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Messages - BelialLion

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1
7th Heaven / Re: Update broke mods?
« on: 2017-07-12 23:55:22 »
https://gyazo.com/6e0e8b97acf86573bfe1bff0857e922b

This is what you are referring to, yes?

EDIT: https://gyazo.com/7ca3fd438d795401362b23fc56518a6a

EDIT2: That did it, thanks and again sorry to be a pain. :)

2
7th Heaven / Re: Update broke mods?
« on: 2017-07-12 03:20:51 »
https://gyazo.com/e1dbbc41c2334c0e88bdde03448b943c

As you can see this has remained as so since my initial setup and everything worked fine until I just updated. Sorry to be a pain but that doesn't seem to be it. :/

EDIT: Did a System Restore, double checked load order, still nothing. This is the one and only time I have ever had this issue. I wish I knew what old version of those particular mods I was using and just revert.... :(

3
7th Heaven / Update broke mods?
« on: 2017-07-11 19:48:09 »
Hey guys, I'm still relatively new to Qhimm and I'm sorry if this has already been made/answered/etc. but I looked through various posts and could not find my answer. I am using 1.54 and I recently applied the update to Battle and Field models, and now they are not working. I have double-checked my load order and all the usual suspects, still nothing. Again I'm sorry if this has already been covered, feel free to just delete this thread but please don't give me grief about it.

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-12-21 09:43:44 »
Chief does the Hero's Medal do anything different this time around?

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-12-20 07:07:00 »
Now unless I've forgotten something (,_,) the new files should be ready for upload. In the imminent patches, we've got:

-) Cid's LV.4 Limit Sidequest re-done
-) Tifa's Lv.4 Limit sidequest re-done
-) Junon Leagues reinstated (3 opponents, 6 fights per bracket, 2 brackets currently)

-) Enemy item lists revised & a spreadsheet made by SirBlackMage lists every enemy's drops, morphs, steals, etc.
-) Numerous bug fixes
-) Vincent's Ultimate Weapon has been set up as Ignore Defence with a high crit%, dropped the Yoshiyuki effect from it
-) Revisions to Dark Cave bosses, particularly Amalgam
-) You can now reach the round guy

Following this patch, Arrange Mode and optional Aeris is going to be the next objective. Cloud's Lv.4 Limit event is also being worked on to reinstate the original flashback to work alongside Junon Leagues; at the moment, only the Midgal portion of it plays while I work out the scripts. The battle now has Game Over disabled and will warp the player back to the Shinra Basement if they need to back out of it.

Yo Chief does this include the Steal fixes for all the Northern Crater enemies? Like can we actually steal from them now? ;p

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-12-03 20:06:36 »
Did it a while ago? It was all outdated so that could explain it. It won't make me miss anything though? In where is the thing it shows ribbons and the starlight phone for Cait Sith as master tonberry morphs. Is it random or is it innaccurate?

Edit: I morphed one and got a ribbon, killed another and got the starlight phone.

Edit 2: Are the Weapon drops from the crater enemies guaranteed? I have killed 2 iron golems and got no pile banger, and 2 behemoths no behemoth horn, is that intended?

Edit 3: I haven't obtained a mystile yet nor do i see it in any of the documents, was it remover or renamed? Or is it just hiding from me?

I stole a Mystile as a rare steal from the goblins on Goblin Island.

Chief, feel free to verify that one.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-12-02 08:55:08 »
Chief is it possible to still trigger Lucky Seven Fever? I was just thinking about it but I've yet to try it, mainly due to it just slipped my mind until just now (since I'm off to bed at the time of this post, just a random thought I had as I was settling in).

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-12-01 07:58:29 »
Hey Chief, is there anything we can junction to Elemental to gain Hidden on our Strength strikers?

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-29 05:14:52 »
I've ran into a bit of a snag: after answering Don Corneo's question and getting thrown into the sewers, Tifa and Aeris land, but Cloud hasn't come down yet. I can see the bottom of his little brown shoe just barely at the top of the screen but it doesn't look like he's coming down anytime soon.

http://www.mediafire.com/file/rfjfvb384j77ox3/NT_Mod_HotFix_flevel_22nd_October_2016.zip

This fixes that. :D

EDIT: Do this one too after the first one. :) http://www.mediafire.com/file/1clp5nspa75nrq0/NT_Mod_HotFix_Scene_-_24th_November_2016.zip

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-28 22:30:58 »
Chief are the Carob/Zeio Nuts in the same spots or did they get moved around as well? I'll look at the text docs as well I just figured I'd ask here in case I can't find them.

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-27 07:32:36 »
Barret and Tifa are mostly available throughout the game, and they both have extra SP coming from decisions that affect the Gold Saucer date, so I think both they and maybe Aeris have the best shot at keeping up with him for SP assuming they're used as active party members on a regular basis. It's characters who join later who're maybe going to be behind, or if players do what I do and keep mixing up their party compositions.



Yeah that makes sense. I dunno I just feel like even if I throw Vincent or Cid into the mix he's still not glaringly overpowering the rest of the team. Just my two cents. :o

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-27 04:34:36 »
I could adjust Cloud's reqs slightly, given that's he usually present. There's a little fine-tuning needed on Clod; I think he'll be fine once the Armour problem with defence has been sorted out.

Killing blow doesn't net a boost gain in SP; only being an active party member does.

I could maybe try adjusting Cloud's EXP arc as well so he needs a bit more.

I'm looking to get most of the work done before Christmas, so within the next few weeks.

Chief, I'm not discrediting what the other players have experienced with Cloud's SP gain, but I'm just stating what's happened to me, so if my Tifa and Cloud both hit every single rank up at the exact same time....what exactly happened? I personally don't feel like Cloud's outpushing the other members, and I've recently started yet another file and advanced quite a ways in it just to double check myself. In this recent one, Barret and Tifa were both keeping up with him, so.....I'm not really sure DX.

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-26 01:13:15 »
This is bothering me a bit, too. I did a bit of grinding to get to level 2 magic sooner and experiment with morphing, and this has resulted in Cloud being rank 5 while everyone else is rank 3 just as I've gotten to Nibelheim on disc 1.

Everyone is higher level than they really should be, but Cloud is so far ahead that he's outshining everyone else in every role. If I use Vincent and Cid when I get access to them so I can boost their ranks, Cloud will end up even further ahead.

It could be. My Tifa hit Meteor Strike on Lv3 before anyone else did, so it could potentially be a factor, but it's something that Chief would know best, of course.

Edit: Whoops. Quoted the wrong post but yeah, I think personally that those who get the kill shot in might get somewhat of an edge in SP gain. Tifa and Cloud are my killers but Tifa moreso because she's always going before everyone in my party. :D

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-25 23:50:56 »
Just wrapped up disc 2. My ranks are higher than what they were on my last playthrough at this point (Cloud is currently max, everyone else is rank 6). The disc 2 end bosses were also shorter this time around. The length of the Turks and Hojo boss fights felt good, while Diamond Weapon and Proud Clod felt a little on the short side (especially the latter, it died before using a single Mako Cannon). Overall I'm enjoying the changes to the rank up system, the character stats feel much better than before. Though one pet peeve of mine is how far ahead Cloud is compared to everyone else. It makes sense since he's always in the party, but I wouldn't mind if his SP requirements were a little higher than the other party members.

My Tifa and Cloud hit max rank at the exact same time. Do you have Cloud do a majority of your actual killing?

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-25 01:01:39 »
Sounds like Snows have a bad AI script; I'll check that they're using the correct local vars.

Cid's sidequest was disabled while I re-do it; the script for it is actually finished now, and you'll be talking to a technician round the back who is repairing the Tiny Bronco. You will need to have Cid in the party (preferably leading the party) to trigger and complete it. The one I made with the kid for 1.4 didn't click for me, and I wasn't happy with it + there was a softlock with positioning that could happen.

Curator is a (very) optional super-boss. I think the best time to tackle him is during the Dark Cave sidequest on Disc 3.



Ahhh, I gotcha. So I'm presuming you put in some kind of warp/way to get back into the Shinra Bldg.? It's been a while since I ran Dark Cave back in v1.3 but I seem to vaguely remember going back there during it.....sorry if these are all herpderp questions.

I think I also encountered the Steal issue (I did apply the recent November patch, as well as all others) during the Turks fight in the tunnel. Had a party of Tifa/Cloud/Aerith, all 69 at the time of that fight, and I was able to steal (Mug, rather) from Rude and Reno okay enough, but Elena I just was not able to nab anything from her. I reloaded the fight a few times just chalking it up to bad rolls at first, but I just kind of let it go after the fifth round. Did she have a Minerva Bangle? Because I got an Escort Guard from Rude and a Touph Ring from Reno like he does in vanilla.

EDIT: Good Lord, you made Omega Weapon rough this time ;p

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-24 18:27:45 »
I could change the Materia colour from it's pale blue to make it more noticeable; maybe purple and slightly larger.

I'll look for instances where confusion is multi-target and make it single target (and maybe restrict it to enemies that appear only once in a formation) though Bad Breath will be left multi-target if that's what it was.

The line for activating the cages has always been a bit tricky. I'll see about changing it in some way, maybe using an invisible field model with a talk script instead of whatever it is they're using (probably an event line).



Nah it definitely wasn't Bad Breath (that move should always be particularly nasty IMHO). A lot of the Snows in the Glacier were spamming Fascination like it was going out of style. I never saw them use another attack and in one formation I purposely left her standing and just waited  for about 20 some-odd minutes. Like I said I've been 100% salt free so far in this version's playthrough but just a personal observation.

As for the switches in Yuffie's house, I knew they were always kinda finicky but I don't remember it being that wonky as Tifa in vanilla (and admittedly I've never tried it as Cid). The idea you have for an invisible field model could very well work.

As an aside, do you /have/ to have Cid in the party to talk to his little assistant at his house? Trying otherwise pulled up no dialogue and I can't seem to even get a response out of anyone in the house but Shera.

EDIT: Okay, I gotta ask...what's the deal with the Carry Armor that's been guarding the diorama in the Shinra Bldg.? I'm back there during the Midgar Raid and the guy literally does not stop attacking once he gets his pre-emptive strike in with the Warning Shot.

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-24 03:43:36 »
Added Cut should still be where it is. In terms of issues, let me know how you're finding enemy strength and the length of boss/random battles.

Well, I'm tellin' ya, it's not ----

Okay Tifa just slapped the **** out of me, I totally found it where it's supposed to be. I coulda swore I ran over that exact screen like five times..... xD

I haven't had any real issues in terms of balance. My only gripe (and it's a small one, NT to me is like, the way that vanilla VII SHOULD have been) is everyone starts having party-targeting confusion DX. I think everything's been really well balanced as is, and you made a good call by making Dual-Drain a dangerous threat to worry about for a lot of the serious encounters.

EDIT: Minor issue, and I'm pretty sure it was somewhat prevalent in the vanilla game, but here's the thing. I decided to wait until you gain control of Tifa as party lead in Disc 2 to go to Wutai, just because I was curious, and the part when Yuffie tricks the party with the levers, I had to actually stand Tifa in front of them, and then make her /face/ the area where the cage drops to actually get the option to interact with the switches.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-24 03:06:21 »
It's a mistake I made with AI and Level; your best bet is to use a Sneak Glove, as the odds will be too low for steals to be successful without it. I'll work on patching this tonight temporarily until I've implemented a more permanent solution.

Edit: http://www.mediafire.com/file/1clp5nspa75nrq0/NT_Mod_HotFix_Scene_-_24th_November_2016.zip

What I've done here is revised the item lists for Crater enemies. The drop rate on Weapon A is higher, and Weapon B is acquired through Morphing (still planning an AI solution for this); each enemy has a 100% steal that is NOT one of the weapons, just an item (X-Potion for instance).

I'm quite close to a big update for the mod that'll bring it closer to completion. I've rescripted some of the Lv.4 Limit sidequests (Cid, Cloud, and Aeris; still got Tifa & Yuffie Lv.4s to do) and I'm going to make a new Junon Leagues on the unused cargo ship field.

Arrange Mode is creeping along but the priority is getting the base mod completely optimised before committing to it. There's been problems plaguing the mod for a long time and it's time to get rid of them >:I

I'm in the middle of Disc 2 right now, is there anything in particular you want me to keep an eye out for, as far as bugs/issues go while I'm here? Also, did you move Added Cut from the Great Glacier?

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-23 17:19:01 »
The event you've found is not related to the safe, but there is some correlation to the monster that's inside the safe; its death text is different for each form and there's a purpose to that.

Ah, okay. I was really curious about that. I got "19...." for its death text cause I killed the magic form (because I killed the physical form in the last version). Also, I liked that you put in an option to pick your date for the Gold Saucer event. Does everyone come with an item when they come to take Cloud out for the night, or just Yuffie? (Chose Nope for pick my date just to see what would happen).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-23 01:31:33 »
Yo Chief, got a question about the Shinra Mansion in Nibelheim. Apparently I missed this so when I was going back through it (looking to see if I encounter that Ziegfried lock), I noticed clue #5 on the paper that gives you the safe hints. I played the piano inside the mansion and got the trigger dialogue but was unable to find anything different of note. Did you merely add that as something you had to do to get the safe to unlock, or is something extra supposed to happen w/that?

EDIT: Asking about when you first get there still in Disc 1, sorry I shoulda specified.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-22 05:04:49 »
There must be something after Junon that's disabling it. I found a few of these in places like Cosmo Canyon (and the cargo ship I think) where it would deactivate the battle at certain points and then reactivate it when you're due to return to the world map...provided Yuffie isn't recruited.

There must be another one somewhere.

I'll keep an eye out myself, as I kept a separate file where I didn't encounter him so I'll catch up on that one as well and see if that happens to me. I remember when I was playing on my main file that I just eventually ran into him, but I was just screwing around in that particular patch of forest (this is right after the Mythril Cave fight with Rude/Elena so in this instance I hadn't entered Junon at all yet) and using the Spriggans to quickly grind some Limit Breaks. It was probably well over 30 or so battles before that happened. So I'll see if I can't replicate that on the spare file where I hadn't encountered him yet.

As an aside, I liked how you handled the Dyne fight this time around! :)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-19 21:56:46 »
No matter how hard I try, I cannot get Ziegfried to show up. I've looked in every forested area I could find. Is it disabled beyond a certain point?

The mountain range right by Junon is where I got him to show up. I was just running back and forth as far top in the forested area that I could and he eventually appeared as I was just grinding (because tbh I forgot that he was around there since the last version). If you've tried that already, maybe just a continuous spout of bad luck? Sorry if that doesn't help :/

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-18 03:12:31 »
The kills and uses needed to unlock them were adjusted, so was the HP damage needed to fill gauges for each character. Should be faster to learn Limits.

Yeah I'm still in Disc 1, playing as work allows me, right outside of Junon (btw great rebalance of the boss there, it seemed a lot smoother than the last version; not too hard or easy it felt just right). I already have Meteor Strike on Tifa, using her with Cloud and Aerith for right now. I was just interested because I noticed that Tifa was gaining her Limits quite quickly (but not a complaint in the slightest :D).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-18 02:51:45 »
Hey Chief, quick question. Have you done anything different with the Limit Breaks since the previous version? Asking more in the sense of if they're still learned along the same ways as in vanilla, and if anything at all was done to give any added effects (I vaguely remember you talking about this a while back but if I'm wrong, correct me.).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-17 17:58:11 »
Hmm, something might be wrong then; a dialogue is supposed to start when talking to it.

Yeah because I remember in the last version there was something similar in its spot (unless I'm mistaken) so I was just curious.

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