what kind of item do you think she should have been working on? maybe since its a whole new addition to the main story line, maybe it should be a whole new item? like your own personal Armor that ONLY cloud can wear?
Probably a weapon, that way it's for Cloud. Although a grenade would be funny. I can't add new armour/weapons/accessories in though, it has to be a pre-existing one that gets edited. Might go for an item.
Yo Chief,
It's neither of those. Like I was saying when you first go there in Disc 1, you know how Bugen stops the party and warns them of the danger before you actually proceed into the room, how you actually lose control of the character because of the text? It's like that, except obviously Bugen isn't there and there isn't any text. The help finger disappears if I have it on and so do the red arrows, so Tifa is just kind of stuck standing there right as she tries to actually /enter/ the room where you would fight Gi Nattak, since you have to pass that into Seto's room to fight Django. Sorry if I wasn't clear, hopefully that explains it a little better?
EDIT: While waiting I went ahead and made a separate save before I went to check out the Dark Cave sidequest, am I not supposed to be able to climb the wire at Wall Market to reach the Shinra Building? Red XIII's the only party member I'm missing.
Right, I'm with you now. I had a look at that screen too though, and couldn't replicate the problem there either. What I'll do is add an extra check for Game Moment to make sure that event line is cleared. My concern is that the only way it could trigger is the var got reset or Game Moment has (somehow) fallen back down to a Disc 1 value. Whichever it is, I'll get it fixed.
As for Dark Cave, you need the following party members to advance up the wire:
Aeris
Red XIII
Cait Sith
Cid
Vincent and Yuffie should be skippable (this was set up back when they were both optional characters, rather than just Vince being optional). As for Red XIII's location, try heading for the Train Graveyard.
@Sega Chief
I've been thinking about this for a while. Is it possible to make the Silver Barrette sell-able? Some kind of flag you could change?
Ah right, I've heard of that issue (Ribbon and Water Rings were affected as well, right?) I think i checked the kernel once but the sell flags were all correct. It must be some other problem that I might not be able to fix as easily. What I could do is set up an NPC somewhere who will 'buy' these items from the player using field script rather than the shop script.
I think it would be fine to get an S-mine or something from her (she likes bombs and monitors! You know, flashy stuff. ), saves spending a whole armour on a unique, missable, underpowered item. Could be good for getting through a tough boss in Midgar.
I guess it's an easy way to channel the spirit of AVALANCHE right into Reno's smug face.
Also, Chief, I've just left Midgar on Arrange /exe patch. Doing alright so far, the difficulty has been enjoyable. Had to retry a couple of battles (mostly from hanging about trying to morph then getting stuck in healing cycles).
Learning Enemy Skill mid battle as soon as Red shows up is beautiful. So satisfying.
I loved the elevator battles. Speedy Barret with VIT out the ears in the front row building up his attack every turn. Aeristh healing /lightning spells, Red healing /barrier /grenades. No long range sled fang . Makes sense though! Always was confusing.
Rufus may not bleed or cry, but I was crying because of his resistances!! I had to blow a bunch of lv2 magic items on him to take him down, because of some awkward elemental choices. Didn't have to reset though!
And I love Rubicante healing you at the start of the fight . Tifa with lightning element attack was chewing through his hp like no ones business! Cloud with bolt /cure, Red with cure /barrier/cover, and we were OK.
I'm enjoying the changes to materia stats. Really makes you think about who gets what! So far I've been ranking up across different options for everyone, too, so that's working well. Gotta love those DEX boosts!
Escaped Midgar on EXE Arrange, eh? Yeah, I changed the Range flag of Limit Breaks (except for projectile ones like Blade Beam, Big Shot, etc); small tweak but makes a difference. Tifa seems to be the MVP of this patch, lot of people are saying she's hitting the hardest. A speedy Barret sounds interesting, he could be very dangerous with those attack stacks if he has enough speed to get the turns in.
true enough. but that would feel very useless IMO. like I am always getting those items to throw at enemies, but I never use them, theres no need to. So I think it would end up being another useless item.
Its Jessie's last gift to Cloud to make up for her mistakes. It should be...special... dont you think?
--edit--
Actually now that I think of it, it could be a special Bomb item. Remember how she was saying that her Reactor 1 Bomb was too big, and she "did just like the computer told her to". Maybe she makes Cloud a Bomb, but it ends up being like ridiculously strong. 1 time use, maybe even 9999 dmg to all enemies on the field. Save it for a super special occasion. That sort of thing.
I keep reading about this "ranking up" thing. What is everyone talking about? is that Arrange only? Or are you simply referring to Leveling up?
When you're at a Save Point, there should be a extended menu on-screen with options like Quick-Tent, Rank Up, etc. If you visit the Rank Up screen (L2/CAMERA button) then you can get Sources to upgrade your character's stats with. Each character gains SP throughout the game that lets them rank up, with 8 ranks in all. I'm not going to say the mod will be impossible to beat without using the ranks, but it will likely get very tough.
I use items all the time, but they have to be, you know, useful. A couple S-mines/SS-mines as an example would be useful early in. And having more than one would allow players to mess around with them to see how useful they actually are.
And yeah, Sega Chief, the more I look over the Aeris death and resurrection scene in this mod, the more ridiculous it looks. No, don't get me wrong, I like the idea of having Aeris and her oh-so-useful limitbreaks around, but the way it was done here is just so damned mediocre and sub-par compared to how it could be. The main issue here that makes it look so damned silly is Cloud's reactions as he bemoans her passing before then shrugging and using a pheonix down. The initial thought I have is to just tweak that scenario, but the story-teller in me thinks you could reuse every vanilla canon scene and still have the end result of 'Aeris' around afterwards.
How?
Well, the train of thought I have at the moment goes something like this. In the game, Aeris is 'killed' by Sephiroth (I'd add in a line of him saying he made sure that she can't be revived (linked materia as an example) as well, to avoid the 'why didn't they just revive her question).
So how does that allow the party to 'keep' Aeris?
Simple.
Jenova.
In the game's story, Jenova is described as having the ability to take any shape or form, as well as grab memories of those nearby. And here Sephiroth is, using a piece of Jenova to move about on the surface shaped like Sephiroth, with Aeris in a magically special place as she's trying to disrupt what Sephiroth is doing, and physically incapacitated. Thus, you can easily end up with an Alex Mercer type situation using that fragmented, damaged Jenova piece, taking on Aeris' shape and memories, easily allowing the players to retain 'Aeris' while still having Aeris dead and Cloud's initial reactions unchanged and still valid. And that's not touching on the potential plot hooks for 'Aeris' to have to fight through a situation in order to remain 'Aeris' and not become another Puppet or threat like all the other Jenova pieces.
But yeah, however you go about it, at the moment the scene we have is kind of ridiculously silly. At the very least, make some dialogue tweaks, or hell, ponder the above, but whatever you do, don't leave it like it currently is.
I'll explain my position on this and why the event turned out the way it did. When I approached this part of the game during my initial run/development of the first NT build, I had a thought that it would be a nice surprise to have Aeris tag along going into Disc 2 and that it would let players have this character to use against the myriad of new bosses and other challenges in the mod. The work involved + the damage it could do to the game's story should have put me off, but I eventually convinced myself to do it when I read through the game's Disc 2/3 script and realised that only one scene in the game would actually prove to be problematic from a story perspective; others only needed a word changed here, or a sentence restructured there. The rest were just tough mechanically due to the way the script is organised seemingly at random for different fields but that proved to be a good learning experience because I was still very shaky with field scripting at the time.
So after that was done I had to tackle the remaining issue of the actual 'revive' event. I'm not given to mushy scenes, and I didn't want to cook up some cringeworthy nonsense either. Ultimately, NT is a celebration of the game's diverse battle mechanics which I've always enjoyed exploring and the quirky story that was produced in a different time. Like Gatchaman said, I wanted the mod to be 'for fun' and a lot of the off-beat moments in it like the third battery (a dilemma in perfect games), the Boxer enemy's final dialog, etc. were put there as small nods to old rumours and other things that have popped up in the time that the game has been around.
I've never personally been a fan of the whole 'just use a Phoenix Down' thing itself, but I knew it would catch people out and there was a great moment when I was watching someone stream NT at that point of the game, with the chat 'suggesting' that the streamer use a Phoenix Down on Aeris; the reaction when Cloud actually did this moments later was quite fun to watch. On the whole, I think it's a nice way to do it; no fluff, no fuss, no amateur-hour dramatics. No creepy alien people hanging around with the party. Just a straight shot when you're least expecting it.
As for vanilla dialogue, I've actually been (discreetly) working through the flevel on a field-by-field basis. Some of the more eagle-eyed players might have noticed that certain scenes have had their dialogue redone slightly. The goal with that is just to make it 'click' better without straying too far, and repairing some of the weird text boxes along the way. I guess at some point I'll reach the field screens where this wee scene takes place; I can consider my options at that time, though I think I promised a few people the option to make the entire thing optional at some point. That'll likely affect things.