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Messages - jamineal

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-09-03 17:46:58 »

Regards ultimate weapon: Have you tried enter then leaving a few towns then look? had a simular issue in the past and that appeared to solve it. That was at the point just before midgar raid when had that issue thou.

Oddly enough, that's where I had the issue too. So yeah, it looks like a couple of in-and-outs may be the answer. I killed Emeraldy boi and made my super long sword. Then boom, Ultimate guyo just pops up right in front of me.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-09-03 14:51:25 »
It would appear that I was not fully ready to dabble in North Crater. I 100% brought piss to a shit fight. Gonna go grind out some of those big-badda-boom weapons and such. God I love this mod.

Oh, just remembered about the secret puzzle solving thing that I won't include spoilers for. But um... how the heck do I get back to some of these areas? Or I remember someone said something about a lot of them being available in the Battle Square. Is that true for all of them?

Furthermore, is there an established Ultimate Weapon bug? I fought him twice and he just... stopped spawning. That or I've been the unluckiest man alive for several hours. I recognize that he can be elusive, but I also don't see Ruby Weapon sticking his grubby mitts out of the ground.

Update: I killed Emerald Weapon and got Masamune, Now Ultimate Weapon showed back up. Idk if I was just EXECPTIONALLY unlucky for over 3 hours or if there was a quest trigger or some such. But for anyone looking for that info, there it is.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-09-02 18:21:55 »
hydro is not permently missable. 
Spoiler: show
junon docks cargo ship screen, where you'd go to cross the ocean near the upper portion of screen


splinter materiaa is not needed for master magic.

You know, WDX, I have memory issues. Sometimes I forget people. If you check the history of my questions that I've asked, you're basically my oldest friend.

Quick update. That Sense Materia was a dick move Sega Chief. Well played. Also, I like what you did with that scene in the Shinra basement.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-09-02 01:47:37 »
Got one or two more questions. They're not super important.

(A) Where is Hydro on the Junon Docks? I don't think I saw that sucker during my escape. Hoping it isn't permanently missable.

(B) Are splinter materia necessary for Master Magic?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-09-01 02:01:58 »
info contained below within spoiler tag.

Spoiler: show

Any/All Char Masmune 100% crit rate Attack75 attack% 255 (appears to have some unknown dmg boost)

cloud: ultimate weapon 8 paired slots no growth. attack 0: Attack% 110% StatsBoost +25 for mag/spr/vit/luck empowered by hp.

barret:  missingscore 8 paired slots no growth: attack 50 attack% 117 statsboost 15Mag SPR40 LCK55 AP Attk.strength.

Tifa: PremiumHeart attck0 attack%125 statsboost Vit/SPR+40 Dex+37 Crit10 empowered by MP

Areith: PrincessGaurd attcak50 attack%255 Stat boost mag25 vit40 spr35 RestoresHP AllyKO =Attk+
Areith: VenusGospel Vit/LCK50 Dex37 Empowered by MP attack/attack%127

Nanaki: LimitedMoon Attack0 Attack%110 Mag35 DEx37  lck30 empowered by limit.

Yuffie: Conformer Mag30 SPR25 LCK40 Atk+ vs highlevel enemies attack0/attack%110 still has morph advantage.

Vincent: mag15 dex30 lck75 allyko = Attk+

Cid:  VenusGospel Vit/LCK50 Dex37 Empowered by MP attack/attack%127 attack50 attack%125




Thanks friend. Looks like my build decisions for each character matches up to their end weapon. I assume HP Shout for Cait Sith still does basically the same thing, then.

Didn't want to make a new post for this. Holy cow, the Knights of the Round fight was a challenge. Imagine having to bludgeon Omega to death with a level 50 mage Aeris. That took a while.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-08-29 20:48:24 »

u can view equipment changes within the equipment menu's.

I don't have them yet, that's why I'm asking :(

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-08-26 14:41:40 »
Okay you beautiful, sadistic cowboy. You've made random encounters so much more deadly than boss fights and I love it. Also, will I KNOW the consequences of major decisions before making them? I don't wanna... yanno... leave the gil in that kid's dresser in Midgar and suddenly I have to 360 no-scope Sephiroth with solo one materia Yuffie. (For those of you that can't discern when someone is not being serious, and there are a lot of you, that was not a serious situation that I expect.)

Secondary question, is there a good way to raise money once getting to Costa Del Sol? That Osmosis is expensive.

Thirdarary question, did the ultimate weapon passives change? Is there somewhere I can view them?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-08-25 15:16:50 »
So this is my first B-type playthrough. I took a look at the SP upgrade screen when I hit Reactor 5. Am I in for some surprises or is there a bug in the names and number of ranks?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-14 03:55:08 »
Manipulate protection! I'm an idiot.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-13 03:37:48 »
I realize I shouldn't be trying the materia caves in disc two, but I'm trying the materia caves on disc two. I feel like I could do bomb king. The Omega fight just doesn't seem doable for me yet. And Kaktuar. How do I prevent his Succulent Ray? It doesn't seem to be confusion. Do I just need to kill that character and bring them back?

Edit: Goldberries and Bomb King down. Confirming they can be done immediately after obtaining the airship :D

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-12 17:06:09 »
Is there ever a second enemy skill materia? I would imagine not, as it's just too much power for one mortal to handle.

I know a crapload of things changed. I was wondering about damage formulas. Does Chocobuckle still scale with strength and how many times you've ran? Or is it just a low cost wind spell?

Are some boss morphs truly missable? I failed the brass dragon morph by 8 hp, pretty salty about it. I can't remember what the item was, but it hurts to miss.

Also, d*ck move on using quarry fuse vs Jenova degen.

Quick edit: By that, I of course meant that I loved it.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-10-04 14:56:53 »
Yoshiyukis still drop from M-Class; I'll figure out which attack is causing a lock.

Okay, so I was messing up. It's not the Soldier's appearing next to the alarms. It's the ones that appear several screens down the hallway, almost to the reactor entrance, when the defense systems begin popping up. The ones with the two guns that pop in and out. A soldier will rarely appear with two mechanical units. (I'd get you a name but I'm not going back there) Sorry for vagueness, writing from memory.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-10-03 18:11:53 »
Alright, last question for the minute. I noticed that the Goblins no longer morph into Oversoul Shards and, instead, are purchased at the Battle Square. In similar changes, does the Yoshiyuki no longer drop from M-Class soldiers on the way to the underwater reactor? I've been grinding those suckers for a while. Also, can you check on their AI? Sometimes, while fighting them, they do an attack that just... never happens. The game just stays that way forever. Effectively a crash. It doesn't display an attack, the screen just zooms out and nothing ever happens again.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-09-30 17:49:27 »
Yeah, I wound up figuring out that you can't dodge a summon and items. I'm more just complimenting the puzzle, really. That was tough.

I do have one, BIG question for you now though. I've been wondering around in the Great Glacier area for about an hour now, scouring every nook and cranny I can find for that dang Deathblow. The only mountain area I can think of is the one around the Alexander cave. Am I just an idiot? I guess I'll move on to the Gaea Cliffs for now and just... idk... check to make sure you didn't mean Gaea Cliffs when you said Mountain Area.

Edit: Oh my god. I found it in a random path immediately after asking. I guess it just blends in so well. Sigh. Fern me.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-09-29 01:15:55 »
I realize this is a bit less theory and bugs and a bit more gameplay but uh...

Those Pagoda bosses in Wutai. What the actual fuck? You're just sadistic at this point. I barely made it through Gorky. I can't freakin hit the Shakester.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-09-27 13:34:38 »
The way ff7 handles drain based attacks is that you cannont drain more than the enemy has. So while osmose always hits the enemy for 40 you will only gain what they have left.

The documentation that comes with the newest version is a bit out of date. Quarry fuse replaces L5. To get chocobuckle you have to use a green then cast quarry fuse on it.

No no, I know how drain works. That's the way it is in most games. The thing was that it wasn't working at all against any monster. My little Aeris was just losing 3 MP per cast regardless of who she hit with it. I should have tried to drain Cloud and seen if it had an affect. But as I said, some mobs may just have innate 0 MP, so it could have been that. I got shook though. Super shook.

Is there a particular green? I tried it a few times and couldn't get them to cast it :( I'll keep pluggin away though. I appreciate these responses. I have a touch of the Autism and I'm afraid it makes me a bit insufferable at times.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-09-26 20:27:27 »
I think if the enemy has ran out of MP then no further MP can be drained.

It wasn't that. It wasn't draining off Hell Houses and such. I think those early enemies just didn't have MP. That might have been the issue. Now I'm having a brand new issue. I WILL be around to bug you about ever little thing.

In the spell list, it shows Mus (the little dudes at the Chocobo Corral place) as having L5 Suicide. They just used Quarry Charge on me. It had the same animation, but is a very different spell. Earth damage that also destroys barriers. Do they no longer have L5 Suicide? Also, if the Quarry Charge replaced it, how do I get Chocobos to use Chocobuckle? Or did that sucker get scrapped? The documentation that came with the file does not reflect these changes. (I'm not complaining, I'm just saying that I checked there first before bothering our Lord and saviour, Sega Chief.)

Also, I'm sure you get this a lot... but I would have your babies over this mod. I'm also only going to be buying the steam FF8 for the next mod.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-09-26 03:54:20 »
Alright, second stupid question. The last time that I played the mod, the Osmose had been rolled into Heal. It also absorbed MP from the target when it drained. Now, I've found the Osmose next to Aeris' house and it doesn't seem to absorb the MP it drains. Did I mess something up or has this been a semi recent change? (I was looking around in the documentation but I believe it still said that Osmose was a heal thing now. To be fair, I have a tendency to screw things up pretty horribly.

Edit: I don't want to just delete my comment. However, at the fight with Aps, Osmose started working as intended. Weird.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-09-21 01:34:58 »
I'm just popping in to ask about the hotfixes for the standalone installer. I'm not seeing a download link. Am I just an idiot? Are they no longer necessary? Disclaimer: I read a few pages of the thread looking for info on them, but I didn't go through all 300. It seems unreasonable to expect me to.

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