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Messages - strife98

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101
That's....odd. I can on a different not logged in browser :/ Guess I'll upload elswhere (these both download the same thing):

Mega: https://mega.nz/#!OolWhKJB!nKfRdNGfZiUA32hj_MkGdgRDfMnme7PU82W4sCsgeTY

GDrive: https://drive.google.com/file/d/1QEsl2eKg-oVO-7ClRIjBmhPj7Ne4MFq4/view?usp=sharing

If it isn't obvious yet, I'm not quite sure what I'm doing :mrgreen:

102
I made a couple cause I wasn't sure if color mattered so.
Spoiler: show

Xbox l.tex Colored

Xbox l.tex Colorless

Xbox h.tex Colored

Xbox h.tex Colorless



.tex files: https://www.dropbox.com/s/i5zspilclo43e4o/controller%20images.7z?dl=0

103
https://drive.google.com/file/d/1gtKUSPoOXzkdv8MG1PQymoe1aBZOBCr1/view?usp=sharing

Playstation icons.  I made it work with 2 textures.  It's very important to match xbox dimensions precisely to these width wise... and height wise if possible.

I can make them a bit smaller right? As long as they don't exceed the normal dimensions correct?

104
Okie dokie, as long as it's not a complete mess it shouldn't be too hard. I edited the ones for 8 before so hopefully they are somewhat similar. I'll find out one way or another.

105
I'll do it (begrudgingly, but I'm bored), though I don't have the texture, nor do I know exactly how to get it, or what the name/location of it is.

106
General Discussion / Re: Unofficial Qhimm Discord
« on: 2018-03-09 20:38:11 »
I have added a translation bot, cause not everyone speaks English fluently. I'm still trying to figure it out so I'm not 100% sure of all the things it does. I know it will translate everything to english (if the person not speaking English is added to the auto-translate role) but I'm not really sure how to make it so it will translate everything back. Once I do figure that out, I'll probably make a multilingual general chat cause it can be a bit of a cluster funk. I'm also not sure of the quality of the translation so I'm sorry if it's pretty horrible.

Thanks to Mcindus for this :)

107
Checked around and saw that this wasn't reported, but world map tents do not work on Beatrix. If you're in a place, like a town it does normal and heal half. In my example I'm using the save moogle in Gizamaluke Grotto, and she's healing fine, but out on Popo Heights she doesn't heal at all.

Edit 1: Could I also make a request? Is it possible to have one of Steiners low level weapons be available for Beatrix so she's viable as a physical attacker in Ipsens castle?

Edit 2: Also Waterga is super strong. I'm not sure if this is something that's been a thing even in vanilla or what, but it's doing a ridiculous amount of damage. With half MP it's the only spell I really ever need to use. Combined with Mag Elem Null there's really nothing so far Vivi can't absolutely destroy.

108
Hey, loving what this is so much. I've been itching for a good FF9 mod and this is soothing that itch! I have a real quick question though. That thing that happens in Oeilvert against the Epitaphs
Spoiler: show
When the Clone insta's their original and they disappear. Is that supposed to be permanent? Going out of the battle after winning, Zidane is just gone out of the party leaving Amarant,
 Steiner, and Freya all alone, and if that's intended, is it permanent permanent, or do you get your lost member back later?
Other than that, so far (other than Fairy's Flute taking me almost 2 days straight trying to steal it) I've been super enjoying it! The difficulty feels just right throughout, never have gotten to a point where I feel like I'm severely under-leveled (albeit a little under-skilled.) I hope to see more things from you in the future, whether it be this mod, or another!

109
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-02 01:05:47 »
It's been ages sense I last posted here, but mentioning a NT 2.0 (really looking forward to that) it would just feel wrong not to say something. Gimmicks aside I do agree that some rebalancing needs to be done, my concerns on that have mostly been covered already so I'm not gonna repeat it. I do have something to say about the magic system and the suggestion to increase the cost of magic/make ethers more rare. Please do not do this.

Now I can't speak for anyone else but for me when a game puts strong limits on my MP (like Dragon Quest for example) what ends up happening is I don't use the casters or they end up never being used outside of boss fights. The main problem with this kind of balance is that magic focused characters tend to be useless without their magic and if they don't have decent MP supplies they just end up not doing anything most of the time. Compare that fact to a strength focused character who has no such limits and can still do decent/good damage and you just end up not needing to use anyone else. So yeah just my two cents on that train of thought.

Another thing I'd like to mention is I really like the dialogue changes and additions you've made. The story flows a lot better and there is more life to the characters now and I hope you keep that for 2.0.

Well, my thought on the magic thing was increasing the magic damage a decent amount, so it would be more powerful than physically attacking, but because of that the magic would be have to cost more to balance that fact out. I'm not talking obscenely more, but enough to make it so you use it only when you really need it. Inn's are also plentiful enough to the point where you really don't need ethers except for long winded battles so the fewer ethers wouldn't be that much of a bad thing. Lower level spells would obviously cost less, a bit more than they do now, but when they level up the price would go up significantly more. So you could easily spam the lower level spells like Fire 1 and not have to worry about losing MP too fast and still being able to put out decent damage, but when you want to do a lot of damage you can cast a higher level spell at the cost of a great amount of MP. It'd make it so casters are still valid with basic level 1 spells, but can also push out a lot of damage in a pinch.

Edit: I also had an idea to either alter or change Aerith's passive if you didn't want to change magic. Geomancer is nice, but a potential different/bonus passive could be when she casts healing spells it boosts her magic up to a limit until she casts a damaging spell then it goes back down to base. That way there'd be more of a reason to use her for damaging magic spells for one huge nuke.

110
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-01 07:09:00 »
Now that I've had time to think about it, I can see where you are right about the game being rather bloaty, and with it having strayed away from the mod you originally wanted to make is unfortunate. What you've done with 1.5 may not be what you wanted, but what you have made is amazing. Some of the gimmicky stuff is annoying, but it requires you to think outside of the box. Makes you question what you have to deal with it, and how you can use what you have to your advantage. The small story changes you've made are pretty great as well. It adds more personality to the characters, and bit of laughs. Barret knocking Cloud out after the Materia tutorial still gets me. The passives, and all around stat changes have brought new life to the characters. I'm actually willing to have Cait Sith in my party now.

Though I agree with selius. In your attempt to balance magic, and strength, strength comes out in front late game, especially with Tifa. Her late game is super rediculous with how fast she gains new limits, how fast her limit bar increases, and her insane strength. She's definitely a glass cannon, but with her in your party you can usually kill things fast enough to not worry about it especially with her passive. Aerith can definitely rival her in damage with magic though, but she's normally relegated to being just a healer because of her high magic, and the unwillingness to use MP on anything other than healing in case a monster nukes a party member. Vincent is a pretty decent caster, but using his MP is a bad idea cause keeping his MP as high as possible helps keep him alive. It's best to find the transformation that fits the fight best, and use that against your next troublesome boss (which is so far Deathgigas. so good as long as they don't drain/negate lightening.) Cait Sith and belt out some decent magic, but making him a tank is usually the better call. Throw revive, elemental + needed element for absorb, some status buffs, then enemy skill is really all he needs. That really just leaves Cloud and Red XIII, comparatively though they're better off smacking them around with normal attacks and limit breaking. One thing I can think of for balancing out magic potentially, would be to have magic cost more, do more damage, but have ethers be more rare. That way a player can choose to explode an enemy with magic, but have to wait till they find an inn, or spend a little more time to physically attack them. Cure would have to cost less than attack magic in that case, or have slash-all be a much earlier materia, and maybe only have it slash-all. That way they can choose to use it on a high damage character, or throw it on Aerith to make the most of her healing staves. You could move Flash to be an upgrade to Deathblow and make it a single target ability and on chance. Maybe make it switch between Deathblow/Flash like Throw/Coin did. I feel that would balance that out a bit. Slash-all would also have to be one of those "Only have one" materia's to keep the balance though I think. Vincents shotgun should keep the Slash-all effect though. Vincent doesn't do a lot of physical damage in general so it wouldn't hurt anything for him to keep it. It's also a low level weapon so it wouldn't be very good late game.

I really like the SP system, and wouldn't want to see it scrapped. Being able to customize your characters a bit more can lead to some goofy things like melee Aerith. Will it work? Probably not that well, but it's funny to see Aerith thwack something real hard. I like your second option to change it personally. People usually have a "main 3" by the time you get far enough into the system for it to truly be effective. With being able to select who gets the SP levels, you can form your main 3 better, but also be a bit boned if you haven't been taking care of other characters when they are forced in your party. So that'll force the player to think about careful usage of SP.

Stealing items from bosses is something that, while a chore, I find to be super satisfying when you get that hard to get item. (For example I spent 2 days trying to get Fairy Flute off of Hilgigars in a FF9 mod, and I was super happy after I got it and felt accomplished I was able to keep my party and item supply well enough to steal the flute and beat him.) My one thought is, instead of having the boss have a chance to drop 1 item from a list, is maybe have 1 real good item that you wouldn't get till later, but have it a super low steal chance. If possible throw in a materia a bit later in the game that boosts steal chance (if possible, or cheat it a bit, and make item drops easier as the game goes on so it "feels" like you are getting better at stealing.) Not morphing bosses is completely fine. Especially with more difficult bosses it's more worth to just finish the boss then to try to tempt fate by wearing him down. Especially when you get an accidental crit, or a party counter attacks. Having counter attack would be pointless in boss fights if you had to morph something cause the risk of the counter killing the super low health boss would be too great. So keeping bosses from having morph items is A-OK in my book.

Edit: Blah forgive the grammatical errors, super tired.

111
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-20 15:54:14 »
Well, the original translation is mostly at fault here.  Look how it's meant to be:

Spoiler: show

#cy 88
{CAIT SITH}
“Dinnae forget aboot me,even
  when the new {CAIT SITH} arrives.”
------------------------------
#cy 88
{CAIT SITH}
“Awright,let’s dae it…
  Ah’m off tae save the planet!”

He makes it clear he's coming back... that he's just a toy that can be replaced.



It's also the fact that Aerith dies later and the player expects something similar to happen. It makes her death's impact greater.
Huh, I didn't know that he had an accent originally. I thought it was something they added in for the voice roles. Makes sense though cause of the name origin. I wonder why they took it out? I guess cause it'd be hard to read maybe?

112
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-20 15:26:12 »
Oh, I mean, in that sense it makes sense. But the scene leading up to it,
Spoiler: show
where it's posed at a redemption scenario for Cait Sith and he sacrifices himself for the party, and it's all emotional with the music. Then, bam you get him right back haha.


Yeah, it's not the greatest writing in the world like DLPB said. It definitely could've been done a lot better.

113
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-20 14:23:24 »
I don't want to sound like I'm nit-picking, so hopefully it doesn't come across this way haha.

So I liked how you removed the scene after Temple of Ancients where Cait Sith 2 shows up and is just like "Yo, I'm back, I'm #2" cause I always found that pretty odd.

But I thought it would have been a cool change to have him missing from the party for a bit and get the new model later (though I can't think of a part that would really work).
It just seemed odd that the second one got no introduction this time around and is just still in your party after Temple of Ancients.

Just some food for though! Would love to discuss!

Well, while being a little awkward it kind of works honestly. Since
Spoiler: show
Cait Sith is controlled by Reeve (or something to the effect of controlled cause he seems a bit autonomous) I'm sure He knew that Cait Sith 1 was gonna disappear once the plan set to action. So he sent out Cait Sith 2 to meet up with Cloud and the gang to be there when 1 disappeared. With Shinra's resources at his disposal, it wouldn't be that hard of a thing to do.

114
General Discussion / Re: Unofficial Qhimm Discord
« on: 2017-12-15 12:40:50 »
Well I made one for my mod. However, I came in touch with it recently and are not very good with it. But I like the tool a lot and it is absolutely a good thing to use.
Discord:
https://discord.gg/anbD9

Just to point out (unless you did it on purpose) That is a temporary link that only works for a few minutes.

115
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-12 23:02:17 »
I have returneded....again. I have found a pretty interesting bug that I was just reminded of reading a bit of what I haven't read from here. Not sure if it was fixed though (didn't go too far back) or even if it's a bug at all but an intended feature, but Cait Sith's passive got a whole lot better than I originally thought it was, and it was pretty good before I found this out! So, running a little low on mp cause I'm limit break grinding and having Cait Sith spam heals and defending. I eventually notice his MP got filled super quick. Start casting magic again, and playing around with stuff when I find out that oh hey! Guarding makes Cait's MP restore a LOT faster. I get into another fight with Cait at about 300 or so MP, and guard to get to the character I was limit grinding, and Cait's MP increased past his max. Well that's interesting. I start spamming defend, and his MP starts SHOOTING up, I get to 2k MP in no time. The MP doesn't keep after the fight, but it takes maybe 2 turns of defending to give Cait a TON of MP. I've tested this on the latest release with the same results.
Edit: It also seems that when the entire party guards he gains more MP than if it's just him guarding, but just him guarding gains him more MP than if one other party member guards.

Also another little bug that I have NO idea how to recreate is one with good ol' Gorki. I was playing around, trying to see what kind of bull strategies I could pull off before his power finished building, and after one failure (don't remember what, it was a long time ago on the august build) Gorki uses his ability and shoots poor little Yuffie up into the sky. Little did he know that Yuffie apparently learned how to fly and stayed in the air without dying. I was able to use Yuffie's limit to finish off the little bit of health Gorki had, but seeing as I had died during every time he used that move before, I don't think that's supposed to happen. Though it is obviously a rare bug and might've been just a little glitch.

You can also constantly steal a Yuffie Weapon from Staniv if you just keep loosing to him btw. Not sure how you would fix that, but that is super abusable.

Other than that I do remember the Pagoda fights being super fun to figure out. I love how you showed Shake's speed, and Chekhov was super fun to figure out.
Spoiler: show
However confuse is her kryptonite since she will constantly cast magic on herself, which doesn't get rid of confuse, and then physically attack herself, but she doesn't take physical damage so she can't knock herself out of confusion making her fight childs play.


Staniv and Godo were the only two I couldn't figure out gouda strategies for, but I'm honestly ok with that. I had fun out brute forcing staniv, and just demolishing Godo (he seemed a bit too easy to be honest.)

Keep up the good work Sega and I can't wait till FF8.

Edit: Meant to state I'm running off of Arrange.

116
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-01 04:16:09 »
Hmm, during the Shinra HQ Elevator fight, Barret got hit with something that gave both Silence and Darkness, but the Echo Drops don't cure his Darkness.

117
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-30 03:30:05 »
I -should- say if it's your first playthrough maybe do normal, but what I -want- to say is play arrange.

118
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-30 03:08:53 »
Yuuuuuussssssssss thank you Sega Chief! O7

Gonna go all out on Arrange since I never got to before.

119
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-29 23:19:41 »
Naaah man, I scheduled stuff to give me a free day today.

120
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-29 23:14:12 »
aaawwww yeeeahhh not getting any sleep tonight! woooooooo!

121
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-13 23:59:02 »
I don't know if it is possible to 'reset' a character in-game; it'd take time to add the functions, assuming it can be done. Save editors can do it, but for the game to do it means adding that functionality to the field scripts + .exe which requires time & making space for it in the .EXE.

The whole point of the rank system is so that players can decide which stats to improve as level arcs will raise stats the same way each time (with some small variance). As for when those stats should increase, it could work with either gathering SP or by gating them behind specific story events. The original SP build was much closer to the latter, with set increments from bosses only that meant you'd generally always be hitting the same ranks in each playthrough. I'm keeping it with the current system of SP gathered from enemies as things are quite late on and 1.5 is finished at this point, save for last-minute checks and tests.

Yeeeeeesssssssss the anticipation has been killing me. Can't wait!!!

122
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-02 19:20:25 »
Yeah I got past Abyss using the silence trick, after about fifteen or so more tries. And I already see what you're saying as far as other bosses go. The difficulty spike went from 10 to 10,000 in the blink of an eye.

Quite frankly, more than a few of them are next to impossible -- the materia cave monsters for instance. A few of the level 4 limit quest monsters are nightmarishly difficult as well. The only ones I've managed to do so far are Berret's, Aerith's, Vincent's & Rex XIII. I gave up on Cloud's after I exhausted every materia and equipment setup that I could think of. I'll try Yuffie's & Cid's next.

All the equipment that would help requires me to morph things that can kill me easily, like Iron Man, so that's a no go.

I'm thinking of just killing Sephiroth and calling it day, but in all likelihood I'll never make it past Bizzarro.

Yeah a lot of the bosses just take some thinking outside of the box, or some MAJOR cheese. Here's what I remember doing for the bosses:

Spoiler: show
The Bomb King is what I started on. My strategy is different from normal strategy, it's a chance based strategy. At the start of the fight, I'd wait till the Bomg King used Chain Reaction (I think that's the name, the move that hits everyone) Then use Hades for his 100% status to confuse all the little Bombs. Then I'd cast Demi 3 on them all. The would use their explode, and if everything goes well, they'd blow each other up. I just reset if they blew up one of my party early, but if 3 died and the 4th one blew up one of my party I'd usually just deal with it. Two party members are enough to beat Bomb King as long as one of them has a decent heal.

After figuring out magic was a bad thing to do against the Cactuare, I went and bought a BUNCH of weapons from the Highwind weapon guy, and just threw them all. Only thing I had to worry about was his time based attack which was a little rediculous, but I was thankful it was only single target. Just keep everyone alive and throwing stuff at him and he'll go down.

I cheesed the Tonberry's. I cheesed them SO hard thanks to Sega Chief for this one. Start the fight, Quadra Summon Bahamut Zero followed up by MP Turbo Neo Bahamut. You can normally live past their counter attack to Zero unless you are super unlucky. But that will finish them off no sweat.

The KOTR boss was just, "Do as much damage in as little amount of turns as possble." which once you find out that counter materia's don't count as a turn, makes things easier. Just load your hardest hitters (imo Premium Heart + Bahamut Zero + Mp Plus for max MP) and load them with counter attack, throw on a few magic counters, Quadra Magic, and 4x Cut, and just keep your party alive and you'll be fine.

Tifa's Level 4 Limit was a little annoying. I started off the fight with Sneak Attack Cure and Sneak Attack Barrier for Instant Regen and Wall. Fill her up with Counter Attacks and 4x Cut and you'll be set. Just heal when you have to, and everything'll be fine.

From you said you are trying Yuffie's and Cid's next I won't give you any spoilers on those. Just try to cheese as much as possible. If you don't have Double Cut yet it's not needed, but it helps. The fight for it is a pain too, and requires some of the most rediculous cheese and timing possible, but he's not the hardest, so if you can pump out as much damage, and watch his attack pattern it'll be ok.
 


Also Sega Chief I dunno if this was mentioned because the search bar working like it used to for me, but I remember fighting the Cactuar Materia Cave boss, and trying to use Coin Toss and it hit my party even if the enemy was selected. I don't remember much about it cause it was a while ago and my memory is horrible. I miiiight have been using Aerith so that might've messed with it? I dunno, I just remember it hitting my party instead of the Cactuar.

123
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-01 21:32:05 »
I'll try that, thanks.

Honestly it was a little demoralizing at first after thinking up this convoluted strategy only to have to insta-kill me halfway through, but now I'm hell-bent on making that thing dead.

Be prepared to make many many more convoluted strategy's just to have them fail farther than your could believe. It gets rediculous, BUT once you do get that strat down that beats him it's SO gratifying.

124
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-29 22:31:53 »
- Would have liked to be able to scan more enemies
Unfortunately that's not something he put in normally. Scan can only scan up to a certain amount of HP, any more and they will be unscanable. The bosses have a TON of HP so they are generally unscanable. Weaknesses have been made easier to figure out though.

Bugs
- I have already mentioned a few (which is fine I still fully appreciate the work that went into this!)
- When I did the final descent (after completing the dark cave which I think has something to do with it) I always got the cutscenes from disc 1 (in order) while I was able to control cloud. For example at the first screen where you jump from island to island I had the lookout to the shinra hq and zoom in to sector 1, while cloud was overlaid on the cutscene and I was able to move around.
Yeah that's because after doing the Dark Cave you are set to disc 1. I'm not sure what I did to set it back to disk 3, but you can do something to put it back and you'll get the normal cutscenes.

125
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-28 22:29:19 »
Nah it won't break. The most that'll happen are the graphical errors I mentioned if your are using the IRO. Other than that everything works fine :)

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