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Messages - Killamox

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-18 07:31:32 »
Quick question. After beating the final boss is it possible to leave that sequence to get back to the normal game? Since you can save right before the fight you're basically stuck fighting the final boss over and over again.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« on: 2021-04-15 03:11:23 »
hmm ok i'll give it a try never used Save editor before though. Being at the bottom of North Crater unfortunately did not seem to fix it.
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The kalm one was reported just recently by a youtube comment so I've covered that in the files for the new patch. Fast-forward I don't think I'll be able to do much about, I can only guess at the cause. May just be that it can fall over sometimes depending on how that fast-forward was implemented and what script it's accelerating.

In the 2.0.95 build the hard mode switch is set to on from new game by mistake (corrected in the 2.0.96 patch). I was hoping that the toggle at save points would work with pre-existing save files but it sounds like that's not the case. I can manually toggle it if you send the save file to me.

It should do, so long as the save file is for the same build (for instance a NT 2.0 save should only be used with NT 2.0; the game won't break if using, say, a 1.5 save file with 2.0 but there will be unforeseen consequences that come with that as the vars I use for 2.0's events and stuff were re-done for the most part).

But I have seen that Cloud saves can disappear over the years with multiple users so if possible I'd make a backup of your saves if you can as a safeguard.

1.5 build has a ill-guided attempt at preserving people's Materia by changing the 'make character unavailable' to 'lock in PHS' but I made a hash of it and seems it leaves characters locked when it shouldn't. I think a save editor can sort it out, that or proceeding down to the bottom of North Crater should sort it out (but save editor would likely be a better idea; if on Steam version, then back up save files first just in case and only make edits while FF7 Launcher is open).
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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« on: 2021-04-14 19:55:51 »
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The goal was to try and push people away from KOTR (that's why the things counter-attack, as a deterrent against AOE spells). The evasion you'd want to buff up the Luck stat to land luck-based critical hits which ignore all physical evasion (chance is Luck/4 so max it can be is 60ish%). Defences you can weather away a bit with Cloud's Braver or Climhazzard and the Fire spells, or perhaps swap over to the Comet spell. I'd probably stick with Comet until a couple of Limits have landed then swap over to Pearl. I'll reduce the HP to 144k or something.

Cloud model is intended, as only 7th Heaven can swap files while the game is running. However, unsure what the crash would be. 'Could not change to Directory' isn't something I've seen in the app.log before. Right after the battle opcode there's two opcodes to change Cloud's name back and for Cait Sith as well (due to a quirk where naming Cloud will also rename Cait Sith as he occupies the Young Cloud spot). No other real special script handling in there so I have to assume it's this causing the issue. I need to fix an issue with the Kalm Save Point not warping back from the SP room so I'll try removing these rename lines while I'm at it.

Is this the 1.5 build or 2.0 build?
[/quote] This is the 1.5 build.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.96)
« on: 2021-04-14 03:46:02 »
Hello love the mod. I ran into an issue after leaving Northern Crater where several of my party members are locked out. I'm unable to select them one forming a party. It appears to be the party members I sent in the other direction when first exploring Northern Crater. Any way I can fix this?

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