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Messages - TheTallMass

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-07-02 13:34:35 »
Hey Sega. I know FF8 has taken the priority. Any news on customizable stat pots for 2.0 though? Would definitely make for a great enhancement, in my opinion.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-06 19:38:47 »
Yea. Maybe you're pro, for newb-ish players they're gonna have a very hard time...  :?
I did that materia setup but that makes 1 or 2 characters have to keep waiting to repeat the summons, and it's just hairy...  :(
I would say, take your time to get acquainted with the FF7 modification tools and make the change once you understand it (WallMarket should be the tool you need here, along with 7th Heaven's IRO extractor). But the mod as it stands is complete-able by some people (Weapon included!) and that seems to be the author's intent. It's an overhaul mod and it is meant to be played a certain way. Getting creative and finding other ways around it are always encouraged too.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-13 04:02:34 »
By any chance, were you able to create a more customizable source upgrade menu?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-08 02:58:10 »
Sega, may I just say, you've done an amazing amount of work for using a very limited system. Thank you for your hard work and enthusiasm in this endeavor!

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FF7 Tools / Re: [PC] Trainer and Debug Tool - Ochu (3.4)
« on: 2020-06-28 20:32:00 »
Any chance of getting an updated link? ; ; I get the Google 404 page when trying to download.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-07 18:06:59 »
I've updated everything; I added a new IRO that is a stand-alone for costume/model swaps. If it works, then I'm going to remove it from the NT IROs, makes more sense that way for it to be its own IRO.

Changes - 7th June
-) Adjusted Mu's LV Suicide Chance
-) Valron only self-targets with Wall when a Chocobo is present.
-) Double-checked Aeris flag for Midgar

Vanilla
-) Corrected battle IDs for Corel Train
-) Double-checked Aeris flag for Midgar
What's the Aeris flag for Midgar?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-05 02:13:58 »
Something I have run into is the invisible buttons:



I remember reading an earlier post stating that they were going to potentially be fixed. It was a gamble, but I managed to get 10 points on the military send-off for Rufus! I wonder if I'm missing a pre-req for the mod...

[Edit]As a test, I installed the Enhanced Stock UI mod from the catalog and I do have buttons now. The User Interface mod may have caused it... not sure. I don't know if it's normal for the NT mod or if it's something from outside. For now, my problem is resolved.[/Edit]

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-04 16:43:31 »
From what you've got equipped, I can't really see you beating that fight easily. You've rendered Cloud and Barret mostly useless, unless Barret has a gun equipped in which case he can get some attack stacks and deal a bit of damage. Yuffie can at least function with elemental. NT's arrange mode isn't really built for self-imposed challenge runs like this, as boss fights tend to have your full kit in mind when they're being specced; at the very least, swap in a character who has access to Barrier magic and/or healing magic to alleviate the strain a bit. Cloud is an absolute lost cause, so he'll need to just Defend and use items when needed. If he dies, only revive him when the boss starts to prepare Waterpolo. Yuffie can inflict Slow with Greased Lightning which should be done as early as possible.

If you have anyone with Morph, and assuming attack-items are fair game, try to Morph some Zemzeletts for Swift Bolts; this should deal good damage, as it has 1600 damage at base (before Magic Defence is applied, but should still be very high). War Gong for Berserk (to be used on Yuffie) can be acquired from Levrikons from Morph as well for a 1.5x damage boost but that means relinquishing control of that character which is probably not advisable. Could be used late on to push to the end or something.

Custom Sweepers Morph into Shrapnel; use for that could be hitting boss + Waterpolo at same time, should deal enough damage to kill the Waterpolo in one shot. Prowler can be morphed for Speed Drink, but it'll be tricky to morph it in time without using status ailments like Paralysis/Stop to keep him from fleeing the battle (Cross Slash/Seal Evil can do it, or Added Effect + Time in a weapon). If you can get Speed Drinks for Haste and Slow Jormungandr, then set ATB to Wait on the slowest speed, you'll have a tidy speed advantage.

Vampire Fangs can be morphed from Kalm Fangs, but unsure what their usefulness would be. They were buffed from the original game and may be a way of dealing damage while healing to take some strain off in a pinch. Base damage is 512 before defence is applied, so probably looking at 400-450 or so.
Thanks for the concern. Items are also heavily restricted (per the class instructions), but I did beat the fight without any major issues once he got put into the 2nd stage. Three full Level 1 limit bars plus rank 2 stats (Cloud as the SAM is beastly) dealt more than a good third of his HP out of the gate, and Yuffie's LB slowed him, allowing more attacks from my team.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-03 02:13:34 »
(Can't seem to edit posts...)

Update: I leveled up to one more set of stat boosts and the combination of increased ability scores, full limit break bars, and higher levels allowed me to continue being the classes that I wanted to be, forcing Jormungandr onto his second stage before he could Tail Slap me into oblivion!

  • Barret: Dark Knight (front row; only gravity and destruct equipped)
  • Yuffie: Bodyguard (back row (no tranq); can't use spells but can equip elemental materia for elemental affiliation on weapon or armor, had cover materia but was not used)
  • Cloud: Samurai (front row; only sense and counter materia -- used limit breaks to beat the distance gap)

Thanks again Sega Chief! Still looking forward to 2.0.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-02 22:22:47 »
1. I'm not actually sure to be honest. Arrange Mode's Jormungandr boss is definitely a spike as it's brought up a lot. The others maybe not so much, but Demon's Gate might be tricky.

2. It was suggested to add a 3rd option where the player pick the stats instead (so the pre-determined sets, the randomised sets, and then a new self-pick set). I haven't implemented it yet, but it should be fairly fast to do it.
Thank you for your kind and quick response. I look forward to seeing all the great changes from 2.0 when it arrives, but I shall enjoy 1.5 in the meantime!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-02 19:52:48 »
Hey Sega,

I'm enjoying the New Threat mod so far, though I did have a couple of curious questions:

  • Which fights require "certain setups", such as the Jormungander fight? (E.g. Certain setups being "must fight from back row and use Bolt to survive") I'm actually doing a class-based, class-locked run of the mod and was unable to complete this fight, at least without power leveling (currently in the process of that). I'm fine breaking the whole class-locked thing every now and then if it's necessary to move forward with the mod, but I figured having a heads up would be nice.
  • For 2.0, are you planning for more stat customization? In relation to the above question, I'm playing class-locked characters, and having the ability to pick-and-choose a little bit more per character would be nice. You give many great options already, but a couple of them didn't quite fit for my run--that said, don't feel like that means you NEED more options. Merely a curious question.

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