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Messages - Murasame

Pages: 1 [2]
26
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-25 10:53:51 »
How much HP does each part of Protoroth have? I wouldn't normally ask, I just uh..messed up because I only sent Cloud and Aeris together so I only have a party of 2 to deal with him. I managed to chip off around 120 thousand from Type C before I died.

27
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-18 22:48:57 »
Can anyone refresh my memory where the Precious Watch is? In 1.35, I thought I stole it from the X-ATM in Junon when Barret is the leader but I'm not getting it now. Is it a rare steal or is it else where?

28
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-16 02:25:27 »
I think I must be the only one who actually likes trying to time the button press in the No. 5 reactor :(

29
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-15 19:49:42 »
Would making the allies for fights like the Brass Dragon count as a pincer attack fight stop all-attacks hitting them? I dunno if that's possible but just a thought. Good shout on the Turks as allies for Rapps though, that'd be cool.

30
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-05 22:00:20 »
I feel I should credit you for the adjustments to the vanilla script in 1.4. The dialogue for the new events in older versions were also great, I haven't gotten far enough to see if they're changed yet. Anyway, you've kept the spirit of the original while you altered it so very well done.

31
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-05 11:02:53 »
Nah, I wasn't using anything like that. I uninstalled and reinstalled the game and used the main installer which seems to have fixed it. Odd. I noticed after reinstalling that P. Buster's model wasn't the current one when I was getting the freeze, I don't know what was up but, in any case, it's fixed now.

Ran into the Aerith/Scorp problem in the church but I see the flevel patch should fix it. I'll try later when I get home.

I've been out of the loop a while, what's up with the Dark Cave being taken out? A big overhaul?

32
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-04 21:41:51 »
I seem to have run into a problem after installing 1.4. After beating Plasma Buster, the game seems to hang and I get box popping up saying "An unknown exception has occurred".

The first time it happened, Aeris' church theme was playing, the two times after that it was just a black screen. Has that happened before to anyone else?

33
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-21 18:52:57 »
Good idea; I'll add an option to check the Menu so you can see the character's stats before picking a source-set.

On that note, would it be possible to have the option to see what sets you've chosen previously? I've been keeping track using a note on my phone but in game would be easier :v

34
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-31 23:17:45 »
Ah, the infamous Yuffie warp. In that case, I retract my bug report c:

Ah okay, cheers. I'm not tech savvy enough to uninstall so I wanted to make sure first.

Also, I have a suggestion for the flashback scene. I'm a fan of sections of games where you control guest party members like this so I wonder if it'd be possible to prolong the enjoyment  by making a custom boss fight for Cloud and Sephiroth  by having the makonoid monster (that breaks out of its container in the reactor) a boss of some sort? I know pre-existing battle models would be a problem though but yeah. Just an idea. I know most will probably just skip this part so it might not be worth it; but I kind of enjoy it.

35
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-31 22:33:22 »
Hey there Chief,

Encountered a strange little bug with the Nibel flashback.

I killed off Sephiroth just because I felt like it and then uh...Cloud died. So I game over'd. Had a file outside of Kalm so it was fine. I got into a fight on the world map and afterwards I was back at the place I died in the flashback. The game then hung when Sephiroth and co. were supposed to materialise from Cloud's body. Not that anyone besides me will actually die here but still >.<

Also, a question about the world map model patch; you said it's been done to make the models reflect their field model counterparts but beyond the darker purple Cloud I don't see any differences. Is that all it is or is there more?

36
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-26 14:18:08 »
Nothing's happening when I press the button, I tried the save points in Cosmo Canyon and Junon too and it was the same story. Nobody else seems to be having the same problem though which is weird.

Edit: So I reinstalled the via the main installer and that seems to have fixed it, crisis averted. Cheers (:

37
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-26 14:05:31 »
I completed dark cave and revisited Midgar, basically done everything possible up to the end game. I might try a new game and see if the rank up works that way since I'm attempting to open it at the end of the game just now, tried it with the save points in wall market and sector 6 with no luck and I got them to work before so I dunno what went wrong.

38
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-26 13:57:10 »
Yeah, I thought it would be something to do with that. I think it must be something to do with the dark cave being triggered. The fight on the church rafters can be done again as well.

I don't seem to be able to enter the rank up menu anymore. I have the most up to date fixes, does it just not let you go when you don't have any rank ups to get?

39
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-26 13:47:48 »
Hey Chief, there's a slight bug when returning to the park or sector 7 as Tifa or Cid, their models are invisible. You can still navigate fine with the finger but I just thought I'd let you know. Also if you try to go into the bar as Tifa, the game hangs. Haven't tried with Cid yet.

40
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-19 19:02:39 »
The 2x cut when it's selected has the cursor alternate between all allies and all enemies at some speed. I've tried timing it to hit all opponents but it'll still sometimes result in the character first slugging an ally before sending the second hit to an enemy.

41
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-19 15:57:24 »
Hey SC,

I was thinking about going through a second playthrough with the new 1.35 changes on arrange. I know that hasn't been tweaked as fully as normal though. To your knowledge, is a full playthrough possible on it without any major, game breaking bugs etc?

I've been busy  the past couple months with IRL stuff so I've fallen behind on a lot of the re-balancing that 1.35 brings so I apologise if this was explained in pages past but I just want to double check, is double cut supposed to hurt both allies and enemies now?

42
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-31 20:42:32 »
To add to the soft lock at the crater Aquarii mentioned, I just got there myself and the same happened to me. When the scene first loaded only Cloud, Aerith, Cait Sith and Red were visible. As everyone walks away Yuffie and Vincent jumped into shot but that was it. Tifa wasn't there at all. If memory serves, it's her line at that moment (after the white flash and Cloud stops walking). Dunno if that's a possible cause?

43
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-29 11:44:23 »
For the rank up system, does it not mean that bosses could potentially be beaten with a little too much ease? In the Youtube video you posted it had Aerith gaining 20 magic sources as early as Wall Market; would that not render the next few hours of the game way too easy? I get that it's optional but I do like the idea of building characters a certain way. I just don't know if Mr. Smile forcing 20 magic sources down Aerith's throat is excessive? I know you said the source points are gained from bosses and story events so it's true I don't know how often a rank up would be available. Just thought I'd mention it.

44
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-28 11:56:49 »
I'm trying to open the item database but for some reason it's just a bunch of gibberish symbols. I'm trying to open in excel. Is there another program I should be using?

45
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-26 01:22:36 »
I appreciate your help. I'll take a few more stabs at him tomorrow and if I'm well and truly stumped I'll take a fuller peek at the notes you sent me. Thanks a lot. I wouldn't usually ask for advice on a boss but I just don't want to have to give up the 4 hours I've spent in the sidequest and all the materia and limit mastering I've gained in the process.

46
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-25 23:49:44 »
*DARK CAVE SPOILERS TO FOLLOW*

 for anyone who doesn't want to be spoiled about the new sidequest






So I've been going through this section and I've really enjoyed the challenging boss fights thus far. Hell Armour was one of the toughest fights I've had in this game but it was so worth it when I finally heard that enemy death sound effect.

I have to concede though, Viragea is throwing me a huge curve ball. Its attacks aren't so much the problem but I can't figure out its immunities. After I beat Mirage Weapon it takes attacks fine. It doesn't seem to be immune to slow numb but once paralysed the fight continues; I have to chuck a soft at it to continue things. But about midway (guessing) through the fight, it grows and seems to absorb all my elemental attacks and physical attacks deal 0 damage.

If all that is intentional then by all means keep the secret to beating him a secret. I was just wondering if you somehow rendered this beast as insurmountable as he seems ;_;



Also some side notes about things in general (like last time, nothing game breaking)l :

-Viragea's attacks hit "twice" (i.e the damage shows, a small animation shows and the damage is shown again) but it only hits once. Assuming this isn't a psychological thing to emphasise my hopelessness in my fight, it's there.

-Cloud's Buster Sword isn't present on his field model in the section before the Jenova Decay and Zack boss fights

-Visiting Don Corneo's mansion with Tifa as the party leader has a Cloud model stuck in Corneo's desk (Haven't tested with Cid but I'm willing to assume it's probably the same)

- I've noticed that some attacks that rendered my party members down to a very small amount of health have still killed them regardless of some health remaining? An example is my Yuffie currently has about 3400/3700 HP, she'll take an attack worth about 3300 and still die. This isn't limited to instant kill attacks but I'm fond of regen and I've noticed the line underneath HP representing the HP bar can go a little crazy after such an attack. Not sure if that's a possible source?

- This one is just off the cuff but I noticed you mentioned the ATM core is unmissable, I've combed the planet looking for it, got Barret's Catastrophe but still can't find it. The Heaven's Cloud is similarly AWOL, gone from the gelnika. I'm not asking for the straight answer but a hint maybe? ):


47
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-05 23:10:37 »
I thought the world map models might have been a problem. Even if Cloud was always on the world map and the other characters could be used in dungeons/towns, that would be really cool.

Have just made it up to Nibelheim but here's some of my observations of some of the things that I've noticed (nothing game breaking at all) :

In the Air Buster fight, you might have done this as a punishment for improper healing, but when one character is left, the tranq gunning can be a bit long. I think either out right killing the party or reducing the sleep effect (I'm not sure if this is a set time in every fight, no other enemy thus far has left me alone long enough to see) would be preferable. This is just my opinion though; it's your mod off course.

In the Rufus fight, Light Nation used its Hydro move on Rufus himself halfway through the fight which essentially clinched my premature victory.

In Nibelheim, in both the flashback and present day, there's a model of Tifa stuck in her room. (Nice touch tweaking Cloud and Sephiroth's stats and making Sephiroth controllable btw)

The evening effect in towns disappears after the menu is visited.

This last one I don't know if it's just due to altering of how stats work but I've had summons miss my target relatively often, is that intentional to avoid spamming? Also related to battle, I'm pretty sure my Cloud has killed a large amount of enemies but he is still stuck at level 1 limit breaks. Did you change the requirements or am I just misremembering (which is possible; I haven't played the game for a few years)?

Also, is it possible to have the battle/field BGM some sort of option in the menu so it is interchangeable at will? Like I said, I know nothing about the details of this stuff so I don't know if this would require more trouble than it's worth.


So yeah, really nothing game breaking at all and I'm really enjoying the mod thus far. I hope I don't sound negative, if I listed all the things I like about this mod too, the post would be overly long and sycophantic.

48
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-03 21:58:43 »
For the party leader swapping option on disc 3, is there any plans to make it possible for anyone to be the field leader? Just curious.

49
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-02 21:51:52 »
Alright, got it. Thanks a lot. I noticed though that Cloud still says there's a level cap in the beginner's hall. I think the patches installed alright. Is that just an oversight?

50
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-02 10:04:01 »
Hey Sega Chief,

Installed this mod and from the little I've had the chance to play, I'm really enjoying it. I appreciate the amount of work you put into this.

I'm really not tech savvy with this stuff so could you confirm for me how to install the hotfix scene.bin and flevel patches? I know in your original post you say to put them over the top of the main installation but yeah, I don't want to end up doing something that screws the files. I'm not at home just now so I can't look at the files if it's something obvious. Explaining it to me like I'm an 8 year old is acceptable. And just to confirm, these patches contain the changes that remove level cap etc and won't interfere with a current NT save, right?

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