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Messages - yutterh

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-09-02 22:21:55 »
Thank you for the update man, excited to start playing again.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-31 06:50:41 »
Yeah I had a maintenance/respec patch in the works, but it got sidetracked. I'll try and get that done before the end of the week.

Sweet, thanks for the response man. Can't wait for the changes, also glad I at least won't have to wait for 2.0 even if it takes longer then a week. (unforeseen circumstances do happen).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-28 22:15:18 »
I know it's gonna be a while for 2.0 but are you gonna upload the balance changes you posted earlier at least? Been waiting to continue my FF7 game. If its gonna be a while even for those, guess I'll jaut continue with 1.5 then. But thanks for making this mod in general though broski. I'll probably just weather the wait hoenstly 😅

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-03 22:51:02 »
But yeah, just a quick announcement; there'll be a patch tonight to fix some bosses that are overtuned. Generally it's defences and the like getting toned down, some attack adjustments, a few AI fixes.

Couple extra:
1) Status-defence ignoring attacks are being removed (some may slip the net, but the ones used by Goldberry, Mirage, and some others have had this flag removed).

2) Summons are getting buffed

3) The level-adjustment formula used in AI is getting a heavy adjustment; this'll result in an increase of physical attack damage and, to a lesser extent, magical damage. This might throw the balancing off a bit but it'll help physicals not feel so wimpy without a big set-up behind them.

4) Materia stat bonus/penalty adjustment; people were saying that they were too severe and it was putting them off. I'm also going to swap around some so that if the .EXE changes aren't applied, the effects will match vanilla ones.

5) Couple of flevel fixes; the PHS on that Junon Raid save point for instance.

If there's any issues you've mentioned prior, or want to bring up before this patch goes up, then let me know; I go through older posts and notes to get issues together but may have missed something.

This is all pretty legit. Didn't realize this was still a updated mod. I just got into FF7 modding thanks to the remake, I figured most mods would be completed or dead by now especially since the game has been out for years, so I am pleasantly surprised. I actually never played FF7 myself, mainly watched friends and family play. So I know the whole story and all the twists and turns, I love all the changes you made. Feels like I am already playing a remake. Thanks for updating and dealing with things like summons and crazy bosses like lost number.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-03 04:09:48 »
Ok, i got gud and i'm still at 1st visit of Nibelheim, but i have to ask... What is up with "lost number"? Not only when he splits up he drains poison, his attacks become much stronger, not to mention the lowering your level every now and then. First part is easy to cheese but i can't figure out the way to beat the second part of the fight. Will try other things later but me dealing 40 while taking 4000 made me think i shouldn't be there yet.

Tbh this mod is reminding me of the Ocarina of Time remaster for Game Cube, it changed item locations and keys and a lot of small things, it's refreshing.

Edit: I think there is something wrong with the exp system. Lvl 30-32 requires a total of 40-50k exp each, lvl 33+ requires less than 10k.

I have a similar problem with lost number. Except He heals ridiculously. He started healing himslef for 2,000 before every attack after he transformed. Poison seems to do no damage and I am able to survive fighting him but after a while I jsut can't do enough damage to him because he heals for over 2,000. Also paralysis doesn't seem to work on him either.

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7th Heaven / Re: Some mods have randomly stopped working
« on: 2019-07-23 11:01:19 »
*mods delete please* I just reinstalled everything and now it all works again lol

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7th Heaven / Re: Some mods have randomly stopped working
« on: 2019-07-20 17:12:58 »
No, but i unchecked and rechecked it just in case.

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So the "field models non-player characters" and "field models objects" have both randomly stopped working the second I got to casa de sol. Now I can't get them to work again even though I deleted and reinstalled 7th heaven and deactivated and then reactivated the mods. Every other mods works perfectly but these two. I use nenostyle main characters and that works fine so it isn't the textures folder. Anyone got any ideas?

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7th Heaven / Re: Having issue getting &th heaven to launch
« on: 2019-07-10 06:41:11 »
Thanks, running it in 640x480 did the trick.

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7th Heaven / Having issue getting &th heaven to launch
« on: 2019-07-10 03:08:21 »
I am probably doing something wrong but I know the converter is working cause I can get the game to run by jsut clicking on the .exe without having to sign up for the squareenix thing. I also have final fantasy VII installed in a partisan drive, so it's not in program files. &th heaven installs and I know all of the folders are correct. but I get this weird error that none of the faqs address. Oha nd I did do the DEP thing as well.

https://imgur.com/a/oiP71pq

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