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Messages - Sega Chief

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2726
7th Heaven / Re: Discrepancy with attack stat
« on: 2016-01-27 19:54:17 »
Tested the file on steam version, Cloud deals 55 damage per hit (front row).

His stats were:
STR: 25
Buster Sword: 18 Atk
Attack: 43 (wep + str combined)

Best guess is that your default version has some kind of left-over modification in it that was overlooked. Check the stats of Cloud for his Str and the Buster Sword's base attack when loading your save. If they're the same as the stats posted above, then only thing I can think of is that the enemy is somehow weak to the Cut element, or that a special formula has been used for Buster Sword (the hardcore mod does this, so maybe another PS1 mod does the same?)

In any case, it sounds like 7H has the correct damage output for an unmodified game.

2727
7th Heaven / Re: Discrepancy with attack stat
« on: 2016-01-27 18:29:01 »
A standard physical hit at the start of the vanilla game is about 40. I think it climbs to about 90-100 or so once you've gotten a Hard Edge from one of the SOLDIER: 3rds in Shinra HQ (might be wrong, been a while). What point of the game are you comparing damage between? The start, or later on?

2728
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-27 06:12:35 »
Right, so originally I had them called Normal and Hard but I then realised that pretty much everyone would play NT on Hard mode. Around about that time, I'd been playing RE2 on PC which has two modes; Original and Arrange. These are basically enemy layouts, etc. from the NA and Japanese games, slightly different (and I think they're 'flipped' depending on which region you're playing in; original for them would be Arrange for us, etc.)

So I got to thinking that if I called them Original and Arrange in NT that'd solve the problem of people being drawn to hard mode for the first playthrough. I also started thinking that rather than having it be a hard mode, it could be some kind of alternate version of the mod sorta like how it works for RE2; different placement of items, alternate enemy attacks/formations, etc. While a lot is possible, time is the problem; only thing enabled in Arrange for the current build is a boost in enemy damage, EXP given, and some alternate attacks/AI set up. It's a bit limited at the moment, nowhere near what I wanted to do for it. Calling it Arrange also did not help draw people away from using it on their 1st NT run ,_,

2729
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-26 19:36:05 »
Yep.

2730
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-26 18:12:28 »
Yeah, that might be best for now. I'll make a new one at some point.

2731
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-26 08:11:56 »
Everything's in original mode; arrange in the current build just makes enemies hit a little harder and use slightly different attacks. I'll need to change those descriptions/the name of Original to make it clearer; quite a few people have thought Original meant the default game.

2732
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-26 06:32:49 »
So we should play NT without the exe?

From what existenze mentioned.
If i understood correctly does that mean that nt 1.40 will be incompatible with MO? Segachief you said it has balancing problems and should be avoided? Can you clarify?

The .EXE I made was an experiment to adjust materia equip bonuses/penalties, enable enemies to use the long-range flag on some of their physical attacks (machine guns, for instance) and the strength/effects of Limit Breaks. It's not really a part of NT (it can be used with the vanilla game as well), more of an optional add-on for it. Problem is, NT has changed gradually over time and so the .EXE no longer meshes too well with it; I also messed up Limits and made them far too weak to be useful.

What isn't balanced is the Arrange Mode within NT, and what can often happen is that people will play NT on Arrange Mode with the .EXE installed which makes for a pretty horrible experience (the Gunner bosses in the Shinra HQ elevator are a good example). When I've finished Arrange properly in 1.4, it'll be much more like I originally intended it to be; a remixed version of standard NT, slightly more difficult with a few events and items changed around. Something for a 2nd playthrough, rather than a 1st time run.

Hi Sega Chief.

Here is a bug report. I didn't read the 100+ of this thread so maybe it has already been reported.

Bug: It seems that if your Strength gets >255, then it comes back down to 0.

Facts: What happened to me is that Tifa has like 242 STR. When she hits, she does normal damages. Then if I put some materias on het that boost het STR such that it is over 255, she now hits for 1 damage.

I am playing on the steam version zith the NT mod (advanced) and the custom mod for materias.
Hope this can help.

BTW, I LOOOOVE this mod!!! It's by far the best FF7 mod I have tested so far. Thank you for all your work. Can't wait for the 1.4 :-)

Yo bud, I think it was mentioned but appreciate it all the same. I've added some checks to the innates to prevent them rising over a certain value (though Tifa's one was changed completely).

2733
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-25 18:05:38 »
Isn't there a change to support the menu overhaul?

And the mod itself is also the same or are there some other compatibility changes?

It should be the same overall; I'm not sure what the situation is with the .EXEs, but I think it'd be best to avoid using it in any case. It has balancing problems.

A while back you mentioned that we were getting the "missing" plus-materias. Will we also be able to obtain Long Range again? :>

Also, where's the next videos? :D

Plus Materia yes, Long Range maybe. Big maybe.

Vids take a couple of hours to get done. Hours that could be spent on NT :v

2734
Troubleshooting / FF7/PSX - Patch Testing
« on: 2016-01-25 17:00:08 »
Hey all,

I took on a dude's request recently to get myself some experience making patches for the PS1 version of the game, but he seems to be having trouble getting it to run on either emulator or console. It works on my end, and it seems to work for another guy who tested it as well, but I'd appreciate it if some people could give this patch a whirl: http://www.mediafire.com/download/s28tofi9gl6so85/Final_Fantasy_VII_%28USA_No_Crits%29_%28Disc_1%29.ppf

It doesn't do anything exciting; it's a piecemeal patch that's supposed to disable critical hits (except for Tifa's Reels) on Disc 1 of the USA/NTSC version. If folk with PSX modding experience spot any problems with this patch, and if there's any special steps to making it console-ready, then I'd appreciate the info.

2735
New Threat has custom field models, they are chibi and close to the original but slightly different. For example the mouths are gone, the hands look a bit better, cloud is wearing a velvet color shirt,etc. SegaChief said he borrowed and edited them back when kaldarasha was updating the chibi models but then decided to go for a more realistic approach. The battle models are the same as far as I am aware.

Essentially if you want new field models put them above new threat in your load order, battle models shouldn't matter except for enemies, since your parties are the same.

A velvet shirt? It's just a darker SOLDIER uniform D:

2736
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-24 16:40:08 »
Then I've no idea; unless you're launching it with 7H or it's a different language, maybe.

2737
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-23 17:04:28 »
Odd that the 98 version wouldn't work with it. Only thing I can think of is either 7H interfering, or maybe it's because the '98 version I made the .EXE with was patched with Aali's Driver + 1.02 patch? I remember there being executables (FF7.exe and FF7Config.exe) in both of those that overwrite the original ones which come with the game; maybe the NT FF7.exe won't work with an original unpatched FF7Config.exe? Those'd be my best guess.

2738
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-21 06:27:55 »
I think you can use it, so long as you avoid changing the following:

-) Character Lv/EXP (NT uses custom arcs, but Black Chocobo uses it's own built-in arcs which are set to default values. Even leveling up/down will auto-adjust EXP, etc.

-) You can add stats via 'sources used' but be wary of adding too many and then visiting the Rank-Up screen; in the current build, if you can't spend them all (as in, you end up with 255 in a stat) then you get stuck in an endless loop.

-) Equipment/Items can be adjusted with no problems.

-) Materia can be added/edited, just remember that NT uses adjusted AP. Mastered will always mean Mastered though so no problems should pop up there. Disabled Materia still have their original functions so Long Range, Stat Plus, etc. can be used. Worst that can happen with this is that you set a Materia to, say, Lv.2 and then in-game it's still Lv.1 or something but if you master it then it won't adjust down (Mastered is considered a maxed out value).

-) I don't think it has any variable editing outside of the experimental section, but be careful about using anything like that anyway.

Beyond that, should be fine. I think adding chocobo stables is actually quite touch and go, even if adding them to a vanilla game. There's a bunch of variables attached to them. Safest bet is to buy all the stables normally and then add the desired chocobo to them with the editor if you want to do that.

2739
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-20 19:28:32 »
The skills still available from their original hosts are:

-) Frog Song
-) L5 Suicide (L4 Suicide)
-) Vital Hammer (Magic Hammer)
-) White Wind
-) Stasis Lock (Angel Whisper)
-) Big Guard
-) Death Force
-) Antipode (Flamethrower)
-) Laser
-) Matra Magic
-) Bad Breath
-) ? ? ? ? (the one that deals damage equal to your missing HP)
-) Goblin Punch (also available from inside Gongaga)
-) Chocobuckle
-) L5 Death
-) Death Sentence

Beta, Aqualung, and Trine were moved further back; Beta from Stilva, Aqua from Garuda, and Trine from the new Thundercracker enemy on Mt. Nibel. You can learn Alpha (formerly Roulette) from the Midgar Zolom. Shadow Flare is used by some of the later Extra Battle bosses like Tyrant. Pandora's Box & Dragon Force are learned from 2 of the 3 special fights that are now available from the Kalm Traveler; the bosses holding them use these skills on your party when they're defeated (for Box, having someone capable of absorbing Hidden is a very good idea).

2740
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-20 17:00:13 »
Has he given a list of 1.40 changes? I've seen a few posts here and there, but this thread is huge.

I'm keeping a change-log this time in a notepad that goes over all of the changes, what they are, and why they were implemented so don't worry about trawling the thread.

2741
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-19 16:38:25 »
I'll post advance notice as soon as possible; I wasn't expecting work to continue being so busy coming out of the Christmas week.

2742
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-19 15:22:38 »
Sorry, bud; I'll need to see where I am after this week before I can tell. I don't know what next week is going to be like, shift-wise but I hear that my old manager is coming back from his knee op which means his stand-in will be going back onto night shift (if that happens, I won't be needed as much for cover shifts).

2743
7th Heaven / Re: Laggy battles
« on: 2016-01-19 02:32:33 »
It's probably the game's frame-limiter. Try using Dan's Ochu tool; you can adjust FPS with it.

http://forums.qhimm.com/index.php?topic=14194.0

Open it while the game is running and then navigate to the FPS tab; press F1 to enter editing mode (numbers should turn green) and adjust the battle FPS to something like 20 or 25 (I find 20 is a good fit but you might need more if the fights are lagging badly already). Right-click and select 'update', and it should adjust the game's executable.

Remember to first give Ochu permissions/unblock it through Properties just to avoid any potential security problems.

2744
In this case, there's a size limit for both but I'd definitely talk to one of the PS1 modders around here about kernel editing. While the PC game is quite robust, I think there's additional limitations/pitfalls to watch out for when working with the PSX files.

2745
I've done something like this for my mod NT; if you're looking at stat boosts, then I'd recommend a heavy boost for Vit/Spr (30-50) to make it noticeable and maybe something a bit more sparing for Magic (I found that weapon + armour boosts together can make Magic a bit too strong if you're using +20, etc. so 5-15 seems more stable). I also went with a similar weapon power range; I went with 50 as the cap which shrunk the differences between each weapon.

For effects, you can use Elements & status ailments to give pieces a unique ability, but be wary of using Slow/Stop for armour defence; Time Magic statuses seem to be 'combined' in some weird way so defending against Slow will mean the character can't gain Haste either.

One thing to remember is that defensive stats aren't as weighted as Strength/Magic are, so differences in armour will need to be more pronounced. Problem with that is if the armour defensive values get too high + VIT/SPR bonuses on Weapons/Accessories, you can end up hitting the 255 cap too soon. I tried a build where Iron Armour had 1 slot and 70+ defence but it didn't make as dramatic a difference as you might expect.

Another thingie you can do is adjusting the damage formulas, targeting, etc. You can make weapons that hit everything on the field (including your team) for a 'blender' strategy, or make them deal %-based damage, damage/drain HP/MP, restore HP, ignore defence, etc. Just be wary of HP drain, it combos too well with Counter Attack Materia so maybe give it a low base power or give it Gravity element to keep it under control.

And finally, when editing flavour text for equipment keep in mind that there's a size limit for the kernel so keep it as compact as possible. Abbreviations for stats would be a good idea.

2746
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-18 19:15:00 »
No worries, Arrange Mode and the .EXE will be revised for the new build.

2747
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-18 17:51:22 »
Well, that sort of thing is going to happen if you use a trainer; don't report them as bugs. What's happened to you there is the game hasn't completed the scene (which you normally can't leave the field and re-enter until it's done, at which point it's impossible to actually return at all). When you load a save using the trainer, it's not like an emulator; it's more like an actual save file which means it drops you into the field and activates the field's Init scripts, etc. This causes problems with the If strings, some of which are designed to have a temporary loop as you progress through the scene until you advance it to the next stage.

Bottom line is; never use that save anywhere function during a scene. Only use it when you're in a safe field; one that doesn't have any scenes currently playing and which you can exit/re-enter at any time.

2748
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-18 08:01:46 »
Sega Chief, your ideas never cease to amaze me! I love New Threat so much I can't even go back to playing on Vanilla anymore.  :-D

:3

I got a lot more in store coming in 1.4; there's still a lot to improve in the 1.35 build.

2749
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-18 07:06:39 »
Hey segachief i just stole protect vest from jenova arm in cargo ship to costa del sol! Wasn't the deal to remove all steal/morph from bosses? Or is it a bug? I actually saved just after that fight, maybe that caused some bad trigger to load default Jenova...? And when i fought it a second time i got 2 ifrits! :O And whats this halves Shoot description? Halves my ranged chars attack or enemies? Or something else?

Oh and a random thought, dont remember what does the shinra pres villa serve for except free sleep? Forgot. Can you make a new quest around it maybe? Since it has no use anyway. ^_^
Maybe do things for the manager, quests instead of paying him?

Y'know, changes I make in the 1.4 prototype don't manifest themselves in the 1.35 build. All the bosses in the currently available build will still have steals and morphs on them. How did you get two Ifrits though? I'd like to hear more about that.

As for Shoot, it's one of five physical elements that were functioning in the original game but which only ever came into play when the Shield status was up (and even then, there was no real mechanic that made use of the physical elements separately). The five physical elements are Cut, Hit, Shoot, Punch (used for piercing/stabbing attacks like spears), and Shout. NT makes a little more use of these elements; having Shoot protection is handy because a lot of enemies will be using machine-gun/projectile-based attacks. You can also defend against Shout using Bahamut + Elemental. There's nothing in the player arsenal that can help with Cut, Hit, or Punch though.

I was renovating the Shinra Villa; my idea is for it to have some NPCs appear inside when you buy it who dispense free items periodically like Megalixirs and attack items maybe.

2750
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-16 20:38:20 »
You mean resurrect something that was clearly killed in one of the game's FMVs? Couldn't possibly do that!

The mod isn't dead as far as I know, just a stand-alone thingie. There's an alternate modding community for this game that stays off the radar 'cause of copyright and the like. Check out Grimmy on YT; he's also the guy who made that Jessie in Reactor 1 thing for 7H.

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