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 - Clangeddin

Pages: [1]
1
An alternative solution to break the hp/mp 9999 caps is to divide all damage and health points across the game (players and monsters alike) by a factor of 10, that way your 999 will be the equivalent of the original 9999, but with the theoretical possibility of reaching 9999 which would be equivalent to the original 99999.

Not sure if this is harder to implement, just wanted to provide a different point of view to it, just in case a direct solution to modify the actual hp/mp caps is not provided.

2
I'm not sure if this is the correct section of the forums to post this, but basically what I'm interested in is if (theoretically with the tools that the community currently has at its disposal) it would be possible to mod FF7 in a way that the following changes could be made:

1) Increase party size from 3 to 4.

2) Fix the W-item materia glitch.

3) Make the limit break gauge reset after every battle.(I always thought that saving limits for boss fights made the game way too easy).

4) Change the limit break system so that all 7 limit breaks are usable in the end, but with different gauge costs. (for example, if you set L4 limits, you can use L1 limits for 25% of the gauge).

5) Change the flow of in-battle time so that wait ATB works as a proper turn based system a la Final Fantasy Tactics (for example). FF7 Wait ATB is not a proper turn based system and, while it can approach to a similar system with the battle speed turned to minimum, the time flows during animations casts regardless, potentially wasting time of both characters and enemies alike. Time should not flow while the player is selecting the main actions either (atk, magic, ecc).

6) Add new playable characters.

7) Add new content (as in maps, dungeons, ecc without recycling old ones.)

Do not misunderstand me, it's not as if I'm under any illusion of undertaking any of these tasks personally, I know almost nothing about FF7 modding, this was more a curiosity I wanted to ask of FF7 mod veterans, and maybe it might give them some ideas for their future works. Thanks.

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-01 15:54:07 »
Ultimate Weapons can be obtained from the guy in the blue house on the world map, near Gongaga (where Great Gospel is acquired in default game). Each weapon needs two weapons + an item to make.

Are you on the latest version? I thought I'd stripped out the no-source secret because it wasn't working properly.

Eh no I'm not on final version, I just noticed it was uploaded two days ago, I'm on the version before that (the one uploaded in September).
Just got the final weapons now.
Gotta say I'm disappointed with Missing Score having only 4 slots? Is this really intended? Because man the weapon sucks, it feels like a downgrade from the Max Ray. I know that the vanilla Missing Score was the strongest final weapon by a mile (but that was because materias could store a lot more AP than they can in NT, especially KOTOR), but geez, this is an overnerf, please reconsider, and if the AP-STR is too strong, then maybe just add a different special effect (like an added effect to attacks and 255% hit chance or something else).
Compared it to Tifa's Premium Heart, that one has 8 slots and hits harder without any investment at all.
Red XIII and Cid's final weapons also appears to be very bad, at least compared to other characters.

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-12-31 14:36:49 »
Thanks for the reply, I managed to finish the dark cave by disabling the mods above the New Threat (the ones below were fine).
I just finished the game and I must say I miss one thing... the final weapons, did you remove them?
I finished all side quests for L4 Limits and finished the game too but I never came across a single final weapon. I just missed Ozma (I really forgot about it).
I ended uping Masamune on Cloud and Max Ray on Barret (and Wizard Staff on Aeris), but I really wanted to see what was done to Ultima Weapon, Missing Score, ecc... oh well, I suppose I understand if you removed them, they did kinda make the game way too easy.

I got the final screen with the dance party telling that I finished the NT mod without using a single source.... but I did? I think I levelled all characters in the source screen to 8/8.

Going to face Ozma now.

Also, what are the Oversoul Shard and all those new key items such as X-ATM core, 7777 needle, ecc ecc for? Couldn't find a use for them in game.

Anyways, thank you very much for the mod, it's been great fun indeed.

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-12-30 08:18:39 »
Hello there, I must say this mod is amazing, well done, it really felt like an improvement over the original game.

I am having one problem though, the game "freezes" (more likely soft locks, as the FPS counter is still there going from 30 to 31 from time to time) every time I attempt the optional cave dungeon in the Sleeping Forest (Dio's sidequest in disc 3), when Cloud wakes up where the game begins and Barret speaks, nothing happens, I can do nothing, they just stay at each other forever and that's it. Is this caused by some other mod conflict, to your knowledge? Thanks.

6
7th Heaven / Re: "ERROR STARTING FF7"
« on: 2019-12-10 11:02:05 »
I had the same exact error message:

I fixed it by running 7th Heaven on Admini Rights AND the ff7.exe set to 640x480 resolution in the properties.

image" border="0

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-11 11:05:29 »
Hello there, I don't know if what I've run across is a bug or an intended feature.
I am playing New Threat 1.5 (the latest iro version that works with Tifa's 7th heaven) on Arrange mode.
I am in Nibelheim's mansion, after defeating Lambda Calculae I played the melody on the piano in the first floor and the message "Something has escaped" appears, the music also ups the tempo, however after that nothing happens, I also checked the mansion in every room and even in Nibelheim town and outside the world map, but I see no trace of whatever has escaped (I suppose it must be Ozma mentioned by Lambda Calculae).
I just wanted to ask if something was supposed to happen after that message or if I can just leave the mansion and carry on with the adventure (in this case I suppose it's just a trigger to make Ozma spawn somewhere later in the game).
Thanks in advance.

Also, another thing. Jorumgand (the giant flying snake that you fight to save Priscilla in Junon) gives 110K exp and 90K AP. Is this intended? Because it's (A LOT) more than every other boss up to that point combined, and the boss itself was quite a big step up in challenge compared to what was before. Just checking if it wasn't an oversight, that's all, I remember I jumped from level 30 to 38 or so with that boss fight alone.  ;D

Pages: [1]