Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4967861 times)

SunnyD

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4050 on: 2016-08-15 16:07:03 »
Does someone know the HP of the Cait Sight tank thing of the silver match in Gold Saucer? Because I tried it in the end of Disc 2 and I can't been able to beat it because... because ethers are not unlimitedXD.

140,000 for the Cannon
95,000 for the Turrets
105,000 for the Treads

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4051 on: 2016-08-15 17:50:31 »
So I just learned today that Deactivating Contact for a field model doesn't seem to prevent them from getting stuck when using the Move  function for automatic movement. Explains that niggling problem with the Yuffie scene at least, I'll need to adjust the timings on some/one of the dialogue windows so that it's impossible for them to get in each other's way.

SirBlackMage

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4052 on: 2016-08-16 05:40:57 »
I've found a minor bug in the Materia Caves. After saving in front of the Purple Materia Cave, I tried fighting the Kaktuar and got annihilated. I loaded my save and went to the Yellow Materia Cave, and found the purple materia from before, floating in the air, unobtainable. You can't see it in the screenshot, but I could pass under it. When I first entered the yellow cave, I saw it lying there, but ignored it for the time because I wanted to see the Yellow Materia Cave boss. After dying (of course), I loaded my save and the fake materia had disappeared. I tried re-entering the cave a few times because I thought this was some kinda rare thing like the GP selling guy in the orginal FF7. After that didn't work, I experimented a bit and I was able to replicate the bug easily, so this wasn't a one time thing. It's also possible in the Blue Materia Cave (and probably the Red Materia Cave as well), using the same procedure as before. Although this isn't a serious bug by any means, I thought I'd report it, because why not.

Screenshots: http://puu.sh/qCZjn/7e31759c6a.jpg http://puu.sh/qD0FK/7a5602871a.jpg
« Last Edit: 2016-08-16 05:47:03 by SirBlackMage »

BertShadow

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4053 on: 2016-08-16 09:21:43 »
Okeeey... I am forced again to write here for some questions about 1.4 version of this mod.

The battle of Proud Cloud, wtf? no, seriosly, wtf? My party is level 77 and my magics (bolt 3 or Earth 3) deals him around 1500 and the physical attacks even reach 1000 per hit. So, what's happening? Is this boss Hp and defences aburdly high? After 30-40 minutes of battle I died because one of his cannons, which damage is very high, not so high if you protect behind a wall, but, BUT, this boss also inflicts status ailments and that, THAT is a problem because i can't use wall and resist in the same battle for too long because, this fucking bullshit of boss can kill you in one shoot after wall is off with his cannon. He can paralize, poison, sleep, transform and even manipulate you, this, dealing of course with his ""normal"" attacks which deals 2000 around of damage per hit whit barrierXD.

So, questions, How many Hp does this boss have? Any strategies to beat him? Are the rest of bosses same hard, fucking hard?

In my opinion Chief-sama, you need to fix this, because I played FF7 like a normal human: One Magic DPS, One Tank, One Physical DPS, without repeating any materia, etc etc etc... and this type of bosses makes me mad because are required to go further the story, the game and the evolution of the characters, because you only gain 10 Sp per boss. I understand if they were optional, but this kind of bosses are stupid, not even funny, you know, if after 40 minutes of battle the boss manipulates me one, sleep the other and then shoot the fucking cannon, what can i do? Understand me when i said that i am mad.

I am sorry if I am being too rough, but I don't know how to go further with my characters (Cid is on level 4 of his Sp evolution, Barret on level 5...) I don't know what I am doing wrong, so i need help, seriosly.

Thats all, thanks for everything.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4054 on: 2016-08-16 15:58:20 »
I've found a minor bug in the Materia Caves. After saving in front of the Purple Materia Cave, I tried fighting the Kaktuar and got annihilated. I loaded my save and went to the Yellow Materia Cave, and found the purple materia from before, floating in the air, unobtainable. You can't see it in the screenshot, but I could pass under it. When I first entered the yellow cave, I saw it lying there, but ignored it for the time because I wanted to see the Yellow Materia Cave boss. After dying (of course), I loaded my save and the fake materia had disappeared. I tried re-entering the cave a few times because I thought this was some kinda rare thing like the GP selling guy in the orginal FF7. After that didn't work, I experimented a bit and I was able to replicate the bug easily, so this wasn't a one time thing. It's also possible in the Blue Materia Cave (and probably the Red Materia Cave as well), using the same procedure as before. Although this isn't a serious bug by any means, I thought I'd report it, because why not.

Screenshots: http://puu.sh/qCZjn/7e31759c6a.jpg http://puu.sh/qD0FK/7a5602871a.jpg

A while ago I tried to tackle a rare problem that could happen with Materia Caves Yellow/Blue/Red when you examine the crystal in that the event would trigger but not give you the Materia properly. It was a glitch in the original game and my plan was to copy the purple materia cave's set-up and make it be an actual object you talk to rather than event lines. For whatever reason, I gave up on it halfway through and tried to dummy out the materia models I'd copied over but it seems you've found a way to make them appear. They should be harmless, but I'll do a proper clean-up with fresh Materia Cave fields for 1.45.

Okeeey... I am forced again to write here for some questions about 1.4 version of this mod.

The battle of Proud Cloud, wtf? no, seriosly, wtf? My party is level 77 and my magics (bolt 3 or Earth 3) deals him around 1500 and the physical attacks even reach 1000 per hit. So, what's happening? Is this boss Hp and defences aburdly high? After 30-40 minutes of battle I died because one of his cannons, which damage is very high, not so high if you protect behind a wall, but, BUT, this boss also inflicts status ailments and that, THAT is a problem because i can't use wall and resist in the same battle for too long because, this ferning bullstrawberries of boss can kill you in one shoot after wall is off with his cannon. He can paralize, poison, sleep, transform and even manipulate you, this, dealing of course with his ""normal"" attacks which deals 2000 around of damage per hit whit barrierXD.

So, questions, How many Hp does this boss have? Any strategies to beat him? Are the rest of bosses same hard, ferning hard?

In my opinion Chief-sama, you need to fix this, because I played FF7 like a normal human: One Magic DPS, One Tank, One Physical DPS, without repeating any materia, etc etc etc... and this type of bosses makes me mad because are required to go further the story, the game and the evolution of the characters, because you only gain 10 Sp per boss. I understand if they were optional, but this kind of bosses are stupid, not even funny, you know, if after 40 minutes of battle the boss manipulates me one, sleep the other and then shoot the ferning cannon, what can i do? Understand me when i said that i am mad.

I am sorry if I am being too rough, but I don't know how to go further with my characters (Cid is on level 4 of his Sp evolution, Barret on level 5...) I don't know what I am doing wrong, so i need help, seriosly.

Thats all, thanks for everything.

I can more than understand that; no fight should be taking more than 20mins at most so I'll definitely review him. But his defences are supposed to fall if his Armour is destroyed beforehand (the lower target, called Jamar Armour or Proud Armor). Was this part of the boss killed and damage output on the torso remained more or less the same? If that's the case then it's an AI bug. I can shrink the statuses too; defence-wise, try Protect Vests to reduce the damage from Shoot attacks by 1/2; should work against Mako Cannon, any machine gun attacks, and generally anything that fires a beam/projectile.

Spotty Len

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4055 on: 2016-08-16 16:37:37 »
I can more than understand that; no fight should be taking more than 20mins at most so I'll definitely review him. But his defences are supposed to fall if his Armour is destroyed beforehand (the lower target, called Jamar Armour or Proud Armor). Was this part of the boss killed and damage output on the torso remained more or less the same? If that's the case then it's an AI bug. I can shrink the statuses too; defence-wise, try Protect Vests to reduce the damage from Shoot attacks by 1/2; should work against Mako Cannon, any machine gun attacks, and generally anything that fires a beam/projectile.
IIRC, his defenses didn't drop for me either. I dealt with it and just beat him anyway, but killing Jamar Armour didn't change anything for me. I could go back and try again, I think I kept a save file not far from the boss.

By the way, now that I think about it, I recall a problem with a random encounter in the same area, with the Grosspanzer enemy. Killing the two turrets and the main unit didn't make the last part vulnerable to attacks. I tried everything from Dispel to Ailments (I even waited a few minutes just to see if it was just a timed condition), but he just kept attacking without taking any damage.

EDIT : I just went and checked, and killing Proud Armour indeed does nothing.

By the way, I think the boss was fine, especially compared to his original appareance where it is a pushover. Mako Cannon is really dangerous, but it is also very slow to start, leaving enough time to Heal and maybe Defend. As for his other attacks, I feel like his damage isn't that dangerous if you manage to keep Wall up. And Aerith is very nice for this battle, since Planet Protector takes care of any problem.
« Last Edit: 2016-08-16 18:08:22 by Spotty Len »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4056 on: 2016-08-16 18:29:39 »
I'll see if I can a scene patch done for both before I go to work tonight.

Edit: http://www.mediafire.com/download/g6lhg2qn3sv684k/NT_Mod_HotFix_Scene_-_16th_August_2016.zip

That removes the immunity flags from the turrets/treads on Grosspanzer and drops Proud Clod's base defence/mdef by 100 (along with small drops to base power in the magic attacks and removal of Manip from Source Jammer) until I've figured out fixes for both.
« Last Edit: 2016-08-16 18:55:42 by Sega Chief »

Chronoseth

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4057 on: 2016-08-17 04:29:34 »
Is there any way to tell when Omega Weapon is about to use Terra Break? It seems like it would be survivable if I got the chance to use some Gospel Sparks or defend, but as far as I can tell it has a random attack order.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4058 on: 2016-08-17 06:17:26 »
It should follow the same attack order as the FF8 enemy:
-) L5 Death (only used once)
-) Meteor
-) Megiddo Flame
-) Gravija
-) Terra Break
-) Ultima
-) Light Pillar (then restarts at Meteor)

Physical attacks are used at random between these attacks.

Chronoseth

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4059 on: 2016-08-17 07:59:10 »
Physical attacks are used at random between these attacks.
Thanks, that was the thing throwing me off. I finally managed to beat it.

Lukey_Bug

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4060 on: 2016-08-17 20:34:28 »
Hey another problem I ran into is trying to start the Meteor Cup. When I enter, pressing start just locks the game up. Tifa just punches the air and the truck driver shakes his head for ever. Disabled all mods except NT but didn't resolve it.

Oh, and I figured out my earlier problem. I had to overwrite with the save converter again for some reason.

But this is really annoying since Tifa is a core member of my team. Thanks for any help.

SunnyD

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4061 on: 2016-08-17 22:53:21 »
Hey another problem I ran into is trying to start the Meteor Cup. When I enter, pressing start just locks the game up. Tifa just punches the air and the truck driver shakes his head for ever. Disabled all mods except NT but didn't resolve it.

Oh, and I figured out my earlier problem. I had to overwrite with the save converter again for some reason.

But this is really annoying since Tifa is a core member of my team. Thanks for any help.

I had the same issue with Meteor Cup myself during my playthrough. I had to do the previous two cups with Tifa and it worked fine afterwards.

Lukey_Bug

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4062 on: 2016-08-17 23:11:00 »
Thanks, I'll try that tomorrow. I hope that's the problem. Also, how do you unlock the two cups in between meteor and the other? I thought it was event based but apparently that wasn't the case.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4063 on: 2016-08-18 05:29:12 »
I've really gotta sort Junon Leagues out; it's kinda been abandoned for a long time and tacking on this new thing hasn't helped matters. I likely need to rescript the thing, make it more efficient (not to mention tighten up the encounters). Once Dark Cave is done I'll spend some time getting that finished.

magictrufflez

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4064 on: 2016-08-19 00:31:31 »
Thanks, I'll try that tomorrow. I hope that's the problem. Also, how do you unlock the two cups in between meteor and the other? I thought it was event based but apparently that wasn't the case.

Granted, I haven't played through this with the latest patches, but if you try fighting in the meteor cup without finishing the other cups, you will freeze things.  When I played through and beat the other cups (1 by 1, unlocking them as you go) meteor cup played through just fine.

DrKirre

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4065 on: 2016-08-19 16:24:54 »
I have a bit of an odd issue occurring with this mod. Yesterday it worked just fine, I had a good time replaying everything up to reactor #2. Get to it, save and quit for the evening. Today, however? Not only is my save back in Reactor 1 (weird, but whatever), but nothing from this mod, and this mod specifically, is active. It's loaded in 7th heaven, every other mod I'm running works, but New Threat just doesn't apply. Please assist!

EDIT: Upon starting a new game, it asks what kind of New Threat run I want as normal; however, upon entering gameplay, none of the gameplay changes from New Threat are active. This is weird...

EDIT2: This is frustrating - it's seemingly random, now, whether the mod "works" or not. Sometimes when I start a new game the stats and spells are right, sometimes they're wrong. Loading from a save always gives me wrong. It's even in the item descriptions! I have no idea why this is happening or how to fix it.
« Last Edit: 2016-08-19 18:31:41 by DrKirre »

SirBlackMage

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4066 on: 2016-08-19 18:02:25 »
I'm currently at the raid of Midgar and I've applied the new hotfix for Proud Clod. I was dealing about 6000 damage with Bolt3, but after destroying his armor, I was dealing about 7500. I guess destroying the armor does decrease his defense after all.

Also, what is up with enemies on the Sister Ray, right before Hojo? They all have insane amounts of health, deal big damage, and the SOLDIER dudes come in groups of up to three. Are these enemies for level grinding or something? Because they seem way too strong for normal random encounters and take ages to kill. And while I'm at it, how would you go about morphing these guys? Using sense doesn't work because their health is too high, so would I just have to keep track of their HP outside of the game if I wanted their stuff? That seems pretty convoluted.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4067 on: 2016-08-19 19:42:28 »
I have a bit of an odd issue occurring with this mod. Yesterday it worked just fine, I had a good time replaying everything up to reactor #2. Get to it, save and quit for the evening. Today, however? Not only is my save back in Reactor 1 (weird, but whatever), but nothing from this mod, and this mod specifically, is active. It's loaded in 7th heaven, every other mod I'm running works, but New Threat just doesn't apply. Please assist!

EDIT: Upon starting a new game, it asks what kind of New Threat run I want as normal; however, upon entering gameplay, none of the gameplay changes from New Threat are active. This is weird...

EDIT2: This is frustrating - it's seemingly random, now, whether the mod "works" or not. Sometimes when I start a new game the stats and spells are right, sometimes they're wrong. Loading from a save always gives me wrong. It's even in the item descriptions! I have no idea why this is happening or how to fix it.

My guess is that something has gone awry with the way 7H has been set-up ; if a save file has been reverted/lost then I'm guessing it's the Steam version in some way. 7H is supposed to create a brand new installation separate from Steam, but it sounds like the game is still looking to the Steam game for save files and, presumably, other important files as well. This could mean that the registry wasn't set up correctly or that some form of file security/verification is at work.

This'll seem drastic but you might need to start over and uninstall FF7 entirely so you can start clean. When FF7 Steam is installed, run the Game Converter (with admin permissions so it can get into the registry and make the needed changes), and install the new 7H game directly to C:// rather than program files. When running 7H for the first time, make sure to set the directories it looks into for files are the new files, not the Steam ones. 7H should also be run with full permissions, just in case; anti-virus could also be the culprit because I think the tool injects altered files during run-time which might be running afoul of it.

I'm currently at the raid of Midgar and I've applied the new hotfix for Proud Clod. I was dealing about 6000 damage with Bolt3, but after destroying his armor, I was dealing about 7500. I guess destroying the armor does decrease his defense after all.

Also, what is up with enemies on the Sister Ray, right before Hojo? They all have insane amounts of health, deal big damage, and the SOLDIER dudes come in groups of up to three. Are these enemies for level grinding or something? Because they seem way too strong for normal random encounters and take ages to kill. And while I'm at it, how would you go about morphing these guys? Using sense doesn't work because their health is too high, so would I just have to keep track of their HP outside of the game if I wanted their stuff? That seems pretty convoluted.

Another mystery then, because the defence I set Proud Clod to is actually lower than the adjusted value that the armour would set it at when killed; if damage went up, then that means there's some kind of oddity with the opcodes used to adjust defence.

The Sister Ray is about two screens in length and encounters there are usually missed so I set them up to be above the usual curve as pseudo-optional encounters. Morphing with high HP is a problem that's going to be tackled; my plan is to add a script that displays the max HP (and possible steals/items) of enemies with over 30,000HP in response to the Sense command itself.

DrKirre

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4068 on: 2016-08-19 21:14:08 »
For testing, I have reinstalled clean a few times and on my non-c, non-Steam drive. It seems to work as long as NT is loaded on the very top of the list ; having the load order set as listed in the 7h install guide kills it, and even if the only things above NT are the model or texture mods, it doesn't function. What weirded me out about the save not working right is that it (now lost, unfortunately)  definitely was my  New Threat save -  Cloud had all three elements equipped despite only having two slots, Barrett was named Mr.T, and the save point script was functioning. I will try installing to Z: this time and completely re-check everything. Are there any files or logs or something that I could generate to send you, perhaps?

iDerek759

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4069 on: 2016-08-19 21:20:16 »
For testing, I have reinstalled clean a few times and on my non-c, non-Steam drive. It seems to work as long as NT is loaded on the very top of the list ; having the load order set as listed in the 7h install guide kills it, and even if the only things above NT are the model or texture mods, it doesn't function. What weirded me out about the save not working right is that it (now lost, unfortunately)  definitely was my  New Threat save -  Cloud had all three elements equipped despite only having two slots, Barrett was named Mr.T, and the save point script was functioning. I will try installing to Z: this time and completely re-check everything. Are there any files or logs or something that I could generate to send you, perhaps?

Well that's not true, because I have NT 1.4 loaded in 7th Heaven for me manually and it's even loaded on the very bottom, and it works flawlessly so... ¯\_(ツ)_/¯

DrKirre

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4070 on: 2016-08-19 21:23:08 »
I should have been more clear -  that's what's happening here, on my end. It shouldn't be, I know that for sure, but that's how it is. With any luck D: will work for it.

iDerek759

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4071 on: 2016-08-19 22:00:51 »
I should have been more clear -  that's what's happening here, on my end. It shouldn't be, I know that for sure, but that's how it is. With any luck D: will work for it.

Oh ok, I see. Yeah, NT has usually worked for me with graphic mods and whatnot when it's loaded at the very bottom, nothing conflicts with any of my recent playthroughs.

SirBlackMage

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4072 on: 2016-08-19 22:50:04 »
Another mystery then, because the defence I set Proud Clod to is actually lower than the adjusted value that the armour would set it at when killed; if damage went up, then that means there's some kind of oddity with the opcodes used to adjust defence.

The Sister Ray is about two screens in length and encounters there are usually missed so I set them up to be above the usual curve as pseudo-optional encounters. Morphing with high HP is a problem that's going to be tackled; my plan is to add a script that displays the max HP (and possible steals/items) of enemies with over 30,000HP in response to the Sense command itself.

Good to know about the morph thing, thanks for the answers!

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4073 on: 2016-08-19 23:50:26 »
Just so you know, load order priority within 7H is from top to bottom. It seems odd that loading NT at the bottom fixed your issue, meaning that everything above takes priority over any of the shared files between said mods and NT. You got rid of your issue by getting rid of components from NT...hmm.
« Last Edit: 2016-08-19 23:52:08 by EQ2Alyza »

iDerek759

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4074 on: 2016-08-20 00:37:01 »
Just so you know, load order priority within 7H is from top to bottom. It seems odd that loading NT at the bottom fixed your issue, meaning that everything above takes priority over any of the shared files between said mods and NT. You got rid of your issue by getting rid of components from NT...hmm.

Yeah, I can't really figure out why that's the case. Because all field events/scenes/scripts play out normally as if I was running NT 1.4 on it's own. But since I'm running all the graphic mods above it as well, it's like the NT isn't even aware I'm running graphic mods at all, which, I guess is ok? lol