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Messages - Sega Chief

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4076
Thanks, buddy; I'd really appreciate that.

4077
I just edited my last post with some suggestions and I revised what I was saying about the Bootleg. I'm going to have my friend try out the patch as well just to make sure it's working properly. I downloaded a copy of it and used it myself but it might have retained some settings or permissions or something. Hope it works out in the end.

4078
I was afraid that might happen. Are you using FF7 through Steam or the PC re-release? If so, have a read of this first: http://forums.qhimm.com/index.php?topic=14408.0

There was a tool kicking around to convert the PC re-release into the 'old' 1998 version but I'm not sure how functional that tool was or if it'd even be compatible with the Steam release at all (there're three versions; the original 1998, the re-release that came out on the Square-Enix store, and now this Steam version).

You might want to try running Bootleg to convert the game into the 'old' version (which makes it compatible with most mods). It's a hefty download, and you'll lose Cloud saves (the game's saves take up next to nothing in space) and 'achievements' (if they can be called that) but the game will become compatible with mods. Hopefully. http://forums.qhimm.com/index.php?topic=13212.0

I saw later on this Bootleg thread, on p43, that it might be necessary to relocate your Steam files for the Bootleg install to D:\Games\Steam but that it might be possible to just put the FF7 folder in D:\Games instead (rather than moving the entire Steam directory) and then directing the bootleg installer at that instead.

You could maybe try taking the field folder out of the Steam FF7 Data folder, putting it on the desktop, patching it there, and then putting it back in but I doubt it'd work. Also, make sure to run the patch with administrator privileges; if it doesn't have that, it'll likely be blocked because it's trying to make changes to files inside Program folders.

4079
Hi all, here's a patch I put together that'll remove all those gaping NPC mouth textures. It basically replaces all of the mouth textures with a 'blank' one that makes them look like they did on the PSX. Just tested it, and seems to have worked. Here's the link:
http://www.mediafire.com/?nh088mjhvmfxqx7

Edit: Here's the updated link - http://www.mediafire.com/download/uqw11dd4nskdu1b/FF7_Mouth_Removal.zip

The patch is an .exe so you just run it and specify the 'field' folder in FF7's data folder when asked for it. I've only tested this with the old FF7 PC though, so not sure how compatible it's going to be with the newer versions. It's a pretty minor mod but good practice for creating patches and making them available. If there's any issues or if I've missed any of the mouth texture files then let me know; I've got a big ol' notepad listing every file in that char.lgp so I can fix it nice and quick. If there's a security issue with the patch not being able to access program files then try running it as administrator or copy-pasting the field folder to the desktop, patching it there, and then copy-pasting it back into the FF7 data folder (make sure to back everything up before modding, though).

This is the first mod (if you can call it that) I've uploaded but I've got a few bigger projects in the works. If I did anything wrong, then let me know.

4080
You can pick up Dragon Force from a Dark Dragon in the Northern Cave on Disc 3.

4081
No worries. There's definitely a patch for the Magic Defence glitch floating around somewhere; Aali's Custom Graphics Driver has it enabled by default in the version I have (0.7.10b). If not, it can be enabled through it's CFG file in the FF7 folder once it's installed.

Good luck with the rest of the mod!

4082
There is a version difference. I used the older v.1.0.4 while the newest one is v.1.0.6. I was curious about version differences so I've got myself two data folders, one with the v.1.0.4 and one with the v.1.0.6 so I could compare the two. However, when I compared both Adamantai between versions using the Proud Clod tool they appear to be identical; Lv60, 180 Strength, 220 Magic, and Light Shell has 48 power (on a magic calculation) with the Shout element.

I've included the stats of Tifa that affect defence here so you can compare. If you're using the old version of FF7 PC (without other mods like Aali's Custom Driver or YAMP patches) then it might be that you have the MDEF glitch still kicking around. Otherwise it might be a difference in characters, but I can't see the difference in stats being pronounced enough to cause a 2000-ish damage discrepancy.

Tifa's Stats
Kaiser Knuckle
Minerva Band (57 Magic Defence)
Reflect Ring
Lv: 57
Vitality: 46
Spirit: 65

Defence: 106
Mag Defence: 122

On a last note, I didn't pick Minerva Band because it gives better defence. In fact, the Ziedrich would effectively half the damage of Light Shell because it has an element (Shout). I picked the Minerva Band because it nullifies Earth and if you nullify an elemental attack that has a status ailment attached to it, then the spell misses you instead of dealing 0 damage, and that means it isn't reflected back (Adamantai is fully healed by the Earth element so had to avoid reflecting Break back).

Let me know what your stats are and what version of FF7 PC you're using so we can work out why the damage is different.

4083
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2013-06-16 19:57:32 »
Well, you could always put the guide up on some file sharing site and then post the link; that could be a way to pass it around (just make sure it's in the right thread). Could be useful for people who get stuck to have a guide available. If Gjoerulv pops up then maybe get his opinion on it first, though, and see what he thinks about it before doing anything.

4084
Gameplay / Re: gjoerulv's hardcore mod guides? FF VII
« on: 2013-06-15 13:13:17 »
If you guys get stuck at a particular boss, then I've got a complete run of the Hardcore mod bosses up on Youtube (a link to it is in Gjoerulv's mod description). It was done without the break 9999 limit mod on V.1.0.4; an older version, but I'm told that some bosses are tougher on this one (Silver Chocobo is immune to Silence, Bizarro/Safer are stronger, etc).

Be interesting to see what the other differences between mod versions are, and to see other people's strategies for getting through this mod. I found the Sea Worms on the coast of Mideel to be a good early-game boost, but Lv40 to Lv70 in one night? I wanna know how!

4085
Placed in the armour, Mystify+Added Effect will give you protection against Confusion (and Berserk). It's a good way of rounding out status protection or freeing up the accessory slot for something else. You can try Destruct+Added Effect in the armour too, to give yourself protection against Death but Confusion is probably the status effect you should guard against for this fight; Red Light is too disruptive otherwise.

4086
Yeah, she's a tough one. When the fight starts she can open with a Death spell which'll knock someone out more often than not. Red Light hits with Confusion, Fury, and D. Sentence while Tropic Wind hits with Silence, Dual Drain, and generally wipes out MP on the entire team.

Jenny Death is vulnerable to an element called 'Cut' which is on a lot of Cloud's weapons. Equipped with a Gigas Armlet and a Power Wrist (with Mystify+Added Effect in the armour, as well as some Long Range Materia) you can be hitting for about 4000-5000 a hit depending on the weapon; kind of a necessity as she has roughly 180,000HP.

Your other two party members should focus on healing and defence. Give one a Fire Armlet and the other Fire+Elemental (it'll negate/absorb Tropic Wind), along with some Peace Rings (anything that can protect against Confusion but NOT a Ribbon unless there's nothing else). These two should work on maintaining MBarrier on the team (switch to Wall when the 'All' runs out), Death Force, and healing. Note that Barriers won't work on anyone equipped with a Ribbon. They should also throw Slow at Jenny to buy some breathing space between attack waves.

For healing, White Wind and Regen can be effective in tandem, with the latter fighting off the Dual-Drain that Cloud will be taking from Tropic Wind (the other two won't get hit by it if they're immune to/absorb Fire).

An alternative strategy might be to deplete her 1700MP. Gear someone up with a Wizard Bracelet/Four Slots, Magic Plus, and an Earring then have them chuck out Magic Breath (with the other two supporting him/her) to deplete Jenny's MP in no time. Haven't tested it, but she doesn't absorb any elements that I can remember so it should work. Should disable all of her attacks, just like in the regular game.

4087
The Unknowns (1-3) on the Gelnika are all vulnerable to Sleep, Poison etc. so stick them with Bad Breath/Frog Song/Sleepel to start. Then hit them with Quadded-Demi/Demi2 to break their HP down quickly. If you have W-Magic on top of that you can hit them 8 times. Either way, once their HP gets low enough hit them with the Conformer to finish them off. Nastier status effects to watch out for are Paralysis & Confusion (Unknown 2), Instant-Death (Unknown 1) and Poison (Unknown 3).

As for Serpent, he's immune to Gravity but he's not immune to the Dual-Drain status that LV4 Suicide inflicts. This might take some timing; stick it on Active ATB and try to get a feel for when he's about to die (count the number of turns he gets, for instance) then hit him with the Conformer. It's not 100% reliable but it's much faster than whittling him down from 90,000HP. If you don't have LV4 Suicide, then Poison is a slower alternative.

Finally, Dark Dragons in the North Crater have Dragon Force; they're sort of common in the first spiraling area of that place. Try to manipulate them quick; they hit hard. Blue Dragon has dragon force but he's immune to manipulation if memory serves. It might be available elsewhere from other enemies, lot of new guys running around in this mod, but I never ran into that e.skill anywhere else.

4088
Speed and Luck sources can be gotten from the Bad Raps & Poodlers in the Gelnika's corridor (where you fight the Turks). Problem is, they've been beefed up considerably and are usually accompanied by a new enemy called Basilisk (which doesn't morph into anything). As Speed and Luck are the quickest to farm for, and provide some excellent benefits when it comes to surviving a certain super-boss, you'll want to start there.

First off, equip yourself to guard against Earth and Fire (Elemental Materia or Escort/Minerva armour are good bets). Have Yuffie holding Morph with a Conformer and Slash-All/Mega-All if you have them; also give her a Gigas Armlet and a Power Wrist to boost her damage. Have a tank with Cover and maybe a Protect Ring (or Protect Vest) while your third has Gravity-All equipped; if you have W-Magic then this is a great plus as well. I think Quad overrides the All effect (not sure) but if so then All is the better bet as Quad is unfocused.

First, have the tank use Defend as he'll be getting hit for a lot of damage. You'll want to hit the enemy group with Demi3-All until they're weak enough for Yuffie to sweep them with Morph. If Basilisks are in the enemy team then they'll counter with a tail attack that I think deals damage equal to 1/4 of your max HP. If you're low level then this might be tough going but these enemies offer up a lot of EXP which'll help. Also, take plenty of Tents down there with you, have an Exit Materia equipped, and save often; there is a pincer encounter you can run into which can be very dangerous even for a max-level team.

4089
And here was me thinking that it was L4 Suicide itself that triggered Chocobuckle. It'll be nice to add it to the E.Skill roster for completeness; thanks for the info.

4090
I had the same problem with Chocobuckle. I think it's been made exclusive to the Silver Chocobo you fight when picking up the Choco/Mog Materia from the Chocobo Ranch. I remember it using the skill during that fight, and I've not been able to get the regular Lv.16 chocobos in the area to use the skill. It might not have the same damage formula either; if I recall, the Chocobuckle used by Silver actually did damage where it should've been zero so maybe it was converted to the Japanese version of the damage formula? Just speculation; Gjoerulv will know for sure.

4091
No, started from scratch. If it's the same number of kills needed then it must just be the increased difficulty changing the dynamic of the game, making kills less frequent and more scattered across the team because of the special tactics that are getting used (a tank or dedicated healer wouldn't be attacking a lot, for instance). I'd never usually run from a fight in the vanilla game either but I've run from plenty during the Hardcore mod. Must just take it for granted how many enemies get milled through on a normal game.

4092
However, I'm not sure if my game is bugged or if this was an intentional modification that you did, but I'm under the impression that my characters are taking longer than they should to learn their level 2 limit breaks.

From my own experience with the Hardcore patch, Lv2 Limits didn't start appearing for Cloud until a good bit later in the game, a lot later than they'd usually start surfacing for the vanilla game. I've been doing all the extra stuff, grabbing all the E.Skills, etc. so there's been a healthy amount of murder going on. Barret in my game has only just learned Grenade Blast at the ripe old age of Lv65, with others still waiting for theirs so it might be the case that you need more kills now.

You say you've done some early grinding though, which is worrying. You know that the character him/herself has to land the killing blow for it to count, right? My advice is that if Lv2 Limits for Cloud haven't appeared by about, say, Forest Temple (or when he hits Lv40) then your game might have a problem. Reinstalling the patch might do the trick (if the values have gone over what's needed then I think it just gives you the Lv2/3 limits at the end of the very next fight). If that doesn't do the trick, then as a work-around you could maybe use the Black Chocobo save editor tool to manually add the missing Limits to your party. Not ideal, but it's better than restarting the game due to a glitch.

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