the Midgar area:
https://mega.nz/file/vgV2QZRY#xKSrOIPUymsn3aJbCVTzjOXTBTsh3hY2c9aHQGAktOo

If playing on Steam, then do the following:
Open the game's launcher via Steam but don't start the game itself yet
Place the save file in: E:\Documents\Square Enix\FINAL FANTASY VII Steam\user_####
Start the game, and load the save file
Save the game when you load in; this will update the cheksum and protect the save file from deletion when you next start the launcher

The issue with FF7 Steam is that they, for some reason, implemented some kind of verification on the save files; when the launcher is opened, it checks all the save files and if any don't match the cheksum it just deletes them. But you can beat it by just having the launcher open when you move/edit save files within it (just remember to save the game within the affected 'memory card slot' in order to make it permanent).

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