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Releases / Re: [FF8PC-Steam] SeeD Reborn - FF8 Menu Overhaul v3.5 *UPDATED*
« on: 2017-01-01 00:54:41 »
So far so good Mcindus! I am loving this new font, it's awesome! The new MISS text has never looked so fancy before
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how much more longer until Dark cave is released
hey
is there anyway you guys could add in a extra rufus boss fight on this Mod please
and can you add back in the migar skip on your board also please
Working through the bugs and was looking at the SP system which isn't behaving correctly going past lv.44 due to a script-clash; but thinking about it, the whole set-up itself isn't great. Difficult enemies are giving the same SP as weaker ones, which is no good, and having a level req. gives an encouragement to avoid random battles or to manipulate EXP with KO'd party members.
The revision I've drafted up so far looks like this:
-) No level requirement on any enemy.
-) Each enemy gives varying SP depending on their relative strength to others in that area; 'swarm' enemies that appear in big groups (Capparwire for instance) give 0SP, while larger/stronger enemies give much more (10-20SP).
Just a quick example draft of, say, Gaea's Cliff:
Evilhead: 0SP
Headbomber: 3SP
Zolokalter: 3SP
Cuahl: 7SP
Stilva: 17SP
Icy Oscar: 18SP
Gaea Dragon: 22SP
-) 200 SP needed for each Rank; this is to let me set wider ranges for individual enemy SP in successive areas; I'll be tweaking boss SP to account for the change as well. I still want people to be hitting around 6-7 (even 8 ) before they reach Disc 3.
Well anything that has Textures in the title will not share files with the any option from the Gameplay - Difficulty and Story category, so it doesn't matter where those load.
It's mods that share the flevel.lgp, scene.bin, and kernel.bin that could throw off the NT mod. I suppose the Field Models as well, since SC says the char.lgp from NT is a necessity. NT needs to load above all those.
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.
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.
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?
I'm going to say that the field model isn't being found by 7H for whatever reason.
Was the IRO updated in the catalog to the 15th July one? I thought it was still an older one.
Edit3: I'd appreciate it if anyone with the current 7H version could load up a save before air buster and see if that church field loads up for them after. Might take me a few hours to get this install of mine sorted out.
One thing about all Jenova-type enemies (SOLDIER, Jenova bosses, anything demonoid, etc.) is that they're all weak to the Holy element. Normally this isn't available until much later in the game from Alexander, but I added the element onto Restore/Revive Materia and some others so that it can be used with physical attacks at least. If you're short an Earth, then you can use Restore + Elemental instead to get that 2x physical damage going. The problem is that this isn't well advertised; I might need to try and add something in-game to call attention to the element being assigned to Restore Materia at least so that players know it's there.
Hey
if it was my mod it would not take me 3 years to fix it for this long
Catalog v2.2 is here. Updated the OP with the information.
I think I'll try to do smaller updates between shorter periods of time, rather than tackling everything at once over longer periods. I'm not sure how often it will be, but going 6 months between most major updates is something I want to change. Perhaps once a month with smaller updates seems more reasonable.
That better not be with the latest flevel patch applied ._.
Could do; Regen is the last spell learned on Restorative (for NT) so it's a fairly late spell w/ a higher MP cost. Maybe couple it with another status?
I'd exploit that out of the ears. Be drowning in Limits.