Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4968717 times)

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #925 on: 2015-03-18 19:16:06 »
@Cicadian
Thanks. Also, good job with the stream. I was able to watch some of the past videos, though I missed disc 1.

@Sega Chief
Haha that's awesome you gave Palmer the FF6 lores and the step counter joke. I never noticed since my last play through I didn't take my time with Palmer at all. Never change, man.

cicadian

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #926 on: 2015-03-18 19:41:09 »
just in case you wanted to see how i got to where i am now i currently have some of Disc2 uploaded (disorganized, will finish tonight probably) and all of disc1 in a playlist for reference and balance checks

https://www.youtube.com/watch?v=ZmCTFt5DBIw&list=PLrBL5qh1IgRDh9aeErRvnCk0MLU0FGmW2

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #927 on: 2015-03-18 19:49:28 »
hey sega chief

how is adding ultros coming along on your hack

and keep up the great work

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #928 on: 2015-03-19 18:53:32 »
hey

I really like this mod alot

what other new features are gonna be added to this mod
« Last Edit: 2015-03-19 18:56:17 by Zara9 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #929 on: 2015-03-19 20:10:14 »
As far as the regular NT game goes, it's down to fixes, balancing, and tweaks. The only real size-able bit of content left is the New Game+ for 1.5, but there's likely going to be stuff added in during the interim:

-) Finish Junon Leagues sidequest by adding in the remaining brackets.

-) Add bosses to the Crater, and maybe even try for a 'team swap' mechanic like FF6 has so the player has to guide three parties down to the bottom.

-) Implement day/night, changing weather for towns; expand out NPC scripts and add party members into each town to be talked to (like in Costa del Sol on Disc 1). Basically, giving the game's towns a bit of an overhaul and bringing them to life some more. I'm hoping Roden can help out with it.

-) Expand the Event Square in some fashion; original plan was for an auction house but I don't personally like Auctions too much. Someone suggested a music/movie theatre like FFX has.

-) Additional sidequests; Kalderasha suggested some which I liked the sound of. These would appear here and there, dotted throughout the game. Some improvements to the existing ones will likely be made as well.

-) New Game+
Using a party that has either cleared NT (or starting from scratch with a buffed up pre-made one if folk want to jump into it right away), this is a campaign through the game with a lot of the story elements removed/replaced. The player starts from the Sector 7 bar and has to first escape Midgar before making their way to the Crater to stop Meteor.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #930 on: 2015-03-19 20:15:31 »
hey sega chief

is there anyway you could make it, so you can have either 1 party, 2 party members or 3 party members out at once

like how they did it on ff6

and is there any chance for you to add the ff7 boss battle music on ruby weapon and emerland weapon please

and how can i add the ff7, or ff6 boss battle music on my own on your mod?

thanks
« Last Edit: 2015-03-19 20:32:55 by Zara9 »

atro city

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #931 on: 2015-03-19 20:38:59 »
-) Add bosses to the Crater, and maybe even try for a 'team swap' mechanic like FF6 has so the player has to guide three parties down to the bottom.

Hopefully it won't be exactly like FF6 where unless you switch your teams constantly through the game and take time to grind them up to speed, you end up with 4 or 5 all-star characters to split between the teams and the rest are complete dead weight. Right now I'm playing the final dungeon of FF6's Brave New World mod and most of the characters in my 3 parties get one-shotted by everything.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #932 on: 2015-03-19 21:06:02 »
hey sega chief
is there anyway you could make it, so you can have either 1 party, 2 party members or 3 party members out at once
like how they did it on ff6
and is there any chance for you to add the ff7 boss battle music on ruby weapon and emerland weapon please
and how can i add the ff7, or ff6 boss battle music on my own on your mod?

I could look into that, but it would take some time as certain events look for three party members. As for making the boss music play for the two Weapons, I'm afraid that's out of my hands as the Makou editor doesn't cover the world map.

Hopefully it won't be exactly like FF6 where unless you switch your teams constantly through the game and take time to grind them up to speed, you end up with 4 or 5 all-star characters to split between the teams and the rest are complete dead weight. Right now I'm playing the final dungeon of FF6's Brave New World mod and most of the characters in my 3 parties get one-shotted by everything.

The crater isn't really set up for something like that, and it isn't long enough to justify doing it either. It'd be more like the scenario thing when Sabin falls off the raft; just get all three parties down to the bottom. One reason I'd have for trying to set this up is that the Bizarro fight is always three-party in NT so this would fit in with that quite nicely and be less out of the blue.

You'll be in trouble with the Kefka fight, I reckon; I can't remember exactly, but I think he selects four random party members like Ultimecia does at the end of FF8.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #933 on: 2015-03-19 21:24:47 »
hey sega chief

Kefka on ff6 allows you to choose your party member to fight him with

Lionsmane

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #934 on: 2015-03-20 03:36:22 »
is there a quick way for me to be able to tell i correctly installed 1.3? like an item towards the beginning of the game that i wouldnt have in 1.2 or default equipment or something?
For example, Barret just joined me and he has no magic/spells. Is this normal? I'm basically just looking for an indication that I'm playing 1.3 properly. Sorry for all the questions!

thanks ahead of time!
« Last Edit: 2015-03-20 03:51:09 by Lionsmane »

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #935 on: 2015-03-20 06:11:25 »
@Lionsmane
You'll know once you name Barret. The game will ask you if you wish to keep the standard battle music or use field music for encounters. If you have a good eye, you will also know you've installed NT correctly if Cloud's model has no mouth and darker clothes compared to his original PC field model.
« Last Edit: 2015-03-20 06:13:59 by Bowser9 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #936 on: 2015-03-20 07:45:04 »
hey sega chief

Kefka on ff6 allows you to choose your party member to fight him with

Oh. Whoops. I haven't reached him yet in my playthrough ^^'

@Lionsmane
You'll know once you name Barret. The game will ask you if you wish to keep the standard battle music or use field music for encounters. If you have a good eye, you will also know you've installed NT correctly if Cloud's model has no mouth and darker clothes compared to his original PC field model.

Pretty much this; Cloud will have a darker uniform that looks more like the game's original promotional art and Barret will ask you about music options. You should also start with Fire, Ice, and Bolt materia on Cloud while Barret has an Assault Gun rather than a Gatling Gun as his starting weapon (Gatling was converted into a triple AP weapon that can be found later in the game).

cicadian

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #937 on: 2015-03-21 05:06:10 »
Ah so after wiping on Binah all night i got a little smug and said screw it.
http://www.twitch.tv/cicadian/c/6364941
you better sit down sega chief

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #938 on: 2015-03-21 06:43:47 »
And this is why we can't have nice things.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #939 on: 2015-03-21 20:25:28 »
hey sega chief

is there anyway, you could put a choice in to see if people can choose to keep aeries on disk 2 and 3 please

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #940 on: 2015-03-21 23:22:47 »
That's already in my notes for 1.4.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #941 on: 2015-03-22 01:25:58 »
hey

i have idea for v 1.4 of your mod

i was thinking that your dark cave sidequest should end at the north creator

with 2 sephiorth fights

Riketz Karlom

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #942 on: 2015-03-22 02:05:02 »
So, I originally came to this site for FF8 visual mods, but this totally blew my socks off. Currently playing 1.2 (Due to 7th Heaven needing to update the mod list) and loving it so far. From 1.3's description, it seems like I can comfortably coast along til disc 2-ish before absolutely needing to update.
Also, I got incredibly lucky with Ziegfried outside of Fort Condor, managing a Morph victory in the first encounter. Then, your wave-crashing demon in Junon quickly put me in my place. It is incredibly refreshing to play a challenging version of this game, especially with all the amazing tweaks and features 7th Heaven allows.
Just wanted to say, awesome stuff. I'm hoping for the day this mod borrows a little from Reunion's translation for the the most enhanced FF7 experience possible.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #943 on: 2015-03-22 05:20:54 »
hey

i have idea for v 1.4 of your mod

i was thinking that your dark cave sidequest should end at the north creator

with 2 sephiorth fights

I'm happy with the way Dark Cave ends at the moment. I'll be concentrating on developing NPCs and other unique events for it in future, but the general progression is staying as-is.

So, I originally came to this site for FF8 visual mods, but this totally blew my socks off. Currently playing 1.2 (Due to 7th Heaven needing to update the mod list) and loving it so far. From 1.3's description, it seems like I can comfortably coast along til disc 2-ish before absolutely needing to update.
Also, I got incredibly lucky with Ziegfried outside of Fort Condor, managing a Morph victory in the first encounter. Then, your wave-crashing demon in Junon quickly put me in my place. It is incredibly refreshing to play a challenging version of this game, especially with all the amazing tweaks and features 7th Heaven allows.
Just wanted to say, awesome stuff. I'm hoping for the day this mod borrows a little from Reunion's translation for the the most enhanced FF7 experience possible.

Thanks for the feedback, cheers me up when I get something like this. The mod isn't perfect by a long-shot, but I'm feeling that it's slowly getting to where I want it to be.

Gatchaman

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #944 on: 2015-03-22 07:46:21 »
Hey Chief, just checking in with a status report. I'm currently enjoying sweet world map music at the end of disc 2 (putting off the midgar raid), breeding chocobos, playing in the battle square, attempting materia caves (I've got quadra magic!), and getting Vincent's limit break. All in all they're having a jolly old time neglecting to save the world.

A couple of little things I've noticed:
1. The Ghost ship extra battle is misnamed as "Bomb King"
B)For some reason, the yellow huge materia 'talk' box has a format error where the selections scroll up once too many, leaving the first option too high and a blank space in the last spot (It WORKS fine, though! If you account for the shift)
[iii] I had a crash using coin on the Godberries, but I haven't tried again so I'm not sure if it's coin, the enemies, a combination, or was just bad luck (I don't know if this is just a PC thing, like I've heard about Beta and Hyper Jump).

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #945 on: 2015-03-22 13:50:26 »
I've fixed the first two but it's not in the patch yet. The third is new though, I'll go do some runs with Coin and other attacks that use all-field targeting.

cicadian

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #946 on: 2015-03-22 15:54:35 »
im experiencing some odd issues when ive been playing
1. planet-all link doesnt link hydro but does link pearl, so you can cast a holy spell on all targets (likely not intended?)
2. holy absorb from materia link does not absorb pearl damage (i nearly killed myself testing this)
3. shout absorb on everyone via the 3 bahamut materia does not absorb the master materia bahamut summon in kalm town
4. kotr sometimes doesnt say "Ultimate End" when casting
feedback: can you do something to the godberry fight to make it so it does not take 30 minutes to do in the way you intended (constantly cycling debarrier, dispel, esuna, cating offensive magic on yourself, osmose and attacking once per turn with one character, if you're lucky), maybe bring the godberry count down to 3, or 4. Also for new players maybe add a start of the round message for them, when i go right sticks and stones may not break my bones, when i go left i am rubber you are glue, i dont know, something, mime is incredibly powerful but are you sure gating it with a sanity check is the wisest idea? (yes I know about dual working on them!)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #947 on: 2015-03-22 16:31:51 »
1) I've left some flags on for Pearl by accident (ones that let it be linked to All), so that can be fixed up easily enough.

2) Funny thing, but on that note I also forgot to set the Holy flag for Pearl so it's currently non-elemental ^^'

3) I'll need to look into that. Not sure why the summon's element would bypass an elemental defence but there's a few things it could be. I'll need to isolate what's causing that to happen.

4) That must be what Zara mentioned before. That might be out of my hands because everything is more or less the same for KOTR in the kernel.

5) I might have to reduce the number of Berries anyway, Coin does crash the game when used in that fight perhaps because of either the counter-attack AI or the number of targets (9 in all) potentially causing trouble for the command's animation. Pandora's Box seems to work okay though, which has the same targeting flags.

About Box in that fight, for a good time go into it and cast Reflect on yourself and then give all the Berries Reflect too. Then cast Box.

cicadian

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #948 on: 2015-03-22 20:46:41 »
sega whats the down low on morphing variablis? between the constant status effects, high damage, elemental change and the fact you cant junction elemental attack to the weapons that do higher morph damage it seems very unlikely it would take under a few hours just to get it done right

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #949 on: 2015-03-22 22:23:00 »
That's likely an oversight on my part; thinking about it, the only reasonable way to get that guy Morphed is using a non-elemental weapon like Max Ray but the defence makes that tricky as well. Variablis himself isn't very popular and a hard spike compared to the others so I'll give him a once-over so that physical/non-elemental attacks are much more viable and damage he deals is down.