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Messages - iDerek759

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176
So far so good Mcindus! I am loving this new font, it's awesome! The new MISS text has never looked so fancy before  :lol:

177
Oh man! Mcindus, you're the man!! I love all your mods, it's such a breath of fresh air using the new menus!  :-D

178
I can confirm the same issue.



I have the latest Tonberry version installed as well.

179
Interesting, I'll be keeping my eye on this.  :-o

180
7th Heaven / Re: Menu Overhaul Help!
« on: 2016-12-06 17:15:21 »
You'll soon learn why there's large gaps in between each of the spells.  ;)

181
7th Heaven / Re: Subscriptions Not Working
« on: 2016-11-18 05:10:32 »
Does your subscription box look like this?



If so, then I'm not sure what to tell you...

182
WIP / Re: Ragnarok
« on: 2016-11-18 04:59:44 »
Oh man....that detail though, so good! Looks amazing!

183
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-09 21:46:17 »
how much more longer until Dark cave is released

Dude...you seriously have like, no chill. Dark Cave side quest will be ready when it's ready.

184
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-07 21:26:44 »
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

I don't see the point in adding an additional Rufus fight. The one in Midgar is fine as is.

185
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-30 04:56:21 »
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.

I love this new revision, seems good to me.

186
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-20 06:46:28 »
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.

Yeah, I know for a fact for enemy battle models I have none of those running in 7th Heaven so nothing would conflict with the battle scenes. but I have NPC character models running with NT and nothing has conflicted with it at all, I know this for a fact cause I've made it to as far as the Crater and the game never crashed for me.

187
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« 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

188
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« 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.

189
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« 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)_/¯

190
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-25 21:26:10 »
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.

Yeah, Alyza just rolled out an update for it like a few days ago, so it should be updated to the current 15th July build as of now.

191
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-25 21:02:22 »
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.

I can confirm that after fighting Air Buster the church field does infact load up correctly. I know for sure it does because I recently ran through that part of the game again to double check to make sure Guard Scorp. was no longer hanging around in the church. This is with the current NT 1.4 15th July IRO build.

Edit: Also, forgot to mention I'm using the stand alone IRO mod file I imported manually and not loading NT 1.4 15th July through the Gameplay - Difficulty and Story mod.

192
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-21 07:43:12 »
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.

What if you mentioned something about it in the training room above the weapon shop upstairs in Sector 7?

193
Catalogs / Re: Catalog v2.2 Report / Mod Requests
« on: 2016-07-17 21:26:12 »
Hey

if it was my mod it would not take me 3 years to fix it for this long

So you're saying if it was your mod you could fix it in less time? Why not try creating it yourself then?
See how that actually works out for you?  ;D

194
Catalogs / Re: Catalog v2.2 Report / Mod Requests
« on: 2016-07-17 19:04:38 »
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.

Update HYPE!! Thank you EQ2Alyza! Do whatever you gotta do to make it easier for you, even if you went on a few years hiatus I'd still be fine with that.  :-D

195
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-17 08:20:50 »
That better not be with the latest flevel patch applied ._.

You can rest easy SC, I went back to that area again using the lastest IRO file, and sure enough, Guard Scorp is nowhere to be found!  8-)

196
Releases / Re: [FF7PC] Yuffie - whitERaven with Recko edit
« on: 2016-07-11 02:19:04 »
Recko, keep up the good work! I am loving the finishing touches to this Yuffie! I plan to use her as my main battle model from now on!  8-)

197
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-30 21:23:25 »
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?

Regen + Barrier? Would that work? Or....Resist?

198
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-30 21:09:28 »
Okay, what if maybe Cloud gained the 'Regen' effect while using defend 1 time, per battle? He has Mako flowing inside him/was inside the lifestream so....maybe? lol

199
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-30 20:52:37 »
I'd exploit that out of the ears. Be drowning in Limits.

Yeah, I'd do the same...lol, welp! Still at the drawing board...


200
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-30 20:30:42 »
What if Cloud gained his limit instantly whenever another party member get's K.O.ed? it would seem like a cool idea, but I'm wondering if this can then be exploited by players killing the other party members to achieve limit status all the time, lol.

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