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Messages - NxK

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As to the overwhelming amount of positive reviews from professional reviewers, faithfulness to the original is not a criterion that critics apply or care about. Therefore, to them, how much FF7R sticks to the original plot, is probably of no importance. To be honest, I am not sure how many of them would even be able to tell whether it does or not stick to the original plot and to what degree. So, by completely discarding any considerations as to how closely this game really does resemble the original release from 1997 in terms of overall story or atmosphere, one might be able to understand how these reviewers come to their conclusions and consequently to their rave reviews.

The main problem, in my opinion, was the decision to split the Remake into several episodes. Maybe that’s the only way to feasibly do it, however, it does cause all kinds of issues that are glaringly obvious. In order to make this game palatable to people who have not played the original 1997 FF7, it must feel like a whole game to them, not one that only deals with the beginning, possibly not so exciting first quarter of the original game’s slew of events. As a result, the ending of FF7R probably has to have an ending and a final boss that awe the audience. I am afraid that this is why they did not choose Motorball as the final boss but something else. Even though Motorball may have been iconic in 1997, I don’t think it would have been something that would have felt like an inspiring end to this game for newcomers to FF7. One can clearly find elements of FF7 in FF7R that would only happen in FF7 at a much later point in the game. For instance, the final one-on-one scene between Sephiroth and Cloud, which is the very final fight of FF7, is now happening conveniently at the end of FF7R. I do wonder how they are trying to remake the rest of FF7, if they are already using up some of the most memorable moments you would not see in the original until much later in the game.

That even makes me wonder whether they are going to remake the rest of the game anyway. After all, this game is officially called “Final Fantasy VII Remake”, not “Final Fantasy VII Remake Episode I” or something similar. Assuming they did indeed intend to remake the rest of the original FF7 in additional episodes, wouldn’t it have made more sense to have called “Final Fantasy VII Remake” something like “Final Fantasy VII Remake Episode I”? Maybe they just did so for marketing purposes since, to be fair, pretending it’s a complete remake and hoping that some people might not have read about the episodic nature might boost sales. People who have never even played FF7 would, and I am really just guessing here, probably be more likely to spend money on what they expect to turn out as a whole game experience rather than a mere part to what they think might be only a first part to a trilogy or maybe even a tetralogy.

But maybe the naming “Final Fantasy VII Remake” was entirely intentional as the next episode will dramatically swerve from what would have been the second part of the original FF7. Based on the allusions in the ending of  FF7R, it seems not unreasonable to present this as the base case for what is going to be the next installment in the FF7R series.

Releases / Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
« on: 2020-04-08 02:14:13 »
Some more things I noticed (I am using the latest version of Godo v0.4.4):
-giving all enemies a speed of 10 gives them too few turns (I assume this comes from the Enemy swarm but it's a bit too pronounced if you ask me)
-I am not entirely sure how HP for enemies is calculated using the Stronger Enemies option but HP seems still a bit unbalanced (some early enemies suddenly have 10,000HP wheres some bosses don't see their HP increased much, if not even decreased (Jenova-Life has 1032 HP)
-still no drops/steals when using the max drops/steal option, even though checking via PrCloud says 63/63
-using the enemy and boss swarm option checked for 6 still does not spawn some bosses in quantities higher than 1 (Demons Gate, for instance)
-I use the field randomizer as well and some Materia, when picked up, says I get one thing in the text window but I still actually get the default Materia (for instance Steal in the Sewers and Kujata in the Sleeping Forest)
-the elevator screen in the beginning of the game (on the way to Guard Scorpion and back, as well as used again before Air Buster) gave me softlocks for every field models/animations other than the standard ones

Thanks for the heads-up.
I actually encountered two more oddities: When entering Fort Condor from the world map, you don't enter Fort Condor but the Mideel Materia Cave (Quadra Magic Cave). When leaving for the Cargo Ship for the first time on Disc1, after the Rufus send-off minigame, as soon as the field tries to transition to the world map where it would show the Cargo Ship in the ocean, you instead end up below the ancient forest, able to move all over the world map but technically softlocked as you seem to be invisible, below the world map and unable to enter any town.

I noticed one more thing: When I replace the world_us.lgp file (I am using the Steam version for this) with one I recompile with Terraform, even if I don't make any changes to the files (so, I just extract the files, then re-compile them immediately afterwards, which should in theory give me the exact same world_us.lgp file), my game crashes every time I try to enter the third world map (the snow map in Great Glacier). Do you get this issue as well? Any idea why this is?

Hey, I have been playing around a bit with the tool. I have been able to extract files from the world_us.lgp file. First of all, I have never used Python before, I did follow the instructions you put in your readme though. Now, when trying to re-compile my output, I get this:

Spoiler: show
Terraform v0.9.1 - FF7 Worldmap script editor

  • Compiling world scripts...
  • Reading messages...
  • Reading scripts...

Traceback (most recent call last):
  File "C:\Users\MSI\Downloads\ff7-terraform-master\ff7-terraform-master\", line 94, in <module>
    compile_world(argv[2], argv[3])
  File "C:\Users\MSI\Downloads\ff7-terraform-master\ff7-terraform-master\", line 47, in compile_world
  File "C:\Users\MSI\Downloads\ff7-terraform-master\ff7-terraform-master\", line 94, in compile
  File "C:\Users\MSI\Downloads\ff7-terraform-master\ff7-terraform-master\", line 86, in load_scripts
    code = compiler.compile()
  File "C:\Users\MSI\Downloads\ff7-terraform-master\ff7-terraform-master\", line 145, in compile
    with open('world_script.lark') as f:
FileNotFoundError: [Errno 2] No such file or directory: 'world_script.lark'

It seems the 'world_script.lark' file is missing in the "C:\Users\MSI\Downloads\ff7-terraform-master\ff7-terraform-master" directory. It is, however, indeed there, which is why I am not sure why this is not working.

EDIT: I was able to fix the issue by modifying the file to refer to world_script.lark's absolute path.

Releases / Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
« on: 2020-04-01 11:13:45 »
One more thing I noticed it during my latest full-game playthrough of the Randomiser (I am currently up to just before the Temple of the Ancients):
No single enemy has dropped any item yet (no enemy seems to hold an item to steal either) even though checking via ProudClod tells me both the Steal and Drop Rates should be at 63/63, which is also what I chose in the Randomiser settings (Max Drop/Steal).
EDIT1: One more thing I noticed: The Balance Auto Tuning Option "Stronger Enemies" seems broken. Every enemy appears to have slightly less than 50% of their HP in vanilla when I set it to 50% stronger enemies.

Releases / Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
« on: 2020-03-24 18:14:11 »

1) I think currently it just assigns randomly without checking what was assigned before. What I can do is add each assigned Limit to an array so it doesn't get assigned more than once.

2) I'll adjust the logic.

3) The %-modifier takes the base value and adjusts it up or down; so an MP cost of 100 would be assigned to a range of 75-125. Some of the other modifiers aren't %-based but behave the same way; the modifier is the range for the value.

As far as balancing and assignment goes, it's very rough currently. When I get some time I'll probably need to rethink how it gets done.

3) Oh, I see. That makes more sense.
As for 1), that would probably be a nice offer as I would like to have non-repeating Limit Breaks for each character. Obiously, my current work-around is checking via WallMarket and reassigning things myself but that spoils the randomisation for me.

Releases / Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
« on: 2020-03-24 12:37:16 »
I am currently in the process of trying out your Randomiser, which I greatly enjoy. Thank you very much for having made this mod, Sega Chief.

Here is a list of a few things I noticed so far that I felt might not be intentional/that might be glitchy:

1) Limit Breaks: If you randomise Limit Breaks, characters can get the same Limit Break (say 'Dynamite') throughout their whole Limit Break repertoire. Even more so, they can get the same Limit Break multiple times throughout the same Limit Level tier. For instance, Cloud can have Dynamite as his 1-1 and as his 1-2 Limit Break. Would it not be a better idea to not assign the same Limit Break multiple times per character/per Limit Level tier?
2) If you want to randomise Starting Equipment, there is no way to only randomise Weapons and Armor without randomising Accessories at the same time. Whenever you do check "Randomise Weapons and/or Armor", every character automatically starts the game with a random piece of Accessory, even if you did not check the "Randomise Accessories" box.
3) I am not quite sure I understand the "%-Modifiers" that come with various options. For instance, for randomising spells, the default values for Accuracy %, MP Cost and Balance are each 25. Are the "%-Modifiers" applied to the vanilla values of each spell? For instance, if I set MP Cost to 25, does that mean, that each spell will cost between 0% and 25% of what they cost in the unmodded game? So, Life2, which normally costs 100 MP, can cost between 0MP and 25MP? Like this, there would be no way to make spells cost more MP/have a higher accurcacy/have a higher base power than in vanilla agme, right?

Is there still an NPC who can abolish card rules on Disc4? I looked around a fair bit but couldn't find any such person.

I am currently playing through the latest version of the mod and noticed that Cactuar still has the Stat Bonus abilities. Is that intentional? It seems like an oversight to me since his ability inventory is overcrowded (i.e. one needs to make him forget 5 abilities in order for him to learn everything he is supposed to learn naturally).

As to number 2: It is not about using a modded save file. Nothing in the process of getting into the debug room requires any kind of modding. What is required is a series of glitches, namely a little bit of Yuffie Warping and a lot of Battle Mode Warping. It is fairly convoluted as you have to iterate these wrong warps to create the necessary glitched file. I made a video tutorial on how to enter the debug room using this method a few years ago. I hope it helps.

What happens if a target's condition changes after the actor's ATB gauge has filled, but before its turn?

Let's say that the actor will use Attack A on a rnd target without Frog. Does the script run as soon as its ATB is filled, or does it run when it is about to perform its Attack? If it selects its target as the ATB is filled, and the target that is chosen becomes inflicted with Frog after the script is run, will it still try to use the attack on the target, even though the target has now become inflicted with Frog (where the check in the script targets an enemy without Frog)?

Scripts are only run when they are about to be executed, i.e. the moment they are to be run, which is generally quite a while after the respective ATB gauge has been filled up. This makes redundancy scenarios like the one you envision impossible.

Let's say you are to fight six Touch Me in a pincer attack with just Cloud and these six Touch Me had their AI altered to use Frog Song every turn if at least one character is not a Frog and Frog Jab otherwise. Now, since it's a pincer attack, all of these six Touch Me start with their ATB gauges filled at the beginning of the battle. If scripts being run as soon as ATB gauges are filled were the case, these six Touch Me should all cast Frog Song on Cloud. However, that is not what would happen. The first Touch Me to act would cast Frog Song, turning Cloud into a Frog (let's say all attacks cannot miss), the second one would use Frog Jab, removing the Frog status from Cloud, then the third Touch Me would cast Frog Song again, the fourth one Frog Jab, the fifth one Frog Song and the sixth one Frog Jab again.

What ever happened to this? I would love to see this tool, considering there is nothing quite like this as of yet. In particular, being able to add encounters to areas of the world map which do not currently have any would be very intriguing to me (just changing around the encounters for areas of the world map that already enable random encounters can be done by hex editing). The world map(s) seem like one of the least well-documented/least easily modifiable parts of FF7.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-04-11 00:36:23 »
So, I just finished the mod and, once again, I must say that it truly is an amazing piece of work. I had a great time with it and loved almost all of it.

Here are some more things I found:

1) The check for finishing a playthrough without using up any SP seems glitched. I ranked up all my characters but was still told by Mr. Smiles that I had not used up any sources.

2) The Stardust Item is severely overpowered. 24,000 HP of damage to any single target regardless of its defense is quite game-breaking, in particular since most enemies have fairly little HP by other mods' standards.

3) Some materia equip penalties seem too harsh. For instance, the -26 MDef granted by several support materia makes those materia very unattractive to use.

4) Some pieces of armor seem nerfed into uselessness. Whereas the Mystile and Ziedrich are the go-to late game pieces of armor in vanilla, in New Threat Mod, I never found myself using them because they offer no Def or MDef in addition to ulterior penalties (no Resist/Shield status as well as unlinked slots in the case of the Mystile). Instead, I ended up using the Imperial Guard or Dragon Armlet, which seem to be by far the the most well-rounded pieces of armor post-game. On a similar note, I actually found the Relic Ring quite interesting, however, the benefit conferred by it is clearly outmatched by its huge downside of causing death by Elixirs. It seems to me that a much larger upside would be required to render this accessory more appealing. The Curse Ring, on the other hand, seems much more usable even though it is subject to a similar handicap. Then again, the Curse Ring is mainly only usable because of how Recovery overrides nullification from an element in FF7's game mechanics. If the Curse Ring did not nullify but also absorb Health, just like the Relic Ring does, that would make it much trickier to use.

5) The scene.bin contains lots of enemies that one cannot fight. Is that correct or did I just not find a way to do so? For instance, what about the enemy from which one could get the Magitek Ashes item? I could not find a scene that triggers a fight with that enemy.

6) One of the two Long Range materia one acquires via the Kalm Traveller sidequest has its AP not set to Master, which is not much of an issue unless one finds oneself in the unfortunate position of suffering from above-average OCD.

7) Generally speaking, the difficulty Level on Arrange was more than just fair. I had finished a playthrough of Gjoerulv's Hardcore Mod just prior to my most recent playthrough of your New Threat Mod and it seems that I had a much easier time beating all the enemies in your mod than in Gjoerulv's one. That's not necessarily a bad thing or only a quality inherent to your mod, however, the differential in difficulty really did strike me. For instance, random encounters in the Northern Crater are preferably completely avoided in the Hardcore Mod, while one can comfortably use them to level up in the New Threat Mod. The optional bosses in New Threat Mod could all stand to become a bit more challenging. On an anecdotal note, I did not want to spend any time breeding a Gold Chocobo, even with the no-racing-required method, and not having realized that the Guide Book instead of the Desert Rose yields the Gold Chocobo in NTM, I set out to beat Ruby/Viridian Weapon because I wagered that it would take me much less time than doing the Chocobo breeding and I was not proven wrong. To be fair though, I did like the fact that the NTM version of Ruby Weapon is much less annoying to fight (no sky-high defensive stats and no need to set up the fight with two dead characters). Still, it appeared to me that the primarily the brevity of the fight, since the enemy had less than 300K HP, made it almost too easy for my taste.

8 ) Doubling all characters' Def and MDef via AI is somewhat game-breaking once one can attain 255 in either (made more feasible by means of HP<->MP Materia) and even more so once can attain 255 in both stats with a single character. All damage from attacks that do no use special damage formulas becomes negligible. I wonder if that was the intended way to beat FF X Nemesis in the battle arena.

9) I thoroughly enjoyed the whole Fort Condor quest obsession. ;] It was a very nice surprise to get something useful out of it at the very end.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-04-09 23:30:23 »
I am actually not entirely sure how to precisely trigger this glitch, however, it appears to be fairly easy. Essentially, whenever a party member is temporarily removed from PHS (such as when visiting Cosmo Canyon for the first time or after the Whirlwind Maze or during the Stolen Materia sidequest in Wutai), you open the Materia menu, go to Exchange and notice that below the bottom-most roster (which is normally Cid once all characters are acquired), an enmpty character slot is accessible. If you go over it, you can see that all the materia on this empty character is MP+, some of which can be removed.

Speaking of MP+ Materia, the Ziegfried encounter, is it supposed to be a mutually exclusive source with regards to the MP+ Materia from the Temple of the Ancients? Also, how do you encounter Ziegfried? Does he work like Mystery Ninja in FF7 Vanilla? I found his data in the scene.bin but have never encountered him.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-04-08 20:52:00 »
Long time no see; it's likely something associated with the spell animation he uses at the start of the fight. It can cause some odd glitches when used by an enemy in a regular battle but seemed safe to use in this 1v1 fight. I'll review it.

Yeah, I thought so myself. It's not anything major anyway, I had just never encountered that particular glitch before.

Also, I was able to snatch 9 MP+ Materia from the Materia Exchange screen during the middle of the Stolen Materia sidequest in Wutai. That exploit actually occurs in vanilla as well and I am not sure if there is any way to fix it (it happens whenever a team member is temporarily removed from the PHS menu, for instance with Yuffie during the Stolen Materia sidequest or the first time in Cosmo Canyon with Red XIII).

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-04-08 14:06:18 »
Hey Sega Chief, I am currently replaying through the NT Mod again (v1.5 on Arrange) and I encountered a glitch in the first Wutai pagoda battle against Gorki.

After having started the fight via Sneak Attack - DeBarrier, I used three summons to win the battle, none of which had their animations displayed. It initially reminded me of Vincent's Mug Glitch, however, Yuffie still had the first part of the summon animation play out correctly, right until the point at which she is to fade away and the summon is to appear. It looked as if she were unable to cast the summon, as if she had run out of MP or been silenced, but the actual summon spell still seemed to work normally because I won the fight after three of these semi-invisible summons.

Releases / Re: [FF7PC-98/Steam] - True Necrosis Mod
« on: 2016-06-15 20:51:24 »
Here is a list of those (albeit in French):

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-26 13:31:18 »
I heard you had to fix a bug on stream because I missed two of the checks for the patch; sorry about that, bud.

Don't worry, it was quite nice to figure out what was broken and fixing it myself.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-25 21:16:24 »
That's good. I used the 22nd April patch before. I will use the latest one then.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-25 19:47:02 »
So, I also had the Kalm Traveller not recognizing the items in my inventory.
I realized by using Makou Reactor that the issue was that in the variable check, 5 0 was being used instead of 5 5.
Also, for the Guide Book, there was an == check (there should be an >= one), which led me to nothing happening at all, as I had 2 Guide Books.

Scripting and Reverse Engineering / Re: Bizarro Sephiroth
« on: 2014-12-31 17:33:44 »
Yes, in the 1-party battle as well as in the 2-party and the 3-party battle, killing the main body of the 1st party's Bizarro is sufficient to win. However, in order to be able to attack the core in the 2-party or 3-party battle, you need to kill parts of the 2nd or 3rd party's Bizarro, whereas in the 1-party battle, you obviously don't need to switch. So, if you can't easily outdamage the core's constant healing of the main body (which you might not even if you kill Jenova easily, i.e. fast), you need to switch to the 2nd or 3rd party, which is supposed to make the fight harder as you need to setup more than just 3 characters etc.

You can use the Midgar Zolom and Ruby Weapon too but Ruby Weapon is too high and the Midgar Zolom brings you to a North Corel screen.

Well, it would have to be a world map battle too.

Also, isn't field 768 just the field on which you fight Bizarro and then Safer?
The actual "last" field is 763 (it's used for two different occasions though), once your GameMoment value is 1999.

General Discussion / [FF7 PC] Warping into the Debug Room
« on: 2014-08-28 15:00:52 »
Someone finally found a glitch that allows one to legitimately access FF7's Debug Rooms.
I thought some people here might be interested to hear that.
Here's a video of how it works:

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