Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4994408 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3750 on: 2016-06-12 20:17:30 »
I can already answer this question : Yes it works, today I threw a X-potion on the friendly Scorp boss that help us against the brass dragon and I healed him with more than 25000 hp per potion  ;D

If you managed to add a new game + campaign it would be great to break the lv 99 cap, but it sounds pretty hard job 8)

I had a plan to do a New Game+ but I figure it'd just be easier to make it a stand-alone mod that can be played either with a pre-existing NT party or with a pre-made generic party (so that it can be played even without a save file).

What do you get for choosing Barret for the date? The box disappeared before I had the chance to read it and I don't see anything new in the menu.

Should be a Microlaser; I went over that script recently, I think they weren't dropping correctly.


xenofears

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3751 on: 2016-06-12 22:36:39 »
Thanks that is very helpful to keep as a reference. Are there major changes I should know about?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3752 on: 2016-06-13 00:50:14 »
Not really, just that the character stats thing might not be 100% anymore.

exsilverx

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3753 on: 2016-06-13 12:07:47 »
Hey Sega, thanks for this awesome mod. I have a question though, I fiddled a bit with my Kernel (and kernel2) via Wallmarket prior to the patch, and it seems like the text to a lot of the content, like materia and equipment, are not updated (Lv 1. Skill for Heal is "Death" instead of "Osmore", although it does drain MP instead of inflicting death)

Since this is my first playthrough, I feel like I'm missing a lot of important information. Do you have the raw data files that I can just copy into my data folder? Thank you so much.

xenofears

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3754 on: 2016-06-13 12:12:40 »
I am in the Mythril Mines and I think laser is bugged. I was able to kill one of those solo flying enemies with demi followed by laser. It deals over 1000 damage against them... something like 3/4 max hp.

The attack worked against the turks too. 1/3 max hp damage. Seems very powerful...

Robo Jesus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3755 on: 2016-06-13 12:47:33 »
I am in the Mythril Mines and I think laser is bugged. I was able to kill one of those solo flying enemies with demi followed by laser. It deals over 1000 damage against them... something like 3/4 max hp.

The attack worked against the turks too. 1/3 max hp damage. Seems very powerful...
Nope, Laser is working perfectly. Laser was changed to be able to kill what it hit. Creatures weak against Gravity can also be killed by the "Demi" spells. ^_^


Anyways, I seem to have encountered a bug on disk three. The Weapon Master guy who crafts said weapons seems to state that he's unable to make Cait Sith's "Ultimate" weapon due to lacking the required items, even though the three listed items are things I have. I think that the "List" in the coding is different from what's being stated in the text or whathaveyou. I haven't encountered this issue with any of the other "Ultimate" weapons though (still haven't gotten the items needed for Yuffie, Red, Cid, and Barret's weapons yet, though if I find any issue I will speak up), only seem to be having this issue with Cait Sith's HP Shout.
« Last Edit: 2016-06-13 12:52:33 by Robo Jesus »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3756 on: 2016-06-13 19:59:09 »
Hey Sega, thanks for this awesome mod. I have a question though, I fiddled a bit with my Kernel (and kernel2) via Wallmarket prior to the patch, and it seems like the text to a lot of the content, like materia and equipment, are not updated (Lv 1. Skill for Heal is "Death" instead of "Osmore", although it does drain MP instead of inflicting death)

Since this is my first playthrough, I feel like I'm missing a lot of important information. Do you have the raw data files that I can just copy into my data folder? Thank you so much.

Sounds like the kernel2 might be out of whack. I'll arrange something.

Nope, Laser is working perfectly. Laser was changed to be able to kill what it hit. Creatures weak against Gravity can also be killed by the "Demi" spells. ^_^


Anyways, I seem to have encountered a bug on disk three. The Weapon Master guy who crafts said weapons seems to state that he's unable to make Cait Sith's "Ultimate" weapon due to lacking the required items, even though the three listed items are things I have. I think that the "List" in the coding is different from what's being stated in the text or whathaveyou. I haven't encountered this issue with any of the other "Ultimate" weapons though (still haven't gotten the items needed for Yuffie, Red, Cid, and Barret's weapons yet, though if I find any issue I will speak up), only seem to be having this issue with Cait Sith's HP Shout.

I think it's a wrong check or something. When the flevel is (inevitably) updated this issue should be fixed too; was holding off until dark cave was done, but time is marching on so I'll need to fire up new patches soon.

exsilverx

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3757 on: 2016-06-14 03:53:26 »
Thank you so much. I want to add that in my specific case, copying the files and overwriting them don't work for some awkward reason. Opening the Kernel.bin from Wallmarket before copying the file yields all the updated names, but once that same file is copied into the data folder, and before booting the game, it immediately displays the wrong names. I also tried creating kernel2 before updating them all together, still no luck.

mexico

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3758 on: 2016-06-14 06:35:10 »
I have problems with your kernel2 Sega. Lots of blackscreens... myst6re will look at it to see if he can repair it.

natepley

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3759 on: 2016-06-14 15:01:28 »
I personally like doing more than 9999 damage with hits, but I know you designed your mod without break damage limit in mind.  I was wondering, though, if break damage limit could be applied to some attacks but not others.  For example, if Red's, Yuffie's, and Vincent's level 4 limits could break damage limit, they would be closer to the power of other characters final limits.  Bahamut Zero could break damage limit making him much more powerful than the first Bahamut.  Not sure if that's possible, but maybe it could be useful.  Also, would it be possible to make the damage limit 10,000?  That would be so much more satisfying than 9999 without throwing off the game balance.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3760 on: 2016-06-14 18:20:59 »
Thank you so much. I want to add that in my specific case, copying the files and overwriting them don't work for some awkward reason. Opening the Kernel.bin from Wallmarket before copying the file yields all the updated names, but once that same file is copied into the data folder, and before booting the game, it immediately displays the wrong names. I also tried creating kernel2 before updating them all together, still no luck.

I have problems with your kernel2 Sega. Lots of blackscreens... myst6re will look at it to see if he can repair it.

The only thing I can think of is maybe a security issue; as in, the file needs to be unblocked through Properties because it came from another computer. That or it's in the wrong place; which version are you playing, Silver? Steam, 1998, or 7th Heaven?

As far as repairs go, Myst6re might be able to identify the problem but NFITC1 made the tool itself. Are you opening the Kernel.bin with the tool, or the kernel2.bin? I usually just open the Kernel itself and it seems to open both files in the folder.

I personally like doing more than 9999 damage with hits, but I know you designed your mod without break damage limit in mind.  I was wondering, though, if break damage limit could be applied to some attacks but not others.  For example, if Red's, Yuffie's, and Vincent's level 4 limits could break damage limit, they would be closer to the power of other characters final limits.  Bahamut Zero could break damage limit making him much more powerful than the first Bahamut.  Not sure if that's possible, but maybe it could be useful.  Also, would it be possible to make the damage limit 10,000?  That would be so much more satisfying than 9999 without throwing off the game balance.

That's definitely an advantage of break 9999; you can push certain otherwise underpowered attacks right up and make them viable again. On the other hand, working within the confines of 9999 let's me keep a better handle on %-based damage reduction effects and shrinks the amount of variance I have to keep in mind when speccing attacks/enemy HP & stats.

mexico

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3761 on: 2016-06-14 18:35:09 »
As far as repairs go, Myst6re might be able to identify the problem but NFITC1 made the tool itself. Are you opening the Kernel.bin with the tool, or the kernel2.bin? I usually just open the Kernel itself and it seems to open both files in the folder.

I open the Kernel and save with "Create Kernel.bin and kernel2.bin". Some modifications works well but others causes black screen at the start of the game. I'll see with myst6re what he can do with this. For Neo-Midgar he did a special kernel2 without limits. Maybe he can do the same for your kernel2.

exsilverx

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3762 on: 2016-06-14 22:55:19 »
The only thing I can think of is maybe a security issue; as in, the file needs to be unblocked through Properties because it came from another computer. That or it's in the wrong place; which version are you playing, Silver? Steam, 1998, or 7th Heaven?

It's the steam version, I believe. I dropped the files in the folder lang-en. Like, all the moves work and are updated, it's just that the text isn't updated for some reason. I tried using a patch (.wm) using WallMarket, but that didn't work either.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3763 on: 2016-06-14 23:25:21 »
I open the Kernel and save with "Create Kernel.bin and kernel2.bin". Some modifications works well but others causes black screen at the start of the game. I'll see with myst6re what he can do with this. For Neo-Midgar he did a special kernel2 without limits. Maybe he can do the same for your kernel2.

An expanded kernel2 sounds interesting; I wonder if that means more AI can be put in, or if it's just for text.

It's the steam version, I believe. I dropped the files in the folder lang-en. Like, all the moves work and are updated, it's just that the text isn't updated for some reason. I tried using a patch (.wm) using WallMarket, but that didn't work either.

If placing the files directly into the game hasn't worked either, then the only thing I can think of is that the file isn't trusted by the PC and needs to be unblocked through Properties, that or Steam is doing some weird half-assed file verification thing and restoring the default kernel2 but not the other files.

exsilverx

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3764 on: 2016-06-15 03:21:03 »
If placing the files directly into the game hasn't worked either, then the only thing I can think of is that the file isn't trusted by the PC and needs to be unblocked through Properties, that or Steam is doing some weird half-assed file verification thing and restoring the default kernel2 but not the other files.

Can you tell me how to specifically do so?

On another note, I was going to just rename all of the stuff manually out of frustration, and found out that no matter which Kernel.bin (yours, the original, or copied) was thrown in the lang-en folder, it would update all the functions but never the names or descriptions of anything. Maybe it's a WallMarket bug? How are the descriptions linked to the folder location and not the file itself? I don't know computers.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3765 on: 2016-06-15 03:24:24 »
The kernel and kernel2 need to be together in the same folder as far as I know. To unblock a file that isn't trusted, right-click on it (the kernel2.bin in this case) and select Properties. At the bottom of the small window that should appear, under Attributes, will be a button that says 'unblock'. If this isn't there, then it means the file is already unblocked.

For modding, the Kernel and kernel2.bin need to be in the same folder, as far as I know. Kernel2 is the text, kernel is the data (I think).

exsilverx

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3766 on: 2016-06-15 06:36:43 »
Nope, it's already unblocked.

*SIGH* I'm going to hate you for making such a great mod where I have to copy paste all of the description.

xenofears

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3767 on: 2016-06-15 11:58:19 »
Is haste supposed to last the entire battle? I dont remember the behavior in vanilla. Lunatic high seems to produce a permanent status (barring KO)... very powerful.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3768 on: 2016-06-15 13:12:28 »
Nope, it's already unblocked.

*SIGH* I'm going to hate you for making such a great mod where I have to copy paste all of the description.

;-; there must be another way

Is haste supposed to last the entire battle? I dont remember the behavior in vanilla. Lunatic high seems to produce a permanent status (barring KO)... very powerful.

Yeah, Haste & Slow are permanent effects; all statuses behave as they did in the vanilla game.

natepley

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3769 on: 2016-06-15 16:55:44 »
That's definitely an advantage of break 9999; you can push certain otherwise underpowered attacks right up and make them viable again. On the other hand, working within the confines of 9999 let's me keep a better handle on %-based damage reduction effects and shrinks the amount of variance I have to keep in mind when speccing attacks/enemy HP & stats.

So break damage  limit can't be applied selectively?  It's all or nothing?  Like, in FF8, certain attacks could break the limit, like Quistis's best limit break, but most attacks were capped at 9999.  Could All Creation break the limit, while demi remains capped at 9999?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3770 on: 2016-06-15 17:06:13 »
It'd be all or nothing, but some attacks won't be capable of breaking it anyway because of the Level synch/enemy defences.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3771 on: 2016-06-15 20:36:13 »
hey sega chief

can you add the super nova spell on your mod please

myst6re

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3772 on: 2016-06-15 22:42:39 »
"I open the Kernel and save with "Create Kernel.bin and kernel2.bin". Some modifications works well but others causes black screen at the start of the game. I'll see with myst6re what he can do with this. For Neo-Midgar he did a special kernel2 without limits. Maybe he can do the same for your kernel2."

An expanded kernel2 sounds interesting; I wonder if that means more AI can be put in, or if it's just for text.

The kernel2 limit is still here, I use black magic to reduce its size. And for you question Sega Chief, there only texts in the kernel2, isn't it?

SunnyD

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3773 on: 2016-06-16 00:23:09 »
Is the Dark Cave coming in the next update? Or is it still TBA?

hey sega chief

can you add the super nova spell on your mod please

I believe the Super Nova animation causes the game to soft lock when used by player characters.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3774 on: 2016-06-16 03:16:46 »
The kernel2 limit is still here, I use black magic to reduce its size. And for you question Sega Chief, there only texts in the kernel2, isn't it?

Ah, it's just the kernel2 for texts that was expanded? Ah well.

Is the Dark Cave coming in the next update? Or is it still TBA?

I believe the Super Nova animation causes the game to soft lock when used by player characters.

Dark Cave is still in dev, and the supernova animation does softlock the game if used outside the Safer battle background (as far as I know).