Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4972260 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3500 on: 2016-04-30 17:37:41 »
You can now  ;D ;D

http://forums.qhimm.com/index.php?topic=9658.msg240509;topicseen#msg240509

D: I forgot to check back in that thread. Looks like everyone's getting a gold chocobo sooner rather than later.

also what exactly does HP plus do in this mod? it didnt raise their HP when i put one on a character.

I tried equipping HP Plus and it raised HP by 25%; are you using the main installer or the IRO?

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3501 on: 2016-04-30 17:52:08 »
IRO. im scared to use the main installer along with 7th heaven

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3502 on: 2016-04-30 20:08:18 »
IRO. im scared to use the main installer along with 7th heaven

Yeah, don't do that.

So it's maybe a problem in the IRO then; what other mods are in there?. Bad news is I can't test the IRO at the moment because my 1998 copy got fubarred by some driver update or other a while ago. Good news is that Alyza is about to update the catalog so NT 1.4 will be in that soon and hopefully be a little more stable.

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3503 on: 2016-04-30 20:22:57 »
dynamic cloud weapons
jessie mod
T A Fields
Field Model Objects
Animations
Battle model weapons
Battle model characters
Battle model enemies
battle textures
field model main
field model NPC
Field textures 1
FFVII NT 1.4 Apr 22
Gameplay tweaks
media-music
menu avatars and backdrops
all the minigames mods
spell textures
Reunion- Beacause and Menu Overhaul
World map texes character vehicles enemies

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3504 on: 2016-04-30 20:39:05 »
I'm guessing Gameplay Tweaks, Beacause, or Menu Overhaul might be responsible if they affect the kernel in any way (this includes Kernel text changes).

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3505 on: 2016-04-30 20:41:27 »
thanks ill test and see

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3506 on: 2016-04-30 21:24:05 »
Tried several different changes. not one worked. hp plus still doesnt raise my HP

Xandi

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3507 on: 2016-04-30 21:40:12 »
I can confirm this using main installer and curent patches.  Hp plus adds a 25% boost to hp but also has a -25% hp penalty when equipped.

Btw. Great job on this mod!

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3508 on: 2016-04-30 21:45:19 »
so its a simple fix. delete the -25 % HP for the materia and itll raise HP up by 25 % lol. Also..... how do we get Clouds in-ate if were only on disc 1 with no acccess to the highwind?

Tavarcio

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3509 on: 2016-04-30 21:53:55 »
Oh nevermind I just installed the patch and it worked fine. May I ask, why did Cloud said something like "I feel like I'm forgetting something" when I was in Junon heading to the underwater reactor. I can't remember if this was something that was in the original game or is a New Threat thing. I haven't played ff7 in almost 10 years now so I can't really remember everything with 100% clarity.

magictrufflez

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3510 on: 2016-04-30 22:59:11 »
You can't get it just yet because I haven't prepared the scripts. I've unfortunately deleted the original choco scripts and I can't copy-paste a new set from the default flevel (it won't carry across two flevels) so I need to do it all manually which'll take some time.

Thanks SC--I honestly just don't want to go through hours upon hours of chocobo breeding for the umpteenth time in my life.  I will definitely be uber appreciative when those scripts are fixed!

A quick question about endgame armor--those armlets that seem to be only rare steals in the final dungeon, are there other ways to get them?  I feel like I've been doing a good job exploring/clearing things out without getting chocobos, but I haven't found any of those armlets other than the Imperial Armlet (as that was a drop from a mandatory battle).

I feel ready to go an try and get a few of these if I have to (at least 1 of each so I can maybe finally take off the Crystal gear), since MP Absorb + Contain has increased the quality of endgame life so much.

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3511 on: 2016-05-01 01:21:32 »
dynamic cloud weapons
jessie mod
T A Fields
Field Model Objects
Animations
Battle model weapons
Battle model characters
Battle model enemies
battle textures
field model main
field model NPC
Field textures 1
FFVII NT 1.4 Apr 22
Gameplay tweaks
media-music
menu avatars and backdrops
all the minigames mods
spell textures
Reunion- Beacause and Menu Overhaul
World map texes character vehicles enemies


I'm guessing Gameplay Tweaks, Beacause, or Menu Overhaul might be responsible if they affect the kernel in any way (this includes Kernel text changes).

If we're talking about kernel changes only, then it can be two possibilities:

1) Beacause
2) Field Models - Red Werewolf / WereXIII

Also, when posting mod load order, use the Profile Details button in 7H that way we can actually see what options are turned on/off.

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3512 on: 2016-05-01 02:20:23 »
Sorry bout that. I have beacause off and i dont use Were13. I like the new Kela Advent Children one, heres the Profile Button log:

Code: [Select]
Miscellaneous - Dynamic Cloud Weapons
ID: 5d6a46f7-b0b0-43b1-88cb-f54de763c5b1
Version: 2.0
CloudSword = 1
Sword = 1
Dynamic = 1
HQW = 0
Miscellaneous - Jessie Mod
ID: 1e2e93b2-5e26-4364-9b00-d316c618813b
Version: 2.0
jessie = 1
Field Models - Objects
ID: 7f1274cf-3bf8-4ae6-a722-d2f374c902fc
Version: 2.0
huge_materia = 1
materia = 2
potions = 2
save_point = 3
FF7 NT v1.4 22nd April
ID: 7c5dc39d-548c-4094-8fdd-1a3458c15b3b
Version: 1.4
gameplay = 1
Miscellaneous - Team Avalanche Fields
ID: 72152e09-7b5c-4942-8465-afa154e20b08
Version: 2.0
field_ta = 1
Animations
ID: 653bb2b6-3999-4bb0-bc21-2ae299bb7b87
Version: 2.1
f_animation = 1
w_animation = 1
60fps = 0
fba = 0
fbn = 0
fed = 0
fs = 0
Battle Models - Weapons
ID: fe92e17c-f60d-4cf5-9c79-889f93d1edcb
Version: 2.0
weapons_aerith = 3
weapons_caitsith = 1
weapons_cloud = 3
weapons_sephiroth = 1
weapons_yuffie = 1
Battle Models - Characters
ID: 1917178d-5ef1-42e2-9c5c-58045588b3f4
Version: 2.0
models_aerith = 2
models_barret = 5
models_caitsith = 1
models_cid = 2
models_cloud = 7
models_redxiii = 2
models_sephiroth = 1
models_tifa = 2
models_vincent = 3
models_yuffie = 2
Battle Models - Enemies
ID: 267ef1d2-599c-4f4d-860c-b838f402c587
Version: 2.1
models_diamond = 1
models_frogs = 2
models_scorpion = 1
models_jenova = 1
models_joker = 1
models_life_form = 1
models_motorball = 1
models_ruby = 2
models_soldiers = 1
models_sweeper = 1
Battle Textures
ID: ad83c8b5-249d-41f9-84a4-cd35200da6af
Version: 2.0
battle_bg = 2
Field Models - Main Characters
ID: efe1b0ec-6ce3-43f7-9659-f1bc9d36f60c
Version: 2.0
models_aerith = 6
models_barret = 3
models_caitsith = 1
models_cid = 4
models_cloud = 0
models_redxiii = 2
models_sephiroth = 1
models_tifa = 3
models_vincent = 4
models_yuffie = 3
Field Models - Non-Player Characters
ID: d329bc05-3dc0-4f35-94aa-632986f47194
Version: 2.3
models_base = 1
models_biggs = 2
models_jessie = 2
models_wedge = 2
Field Textures - Part 1
ID: 5ee78f47-6a2d-4981-8be5-c9afa763b965
Version: 2.0
field_bg = 1
Field Textures - Part 2
ID: 63c6df8c-971a-47f0-aac5-da4290f36058
Version: 2.0
field_bg = 0
Gameplay - Difficulty and Story
ID: af709876-588e-4865-84e3-0ac0bd662fb2
Version: 2.1
gameplay = 0
Gameplay - Tweaks and Cheats
ID: 3dbdfa3b-d97f-4cfc-9db8-223dbe0152bc
Version: 2.1
ar = 1
cf = 1
dm = 0
isl = 1
i = 0
li = 0
lcs = 0
lt = 1
nrb = 0
spa = 0
sc = 0
sbo = 1
Media - Music and Sound
ID: 2bdd4a94-4b06-46ca-af0a-37b9dfef25aa
Version: 2.0
music = 9
sound = 1
Menu - Avatars and Backdrops
ID: aec06415-0f12-410b-ac43-f4e89e363729
Version: 2.1
avatars_aerith = 1
avatars_barret = 1
avatars_cait_sith = 1
avatars_chocobo = 1
avatars_cid = 1
avatars_cloud = 1
avatars_cloud_young = 2
avatars_red_xiii = 5
avatars_sephiroth = 1
avatars_tifa = 0
avatars_vincent = 1
avatars_yuffie = 1
game_over = 1
prelude = 1
start_menu = 2
Minigames - Chocobo Race
ID: ee718ab3-0aa5-43b2-b7bc-82c69fcd19d0
Version: 2.0
avatars = 2
chocobo = 1
cid = 1
cloud = 1
jockey_1 = 1
jockey_2 = 1
textures = 1
tifa = 1
Minigames - Coaster
ID: 46efb6be-a9ab-4a24-b705-7603aca31519
Version: 2.0
coaster = 1
Minigames - Fort Condor
ID: 45b14862-3d58-41dc-a9d8-bd1f878ccf38
Version: 2.0
fort_condor = 1
Minigames - Motorbike Chase
ID: 0e17da17-403b-4c59-ba05-69985c432368
Version: 2.0
models = 1
textures = 1
Minigames - Wonder Square
ID: e3c2e300-ce83-4ca4-8806-f6df1963b07f
Version: 2.0
wonder = 1
Spell Textures
ID: b97373a2-aa9f-40e3-9a3d-aeaa846391d4
Version: 2.1
magic = 1
coin = 22
limit = 10
The Reunion - Beacause and Menu Overhaul
ID: 3ee8d570-ac8b-471e-ad3f-53de21248652
Version: 2.1
beacause = 0
menu = 1
break = 1
hand = 0
nbb = 1
ncb = 0
World Models - Characters
ID: a5b9a2f3-c9e3-4cbb-947a-1489ebeeb921
Version: 2.0
world_models = 1
World Models - Enemies
ID: 0d0cc481-4cc3-4e7e-9529-fa7077b38615
Version: 2.0
diamond = 1
emerald = 1
ruby = 1
ultima = 1
World Models - Vehicles
ID: 0e056cf4-7b37-49e1-aa9e-c57bc73db954
Version: 2.0
buggy = 1
chocobo = 1
highwind = 1
submarine = 1
tiny_bronco = 1
World Textures
ID: 35e0906d-7da4-4da2-b10d-87149d291a38
Version: 2.0
world_bg = 2
« Last Edit: 2016-05-01 02:25:20 by EQ2Alyza »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3513 on: 2016-05-01 06:22:44 »
I can confirm this using main installer and curent patches.  Hp plus adds a 25% boost to hp but also has a -25% hp penalty when equipped.

Btw. Great job on this mod!

Ah, this might be the .EXE thing. I'm not 100% sure on the story, but in 7th Heaven there's some sort of hybrid .EXE of Menu Overhaul + an older NT .EXE that gets used when you combine the two mods (I think?) which changes materia equip effects being applied. Problem is, I've changed the brackets used for the 1.4 build; I dropped the 1.3 .EXE so I can build a new one that's a better fit with 1.4, but I think it's still being used for 7H NT + MO?

Alyza, if this is the case, is it possible to drop the merged .EXE from 7H and instead just use the MO one for now? The NT .exe was always optional, and it's not a good fit with the current build anymore.

so its a simple fix. delete the -25 % HP for the materia and itll raise HP up by 25 % lol. Also..... how do we get Clouds in-ate if were only on disc 1 with no access to the highwind?

It's out of my hands; I can't edit catalog files. The IRO I package NT with is different from the 7H Catalog one Alyza makes. As for the innate, I had to downsize it to being only available from Disc 2 onwards (when Cloud is recruited back into the party) because of the limited kernel space.

Oh nevermind I just installed the patch and it worked fine. May I ask, why did Cloud said something like "I feel like I'm forgetting something" when I was in Junon heading to the underwater reactor. I can't remember if this was something that was in the original game or is a New Threat thing. I haven't played ff7 in almost 10 years now so I can't really remember everything with 100% clarity.

It's a vanilla scene, and supposed to hint at the removal of the Junon Cannon (which is being transported to Midgar). It's missing from the skyline behind him when he says it.

Thanks SC--I honestly just don't want to go through hours upon hours of chocobo breeding for the umpteenth time in my life.  I will definitely be uber appreciative when those scripts are fixed!

A quick question about endgame armor--those armlets that seem to be only rare steals in the final dungeon, are there other ways to get them?  I feel like I've been doing a good job exploring/clearing things out without getting chocobos, but I haven't found any of those armlets other than the Imperial Armlet (as that was a drop from a mandatory battle).

I feel ready to go an try and get a few of these if I have to (at least 1 of each so I can maybe finally take off the Crystal gear), since MP Absorb + Contain has increased the quality of endgame life so much.

I'm not sure about their locations, they were placed last-minute with a checklist to try and make everything available. If you're going for them, then avoid using Sneak Glove as this may hamper your chances (the first two 'common' steals have to fail in order to get a shot at the Rare steal).

If we're talking about kernel changes only, then it can be two possibilities:

1) Beacause
2) Field Models - Red Werewolf / WereXIII

Also, when posting mod load order, use the Profile Details button in 7H that way we can actually see what options are turned on/off.

I think it's actually an .EXE change; the HP Plus isn't broken, it's just got a Materia penalty on it that was originally intended only for MP Plus in an older version of the mod.

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3514 on: 2016-05-01 07:07:42 »
I need to remove the ff7_nt.exe from the install guide. I don't know if JLOUTLAW is using it though.

That aside, he's using the IRO that is in your OP...not the one from the Catalog. I don't know what's up :|

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3515 on: 2016-05-01 07:31:58 »
Was there not like an NT + MO .exe somewhere in the catalog though?

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3516 on: 2016-05-01 08:39:40 »
It's in the game converter. We're talking about the same exe :)

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3517 on: 2016-05-01 13:40:24 »
I'm not using the New Threat Exe from the 7th heaven. I'm using the IRO. I put the NT April 22 IRO file in the 7th Heaven folder and then set it to New Threat through 7th heaven that way. Also.....is there a new character in NT? Because Ive noticed at the Save point when i go to the rank up menu theres a tenth slot below the others with ?????????
« Last Edit: 2016-05-01 13:45:58 by JLOUTLAW »

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3518 on: 2016-05-01 14:40:28 »
I'm not using the New Threat Exe from the 7th heaven. I'm using the IRO. I put the NT April 22 IRO file in the 7th Heaven folder and then set it to New Threat through 7th heaven that way. Also.....is there a new character in NT? Because Ive noticed at the Save point when i go to the rank up menu theres a tenth slot below the others with ?????????
I don't think a 10th character would be possible, given that Sephiroth shares the same character slot as Vincent and Cait Sith shares the same character slot as Young Cloud I don't think having any more than 9 would be viable.

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3519 on: 2016-05-01 19:03:33 »
With Ziedrich when it says "Halves All Elements", is that supposed to include halving Restorative to stop it from being overpowered or is it an oversight? It also appears that having 2 seperate things that halve an element (E.G Ziedrich and Curse Ring both halving Restorative) doesn't nullify or quarter it but rather it remains at half.

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3520 on: 2016-05-01 20:02:49 »
Does anyone have any advice on how to maybe make getting steals in the final dungeon a bit easier?

I know they were made to be difficult to get, but I just feel like I'm missing something.  My Level 99 characters have tried stealing for ~20 min in a single fight and have literally gotten nothing.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3521 on: 2016-05-01 20:41:27 »
I'm not using the New Threat Exe from the 7th heaven. I'm using the IRO. I put the NT April 22 IRO file in the 7th Heaven folder and then set it to New Threat through 7th heaven that way. Also.....is there a new character in NT? Because Ive noticed at the Save point when i go to the rank up menu theres a tenth slot below the others with ?????????

Yeah, but if the materia equip bonuses/penalties have been altered then that's an .EXE change. There's no .exe alterations that I can see in the makeshift IRO I've made, so it must be coming from something else. Is it MO maybe?

With Ziedrich when it says "Halves All Elements", is that supposed to include halving Restorative to stop it from being overpowered or is it an oversight? It also appears that having 2 seperate things that halve an element (E.G Ziedrich and Curse Ring both halving Restorative) doesn't nullify or quarter it but rather it remains at half.

It's intended to nullify every element, including Restorative. These don't stack either, because they're flags. If there's more than one flag though then they can combine (so if you have Absorb + Half, then I think you absorb it but it's reduced by 50% and same goes for Absorb + Weak, you absorb 2x the damage). Null and Half will override each other though based on which one is read first/last (not sure which).

Does anyone have any advice on how to maybe make getting steals in the final dungeon a bit easier?

I know they were made to be difficult to get, but I just feel like I'm missing something.  My Level 99 characters have tried stealing for ~20 min in a single fight and have literally gotten nothing.

So I ran it through the formula:

LV Difference = 40 + 44 (user level) - Target level (90)
= -6

LV Factor = (512 x LV Difference) / 100
=  5.06

Chance = (Item Chance x Lv Factor) / 256
= 0.625% chance for a common item :l

So that's not what I had in mind and it'll need to be greatly adjusted. However, with a Sneak Glove the Lv Difference is always set to 100, so the chance increases exponentially:

LV Factor = (512 x LV Difference) / 100
= 512

Chance = (Item Chance x Lv Factor) / 256
= 12.5%

So it's better to have the Sneak Glove equipped after all, at least for the time being. I'll need to gradually increase the steal chance for enemies going past Lv.44 in order to account for the increasing gap in Level so that it's more like 3-50% or so.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3522 on: 2016-05-01 20:58:33 »
Yeah, but if the materia equip bonuses/penalties have been altered then that's an .EXE change. There's no .exe alterations that I can see in the makeshift IRO I've made, so it must be coming from something else. Is it MO maybe?

It's intended to nullify every element, including Restorative. These don't stack either, because they're flags. If there's more than one flag though then they can combine (so if you have Absorb + Half, then I think you absorb it but it's reduced by 50% and same goes for Absorb + Weak, you absorb 2x the damage). Null and Half will override each other though based on which one is read first/last (not sure which).

So I ran it through the formula:

LV Difference = 40 + 44 (user level) - Target level (90)
= -6

LV Factor = (512 x LV Difference) / 100
=  5.06

Chance = (Item Chance x Lv Factor) / 256
= 0.625% chance for a common item :l

So that's not what I had in mind and it'll need to be greatly adjusted. However, with a Sneak Glove the Lv Difference is always set to 100, so the chance increases exponentially:

LV Factor = (512 x LV Difference) / 100
= 512

Chance = (Item Chance x Lv Factor) / 256
= 12.5%

So it's better to have the Sneak Glove equipped after all, at least for the time being. I'll need to gradually increase the steal chance for enemies going past Lv.44 in order to account for the increasing gap in Level so that it's more like 3-50% or so.
Since we don't have access to Dark Cave yet I don't know this but what are the stats regarding Mystile? Is it like a Magical version of the Aegis Armlet or does it do something else? Also will the Micro Engine be added to the Lost and Found vendor?

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3523 on: 2016-05-01 21:39:37 »
Since we don't have access to Dark Cave yet I don't know this but what are the stats regarding Mystile? Is it like a Magical version of the Aegis Armlet or does it do something else? Also will the Micro Engine be added to the Lost and Found vendor?

Also Knights of the Round Summon has no name when you cast it, instead of Ultimate end it just reads [                  ] where the attack name goes while casting.

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3524 on: 2016-05-01 21:50:34 »
Since we don't have access to Dark Cave yet I don't know this but what are the stats regarding Mystile? Is it like a Magical version of the Aegis Armlet or does it do something else? Also will the Micro Engine be added to the Lost and Found vendor?

It's heavy on both forms of evasion, but has no defensive stats on it I think. Micro Engine will probably drop inside Dark Cave. The KOTR thing seems to be a problem that's popped up during kernel editing; I've had issues in the past where text became corrupted after saving, or somehow grabbed text from previously opened kernels; KOTR's attack was renamed to Crusader, somehow, and in-game displays no text. I've tried changing it but to no avail. I'm counting myself lucky that the kernel still works at all.