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Messages - Karsh Highwind

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-02-12 23:48:15 »
I've added the mod order to the FFVII 1.5 NT Documentation so the answer to mods used with NT will be available. The document can be found on page 1 for those of you curious.

As a reminder, should you see anything that is incorrect or you have some data you can contribute, use the comment feature in the document. Also, my apologies for the lack of progress on the document, work and family has had me tied up. Once that dies down, I'll get back to it!

Spoiler: show

The following are incompatible:
-) Beacause (changes fields)
-) Jessie Mod (unless you use the patched one I've linked on first page of this thread)
-) Any other gameplay-type mod (tweaks and cheats may be OK)

It's best to stick to graphical-only mods when using NT. Anything that changes text is out because it all lives in the same files as the field event scripts.

Mod load order is done by type:
Miscellaneous - Dynamic Cloud Weapons
Miscellaneous - Jessie Mod
Miscellaneous - Team Avalanche Fields
Battle Models - Weapons
Field Models - Objects
Animations
Battle Models - Characters
Battle Models - Enemies
Battle Textures
Field Models - Main Characters
Field Models - Non-Player Characters
Field Textures - Omzy/satsuki/yarLson
Gameplay - Difficulty and Story
Gameplay - Tweaks and Cheats
Media - Movies
Media - Music and Sound
Menu - Avatars and Backdrops
Minigames - Chocobo Race
Minigames - Coaster
Minigames - Fort Condor
Minigames - Motorbike Chase
Minigames - Wonder Square
Spell Textures
The Reunion - Beacause and Menu Overhaul
World Models - Characters
World Models - Enemies
World Models - Vehicles
World Textures

If you still get wrong encounters even with just NT on its own, then 7H isn't installed correctly. Uninstall the game and rund game converter to uninstall its registry changes and start fresh, make sure you follow the 7h tutorial as exactly as you can and install the game into non-system drives. When all else fails, NT can be direct-patched using its main installer if 7h proves to be a no-go.

PSX version has limitations that make a direct port unfeasible. Better thing to do would be to just make a new mod with parts of NT and try to take advantage of some things that PSX offers like being able to use up to 9 unique discs of data (each one having its own scene.bin + kernel.bin + flevel).

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-28 05:14:02 »
Hello everyone!

I know I've mentioned this a couple times in the past, but the time has finally come...

To be clear, this document is still a work in progress and is not nearly as complete as I'd like it to be. This only covers Final Fantasy VII - New Threat 1.5!

I've worked with Sega Chief on validating the data and will continue to validate as I work on this. Please take the time to review the document, see if you like the formatting, and if you spot out any errors or have suggestions, shoot me a message either on Qhimm (personal message works best to keep the forums on topic) or on Discord (my info is in the doc). Alternatively, you can use the comment feature on Google Docs to point out an error/suggestion to me as well.

If you see any text in red, this indicates that I need to confirm the data is accurate, or I have found something that needs to be changed and will get the info over to Sega Chief in bundles to prevent a ton of mini changes being made. Much more productive to make large scale changes!

The tabs that are complete, but can always use more sets of eyes to validate are as follows:

  • 1.5 Changes & Features
  • 1.5 Passives/Base Stats/Source Point Options
  • 1.5 Limit Breaks
  • 1.5 Weapons
  • 1.5 Armors
  • 1.5 Accessories

https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit?usp=sharing

There is still a lot of work to do here to get everything ready. Need to add locations for items/materia/enemy skills/etc...Expect more to come in the following weeks.

Thanks!


3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-27 05:33:48 »
I noticed either I was doing something wrong or the Enemy Items (version 1) spreadsheet that comes with the mod files is wrong. Specifically when I tried to morph the big roller boss at the end of the bike chase segment I received nothing, whereas the document lists him as morphing into a Fire Ring. The boss did have a different name than "Rubicante GT" as listed in the spreadsheet so perhaps this is a difference between Normal/Arrange? In that case we should work on compiling information about the Arrange version of these bosses.

Yea many of those are outdated by now. A lot of the documentation used is a mix of 1.0-1.5 patches. I'm working through getting a full 1.5 Google doc rolling with the most accurate info I have from my own save, but it's time consuming of course!

I'm updating the character passives and stat growth options so I need to make sure whatever I have on that is accurate.

Weapons/armors/accessories/materia stats/enemy skills for 1.5 are nearly finished...Stay tuned!

For those of you who start a new game and see this post...Please keep track of any goodies you get from bosses/steal/find laying around in 1.5 as that will greatly speed up my ability to compile documentation without needing to do an entire run again (Not that I would mind heh)

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-22 23:42:38 »
Hey everyone, just wondering if there's a site or a downloadable file where I can check all the changes, and drops etc...

There isn't a document that covers everything, but I am working on compiling a lot of stuff about NT 1.5 (and soon to work on NT 2.0).

It'll be good to have some help from the community if you folks have any information handy :)

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-12-31 14:34:51 »
I wouldn't really agree, Morph feels fine. You can get by just fine without ever using it, but the rewards for using it against certain enemies is very nice if you can put in the effort. For the ultimate weapon stuff endgame I think Yuffie's Conformer still ignores the Morph penalty, so that can be helpful with getting some morphs. But in that case, I think you can just get them as drops instead. There was also a series of posts earlier in this thread that discussed why boss morph were adjusted and why that incentive threw some things off.

To add to this point, the "work" weapons from Temple of the Ancients also can deal significant damage with Morph as they scale up depending on the amount of kills the person equipping them has if memory serves.

If Cid has 60 kills and Tifa has 170 kills, Tifa's Work Glove will hit like a truck compared to Cid's Mop. This also applies to Morph as the weapon calculation for the "work" weapons is entirely different.

As mentioned earlier as well, the good thing about Morph is getting access to very, very strong items/weapons/armors/accessories well before you're supposed to get them normally through the game. It's definitely something that's more rewarding for those with the patience but also not really required as you'll get your hands on the items eventually.

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-12-26 22:06:20 »
Hi,

First of all i just wanna say that i really love the work you have put in to this mod @Sega Chief. Currently at the end of disc 2 trying to figure out where to find stuff.

One thing that bothers me though;
I have googled and searched a lot on where to find the triple ap weapons, but havent been able to find any kind of information regarding this.

I was watching a gameplay video on Youtube (Maximillian Dood) and he had triple ap weapon for Tifa during his fight with Pearl weapon. I just beat the weapon and have no such thing.

If anyone could be kind to enlighten me where to find them, that would be lovely.

Best regards,
Novastrike

Hey there, most of the triple AP weapons are in the sunken Gelnika so you can access them when you have the sub. :)

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-12-24 20:05:30 »
Thought this mod was cool but OP is a bad person. I just spent 4 hours at the battle arena in the middle of the night with only 60 gp on disc 1 because I COULDNT GET FREE GP FROM MOG HOUSE and the other games werent awarding gp fast enough for me. I won the first round and got 11k battle points. I then proceeded to lose 3 rounds to status lock(theres a round where theres 2 mps who inflict stop and a robot who inflicts sleep and they all use magic attacks for some god awful stupid reason) only win 3k bps in 1 round and then ran out of ferning healing items and couldnt leave the battle arena, so of course with no remedys or echo drops left I get silenced in round 1 of my last attempt while wearing a touph ring.  GIVE ME MY CIRCLET! I STAYED UP ALL NIGHT FOR IT! I EARNED IT YOU F@!$%^! ALSO REMOVE ALL THE STATUS SPAM AT ONCE! ITS  INFURIATING! I was waking up my neighbors screaming at 3 am at how often the status procs were happening in the battle arena. Im not coming back to this site, just had to let mod author know I want to punch him in the face right now for this multiple hour 15.7k bp BULLSHIT! RESPECT PEOPLE's TIME d*ck! MAYBE DONT PUT CONSTANT STATUS EFFECTS IN A MODE WHERE YOU CAN LOSE YOUR ITEMS AND MAGIC randomly! WHY WAS I ALWAYS LOSING ALL MY MP RIGHT BEFORE THE STATUS SPAMMING ROUND? WHY WERENT THE MOBS ROTATING? YOU ferning RIGGED IT! fern you apricothole. Was enjoying the mod til you pulled this stupid sadistic bullshit you fuckstick. Now it's uninstalled and I'm making sure people know this mod is rng-infested cheating trash. I hope your christmas is awful for this. Ruining my christmas eve with your bs.

It's unfortunate that you had that experience, and judging from your post, you'll likely never come back to read this.

In the event you do or there are others stuck at the Battle Square, not much has changed in the Battle Square compared to the base game. What has changed is being required to actually think an encounter through and not just brute force it by holding down the confirm button and just killing things mindlessly with little effort.

You are given multiple tools to deal with this encounter, even as early as disc 1. You can put some gear on to prevent the more annoying status effects, you can use things like slow-all to give you an edge, haste yourself, use regen if you grind enough AP that early, etc. You can also rely on certain summons to wipe the floor with specific enemy sets (Titan comes to mind with instant petrify), guaranteeing they die upon cast or inflict them with the same ailments  on you.

On your armor you can equip the added effect materia to begin nullifying certain status effect such as Time Magic which makes stop miss all together and there are plenty more options out there, not going to go into all the details.

Here's hoping once you cool off and look back at this, you'll realize it's only one man, with a vision, and he can't satisfy everyone, but has clearly satisfied nearly an entire generation that grew up playing the awfully easy original.

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-12-10 21:25:25 »
Hey Sega Chief,

Thanks for the help.

I actually managed to beat Tyrant not long after posting!

I'm now going through and beating all the 'New Threats' and getting ultimate weapons.

Is there something up with steal? I've been trying to steal from armoured golems in the northern cave and even after trying 20+ times I cant steal anything.

Thanks.

For stealing, do you have the Sneak Glove equipped? If not, stealing stuff from the North Crater is practically impossible to do. If you need the Sneak Glove, it's in the same place as it is from the base game (You need the Sector 5 Key from Bone Village and 127k Gil).

Hope that helps!

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-11-28 14:32:20 »
Entered a battle against Beach Plugs and defended myself with Reflect. Their party-wide Ice 2 proceeded to bounce back and forth between random party members and random enemies (who also had reflect on due to I assume Big Guard) around a dozen times before finally dealing damage. Is the back-and-forth a new intentional effect of Reflect?

That's intentional. If you have reflect and the enemy has reflect, it will bounce between until one sides reflect wears off. I believe VII has 4 uses of reflect before the spell is considered used, but I could be wrong.

So if you have 4 on Cloud and 4 on The Beach Plug, if Cloud casts Fire 3 on a Bleach Plug it does this: Beach > Cloud > Beach > Cloud > Beach > Cloud > Beach > Cloud which results in you getting hit.

Hope that makes sense.

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-09-16 15:31:22 »
Does anyone know what the intial stats are for every character in 1.5? Also, does anyone have the 1.5 rank up otions for everyone as well?

I don't have the initial stats on hand at the moment as I am at work, but I can pull those numbers for you when I get home.

Spoiler: show
-) Character Base Stats

   Cloud
   Str - 43
   Vit - 28
   Mag - 27
   Spr - 32
   Dex - 16
   Luck - 14

   Barret
   Str - 45
   Vit - 43
   Mag - 9
   Spr - 37
   Dex - 8
   Luck - 12

   Tifa
   Str - 47
   Vit - 12
   Mag - 23
   Spr - 18
   Dex - 42
   Luck - 9

   Aerith
   Str - 22
   Vit - 11
   Mag - 47
   Spr - 22
   Dex - 32
   Luck - 25

   Red XIII
   Str - 35
   Vit - 27
   Mag - 32
   Spr - 25
   Dex - 35
   Luck - 12

   Yuffie
   Str - 37
   Vit - 8
   Mag - 38
   Spr - 11
   Dex - 50
   Luck - 12

   Vincent
   Str - 42
   Vit - 41
   Mag - 40
   Spr - 39
   Dex - 38
   Luck - 29

   Cid
   Str - 50
   Vit - 34
   Mag - 12
   Spr - 10
   Dex - 11
   Luck - 90

For some reason I am missing Cait Sith (Admittedly, I don't use him very much either)


For the rank up options, I do have those as well on my PC at home and I can edit this post for you and include it. Each character has 5 rank up options you can select from for the builds for a maximum of 8 total ranks...I believe one of the readme's that Sega Chief has out only indicates 4 of them and some of those values may be off now after a few changes.

I should be home from work around 3 pm MST so I'll try and get you the info before Monster Hunter World: Iceborne continues to suck my soul haha.

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-09-02 08:41:12 »
Oh yeah, the documentation that I forgot to update again. That'd be useful.

No sweat, you do plenty enough updating the game itself, I can do some legwork on my end to free up some time for you. I added the files to my Google Drive so you can copy the text. This link has the Materia, Armor & Summon changes you have made as of 9/1/19. I updated my original post earlier to house the data for those of you that don't want to go to the Drive.

https://drive.google.com/drive/folders/18OjYV4BB4jViGw2v-hao-jqwkg20FUKb?usp=sharing

I wasn't able to find a single weapon that was increased or altered in any way. Did something not save on your end when you put the file out? I triple checked every weapon using the prior kernel and the new kernel on Wall Market and found all weapon strength, hit rate, crit rate and stat increases are identical to the prior version of the game. (I made sure to open both different kernels on Wall Market simultaneously. I thought I made that mistake the first time)

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-09-02 07:35:32 »
Evening all! Thanks to Sega Chief for putting up the new balance patch...I know ya'll always want to know exactly what was changed, so I got the adjustments for the Materia changes so far. I'll see about getting the other changes about armor/weapons/etc later when I have more free time. Please see below.

-) Original Materia on the left, updated as of 9/1/19 on the right. If there is no stat on the left, but a stat on the right, that stat is brand new to the Materia:

Spoiler: show
   Offensive Magic (No Changes)
   -3 Vit   
   -3 Mag.Def
   +3% MaxMP

   Offensive Magic II (No Changes)
   -5 Vit
   -5 Mag.Def   
   +5% MaxMP

   Status Magic (No Changes)
   +3 Vit
   +3 Mag.Def
   +3% MaxHP
   
   Physical-based Command Materia (No Changes)
   -5 Magic
   +5 Dexterity
   +5 Luck
   -5% MaxMP
   
   Added Cut & Cmd. Counter & Counter-Attack (No Changes)
   -5 Strength
   -5 Magic
   +10 Dexterity
   
   All/Mega-All (No Changes)
   -5 Magic
   +3% MaxMP

   Elemental/Added Effect Materia
   -15 Vit             >  -10 Vit
   -15 Mag.Def     >  -10 Mag.Def

   HP/MP Absorb Materia
   -5 Magic              >  -5 Magic
   +10 Dexterity      >  Removed Dex
   -5% MaxMP         >  +3% Max MP

   MP Turbo & Quadra Magic & Magic Counter
   +5 Magic         >  +5 Magic
   -25 Mag.Def.    >  -15 Mag.Def

   Final Attack/Sneak Attack
   +15 Dexterity     >  +10 Dex
   -5% MaxHP        >  -5% MaxHP

   Mime
   -15 Strength  >  -10 Strength
   -15 Vit           >  -10 Vit
   -15 Magic       >  -10 Magic
   -15 Mag.Def   >  -10 Mag.Def

   Manipulate (No Changes)
   +10 Luck

   Pre-emptive
   +10 Luck      >  +10 Dex
                      >  -5% MaxHP
            
   Morph & Throw 
   +15 Vit               >  +10 Vit
   -15 Mag.Def        >  -10 Mag.Def
   +15 Dexterity      >  +10 Dex
   -15 Luck             >  -10 Luck

   EXP/Gil Plus (No Changes)
   -10 Vit
   -10 Mag.Def

   W-Materia (Item/Command/Magic)
   -15 Strength  > -10 Strength
   -15 Magic      > -10 Magic

   HP-MP Swap
   +50 Strength  > +25 Strength
   +50 Vit           > +25 Vit
   +50 Magic       > +25 Magic
   +50 Mag.Def   > +25 Mag.Def

   Cover (No Changes)
   +15 Vit
   -10% MaxMP

   Summon I (Choco/Shiva/Ifrit/Ramuh/Titan/Odin)
   +5 Magic        >  Replaced with +10 Strength
   +5 Mag.Def    >  Replaced with +10 Vit
                        >  -10 Dex
                        >  +20 Luck
   -10% MaxHP  >  +5% MaxHp
   -10% MaxMP  >  -5% MaxMp

   Summon II (Bahamut/Neo/Zero/Leviathan/Typhoon/Kjata/Alexander/Phoenix/Hades)
   +10 Magic      >  No Change
   +10 Mag.Def  >  No Change
                        >  +15 Dex
                        >  -15 Luck
   -15% MaxHP  >  -5% MaxHp
   -15% MaxMP  >  +5% Max MP

   Knights of The Round
   +15 Magic           >  Replaced with +15 Vit
   +15 Mag.Def       >  No Change
                             >  -15 Dex
                             >  -20 Luck
   -20% MaxHP       >  +5% MaxHp
   -20% MaxMP       >  +5% MaxMp


-) Armor Stats on the left, updated as of 9/1/19 on the right.

Spoiler: show
   Bronze Bangle (No Change)
   18 Defense
   7% Defense
   14 Mag.Def
   4% Mag.Def
   Materia: 1 Link, 1 Unlinked
   Growth: Normal

   Iron Bangle (No Change)
   36 Defense
   0% Defense
   24 Mag.Def
   0% Mag.Def
   Materia: 2 Unlinked
   Growth: Normal

   Titan Bangle (No Change)
   5 Defense
   0% Defense
   2 Mag.Def
   0% Mag.Def
   Materia: 3 Unlinked
   Growth: Normal

   Mythril Armlet (No Change)
   3 Defense
   0% Defense
   6 Mag.Def
   0% Mag.Def
   +10 Magic
   Materia: 3 Unlinked
   Growth: Normal

   Carbon Bangle (No Change)
   22 Defense
   8% Defense
   2 Mag.Def
   8% Mag.Def
   +20 Dex
   Materia: 1 Linked, 2 Unlinked
   Growth: Normal

   Silver Armlet (No Change)
   15 Defense
   3% Defense
   23 Mag.Def
   5% Mag.Def
   +15 Magic
   Materia: 1 Linked, 2 Unlinked
   Growth: Normal

   Gold Armlet (No Change)
   30 Defense
   6% Defense
   18 Mag.Def
   4% Mag.Def
   +15 Strength
   Materia: 2 Linked
   Growth: Normal

   Diamond Bangle
   38 Defense
   2% Defense
   34 Mag.Def
   2% Mag.Def
   +5 Strength  >  +10 Strength
   +5 Magic     >  +10 Magic
   Materia: 2 Linked, 1 Unlinked
   Growth: Normal

   Crystal Bangle
   42 Defense
   14% Defense
   38 Mag.Def
   12% Mag.Def
   +10 Strength  >  +15 Strength
   +10 Magic     >  +15 Magic
   Materia: 3 Linked
   Growth: Normal

   Platinum Bangle (No Change)
   11 Defense
   14% Defense
   10 Mag.Def
   15% Mag.Def
   +40 Luck
   Materia: 3 Unlinked
   Growth: Double

   Rune Armlet (No Change)
   14 Defense
   0% Defense
   42 Mag.Def
   8% Mag.Def
   Prevent: Silence
   Materia: 4 Unlinked
   Growth: Double

   Edincoat (No Change)
   32 Defense
   3% Defense
   3 Mag.Def
   3% Mag.Def
   +25 Strength
   Materia: 1 Linked, 4 Unlinked
   Growth: Normal

   Wizard Bracelet (No Change)
   3 Defense
   3% Defense
   46 Mag.Def
   3% Mag.Def
   Materia: 4 Linked
   Growth: Normal

   Adaman Bangle (No Change)
   50 Defense
   0% Defense
   8 Mag.Def
   0% Mag.Def
   Nullify: Water
   Materia: 1 Linked
   Growth: Normal

   Gigas Armlet
   0 Defense
   0% Defense
   0 Mag.Def
   0% Mag.Def
   +40 Strength  >  +50 Strength
   Materia: 5 Unlinked
   Growth: None

   Imperial Guard
   45 Defense
   15% Defense
   45 Mag.Def
   15% Mag.Def
   +15 Strength  >  +20 Strength
   +15 Magic  >  +20 Magic
   Materia: 3 Linked
   Growth: Normal

   Aegis Armlet (No Change)
   50 Defense
   5% Defense
   50 Mag.Def
   5% Mag.Def
   Prevents: Death
   Nullify: Holy/Hidden
   Materia: 3 Linked
   Growth: None

   Fourth Bracelet
   20 Defense
   0% Defense
   21 Mag.Def  >  61 Mag.Def
   5% Mag.Def
   +20 Magic  >  +35 Magic
   Materia: 2 Linked, 2 Unlinked
   Growth: Normal

   Warrior Bangle
   45 Defense  >  75 Defense
   7% Defense
   6 Mag.Def
   2% Mag.Def
   +20 Strength  >  +35 Strength
   Materia: 2 Linked, 2 Unlinked
   Growth: Normal

   Shinra Beta (No Change)
   0 Defense
   22% Defense
   0 Mag.Def
   22% Mag.Def
   +30 Dex
   Materia: 3 Unlinked
   Growth: Normal
   
   Shinra Alpha (No Change)
   37 Defense
   18% Defense
   34 Mag.Def
   18% Mag.Def
   +35 Dex
   +35 Luck
   Materia: 3 Linked, 2 Unlinked
   Growth: Normal

   Four Slots (No Change)
   4 Defense
   0% Defense
   10 Mag.Def
   0% Mag.Def
   +20 Luck
   Materia: 2 Linked
   Growth: Normal

   Fire Armlet (No Change)
   32 Defense
   8% Defense
   18 Mag.Def
   3% Mag.Def
   +10 Strength
   +10 Dex
   Halve: Fire
   Materia: 2 Linked, 1 Unlinked
   Growth: Normal

   Aurora Armlet (No Change)
   16 Defense
   3% Defense
   34 Mag.Def
   8% Mag.Def
   +15 Magic
   Halve: Ice
   Materia: 2 Linked, 1 Unlinked
   Growth: Normal

   Bolt Armlet (No Change)
   24 Defense
   21% Defense
   25 Mag.Def
   18% Mag.Def
   +25 Dex
   Halve: Lightning
   Materia: 2 Linked, 1 Unlinked
   Growth: Normal

   Dragon Armlet
   37 Defense
   8% Defense
   48 Mag.Def  >  28 Mag.Def
   7% Mag.Def
   +20 Strength
   +20 Magic
   Halve: Shout
   Materia: 2 Linked, 1 Unlinked
   Growth: Normal

   Minerva Band (No Change)
   40 Defense
   16% Defense
   37 Mag.Def
   8% Mag.Def
   Halve: Holy/Gravity/Wind
   Female Only (Includes Cait Sith)
   Materia: 3 Linked
   Growth: Normal

   Escort Guard (No Change)
   42 Defense
   16% Defense
   35 Mag.Def
   8% Mag.Def
   Halve: Earth/Poison/Hidden
   Male Only (Includes Cait Sith)
   Materia: 3 Linked
   Growth: Normal

   Mystile (No Change)
   0 Defense
   50% Defense
   0 Mag.Def
   60% Mag.Def
   Prevents: Shield
   Materia: 6 Unlinked
   Growth: None

   Ziedrich (No Change)
   0 Defense
   0% Defense
   0 Mag.Def
   0% Mag.Def
   Prevent: Resist
   Halve: Fire/Cold/Lightning/Earth/Poison/Gravity/Water/Wind/Holy/Restore/Cut/Hit/Punch/Shoot/Shout/Hidden
   Materia: 6 Unlinked
   Growth: None

   Precious Watch (No Change)
   0 Defense
   0% Defense
   0 Mag.Def
   0% Mag.Def
   Materia: 8 Unlinked
   Growth: Triple

   Chocobracelet
   2 Defense
   23% Defense
   1 Mag.Def
   23% Mag.Def
   Materia: 4 Unlinked
   Growth: Normal


-) Summon Changes (No MP Cost Changes), updated as of 9/1/19 on the right.

Spoiler: show
   Choco/Mog  -  70 MP
   14 Power  >  24 Power
   
   Shiva  -  72 MP
   15 Power  >  25 Power

   Ifrit  -  74 MP
   16 Power  >  26 Power

   Ramuh  -  76 MP
   18 Power  >  28 Power

   Titan  -  78 MP
   20 Power  >  30 Power

   Odin  -  99 MP (Both Versions)
   30 Power  >  40 Power

   Leviathan  -  108 MP
   32 Power  >  62 Power

   Bahamut  -  115 MP
   38 Power  >  68 Power

   Kjata  -  135 MP
   50 Power  >  80 Power

   Alexander  -  124 MP
   44 Power  >  74 Power

   Phoenix  -  174 MP
   54 Power  >  64 Power

   Neo Bahamut  -  140 MP
   52 Power  >  72 Power

   Hades  -  152 MP
   60 Power  >  100 Power

   Typhoon  -  172 MP
   72 Power  >  112 Power

   Bahamut ZERO  -  180 MP
   80 Power  >  120 Power

   Knights of The Round  -  250 MP
   20 Power  >  30 Power (x13 hits, 390 total power)


I tried my best with the formatting. Hopefully this helps out with the materia and armor changes. Sega Chief, if you would like, I already updated the Materia changelog you had in one of the versions I downloaded, I'd be happy to shoot it over to you if you want to add it into your pastebin for the community.

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-26 19:55:07 »
Is there some trick to getting Midgar Zolom to cast Alpha on you? I've fought it at least 6 times and no dice. It always casts beta which I don't think is supposed to happen. :( According to the readme that is only gotten at the Temple of the Ancients, which is what reminded me to come back to the zolom. I migrated v1.4 to v1.5 early on right after Midgar. Maybe that messed it up?

Hey there! The Zolom had Alpha reverted and it's just Beta instead. The documentation that comes with the installer is a bit outdated. Hope that helps out!

Changing from 1.4 to 1.5 wouldn't have changed the outcome, just an error in the info on Enemy Skills.

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-23 19:56:54 »
Added a patreon page link to the front of the thread for people like cc12138030 who want to donate but not through Paypal. I can use the post feature it has to put update information in there from now on so it doesn't get buried like it does in this thread. Will post that information here as well though.

Patreon is super easy to use so thanks for the option! You just earned yourself your very first Patron.  :-D

I'm really excited to see what you can do with FFVIII...Do you think the remaster coming out soon is likely the same file set up of the original Steam version? Could we just plug and play existing mods there?

Anyway, looking forward to finishing your VII and starting your VIII whenever you get around to finishing it up...Is there a IX on the horizon sometime? Hehe.

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-20 14:33:18 »
Oh! I thought something like that. Thanks! I guess my English wasn't enough good to know how to find it in the thread :3

Hey no problem! There's a lot of great information in this thread but it's over 330 pages of stuff to read through hehe. Nobody blames you for not finding it lol.

The good thing is in the short time I've been on here, there are many people willing to help and answer questions you may have within a day or so of you posting it.

Also, your English seems just fine to me.

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-19 23:57:50 »
Great information Sega Chief, thanks a lot! My Hex editing skills extend as far as SNES and some stuff on RPG Maker. Nothing to the level of what you've achieved in these few years working on NT!

I'll practice what you mentioned and see if I can get it going on my own when your next update hits.

Cheers!

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-19 18:36:38 »
Good timing karsh, here's those EXEs for adjusted tifa reels (no miss):
https://mega.nz/#!G9shTSSb!mfUa6XHjBPOd12Exsd8C65GuFMl-bXKuKSzAjmKrvx0

Awesome thank you sir! I did post something a bit earlier about Vincent, but it's pending approval from a moderator so you may not have seen it just yet. It's some idea's around Vincent to make him a bit more reliable due to his special LB compared to others in the party.

Also, would you have some time later to discuss some of the aspects of how to modify the EXE. That way when you do a new release, I can modify the EXE myself for the Tifa reels.

Appreciate the help and I'm looking forward to play your final, final version!  ;D

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-19 16:10:42 »
Hello again! A question that I didn't find an answer... When you check the characters sp, there is a ???? at bottom. Is it something? I didn't find information about it.

It's an oversight left over from Sega Chief. Not a secret character, it's not Sephiroth joining the party, just something left over from when he was testing out.

He mentioned it a couple times in the thread  :)

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-19 15:53:09 »
I completely forgot about this, will need to do this tonight.

Don't worry about it, I'm in no rush! I'm very curious how you go about editing the file to produce this result.

I did have a secondary question about Vincent...I doubt it's possible, but figured I'd ask and see:

-) When you limit on Vincent, is there a possibility to actually control his actions at all? Would that require entirely recoding his AI?

-) If controlling him isn't an option, would it be possible to maybe revert him to his normal form after let's say 3-5 rounds of combat?

-) If none of these options work, could his LB forms deal at least 1 form of medium to high non elemental damage to give some incentive to losing control of him in battle?

The reason I ask is mainly because of all the characters in VII, he's the wildcard (outside of Cait Sith's slots haha) that can get you killed in certain fights if you LB at the wrong time due to not being able to revive someone, provide AoE healing, ect. Or worse yet, you LB in a form like Galian beast that deals fire damage, but the boss absorbs fire damage, thus hamstringing your fight.

I like that he's a beefy caster, and you can essentially never LB and only cast spells/use command materia, but that makes his LB's kinda pointless in most fights.

Thanks!

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-15 00:02:49 »
Does anyone know if this can be ported to a psp/ps vita??

I don't believe you can apply this mod to the PSP/Vita as this version of the mod is for the PC/Steam version. The PSP/Vita version is a port of the original PSX version of the game, which this mod is not compatible with to my knowledge.

I have seen people port this onto the Switch however, if you want to use a handheld device still. That's because the Switch version is a port of the PC/Steam version of the game from what I understand.

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-14 10:40:24 »
Hey Sega Chief, me and my boys are loving your mod thus far. All 3 of us are playing it using a program called Parsec which allows multiple users to connect to a single PC and with enough troubleshooting, you can have everyone be player 1. That way we just rotate each character in combat and rotate map duties when people get bored...Or force certain savants in our group to always do the mini games.

We've been enjoying the mod quite a bit, we play once or twice a week. There was one question we had and wanted to know if you could help us out in figuring out how to enable it.

Our core party has been Cloud Aerith/Yuffie & Tifa. What we wanted to know is if it's possible to mod Tifa's LB to no longer have Miss and only have Hit/Yeah. We've had quite a few instances of getting demolished because of patient Tifa LB play to not get misses and it's uh...Unfortunate to say the least.

If there isn't a way to do it, no biggie, just figured I'd ask.

Again, appreciate your efforts on this mod, it really does give this super easy game a much needed facelift.

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