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Messages - Lynx_7

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-06 23:25:16 »
So first of all, I'd like to thank you for the great job on the mod. Been wanting to try it for years and I'm having a good time so far, no complaints as far as mechanics are concerned. I have a few questions pertaining the script changes though, particularly regarding the Kalm flashback which I just went through. Not sure if you've addressed this before so forgive me if I'm just repeating questions but it's a pretty big thread to search through lol

So, this is specifically about "Cloud" and Sephiroth's confrontation at the Nibelheim reactor. In the original localization(at 40:13 if the timestamp doesn't work) Sephiroth clearly references the promised land and, after the CG, "Cloud" talks about his sadness and how it's the same as Sephiroth's, to which he replies he has nothing to be sad about. In New Threat(at 16:45), this plays noticeably differently: Sephiroth never references the promised land and Cloud acts a bit more "neutral" after the CG plays out, leading to imo a less memorable exchange. Now, I'm aware that you've revised the script to clarify some plot points that the original translation messed up and for general better readability but I'm not sure this fits into that. The tone of their conversation reads differently and not really for the better imo. I checked the "beacause" fan translation afterwards just to compare and contrast with both versions to see if maybe those changes were to better accomodate the original japanese script but it seems they(beacause) hit the same notes as the original localization. So I don't know, I'm just curious as to what was the reasoning behind the change because now I'm wondering if there are other similar alterations throughout the game and to what extent. I guess the wording here is arguably more consistent with the twist later on considering who "Cloud" really is supposed to be in this scene but the script itself ends up less memorable/more dry. I'm a bit concerned because I just wanted to re-experience the original game with better gameplay balance but now I'm going to be second guessing whenever something feels "weird" if that's just something that was in the original script and I couldn't remember or if that was a deliberate change made for the mod (it's been a long time since I first completed FF7 and I've never fully replayed it before so my memory is faulty, hence why I wanted a script that mostly sticks close to the original). Stuff like Yuffie no longer being optional is fine, I'm moreso curious if I should expect more main scene changes like that. It's a relatively small thing, but I do care about localization choices and the reasoning behind them haha. Once again, thank you for the great mod.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-11 06:07:49 »
Right now the only thing stopping me from picking this up is the lack of compatibility with the Reunion (mostly the Beacause translation) and the whole "Aerith lives" business which I'm not a big fan of. I believe you said you weren't planning on making the former happen until NT reaches its final version, but as for the latter, is there any possibility of making a version where that specific plot point is kept intact? If so, can we expect it anytime soon?
And just as a suggestion, if it isn't too much trouble (it probably is, so feel free to just ignore this lol), maybe you could release the next revision (or another future one that you're relatively happy with) to be compatible with the ReunionR04C and keep that as an alternative for people that want to experience both NT and Reunion together until you release the final version of your own mod. That way you could keep updating it as you are now while still offering a compromised alternative for folks like me :P

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Cloud's Buster sword got the Death Penalty effect in this mod. In order for him to start with normal damage I added kills in a new game (same as adding kills to a savemap) then added kills required from level 2 and 3.

Check how many kills Cloud got with Black Chocobo. If he has done more than 888 kills and yet no level 2, something is wrong. Keep in mind Cloud should start with 768 kills to even out the difference.

All this is in the kernel, meaning there can't be any messups from required kills vs starting kills in a new game. But if you start a new game, save, then patch, it will be f***ed up. Also if you alter Cloud's kills with black chocobo early on.

Yes, that was the problem for me. I started a new game in vanilla and saved at the first savepoint before I discovered this patch and applied it. Then, I continued it from there.
I opened my save with Black chocobo and Cloud had 219 kills. I adjusted the number accordingly (219 + 768). When I came back to the game and got into a fight he learned his limit breaks normally.

Thanks.for warning me about it.

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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.

Oh, so it does requires more kills then? In that case I'm relieved it's not just me. I'll continue with the story and wait till I reach that portion of the game/lvl to see if it will be unlocked by then. My party is currently around lvl 20~25 just after Mythril Mines, which is more or less the point where I would be unlocking lvl 2 limits for everybody in my team in a vanilla game. Yes, I know the character himself has to deliver the killing blow for it to count. :)
Thanks for the help!

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First of all, I would like to thank you for this mod. It really makes the game much better for more experienced players.

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. I have done quite a bit of grinding with Cloud since the beginning of the game and even went out of my way to kill enemies with him to see if he would learn his next set of limit breaks, but so far I've killed a LOT of enemies and he's still stuck with Braver and Cross Slash, and I'm already past the Midgar Zolom. I'm starting to worry that my game may be bugged or something.

I'm using your latest patch with the 2012 rerelease. Is there any way for me to check the files to see if something is wrong and try to correct it? Or did you really raise the number of enemies you need to kill in order to learn new sets of limit breaks?
Thanks for your attention.

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