Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5007131 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2400 on: 2016-01-07 13:59:20 »
A little bit crimson here... a little bit there...  only to highlight a few things. Don't over do it. Just a little. :mrgreen:

We should have gotten Bob Ross involved with the FF7 modding scene; he could have made new field backgrounds for us  :wink:

Lol. Kudos to your friend. BTW since you're adding in deleted scenes, do you plan on adding all the additional Honey Bee Inn content?

The Honey Bee Inn is actually gone forever from the PC (and NTSC/PAL?) copies of the game entirely; it was several field screens that only exist on the Japenese Original (JORG) version, and as far as I know there's no way to import a field screen from a PS1 flevel to a PC flevel. It's kind of a shame, I think there was a scene where Cloud bumps into President Shinra (in King regalia) and they both kind of agree to not mention seeing each other in that place. That and Wedge's younger brother is hanging around in there too. I can't remember exactly.

Snap006

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2401 on: 2016-01-07 17:52:57 »
I didn't realize that. Is there any other deleted content that is only in the PSX?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2402 on: 2016-01-07 18:20:01 »
For completely deleted, there's only a few bits and bobs. There was a unique battle background which used a sunset + Shinra Logo as the floor for debug fights in JORG, but it's gone now (replaced with a black void). Beyond that it's mostly just scrubbed text that's only pointed to by fragments of old scene code and the pre-release tech demo shows some more deleted stuff (Cloudiar remade some of these early Midgar scenes such as Biggs needing to be rescued during the Reactor 1 escape).

Snap006

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2403 on: 2016-01-07 18:39:25 »
I was reading about the Biggs scene. They should've left that in. Would've made the whole 10 minute escape more challenging.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2404 on: 2016-01-07 18:48:20 »
I'd been thinking about it a couple times but there's already that 2nd X-ATM fight and people were mentioning escaping with only seconds to spare so an extra thing to take care of might be a bit much.

Edit: Oh, could do it for Arrange; instead of Jessie, you save Biggs.

Snap006

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2405 on: 2016-01-07 19:23:51 »
What about adding more time on the clock?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2406 on: 2016-01-07 19:32:16 »
I dunno; ten minutes is kinda the only time it can be. I can't have it be '12 and a bit minutes to detonation!'

Snap006

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2407 on: 2016-01-07 19:58:27 »
What about adding two more X-ATM fights, one for rescuing Jessie and one for rescuing Biggs, and do away with the timer all together? It could be explained by a remote detonation.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2408 on: 2016-01-07 20:08:51 »
Remove the TIMER?

BLASPHEMY

JonJon412

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2409 on: 2016-01-07 20:59:38 »
Okay, so on the suggestion of my friend I just looked up what toss my salad means and I may have made a horrible mistake with that attack name :l

How you ruined my innocent mind internet :(

Looking forward to the 1.4 Segaman!


RynxXK5

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2410 on: 2016-01-07 23:51:25 »
Hey Sega I have a couple quick questions.
The first being is I use the 7th Heaven mod manager and use NT mod through that, I was wondering if it is using 1.3?
Also, when one of my characters hit level 40 and that character is in my main party, everyone stops gaining exp. I just finished the sequence with the Tiny Bronco getting show down when Cid joins your party, was wondering if that was a mod messing with another one or just a weird bug?
Thanks.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2411 on: 2016-01-08 06:13:17 »
That's 1.3; I can't remember exactly, but I think it was using the old level cap of 40 for Disc 1-2. Are you using the latest 7H catalog? It was updated very recently and should have 1.35 on it.

lionheart82

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2412 on: 2016-01-08 08:18:42 »
@segachief While waiting for 1.4, i always wondered about that clouds 6-7lvl start game. What happened to him before that how did he reach that lvl? I know we have crisis core, but it mostly tells Zacks story? I see you're more than capable of making wonders with this game, so would a pre ff7 clouds story be possible? Like acquiring his first limit, bolt materia etc?

And is there still a lvl 40/70 cap in 1.4?
« Last Edit: 2016-01-08 08:20:16 by lionheart82 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2413 on: 2016-01-08 08:36:16 »
@segachief While waiting for 1.4, i always wondered about that clouds 6-7lvl start game. What happened to him before that how did he reach that lvl? I know we have crisis core, but it mostly tells Zacks story? I see you're more than capable of making wonders in this game, so would a pre ff7 clouds story be possible? Like acquiring his first limit, bolt materia etc?

And is there still a lvl 40/70 cap in 1.4?

There's some discussion about that now and then. Where Cloud got his starting Materia from, his level, the irregular pieces of armour he wears, etc. My understanding of it is that Cloud probably did actually work as a mercenary briefly before ending up with AVALANCHE, which would likely account for all of the above.

The counter-argument comes from a new scene added into the NA/EU releases of the game where Cloud appears to be too sick to actually do anything like that until Tifa comes across him at the train station (this scene isn't present in the JORG version of the game). Stuff like this can happen a lot when making stories; a small change later creates unforeseen inconsistencies earlier on, etc. There might be more detailed info about this in those lore things (ultimanias?) but I can't remember.

There is no Level cap in 1.4; there is an AI calculation that affects level once it's past Lv.44 but I'm changing that to be less static, so that it still allows levels beyond 44 to affect damage output.

lionheart82

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2414 on: 2016-01-08 08:42:48 »
Thx for the detailed answer, didnt have the patience to go through the whole thread, still with ppl being pissed of with dlbps reunion,(idiocy lvl infinite) there would be ppl reacting to this as well if it was made, maybe even now there are some that dislike this? :O
With that in mind id still love to see/play that part. Just my thoughts.
Great removing that lvl cap, thx! (^o^)

RynxXK5

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2415 on: 2016-01-08 11:01:13 »
That's 1.3; I can't remember exactly, but I think it was using the old level cap of 40 for Disc 1-2. Are you using the latest 7H catalog? It was updated very recently and should have 1.35 on it.

I believe I am using the latest catalog, I did the check subscriptions now check and it said it got the updated list. I'm using the sub link provided in the 7th Heaven installation readme.  Also I haven't notice a rank up system in 1.35 as in I haven't been able to choose what stat I level, unless I'm not doing it right or I am supposed to use an item or something.
I might be using an older version as you stated about it being 1.3 and not 1.35. Any suggestions?

Snap006

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2416 on: 2016-01-08 14:59:41 »
I have more of a technical question. What are your limitations when modding? Like for example, adding another playable character besides the original nine, or adding an unlimited amount of new monsters or materia. I know on the PSX side you're limited to the size of the iso. Does the same principle apply for the PC version?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2417 on: 2016-01-08 16:07:51 »
I believe I am using the latest catalog, I did the check subscriptions now check and it said it got the updated list. I'm using the sub link provided in the 7th Heaven installation readme.  Also I haven't notice a rank up system in 1.35 as in I haven't been able to choose what stat I level, unless I'm not doing it right or I am supposed to use an item or something.
I might be using an older version as you stated about it being 1.3 and not 1.35. Any suggestions?

You should be seeing this option (and it should be enabled) at every save point: https://youtu.be/TtNd4QVaAWE

If that option (Camera button/L2) isn't working then it must have been disabled, which means 1.3. If the option isn't there at all, and Save Points are normal, then we might still be on 1.2...

I have more of a technical question. What are your limitations when modding? Like for example, adding another playable character besides the original nine, or adding an unlimited amount of new monsters or materia. I know on the PSX side you're limited to the size of the iso. Does the same principle apply for the PC version?

For PC, there's a finite number of slots for Materia, spells, equipment, items, enemies, formations, etc. There's actually 255 character slots but only the original 9 are usable, with Cait Sith and Vincent sharing their slots with Sephiroth and Young Cloud. The .exe would need to be heavily altered to allow for another character; as the save map would need to somehow account for another set of stats, look-ups for the battle model, etc.

We can swap in temporary characters using 7H, but that's about it.
« Last Edit: 2016-01-08 16:10:33 by Sega Chief »

lionheart82

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2418 on: 2016-01-08 18:08:14 »
I can confirm the 1.35 for the 2.0 catalogue, mr smile was there. Rank up options were there.

RynxXK5

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2419 on: 2016-01-08 19:35:02 »
You should be seeing this option (and it should be enabled) at every save point: https://youtu.be/TtNd4QVaAWE

If that option (Camera button/L2) isn't working then it must have been disabled, which means 1.3. If the option isn't there at all, and Save Points are normal, then we might still be on 1.2...

Well it appears 1.2 is activated for me and not 1.35. Maybe I have the wrong catalog or something? I'm using that link that was in the installation guide for 7th heaven unless there is something else I'm missing, possibly another link to get a new catalog, or maybe a mod is conflicting? It would be under Game-play difficulty and settings mod correct?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2420 on: 2016-01-08 19:38:19 »
I guess it could be a conflict? Do you have anything else in there that alters either field screens or the game's dialogue installed?

RynxXK5

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2421 on: 2016-01-08 19:50:27 »
I guess it could be a conflict? Do you have anything else in there that alters either field screens or the game's dialogue installed?

Sorry this is such a pain, I have these mods installed.
Animations of both field and world from Bloodshot + Kaldarasha
Battle Models "Characters" from Kaldarasha
Battle Models "Enemies" from various authors
Battle Textures from EQ2Alyza
Field Models "Characters" from Kaldarasha, Team Avalanche, Slayersnext and Grimmy
Field Textures from Omzy
Gameplay tweaks but I only have increased sense limit, Lucky cait sith and tifa, and save/phs anywhere (< possbile confliction???)
Media movies from Rumbah
Media Music and Sounds using new soundfx and ost remastered
Menu Background and Avatars from JordieBo and Minmin along with a new game over screen and start menu (authors unknown)
Menu Overhaul with break 9999 limit (authors unknown)
Minigames Chocobo Race and Fort Condor from PRP and Strayoff
Spell Textures with grimmy upscale, gold transparent gold (authors unknown) and limit break texture from Mike
World Models Characters, Enemies and Vehicles from PRP, Costa07, and Kaldarasha
FINALLY, World Textures from Felix Leonhard+Ste41k+Grimmy

I know I more then likely have overloaded it but would any of these make it to where I couldn't get past level 40 or is that still in 1.35?

Thanks for the help Sega I know this is alot.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2422 on: 2016-01-08 20:11:40 »
Best bet is to deactivate everything except NT; then add each extra mod one at a time; loading the game with each new mod applied so you can check to see if the save point script is present. If it vanishes and gets replaced with default script, then you'll have found the conflicting mod.

RynxXK5

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2423 on: 2016-01-08 20:21:58 »
Ok I had it all working except not when I try NT with a new game in arranged mod, it crashes each time I try to go up the stairs after the train scene where everyone goes to blow the 1st reactor.

 It says this is the app.log

[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GTX 780M/PCIe/SSE2 4.5.0 NVIDIA 361.43
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: C:\Games\Final Fantasy VII\data\movies\eidoslogo.avi; vp8/vorbis 1280x960, 30.000000 FPS, duration: 11.133000, frames: 334
[00000183] set music volume trans: 127->0, step=60
[00000248] END OF CREDITS!!!
[00000248] Entering MAIN
[00000248] set music volume: 127
[00000248] Exiting MAIN
[00000248] START OF MENU SYSTEM!!!
[00000580] END OF MENU SYSTEM!!!
[00000580] Entering MAIN
[00000584] Exiting MAIN
[00000584] Field Start
[00000695] : [00000695] : [00000695] : [00000695] : unhandled exception

I tried this with no mods and the game works fine but if I enable NT it crashes each time, I have tried it with NT only without any other mods.
« Last Edit: 2016-01-08 23:23:20 by RynxXK5 »

lionheart82

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Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2424 on: 2016-01-08 23:52:43 »
@sega chief
I just tried to play your nt mod - same here it crashes and in app.log i get this message at the end:
ERROR: failed to find file char/ZZZY.HRC (LGP) (path: )
ERROR: offset error: ZZZY.HRC
ERROR: could not open file ZZZY.HRC

What does this file refer to? all i could find in google was this:
http://finalfantasy.wikia.com/wiki/User:JBed/FFVII/Characters - but ther is no zzzy file, im guessing its custom made?

i tried deactivating all mods and still it crashes, only when i disable also game mod nt and switch to regular ff7.exe it plays normal. i tried saving w normal past first stairs, saving b4 talking to assault tema and reactivating nt mod and when i try to load that savegema it crashes immediately?

like RynxXK5 stated:
Ok I had it all working except not when I try NT with a new game in arranged mod, it crashes each time I try to go up the stairs after the train scene where everyone goes to blow the 1st reactor.

so its not any other mod at least from my trials.

Im loading all mods from iros except battle field world and spell textures, those are copied manualy from waifus package.

Edit: But when i load a previously saved normal game in nt mod active it loads and plays normaly, both field and battle. maybe that scene is causing some error? will tru to play wo nt mod to past it and check back.
Edit 2: hah success i saved just past that scene in normal mod, loaded scene after in nt mod and no crash. but if i try to come back to previous scene it crashes again... so i asume something there messes up the game, not any char model as i thought previously...

PS on a sidenote is there a way to quick load a game or save file, its tedious to quit - lauch - menu load, every time i wanna check smtn.
« Last Edit: 2016-01-09 00:24:07 by lionheart82 »