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Messages - JonJon412

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-04-24 19:00:50 »
I just collected the 1/35 soldiers, in Wonder Square I did the Mako Reactor Battle, then Level 1 - 4. I got the soldier as reward for Level 4.

I knew something was off when this person said Mako Reactor Battle.

That was nowhere to be seen when I tried to play the sub game and all the rewards from the WS didn't made any sense whatsoever.

So when I turned off the Minigames tab, it all went the way it was supposed to...I could even choose the Mako Reactor Battle, something that was not available before.

Thanks a lot to wdx and SegaChief...I was able to collect the last one and now unto the final battle :)

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-04-13 23:48:11 »
contained within segachiefs documention. if you still can't find, post within spoiler tag the locations where you picked them up from, that would be much easier to signpost the location you missed, i'm still fairly convinced if one only missing as per your previous post, its most likely #8 as you did state that you had to redo that due do a crash.

Spoiler: show

1) Mythril Mines
2) Junon
3) Gold Saucer, Dio's Museum
4) Gongaga, 2nd floor of General Store
5) Da Chao
6) Great Glacier, Far-West Cave
7) Cosmo Canyon: Bugenhagen's House (3rd Floor)
8) Gold Saucer Sub Prize #5
9) Icicle Inn, Hotel 2nd Floor
10) Gelnika Hallway
11) Nibelheim: Right-hand house, upstairs
12) North Crater: Left-Up Path


ps disable the minigames mod and try again likely won't crash with the 3d battler issue

Thank for the reply man, it is as you said...it has to be #8 because I remember picking up the rest.

Gonna turn off the minigames and see if it works this time.

Btw, just to recap:

Spoiler: show
When you mentioned the submarine event in the underwater reactor, do you mean the huge materia event or does another event pop out as soon as I beat the 4 levels of the Gold Saucer machines?

I know I beat the 4 levels of the submarine game and since I didn't saw a 5th lvl pop out I tried the 3d battle game asap....you know how that ended lol  ;D

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-04-12 23:17:47 »
I'll check the 3D-Battler but it's not been changed recently (though I am planning to shorten the points needed to win on it from 10 to 5 for each match). Did you get stuck on the geometry when activating it or did it freeze during the minigame? There are any model/animation mods active or anything?

This is what I'm running atm:

https://ibb.co/ZXPp9cs

Short video of what happens:

https://youtu.be/GU-rc1q8bPo

Segaman...can you tell me where is this last 1/35? Its probably the last thing to get before heading down the crater :(

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-04-10 22:38:15 »
which version are you playing? the 35th soldier maybe a different one you missed.
Spoiler: show
 submini game been a thing thou i think throughout the v2.x, its the 5th mission win, ie win all missions, lvl1/2/3/4 and indeed the underwater reactor mission

Thanks for the reply.

Apparently, its 2.0 version.

Spoiler: show
I beat all four levels 1/2/3/4 but a 5th mission doesn't seem to appear...maybe I have to go to Junon and do another mission down there?

Dude I can't believe it. I finished all 4 missions and wanted to try the 3d battle minigame and the game got stuck/froze! Now I gotta do the missions again if I need them for the 1/35 soldier  :-( :-( :-(


regards your other question related to the NPC talked about, its not a gag.
Spoiler: show
 play tifa's tune on  the shinra mansion piano, ignore any 'errors' that you hear

Wow dude, this one was crazy, thanks a million for the advice :)


5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-04-08 00:26:06 »
As of patch 2.092, Comet can now be obtained if it was missed from the North Crater (think it's in the left-down path).

Thanks for the reply SegaChief. I think I'm playing an older version because I cannot find it anywhere in the North Crater...

Please help me with this before I finish the mod:

Spoiler: show
Where exactly is this 1/35? Log says its in Gold Saucer Sub Prize #5...thought it meant the exchange for GP prize but it...all I got was a carob nut.

I played the Submarine game but only got an elemental materia when I finished it.

Where exactly is it? I truly hope its not giving the carob nut to that Chocobo I just defeated in the Great Glacier :(

Also would like to know about that ???? - Shinra Mansion, Piano the aircrew member talked about...or it is a gag lol?

Thanks in advanced!

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.994)
« on: 2022-03-27 22:36:22 »
I missed the Comet materia...can I still get it?

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2022-01-09 23:59:41 »
Please, if someone knows, let me know what this item does/what's it used for:

Spoiler: show
Synthesis Cell, apparently you get it once you Morph Jenova-Death but I missed it and I don't want to do that battle again :(

But if it is important I'll redo it...thanks in advanced.


8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-25 00:46:16 »
I believe there are patch notes

theres major rebalancing features between the two versions, 1.5 actually has a little more content as some was removed to streamline it somewhat.
Its well worth playing both 1.5 and 2 personally I'd treat them as 2 seperate mods with some simularities.

Thanks for the replies.

I'm giving 2.0 a chance and I'm pass the Wall Market...I'm seeing big differences by now!

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-22 20:58:03 »
Is there a major difference from 1.5 to 2.0?

I finished 1.5 and did everything I could.

Only thing I really didn't dwell on was the Chocobo Races.

Anyone played both?


10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-13 21:02:49 »
yes.

Thanks for the answer bro.

I got another question that's been bugging me for awhile.

All this time I've been trying to get the Master Command materia at Cosmo Canyon, but I wasn't sure why I couldn't get it...I really thought Deathblow was taken of this mod because I couldn't find it anywhere.

Do you have idea where it might be and IF I can get it?

Thanks in advanced wdx.


11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-12-12 22:14:45 »
crash into 3-4 times (til it makes a bee line - goes straight to a destination). do some damage. when its HP reaches a certain value. the final location will be near cosmo canyon and anceint forest area.


Thanks man, I made sure I hit him with everything I got in the next bout and he went next to the Ancient Forest.

Let me ask you something since you probably already beat this mod.

Is it possible to get the Missing Score weapon?

If you've gotten the rest, you've probably understand why I'm asking.

If you can, just say yes, no need to reveal location.

I'm playing 1.5 BTW.

Thanks in advanced!

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-11-28 22:05:09 »
I've crash into Ultima Weapon a dozen of times, but I cannot get it to go near the Ancient Forest area...how come?

13
This mod was pretty insane when I played it years ago. Brings nice memories seeing this thread :)

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-09 00:51:58 »
That's to do with 7h; high-res texture mods exacerbate the issue as the driver runs out memory.

Had the same issue, then I disabled the Field Textures and Spell Textures in 7th Heaven and the crashing stopped. In case you like me have a lot of mods going.

This is how I'm running it atm:


15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-09 00:48:13 »
Had the same issue, then I disabled the Field Textures and Spell Textures in 7th Heaven and the crashing stopped. In case you like me have a lot of mods going.

I'm going to try this, thanks for the suggestiion :)

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-07 22:02:43 »
Greetings Sega Chief!

Finally got around to play your New Threat mod after many years of playing the Gjoerulv's mod and I'm liking it a lot so far...playing Arrange Mode.

I'm experiencing a lot of crashes, but it seems related to running out of memory...hopefully I'll see how to fix/delay this issue...its happening a lot.


17
No problem. I'm happy to say that crashing should largely be a problem of the past with the next update.

That would be so awesome, I just love playing full-screen.

Seeing too many crashes and got discouraged a bit.

If the update happens cool, if not I'll start tweeking stuff to see what gives me results.

18
7th Heaven / Re: Cloud's Field Model does not change
« on: 2020-04-15 01:35:45 »
Ahh ok. That message happens when you enable Dynamic Weapons. There is a separate selection for the Cloud model with the sword on his back, and to avoid conflicts, it will disable the selection for Cloud without the sword on his back. Sorry for the confusion. We do our best to make it as painless as possible to setup. I understand exactly what it's doing, but sometimes the average user doesn't quite understand the compatibility messages.

Actually, this latest version of 7th Heaven is so easy to use, I couldn't believe how quickly and simple it is to implement/download mods.

Around 5 to 6 years ago it was a whole different program.

This has grown so much, saying I'm impressed would be an understatement.

You along with SegaChief, GjoeRulv and others deserve the credit for creating this and taking it to a whole new level.

Don't think I've ever seen modding for a game go for such lengths.

19
7th Heaven / Re: Cloud's Field Model does not change
« on: 2020-04-14 02:20:14 »
Settings > Profiles > Profile Details (eye icon)

Need to see your configuration to understand more.

Thank you.

I was able to fix it.

It seems whenever I tried to arrange Cloud's Field Model to a specific one, would get this message:



Cheers!

20
7th Heaven / Cloud's Field Model does not change
« on: 2020-04-13 00:38:23 »
This what I currently run:



No matter how many times I twerk and twitch the field models settings, I never get it to change.

What am I doing wrong(or what am I not doing right)?

Thanks in advanced.

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-18 02:09:43 »
7H is not an installation. It's a memory injector tool, so none of the actual game files get replaced at any time while using it. The injection only takes place after you click the Launch Game button, and it will release from memory once you close out the game. If you're using NT from 7H, there is no need to use the NT installer at any point.

You should read the FAQ for 7H about how to start a fresh install. It will clean up your registry keys as well. Then, install FF7 and only use 7H. When you do that, check the points that SC told and report back if you see them or not. Don't use the NT installer at any point while doing this.

Like Alyza said, if using 7H, you shouldn't use the stand-alone NT installer at all. IROs are what handle mods for 7H, and they change the game files when running FF7 via 7H.

Thanks for replying guys, it's a long story.....but I got 7TH mixed with the old Bootleg Front End, which is what I've been using this whole time.

Although I downloaded 7TH and everything seemed to be working fine, I got the error while downloading from the catalog, but I don't think its making any progress it is just stuck and won't go anywhere, not sure if it is working because I've been waiting for a while here's a pic of it:

http://i196.photobucket.com/albums/aa125/412412q/error.jpg?t=1492395001

Any ideas or something I'm not doing right?


22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-16 22:04:58 »
SegaChief and/or whoever can help me:

I ran the 7TH Heaven prior to running the NT installation, after it was done I did install the NT Mod and it patched successfully, I could tell because I could see the names of the soldiers, Cloud had the fire materia and I saw Barret inanete ability working for the first time, however...

One of the main reason I wanna play it is because of the graphical mods at work, seemed that when I ran the NT mod after 7TH Heaven it overwrote whatever the 7TH Heaven did in the graphical deparment(at least in the player, models,weapons,textures etc)

Is there any way I can patch the "already patched NT Mod" without damaging anything within the Mod itself? The first time I tried I installed the NT Mod first then ran the 7th Heaven Mod but that as you read earlier did not work.

Any advice my friend?

23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-16 19:52:00 »
I don't know, I suspect 7H wasn't set up correctly or isn't being allowed to function properly by some issue like security/anti-virus (it injects files at run-time which can make anti-virus tetchy). There are several tests to look for when running NT from a new game to check that it was patched properly:
1) When starting New Game, a text box will appear confirming build version and asking for difficulty selection (though only Normal/Original is available just now) (flevel check).
2) The first battle, open the help bar and check the names of the first two enemy soldiers you fight; they should be called MP Trainees instead of just MPs (scene check).
3) Open the menu and check Cloud's available magic. If he has started with Fire equipped in addition to Ice and Bolt then kernel has been patched (kernel check).

1) I do get the box that indicates to choose the difficulty, but only 1 is available since the other one is locked.
2) I don't see that help bar anywhere, unless is the target switch, I didn't get to see any names at all.
3) Nope, only bolt and Ice.

Maybe is because I installed the NT Mod first and then I patched with 7H, I'll delete everything and try it but doing the 7H first to see if it works.

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-15 18:46:46 »
It sounds like you're getting debug battles which is worrying because those battles have been overwritten completely for NT, and in turn means that your scene.bin isn't patched. If that's the case, then there's a chance you've been fighting default enemies this entire time.

In the very first boss battle, did Guard Scorpion appear black/gold and have the new name of X-ATM Scorpion? Did it use Magnetic Scope instead of Search Scope?

I feared that, I do remember the color of the Scorpion being black/gold, but I don't think I've seen enemies any different than vanilla, wow it has been vanilla all this time what a bummer...I knew it was too easy.

Is there anything I can do to fix this without having to patch everything again?

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-11 21:01:16 »
Out of curiosity I got a question...

I'll give you an example, just before the Dyne fight, there's this fight when you focus on the guy that's lying down right, but when I got into battle, the 3 enemies do nothing, they just stay there and take damage, just like the monsters I got while helping Jesse and when I tried to take the Phoenix Downs from the nests...

Is this supposed to be like this or has the game glitched on me?

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