Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4972231 times)

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3525 on: 2016-05-01 22:46:06 »
Regarding the Gold Saucer Special Battle... I'm guessing "It's Hop-less to Resist is a typo"? Either way there's only one thing to say about our final opponent:

What... The... Hell?

I wouldn't have it any other way but that was still surreal.

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3526 on: 2016-05-01 23:54:30 »
Well like i said earlier i took out the menu overhaul and reunion and beacause. still no change. its not too big a deal if its only mine i reckon. Not really sure what caused the -25%HP on it but ah well. So if i dont use the main installer how will i be able to apply the patches for the scene and flevel? Do I have to wait til the IRO in the file gets updated to April 29th or later?

Tavarcio

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3527 on: 2016-05-01 23:58:05 »
At what point of the game should you take on Lucrecia? She's tearing me up with Cloud at lvl 72 and the rest of the party at 65ish

magictrufflez

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3528 on: 2016-05-02 00:10:37 »
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.

Thanks SC--when I did my own rough calculations based on the formula, I was getting somewhere in the ballpark of ~25-30% for my level 99 characters, which made the repeated failures, even for common items, somewhat suspect to me.

I'll go back to trying to get the steals with the sneak glove and see if that gives me any results!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3529 on: 2016-05-02 00:49:19 »
Regarding the Gold Saucer Special Battle... I'm guessing "It's Hop-less to Resist is a typo"? Either way there's only one thing to say about our final opponent:

What... The... Hell?

I wouldn't have it any other way but that was still surreal.

It's special.

Well like i said earlier i took out the menu overhaul and reunion and beacause. still no change. its not too big a deal if its only mine i reckon. Not really sure what caused the -25%HP on it but ah well. So if i dont use the main installer how will i be able to apply the patches for the scene and flevel? Do I have to wait til the IRO in the file gets updated to April 29th or later?

Yeah, the IRO is updated within the Main Installer. I'll try and get that done tonight.

At what point of the game should you take on Lucrecia? She's tearing me up with Cloud at lvl 72 and the rest of the party at 65ish

I guess it depends on what equipment is available, but I'd wait until Disc 3 and get some of the stronger pieces together. I think she uses Manipulate status, which you can defend against using some accessories (Hypnocrown and Guardian Ring, I think) and is weak to Holy.

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3530 on: 2016-05-02 01:00:01 »
Also the Fort Condor NPC is still not teleporting me to and from Fort Condor. Ive had to run from Junon to Fort Condor and back alone twice to do the 2 battles so far.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3531 on: 2016-05-02 02:48:32 »
Also the Fort Condor NPC is still not teleporting me to and from Fort Condor. Ive had to run from Junon to Fort Condor and back alone twice to do the 2 battles so far.

I'll get it fixed (eventually).

I'm in the process of repairing my FF7 1998 install so I can get to using 7H again. I noticed after the Game Converter install that there's now several .EXE files in there, one for MO and a few others for what I'm assuming to be other mods like Sephiroth Story (SS?). Is it possible that your 7H game is loading one of these .EXEs instead of the default one? That'd explain why the Materia equip effect is different even though the mods themselves aren't enabled. I think.

Anyways, going to finish this up and then I'll start on getting a patch together.

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3532 on: 2016-05-02 03:06:55 »
i have mine set in 7th heaven to use the MO.exe the one for menu overhaul. i tried just using the normal ff7.exe but everything in the menu looked messed up and the hp plus still had a 25 percent penalty.

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3533 on: 2016-05-02 03:31:43 »
Wow..... ok odd. I deactivated everything and i think ive found the source of the issue. the MO.exe itself seems to change the materia effects. Running it off of Bec.exe or FFVII.exe seems to fix the problem. My HP rose from almost 1300 to almost 1700. I wonder if that will make the Fort Condor NPC teleport work now too.....

KorinFlakes

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3534 on: 2016-05-02 09:59:04 »
I'm having an issue with the field music. I decided to test it out (must have saved after), didn't like it so I changed it back....But it didn't work. Tried restarting, disabling the mod, saving a new game and loading it after re-enabling it, doesn't want to change back to battle. Only way to fix it is load up my other save file from before I changed it. But that save was from so many hours ago, I really don't want to have to play through all of that again.

Any fixes for this issue?

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3535 on: 2016-05-02 10:50:29 »
Decided to give JENOVA JUNO a go and it looks like killing either JENOVA LUPER or LANUV either before the main body or at the same time as the arms seems to soft-lock the game. There are many things I can overcome but soft locks just aren't one of them.

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3536 on: 2016-05-02 11:54:26 »
I'm having an issue with the field music. I decided to test it out (must have saved after), didn't like it so I changed it back....But it didn't work. Tried restarting, disabling the mod, saving a new game and loading it after re-enabling it, doesn't want to change back to battle. Only way to fix it is load up my other save file from before I changed it. But that save was from so many hours ago, I really don't want to have to play through all of that again.

Any fixes for this issue?

i had that pop up once. when it happened, i changed it to "normal" at the save menu and then ran 2 screens away, that changed it back for me....

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3537 on: 2016-05-02 17:30:11 »
I'm having an issue with the field music. I decided to test it out (must have saved after), didn't like it so I changed it back....But it didn't work. Tried restarting, disabling the mod, saving a new game and loading it after re-enabling it, doesn't want to change back to battle. Only way to fix it is load up my other save file from before I changed it. But that save was from so many hours ago, I really don't want to have to play through all of that again.

Any fixes for this issue?

I think the way it works is that it doesn't update until you've entered a new screen.

Decided to give JENOVA JUNO a go and it looks like killing either JENOVA LUPER or LANUV either before the main body or at the same time as the arms seems to soft-lock the game. There are many things I can overcome but soft locks just aren't one of them.

Did you use Quadded Ultima with HP or MP Absorb by any chance? http://finalfantasy.wikia.com/wiki/Quadra_Magic_Ultima_glitch
Despite what the Wiki says, it does occur against Jenova Synthesis (and anything else with multiple parts).

If that wasn't used, then I'll have a look at the AI and see what's going on.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3538 on: 2016-05-02 17:35:21 »
I think the way it works is that it doesn't update until you've entered a new screen.

Did you use Quadded Ultima with HP or MP Absorb by any chance? http://finalfantasy.wikia.com/wiki/Quadra_Magic_Ultima_glitch
Despite what the Wiki says, it does occur against Jenova Synthesis (and anything else with multiple parts).

If that wasn't used, then I'll have a look at the AI and see what's going on.
Actually I was Miming Shinra Bombs for consistent unsplit damage to all enemies. Didn't have HP or MP Absorb equipped at all and didn't use Ultima. I think the game seems to be a bit iffy about LUPER and LANUV dying first which for some people probably wouldn't happen as they like to buff themselves with Peerless.

When LANUV and LUPER die before the main body they don't actually vanish like most other enemies but they teleport to somewhere else on the battlefield, often ending up in midair.

There's also a typo just before you venture down into the final part of the game, namely "They're coming out in f".
« Last Edit: 2016-05-02 17:58:22 by Skirmish »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3539 on: 2016-05-02 18:02:02 »
Actually I was Miming Shinra Bombs for consistent unsplit damage to all enemies. Didn't have HP or MP Absorb equipped at all and didn't use Ultima. I think the game seems to be a bit iffy about LUPER and LANUV dying first which for some people probably wouldn't happen as they like to buff themselves with Peerless.

When LANUV and LUPER die before the main body they don't actually vanish like most other enemies but they teleport to somewhere else on the battlefield, often ending up in midair.

There's also a typo just before you venture down into the final part of the game, namely "They're coming out in f".

Hmm, not sure; I was watching a stream recently where Lanuv and Luper died first unless I'm remembering it incorrectly. I imagine it's tied to the arms in some way though, that's where the problem is likely coming from. As for the typo, it might be due to a long name causing the text to run on but I don't think there's any mention of a long name in that particular line. I'll have a quick look at it.

In slightly better news, I figured out why the Fort Condor Teleport NPC was tripping up for some people so that'll hopefully be up and running once it's patched.
« Last Edit: 2016-05-02 18:05:19 by Sega Chief »

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3540 on: 2016-05-02 18:27:46 »
Hmm, not sure; I was watching a stream recently where Lanuv and Luper died first unless I'm remembering it incorrectly. I imagine it's tied to the arms in some way though, that's where the problem is likely coming from. As for the typo, it might be due to a long name causing the text to run on but I don't think there's any mention of a long name in that particular line. I'll have a quick look at it.

In slightly better news, I figured out why the Fort Condor Teleport NPC was tripping up for some people so that'll hopefully be up and running once it's patched.
Just tested the fight again while letting LANUV and LUPER keep their buffs and it's definitely something to do with the arms. Maybe this fight can't handle more than one thing dying at the same time or something?

I guess I'll try single targeting Jenova JUNOA and see if that just finishes the fight like that or if it still soft-locks. Either way the fight still needs to be looked into.

EDIT: Single targetting Jenova JUNO's main body results in her dying normally and progressing to the next fight.

By the way does using Knights of the Round on Jenova JUNO buff Sephiroth's HP in the next phases?
« Last Edit: 2016-05-02 19:19:52 by Skirmish »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3541 on: 2016-05-02 20:16:51 »
No, all the checks/conditions that raise HP/Stats were removed from the AI including the KOTR one.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3542 on: 2016-05-02 21:09:56 »
No, all the checks/conditions that raise HP/Stats were removed from the AI including the KOTR one.
Good to know, hopefully this means when you fix the Jenova soft-lock I won't have to spend time farming for healing/damage items (I'm not going to use the W-Item glitch despite the temptation to just ROFLstomp the final fights, although you were absolutely right to make W-Item tricky to obtain).

Or alternatively I might just allow the arms to gain Peerless and then hit Jenova with powerful Multi-Target attacks. I'll test this now to see if killing LANUV and LUPER without killing the arms avoid any soft-lock issues.

EDIT: I was right, the soft-lock issue seems to be exclusively the arms. I was able to kill LANUV and LUPER before the arms and avoid any soft-locking.
« Last Edit: 2016-05-02 22:41:07 by Skirmish »

anti_ohme

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3543 on: 2016-05-03 17:59:55 »
Hey @SegaChief!

Trying to get catastrophe but after the dialogue on the bridge, I cant seem to exit the bridge screen - at either end... Sorry if this is a known thing.... I installed the hotfixes first then updated to 1.4

Just came from the mimic fight for Aeris and it all worked great so not sure if its something my end or whaaat.

Thanks bro!

ohme

DynamixDJ

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3544 on: 2016-05-03 18:17:06 »
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).

Is this entirely true? Have you changed the mechanics around, or is this true for vanilla? I did some digging into this a while ago, and I ran some tests against the Icicle and the Sea Worm, both of which have multiple elemental properties. I'n not 100% sure on this, but I'm fairly confident that the priority order goes:

Nuliffy
Absorb
Halve
Double

Meaning, if the nullify flag is ticked, then the other elemental properties are then ignored, and if the Nullify check fails but Absorb is up, then Halve and double are disregarded.

I would like a second opinion though!!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3545 on: 2016-05-03 20:32:09 »
Is this entirely true? Have you changed the mechanics around, or is this true for vanilla? I did some digging into this a while ago, and I ran some tests against the Icicle and the Sea Worm, both of which have multiple elemental properties. I'n not 100% sure on this, but I'm fairly confident that the priority order goes:

Nuliffy
Absorb
Halve
Double

Meaning, if the nullify flag is ticked, then the other elemental properties are then ignored, and if the Nullify check fails but Absorb is up, then Halve and double are disregarded.

I would like a second opinion though!!

See, I'm not 100% sure. I would have said that Nullify overrides it as well but someone on the thread mentioned having a Half and a Nullify equipped (Armour and Accessory) and that the Half effect won out. It left me wondering if it works differently for characters because they're loading the elemental resistances from several different places (as in, do Armour elemental resistances take priority over Accessories?)

Hey @SegaChief!

Trying to get catastrophe but after the dialogue on the bridge, I cant seem to exit the bridge screen - at either end... Sorry if this is a known thing.... I installed the hotfixes first then updated to 1.4

Just came from the mimic fight for Aeris and it all worked great so not sure if its something my end or whaaat.

Thanks bro!

ohme

When you say you updated to 1.4, do you mean you were playing on 1.35 up until this point? 1.4 has a few new scenes that use new triggers which won't have been flipped in a normal playthrough. If that's the case, you might need to approach the bridge from the opposite way (from the Costa Del Sol side) in order to get this scene to trigger normally (and make sure that Cloud is your party leader). It's generally recommended to start a new game when there's been a major update; let me know if you still can't get past the bridge though and I'll add a special Disc 3 check to the previous screen to disable the bridge event altogether.
« Last Edit: 2016-05-03 20:41:02 by Sega Chief »

DynamixDJ

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3546 on: 2016-05-03 21:20:25 »
See, I'm not 100% sure. I would have said that Nullify overrides it as well but someone on the thread mentioned having a Half and a Nullify equipped (Armour and Accessory) and that the Half effect won out. It left me wondering if it works differently for characters because they're loading the elemental resistances from several different places (as in, do Armour elemental resistances take priority over Accessories?)

Interesting notion, however I think when the checks are performed it doesn't matter where the resistance comes from, it just sees that there is resistance, and the priority check plays out. I may have the priority incorrect as I was going from memory, it could be that it goes Absorb, Halve, Nullify, Double.... I've just had a quick look at TFerguson's FAQ:

Quote
In summary, the various resistances have the following priority:
  Death Weakness
  Recover
  Immune
  Absorb
  Weak/Resist
  Normal

I hypothesis that the person who mentioned that Halve won out was incorrect. Again, I experimented on the Sea Worm, and not once did I notice two resistances work against/with each other. I'm just not 100% sure though.....

Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3547 on: 2016-05-04 00:55:24 »
I ran into a bit of a snag when trying to get the Mega Materia from the train at Corel and wasn't able to stop the thing. Got to the train driver and ran out of time as soon as the fight started. I thought I was hustling too but alas.

Anyway, I recall what happens when you mess up the train section in vanilla, but I'm wondering if it's different in the mod. Is it worth reloading and trying again or does it not really matter?
« Last Edit: 2016-05-04 00:58:58 by ohhhhyeahohhellyeahbaby »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3548 on: 2016-05-04 01:25:48 »
The overall consequences aren't too severe; you can just dig up Bahamut ZERO from Bone Village later and Comet can be found in a different location as well so it isn't missable. I'll PM the location of the 2nd Comet Materia.

Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3549 on: 2016-05-04 01:39:20 »
Fantastic, thanks for the info.

There's a couple other things I was wondering, regarding the Norther Crater, is there an approximate level I should probably be at? I ask because I have people who seem to be close to pushing level 70 which (if memory serves) is verrrry different from how it works in vanilla. I've also only had one character make it to rank 4, though others are approaching that: is that par for the course given where I am? And if not the case, what would be the best way to gain SP?

EDIT: did you restore the weird speechless guy dummied out in Sector 5? He's weird.
« Last Edit: 2016-05-04 02:19:21 by ohhhhyeahohhellyeahbaby »