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Messages - Walker--1995

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« on: 2020-08-10 00:52:07 »
I'll write up a list and put it in the docs with the next patch.

I'll check it out, think they were available to talk to before the flashback event so I changed the appearance condition. Sounds like it's too far along now.
thanks bud! It wasn’t really an issue for me as there’s only 9 characters but I was just wondering, thanks again for the amazing hard work and dedication you’ve put in, by far my favourite run I’ve had on final fantasy 7

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« on: 2020-08-09 22:56:13 »
Yeah it doesn't happen anymore; I think most stuff can be done as soon as you're on Disc 3; just the party leader swap needs it.
thanks man! I’ve been reloading and trying different things to try and trigger it, is there anything in the mod that explains what quests need to be done and a way to keep track of ones that I’ve done/ not done?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« on: 2020-08-09 22:06:05 »
I've got that one in my 2.0.10 patch, that'll be going up soon. Only thing is it's still locked to first party member as the target when using through manipulate.
hey man I can’t get the PHS call at the bottom of the north crater to take on new content and side quests! They just go straight down towards the jenova fight, was this changed?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
« on: 2020-08-06 18:09:20 »
It's available in both Type A and Type B but the way it is done is different:
Spoiler: show

During the fight, she'll be revived by the boss and start to attack the player party. If she survives the battle, she'll stick around; if she's KO'd then she won't and you get the only Ribbon available in the game. To boost your chances, avoid using random-target or forced-All attacks like Meteorain, Tifa's Limits, Aqualung, etc.


***

Off-topic, it's been mentioned a few times that some users prefer the PC prompts for buttons so I've added them alongside the controller button prompts. They'll be in the 2.0.9 update.
I did wonder why she was in there and possibly thought that might be the case but wanted to ask you for clarification since you know more than any of us 😊 thank you so much! I thought I’d have to start all over again ( I wouldn’t have minded I love this mod) i can progress now!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« on: 2020-08-06 16:14:28 »
It's intended for all of Barret's machine guns to have the toggle All property.

***
v2.0.8 Update is now up:

Spoiler: show

v2.0.8 - 5/08/2020
*) Icicle Inn: Innkeeper had Barret name on one of his dialogue lines.
*) Mt. Nibel: Chests visible during Cloud's Memory Flashback.
*) Chocobo Ranch: Chocobos being moved into stable would fade to black during selection screen.
*) Submarine: Aeris position was overlaying Yuffie's.
*) Shinra HQ: Vending Machine price check fixed.
*) Shinra HQ: An issue where the script would jump players to the wrong Floor 67 after a Type B scene.
*) Sector 5 Slums: Cloud could clip through the Sector 7 gates under certain conditions in Type B.
*) Shinra HQ: Cloud mixes up character names in the stairwell.
*) Cargo Ship: Barret would say two sets of lines which are intended to differ from Type A to Type B.
*) Church: Altered scene when re-entering the Church early on Type B.
*) Sector 7: Tifa's lines change on Type B when saying she'll come along this time.
*) Train: Cloud line changes on Type B.
*) Save Point: Corrected a variable trigger for Hard Mode toggle.
*) Wall Market: Corneo's Mansion sealed off during certain parts of Type B.
*) Mt. Nibel: The boss on Mt. Nibel would not vanish after being defeated under certain conditions.
*) Kalm: Some dialogue with Red XIII would not match events on Type B.
*) Wall Market: An unused Cait Sith was visible in the diner on Disc 2/3.
*) Ancient Forest: Resized text at entrance.
*) Blue Materia Cave: Changed text when picking up the Materia.
*) Ultimate Weapon: Corel Reactor encounter had some attacks not set with an animation.
*) Cactuar: Added check for decrementing run chance + deactivation AI.
*) Cobalt XIV: Fixed AI target for Ice2.
*) COMMANDO: Text for an attack name had REDBOX in it.
*) Gondola: An issue where a 2nd Cloud could appear.
*) Cait Sith: Can no longe regen MP past his maximum when not defending.
*) Yuffie: Innate altered, now has a Defend-activated ability called Throwlette.
*) Red XIII: Innate altered, max stat gain is now +45 instead of +35.
*) Documentation: Item location for a 1/35 Soldier updated.
*) Hard Mode: Toggle on field screens was opposite to the one reported in-battle (actual setting).
*) Elfadunk: Morph added (Tent).
*) Mythril Mines: Dialogue altered for Type B continuity.
*) Ghost Hotel: Dialogue altered for Type B continuity.


The Hard Mode toggle won't correct on an affected save file though unfortunately; ignore what the field text says as it's the opposite. New Games will have the correct On/Off message.

Spoiler: show

im playing the latest version of new threat and im at the point aeris dies but i get no option to keep her alive in the dialogue before the FMV, is this because im playing game mode A or is it changed in 2.0? the mod is great man keep up the amazing work! this is the most fun ive had with FF7 thank you so much

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