Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Valerion

Pages: [1]
1
Hey Callisto and forum. So I'm having a big issue with the EFIGS file on the remastered version of ffviii. I installed the Demaster folder fine about 3 weeks ago, and the changes were made to the game (spells in inventory in the beginning, double draw point, etc.) So I played through the game, not really thinking anything of why enemy magic attacks were hardly doing any damage to my characters. Lo and behold, later in the game I hit for 9999 capped damage and I finally realized I did something wrong, I forgot to install the EFIGS file. So I went back, patched the regular EFIGS.dll file with the EFIGS.ips file in the mod using the link, replaced the original file with the modded file and changed the name back to "EFIGS.dll". The game runs perfectly fine until I get into a battle. The characters ready their weapons, and then the game crashes with a message saying "an unknown exception has occurred." I can toss the backed up original EFIGS.dll file back in and the game runs normally, but without break damage limit, magic damage balanced and no draw cap. I'm wondering if anyone has a solution to this issue or can tell me what I did wrong, because I want the end part of the game to be as difficult as possible.

Having the same issue.

Tried both the regular and zzzDeArchive install methods. Did you manage to solve it?

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-09 10:34:04 »
Red's innate takes its sweet time to max out. I've seen it once I think. He hits like a truck when it does, thou. He will shine the most on long hard fights. When the clock is against you, and sometimes it will, you may be better off with chars with more immediate damage.

Cloud isn't underwhelming at all, 25 seems not like much, but remember that he has decent overall stats across the board, always depending on how you rank and gear him up, ofc. So he will tipically hit a tad lower than the specialists, while not being too bad in any area. I like to give him Mime and Enemy Skill and whatever else I feel is needed and the other two teammates don't bring already. That gives him plenty of options, while not hindering any particular stat. He fits well on pure physical, magical or mixed teams.

Also take in mind there's a plethora of stat bonuses floating around between weapons, armors and accesories, so you will most likely have your stats where you want them, for the most part. =)

Overall, after I've seen, I'd say the mod is in a very good spot balance wise. Everything feels useful one way or the other.

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-08 09:56:19 »
So, Cloud's innate stacks then?

You can just start doing stuff until both stats cap? Wow  :o

Don't think that's the case. It probably works as Yuffie or Barret's. You have one or the other active. At least Cloud has been doin respectable, but no crazy damage for me. :P

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-07 21:03:03 »
Nice to know. I'll keep it in mind while gearing them. =)

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-07 19:54:38 »
Morphin shoulda be a bit easier now. Ty. ò.ó

A question on the Innates. I'm right to assume Cloud and Red's bonuses count towards the 255 stat cap?

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-06 14:29:53 »
IIRC, that is true for anything that damages him enough to bypass his first script trigger. I remember just hitting him for more than 1000HP every time and his other attacks just never happened, same for his death animation.

I probably got some LV. Down on the roulette on previous attempts, so I wasn't hitting hard enough. As it started happening once I started using the summon to bypass the auto-barrier guys I thought that was the common factor.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-05 15:07:24 »
Using Odin on the Battle Square right before the Dyne boss fight seems to break his script for some reason. He will attack and such but his "It's that all you got" moves will not trigger. He also seems to die a bit faster, I think. Pretty specific and not gamebreaking, but it seems to work everytime.

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-02 21:01:53 »
It really has been some time since last time I played this game... indeed, I was trying to learn the skill then run like a chicken, as I felt the turtle was a bit too hard to chew fast at that time.

I did try to exploit the launcher on the Uberberries protecting the Mime materia, but I neglected Barret's dex a bit too much this time around, so accuracy was very lacking. I may give striker Barret a go next time. At least now I know I was using it as intended and not exploiting a bug.  ;D

The tank ended up being not as immortal as I thought initially. Just insanely sturdy. Adjustments will be appreciated, though. x)
 

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-02 09:07:33 »
Hi all! Been enjoying the mod all the way to the disc 3, problem is I've read win10 can mess up with the installer, maybe? So now when I get a weird occurrence I dunno if it's a known bug, a messy install or what, so just to be on the safe side I thought about doing a quick report. If any info on the post is redundant/known info, my apologies!

Without further ado and in no particular order:
  • Barret's Enemy Launcher damages everything on the screen. Even the party. Dunno if working as intended, but this one led to some elemental drain shenanigans.
  • Battle Square seems to be handing SP out, and quite a bit. I did a few rounds pre-Bronco to get an early Cursed Ring to pair with that stylish Powersoul and a few more post-Bronco to get some more stuff and Ranks catapulted. Cloud and a few more maxed out at Glacier, the rest shortly after. Overall, I feel I'm getting too much SP; this one is the reason I think I may have messed up something on the install process. Maybe it's just me being paranoid.
  • Boxes on both Gelnika and Shinra HQ assure me I'm getting a Sensei Fist. Both give me a Farmer Glove. Now I have a spare, I guess? :P
  • Is Lost and Found NPC still supposed to be in there? If so, when should he appear? I stopped playing just before jumping into the Crater, dunno if I should trigger him somewhere/sometime.
  • Mime materia dropping as normal, not 1-star mastered. This one I know was reported, but I'm not sure if it was looked upon already.
  • Caith Sith Tank partially immortal, at least some of its parts. Another one I've seen reported but unsure if fixed.
  • Tried to learn Death Force from Adaman on Disc 1. Cloud does the victory dance and I get the notification, but afterwards no Death Force. Subsequent attempts yields same poor results. I start to wonder if my research method is as flawless as I thought. Oddly enough, after getting Highwind I returned to Wutai and learnt it succesfully. Better late than never. So far the only Enemy Skill to give me this problem
Don't know if I'm leaving something out, but those are the ones I remember the most. For the most part the mod works fine, I had no softlocks or extreme problems. It's just little things that seem a bit off and make me think win10 is messing with me enjoying old modded games. Again. :P

I'm playing the Steam version. I did a clean install, then used the main installer, then both hotfixes on the front page.

At any rate, terrific job with the mod. Keep it up and have a nice day!

Edit: Or maybe I missed something in the installation process? Seemed pretty straightforward :|




Pages: [1]