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Messages - karenjr95

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On the first page, it says you can upgrade to 2.2 over 2.0 and install to the same folder. No guide is needed as it's just a simple regular install. However, for compatibility and stability reasons, the game driver settings and your 7H settings are reset and that's because of the switch in game drivers for 2.2 as well as big changes to settings from 2.0. It's better to reset than to break/crash the program. Setting these up only takes a few seconds, and most people don't change much from the 7h defaults, if at all, with the exception of the game driver. Your installed mod library and profiles (mod settings) DO stay intact however. 7H has not and never will touch your save game files.

If you're real touchy about it, you can always install 7H 2.2 to a new folder (but your mod settings will not be migrated over--you would need to manually copy over your profiles from 2.0) and keep 2.0 in its own folder so nothing changes with your 2.0 install. They can live side by side. But that would give you the opportunity to set up everything in 2.2 as you see fit to match 2.0 until you're perfectly happy with it before (if you want) deleting your 2.0 folder.

Thanks so much for the explanation!!

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So I have been looking around for a guide, but have not been able to find one. Has anyone here upgraded ver. 2.0 to 2.2?

If so, does it overwrite any configs, mods, settings, or save files?

Is the recommendation to just install a new instance of 7th heaven and then load up your .exe from the new version?

As I said, checked the forums and wiki for instructions, but came up empty!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« on: 2020-08-03 17:19:15 »
I'll migrate the encounter to a 2x wind wing.

2.0 and 1.5 should be started on new playthroughs; save files shouldn't be transferred across the two versions.

Thank you for the clarification!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« on: 2020-08-02 21:30:20 »
One more question, since I haven't been able find it discussed in this thread. Is it still recommended to use the new version of New Threat on a new game, rather than going from say, 1.5 to 2.0 mid playthrough?

Does the new version of the Mod have a way to 'migrate' playthroughs'?

For example, would I miss out on content that I already picked up, if it has moved since the previous version?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« on: 2020-08-02 21:19:16 »
I'm trying to figure out which formation it is you're referring to; I think its Wind Wings but there's only two formations they appear in with 3 enemies; one is a Wind Wing x2 + Ironite x1, and the other is a pincer with 3x Wind Wings. I renamed Sham Seal to Cyclone Slash to infer its wind element, and I'm guessing 'Enemy Skill Whirlwind Gale' refers to Aero3 maybe? Both of these are magic-based attacks, so MBarrier would be needed instead.

If it's 3x Wind Wings you're fighting, then it sounds like the battle ID from the previous round is off by 1 and loading a pincer instead of the intended 2x Wind Wing and 1x Ironite; if they're first-turning consistently then this would probably be why as enemy ATB starts full in a pincer. I'll have a look at the Battle IDs to see if this is what's happening; it'll need to be fixed if it is as this pincer battle doesn't lead onto an 8th round.

Edit: I can't immediately see a formation pointing to the pincer in the 6th round fights of either bracket. Could you let me know what the enemies look like, and what the 6th round enemies leading to this 7th round fight are/looked like?

Edit2: Forgot to ask, is this 1.5 or 2.0? If it's 1.5 then that'd explain it always being the same 7th round fight + the old attack names.

Cheers.

You hit the nail on the head as usual. The wild wing x2 and ironite, normal battle formation. I will try mBarrier and see if that helps weather this round, thanks!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« on: 2020-08-02 15:36:37 »
Hey SagaChief (or litterally anyone who has worked this out)

Let's talk battle 7 in the battle square. 3 mobs, all with high agility and ridiculous physical damage output. Here is what happens every time I try to do the Disc 2/3 battle arena; every time.

Full HP - Barret, 218 initial defense less roulette modifiers; Full Stack Defense+ from Innate Ability.

Enemy Turn - Sham Seal - 1900 damage
Enemy Turn - Enemy Skill Whirlwind Gale - 1100 damage
Enemy Turn - Sham Seal - 1900 damage

Death.

I have tried Barrier, High Agility to get first turn, Counter Hades --> Added Effect + Counter Attack for random sleep and confuse, and Ultima --> Magic Counter.

Every time, every time, the battle ends at round 7. Any advice on how to mitigate this stage consistently?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-09 22:11:57 »
If you win 15 S-Rank races with your own chocobo (a Gold chocobo can typically do this without much trouble, unless it's the one gained from a Guidebook trade in which case breed that with a Wonderful that's reached A or S Rank) then you can get a Cat's Bell guaranteed that way.

Oh that is SO DOPE. Thank you for explaining it!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-06 22:23:22 »
You can get them from Chocobo Racing.

I was afraid you were going to say that! Guess I'll go pray to RNJesus. Thanks!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-06 15:50:24 »
@segachief, got another question for you regarding enemy drops, item locations. According to the attached sheet on enemy drops, the Cuehl drops cat's bell, elixirs, and turbo ethers. After 4 fights, I have gotten nothing from these enemies.

Is the cat's bell located somewhere else in the mod?

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7th Heaven / Re: Steam Controller Functionality
« on: 2020-06-14 15:11:22 »
I found a 3 step solution., hopefully folks find this thread and it helps out. Windows 10 and 7th Heaven 2.0

Step 1, provide Highest Privileges to steam through the Task Scheduler, a quick google search will tell you how to execute with a shortcut as well. https://www.techrepublic.com/blog/windows-and-office/run-uac-restricted-programs-without-the-uac-prompt/

Step 2, Go into 7th Heaven and create a profile.

Step 3, Add your non-steam 7th Heaven application to steam library and go to advanced launch options in steam. Then, type this in the box: "7th Heaven.exe" /PROFILE:[Name of your profile] /LAUNCH /QUIT

Then, hitting play will auto-load the launcher, with overlay permissions for steam. You should be able to find all other minute instructions here http://7thheaven.rocks/.

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Okay, got it all to work yesterday, here is a quick tutorial:

I found a 3 step solution., hopefully folks find this thread and it helps out. Windows 10 and 7th Heaven 2.0

Step 1, provide Highest Priveledges (sic) to steam through the Task Scheduler, a quick google search will tell you how to execute with a shortcut as well. https://www.techrepublic.com/blog/windows-and-office/run-uac-restricted-programs-without-the-uac-prompt/

Step 2, Go into 7th Heaven and create a profile.

Step 3, Add your non-steam 7th Heaven application to steam library and go to advanced launch options in steam. Then, type this in the box: "7th Heaven.exe" /PROFILE:[Name of your profile] /LAUNCH /QUIT

Then, hitting play will auto-load the launcher, with overlay permissions for steam. You should be able to find all other minute instructions here http://7thheaven.rocks/.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-13 14:04:28 »
Hey Sega Chief! Just an FYI, the catalog seems to encounter an error while downloading 6.7.20 version of NT 1.5, and the version of the mega.7z file in the first post is the 1.7.13 version.

iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS is the catalog link I am subscribed to and can initiate the download, but it fails on downloading/install.

Let me know if you want / need more information, or if anyone else is experiencing this.

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7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-06-13 13:47:28 »
Okay, I'll look into it, thanks!!!!

Wow, super simple. In steam, you set the launch options to:

"7th Heaven.exe" /MINI /PROFILE:[name of profile] /LAUNCH /QUIT

Just as the documentation says, opens up from the overlay and starts without having to navigate in the launcher. Friggen incredible.

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7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-06-13 13:37:45 »
7H 2.0 can already do that. It supports command line switches like /profile: /launch /mini and /quit. Read the 7H help documentation by clicking the Help button in the menu. You'll find it in the "Shell Integration" section.

Okay, I'll look into it, thanks!!!!

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7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-06-01 18:05:27 »
So in trying to investigate a bit further; My steam controller only has inputs recognized by the game as Return, Enter, F9, F7, and the up, down, left, right keys.

Conversely, my 8bitdo controller, even plugged in via USB is recognized without a mapping for switch, menu, pageup, pagedown, and start/select (I think that is Home and End).

Using a remapper like Antimicro did nothing to change the behavior of these mappings, nor did changing the launcher presets; 1998, STD gamepad, steam original, all behaved exactly this way.

The WEIRDEST thing is that initial load of 7th heaven 2.0 about two months ago worked with overlay issues on only the launcher, and now, the application seems to break it's connection to steam on load, forcing a pop-up from UAC at start. That may be my machine and not the application, however. Will try changing administration permissions and try to get the mappings to apply this way.

ANYWAY, my guess is that the launcher thinks that these controllers are something other than controllers and is enforcing mappings on load that would work like another device.

Super weirdness.

Okay, RESULT! Today I followed this tutorial: https://www.digitalcitizen.life/use-task-scheduler-launch-programs-without-uac-prompts

Turns out Steam was running with insufficient privileges to be able to promote the controller settings to 7thHeaven.

AND it turns out that if you run 7thHeaven 2.0 at max privileges, you can control it with a steam controller. Now all I have to do is create a shortcut of 7thheaven with max privileges, save it as a non-steam shortcut, and boom, everything should work as expected.

Stupid UAC permission thresholds must have changed in the past month, allowing fewer programs to make changes as before. I am on Windows 10 btw.

Hopefully this helps someone else!

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7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-05-31 22:22:31 »
So in trying to investigate a bit further; My steam controller only has inputs recognized by the game as Return, Enter, F9, F7, and the up, down, left, right keys.

Conversely, my 8bitdo controller, even plugged in via USB is recognized without a mapping for switch, menu, pageup, pagedown, and start/select (I think that is Home and End).

Using a remapper like Antimicro did nothing to change the behavior of these mappings, nor did changing the launcher presets; 1998, STD gamepad, steam original, all behaved exactly this way.

The WEIRDEST thing is that initial load of 7th heaven 2.0 about two months ago worked with overlay issues on only the launcher, and now, the application seems to break it's connection to steam on load, forcing a pop-up from UAC at start. That may be my machine and not the application, however. Will try changing administration permissions and try to get the mappings to apply this way.

ANYWAY, my guess is that the launcher thinks that these controllers are something other than controllers and is enforcing mappings on load that would work like another device.

Super weirdness.

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7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-05-31 20:02:32 »
This sounds quite familiar to me using a standard xbox controller, especially the issue with the dpad. Following this thread https://steamcommunity.com/app/39140/discussions/0/1842440600601149504/ I installed xinputplus and configured it once. That steam thread points to how the dpad can be configured, which works fine for me now.

Okay, tutorial followed, and while it did update a few of the controls, the settings do not seem to correspond to an 8bitdo, steam, or nvidia gaming controller. My guess is that an xbox one controller is required to use this setup. Which gives me a shopping list, but not an immediate solution.

Thanks for help, are there any other folks who have successfully used a steam controller or 8bitdo on 7th heaven 2.0?

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7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-05-30 18:40:41 »
So after a week of troubleshooting, I am coming to the forums for some assistance;

Re: Controller Support.

I found a thread on Steam which articulates the same issue I have been having:

https://steamcommunity.com/app/39140/discussions/0/1868371178631060800/

For some reason, 7th Heaven 2.0 isn't assigning the controller config from either the Steam Desktop config or the game shortcut config, or really any third party config like DS4Windows. It assigns its own keys to the buttons. On a DualShock4, if you play in "1998 original" controller config, the game runs fine with it, but the directional keys don't work, and it's impossible to assign them to anything in game. The Steam controller is worse because A is always set to "escape" but Y is unbindable. Not matter what you configure it to through Steam, it's always going to be set the same in 7th Heaven. I have no idea where I could go in a fix this, nor do I know of any place to ask the 7th Heaven team.


What I have attempted: Running 7th Heaven / FF7.exe as a GloSC non-Steam game application, joy2pad remapping, and Running Steam and 7th Heaven as admin. In every case, the mappings on the steam controller are bound to specific keyboard keys and cannot be altered either in the steam overlay or another application. I have not tried DS4windows as I believe that application is for DualShock 4, which I don't have.

Previous versions (1.54 and 1.56) worked with a steam overlay and allowed for remapping in big picture mode. I have had some success with xinput bluetooth gaming controllers, but the one have has it's own issues.

Looking for any and all suggestions to allow a steam or other controller to be recognized as the right input device so that I can play FF7 with 7thHeaven 2.0 launcher.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-15 20:04:53 »
If you want to use default materia bonus/penalties, then unpack the NT IRO using the 7h launcher, go into its four hext files and delete this chunk from each:

Code: [Select]
8FEEC8 = 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
8FEED8 = 00 00 FD FF 00 00 FD FF 00 00 00 00 00 00 03 00
8FEEE8 = 00 00 FB FF 00 00 FB FF 00 00 00 00 00 00 05 00
8FEEF8 = 00 00 03 00 00 00 03 00 00 00 00 00 03 00 00 00
8FEF08 = 00 00 00 00 FB FF 00 00 05 00 05 00 00 00 FB FF
8FEF18 = 00 00 0F 00 00 00 00 00 00 00 00 00 00 00 F6 FF
8FEF28 = 00 00 00 00 FB FF 00 00 00 00 00 00 00 00 03 00
8FEF38 = 00 00 F6 FF 00 00 F6 FF 00 00 00 00 00 00 00 00
8FEF48 = FB FF 00 00 FB FF 00 00 0A 00 00 00 00 00 00 00
8FEF58 = 00 00 00 00 05 00 F1 FF 00 00 00 00 00 00 00 00
8FEF68 = 00 00 00 00 00 00 00 00 0A 00 00 00 FB FF 00 00
8FEF78 = 00 00 0A 00 00 00 F6 FF 0A 00 F6 FF 00 00 00 00
8FEF88 = 00 00 00 00 00 00 00 00 00 00 0A 00 00 00 00 00
8FEF98 = 00 00 FB FF 00 00 FB FF 00 00 00 00 00 00 00 00
8FEFA8 = 19 00 19 00 19 00 19 00 00 00 00 00 00 00 00 00
8FEFB8 = F6 FF F6 FF F6 FF F6 FF 00 00 00 00 00 00 00 00
8FEFC8 = F6 FF 00 00 F6 FF 00 00 00 00 00 00 00 00 00 00
8FEFD8 = 0A 00 0A 00 00 00 00 00 F6 FF 14 00 05 00 FB FF
8FEFE8 = 00 00 00 00 0A 00 0A 00 0F 00 F1 FF FB FF 05 00
8FEFF8 = 00 00 0F 00 00 00 0F 00 F1 FF EC FF 05 00 05 00


That'll leave the materia bonus penalties unchanged.

That's not normal, it means the flevel isn't patched. Might be that another mod has overridden it.

Roger that, I'll give it a go!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-15 16:48:36 »
If Hext files can be swapped based on IRO options then could have a few in there. I've refactored the bonus/penalty sets so that if a default set is used it'll still make sense to an extent for Magic Materia.

Oh HECK YEAH! I would absolutely play New Threat in an artificial difficulty setting like that as it would deter me from just blindly filling up on all my strongest materia and always using the equipment with the most slots.

If there was a risk/reward to having more spells and lower stats overall, it would go a long way towards making the player intentionally choose to have 1 summon or 3 and to use only a particular kind of materia. As an example, I was using Cait Sith as a mule for the stuff like barrier, time, and destroy which gave big debuffs to strength and magic.

Then, I would boost luck with Amulet and do cover and counter attack, added effect and status like sleep or confu magic. The result was a tanky stuffed animal who wrecked computer AI, but did no damage.

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7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-05-14 22:12:40 »
I've tried this. As you said if you launch the game through Big Picture mode the SC doesn't work inside the 7TH UI, but works perfectly in-game.

I've found that if you're fast enough you can still launch the game as it take one second for the SC to pass from Keyboard+Mouse to actual controller, but I couldn't see any way to do it properly.

One way to circumvent this would be to one-click-launch FF7 through 7thH, but I don't know if that is possible.

Like maybe using the 'programs to run prior to FF7' feature on 2.0? I could give that a try!

I like this idea, here is the feature request--> 7thHeaven could have an auto-run shortcut that opens the launcher and immediately acts as if the user has hit 'play'. This could have wide utility for people who don't want to confirm their profile or make alterations but just get into the game!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-14 21:59:13 »
All right so what's happened is:

The first set of values you have are actually default Materia Bonus/Penalties for mid-level Materia. When I originally re-did Bonus/Penalties, I started from Bonus/Penalty Set 01 which is used by mid-level Magic Materia in the base game, and assigned that to low-tier Magic (which is assigned Bonus/Penalty Set 0B by default). This turned out to be a mistake as it meant that regular Magic materia would then have much heavier penalties if the .exe wasn't patched for whatever reason.

The second set you have there is the intended values, with a patched .exe.

That is HILARIOUS. Any chance you will release this as a different mod in the future called the 'materia is for suckers' mod? For my part, I REALLY enjoyed min/maxing based on these punitive penalties. To be honest, it almost felt that it made the builds MORE viable. You want a summoner? Fine, you can ONLY use magic and will be a glass cannon with no HP as a result.

Want to be a brawler? Equip Leviathan, but don't get hit by magic because you won't survive.

Thanks for the quick replies, I'll carry on my play-through with the proper balancing. 

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-14 17:18:54 »
It might be that the hext was altered, changing what Summons give. Can you tell me what Levi is buffing? Just in case it's a default set of values (in which case the .exe isn't getting patched, which isn't a serious problem but would need looking into).
Okay, looking into this I only have the before after for Fire Materia, but that is well enough:

On the December 19 2020 Installer version; Fire Materia gave the following Equip Effect:
Magic +5
Magic Def -15
Deterity +10
MaxHP -5%
MaxMP -5%

In the March 3rd 2020 release AND May 9th 2020 release (IRO versions), Fire materia has the following Equip Effect:

Vitality -3
Intellect -3
 Max MP +3%

I ALSO rewatched all the let's play's that I could find on Youtube and none of them had the Equip Effect from December 19th 2020 version, it looked more like the 2020 Equip Effect.

Thinking about rebalancing, the VIT and INT MAX effects make more sense, but I can't quite figure out how my version of the game was so much more different that others. Seriously, I just did the installer and game converter install method. Weirdness!

Here is the screenshot of the 2019 Equip Effect as well. https://drive.google.com/file/d/1Q-idyuNr1LuowrjzT8V-QgwFm6MUMHjE/view?usp=sharing


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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-13 18:50:49 »
Two more questions for the mods on this channel.
  • Have summons recently been buffed? I recall that leviathan used to only buff strength and every other stat took a hit. Now it bumps several stats.
  • What's the link to donate to sega chief and the other contributors?

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7th Heaven / Re: [FF7 PC] Mod Manager - 7th Heaven 2.0
« on: 2020-05-13 14:02:52 »
Okay, new questions for the mods in this thread.

I just installed 2.0 yesterday and have noticed a distinct difference between 1.56 and current version. In the odd version, it was possible to navigate the UI of 7th Heaven with a steam controller, with the trackpads as mouse and left right triggers as left and right buttons. This is important for anyone who wants to play big picture mode with an overlay using steam link.

In 2.0, once you launch 7thHeaven in big picture mode, the steam controller support is lost until you start the game, and then the steam controller works fine with the steam original controls option selected from the Game Launcher menu. In the launcher itself, you can only control the application using a mouse and keyboard.

Anyone else encounter/get around this? I have tried running as admin and using steam link and straight on desktop. Steam Controllers work for every other application running besides 7th Heaven 2.0 launcher.

I know it is an odd use case, but this approach allows someone to launch and play the game on a steam link using only a controller, absent a mouse and keyboard just like the good ol' days of using a console.

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